* feat(animation): added example & boilerplate
* moved animations specific code to a different module
* added multiple robots & foxes
* added example of controlling animation based on distance from the player
* removed obsolete files
* added information about animation to READMEs
* updated dependencies
closes#26
* fix exporter settings when changing blender project breaking the exporter
* add auto creation of library folder if it does not exist (also any gltf export path where folders are missing)
* main/level scene(s) now gets generated if there was no change, and they have never been generated before
* export_main_output_name => export_output_folder & the blueprints folder is now relative
to this one
* exported main scene gltf file name is now created based on the Blender scene name, not settable
* blueprints folder defaults to "library"
* the exporter now defaults to enabled blueprints, & enabled change detection in library
* added handling of export parameter changes
* ie when the gltf parameters (gltf vs glb, compression etc), are changed
the next time you save , all the models are re-exported
* feat(tools:gltf_auto_export): major overhaul & optimisation of library export
* added change detection handling so only the actually changed collections get exported on save
* works with actual changes (ie clicks/ selections don't count)
* this means "progressive" export of only the changed parts, WAY faster
* removed "export_on_library_changes" setting, which was semi redundant with the library toggle itself
* also scans for already existing exports on disk (for "first runs" in a Blender session)
* many smaller cleanups
* added logic to save/load export parameters in operator
* parameters are thus now persisted even if the addon is removed & added back
* based on standard gltf exporter
* operator presets are now fixed as well & can be used normally
* added injection of saved parameters in case there is a save attempts after installing the add_on
and there where previously saved settings
* feat(tools:gltf_auto_export): added support for multiple main & lib scenes
* with scene picking & filtering
* adding a scene to the list now only works once you selected a scene from the picker
* docs(tools/gltf_auto_export): updated docs
* fix(tools:bevy_gltf_blueprints):
* fixed missing rotation in blueprint collections (if there is any)
* fixed similar issues with scale
* fixed issues with active collection at the time of saving/export being poluted by temporary data
* refactor(bevy_gltf_blueprints): minor cleanups
* fixed bad default path for library
* added missing ComponentsFromGltfPlugin which causes the blueprint plugin not to work as expected if ComponentsFromGltfPlugin is not added elsewhere
* all info! calls are now debug! for a less spammy debugging experience
* refactor(examples:advanced):
* removed ComponentsFromGltfPlugin as that is now included directly in the blueprints plugin
* moved all physics (rapier) related code to the core/physics module
* closes#11
* bumped Blender tool version to 0.2
* changed storage of internal data to WindowManager instead of Scenes: this fixes a few issues & logical flaws
* updated docs accordingly
* relaxed bevy version requirements to work with all v0.11.xx versions & the dependency between blueprints & components crate
* bevy_gltf_blueprints: added a more clear warning message for the random timing/ no children in scene issue
* docs(crates): modified the install instruction to be patch version agnostic
* feat(bevy_gltf_components):
* create crate
* added SystemSet (GltfComponentsSet) to run process_loaded_scenes (where components are injected)
in a specific systemset & allow ordering other systems relative to it
* feat(bevy_gltf_blueprints):
* created crate
* made the blueprint library path configurable
* added BluePrintBundle helper
* added SystemSet (GltfBlueprintsSet) for better system ordering
* integrated into advanced demo
* feat(tools-blender-auto-export):
* renamed blender tool to gltf_auto_export
* rewritten auto_export
* added blueprint / prefab support
* creates scene with empties with BlueprintName components in the scene
* export of the main scene now exports this scene instead of real main scene
* changes collection stand in names in original scene & sets them back after export
to have correctly named collection instance exports
* also added an additional 'SpawnHere' component to not conflate BlueprintNames & spawning requests
* toggling & blueprint library output parameters added
* added correct handling/ restoring of saved selection when using blueprints
* feat(examples):
* added advanced example
* general example renamed to "basic", and cleaned up
* feat(various): a lot of experiments with saving & loading etc
* chore(assets): updated blend & generated assets
* fix(examples-advanced): disabling hot reloading as it messes up scenes in experiments with save & loading
* docs():
* added & fleshing out docs for the various crates & main README
* added process doc image & tweaks to README
* added missing licence info where relevant
* fixed broken links
* clarified some aspects
* added updated screenshots where relevant
* added tweaks & improvements etc
* split documentation between main docs & example docs
* clearer seperation between example, blender add on etc
* some minor code quality improvements based on Clippy linting
* minor tweaks & additions to Blender & gltf example files: swapped out one mesh collider
for a capsule collider for demo purposes
* cleanups, tweaks, badges etc
* refactor(): restructured code to turn the process_gltf (core) part into a crate
* changed process_gltf into a lib/crate basics
* changed current demo setup into an example that is importing the new crate
* updated imports in the crate side
* updated dependencies
* cleanups
* added more clear information about preUpdate vs setup
* improved README/ added use as crate examples
* library scene is not a must have anymore
* added option to scene prefered library scene name
* option to auto-export on library changes is more coherent
* renamed variables for more clarity
* y-up is default
* now using type_registration.type_info & matching instead of hackish string based ifs
* handling of most "value types"
* fleshed out example test components a bit more
* switch to ron for components inside Blender
* related experiments & cleanups
* total overhaul & cleanup of physics proxies handling
* a lot of cleanups