18 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
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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
- for scenes (main scenes)
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 - [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 & other ranges - [x] fix is_component_valid that is used in blenvy - [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:
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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_settings => 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
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fix auto export workflow
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add hashing of modifiers/ geometry nodes in serialize scene
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add ability to FORCE export specific blueprints & levels
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change scene selector to work on actual scenes aka to deal with renamed scenes
- remove get_main_and_library_scenes as it should not be needed anymore
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fix asset file selection
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change "assets" tab to "levels"/worlds tab & modify UI accordingly
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remove local assets, useless
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remove 'export_marked_assets' it should be a default setting
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disable/ hide asset editing ui for external assets
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fix level asets UI
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remove BlueprintsList & replace is with assets list
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switch to bevy 0.14 rc2
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trigger events when assets are loaded, blueprints are spawned & co
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overall cleanup
- object.add_bevy_component => blenvy.component_add
Blender side:
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force overwrite of settings files instead of partial updates ?
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prevent loop when loading/setting/saving settings
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fix asset changes not being detected as a scene change
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fix scene setting changes not being detected as a scene change
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add back lighting_components
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check if scene components are being deleted through our scene re-orgs in the spawn post process
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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)
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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
- filter out components_meta
- filter out xxx_ui propgroups
- materials & modifiers, both using the same underlying logic
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fix missing main/lib scene names in blenvy_common_settings
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fix incorect updating of main/lib scenes list in settings
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add handling of scene renames
- store (on load) a mapping of scene objects to scene names
- on save, calculate another mapping of scene objects to scene names
- if there is a mismatch between the stored version & the new version for a given scene, it has been renamed !
- pass this information to scene diffing to remap old/new scene names
- move the rename detection to AFTER scene serialization, otherwise we could have a naming mistmatch
- weird behaviour, perhaps find another way , ie for example replace scene name in saved previous data
- is post save causing the issue ? review
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investigate weird issue of changes detected to all after a reload
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should we write the previous _xxx data only AFTER a sucessfull export only ?
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finer grained control of setting changes to trigger a re-export:
- common: any of them should trigger
- components: none
- 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
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blenvy tooling not appearing in library scenes ?? (edit: was actually , it was not appearing in anything but object mode)
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find a solution for the new color handling
- in theory, srgba, linearrgba , and hsva should be able to be represented visually
- bevy_render::color::Color => bevy_color::color::Color
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fix weird issue with hashmaps with enums as values
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prevent attempting to add unexisting components to targets (ie when using the component search)
- also for the bulk fix actions
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selection of nested objects in collections IS NOT WORKING !!! AHH
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fix/ overhaul upgreadable components
- add listing of upgradeable components for
- meshes
- materials
- fix display of upgradeaeble components & co
- add clear visual distinction between internal (selectable) & non selectable ones
- do not make selection button available for external blueprints/collections
- perhaps do not show the other buttons & inputs either ? we cannot change the values of an external library file anyway
- add listing of upgradeable components for
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BLENVY_OT_item_select is missing handling for the other types (outside of object & collection)
- fix selection logic
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update testing blend files
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disable 'export_hierarchy_full_collections' for all cases: not reliable and redudant
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fix systematic material exports despite no changes
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investigate lack of detection of changes of adding/changing components
- change scene serialization to account for collections ...sigh
- also add one NOT PER scene for materials, to fix the above issue with materials
- move material caching into hash material
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also remove dummy.bin when export format is gltf
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fix/cleanup asset information injection (also needed for hot reload)
- add back per blueprint assets
- reuse the already existing asset_scan + export thing
- thoughts:
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the "list of all assets" is actually the "fake"/generated one: nobody would write a list of assets for sub assets, you would just add the assets to your blueprint
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in Bevy at spawning we have blueprint => assets for hot reload we need asset => blueprint instances so we can despawn/respawn etc blueprint instances when one of their assets has changed
problem of untyped vs typed perhaps have a mapping of untyped => typed id map asset id => [entity ids]
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add option to 'split out' meshes from blueprints ?
- ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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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 ?)
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add a way of visualizing per blueprint instances ?
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display export path of blueprints (mostly external) ?
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hidden objects/collections only semi respected at export
- this is because blueprints are external ?
- verify based on gltf settings
- add "Visibility::Hidden" component otherwise https://devtalk.blender.org/t/how-to-get-render-visibility-for-object/23717
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inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
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undo after a save removes any saved "serialized scene" data ? DIG into this
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add tests for
- disabled components
- blueprint instances as children of blueprint instances
- blueprint instances as children of empties
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check/ fix behaviour of blender plugin if all folders are the same (ie, all in assets for example)
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rename all "main scene xx" to "level scene"
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make sure the "add scene" button is not available unless you have actually selected one
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make auto export be on by default, however bail out early by detecting if there are any level/blueprint scenes
Bevy Side:
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deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
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make blueprint instances invisible until spawning is done to avoid "spawn flash"?
- make this controlable via an additional "HideUntilReady" component
- register "HideUntilReady" so users can set this on their blueprints in Blender directly
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restructure blueprint spawning
- "blueprint ready" only be triggered after all its sub blueprints are ready
- "blueprintInstance ready"/finished BlueprintAssetsLoaded BlueprintSceneSpawned BlueprintChildrenReady BlueprintReadyForPostProcess
- fix issues with deeply nested blueprints
- perhaps reverse logic by using iter_ascendants
- fix materials handling
- fix animations handling
- fix/upgrade blueprint level animations
- fix/upgrade scene level animations
- rename SceneAnimations to InstanceAnimations (more coherent with the rest)
- add back & cleanup animation frame triggers
- move sub blueprint handling to blueprints_finalize_instances
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look into component overriding , it seems broken:
- blueprint level/ collection level components are now visible in instances in Blender
- they do not seem to be transfered to the (instance) entity above: could they be on the "empty node" ?
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simplify testing example:
- remove use of rapier physics (or even the whole common boilerplate ?)
- remove/replace bevy editor pls with some native ui to display hierarchies
- a full fledged demo (including physics & co)
- other examples without interactions or physics
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add hot reloading
- basics
- make it enabled/disabled based on general flag
- account for changes impact both parent & children (ie "world" and "blueprint3") for example, which leads to a crash as there is double despawn /respawn so we need to filter things out
- if there are many assets/blueprints that have changed at the same time, it causes issues similar to the above, so apply a similar fix
- also ignore any entities currently spawning (better to loose some information, than cause a crash)
- for sub blueprint tracking: do not propagate/ deal with parent blueprints if they are not themselves Spawning (ie filter out by "BlueprintSpawning")
- cleanup internals
- analyse what is off with blueprint level components
- add the root blueprint itself to the assets either on the blender side or on the bevy side programatically
- invalidate despawned entity & parent entities AABB
- add unloading/cache removal of materials
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add back and upgrade save-load
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review & change general component insertion & spawning ordering & logic
- GltfComponentsSet::Injection => GltfBlueprintsSet::Spawn => GltfBlueprintsSet::AfterSpawn Injection => inject lights & co => spawn => afterSpawn => Injection => inject lights & co
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add a way of overriding assets for collection instances => how can we make this possible
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cleanup all the spurious debug messages
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fix animation handling
- how to deal with animation graphs ?
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remove "Library" component & co
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make "InBlueprint" non optional,
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and perhaps rename it to "FromBlueprint"
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perhaps change it to FromBlueprint(BlueprintInfo)
- in order for this to work correctly, stop iterating descendants as soon as there is one with an Existing FromBlueprint component
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BlueprintInstanceDisabled => BlueprintInstanceDisabled
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fix "remove component" operator from the rename/fix/update components panel
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replace string in BlueprintInfo path with PathBuf ?
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update main docs
- rename project to Blenvy
- replace all references to the old 2 add-ons with those to Blenvy
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rename repo to "Blenvy"
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do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
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material assets seem to be added to list regardless of whether material exports are enabled or not
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