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397 lines
22 KiB
Markdown
397 lines
22 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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- [x] 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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- [x] 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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- [x] 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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- [x] add handling for core::ops::Range<f32> & other ranges
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- [x] fix is_component_valid that is used in blenvy
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- [x] 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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- [x] handle missing types in registry for keys & values
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- [x] adding a hashmap nukes every existing component ??
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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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- [x] display of invalid components is not working ?
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- [x] weird items are present in the components list that do not seem to be components
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- [x] remove :
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- BLENVY_OT_component_list_add_item
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- BLENVY_OT_component_list_remove_item
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- BLENVY_OT_component_list_select_item: merge it into the rest of the actions
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- [x] clearing invalid flag after a registry change does not work correctly (ie the ui still says the component is invalid)
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- [x] should reset ALL "invalid" flags IF they have the matching data
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- [x] registry auto reload not working ?
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- [x] changing the registry breaks all the values of existing components !!!!!!
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-> VERY likely due to the int-offset computation for hashes of components
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- now switched to tiger_hash
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- [x] add warning about hash colision (not much we can/ could do if it is the case ?)
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- [x] double check weird collisions AND/OR reuse existing if applicable
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- [x] annoying default path for registry, should be relative to the assets path
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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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- [x] add handling of errors when trying to load settings
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- [x] fix auto export workflow
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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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- [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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- [x] remove local assets, useless
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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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- [x] fix level asets UI
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- [x] remove BlueprintsList & replace is with assets list
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- [x] switch to bevy 0.14 rc2
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- [x] trigger events when assets are loaded, blueprints are spawned & co
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- [x] overall cleanup
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- [x] object.add_bevy_component => blenvy.component_add
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Blender side:
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- [x] force overwrite of settings files instead of partial updates ?
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- [x] prevent loop when loading/setting/saving settings
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- [x] fix asset changes not being detected as a scene change
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- [x] fix scene setting changes not being detected as a scene change
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- [x] add back lighting_components
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- [x] check if scene components are being deleted through our scene re-orgs in the spawn post process
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- [x] 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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- [x] figure out why there are still changes per session (it is due to object pointer being present in the generated "hash")
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- materials & modifiers, both using the same underlying logic
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- [x] filter out components_meta
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- [x] filter out xxx_ui propgroups
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- [x] fix missing main/lib scene names in blenvy_common_settings
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- [x] fix incorect updating of main/lib scenes list in settings
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- [ ] add handling of scene renames
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- [x] store (on load) a mapping of scene objects to scene names
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- [x] on save, calculate another mapping of scene objects to scene names
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- if there is a mismatch between the stored version & the new version for a given scene, it has been renamed !
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- [x] pass this information to scene diffing to remap old/new scene names
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- [ ] move the rename detection to AFTER scene serialization, otherwise we could have a naming mistmatch
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- weird behaviour, perhaps find another way , ie for example replace scene name in saved previous data
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- is post save causing the issue ? review
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- [x] investigate weird issue of changes detected to all after a reload
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- [x] should we write the previous _xxx data only AFTER a sucessfull export only ?
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- [x] finer grained control of setting changes to trigger a re-export:
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- [x] common: any of them should trigger
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- [x] components: none
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- [x] auto_export:
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- auto_export: yes
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- gltf settings: yes
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- change detection: no ?
