8.4 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 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 - [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 ?)
- [ ] double check weird collisions AND/OR reuse existing if applicable
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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force overwrite of settings files instead of partial updates ?
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add tests for disabled components
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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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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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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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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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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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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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inject_export_path_into_internal_blueprints should be called on every asset/blueprint scan !! Not just on export
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fix level asets UI
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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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remove BlueprintsList & replace is with assets list
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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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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
- switch to bevy rc2
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overall cleanup
- object.add_bevy_component => blenvy.component_add
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