Commit Graph

54 Commits

Author SHA1 Message Date
kaosat.dev 7e71e30187 chore(): cargo fmt 2024-08-13 02:28:29 +02:00
kaosat.dev d15a9b7176 chore(): more of the same 2024-08-13 02:21:53 +02:00
kaosat.dev 792672c2ef chore(Bevy side): making clippy happy + started cleaning up demo code (non functional at this point) 2024-08-13 02:03:40 +02:00
kaosat.dev 72dbad0152 chore(): cargo fmt 2024-08-13 00:27:51 +02:00
kaosat.dev 8c8e502f3a feat(Bevy): a lot of minor cleanups for alpha release 2024-08-13 00:26:39 +02:00
kaosat.dev 8f854e1b61 feat(Bevy): SaveLoadPlugin is now disabled on wasm & ExportRegistryPlugin is disabled in non dev mode based on debug_assertions 2024-08-12 14:33:12 +02:00
Chris Biscardi 5daf433b06
feat(Blenvy:Bevy): improve error message for ReflectComponent data in copy_components(#222) 2024-08-09 23:10:45 +02:00
kaosat.dev e573251707 feat(Blenvy:Bevy): more work done on save & load (heavy wip)
* 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
2024-08-07 01:38:23 +02:00
kaosat.dev 171ec7490a feat(Blenvy:Bevy): slowly adding back save/load (wip)
* moved out old code
 * added very basics of saving (HEAVY WIP)
2024-08-03 01:28:46 +02:00
kaosat.dev ee873b06f1 feat(Blenvy): big overhaul, cleanup & fixed to the assets system
* 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
2024-07-29 22:32:23 +02:00
Chris Biscardi 0b038de584
feat(components): warn instead of crash when components aren't reflectable (#207)
* warn instead of panic when components aren't reflectable
* entities get marked as processed even if components are not inserted
2024-07-29 10:17:36 +02:00
Jan Hohenheim aff11cca4c
fix(Blenvy:Bevy): Fix Blenvy not respecting visibility hierarchies (#203) 2024-07-29 00:01:02 +02:00
Beni Bachmann 17b31daa30
feat(Blenvy:Bevy): Disable ExportRegistryPlugin on WASM (#201)
Because it tries to write to the assets directory
2024-07-27 22:07:48 +02:00
kaosat.dev 55a4deac1c feat(Blenvy:Bevy): changed panic! in component string parsing to be a simple warning
(might make further changes to this down the line)
2024-07-27 17:02:34 +02:00
kaosat.dev ce17f723b1 feat(Blenvy):changed materials system to generate one gltf file per material
* 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 !
2024-07-27 16:59:57 +02:00
kaosat.dev 4865d432d9 feat(Blenvy): added basics of correct multi-material meshes support
* 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 !
2024-07-27 12:48:47 +02:00
Jan Hohenheim b92081d06e
fix(Blenvy:Bevy): Fix direct file access for gltf preload on Wasm (#199)
* Fix direct file access
* Fix dropped handles
* Remove debug messages
* Minor refactoring
* Fix access
2024-07-23 23:42:25 +02:00
kaosat.dev 382759d71f feat(Blenvy:Bevy):
* 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
2024-07-22 00:26:02 +02:00
kaosat.dev e54d41ca5c feat(Blenvy:Bevy): added back & updated animation docs 2024-07-21 02:08:04 +02:00
kaosat.dev 09d1218942 feat(Blenvy): cleanups, docs & tweaks
* 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 !
