Auto export - [x] the original blueprints & levels path are now left as is, and there is an auto injection of xxxpath_full for absolute paths - [x] replace all uses of the paths with the correct ones above - [x] levels - [x] blueprints - [x] materials - [x] move out the UI for "assets" folder out of "blueprints condition" - [x] fix asset path calculations - root path => relative to blend file path - asset path => relative to root path - blueprints/levels/blueprints path => relative to assets path - [ ] add error handling for de/serialization of project, so that in case of error, the previous saved serialized project is thrown away - move out some parameters from auto export to a higher level (as they are now used in multiple places) - [x] main/ library scene names - [x] paths - [x] Data storage for custom properties: - for scenes (main scenes) - at scene level - for blueprints - at collection level - Note: these should be COPIED to the scene level when exporting, into the temp_scene's properties > NOTE: UP until we manage to create a PR for Bevy to directly support the scene level gltf_extras, the auto exporter should automatically create (& remove) any additional object with scene__components to copy that data to Assets: - blueprint assets should be auto_generated & inserted into the list of assets : these assets are NOT removable by the user - should not change the list of manually added assets - [x] store assets - [x] per main scene for level/world assets - [x] per blueprint for blueprint in lib scene - [x] UI: - [x] we need to display all direct assets (stored in the scene) - [ ] indirect assets: - QUESTION : do we want to include them in the list of assets per level ? - this would enable pre-loading ALL the assets, but is not ideal in most other cases - so add an option ? - [x] the assets of local blueprints Blueprints: - [x] on save: write IN THE COLLECTION PROPERTIES - list of assets - export path - [x] blueprint selection for nested blueprints is broken - [ ] scan & inject on load - [ ] scan & inject on save - [ ] decide where & when to do & store blueprints data Components: - [x] add support for adding components to collections - [x] upgrade all operators: - [x] add - [x] remove - [x] copy & paste - [x] BLENVY_OT_component_rename_component - [x] BLENVY_OT_component_fix - [x] add handling for core::ops::Range & other ranges - [x] fix is_component_valid that is used in blenvy - [x] Hashmap Support - [x] fix parsing of keys's type either on Bevy side (prefered) or on the Blender side - [x] fix weird issue with missing "0" property when adding new entry in empty hashmap => happens only if the values for the "setter" have never been set - [ ] handle missing types in registry for keys & values - [x] adding a hashmap nukes every existing component ?? - [x] Add correct upgrade handling from individual component to bevy_components - [x] Settings handling: - [x] move saveable settings out to a settings file - [x] update save & load - [x] add handling of polling frequency & enabling - [x] move advanced tools to components tab - [x] remove most of the (bulk) advanced tools, too complex, too unclear (even for me !) and of limited use - component renaming should be kept, but perhaps simplified: - if a renaming fails because the parameters are incompatible, nuke the old parameters - perhaps just add a display list of all NON component custom properties, so the user can find them easilly ? - [x] status "unregistered" is often false and misleading -> see in registry ui "for custom_property in object.keys():" - [x] overhaul / improve the component selector (with built in searching, etc) - [x] remove select_component_name_to_replace - [x] display of invalid components is not working ? - [x] weird items are present in the components list that do not seem to be components - [x] remove : - BLENVY_OT_component_list_add_item - BLENVY_OT_component_list_remove_item - BLENVY_OT_component_list_select_item: merge it into the rest of the actions - [x] clearing invalid flag after a registry change does not work correctly (ie the ui still says the component is invalid) - [x] should reset ALL "invalid" flags IF they have the matching data - [x] registry auto reload not working ? - [x] changing the registry breaks all the values of existing components !!!!!! -> VERY likely due to the int-offset computation for hashes of components - now switched to tiger_hash - [x] add warning about hash colision (not much we can/ could do if it is the case ?) - [x] double check weird collisions AND/OR reuse existing if applicable - [x] annoying default path for registry, should be relative to the assets path General things to solve: - [x] save settings - [x] load settings - [x] add blueprints data - [x] rename all path stuff using the old naming convention : "blueprints_path_full" - [x] generate the full paths directly when setting them in the UI - [x] problem : how to deal with defaults: do it on start/load ? - [x] filter out scenes that have already been used in scenes list General issues: - there is no safeguard for naming collisions for naming across blender files - this can cause an issue for assets list "parent" - "parents" can only be blueprints - they normally need/have unique export paths (otherwise, user error, perhaps show it ?) - perhaps a simple