09915f521d
* chore(crates): updated crates to Bevy 0.13 * updated deps * updated / changed code where relevant * updated README files * bumped version numbers for upcoming release * updated rust-toolchain * updated assets where relevant * closes #132 * feat(bevy_gltf_components): * added GltfProcessed flag component to improve performance of iteration over added<gltfExtras> * closes #144 * light & shadow processing is now integrated, to match lights coming from Blender: you can now control whether lights cast shadows, the cascade resolution , background color etc from Blender * closes #155 * feat(bevy_registry_export): added boilerplate to make registry path relative to assets folder * closes #137 * feat(tools): added boilerplate for internal tools * clean zip file generator for blender add-on releases * example gltf file generator * feat(lighting): added components, exporter support & testing for blender-configurable shadows * added BlenderLightShadows component to bevy_gltf_components * added writing shadow information to gltf_auto_export * updated tests * closes #157 Co-authored-by: Jan Hohenheim <jan@hohenheim.ch> |
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README.md |
README.md
Basic save_load example/demo
This example showcases how to use bevy_save_load
crate to save & load your bevy game
Notes Workflow with blender / demo information
- the gltf files for this demo where generated using the Export dynamic and static objects seperatly feature of the auto_export addon: so the static & dynamic level files where generated automatically, based on the entities that have a Dynamic component/custom property
Running this example
cargo run --features bevy/dynamic_linking