Blender_bevy_components_wor.../crates
Mark Moissette 9f21df035b
feat(): Asset preloading basics (#169)
* closes #80 
* preliminary work for further asset management from the Blender side without needing additional dependencies & boilerplate on the Bevy side 
* feat(auto_export): 
     * now injecting list/tree of sub blueprints to main scenes/levels & blueprints
     * made blueprints/asset list conditional on NOT legacy mode
* feat(gltf_blueprints): 
    * basics of dynamic loading of sub_blueprints
    * added same kind of logic to the loading of material files
    * also made a more generic variant of the BlueprintAssetLoadTracker 
    * added gltf file path for more informative error in case a gltf is missing
* refactor(): 
   * made the various gltf assets loaded by bevy_asset_loader optional (to handle the case where they are not present)
   * updated all examples accordingly
* chore(crates): fixed links, slight tweaks, bumped versions
2024-03-18 18:00:19 +01:00
..
bevy_gltf_blueprints feat(): Asset preloading basics (#169) 2024-03-18 18:00:19 +01:00
bevy_gltf_components feat(): Asset preloading basics (#169) 2024-03-18 18:00:19 +01:00
bevy_gltf_save_load feat(): Asset preloading basics (#169) 2024-03-18 18:00:19 +01:00
bevy_registry_export feat(): Asset preloading basics (#169) 2024-03-18 18:00:19 +01:00