Trevor Lovell
Trevor Lovell
Using bevy_ecs_tilemap 0.5 I seem to remember when working with bevy_ecs_tilemap pre-0.5, updating a tileset asset with `asset_server.watch_for_changes()` on would automatically update the rendered tilemaps in game. This doesn't seem...
There are two main drawbacks for using `LdtkEntity` and `LdtkIntCell` 1. For mildly complex cases, implementing these traits manually is super verbose (many method arguments) 2. For more complex cases,...
Right now, spawning a level requires a particular entity hierarchy. The level spawning process begins when a `Handle` is added to an entity, **and** that entity has a parent, **and**...
Currently, a new texture atlas is created and added to the `Assets` asset store as part of the logic for the `#[sprite_sheet_bundle]` field attribute of `#[derive(LdtkEntity)]`. This means that, even...
With LDtk 1.0, field instances can now store a reference to another entity. Ever since, I've been thinking about how to properly allow users to transform these references into "relational"...
Since bevy_ecs_tilemap switched to texture arrays, I guess this feature hasn't worked and I haven't noticed. Need to make sure to make reloaded textures COPY_SRC!
Write an example using the `TileMetadata` and `TileEnumTags` components
Hot reloading for external levels is pretty close, but when you save a level in the LDtk editor, bevy gives this warning without any `AssetEvent` being fired: ``` WARN bevy_asset::asset_server:...
The `__bgPos` stores a lot of good information about the background image, which makes rendering it pretty easy. However, the total size (not cropped) of the background image isn't stored...
Currently, when saving a project with external levels, it seems the external level files are written to in a strange way. For whatever reason, external level files become unavailable for...