Commit Graph

  • 4d6a85378d feat(save_load): made the use of the Library component optional kaosat.dev 2024-01-09 22:27:41 +0100
  • cc874d9cb4 docs(README): fleshed out & improved docs again kaosat.dev 2024-01-09 22:15:49 +0100
  • 61e5445acd feat(save_load): cleaned up debug outputs, fleshed out README kaosat.dev 2024-01-09 22:05:28 +0100
  • 75cbcb864d feat(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
  • 3e29ccd781 feat(examples): updated & cleaned up the save_load example a bit * cleaned up some assets kaosat.dev 2024-01-09 22:02:12 +0100
  • 960ba4e93c feat(auto_export): bumped version number for release kaosat.dev 2024-01-09 20:56:06 +0100
  • e8a4e28dd4 chore(Cargo): set initial version for release kaosat.dev 2024-01-09 20:55:34 +0100
  • 0f73bc3fee feat(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
  • 4a3838fa47 feat(blueprints): * removed transform from bundle * cleaned up the code a bit * updated the README kaosat.dev 2024-01-09 20:52:36 +0100
  • 23e51380be feat(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
  • 60795a56f5 feat(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
  • 1c91cc2c53 chore(): minor tweaks kaosat.dev 2024-01-09 13:02:44 +0100
  • 41ad1cc430 feat(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
  • d72b2bf79e feat(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
  • 1ea95872fe chore(bevy_gltf_save_load): some minor cleanups kaosat.dev 2024-01-09 10:41:20 +0100
  • 0f9139f8e4 feat(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
  • c3e06e5081 feat(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
  • ac2951a1ef chore(cargo fmt): kaosat.dev 2024-01-08 17:19:48 +0100
  • 9f6a96441b feat(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
  • f97a1ce9b5 feat(examples): filter -> entityFilter * cleanups, related tweaks kaosat.dev 2024-01-08 13:33:20 +0100
  • bb1d986927 feat(bevy_gltf_blueprints): cleanups kaosat.dev 2024-01-08 12:48:30 +0100
  • cca4e5352e feat(examples): tweaks & fixes kaosat.dev 2024-01-08 12:48:04 +0100
  • edcc6e5cbc feat(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
  • 54e1356190 feat(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
  • eeae93fd77 feat(bevy_gltf_blueprints): * further cleanups * bumped version for future release kaosat.dev 2024-01-07 13:29:47 +0100
  • 31b8d28330 feat(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
  • 51cfc98b67 feat(examples): experiments & tweaks kaosat.dev 2024-01-05 21:42:45 +0100
  • 9c66af60cb feat(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
  • d721a6a05a feat(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
  • 08e740c456 feat(save_load): added missing "Dynamic" component for serialization * saving & loading repeateadly now works correctly kaosat.dev 2024-01-04 01:13:59 +0100
  • 2daf54dcd3 feat(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
  • 8eabecb947 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 !!! * very inneficient for now, but works fine kaosat.dev 2024-01-04 00:58:06 +0100
  • 540002982e feat(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
  • 42c1c71b03
    fix(tools/gltf_auto_export): correctly scan for sub collections in main scenes (#94) Mark Moissette 2024-01-03 10:45:03 +0100
  • 97e8e8d862
    chore(rust): Add specific Rust version via rust-toolchain (#91) yukkop 2024-01-03 10:43:16 +0100
  • dba6d5f7f6 fix(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
  • a2acd58ee0
    chore: create rust-toolchain.toml yukkop 2024-01-02 15:23:59 +0100
  • d7574a104d
    feat(wasm): added working examples for bevy_gltf_components & bevy_gltf_blueprints (#90) Mark Moissette 2024-01-02 14:03:29 +0100
  • ee0ea5effb feat(wasm): added working examples for bevy_gltf_components & bevy_gltf_blueprints kaosat.dev 2024-01-02 13:49:28 +0100
  • af94e49976
    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
  • 974831210e docs(README): updated README * fleshed out documentation for blender add-on kaosat.dev 2024-01-01 22:20:11 +0100
  • 5b1fc74ce0 docs(README): started updated README files kaosat.dev 2024-01-01 21:42:33 +0100
  • 6334318d71 feat(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
  • 2174b7c4a2 feat(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
  • 137d23980f feat(examples): changed the example & assets to use a material library kaosat.dev 2024-01-01 15:06:48 +0100
  • 03620dccc2 feat(examples): fixed, overhauled & improved blend files & assets kaosat.dev 2024-01-01 14:58:54 +0100
  • 4c071ec3f9 feat(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
  • a7bfac16aa feat(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
  • 955601e16b feat(examples): updated assets kaosat.dev 2023-12-31 12:02:26 +0100
  • 09ed6f72b0 feat(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
  • cce2705a7e feat(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
  • 2c84e24dfa feat(tools/auto_export): experimenting with nested collections (simple nested collections, not instances) * basics work ! kaosat.dev 2023-12-29 23:32:01 +0100
