58 lines
2.4 KiB
Markdown
58 lines
2.4 KiB
Markdown
Auto export
|
|
- [x] the original blueprints & levels path are now left as is, and there is an auto injection of xxxpath_full for absolute paths
|
|
- [x] replace all uses of the paths with the correct ones above
|
|
- [x] levels
|
|
- [x] blueprints
|
|
- [x] materials
|
|
- [x] 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
|
|
|
|
|
|
- move out some parameters from auto export to a higher level (as they are now used in multiple places)
|
|
- [x] main/ library scene names
|
|
- [x] 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
|
|
- [x] store assets
|
|
- [x] per main scene for level/world assets
|
|
- [x] per blueprint for blueprint in lib scene
|
|
- [ ] UI:
|
|
- [x] 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
|
|
|
|
|
|
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 |