* updated dependencies
* updated code where relevant
* temporary removed editor
* attempting to tweak lighting/camera proxies to match Bevy's new defaults
* updated assets where relevant
* still wip, as bevy_xpbd is not yet updated for 0.13
* all work except the above & save/load
* fixed issue with "reload registry" not clearing previous data
* added watcher/ poll system to automatically updated the registry & components list when the registry file has been changed
* BREAKING CHANGE ! changed internal representation of components, incompatible with v0.1, breaks UI values.
* added buttons to regenerate UI to account for/fix the above and to offer the ability to regenerate UI values from custom property values
* lots of cleanups
* added tests
* closes#127
* closes#124
* closes#121
* closes#130
* 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
* fundamental rewrite of a lot of aspects of the exporter, for cleaner code & to solve a number of issues
* set export_separate_dynamic_and_static_objects default to FALSE, as it is an edge use case
* added central tracker class, to track the post save & depsgraph changes
* auto_export is now more operator centric, with functional undo
* now storing add-on configuration at the blend file level (bpy.data.texts)
* found source of export issues ! mismatch between context.scene & context.window.scene (the last we can set, the other not)
* overhauled & cleaned up materials handling to avoid context issues & reliance on bpy.ops
* huge restructure of how temporary scenes are created & cleaned up
* added support for exports in edit_mode
* updated examples
* a lot more
* fixes#103
* fixes#112
* fixes#113
* fixes#114
* fixes#115
* fixes#116
* 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 !
* scans for 'in-use' collections now correctly looks inside sub collections as well
* removed obsolete .gltf output (keeping only .glb & .gltf+bin+textures
* closes#92
* closes#93
* feat(multiple blend files): added example of multi blend file workflow
* feat(tools/auto_export):
* added collection_instances_combine_mode superseeds & replaces "export nested blueprints", with a lot more flexibilty
* added preferences & ui settings
* added (optional) use of marked assets as replacement for "autoExport" collection flag
* added correct cleaning up of temporary sub_collections
* feat(tools/auto_export): change detection added for material changes
* feat(tools/auto_export): blueprints now also use the "combine" settings for nested collections
* feat(tools/auto_export): added correct cleanup of data when removing hollow scenes, so that there is no orphan data left behind
* feat(tools/auto_export): changes to nested collections are now triggering change detection of root
(exportable collections)
* feat(tools/auto_export): now actually useful tracebacks using traceback.format_exc()
* various minor fixes, cleanups & UI description improvements
* docs(README): updated & fleshed out docs
* closes#87
* closes#86
* closes#85
* closes#79
* closes#61
* closes#68
* closes#41
* feat(bevy_gltf_blueprints): improved error handling for clone_entity
* you will now get component name for components that have not been registered & thus cannot be cloned
* added a small example (in examples/bevy_gltf_blueprints/basic), just press 'U' at runtime to try to spawn an entity with unregistered components
* closes#81
* feat(bevy_gltf_blueprints):
* added support for nested blueprints
* added example/test for nested blueprints with multiple levels of nesting
* feat(tools/gltf_auto_export):
* implemented functionality to export nested blueprints/collection instances
* added add prefs to control nested blueprints export
* experiments with nested blueprints merge modes
* when exporting of nested blueprints is disabled, will not scan for nested blueprints
and thus no export them
* docs(): updated docs & added images for nested blueprints support
* feat(tools): scene component injection & export
- ambient light, shadowmap resolution, bloom intensity, ambient occlusion are now directly settable from scene components that are injected automatically in the scene
- relaxed requirements for changes(aka when to export gltf) for main scenes,
so that render , background etc changes also trigger a save
- added scene components examples
- added additional proxies & handling for camera & lights
- in relevant cases, made sure that entity specific components are not overridden by scene components
- added option to toggle scene level exports of params/ components
- ambient colour/ intensity is now also set as background/clear colour
- updated docs
* updates both gltf_auto_export & bevy_gltf_blueprints to avoid duplicating common materials across blueprints
* feat(tools/gltf_auto_export): added materials library export !
