* now correctly handling multi material meshes that have more materials in their slots as there are actual
materials applied
* per-blueprint materials are now correctly inserted/updated even when there are no material changes (ie cases where
the ordering of slots etc is changed on a mesh)
* conditions for trigerring exports of levels & materials are more coherent and exports are now trigerred on export setting
changes (as they should have been !)
* minor cleanups
* modified materials detection & export accordingly
* modified material paths & co accordingly (all much simpler !)
* modified assets_scan helpers to also include material assets
* modified & massively cleaned up BlueprintAsset injection
* further cleanups & fixes for materials handling
* also removed a lot of obsolete code dealing with assets
* ever more cleanups !
* relying on the fact that the mesh-per-material generated by the gltf exporter is deterministic:
ie always uses the ordering of materials in an object
* added new component MaterialInfos (plural) with a vec of MaterialInfo's
* modified how materials per object are gathered on the Blender side
* and modified the processing on the Bevy side to also use the ordered approach
* seems to work well so far !
* updated & improved & fixed filtering out of custom properties for export that are not components
* now also for the temporary scenes
* no more spurious "xxx is not registered" in Bevy for the Blender only custom properties
* cleanups
* changed blenvy.component_add operator to be useable in scripts
* experimented with using the above to add MaterialInfos as normal components
* cleaned up & changed info output from auto_export steps
* minor tweaks
* fixed missing internals
* fixed/changed logic of finding existing material files
* minor related fixes
* likely last set of fixes with current materials system before switching to one material file per material
* 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