4.3 KiB
Auto export
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the original blueprints & levels path are now left as is, and there is an auto injection of xxxpath_full for absolute paths
- replace all uses of the paths with the correct ones above
- levels
- blueprints
- materials
- replace all uses of the paths with the correct ones above
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move out the UI for "assets" folder out of "blueprints condition"
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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
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add error handling for de/serialization of project, so that in case of error, the previous saved serialized project is thrown away
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move out some parameters from auto export to a higher level (as they are now used in multiple places)
- main/ library scene names
- 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_<scene_name>_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
- store assets
- per main scene for level/world assets
- per blueprint for blueprint in lib scene
- UI:
- 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
- QUESTION : do we want to include them in the list of assets per level ?
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:
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save settings
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load settings
- add blueprints data
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rename all path stuff using the old naming convention : "blueprints_path_full"
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generate the full paths directly when setting them in the UI
- problem : how to deal with defaults: do it on start/load ?
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filter out scenes that have already been used in scenes list
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
- 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
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addon-prefs => settings
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generate_gltf_export_preferences => should not use add-on prefs at all ? since we are not overriding gltf settings that way anymore ?
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remove hard coded path for standard gltf settings
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load settings on file load
- auto_export
- components
- add handling of errors when trying to load settings