* forcing depsgraph update when applying changes to gltf export settings
* lots of additional boilerplate for params change detection
* further updates to get information about changed parameters & objects in tracker
* a lot of related tweaks & changes
chore(bevy_components): removed annoying verbose info messages
* continued restructure of auto_export internals
* split out get_levels_to_export
* simplified, cleaned up & made get_collections_to_export more efficient (skipping useless computations based
on settings)
* moved more settings to addon_prefs, created boilerplate to create copies & inject additional params
* modified tracker's use of the above, so that the actual list of future exports is displayed
* a lot of other tweaks & cleanups
* added "hack-ish" tweak to make sure component additions/delections etc
are picked up correctly by the change tracker in auto_export
* cleaned up a few operator names
* very minor tweaks
* cleaned up most of the change detection tracking
* updated/ fleshed out & improved the tests
* improved sidebar ui (wip)
* moved listing of blueprints to export to sidebar
* improved display of changed objects
* currently restructuring rest of the code to be able to display BEFORE saving
what will get exported & what not
* a ton of other cleanups & tweaks
* moved temp scene prefix to new 'constants' file, updated code accordingly
* fixed, updated & refactored handling of auto export & gltf parameters
* added additional tests to changed_parameters
* added display of changes since last save in new side tab
* more investigation & fix attempts for change detection...
* various related tweaks & cleanups
* auto_export now defaults to being disabled (otherwise you will get export attempts etc even if you only
had the add-on installed !
* modified logic accordingly
* various related tweaks
* adjusted tests
* added workaround for backing up & restoring gltf export settings if there where any,
because it turns out in the glTF2_pre_export_callback, they already get created !
* added workaround for deleting the temporary gltf file, aka it needs an additional timer, because
the post export callback fires too early !
* added workaround to deal with the fact that operator uis have global state !!
aka make sure the settings used when calling the gltf exporter do not "contaminate" the normal exporter
* it all works, but sigh ...
* now all centralized in the operator's did_export_settings_change() function
* now works correctly ! ie only compares the parameters for auto & gltf
at the time of exporting ! ie it does not matter anymore how many parameters you changed, until you save/export
* this solves a lot of randomness bugs in change detection
* related & various cleanups
* added both gltf exporter button AND auto export button to side bar
* added storage of gltf settings
* auto_export now uses stored gltf settings
* updated override strategies of defaults vs gltf settings
* removed all gltf specific (not auto export) parameters from preferences
* updated auto export operator params changed logic to use updated system
* updated bevy integration test
* ui improvements
* various tweaks
* got a basic working version that runs the standard exporter with some overrides,
deletes the temporary exported gltf file, extracts the scene level settings etc
* convoluted as hell , but still better than the alternatives
* moved triggering of frame marker events to the blueprints crate
* added additional handling of frame markers for blueprint animations (yikes is this convoluted)
* added additional animated blueprint for testing blueprint animation markers
* renamed Animated component to AnimationInfos, fleshed it out with additional
frame informations etc
* restructured & cleaned up Bevy & Blender code in those areas a bit
* various related minor tweaks
* added additional component on the Bevy side + experimented with handling the data in the testing setup
* added parsing of animation markers on the Blender side + injection of custom property/ component
* rough around the edges, but the basics work !
* auto_export now injecting the list of available animations into the "Animated" component
for any object with animations
* modified bevy side struct to match
* fleshed out testing of hierarchy
* added export of serialized hierarchy from the bevy side & comparing it with a reference
one on the python side
* various tweaks
* now various forms of nesting with parenting (not within collections) should be handled correctly
* restructured a large part of creating copies / duplicates
* removed some obsolete code
* related cleanups
* allows to not be restricted by bevy's a bit weird logic for AnimationPlayers
* updated crate & tooling
* updated testing example with a bit more complex nesting cases for testing
* now trying to copy the animation to the "empty" placeholder using animation linking operator
* now in gltf viewer we can see the two animations/actions, but still nothing in Bevy