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- export blueprints: YES
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- export split dynamic/static: YES
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- export merge mode : YES
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- materials: YES
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- [x] blenvy tooling not appearing in library scenes ?? (edit: was actually , it was not appearing in anything but object mode)
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- [x] find a solution for the new color handling
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- [x] in theory, srgba, linearrgba , and hsva should be able to be represented visually
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- [x] bevy_render::color::Color => bevy_color::color::Color
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- [x] fix weird issue with hashmaps with enums as values
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- [x] prevent attempting to add unexisting components to targets (ie when using the component search)
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- [x] also for the bulk fix actions
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- [x] selection of nested objects in collections IS NOT WORKING !!! AHH
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- [x] fix/ overhaul upgreadable components
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- [x] add listing of upgradeable components for
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- [x] meshes
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- [x] materials
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- [x] fix display of upgradeaeble components & co
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- [x] add clear visual distinction between internal (selectable) & non selectable ones
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- [x] do not make selection button available for external blueprints/collections
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- [x] perhaps do not show the other buttons & inputs either ? we cannot change the values of an external library file anyway
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- [x] BLENVY_OT_item_select is missing handling for the other types (outside of object & collection)
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- [x] fix selection logic
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- [x] update testing blend files
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- [x] disable 'export_hierarchy_full_collections' for all cases: not reliable and redudant
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- [x] fix systematic material exports despite no changes
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- [x] investigate lack of detection of changes of adding/changing components
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- [x] change scene serialization to account for collections ...sigh
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- [x] also add one NOT PER scene for materials, to fix the above issue with materials
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- [x] move material caching into hash material
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- [x] also remove ____dummy____.bin when export format is gltf
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- [ ] fix/cleanup asset information injection (also needed for hot reload)
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- [ ] add back per blueprint assets
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- [ ] reuse the already existing asset_scan + export thing
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- 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,
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you would just add the assets to your blueprint
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- in Bevy at spawning we have
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blueprint => assets
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for hot reload we need
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asset => blueprint instances so we can despawn/respawn etc blueprint instances when one of their assets has changed
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problem of untyped vs typed
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perhaps have a mapping of untyped => typed id
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map asset id => [entity ids]
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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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- [ ] materials fixes & upgrades
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- [x] materials do not get exported again if the files are missing, until you change a material
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- [x] materials do not get exported when a material is added ?
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- [x] add_material_info_to_objects is now called AFTER the blueprint export, making it useless, needs change !
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- [ ] materials_path custom property should be ignored both in the list of fixable component AND on export
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- [ ] if we want to add material_infos & others as normal components they should not be editable, so we need another attribute, and adapt the UI for that
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- [x] injection of materials_infos should be done outside of export_materials as it should run even if materials do not need exporting
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- [x] if material library is toggled, then changes to materials should not change the blueprints that are using them => not really: as the name & co might change
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- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
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- [x] review & upgrade overall logic of material libraries, their names & output path
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- [x] change materials logic to work with multiple materials per mesh
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- [x] the index of the generated gltf files is reliable, and can be used both in Blender & Bevy
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- [x] change MaterialInfo to MaterialInfos & turn it into a vec/list & updated logic both on Blender & Bevy side
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- [ ] persist exported materials paths 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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- [ ] 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
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- this is because blueprints are external ?
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- [ ] verify based on gltf settings
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- [ ] add "Visibility::Hidden" component otherwise
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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
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- [ ] disabled components
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- [ ] blueprint instances as children of blueprint instances
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- [ ] blueprint instances as children of empties
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- [x] check/ fix behaviour of blender plugin if all folders are the same (ie, all in assets for example)
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- [x] rename all "main scene xx" to "level scene"
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- [x] make sure the "add scene" button is not available unless you have actually selected one
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- [x] make auto export be on by default, however bail out early by detecting if there are any level/blueprint scenes
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- [x] remove custom components to filter out correctly from exported blueprints list
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- [ ] for built in Component types that need to be injected to be used by blueprints,
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namely:
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- BlueprintInfos (not 100% sure for this one)
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- MaterialInfos
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- the various scene Components
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- BlueprintAssets (although not really needed anymore with the meta files)
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- [ ] Inject real components instead of just custom properties
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- [ ] add boilerplate to generate real component values from type definitions instead of hacking pseudo ron strings
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- [ ] fall back to bevy_components if that fails (missing registry) or just basic custom properties
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- [ ] If that fails as well ?
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- [ ] auto reload registry if absent/possible
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- cannot be done from UI possibly polling with increasing timeout
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- bpy.ops.blenvy.components_registry_reload()
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- double check bpy.context.components_registry
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- [x] filter out MaterialInfos from list of "fixable components"
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Bevy Side:
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- [x] deprecate BlueprintName & BlueprintPath & use BlueprintInfo instead
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- [x] make blueprint instances invisible until spawning is done to avoid "spawn flash"?
