* 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
* 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
* 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
* 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
* 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
* main/library/nothing is now an enumProperty on scenes themselves
* main/library scene listing is a dynamic property of the Blenvy core class instead of CollectionProperties
* this means that removing / renaming scenes using the normal blender workflow automatically changes things for Blenvy as well !
* overhauled & simplified main/library scenes ui accordingly
* same for all the code that needed access to the main/library scenes
* added main/library scene NAMES computed property for convenience
* fixes & experiment to auto export
* added support for "always export" functionality for blueprints & levels
* fixed issues with asset management
* fixed issues with tracker
* more ui improvements (display of the number of assets etc)
* a lot more minor tweaks
* added basic logic, ui, level selector operator etc
* fixed issues with asset dialog
* added experimental "always_export" flags for collections & scenes to enable always
exporting on save for select blueprints & levels (no logic yet, just UI)
* various tweaks & minor experiments
* fixed/ overhauld asset & blueprint scanning
* added polling for blueprints (not 100% sure yet)
* add-on-prefs => settings
* removed the now obsolete auto-export operator & preperences
* a lot of other minor changes
* 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
* added Asset propertygroup & User Assets collections to collections & scenes to store them explicitely
* overhauled UI to make use of this : also means names & paths are editable after the fact
* overhauled testing asset hierarchy scan accordingly
* added expertimental export of bevy_asset_loader compatible asset.ron files per level
* related tweaks & additions
* added correct injection of assets + export path to blueprints
* moved a few common elements to "core" for better reuse
* more tweaks/ experiments with paths handling
* moved & overhauled a few of the blueprint & assets tools
* lots of minor tweaks & changes
* 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
* improvements to assets ui
* assets ui now specific to per level data, not based on selection anymore
* blueprints ui now presents assets per blueprint
* a lot of tweaks & improvements in the areas above