Blender_bevy_components_wor.../tools/blenvy/TODO.md
kaosat.dev 382f37be74 feat(blenvy): reorganising & upgrade of auto_export change detection
* added new helpers to detect changes to project & settings
 * updated storage names
 * not using operator anymore
 * lots of related changes
2024-05-20 02:06:26 +02:00

3.7 KiB

Auto export

  • 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
  • move out the UI for "assets" folder out of "blueprints condition"

  • 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)

    • 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

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

General things to solve:

  • save settings

  • load settings

    • add_blueprints_data
  • rename all path stuff using the old naming convention : "blueprints_path_full"

  • generate the full paths directly when setting them in the UI

    • problem : how to deal with defaults: do it on start/load ?

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
  • addon-prefs => settings