hashing of the parent's path would be enought - [x] addon-prefs => settings - [x] generate_gltf_export_settings => should not use add-on prefs at all ? since we are not overriding gltf settings that way anymore ? - [x] remove hard coded path for standard gltf settings - [x] load settings on file load - [x] auto_export - [x] components - [x] add handling of errors when trying to load settings - [x] fix auto export workflow - [x] add hashing of modifiers/ geometry nodes in serialize scene - [x] add ability to FORCE export specific blueprints & levels - [x] change scene selector to work on actual scenes aka to deal with renamed scenes - [x] remove get_main_and_library_scenes as it should not be needed anymore - [x] fix asset file selection - [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly - [x] remove local assets, useless - [x] remove 'export_marked_assets' it should be a default setting - [x] disable/ hide asset editing ui for external assets - [x] fix level asets UI - [x] remove BlueprintsList & replace is with assets list - [x] switch to bevy 0.14 rc2 - [x] trigger events when assets are loaded, blueprints are spawned & co - [x] overall cleanup - [x] object.add_bevy_component => blenvy.component_add Blender side: - [x] force overwrite of settings files instead of partial updates ? - [x] prevent loop when loading/setting/saving settings - [x] fix asset changes not being detected as a scene change - [x] fix scene setting changes not being detected as a scene change - [x] add back lighting_components - [x] check if scene components are being deleted through our scene re-orgs in the spawn post process - [x] fix unreliable project hashing between sessions: (note, it is due to the use of hash() : https://stackoverflow.com/questions/27522626/hash-function-in-python-3-3-returns-different-results-between-sessions) - [x] figure out why there are still changes per session (it is due to object pointer being present in the generated "hash") - materials & modifiers, both using the same underlying logic - [x] filter out components_meta - [x] filter out xxx_ui propgroups - [x] fix missing main/lib scene names in blenvy_common_settings - [x] fix incorect updating of main/lib scenes list in settings - [ ] add handling of scene renames - [x] store (on load) a mapping of scene objects to scene names - [x] on save, calculate another mapping of scene objects to scene names - if there is a mismatch between the stored version & the new version for a given scene, it has been renamed ! - [x] pass this information to scene diffing to remap old/new scene names - [ ] move the rename detection to AFTER scene serialization, otherwise we could have a naming mistmatch - weird behaviour, perhaps find another way , ie for example replace scene name in saved previous data - is post save causing the issue ? review - [x] investigate weird issue of changes detected to all after a reload - [x] should we write the previous _xxx data only AFTER a sucessfull export only ? - [x] finer grained control of setting changes to trigger a re-export: - [x] common: any of them should trigger - [x] components: none - [x] auto_export: - auto_export: yes - gltf settings: yes - change detection: no ? - export blueprints: YES - export split dynamic/static: YES - export merge mode : YES - materials: YES - [x] blenvy tooling not appearing in library scenes ?? (edit: was actually , it was not appearing in anything but object mode) - [x] find a solution for the new color handling - [x] in theory, srgba, linearrgba , and hsva should be able to be represented visually - [x] bevy_render::color::Color => bevy_color::color::Color - [x] fix weird issue with hashmaps with enums as values - [x] prevent attempting to add unexisting components to targets (ie when using the component search) - [x] also for the bulk fix actions - [x] selection of nested objects in collections IS NOT WORKING !!! AHH - [x] fix/ overhaul upgreadable components - [x] add listing of upgradeable components for - [x] meshes - [x] materials - [x] fix display of upgradeaeble components & co - [x] add clear visual distinction between internal (selectable) & non selectable ones - [x] do not make selection button available for external blueprints/collections - [x] perhaps do not show the other buttons & inputs either ? we cannot change the values of an external library file anyway - [x] BLENVY_OT_item_select is missing handling for the other types (outside of object & collection) - [x] fix selection logic - [x] update testing blend files - [x] disable 'export_hierarchy_full_collections' for all cases: not reliable and redudant - [x] fix systematic material exports despite no changes - [x] investigate lack of detection of changes of adding/changing components - [x] change scene serialization to account for collections ...sigh - [x] also add one NOT PER scene for materials, to fix the above issue with materials - [x] move material caching into hash material - [x] also remove ____dummy____.bin when export format is gltf - [ ] fix/cleanup asset information injection (also needed for hot reload) - [ ] add back per blueprint assets - [ ] reuse the already existing asset_scan + export thing - thoughts: - the "list of all assets" is actually the "fake"/generated one: nobody would write a list of assets for sub