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Massive rework #330

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janhohenheim
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Fixes #327
Fixes #325

@jmetz
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jmetz commented Sep 23, 2024

Hey @janhohenheim ! Firstly, fantastic project, definitely plan on using this and learning from it!

Just a heads-up though ⚠️ ; I just tried to take this branch and change it in the same way as you would the main branch for a new project, and that process is super painful 😅

The main issue is that the project name is currently baked into bunch of binary files, so doing a simple crate rename breaks things subtly.

I figured this out after a lot of head-scratching - I couldn't find any mentions of foxtrot in the source etc... but then it finally dawned on me that it's baked into the glb files (ie comes from the blender file courtesy of blenvy).

I'm not sure what the most straight forward solution is, but in case it helps, the steps I used were

  • first a bunch of sed/sd runs on the text files
  • used eg find assets -type f -exec bbe -e 's/foxtrot/NEWNAME/' '{}' -o '{}'_new \; to create edited binary files
  • Renamed all files not ending in _new to _bak suffixed names
  • Ran a rename on all files ending _new to remove that suffix

There are probably better ways of doing this, and/or maybe a simple script would help. PS I had to compile bbe as it wasn't included in my distro: https://github.com/hdorio/bbe

EDIT

By the looks of blenvy's docs, maybe just renaming foxtrot.blend to newname.blend and re-running blenvy's output generation (by re-saving the blender file?) might simplify this process... but I don't know enough about blenvy to say for sure.

@janhohenheim
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janhohenheim commented Sep 23, 2024

@jmetz good catch! Maybe I could only have the blend file in-tree and have the user run the Blenvy stuff to generate the .glbs?
It's a bit less nice for just trying stuff out, but it's also more representative of your actual workflow, as you probably will only check the blend file into the repo.

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Refactor project for Bevy 0.14 update Add credits button
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