feat(Blender): added mention of QOL menu in docs, plus some minor tweaks to context menu

This commit is contained in:
kaosat.dev 2024-08-14 15:28:07 +02:00
parent db7647b0a8
commit 46b846ead7
3 changed files with 11 additions and 3 deletions

View File

@ -370,6 +370,7 @@ PRE ALPHA1 RELEASE:
- [x] blender add-on - [x] blender add-on
- [x] barebones bevy test - [x] barebones bevy test
- [x] hot reload => some of it works, the rest not anymore ? (see bug https://github.com/bevyengine/bevy/issues/14698) - [x] hot reload => some of it works, the rest not anymore ? (see bug https://github.com/bevyengine/bevy/issues/14698)
- [x] add "right click to edit blueprint"
- [ ] merge blenvy branch into main - [ ] merge blenvy branch into main
- [ ] push to crates.io - [ ] push to crates.io
- [ ] tag - [ ] tag
@ -386,7 +387,6 @@ BEVY:
- [ ] make a fleshed out demo - [ ] make a fleshed out demo
BLENDER: BLENDER:
- [ ] add "right click to edit blueprint"
- [ ] overall cleanup - [ ] overall cleanup
- [ ] review wonky logic for cross file components injections - [ ] review wonky logic for cross file components injections
- [ ] update & fix tests - [ ] update & fix tests

View File

@ -158,6 +158,11 @@ Take a look at the [relevant](../../examples/demo/) example for more [details](.
- for a detailed overview of blueprints please see [here](./README-blueprints.md) - for a detailed overview of blueprints please see [here](./README-blueprints.md)
> [!TIP]
> you can right click on a Blueprint instance in your level scenes or press SHIFT + F to edit a Blueprint in a seperate temprary scene !
> you can right click or press SHIFT + F to create a new empty Blueprint and an instance of it from your main scenes
> right click again & select the option to stop editing it, or
## Development ## Development
- I highly recomend (if you are using vscode like me) to use - I highly recomend (if you are using vscode like me) to use

View File

@ -28,25 +28,28 @@ def edit_or_create_blueprint_menu(self, context):
blenvy = context.window_manager.blenvy # type: BlenvyManager blenvy = context.window_manager.blenvy # type: BlenvyManager
selected_objects = context.selected_objects selected_objects = context.selected_objects
selected_object = selected_objects[0] if len(selected_objects) > 0 else None selected_object = selected_objects[0] if len(selected_objects) > 0 else None
text = "" text = "Start editing Blueprint"
if selected_object is not None and selected_object.instance_collection: if selected_object is not None and selected_object.instance_collection:
if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
text = "Exit editing previous Blueprint and start editing Blueprint" text = "Exit editing previous Blueprint and start editing Blueprint"
else: else:
text = "Start editing Blueprint" text = "Start editing Blueprint"
self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
else: else:
prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene) prev_scene = bpy.data.scenes.get(blenvy.edit_blueprint_previous_scene)
if prev_scene is not None: if prev_scene is not None:
text = "Exit editing Blueprint" text = "Exit editing Blueprint"
self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
else: else:
if len(selected_objects) == 0: # do not go into creation mode if any object was selected if len(selected_objects) == 0: # do not go into creation mode if any object was selected
if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first if blenvy.edit_blueprint_current_scene != "": # if there is already editing in progress, close it first
text = "Exit editing previous Blueprint and start editing new Blueprint" text = "Exit editing previous Blueprint and start editing new Blueprint"
else: else:
text = "Create & start editing Blueprint" text = "Create & start editing Blueprint"
self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text) self.layout.operator(BLENVY_OT_ui_blueprint_create_or_edit.bl_idname, text=text)
# for camera save & reset # for camera save & reset
def find_area(): def find_area():
try: try: