4d6a85378dfeat(save_load): made the use of the Library component optional
kaosat.dev
2024-01-09 22:27:41 +0100
cc874d9cb4docs(README): fleshed out & improved docs again
kaosat.dev
2024-01-09 22:15:49 +0100
61e5445acdfeat(save_load): cleaned up debug outputs, fleshed out README
kaosat.dev
2024-01-09 22:05:28 +0100
75cbcb864dfeat(blueprints): * added optional convenience AddToGameWorld component to automatically add entities to the game world, if there is one
kaosat.dev
2024-01-09 22:04:05 +0100
3e29ccd781feat(examples): updated & cleaned up the save_load example a bit * cleaned up some assets
kaosat.dev
2024-01-09 22:02:12 +0100
960ba4e93cfeat(auto_export): bumped version number for release
kaosat.dev
2024-01-09 20:56:06 +0100
e8a4e28dd4chore(Cargo): set initial version for release
kaosat.dev
2024-01-09 20:55:34 +0100
0f73bc3feefeat(save_load): * renamed entity_filter to component_filter * moved a few components to the presets (ie always present) components * added & fleshed out docs * tweaks & cleanups
kaosat.dev
2024-01-09 20:53:29 +0100
4a3838fa47feat(blueprints): * removed transform from bundle * cleaned up the code a bit * updated the README
kaosat.dev
2024-01-09 20:52:36 +0100
23e51380befeat(examples): updated all examples to match latest crate api changes * moved out bevy_gltf_blueprints/basic_save to a new bevy_gltf_save_load examples folder * lots of cleanups
kaosat.dev
2024-01-09 20:50:46 +0100
60795a56f5feat(blueprints): further configurable options & cleanups * transforms are now optional when spawning a blueprint * added NoInBlueprint (optional) component to prevent injecting of "InBlueprint" components when we do not want it * added Library (optional) component, so we can override library path when we want * sorted parameters to main functions, optional ones at the end
kaosat.dev
2024-01-09 13:44:39 +0100
1c91cc2c53chore(): minor tweaks
kaosat.dev
2024-01-09 13:02:44 +0100
41ad1cc430feat(blueprints): * added NoInBlueprint component to have finer control over whether to inject the 'InBlueprint' component or not * minor cleanups
kaosat.dev
2024-01-09 13:01:50 +0100
d72b2bf79efeat(save_load): restructured the way loading is handled to avoid a few issues * now injecting a resource after the initial event to make sure it lives long enough for all systems * added a second marker resource to make sure the "post process" part has time to run & is seperate from the first part * removed sub sets * various tweaks & experiments
kaosat.dev
2024-01-09 12:59:31 +0100
1ea95872fechore(bevy_gltf_save_load): some minor cleanups
kaosat.dev
2024-01-09 10:41:20 +0100
0f9139f8e4feat(examples/save_load): modified & improved saving & loading state handling * saving & loading state are now GameStates, not appStates * added a bit of ui when entering saving & loading states & cleanup when exiting * improved handling of save & load events
kaosat.dev
2024-01-08 22:54:27 +0100
c3e06e5081feat(bevy_gltf_save_load): * 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 * cleanups & tweaks
kaosat.dev
2024-01-08 22:52:27 +0100
9f6a96441bfeat(bevy_gltf_save_load): split out save_load to a seperate crate * moved code around to have it working * updated boilerplate (cargo files etc) * added LoadingFinished event & its handling in example to change state in the user code , not the crate * removed any references to state in the crate * experimented with injecting the static world name into the dynamic data, so that the save file contains information about the static world & loading of the static data is now done after the dynamic data is loaded * various minor tweaks & changes
kaosat.dev
2024-01-08 17:08:43 +0100
edcc6e5cbcfeat(examples): cleanup of internals of save_load, made it configurable * scene filter + save path root are now configurable * related changes + various other cleanups
kaosat.dev
2024-01-08 12:20:35 +0100
54e1356190feat(examples): save & load experimentation * found a way to seperate extraction of root (no parent other than dynamicroot) from other entities to avoid serializing their parents, which leads to issues * basically saving & loading, even with dynamically spawned hierarchies WORKS * experimented with loading level as blueprint * added clearing of loaded dynamicscene handle after it has been loaded: you can now save & load any number of times withouth issues * renamed previously failing spawn system (because of unregistered components) that now works correctly in all relevant examples * tweaks & more experiments
kaosat.dev
2024-01-07 13:30:36 +0100
eeae93fd77feat(bevy_gltf_blueprints): * further cleanups * bumped version for future release
kaosat.dev
2024-01-07 13:29:47 +0100
31b8d28330feat(bevy_gltf_blueprints): finished first pass of overhauled blueprints internal logic * added copyComponents helper to copy components from one entity to another, excluding existing components on the target entity, & some bells & whistles * components are now correctly copied from the blueprint to the original entity * removed second post process step as it is not needed anymore * cleaned up code
kaosat.dev
2024-01-07 09:12:04 +0100
9c66af60cbfeat(bevy_gltf_blueprints): massive rewrite of how the crate works * simplified spawning process, no more spawning children containg 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 ! * much simplier 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 * removes need for remapping entity ids when nesting blueprints at runtime * modified aabb calculation to match other changes * a ton of related cleanups, more to come
kaosat.dev
2024-01-05 21:38:49 +0100
d721a6a05afeat(save-load): further experimenting with save & load & related issues * cleaned up save & load, now works with events where you can specify save file * found a crucial bug with children added to a blueprint instance.. wip * experimenting with save filtering * experimenting with adding flags to all sub entities of a blueprint instance * attempts at fixing these hierarchy problems at the crate level (where it should be) * experimenting with entity id remapping etc * etc
kaosat.dev
2024-01-05 15:19:46 +0100
08e740c456feat(save_load): added missing "Dynamic" component for serialization * saving & loading repeateadly now works correctly
kaosat.dev
2024-01-04 01:13:59 +0100
2daf54dcd3feat(examples/save-load): saving AND loading implemented for this example ! * both initial load & load-after-save work similarly * ie load static level data first, then load "saved" data , inject into game world, done ! * it REALLY works !! and so simple !! * to make sure entities get respawned with their blueprints, "SpawnHere" components get injected back into saveable entities before the actual saving * very minor nitpick : loaded data for dynamic scene is still agressively cached by Bevy so you need to restart to get the latest save to work
kaosat.dev
2024-01-04 01:01:54 +0100
8eabecb947feat(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 !!! * very inneficient for now, but works fine
kaosat.dev
2024-01-04 00:58:06 +0100
540002982efeat(saving): experimenting with saving /serialization * added example * experimenting with generating gltf * changes to standard bevy scene serialization to get a better grasp
kaosat.dev
2024-01-03 15:09:50 +0100
chore(rust): Add specific Rust version via rust-toolchain (#91)
yukkop
2024-01-03 10:43:16 +0100
dba6d5f7f6fix(tools/gltf_auto_export): * scans for 'in-use' collections now correctly looks inside sub collections as well * removed obsolete .gltf output (keeping only .glb & .gltf+bin+textures
kaosat.dev
2024-01-03 10:35:15 +0100
feat(Gltf auto export): multiple blend files workflow, combine modes, bugfixes and more ! (#83)
gltf_auto_export_v0.9
Mark Moissette
2024-01-01 22:35:21 +0100
974831210edocs(README): updated README * fleshed out documentation for blender add-on
kaosat.dev
2024-01-01 22:20:11 +0100
5b1fc74ce0docs(README): started updated README files
kaosat.dev
2024-01-01 21:42:33 +0100
6334318d71feat(examples): * prevented collisions with non player entities of triggering level changes * added some additional assets, prettified main level, tweaks etc
kaosat.dev
2024-01-01 21:24:03 +0100
2174b7c4a2feat(tools/auto_export): * changed "Combine" custom property to _combine to avoid conflict with user components * the custom property is now excluded from export to avoid poluting the bevy side with fake components (as it is used only as meta data on the Blender side) * related & various tweaks
kaosat.dev
2024-01-01 21:11:02 +0100
137d23980ffeat(examples): changed the example & assets to use a material library
kaosat.dev
2024-01-01 15:06:48 +0100
4c071ec3f9feat(tools/auto_export): * removed export_nested_blueprints option, everything now goes via the combine mode * fixed issues with collection upward traversal * removed the injection of '___linked' properties when generating hollow scenes, now adding those marked objects to a list , to avoid poluting export data * now actually useful tracebacks using traceback.format_exc() * various minor fixes, cleanups & UI description improvements
kaosat.dev
2024-01-01 14:56:07 +0100
a7bfac16aafeat(tools/auto_export): changes to nested collections are now triggering change detection of root (exportable collections) * experimenting with templating logic * removed 'inject' option for combine mode
kaosat.dev
2023-12-31 14:53:29 +0100
09ed6f72b0feat(tools/auto_export): added same logic for nested blueprints as with main scenes to handle nested collections & empties
kaosat.dev
2023-12-31 11:59:01 +0100
cce2705a7efeat(tools/auto_export): * tweaks & cleanups for nested collection handling of hollow scenes * added correct cleanup of data when removing hollow scenes, so that there is no orphan data left behind
kaosat.dev
2023-12-30 12:30:27 +0100
2c84e24dfafeat(tools/auto_export): experimenting with nested collections (simple nested collections, not instances) * basics work !
kaosat.dev
2023-12-29 23:32:01 +0100
8db3165bfcfeat(examples): updated assets * added lights to health pickups * experimented with nesting * tweaks & playing around
kaosat.dev
2023-12-29 23:08:52 +0100
b019e8c00afeat(tools/auto_export): blueprints now also use the "combine" settings for nested collections * various cleanups
kaosat.dev
2023-12-29 23:07:37 +0100
c87f8fbc2dfeat(tools/auto_export): change detection added for material changes
kaosat.dev
2023-12-29 14:58:11 +0100
2843ab2768feat(examples): updated multi blend art & assets
kaosat.dev
2023-12-29 14:27:15 +0100
62eb2a15aafeat(tools/auto_export): * cleanups * fixed getting library_collections , added a specific function for that so that the list of collections that are ACTUALLY in the library scenes is not dependant on what collections have changed or not
kaosat.dev
2023-12-29 14:23:33 +0100
c09d353a30feat(tools/auto_export): * added correctly handling & saving of main combine modes * fixed lack of saving of certain params * added correct cleaning up of temporary sub_collections
kaosat.dev
2023-12-29 13:44:12 +0100
89b962ec7bfeat(tools/auto_export): * marked assets as auto exports toggle is now functional * basics of combine mode implemented (wip) * tweaks & cleanups
kaosat.dev
2023-12-28 23:22:16 +0100
0b93109445feat(tools/auto_export): added boilerplate for collection_instances_combine_mode * added preferences & ui settings * added (optional) using of marked assets as replacement for "autoExport" collection flag
kaosat.dev
2023-12-27 22:51:31 +0100
80bb829a5efeat(multiple blend files): added example of multi blend file workflow * based on multiple levels example, but with use of Blender assets & a single level per files & a common assets file
kaosat.dev
2023-12-27 22:49:39 +0100
bf59c86d88feat(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
kaosat.dev
2023-12-27 12:40:55 +0100
feat(nested_blueprints): added support for nested blueprints both in bevy_gltf_blueprints & in gltf_auto_export (#65)
gltf_auto_export_v0.8
Mark Moissette
2023-12-22 00:37:52 +0100
6e8a50b453feat(tools/gltf_auto_export): * when exporting of nested blueprints is disabled, do not scan for nested blueprints and thus DO NOT EXPORT THEM :D * tweaks & cleanups * preparing version bump * experimenting with merge strategies
kaosat.dev
2023-12-21 23:41:39 +0100
f43532ae7dfeat(auto_export): * added add prefs to control nested blueprints export * ui cleanups * added constructor option for Blueprint nodes * various cleanups & bugfix attempts * experiments with nested blueprints merge options
kaosat.dev
2023-12-20 12:01:08 +0100
30249b71fffeat(nested): updated example assets to add an additional level of nesting * minor tweaks & adjustments
kaosat.dev
2023-12-18 15:28:38 +0100
99e6eb1dccfeat(tools/gltf_auto_export): basics of nested blueprints export is functional ! * still needs a few bugfixes & tweaks
kaosat.dev
2023-12-18 14:31:00 +0100
feat(scene components) : added scene components to control ambient, bloom etc from Blender(#76)
gltf_auto_export_v0.7
Mark Moissette
2023-12-17 15:31:25 +0100
c63b188b66docs(): minor tweaks & additions
kaosat.dev
2023-12-17 15:30:24 +0100
16a40fae93feat(tools/gltf_auto_export): added option to toggle scene level exports of params/ components * updated docs
kaosat.dev
2023-12-17 15:12:49 +0100
026e2b8c45feat(examples/bevy_gltf_blueprints/basic_scene_components): * added additional proxies & handling for camera & lights * shadowmap resolution, bloom intensity etc are now directly settable from scene components * in releveant cases, made sure that entity specific components are not overriden by scene components * various additions & tweaks
kaosat.dev
2023-12-17 12:15:46 +0100
7926cc2c22feat(tools/gltf_auto_export): expanded & cleaned up scene components * added support for glow & ao * cleaned up internals * relaxed requirements for changes(aka when to export gltf) for main scenes, so that render , background etc changes also trigger a save * related cleanups
kaosat.dev
2023-12-17 12:14:20 +0100
49b17c60e6feat(examples): ambient is now also set as background/clear color
kaosat.dev
2023-12-16 11:21:45 +0100
b9c5e35e0fchore(tools): more experimenting
kaosat.dev
2023-12-16 11:21:30 +0100
0d0ba0ce0cfeat(examples/bevy_gltf_blueprints/basic_scene_components): added scene components examples
kaosat.dev
2023-12-16 00:35:30 +0100
edce051ac1feat(tools): started experimenting with scene component injection & export - added basics for ambient lighting
kaosat.dev
2023-12-16 00:34:45 +0100
chore(tools/gltf_auto_export): (#73)
Mark Moissette
2023-12-12 14:10:25 +0100
324809ad28chore(tools/gltf_auto_export): * removed the zip file * zip file for the addon will now be present under releases * updated docs accordingly
kaosat.dev
2023-12-12 14:08:57 +0100