* added a fix for BlueprintInfo path issues on non posix platform by replacing specific
os.path.join calls with posixpath.join ones (blueprint info paths, export_path, material_path etc)
should hopefully solve spawning issues on Windows
* restructured & improved materials export: now uses same logic as blueprints, with seperate determining of
what materials changed & the export itself
* minor tweaks
* removed file_watcher feature, should be user settable
* added root blueprintInfo path to the list of assets to watch for hot reload
* removed settable aabb calculation: they will now always be done
* added "export_registry" setting to be able to disable registry export for wasm & co (automate later)
* minor tweaks
* cleanups
* fixed & improved the Blenvy crate README
* make a few things conditional on whether hot reload is enabled or not
* cleaned up very verbose debug messages
* a few renames & coherency pass
* cleanups cleanups, cleanups !
* coherence pass : "main" scenes & co renamed to "level" scenes & co
* auto export now toggled ON by default, but bailing out early if there are no main & lib scenes added
* UI improvement for adding level/lib scenes
* minor cleanups
* chore(v0.14): upgraded all current crates, examples, testing setup etc to Bevy 0.14
* chore(Blender tools): some minor fixed for Bevy 0.14 & version bump
* normally this should NOT happen if the blueprints to spawn are correctly generated
(by the Blender add-on) gltf files, but better safe (no unwrap!) than sorry
* started docs for Blender Blenvy add-on
* started migration guide
* got rid of a few examples
* moved (for now, wip) all remaining examples under the Blenvy umbrella
* updated main README
* fixed issue with undeleted bin file when setting gltf export options for gltf/bin mode
* updated release tools (internal_generate_release_zips)
* moved main TODO to root of repo
* a lot of related prep work & cleanup
* moved out collections serialization from scenes loop
* fixed issue with materials hashing
* fixed issue with custom properties hashing
* fixed issue with scene properties hashing
* minor related tweaks
* still pulling my hair out over weirdness with scene rename detection and handling
* now also outputing seperate collections hash & materials hash from serialize_project
* changed project_diff to do diffing of materials & collections
* hooked up output data to export logic
* related tweaks & improvements
* injected BlueprintAssets are now reusing existing asset scan boilerplate (wip)
* added back per blueprint assets
* experimenting with how to export all vs local only assets
* renamed (finally) export main scenes
* found issue with scene serialization (hellooo collections !), working on fix
* does not try to respawn parents & their children at the same time anymore
* does not try to respawn already spawning blueprint instances anymore
* "batches" respawning per set of simultaneous changes to assets to avoid chaotic respawning
* minor other tweaks & improvements
* added mapping of assets to blueprint instance ids so we know which blueprint instances
need to be de/respawned when a given asset changes
* simplified & streamlined internals of hot reloading using the above
* related cleanups & minor improvements
* fixed huge logical error in component processing (require Name components) that was breaking
scene level extras/components
* added a convience from_path function to BlueprintInfos to generate name from path
* minor tweaks
* VERY clunky code so far, needs a massive cleanup, but works !
* modified relevant code
* modified testing/example
* related minor tweaks & changes
* small changes to blend project to test instance vs blueprint level animation controls
* updated logic to account for bevy 0.14 changes (animation graph, transitions component etc)
* added back & updated per blueprint animation example to the testing project
* updated matching blend file with new style components
* spawnHere => spawnBlueprint
* added back tagging of Blueprint contents with "InBlueprint" / noInBlueprint
* overall cleanup pass (wip)
* removed clutter
* moved hot reload to seperate module
* added back "assets loaded" event, removed useless events
* registered HideUntilReady component for users
* minor tweaks & cleanups
* bumped up Bevy version to v0.14 !
* fixed (albeit in a clunky way) issues with sub blueprint detection
* improved error message for missing material library
* added HideUntilReady component & logic, to hide 'in-spawning' blueprint instances until they are ready
* "add-to-world" is now only trigerred for blueprint instances that have no parents (avoid footgun)
* minor cleanups & tweaks
* added test component with Vec3 to double check for issues
* updated test blend file to include the component above + added a light to the test spawnable blueprint
to check for "light flashes" (aka indirectly testing "HideUntilReady")
* fixed issue with parenting due to Blender's very weird matrix_parent_inverse ... solves all issues with children of empties
blueprint instances within blueprint instances etc having the wrong transforms in some cases
* fixed bad gltf format propagation: semi ok solution, but a cleaner one would be better
* added additional custom properties to the blacklist , level/blueprint exports are now using the one in the constants
instead of a local copy
* minor tweaks & cleanups
* updated simple test to include deep nested blueprint instance within blueprint instance case
* restructured materials handling to use the new logic, removed clutter
* experimenting with solutions to the deeply nested blueprint instances problem
* moved out all obsolete code to "old" folder, keeeping around until all problems are solved
* added hack-ish solution to the "aabb system as post process" implementation
* various minor boilerprate changes
* added logic to track spawning of sub blueprints
* added ability to determine when a blueprint instance is truly ready
(aka all its assets have been loaded, blueprint scene & sub scenes spawned & processed etc)
* reworked spawning steps for more determinism & reliability
* no more "seperate" spawning post process
* lots of related changes
* still messy but functional
* Blender: some additional component filtering for upgrade ui
* Bevy:
* experimenting with overhauled blueprint spawning logic, sub-blueprint instance tracking etc
* added a more simple blend file to test things out with
* cleaned up hot reload code a bit
* renamed a few things for clarity
* experimented with hiding entity while spawning & showing it again after spawn to
try and remove "flashes" happening when spawning blueprints with lights
* for testing example, fixed dynamic spawner test