* added ability to clear/reset settings to default
* a lot of improvements to QOL ui features
* fixed issue with editing scenes being tagged as Level scenes
* fixed mode switching issues
* added save & reset of camera settings
* improved selection logic
* various minor tweaks
* better naming & cleanups
* unfortunalty additional scene highlight that the current way of scene rename
detection needs to be removed as it breaks the saving process in general !
* context menu + shortcut + operators to quickly edit /and/or create new blueprints in a seperate scene
* boilerplate based on the awesome work by slyedoc
* "one keyboard shortcut" workflow: edit if blueprint instance is selected, create if not, stop editing if editing is already in progress
* updated list of contributors
* all boilerplate , including finding relevant armatures & their objects, exporting animations, settings & ui etc
added
* renamed material library to "split materials"
* a ton of related changes
* more coherent logic between save & load
* added resources & boilerplate for loading side
* experimenting with save & load logic, filtering of components etc
* updated assets for more testing
* added bevy-inspector-egui to some examples for testing
* cleanups to dynamic/static object detection
* filtered out MaterialInfos from "fixable" Components
* will now attempt to inject actual component for materialInfos
* if it fails, falls back to previous custom property logic
* added ability to disable ui for certain components
* added display of "internal" components
* internal components such as MaterialInfos are now viewable but disabled (non editable) for more clarity
* experimenting with auto_reload of registry if missing (wip)
* minor tweaks
* no more re-raised errors
* no more remaining "___temp_scenes" or object renames aka no more breaking user's blend files
* also added boilerplate for displaying more accurate traceback & used it to still display the export errors correctly
* now the blender side exports .meta.ron files in addition to the gltf files
* these ron files contain the list of assets that are then preloaded on the Bevy side
* removed the double loading of gltf files on the Bevy side, replaced with use of the new metadata/asset files
* added bevy_common_assets/ ron as dependency for the file loading
* big cleanup & partial restructure of the spawning steps
* fixed premature removal of the BlueprintAssetsLoadState component that was leading to missing material gltf files in
setups withouth hot reload
* added OriginalVisibility component & logic to correctly reset the visibility of entities to what they where before
the blueprint spawning
* fixed a few not so visible issues with some components staying around after the blueprint instance has become "ready"
* moved a number of component insertions to the new "get the assets list from the meta file"
* also, loading speed feels faster ! (thanks to now loading the gltf files only once)
* minor various tweaks & cleanups
* 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