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Releases: kaosat-dev/Blender_bevy_components_workflow

bevy_components v0.4.1 Tooling to visualise, find & replace unregistered/ invalid components

07 Mar 15:34
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component_rename_overview

  • added tools for diagnostics/ finding & replacing invalid & unregistered components
    • added ui for listing invalid & unregistered components
    • added boilerplate & functionality for component renaming/replacing
    • injection of invalid status & message in case the conversion did not work well
    • added deletion of components individual & bulk
    • added handling of wrong string for unit structs : allows detection of more wrong values for components
    • added progress bars for bulk operators
    • added docs for new features
    • added tests
    • added small "attempt to fix" button for unit struct uis in case they are invalid
  • added progress indicators for from/to custom properties
  • various other minor ui tweaks for workflow improvement
  • closes #163
  • closes #153
  • closes #154

gltf_auto_export v0.15 & bevy_components v0.4: companion update for Bevy v0.13

04 Mar 21:24
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gltf_auto_export v0.15:

  • adds support for toggling light shadows from Blender : ie if you disable a light's shadow in Blender, it will also be disabled in Bevy
    & vice-versa , if you use the latest Bevy_gltf_components
  • renames a few scene/lighting parameters to match the latest Bevy_gltf_components

bevy_components v0.4

  • ensures compatibility with components from Bevy 0.13

gltf_auto_export v0.14 & bevy_components v0.3: fixed unit structs handling

04 Mar 07:56
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  • this fixes an invisible issue with the generation/handling of unit/empty structs
  • this is a breaking change if you are not using legacy mode ! If you are using bevy_components, you need to click on the button to regenerate all custom property values, to be sure they are correct, and export your gltf files again !
  • fix(gltf_auto_export): corrected ron value for "spawnHere" components
  • fix(bevy_components): fixed handling of empty/ unit structs
  • fix(bevy_gltf_components): fixed issue of incorrect handling of empty component values in non legacy mode:
    • aka: replacing empty component values (ron strings) with '()' should ONLY happen in legacy mode
    • even more aka: ron strings for component values should not be altered when not in legacy mode (provided ron
      strings should be valid)
  • chore(crates): bumped up versions because of breaking change
  • chore(examples): updated registry export example to use up-to-date / fixed components data
  • chore(bevy_gltf_components): added back warning about legacy mode, in a less spammy way

gltf_auto_export v0.13.1: fix animated meshes export

29 Feb 14:35
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  • added fix for incorrect "deep-copying" of objects & hierarchy so that animated
    meshes & nested hierarchies get exported correctly (regression introduced in v0.13.0
  • a lot of tests to ensure no further regressions !
    • added visual testing to check for overall regression :
      • added screenshoting in test bevy app
      • added visual compare with reference screenshot on python side
    • added testing of correct export of animated models
    • added testing of correct export of empties
    • added testing of correct export of nested hierarchies
    • added testing of correct export of blueprints, with & without components etc

gltf_auto_export v0.13: components filtering for exports, bug-fixes and tests

26 Feb 23:17
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  • adds filtering out of invalid components/ custom properties:
  • includes filtering out of invalid / disabled components as defined in bevy_components, components_meta etc
  • completely changed handling of "unique" (non blueprint) objects by copying them instead of moving/renaming them & manipulating their custom properties : much cleaner, much simpler !
  • disabled default gltf export of optimised animations
  • added tests !
  • adds options to disable change detection : aka "always export on save"
  • fixes issues with animation optimisations
  • fixes issues when setting enum parameters (export file format, etc)

bevy_components v0.2: fixes , registry file polling & more !

18 Feb 16:30
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  • fixed issue with "reload registry" not clearing previous data
  • added watcher/ poll system to automatically updated the registry & components list when the registry file has been changed
  • BREAKING CHANGE ! changed internal representation of components, incompatible with v0.1, breaks UI values.
  • added buttons to regenerate UI to account for/fix the above and to offer the ability to regenerate UI values from custom property values
  • lots of cleanups
  • added tests
  • closes #127
  • closes #124
  • closes #121
  • closes #130

gltf_auto_export v0.12.1: fixed nested collections export

07 Feb 13:29
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  • fixes failure to export nested collections/blueprints

gltf_auto_export v0.12 & bevy_components v0.1 (first release)

05 Feb 22:11
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  • adds a new Blender addon: bevy_components that takes that json data to generate custom UIs for components , to be to add & edit components easily in Blender
    • also adds component metadata per object for more advanced features
    • etc
  • updates gltf_auto_export to add legacy_mode to support the "old"/current style component definitions

gltf_auto_export v0.11: big rewrite, lots of bug fixes and improvements

05 Feb 08:59
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  • fundamental rewrite of a lot of aspects of the exporter, for cleaner code & to solve a looot of issues:
    • set export_separate_dynamic_and_static_objects default to FALSE, as it is an edge use case
    • more reliable export parameters storage, at the blend file level (you need to reconfigure your settings for this to work)
    • fixes blend file corruption when mouse pointer is in the properties panel when saving
    • undo support: even if export should fail, you can now use 'undo' to reset your blend file to the pre-export clean state
    • auto export now works correctly even when you are in edit mode
    • fixes scene settings issues & cleans up injection & export
    • fixes excessive, useless triggering of exports

gltf_auto_export v0.10: Generate separate level files for static & dynamic objects

10 Jan 13:54
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  • adds the option to generate 2 output files per "level"/"main" scenes :
    • one with all dynamic data: collection or instances marked as dynamic (aka saveable)
    • one with all static data: anything else that is NOT marked as dynamic, the file name will have the suffix _dynamic
  • particularly useful when used together with the new bevy_gltf_save_load crate on the Bevy/rust side