2024-07-21 01:44:05 +02:00
kaosat.dev 4519fb94a5 refactor(): removed legacy crates 2024-07-19 12:44:46 +02:00
kaosat.dev 9f000ad5b5 chore(Blenvy:Bevy): first release will be alpha 2024-07-19 12:08:25 +02:00
kaosat.dev be0f4f1377 fix(Blenvy:Bevy): added safeguard against files withouth scene level metadata
* 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
2024-07-19 01:09:43 +02:00
kaosat.dev a618e0035e chore(crates): updated code from main to v0.14 compatibility for all old crates 2024-07-18 13:42:29 +02:00
kaosat.dev 5f955c1a53 feat(Blenvy:Bevy): overhauled & added back blueprint animation markers & co handling
* still messy, but way better
 * also worked on adding back the same feature for scene/instance animations
2024-07-18 00:22:18 +02:00
kaosat.dev ec7dc2cb48 chore(Blenvy): tweaks, adjustements, moved examples etc 2024-07-17 23:15:36 +02:00
kaosat.dev b756819088 chore(Blenvy): more general cleanups & doc updates
* also more work done on example upgrades
2024-07-16 23:51:49 +02:00
kaosat.dev 30b052d4d2 feat(Blenvy:Bevy):
* lots of doc updates
 * removed obsolete code
 * some cleanups
 * started adding & upgrading pieces of save_load into blenvy
2024-07-16 23:39:09 +02:00
kaosat.dev b25fc56ea6 refactor(Blenvy:Bevy):
* removed "Library" component & co
* "InBlueprint" components are now always inserted: removed "NoInblueprint" component
2024-07-16 11:10:53 +02:00
kaosat.dev e394edade2 chore(Blenvy:Bevy): clippy fixes 2024-07-16 08:26:08 +02:00
kaosat.dev 3380f4c71d chore(): updated docs, moved examples around etc
* 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
2024-07-16 01:18:31 +02:00
kaosat.dev 33cddda7a5 feat(Blenvy:Bevy): big improvements to hot reload:
* 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
2024-07-11 01:03:43 +02:00
kaosat.dev f0cca65128 feat(Blenvy:Bevy): fixed & upgraded hot reloading
* 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
2024-07-10 14:15:34 +02:00
kaosat.dev 8602383445 feat(Blenvy:Bevy):
* 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
2024-07-10 09:01:45 +02:00
kaosat.dev a947d3b7d1 feat(Blenvy:Bevy): added built in support for Scene/Level Animations
* 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
2024-07-08 21:45:29 +02:00
kaosat.dev f8a1482aaa chore(Blenvy): minor cleanups 2024-07-08 13:57:01 +02:00
kaosat.dev 2b8c239fe8 chore(Blenvy:Bevy): more cleanups 2024-07-08 13:39:57 +02:00
kaosat.dev 70931ee163 chore(Blenvy:Bevy): more cleanups 2024-07-08 13:30:46 +02:00
kaosat.dev 459bb868e0 chore(Blenvy:Bevy): cargo fmt 2024-07-08 13:18:21 +02:00
kaosat.dev c326a11243 feat(Blenvy:Bevy): added back basics of animation support
* 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)
2024-07-08 13:14:06 +02:00
kaosat.dev 3099f98532 feat(Blenvy:Bevy): cleaning up
* removed clutter
 * moved hot reload to seperate module
 * added back "assets loaded" event, removed useless events
 * registered HideUntilReady component for users
 * minor tweaks & cleanups
2024-07-08 09:49:47 +02:00
kaosat.dev bef709a0ed feat(Blenvy:Bevy):
* 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")
2024-07-07 22:21:12 +02:00
kaosat.dev fbcd025dc1 feat(Blenvy): continued restructuring & upgrade of blueprint spawning logic
* 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
2024-07-05 12:56:51 +02:00
kaosat.dev 6dde9823ed feat(Blenvy:Bevy): almost complete rework of blueprint spawning workflow (wip)
* 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
2024-07-02 14:32:39 +02:00
kaosat.dev 07d58467c4 feat(Blenvy):
* 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
2024-07-01 23:35:59 +02:00
kaosat.dev 6cbb144746 feat(Blenvy:Bevy):
* 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
2024-06-29 01:51:49 +02:00
kaosat.dev 75d7f940ae chore(): minor tweaks & experiments 2024-06-26 14:35:47 +02:00
kaosat.dev 959951bca4 feat(Blenvy:Bevy): experimentation with hot reload: it works !!
* but it is VERY VERY messy right now
 * BlenvyAssets => BlueprintAssets
 * lots of tweaks & experiments & related changes
2024-06-25 18:34:26 +02:00
kaosat.dev ee5c74aa9e refactor(Blenvy): deprecated BlueprintName (& BluprintPath), and replaced them with BlueprintInfo
* contains both name & path
 * also experimented with merging the asset load tracking into BlenvyAssets by adding the fields from the
asset loading tracker & ignoring them/ defaulting them for deserialization
2024-06-25 00:45:39 +02:00
kaosat.dev 253d33f1bb feat(asset preloading): experimented with using the underlying gltf crate
to get the list of assets & preload them
 * a tiny bit clunky but works and is somewhat cleaner than the previous "staggered loading" approach
 * enables having level load state (could be used for progress information & co)
 * modified blueprints spawning to used the new system
 * various cleanups & related tweaks
 * fixed issues on the Blender side when with the formating of the ron data for assets
2024-06-24 23:47:36 +02:00