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https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
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006e3c16f7
* added Asset propertygroup & User Assets collections to collections & scenes to store them explicitely * overhauled UI to make use of this : also means names & paths are editable after the fact * overhauled testing asset hierarchy scan accordingly * added expertimental export of bevy_asset_loader compatible asset.ron files per level * related tweaks & additions
58 lines
2.4 KiB
Markdown
58 lines
2.4 KiB
Markdown
Auto export
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- [x] the original blueprints & levels path are now left as is, and there is an auto injection of xxxpath_full for absolute paths
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- [x] replace all uses of the paths with the correct ones above
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- [x] levels
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- [x] blueprints
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- [x] materials
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- [x] move out the UI for "assets" folder out of "blueprints condition"
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- [ ] fix asset path calculations
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- root path => relative to blend file path
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- asset path => relative to root path
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- blueprints/levels/blueprints path => relative to assets path
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- move out some parameters from auto export to a higher level (as they are now used in multiple places)
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- [ ] main/ library scene names
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- [ ] paths
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Data storage:
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- for scenes (main scenes)
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- at scene level
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- for blueprints
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- at collection level
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- Note: these should be COPIED to the scene level when exporting, into the temp_scene's properties
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> 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)
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an additional object with scene_<scene_name>_components to copy that data to
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Assets:
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- blueprint assets should be auto_generated & inserted into the list of assets : these assets are NOT removable by the user
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- should not change the list of manually added assets
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- [x] store assets
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- [x] per main scene for level/world assets
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- [x] per blueprint for blueprint in lib scene
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- [ ] UI:
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- [x] we need to display all direct assets (stored in the scene)
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- [ ] indirect assets:
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- QUESTION : do we want to include them in the list of assets per level ?
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- this would enable pre-loading ALL the assets, but is not ideal in most other cases
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- so add an option ?
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- [ ] the assets of local blueprints
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Blueprints:
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- [x] on save: write IN THE COLLECTION PROPERTIES
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- list of assets
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- export path
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- [ ] blueprint selection for nested blueprints is broken
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- [ ] scan & inject on load
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- [ ] scan & inject on save
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General issues:
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- there is no safeguard for naming collisions for naming across blender files
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- this can cause an issue for assets list "parent"
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- "parents" can only be blueprints
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- they normally need/have unique export paths (otherwise, user error, perhaps show it ?)
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- perhaps a simple hashing of the parent's path would be enought |