assets, you would just add the assets to your blueprint - in Bevy at spawning we have blueprint => assets for hot reload we need asset => blueprint instances so we can despawn/respawn etc blueprint instances when one of their assets has changed problem of untyped vs typed perhaps have a mapping of untyped => typed id map asset id => [entity ids] - [ ] add option to 'split out' meshes from blueprints ? - [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs - [ ] persist exported materials path in blueprints so that it can be read from library file users - [ ] just like "export_path" write it into each blueprint's collection - [ ] scan for used materials per blueprint ! - [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?) - [ ] add a way of visualizing per blueprint instances ? - [ ] display export path of blueprints (mostly external) ? - [ ] hidden objects/collections only semi respected at export - this is because blueprints are external ? - [ ] verify based on gltf settings - [ ] add "Visibility::Hidden" component otherwise https://devtalk.blender.org/t/how-to-get-render-visibility-for-object/23717 - [ ] inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export - [ ] undo after a save removes any saved "serialized scene" data ? DIG into this - [ ] add tests for - [ ] disabled components - [ ] blueprint instances as children of blueprint instances - [ ] blueprint instances as children of empties Bevy Side: - [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead - [x] make blueprint instances invisible until spawning is done to avoid "spawn flash"? - [x] make this controlable via an additional "HideUntilReady" component - [x] register "HideUntilReady" so users can set this on their blueprints in Blender directly - [x] restructure blueprint spawning - [x] "blueprint ready" only be triggered after all its sub blueprints are ready - [x] "blueprintInstance ready"/finished BlueprintAssetsLoaded BlueprintSceneSpawned BlueprintChildrenReady BlueprintReadyForPostProcess - [x] fix issues with deeply nested blueprints - perhaps reverse logic by using iter_ascendants - [x] fix materials handling - [ ] fix animations handling - [x] fix/upgrade blueprint level animations - [x] fix/upgrade scene level animations - [ ] rename SceneAnimations to LevelAnimations (more coherent with the rest) - [ ] add back & cleanup animation frame triggers - [x] move sub blueprint handling to blueprints_finalize_instances - [x] look into component overriding , it seems broken: - [x] blueprint level/ collection level components are now visible in instances in Blender - [x] they do not seem to be transfered to the (instance) entity above: could they be on the "empty node" ? - [ ] simplify testing example: - [x] remove use of rapier physics (or even the whole common boilerplate ?) - [ ] remove/replace bevy editor pls with some native ui to display hierarchies - [ ] a full fledged demo (including physics & co) - [ ] other examples without interactions or physics - [ ] add hot reloading - [x] basics - [x] make it enabled/disabled based on general flag - [x] account for changes impact both parent & children (ie "world" and "blueprint3") for example, which leads to a crash as there is double despawn /respawn so we need to filter things out - [x] if there are many assets/blueprints that have changed at the same time, it causes issues similar to the above, so apply a similar fix - [x] also ignore any entities currently spawning (better to loose some information, than cause a crash) - [x] for sub blueprint tracking: do not propagate/ deal with parent blueprints if they are not themselves Spawning (ie filter out by "BlueprintSpawning") - [x] cleanup internals - [ ] analyse what is off with blueprint level components - [ ] add the root blueprint itself to the assets either on the blender side or on the bevy side programatically - [ ] invalidate despawned entity & parent entities AABB - [ ] add unloading/cache removal of materials - [ ] add back and upgrade save-load - [x] review & change general component insertion & spawning ordering & logic - GltfComponentsSet::Injection => GltfBlueprintsSet::Spawn => GltfBlueprintsSet::AfterSpawn Injection => inject lights & co => spawn => afterSpawn => Injection => inject lights & co - [ ] add a way of overriding assets for collection instances => doubt this is possible - [ ] cleanup all the spurious debug messages - [x] fix animation handling - [x] how to deal with animation graphs ? - [x] remove "Library" component & co - [x] make "InBlueprint" non optional, - [x] and perhaps rename it to "FromBlueprint" - [ ] perhaps change it to FromBlueprint(BlueprintInfo) - [x] BlueprintInstanceDisabled => BlueprintInstanceDisabled - [x] fix "remove component" operator from the rename/fix/update components panel - [ ] replace string in BlueprintInfo path with PathBuf ? - [ ] update main docs - [ ] rename project to Blenvy - [ ] replace all references to the old 2 add-ons with those to Blenvy - [ ] rename repo to "Blenvy" - [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate clear && pytest -svv --blender-template ../../testing/bevy_example/art/testing_library.blend --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration_prepare.py && pytest -svv --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration.py