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 Data storage: - 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) an 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 - [ ] 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 ? - [ ] the assets of local blueprints Blueprints: - [x] on save: write IN THE COLLECTION PROPERTIES - list of assets - export path - [ ] 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 - [ ] upgrade all operators: - [x] add - [x] remove - [x] copy & paste - [ ] OT_rename_component - [ ] Fix_Component_Operator - [ ] add handling for core::ops::Range & other ranges - [ ] fix is_component_valid that is used in gltf_auto_export - 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 - [ ] Add correct upgrade handling from individual component to bevy_components - [ ] Settings handling: - [ ] move saveable settings out to a settings file - [ ] update save & load - [ ] add handling of polling frequency & enabling General things to solve: - [x] save settings - [x] load settings - [ ] 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 ? 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_preferences => should not use add-on prefs at all ? since we are not overriding gltf settings that way anymore ? - [ ] remove hard coded path for standard gltf settings