Commit Graph

3 Commits

Author SHA1 Message Date
Mark Moissette cfbda24da7
feat(tools/bevy_blueprints): bevy plugin + blender addon for components UI to more easily create components (#70)
* 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
2024-02-05 23:01:19 +01:00
GitGhillie 572a2b89a6
chore(CI): Add lint CI (#100)
* 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
2024-01-19 22:23:47 +01:00
Mark Moissette 5429bf4779
feat(Save & load): new crate bevy_gltf_save_load + lots of upgrades & improvements (#95)
* 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 !
2024-01-10 14:49:29 +01:00