TheLeonsver1
TheLeonsver1
Switch `new_and_build()` to `spawn_batch()` after the `BundleBuilder` pattern is added if possible
like the title says, if all goes well and we only use `.spawn_bundle()` and nothing else per tile entity In `new_and_build()`, we should have very good perf, but if and...
Currently `MapSettings::new()` is locked to the `TilemapMeshType::Square` map type. It would be nice to have a `MapSettings::new_with_map_type()` that would accept the different `TilemapMeshType` options.
So my game's structure might be something like this: ``` assets mods [mod_name] data events localization scripts [mod_name] data events localization scripts ``` And since it might be hard to...
It'd be cool to be able to export in a click the database's scheme(sheet definitions and column definitions and all) without any of your data. it would export the same...
Naming sheets with meaningful and short names to not clutter your view is a bit hard at times.. plus, if you ever intend to enable player-side-modding it might be hard...
Relative quadratic bezier curves(lower case q character) as part of SvgPathBuilder in Lyon 0.17.0 - 0.17.5 are broken. They are fixed on Lyon master in this commit: https://github.com/nical/lyon/commit/d22abdbf376d141f48a7acdec587adb3a486403f We need...
Bevy Cheatbook should refer enthusiasts seeking to make procedural meshes to the mesh module in the bevy source code here: https://github.com/bevyengine/bevy/blob/89a41bc62843be5f92b4b978f6d801af4de14a2d/crates/bevy_render/src/mesh/shape/mod.rs
## What problem does this solve or what need does it fill? I would like to be able to `load_folder()` on files with only particular extensions, My game's assets folder...