* added Asset propertygroup & User Assets collections to collections & scenes to store them explicitely * overhauled UI to make use of this : also means names & paths are editable after the fact * overhauled testing asset hierarchy scan accordingly * added expertimental export of bevy_asset_loader compatible asset.ron files per level * related tweaks & additions
2.4 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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move out some parameters from auto export to a higher level (as they are now used in multiple places)
- main/ library scene names
- 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
- 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 - [ ] 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