chore(Blenvy): tweaks, adjustements, moved examples etc

This commit is contained in:
kaosat.dev 2024-07-17 23:15:36 +02:00
parent b756819088
commit ec7dc2cb48
56 changed files with 4 additions and 16 deletions

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@ -32,7 +32,7 @@ It also allows you to setup 'blueprints' in Blender by using collections (the re
One crate to rule them all ! One crate to rule them all !
- [blenvy](./crates/blenvu/) This crate allows you to - [blenvy](./crates/blenvy/) This crate allows you to
* define components direclty inside gltf files and instanciate/inject the components on the Bevy side. * define components direclty inside gltf files and instanciate/inject the components on the Bevy side.
* export your project's Bevy registry to json, in order to be able to generate custom component UIs on the Blender side in the Blender [blenvy](./tools/blenvy/README.md) add-on * export your project's Bevy registry to json, in order to be able to generate custom component UIs on the Blender side in the Blender [blenvy](./tools/blenvy/README.md) add-on
* define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy. With the ability to override and add components when spawning, efficient "level" loading etc * define Blueprints/Prefabs for Bevy inside gltf files and spawn them in Bevy. With the ability to override and add components when spawning, efficient "level" loading etc

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@ -301,7 +301,8 @@ Bevy Side:
- [x] remove "Library" component & co - [x] remove "Library" component & co
- [x] make "InBlueprint" non optional, - [x] make "InBlueprint" non optional,
- [ ] and perhaps rename it to "FromBlueprint(BlueprintInfo)" - [x] and perhaps rename it to "FromBlueprint"
- [ ] perhaps change it to FromBlueprint(BlueprintInfo)
- [x] BlueprintInstanceDisabled => BlueprintInstanceDisabled - [x] BlueprintInstanceDisabled => BlueprintInstanceDisabled
- [x] fix "remove component" operator from the rename/fix/update components panel - [x] fix "remove component" operator from the rename/fix/update components panel

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@ -199,7 +199,7 @@ There is also a ```BluePrintBundle``` for convenience , which just has
## Additional information ## Additional information
- When a blueprint is spawned, an ```InBlueprint``` component is inserted into all its children entities (and nested children etc) - When a blueprint is spawned, an ```FromBlueprint``` component is inserted into all its children entities (and nested children etc)
- this crate also provides a special optional ```GameWorldTag``` component: this is useful when you want to keep all your spawned entities inside a root entity - this crate also provides a special optional ```GameWorldTag``` component: this is useful when you want to keep all your spawned entities inside a root entity
You can use it in your queries to add your entities as children of this "world" You can use it in your queries to add your entities as children of this "world"

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@ -1 +0,0 @@
({})

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@ -1,12 +0,0 @@
({
"world":File (path: "models/StartLevel.glb"),
"level1":File (path: "models/Level1.glb"),
"level2":File (path: "models/Level2.glb"),
"models": Folder (
path: "models/library",
),
"materials": Folder (
path: "materials",
),
})