* fixed issues with initial insertion of map key/value pairs * overhauled & upgraded tests * changed internals of rename components * cleanups everwhere ! * tweaks & minor improvements all around
11 KiB
Basics
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add panel
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add a "create blueprint" button
- when clicked:
- create collection
- add an empty inside collection and name it <COLLECTION_NAME>_components
- add a AutoExport Boolean property to collection
- add name imput(popup for name input ?)
- when clicked:
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add a list of existing components/custom properties
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add an "edit blueprint" section
- only filled when there is ONE selection, and that selection is a collection
- add a dropdown of possible components
- add a checkbox for enabling disabling a component (enabled by default)
- add a button for copying a component
- add a button for pasting a component
UI:
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filterable list of components to DISPLAY for selection : ComponentDefinitionsList
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Filter out invalid objects for components that have no _components suffix ? (that is too limiting I think)
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-[x] How to deal with pre-existing custom properties that have NO metadata
- if there is one without metadata: find if there is an available component with the same name & type ?
- if there is , insert metadata
- otherwise, mark it in some way visually ?
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for OBJECT enums: add two ui pieces
- one for selecting the TYPE to choose (ie normal enum)
- one for setting the VALUE inside that
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vecs => (not vec2, vec3 etc) more complex UI to add items in a list
- generate contained CollectionGroup
- CollectionProperty => type = the above
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find ways to "collapse" the different levels of nested data of structs/tupples into a single custom property (ideally on the fly, but we can do without)
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for single tupple components that represent a single unit type, re_use the base type's UIPropertyGroup instead of creating specific ones (ie TuppleTestF32_ui...) => will not work, would cause overriden "update callback"
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pre_generate default values/values for each main type
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fix issues with vec2 etc not having the correct number of items
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fix bad defaults in ui group
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fix object enums handling on updates (??)
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fix issues with lambads in loops
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object enum should be (params) ie *Collider: * Cuboid(Vec3) * Sphere(radius)
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deal with enums variants that do not have any data: ex { "long_name": "Mesh" }
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remove / change use of ComponentDefinitionsList
- when filling the list, use the long_name as index ie items.append((str(index), item.name, item.long_name)) => items.append((item.long_name, item.name, item.long_name))
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when removing a component, reset the value of the attribute in the property group (or not ? could be a feature)
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deal correctly with fields of types that are NOT in the schema.json (for ex PlayingAnimation in AnimationPlayer)
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deal correctly with complex types CascadeShadowConfig: has an array/list ClusterConfig: one of the enum variants is an object
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possibly allow Color to be an enum as it should be ?
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for sub items , the update functions "Name" should be the one of the root object
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fix copy & pasting
- it actually works, but the value of the custom property are not copied back to the UI, need to implement property_group_value_from_custom_property_value
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we need a notion of "root propertyGroup" =?
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notify user of missing entries in schema (ie , unregistered data types)
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clarify propgroup_ui vs named nested fields
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fix basic enums handling
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add a list of not found components to the registry, add to them on the fly
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add configuration panel (open the first time, closed on further user once configured)
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add limits to ixxx types vs utypes
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only display the "generate components xx" when relevant ie:
- go through list of custom properties in current object
- if one does not have metadata and / or propgroup: break
- go through list of custom properties in current object
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remove custom property of disabled component ? => NOpe, as we need custom properties to iterate over
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what to do with components with n/a fields ? perhaps disable the component ? add a "invalid" field to meta ?
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format output as correct RON
- fix issue with empty strings
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change custom property => propGroup to convert RON => Json first => obsolete
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cleanup process_lists
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fix issues with enum variants with only a long_name
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display single item enums inline, others in a seperate row
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add button to "apply all" (in configuration), to apply/update all custom properties to ALL objects where relevant
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add button to "apply to current" to do the same with current
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add warning sign to the above
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what about metadata ?