  • 8db3165bfc feat(examples): updated assets * added lights to health pickups * experimented with nesting * tweaks & playing around kaosat.dev 2023-12-29 23:08:52 +0100
  • b019e8c00a feat(tools/auto_export): blueprints now also use the "combine" settings for nested collections * various cleanups kaosat.dev 2023-12-29 23:07:37 +0100
  • c87f8fbc2d feat(tools/auto_export): change detection added for material changes kaosat.dev 2023-12-29 14:58:11 +0100
  • 2843ab2768 feat(examples): updated multi blend art & assets kaosat.dev 2023-12-29 14:27:15 +0100
  • c40735feff refactor(tools/auto_export): renamed export_marked_assets kaosat.dev 2023-12-29 14:26:54 +0100
  • 62eb2a15aa feat(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
  • c09d353a30 feat(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
  • cae9058caa feat(examples): tweaks & experiments kaosat.dev 2023-12-28 23:23:23 +0100
  • 89b962ec7b feat(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
  • 0b93109445 feat(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
  • 80bb829a5e feat(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
  • 20b34dde20
    feat(bevy_gltf_blueprints): improved error handling for clone_entity (#82) Mark Moissette 2023-12-27 13:14:13 +0100
  • 116fbc97a2 chore(bevy_gltf_blueprints): preparing for release kaosat.dev 2023-12-27 13:09:52 +0100
  • be51012ffd chore(): cargo fmt kaosat.dev 2023-12-27 13:05:08 +0100
  • bf59c86d88 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 kaosat.dev 2023-12-27 12:40:55 +0100
  • 6047959b3f
    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
  • 180ce1f1ab docs(bevy_gltf_blueprints): updated docs kaosat.dev 2023-12-22 00:23:21 +0100
  • 80313bc2d0 docs(tools/gltf_auto_export): updated docs & added images for nested blueprints support kaosat.dev 2023-12-22 00:15:42 +0100
  • 335c4afcfc feat(examples): further cleanups kaosat.dev 2023-12-21 23:46:46 +0100
  • 87af43e368 feat(examples): updated blend & assets kaosat.dev 2023-12-21 23:44:07 +0100
  • 6e8a50b453 feat(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
  • f43532ae7d feat(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
  • ac7bf497b1 feat(examples): tweaked sizes & positions kaosat.dev 2023-12-18 15:47:00 +0100
  • 52e83351c5 feat(bevy_gltf_blueprints): added support for nested blueprints kaosat.dev 2023-12-18 15:32:54 +0100
  • 61ae2b9d56 fix(auto_export): fixed remaining issues kaosat.dev 2023-12-18 15:29:12 +0100
  • 30249b71ff feat(nested): updated example assets to add an additional level of nesting * minor tweaks & adjustments kaosat.dev 2023-12-18 15:28:38 +0100
  • 99e6eb1dcc feat(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
  • 738d5bab84 feat(examples/bevy_gltf_blueprints/nested_blueprints): updated assets kaosat.dev 2023-12-18 14:30:26 +0100
  • 68ba831f6d feat(nested): experimenting kaosat.dev 2023-12-18 10:17:28 +0100
  • f2fa0ec6d8 feat(nested): a bit of cleanup kaosat.dev 2023-12-18 10:17:08 +0100
  • 24439d433b Merge branch 'main' of github.com:kaosat-dev/Blender_bevy_components_worklflow into nested_blueprints kaosat.dev 2023-12-18 09:55:04 +0100
  • 2c4720b951
    fix(tools/gltf_auto_export): fixed lacking preference config that broke the exporter (#77) gltf_auto_export_v0.7.1 Mark Moissette 2023-12-17 16:08:20 +0100
  • b16abbac86 chore(): bumped version kaosat.dev 2023-12-17 16:07:50 +0100
  • f75c02bb23 fix(tools/gltf_auto_export): fixed lacking preference config that broke the exporter kaosat.dev 2023-12-17 16:06:10 +0100
  • 0aead0853c
    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
  • c63b188b66 docs(): minor tweaks & additions kaosat.dev 2023-12-17 15:30:24 +0100
  • 16a40fae93 feat(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
  • 026e2b8c45 feat(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
  • 7926cc2c22 feat(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
  • 49b17c60e6 feat(examples): ambient is now also set as background/clear color kaosat.dev 2023-12-16 11:21:45 +0100
  • b9c5e35e0f chore(tools): more experimenting kaosat.dev 2023-12-16 11:21:30 +0100
  • 0d0ba0ce0c feat(examples/bevy_gltf_blueprints/basic_scene_components): added scene components examples kaosat.dev 2023-12-16 00:35:30 +0100
  • edce051ac1 feat(tools): started experimenting with scene component injection & export - added basics for ambient lighting kaosat.dev 2023-12-16 00:34:45 +0100
  • fbc969dda3 feat(component copy/paste): experimenting, wip kaosat.dev 2023-12-15 09:10:59 +0100
  • c1855e52f3 feat(tools/bevy_blueprints): implemented some basic features, experimenting kaosat.dev 2023-12-13 22:28:24 +0100
  • 94475a7dc8 Merge branch 'main' of github.com:kaosat-dev/Blender_bevy_components_worklflow into tools_bevy_blueprints kaosat.dev 2023-12-13 10:12:52 +0100
  • 3d192f7876
    chore(tools/gltf_auto_export): (#73) Mark Moissette 2023-12-12 14:10:25 +0100
  • 324809ad28 chore(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