- [x] seperate "spawn velocity" into a seperate (optional) component - [x] try dynamically spawned entities with save & load - [ ] fix issues with multiple entites having the same name ?? - [ ] fix issues with system ordering - [x] add sets for proxy-replacements - [x] annoying camera movement : camera should be saveable as well => we need to be able to only save the camera position (and name) - [ ] only spawn "new level" stuff when transitioning from menu to game ? - [ ] put more thoughts into this - [ ] rework how save-loading is triggered - [ ] no hardcoded keypresses - [ ] ability to choose what save to load ? - [ ] take a look at bevy_moonshine_save - [ ] move to system pipelines - [x] split Blueprints into a seperate crate: perhaps bevy_gltf_blueprints - [x] how to deal with states that are not defined as part of the plugin/crate ? - [x] same issue for the assets - [ ] support multiple main scenes in the blender plugin ? - [ ] study possibilities of expanding the bevy & blender tooling side to define UIS - likely using the blender data only as a placeholder/ directly replace in Python - system ordering ? load level => inject components => spawn blueprint entities/rehydrate => (loading) => replace proxies OR load level => inject components => (loading) => spawn blueprint entities/rehydrate => replace proxies - perhaps it does make more sense to save ALL entities and not just the dynamic ones? mostly as we have the blueprints anyway, which should cut down on needed data ? - different approaches for dealing with saving/loading in particular the problem of entites that are defined as part of the level but can be despawned (items that get picked up etc) Bevy side * var 1 : spawn all entities completely, despawn those saveables that are not actually present in the save data but that have been spawned * problems: needs correct ordering of systems otherwise the diffing above will not work * pros: minimal save files, only bevy boilerplate * cons: requires spawning potentially huge gltf files just to "peek" inside of them to know if they are saveable * var 2 : save both saveables & unsaveables but only save the absolute minimal data for unsaveables * problems: how to combine different filters into a single save file ? * pros: easier diffing, more homogeneous handling * cons: a lot bigger save file with mostly useless data Blender side * var 3 => CHOSEN OPTION : mark INSTANCES in advance as static/dynamic (ie saveable or not), thus this data would be present in the world/level and not inside the gltf data * problems: would require adding custom properties to each instance in Blender (COULD be automated by 'peeking' inside the collection) * pros: simpler, and this might be more "editor-like" where you would mark each item as static or not * cons: potentially a lot of manual work / error prone