Blender_bevy_components_wor.../tools/blenvy/TODO.md
kaosat.dev 31f6a0f122 feat(blenvy:blender): a ton of cleanups, fixes & improvements
* fixed bad hashing causing hashed project across two different blender sessions to appear different
 aka, no more systematic re-export of everything when reloading a project in blender !
 * fixed issues with modifier & material hashing that was also causing overly eager change detection
 * previous_xxx_settings are now only saved AFTER a sucessfull export, for coherence
 * added more fine grained setting change detection (aka some setting changes do not require a re-export of all levels & blueprints !)
 * fixed handling of level & library scene names as part of the settings
 * fixed numerous issues with core, auto_export & component settings
 * cleaned up a ton of very verbose debug message
 * BlenvyAssets => BlueprintAssets
 * a lot of minor cleanups
2024-06-25 18:34:07 +02:00

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Markdown

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
- [x] Data storage for custom properties:
- 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)
any 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
- [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
- [x] 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
- [x] upgrade all operators:
- [x] add
- [x] remove
- [x] copy & paste
- [x] BLENVY_OT_component_rename_component
- [x] BLENVY_OT_component_fix
- [x] add handling for core::ops::Range<f32> & other ranges
- [x] fix is_component_valid that is used in gltf_auto_export
- [x] 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
- [x] adding a hashmap nukes every existing component ??
- [x] Add correct upgrade handling from individual component to bevy_components
- [x] Settings handling:
- [x] move saveable settings out to a settings file
- [x] update save & load
- [x] add handling of polling frequency & enabling
- [x] move advanced tools to components tab
- [x] remove most of the (bulk) advanced tools, too complex, too unclear (even for me !) and of limited use
- component renaming should be kept, but perhaps simplified:
- if a renaming fails because the parameters are incompatible, nuke the old parameters
- perhaps just add a display list of all NON component custom properties, so the user can find them easilly ?
- [x] status "unregistered" is often false and misleading
-> see in registry ui "for custom_property in object.keys():"
- [x] overhaul / improve the component selector (with built in searching, etc)
- [x] remove select_component_name_to_replace
- [x] display of invalid components is not working ?
- [x] weird items are present in the components list that do not seem to be components
- [x] remove :
- BLENVY_OT_component_list_add_item
- BLENVY_OT_component_list_remove_item
- BLENVY_OT_component_list_select_item: merge it into the rest of the actions
- [x] clearing invalid flag after a registry change does not work correctly (ie the ui still says the component is invalid)
- [x] should reset ALL "invalid" flags IF they have the matching data
- [x] registry auto reload not working ?
- [x] changing the registry breaks all the values of existing components !!!!!!
-> VERY likely due to the int-offset computation for hashes of components
- now switched to tiger_hash
- [x] add warning about hash colision (not much we can/ could do if it is the case ?)
- [x] double check weird collisions AND/OR reuse existing if applicable
- [x] annoying default path for registry, should be relative to the assets path
General things to solve:
- [x] save settings
- [x] load settings
- [x] 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 ?
- [x] filter out scenes that have already been used in scenes list
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_settings => should not use add-on prefs at all ? since we are not overriding gltf settings that way anymore ?
- [x] remove hard coded path for standard gltf settings
- [x] load settings on file load
- [x] auto_export
- [x] components
- [ ] add handling of errors when trying to load settings
- [x] fix auto export workflow
- [x] add hashing of modifiers/ geometry nodes in serialize scene
- [x] add ability to FORCE export specific blueprints & levels
- [x] change scene selector to work on actual scenes aka to deal with renamed scenes
- [x] remove get_main_and_library_scenes as it should not be needed anymore
- [x] fix asset file selection
- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly
- [x] remove local assets, useless
- [x] remove 'export_marked_assets' it should be a default setting
- [x] disable/ hide asset editing ui for external assets
- [x] fix level asets UI
- [x] remove BlueprintsList & replace is with assets list
- [x] switch to bevy 0.14 rc2
- [x] trigger events when assets are loaded, blueprints are spawned & co
- [x] overall cleanup
- [x] object.add_bevy_component => blenvy.component_add
Blender side:
- [x] force overwrite of settings files instead of partial updates ?
- [x] prevent loop when loading/setting/saving settings
- [x] fix asset changes not being detected as a scene change
- [x] fix scene setting changes not being detected as a scene change
- [x] add back lighting_components
- [x] check if scene components are being deleted through our scene re-orgs in the spawn post process
- [x] fix unreliable project hashing between sessions: (note, it is due to the use of hash() : https://stackoverflow.com/questions/27522626/hash-function-in-python-3-3-returns-different-results-between-sessions)
- [x] figure out why there are still changes per session (it is due to object pointer being present in the generated "hash")
- materials & modifiers, both using the same underlying logic
- [x] filter out components_meta
- [x] filter out xxx_ui propgroups
- [x] fix missing main/lib scene names in blenvy_common_settings
- [x] fix incorect updating of main/lib scenes list in settings
- [ ] and what about scene renames ?? perhaps tigger a forced "save settings" before doing the export ?
- [x] should we write the previous _xxx data only AFTER a sucessfull export only ?
- [x] finer grained control of setting changes to trigger a re-export:
- [x] common: any of them should trigger
- [x] components: none
- [x] auto_export:
- auto_export: yes
- gltf settings: yes
- change detection: no ?
- export blueprints: YES
- export split dynamic/static: YES
- export merge mode : YES
- materials: YES
- [ ] inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
- [ ] handle scene renames between saves (breaks diffing) => very hard to achieve
- [ ] add tests for disabled components
- [ ] find a solution for the new color handling
- [ ] hidden objects/collections not respected at export !!!
- [ ] add option to 'split out' meshes from blueprints ?
- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
- [ ] persist exported materials path in blueprints so that it can be read from library file users
- [ ] just like "export_path" write it into each blueprint's collection
- [ ] scan for used materials per blueprint !
- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
Bevy Side:
- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
- [ ] should "blueprint spawned" only be triggered after all its sub blueprints have spawned ?
- [ ] simplify testing example:
- [x] remove use of rapier physics (or even the whole common boilerplate ?)
- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
- [x] try out hot reloading
- [ ] simplify examples:
- [ ] a full fledged demo (including physics & co)
- [ ] other examples without interactions or physics
- [ ] update main docs
- [ ] rename project to Blenvy
- [ ] replace all references to the old 2 add-ons with those to Blenvy
- [ ] rename repo to "Blenvy"
- [ ] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
- [ ] add a way of overriding assets for collection instances
- [ ] add a way of visualizing per blueprint instances
- [ ] cleanup all the spurious debug messages
- [ ] fix animation handling
clear && pytest -svv --blender-template ../../testing/bevy_example/art/testing_library.blend --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration_prepare.py && pytest -svv --blender-executable /home/ckaos/tools/blender/blender-4.1.0-linux-x64/blender tests/test_bevy_integration.py