2023-09-28 12:10:45 +00:00
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[workspace]
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members = [
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"crates/bevy_gltf_components",
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"crates/bevy_gltf_blueprints",
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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
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"crates/bevy_gltf_save_load",
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2024-02-05 22:01:19 +00:00
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"crates/bevy_registry_export",
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2024-02-07 13:07:17 +00:00
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"examples/common/",
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2023-11-13 15:16:31 +00:00
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"examples/bevy_gltf_components/basic/",
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"examples/bevy_gltf_blueprints/basic/",
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"examples/bevy_gltf_blueprints/basic_xpbd_physics/",
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2023-11-14 12:24:59 +00:00
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"examples/bevy_gltf_blueprints/animation/",
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2024-01-01 21:35:21 +00:00
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"examples/bevy_gltf_blueprints/multiple_levels_multiple_blendfiles",
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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
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"examples/bevy_gltf_blueprints/materials/",
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"examples/bevy_gltf_save_load/basic/",
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2024-02-18 16:14:31 +00:00
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"examples/bevy_registry_export/basic",
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2024-02-26 23:12:14 +00:00
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"testing/bevy_registry_export/basic",
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"testing/bevy_example"
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2023-09-28 12:10:45 +00:00
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]
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2023-11-13 13:36:42 +00:00
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resolver = "2"
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2023-09-28 12:10:45 +00:00
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2024-01-19 21:23:47 +00:00
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[workspace.lints.clippy]
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type_complexity = "allow"
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doc_markdown = "warn"
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manual_let_else = "warn"
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undocumented_unsafe_blocks = "warn"
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redundant_else = "warn"
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match_same_arms = "warn"
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semicolon_if_nothing_returned = "warn"
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2023-11-13 15:16:31 +00:00
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#### --------------------Dev/ debug-------------------------------
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# Enable high optimizations for dependencies (incl. Bevy), but not for our code:
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[profile.dev.package."*"]
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opt-level = 3
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#### --------------------Production/ release-------------------------------
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[profile.release]
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strip = "debuginfo"
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lto = "thin"
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