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only upgrade custom properties to metadata when asked/relevant
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implement move list up/down
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change property_group_value_from_custom_property_value => just disregard it for now, its point is very limited (helping people with old custom properties by attempting to generate real values) and give the change to a real ron format, it is too limiting
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fix reload registry clearing list of missing types
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clean up metadata module, a lot of repeated code
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some fields when original is 0 or 0.0 are not copyable ? (seems like a bad boolean check )
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fix issues with object variants in enums (see clusterconfig)
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perhaps directly export default values within the schema.json ? - for most types , it is straighforward, but others, not so much: like the default color in Bevy , etc
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change default schema.json to registry.json
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pasted components do not get updated value in custom_property
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finish documentation
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add storage of registry path
- save after setting the data (browse for)
- load after each reload ?
Additional
- [x] check if output "string" in custom properties are correct
- gltf_auto_export
- [x] add support for "enabled" flag
- [ ] add special components
- "AutoExport" => Needed
- "Dynamic" ? naah wait that should be exported by the Bevy side
- [x] filter out Components_meta ??
- [x] add legacy mode to the persisted parameters
- bevy_gltf_components:
- [x] first release patch for current issues
- [x] make configurable
- [x] add "compatibility mode" and deprecation warnings for the current hack-ish conversion of fake ron
- [x] update docs to show we need to use ComponentsFromGltfPlugin::default
- bevy_gltf_blueprints
- [x] update dependency
- [x] update version
- [x] add ability to set legacy mode for bevy_gltf_components ?
- [x] release all versions
- [x] update main documentation, add compatibility version grid
Phase 2
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fix handling of long component names
- fix nesting level handling issue for new system : ie basic component DOES NOT work, but nestedLevel2 does
- add goddam tests !
- verify some weird prop => custom property values (Calculated Clip for example)
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fix "reload registry" not clearing all previous data (reloading registry does not seem to account for added/removed components in the registry )
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add file watcher for registry
- have the watcher work as expected
- add handling of removed registry file
- clear & reset handler when the file browser for the registry is used
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re-enable watcher
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tests clear && pytest -svv --blender-executable <path_to_blender>/blender/blender-4.0.2-linux-x64/blender
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load registry
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just check list of components vs lists in registry
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try adding all components
- select an object
- call the add_component operator
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change params
- use field names + component definitions to set values
- find a way to shuffle params of ALL components based on a reliable, repeatable seed
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test propgroup values => custom property values
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test custom property value => propgroup value
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check if all went well
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fix issues with incorect custom_property generation
- fix issue with object variants for enums
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add handling for core::ops::Range & other ranges
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add handling for alloc::borrow::Cow
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add handling of isize
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indirection level
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currently
- short_name +_"ui => direct lookup
- problem : max 64 chars for propertyGroupNames
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possible solution
- propertyGroupName storage: simple , incremented INT (call it propGroupId for ex)
- lookup shortName => propGroupId
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do a first pass, by replacing manual propGroupNames creation with a function
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in a second pass, replace the innards
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add button to regenerate cutom prop values from custom properties (allows us to sidestep any future issues with internals changing)
- fix lists
- fix enums (see Clusterconfig)
- need an example with one tupple one struct
- projection
- additionalmassproperties
- fix tupleStructs (see TupleVecF32F32) => always the same problem of having us pre-parse data without knowing what we have inside
- find a way to only split by level 0 (highest level) nesting "," seperators, ignoring any level of nesting until we dig one level deeper
- solve nesting level use issues
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remove metadata when deleting components
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add try catch around custom_prop => propGroup
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enhance the GenerateComponent_From_custom_property_Operator to use the new system to actually generate the stuff
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coherence in operators:
- component_name vs component_type
- delete => remove
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clean up reloading of registry settings
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clean up file watcher
========================================= Restructuring of storage of components
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marking of invalid root propgroups/components should be based on long name
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overhaul & check each prop group type's use of short names => long names
- lists
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property_name = short_name in process enum: will likely require to use another indirection helper to keep the propery names short
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in conversions from propgroups component_name = definition["short_name"]
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fix is_component_valid that is used in gltf_auto_export
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update all tests
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Hashmap Support
- fix parsing of keys's type either on Bevy side (prefered) or on the Blender side
- 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
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Add correct upgrade handling from individual component to bevy_components