* 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)
* fixed issue with parenting due to Blender's very weird matrix_parent_inverse ... solves all issues with children of empties
blueprint instances within blueprint instances etc having the wrong transforms in some cases
* fixed bad gltf format propagation: semi ok solution, but a cleaner one would be better
* added additional custom properties to the blacklist , level/blueprint exports are now using the one in the constants
instead of a local copy
* minor tweaks & cleanups
* 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
* 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
* 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
* fixed issues with selections
* discovered more issues with selection button in "upgrade/rename" screen, partially fixed
* improved visualization of selections for objects, collections, meshes & materials, including auto-switching
to the correct properties tab for clarity
* fixed ui issues in the upgrade components screen
* made distinction between local & remote ones clearer
* minor tweaks & improvements
* fixed bad hashing causing hashed project across two different blender sessions to appear different
aka, no more systematic re-export of everything when reloading a project in blender !
* fixed issues with modifier & material hashing that was also causing overly eager change detection
* previous_xxx_settings are now only saved AFTER a sucessfull export, for coherence
* added more fine grained setting change detection (aka some setting changes do not require a re-export of all levels & blueprints !)
* fixed handling of level & library scene names as part of the settings
* fixed numerous issues with core, auto_export & component settings
* cleaned up a ton of very verbose debug message
* BlenvyAssets => BlueprintAssets
* a lot of minor cleanups
* 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
* fixed broken registry reload
* fixed incorect handling of the "invalid" flag when reloading the registry should fix that
* fixed unreliable generate_propGroup_name : now uses tiger-hash to generate hashes of nested paths + long names
this ensures that even if there are additions & removals to the registry, it does not break existing components !
* fixed & overhauled list & map components ui handling for objects + collections/blueprints
* merged the various list component ui operators into a single one
* removed obsolete code in registry & components
* improved handling of invalid components in the UI: now they are not displayed ! much cleaner & simpler
* overall cleanup to components
* lots of minor tweaks & co
* all operators, panels etc are now respecting the Blender naming convention
* tweaks & improvements to some of the component operators
* clearer naming for the "advanced" tools for components
* split out materials scan from injection of materialInfo into objects
* added material Asset injection into list of assets at scene level
* related tweaks & cleanups
* continued overhaul on the bevy side
* removed/ obsoleted blueprintsList
* now using AllAssets (meh naming)
* modified example & internals to enable loading levels as Blueprints as well
* internals quite messy for now, needs a big cleanup still
* disabled materials library for now, needs to be overhauled to make use of asset logic as well
* added more mock assets for testing
* related changes to blender & bevy side
* added extraction of local/all (wip) assets into auto export
* added injection of LocalAssets & AllAssets (unsure)
* related tweaks & experiments
* also cleaned up asset ui for external assets
* started updating the bevy integration tests
* restructured component settings to be used instead of the registry
* removed settings from registry
* fixed data access for the above
* added saving of component parameters
* added component settings pointer in blenvy core
* added loading of both auto_export & component settings in blenvy core's load_settings
* this is in preparation for future support in bevy & for more coherence & practicality
* overhauled metadata tooling
* overhauled most of the operators
* overhauled most of the UI
* all the basics & more work !
* unrelated: also started preping for auto_export operator removal
* removed a lot of obsolete code
* overhauled settings upsert
* added save & load of blenvy common settings
* removed most of the specific uis (mostly auto export)
* moved change detection logic out of auto export (wip)
* added helper to compare setting dicts
* cleaned up some incoherent naming
* stripped auto_export of a lot of its internals (wip)
* main settings ui overhaul: now components & auto export provide their own settings UI function
* minor tweaks & improvements to assets handling
* renamed a few auto export preferences for more coherence
* "assets" folder is now mandatory again and used by the various sub asset types
* blueprints/levels/materials paths in auto_export are not overwrite their relative values anymore,
but added their "full" variants & changed code using full paths to use those
* added back gltf exporter post export callback, in a cleaner fashion
* changing (wip) the way the various relative folders are auto generated in the folder selection UI
* lots of other minor tweaks & improvements