* chore(v0.14): upgraded all current crates, examples, testing setup etc to Bevy 0.14
* chore(Blender tools): some minor fixed for Bevy 0.14 & version bump
* closes#80
* preliminary work for further asset management from the Blender side without needing additional dependencies & boilerplate on the Bevy side
* feat(auto_export):
* now injecting list/tree of sub blueprints to main scenes/levels & blueprints
* made blueprints/asset list conditional on NOT legacy mode
* feat(gltf_blueprints):
* basics of dynamic loading of sub_blueprints
* added same kind of logic to the loading of material files
* also made a more generic variant of the BlueprintAssetLoadTracker
* added gltf file path for more informative error in case a gltf is missing
* refactor():
* made the various gltf assets loaded by bevy_asset_loader optional (to handle the case where they are not present)
* updated all examples accordingly
* chore(crates): fixed links, slight tweaks, bumped versions
* chore(crates): updated crates to Bevy 0.13
* updated deps
* updated / changed code where relevant
* updated README files
* bumped version numbers for upcoming release
* updated rust-toolchain
* updated assets where relevant
* closes#132
* feat(bevy_gltf_components):
* added GltfProcessed flag component to improve performance of iteration over added<gltfExtras>
* closes#144
* light & shadow processing is now integrated, to match lights coming from Blender: you can now control whether
lights cast shadows, the cascade resolution , background color etc from Blender
* closes#155
* feat(bevy_registry_export): added boilerplate to make registry path relative to assets folder
* closes#137
* feat(tools): added boilerplate for internal tools
* clean zip file generator for blender add-on releases
* example gltf file generator
* feat(lighting): added components, exporter support & testing for blender-configurable shadows
* added BlenderLightShadows component to bevy_gltf_components
* added writing shadow information to gltf_auto_export
* updated tests
* closes#157
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
* closes#133
* fix(gltf_auto_export): corrected ron value for "spawnHere" components
* fix(bevy_components): fixed handling of empty/ unit structs
* updated to/from prop_groups
* updated tests/ expected files
* bumped version
* removed verbose "watching schema file for changes"
* fix(bevy_gltf_components): fixed issue of incorect handling of empty component values in non legacy mode:
* aka: replacing empty component values (ron strings) with '()' should ONLY happen in legacy mode
* even more aka: ron strings for component values should not be altered when not in legacy mode (provided ron
strings should be valid)
* tests():
* changed bevy_component tests to use testing/bevy_example as source for registry data
* removed testing/bevy_registry_export, as it is redudant
* related tweaks & cleanups
* chore(crates): bumped up versions because of breaking change
* chore(examples): updated registry export example to use up-to-date / fixed components data
* chore(bevy_gltf_components): added back warning about legacy mode, in a less spammy way
* docs(bevy_components): added notes about v0.3 breaking changes
* adds a new crate: ```bevy_registry_export``` to be able to create a json import of the registered component/type definitions
* adds a new Blender addon: ```bevy_components``` that takes that json data to generate custom UIs for components , to be to add & edit components easily in Blender
* also adds component metadata per object for more advanced features
* etc
* updates to bevy_gltf_components & bevy_gltf_blueprints to add legacy_mode to support the "old"/current style component definitions
* same with gltf_auto_export Blender add_on
* closes#60
* Add lint CI
* Clippy allow complex types, warn on some others
* bevy_gltf_blueprints use workspace lints
* Update toolchain for workspace wide lints
* Use workspace lints on the other crates as well
* feat(bevy_gltf_save_load): saving & loading implemented
* created new crate for save & load features, uses & filters out blueprints for efficient loading
* saving & loading, even with dynamically spawned nested hierarchies works
* component filter , resource filter & save path root are configurable
* for saving: added removal & cleanup logic for children component with children
that have been filtered out: ie no more invalid children getting stored in the save files !
* added sending of event once saving is done
* feat(examples/save-load): example for the new crate
* loading level static & dynamic data as blueprints
* added a bit of ui when entering saving & loading states & cleanup when exiting
* feat(bevy_gltf_blueprints): significant rewrite of how the crate works
* simplified spawning process, no more spawning children containing blueprints etc
* simplified post process : instead of copying original entity into blueprint root
we now copy blueprint root data (components & children) into the original entity ! fixes#96
* much simpler code wise
* solves issue with needing to register components that we only use on the bevy side (not gltf)
since we are not copying the bevy data into the blueprints data
* added **copyComponents** helper to copy components from one entity to another, excluding existing
components on the target entity, & some bells & whistles
* **Name** is now optional when spawning a blueprint: closes#97
* **Transform** is now optional when spawning a blueprint: closes#98
* removed transform from bundle (BREAKING change)
* added (optional) **NoInBlueprint** component to have finer control over whether to inject the **InBlueprint** component inside spawned blueprint entities
* added (optional) **Library** component, so we can override library path when we want
* added (optional) **AddToGameWorld** component for convenience to automatically add entities to the game world, if there is one
* chore(bevy_gltf_components): removed verbose output, cleaned it up a bit
* feat(tools/auto_export): added option to split out "dynamic" objects in main scenes
* ie if a collection instance (or its original collection) has a "dynamic" (aka mutable, saveable etc)
flag it can get exported to a seperate gltf file (essentially acting like an "initial save")
* the rest of the levels (the "static" data) is exported without the dynamic objects and
can be reused with save files !