* export all materials in use by blueprints to a separate temporary scene with cubes (for now)
with the materials assigned
* injecting MaterialInfo components to each blueprint above with Material name + library name
* generated gltf is named based on the project/blend file, so multiple blend file projects
can each have their own material libraries
* added preferences & ui & handling to be able to toggle material library exports
* feat(bevy_gltf_blueprints): added support for materials library!
* material injection (toggleable via the plugin configuration)
* added example
* added materials library + texture files + updated assets
* added physics debug toggling
* updated documentation
* closes#63
* split up code in logical modules instead of one giant file
* added module structure, imports etc
* updated README
* add storing & reloading of lists of scenes
* minor cleanups & tweaks
* closes#64
* moved gltf_auto_export specific docs/images inside the addon's folder
* updated main title image
* restrict main_menu system to only run in AppState::MenuRunning
* this is desired because hitting enter once we transition to AppState::AppRunning pressing enter will still trigger keycode.just_pressed in main_menu and set state to AppState::AppLoading and crash the game when it tries to create another scene, camera, etc...
* settable via a config flag & systems won't run if the flag is not set
* caches aabbs per blueprint name so they do not need to be recomputed multiple time for the same blueprint
* closes#56
* added basic assets & logic for scene switching upon reaching a trigger zone ! Works !
* added toggling of physics debug
* added handling of nested colliders for LevelTransitions
* fix/ addition for point light intensity scaling & shadows
* closes#40
* feat(examples): added basic_xpbd_physics example
* adapted code from rapier physics
* updated blend file & exported gltf files
* changes & tweaks to cargo files so the examples are scanned as they should be
* various minor tweaks
* refactor(examples): moved examples into more logic folders & changed to allow for per example dependencies
* chore(): updated docs, added docs, updated deps , cargo files etc
* feat(animation): added example & boilerplate
* moved animations specific code to a different module
* added multiple robots & foxes
* added example of controlling animation based on distance from the player
* removed obsolete files
* added information about animation to READMEs
* updated dependencies
closes#26
* fix exporter settings when changing blender project breaking the exporter
* add auto creation of library folder if it does not exist (also any gltf export path where folders are missing)
* main/level scene(s) now gets generated if there was no change, and they have never been generated before
* export_main_output_name => export_output_folder & the blueprints folder is now relative
to this one
* exported main scene gltf file name is now created based on the Blender scene name, not settable
* blueprints folder defaults to "library"
* the exporter now defaults to enabled blueprints, & enabled change detection in library
* added handling of export parameter changes
* ie when the gltf parameters (gltf vs glb, compression etc), are changed
the next time you save , all the models are re-exported
* feat(tools:gltf_auto_export): major overhaul & optimisation of library export
* added change detection handling so only the actually changed collections get exported on save
* works with actual changes (ie clicks/ selections don't count)
* this means "progressive" export of only the changed parts, WAY faster
* removed "export_on_library_changes" setting, which was semi redundant with the library toggle itself
* also scans for already existing exports on disk (for "first runs" in a Blender session)
* many smaller cleanups
* added logic to save/load export parameters in operator
* parameters are thus now persisted even if the addon is removed & added back
* based on standard gltf exporter
* operator presets are now fixed as well & can be used normally
* added injection of saved parameters in case there is a save attempts after installing the add_on
and there where previously saved settings
* feat(tools:gltf_auto_export): added support for multiple main & lib scenes
* with scene picking & filtering
* adding a scene to the list now only works once you selected a scene from the picker
* docs(tools/gltf_auto_export): updated docs
* fix(tools:bevy_gltf_blueprints):
* fixed missing rotation in blueprint collections (if there is any)
* fixed similar issues with scale
* fixed issues with active collection at the time of saving/export being poluted by temporary data
* refactor(bevy_gltf_blueprints): minor cleanups
* fixed bad default path for library
* added missing ComponentsFromGltfPlugin which causes the blueprint plugin not to work as expected if ComponentsFromGltfPlugin is not added elsewhere
* all info! calls are now debug! for a less spammy debugging experience
* refactor(examples:advanced):
* removed ComponentsFromGltfPlugin as that is now included directly in the blueprints plugin
* moved all physics (rapier) related code to the core/physics module