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feat(): complete overhaul and re branding to : Blenvy #192
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* renamed Animated component to AnimationInfos, fleshed it out with additional frame informations etc * restructured & cleaned up Bevy & Blender code in those areas a bit * various related minor tweaks
* moved triggering of frame marker events to the blueprints crate * added additional handling of frame markers for blueprint animations (yikes is this convoluted) * added additional animated blueprint for testing blueprint animation markers
…o get access to standard gltf exporter settings * got a basic working version that runs the standard exporter with some overrides, deletes the temporary exported gltf file, extracts the scene level settings etc * convoluted as hell , but still better than the alternatives
* added both gltf exporter button AND auto export button to side bar * added storage of gltf settings * auto_export now uses stored gltf settings * updated override strategies of defaults vs gltf settings * removed all gltf specific (not auto export) parameters from preferences * updated auto export operator params changed logic to use updated system * updated bevy integration test * ui improvements * various tweaks
* now all centralized in the operator's did_export_settings_change() function * now works correctly ! ie only compares the parameters for auto & gltf at the time of exporting ! ie it does not matter anymore how many parameters you changed, until you save/export * this solves a lot of randomness bugs in change detection * related & various cleanups
* added workaround for backing up & restoring gltf export settings if there where any, because it turns out in the glTF2_pre_export_callback, they already get created ! * added workaround for deleting the temporary gltf file, aka it needs an additional timer, because the post export callback fires too early ! * added workaround to deal with the fact that operator uis have global state !! aka make sure the settings used when calling the gltf exporter do not "contaminate" the normal exporter * it all works, but sigh ...
* auto_export now defaults to being disabled (otherwise you will get export attempts etc even if you only had the add-on installed ! * modified logic accordingly * various related tweaks * adjusted tests
…ge tracking * added testing based on timestamps of generated files * found a (few ?) bugs in change tracking based on these, fixing next
…tion to the correct reseting of change detection state
* moved temp scene prefix to new 'constants' file, updated code accordingly * fixed, updated & refactored handling of auto export & gltf parameters * added additional tests to changed_parameters * added display of changes since last save in new side tab * more investigation & fix attempts for change detection... * various related tweaks & cleanups
…ations & InstancePlayerLinks)
* cleaned up most of the change detection tracking * updated/ fleshed out & improved the tests * improved sidebar ui (wip) * moved listing of blueprints to export to sidebar * improved display of changed objects * currently restructuring rest of the code to be able to display BEFORE saving what will get exported & what not * a ton of other cleanups & tweaks
* added "hack-ish" tweak to make sure component additions/delections etc are picked up correctly by the change tracker in auto_export * cleaned up a few operator names * very minor tweaks
* continued restructure of auto_export internals * split out get_levels_to_export * simplified, cleaned up & made get_collections_to_export more efficient (skipping useless computations based on settings) * moved more settings to addon_prefs, created boilerplate to create copies & inject additional params * modified tracker's use of the above, so that the actual list of future exports is displayed * a lot of other tweaks & cleanups
…om gltf & auto export * forcing depsgraph update when applying changes to gltf export settings * lots of additional boilerplate for params change detection * further updates to get information about changed parameters & objects in tracker * a lot of related tweaks & changes chore(bevy_components): removed annoying verbose info messages
…co failed to be reliable, switching to brute force * aka added basics of serialization of scene(s) & brute compare * added basics for transforms, custom properties, meshes, cameras & lights, & armatures * should only run on save as I can imagine it could get quite costly, computation wise * added some boilerplate for determining changed objects * not hooked up to actual exporter yet * already way more reliable than the depsgraph: * ignores selections & related weird issues * undo /redo proof * expandable
…s_worklflow into blenvy
* updated version to match Bevy side * added back manifest to do a clean 4.2 extension * removed tmp scene ids
…ec with Blender 4.2 extensions
… copy_components(#222)
* all boilerplate , including finding relevant armatures & their objects, exporting animations, settings & ui etc added * renamed material library to "split materials" * a ton of related changes
…s_worklflow into blenvy
…ugin is disabled in non dev mode based on debug_assertions
* also updated name & description for more clarity
… (non functional at this point)
janhohenheim
approved these changes
Aug 13, 2024
* context menu + shortcut + operators to quickly edit /and/or create new blueprints in a seperate scene * boilerplate based on the awesome work by slyedoc * "one keyboard shortcut" workflow: edit if blueprint instance is selected, create if not, stop editing if editing is already in progress * updated list of contributors
* unfortunalty additional scene highlight that the current way of scene rename detection needs to be removed as it breaks the saving process in general !
* added ability to clear/reset settings to default * a lot of improvements to QOL ui features * fixed issue with editing scenes being tagged as Level scenes * fixed mode switching issues * added save & reset of camera settings * improved selection logic * various minor tweaks * better naming & cleanups
…aks to context menu
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