Commit Graph

55 Commits

Author SHA1 Message Date
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
kaosat.dev 4b1268f0a3 feat(Blenvy):
* fixed handling of scene gltf_extras
 * fixed handling of colors for BlenderBackgroundShader
 * added scene tonemapping & scene colorgrading and handling on the Bevy side.
 * experimented with exporting ron asset files, updated & overhauled asset file generation, adapted
for blueprints
 * various cleanups
2024-06-23 19:14:00 +02:00
kaosat.dev ed5dfeb3cd feat(Blenvy): removed local assets, as they are useless, renamed AllAssets to BlenvyAssets 2024-06-22 13:58:43 +02:00
kaosat.dev 56763879b1 feat(Blenvy): added an "all-in-one" (almost) Blenvy crate
* includes components, registry export & blueprints
 * overhauled settings / config to match the new structure
 * keeping the different sub plugins for now
 * cleaned up some of the internals of the blueprints code
 * related tweaks & cleanups
 * added events to blueprints : for when assets have been loaded & when a blueprint has been spawned (wip)
 * various experiments with blueprints
 * updated testing to make use of new crate & logic
2024-06-20 00:05:02 +02:00
kaosat.dev 00bf600ccf feat(Blenvy): updated (most) of the crates' code to bevy 0.14 (rc)
* tweaked & changed code where relevant
 * also added support for the new gltf_xxx_extras in bevy_gltf_components
 * animation support needs an overhaul given the extensive changes in v0.14 (wip)
 * still a giant mess, but works
 * examples not yet updated, will get overhauled
 * testing project is now independant from the "common" example code: ie no debug ui, no physics,
no bevy_asset_loader
 * testing project WORKS , even without any of the above, so asset loading (even if rough), is functional !
 * added VERY rough hierarchy/ components debug to testing project to visualize things
without bevy_editor_pls egui & co
 * related tweaks & changes
2024-06-18 22:30:59 +02:00