mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 21:37:01 +00:00
ba4e2c03e6
* now works correctly for both single, bulk, on objects & collections * related fixes , tweaks & UI improvements
156 lines
7.5 KiB
Markdown
156 lines
7.5 KiB
Markdown
Auto export
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- [x] the original blueprints & levels path are now left as is, and there is an auto injection of xxxpath_full for absolute paths
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- [x] replace all uses of the paths with the correct ones above
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- [x] levels
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- [x] blueprints
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- [x] materials
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- [x] move out the UI for "assets" folder out of "blueprints condition"
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- [x] fix asset path calculations
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- root path => relative to blend file path
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- asset path => relative to root path
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- 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)
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- [x] main/ library scene names
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- [x] paths
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- [ ] Data storage for custom properties:
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- for scenes (main scenes)
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- at scene level
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- for blueprints
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- at collection level
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- Note: these should be COPIED to the scene level when exporting, into the temp_scene's properties
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> 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)
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any additional object with scene_<scene_name>_components to copy that data to
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Assets:
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- blueprint assets should be auto_generated & inserted into the list of assets : these assets are NOT removable by the user
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- should not change the list of manually added assets
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- [x] store assets
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- [x] per main scene for level/world assets
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- [x] per blueprint for blueprint in lib scene
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- [ ] UI:
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- [x] we need to display all direct assets (stored in the scene)
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- [ ] indirect assets:
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- QUESTION : do we want to include them in the list of assets per level ?
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- this would enable pre-loading ALL the assets, but is not ideal in most other cases
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- so add an option ?
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- [ ] the assets of local blueprints
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Blueprints:
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- [x] on save: write IN THE COLLECTION PROPERTIES
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- list of assets
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- export path
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- [x] blueprint selection for nested blueprints is broken
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- [ ] scan & inject on load
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- [ ] scan & inject on save
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- [ ] decide where & when to do & store blueprints data
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Components:
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- [x] add support for adding components to collections
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- [x] upgrade all operators:
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- [x] add
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- [x] remove
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- [x] copy & paste
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- [x] BLENVY_OT_component_rename_component
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- [x] BLENVY_OT_component_fix
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- [ ] add handling for core::ops::Range<f32> & other ranges
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- [x] fix is_component_valid that is used in gltf_auto_export
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- Hashmap Support
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- [x] fix parsing of keys's type either on Bevy side (prefered) or on the Blender side
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- [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
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- [ ] handle missing types in registry for keys & values
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- [x] Add correct upgrade handling from individual component to bevy_components
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- [x] Settings handling:
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- [x] move saveable settings out to a settings file
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- [x] update save & load
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- [x] add handling of polling frequency & enabling
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- [x] move advanced tools to components tab
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- [x] remove most of the (bulk) advanced tools, too complex, too unclear (even for me !) and of limited use
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- component renaming should be kept, but perhaps simplified:
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- if a renaming fails because the parameters are incompatible, nuke the old parameters
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- perhaps just add a display list of all NON component custom properties, so the user can find them easilly ?
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- [x] status "unregistered" is often false and misleading
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-> see in registry ui "for custom_property in object.keys():"
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- [x] overhaul / improve the component selector (with built in searching, etc)
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- [x] remove select_component_name_to_replace
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- [ ] display of invalid components is not working ?
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General things to solve:
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- [x] save settings
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- [x] load settings
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- [x] add blueprints data
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- [x] rename all path stuff using the old naming convention : "blueprints_path_full"
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- [x] generate the full paths directly when setting them in the UI
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- [x] problem : how to deal with defaults: do it on start/load ?
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- [x] filter out scenes that have already been used in scenes list
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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
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- they normally need/have unique export paths (otherwise, user error, perhaps show it ?)
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- perhaps a simple hashing of the parent's path would be enought
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- [x] addon-prefs => settings
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- [x] 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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- [x] remove hard coded path for standard gltf settings
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- [x] load settings on file load
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- [x] auto_export
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- [x] components
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- [ ] add handling of errors when trying to load settings
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- [ ] force overwrite of settings files instead of partial updates ?
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- [ ] add tests for disabled components
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- [x] fix auto export workflow
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- [ ] should we write the previous _xxx data only AFTER a sucessfull export only ?
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- [x] add hashing of modifiers/ geometry nodes in serialize scene
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- [x] add ability to FORCE export specific blueprints & levels
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- [ ] undo after a save removes any saved "serialized scene" data ? DIG into this
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- [ ] handle scene renames between saves (breaks diffing)
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- [x] change scene selector to work on actual scenes aka to deal with renamed scenes
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- [x] remove get_main_and_library_scenes as it should not be needed anymore
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- [x] fix asset file selection
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- [x] change "assets" tab to "levels"/worlds tab & modify UI accordingly
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- [ ] add option to 'split out' meshes from blueprints ?
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- [ ] ie considering meshletts etc , it would make sense to keep blueprints seperate from purely mesh gltfs
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- [x] remove 'export_marked_assets' it should be a default setting
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- [x] disable/ hide asset editing ui for external assets
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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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- [x] fix level asets UI
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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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- [ ] just like "export_path" write it into each blueprint's collection
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- [ ] scan for used materials per blueprint !
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- [ ] for scenes, scan for used materials of all non instance objects (TODO: what about overrides ?)
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- [x] remove BlueprintsList & replace is with assets list
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- [ ] update main docs
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- [ ] rename project to Blenvy
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- [ ] 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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- [ ] simplify testing example:
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- [ ] remove use of rapier physics (or even the whole common boilerplate ?)
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- [ ] remove/replace bevy editor pls with some native ui to display hierarchies
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- [ ] switch to bevy rc2
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- [x] overall cleanup
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- [x] object.add_bevy_component => blenvy.component_add
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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 |