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- [x] make this controlable via an additional "HideUntilReady" component
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- [x] register "HideUntilReady" so users can set this on their blueprints in Blender directly
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- [x] restructure blueprint spawning
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- [x] "blueprint ready" only be triggered after all its sub blueprints are ready
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- [x] "blueprintInstance ready"/finished
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BlueprintAssetsLoaded
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BlueprintSceneSpawned
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BlueprintChildrenReady
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BlueprintReadyForPostProcess
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- [x] fix issues with deeply nested blueprints
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- perhaps reverse logic by using iter_ascendants
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- [x] fix materials handling
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- [ ] fix animations handling
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- [x] fix/upgrade blueprint level animations
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- [x] fix/upgrade scene level animations
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- [x] rename SceneAnimations to InstanceAnimations (more coherent with the rest)
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- [ ] add back & cleanup animation frame triggers
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- [x] move sub blueprint handling to blueprints_finalize_instances
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- [x] look into component overriding , it seems broken:
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- [x] blueprint level/ collection level components are now visible in instances in Blender
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- [x] they do not seem to be transfered to the (instance) entity above:
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could they be on the "empty node" ?
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- [ ] simplify testing example:
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- [x] 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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- [ ] a full fledged demo (including physics & co)
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- [ ] other examples without interactions or physics
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- [ ] add hot reloading
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- [x] basics
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- [x] make it enabled/disabled based on general flag
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- [x] 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
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- [x] 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
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- [x] also ignore any entities currently spawning (better to loose some information, than cause a crash)
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- [x] for sub blueprint tracking: do not propagate/ deal with parent blueprints if they are not themselves Spawning (ie filter out by "BlueprintSpawning")
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- [x] cleanup internals
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- [ ] analyse what is off with blueprint level components
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- [x] add the root blueprint itself to the assets either on the blender side or on the bevy side programatically
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- [ ] invalidate despawned entity & parent entities AABB
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- [ ] add unloading/cache removal of materials
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- [ ] add back and upgrade save-load
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- [x] review & change general component insertion & spawning ordering & logic
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- GltfComponentsSet::Injection => GltfBlueprintsSet::Spawn => GltfBlueprintsSet::AfterSpawn
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Injection => inject lights & co => spawn => afterSpawn
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=> 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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- [x] fix animation handling
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- [x] how to deal with animation graphs ?
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- [x] remove "Library" component & co
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- [x] make "InBlueprint" non optional,
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- [x] and perhaps rename it to "FromBlueprint"
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- [ ] perhaps change it to FromBlueprint(BlueprintInfo)
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- [ ] 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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- [x] BlueprintInstanceDisabled => BlueprintInstanceDisabled
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- [x] 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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- [x] update main docs
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- [x] rename project to Blenvy
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- [x] replace all references to the old 2 add-ons with those to Blenvy
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- [x] rename repo to "Blenvy"
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- [x] do a deprecation release of all bevy_gltf_xxx crates to point at the new Blenvy crate
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- [ ] consider finding a way of having unique ids for all objects & collections in Blender (not trivial, if not impossible)
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this would allow things such as
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- [ ] mapping uuids to blueprint paths
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- [ ] solving problems with scene renames
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- [ ] the ability to map external TEXT files to data in BLender (git-able, hand editable)
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- [x] make aabbs calculation non configurable, getting rid of the last setting (for now)
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- [ ] add information & screenshots about adding assets to the Blender add-on docs
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- [x] finally deal cleanly with gltf export failures & make sure to always reset the state of the blend file
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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
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-----------
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PRE ALPHA1 RELEASE:
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- [x] compress images in blender docs
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- [x] add a small note about using the same version of the Blender add-on & the Bevy crate
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- [x] do a quick check for the basics
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- [x] blender add-on
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- [x] barebones bevy test
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- [x] hot reload => some of it works, the rest not anymore ? (see bug https://github.com/bevyengine/bevy/issues/14698)
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- [x] add "right click to edit blueprint"
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- [ ] merge blenvy branch into main
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- [ ] push to crates.io
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- [ ] tag
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------------
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POST ALPHA1 RELEASE:
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BEVY:
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- [ ] split up "spawn from blueprint"
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- [ ] cleanup very verbose messages
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- [ ] fix & cleanup trigger_instance_animation_markers_events
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- [ ] fix & cleanup save & load
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- [ ] experiment with Bevy side for splitting out animations
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- [ ] test hot reload a bit more , improve missing parts (see above)
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- [ ] make a fleshed out demo
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BLENDER:
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- [ ] overall cleanup
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- [ ] review wonky logic for cross file components injections
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- [ ] update & fix tests
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------------
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BEFORE FINAL RELASE:
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- [ ] cleanup & regenerate all examples assets
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- [ ] cleanup & improve all docs |