Blender_bevy_components_wor.../examples/save_load/Cargo.toml

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feat(Save & load): new crate bevy_gltf_save_load + lots of upgrades & improvements (#95) * feat(bevy_gltf_save_load): saving & loading implemented * created new crate for save & load features, uses & filters out blueprints for efficient loading * saving & loading, even with dynamically spawned nested hierarchies works * component filter , resource filter & save path root are configurable * for saving: added removal & cleanup logic for children component with children that have been filtered out: ie no more invalid children getting stored in the save files ! * added sending of event once saving is done * feat(examples/save-load): example for the new crate * loading level static & dynamic data as blueprints * added a bit of ui when entering saving & loading states & cleanup when exiting * feat(bevy_gltf_blueprints): significant rewrite of how the crate works * simplified spawning process, no more spawning children containing blueprints etc * simplified post process : instead of copying original entity into blueprint root we now copy blueprint root data (components & children) into the original entity ! fixes #96 * much simpler code wise * solves issue with needing to register components that we only use on the bevy side (not gltf) since we are not copying the bevy data into the blueprints data * added **copyComponents** helper to copy components from one entity to another, excluding existing components on the target entity, & some bells & whistles * **Name** is now optional when spawning a blueprint: closes #97 * **Transform** is now optional when spawning a blueprint: closes #98 * removed transform from bundle (BREAKING change) * added (optional) **NoInBlueprint** component to have finer control over whether to inject the **InBlueprint** component inside spawned blueprint entities * added (optional) **Library** component, so we can override library path when we want * added (optional) **AddToGameWorld** component for convenience to automatically add entities to the game world, if there is one * chore(bevy_gltf_components): removed verbose output, cleaned it up a bit * feat(tools/auto_export): added option to split out "dynamic" objects in main scenes * ie if a collection instance (or its original collection) has a "dynamic" (aka mutable, saveable etc) flag it can get exported to a seperate gltf file (essentially acting like an "initial save") * the rest of the levels (the "static" data) is exported without the dynamic objects and can be reused with save files !
2024-01-10 13:49:29 +00:00
[package]
name = "bevy_gltf_save_load_basic_example"
version = "0.3.0"
edition = "2021"
license = "MIT OR Apache-2.0"
[dependencies]
bevy = { version = "0.14", features = ["dynamic_linking"] }
blenvy = { path = "../../crates/blenvy" }
feat(Save & load): new crate bevy_gltf_save_load + lots of upgrades & improvements (#95) * feat(bevy_gltf_save_load): saving & loading implemented * created new crate for save & load features, uses & filters out blueprints for efficient loading * saving & loading, even with dynamically spawned nested hierarchies works * component filter , resource filter & save path root are configurable * for saving: added removal & cleanup logic for children component with children that have been filtered out: ie no more invalid children getting stored in the save files ! * added sending of event once saving is done * feat(examples/save-load): example for the new crate * loading level static & dynamic data as blueprints * added a bit of ui when entering saving & loading states & cleanup when exiting * feat(bevy_gltf_blueprints): significant rewrite of how the crate works * simplified spawning process, no more spawning children containing blueprints etc * simplified post process : instead of copying original entity into blueprint root we now copy blueprint root data (components & children) into the original entity ! fixes #96 * much simpler code wise * solves issue with needing to register components that we only use on the bevy side (not gltf) since we are not copying the bevy data into the blueprints data * added **copyComponents** helper to copy components from one entity to another, excluding existing components on the target entity, & some bells & whistles * **Name** is now optional when spawning a blueprint: closes #97 * **Transform** is now optional when spawning a blueprint: closes #98 * removed transform from bundle (BREAKING change) * added (optional) **NoInBlueprint** component to have finer control over whether to inject the **InBlueprint** component inside spawned blueprint entities * added (optional) **Library** component, so we can override library path when we want * added (optional) **AddToGameWorld** component for convenience to automatically add entities to the game world, if there is one * chore(bevy_gltf_components): removed verbose output, cleaned it up a bit * feat(tools/auto_export): added option to split out "dynamic" objects in main scenes * ie if a collection instance (or its original collection) has a "dynamic" (aka mutable, saveable etc) flag it can get exported to a seperate gltf file (essentially acting like an "initial save") * the rest of the levels (the "static" data) is exported without the dynamic objects and can be reused with save files !
2024-01-10 13:49:29 +00:00
serde_json = "1.0.108"
serde = "1.0.193"
rand = "0.8.5"
bevy-inspector-egui = { version = "0.25.1"}
[dev-dependencies]
bevy-inspector-egui = { version = "0.25.1"}