BabylonJS / BabylonJS/Exporters

Improve debugging workflow

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#776 1 comment 0 reactions 0 assignees View on GitHub
3dsmax enhancement maya
Dominant language
Wolfram Language
Stars
704
Forks
322
PR merge metrics
No merged PRs in 30d

Description

The current debugging workflow is somewhat cumbersome. currently, one has to restart maya and 3dsMax between iterations, as the binary needs to be replaced and the DCC tool has to be restarted to test even the most trivial of changes.

I propose a few improvements to be made to the development environment including:

- [ ] Setup Edit and Continue Debugging for 3dsMax and Maya projects
This change should allow one to quickly re-iterate without needing to restart their DCC tool.
One topic of concern is "how can we configure the project to update the installed binary when edited live?"

- [ ] Change post-build script to no longer replace Max2Babylon/Maya2Babylon binary.
This should not be part of the build process. The build process should only create the Max & Maya2Babylon binary for the given version. This should instead be part of Visual Studio's run process:

- [ ] Change project debug settings to launch the respective version of Maya/3dsMax, and install the built binaries.

Contributor guide

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Research direction

No specific files or tests are named. Start by locating the post-build script and the Visual Studio project debug settings for the Maya and 3dsMax projects, then trace how binaries are built, installed, and launched. Done means the build no longer replaces installed binaries, while the run process installs the built binaries and launches the selected DCC tool for iterative debugging.

Written by the indexing model from the issue text.

Assessment

Domain
build-system, tooling
Issue type
Feature
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
30/100

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