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base repository: Trouv/bevy_ecs_ldtk
base: 98495b0ff17f5bb1fe4978fb62435f8b229a04f9
head repository: Trouv/bevy_ecs_ldtk
compare: 6a8123f4b26afbd33ecee385bdef85184268ed8e
- 12 commits
- 37 files changed
- 2 contributors
Commits on Jan 18, 2024
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feat!: upgrade to LDtk 1.5.3, dropping support for previous versions (#…
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Commits on Jan 30, 2024
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feat!: upgrade to bevy 0.12 (#265)
Closes #259 Also, I think updating to 0.12 implicitly... Closes #233 Closes #111 This PR upgrades the `bevy` dependency to `0.12`, as well as `bevy_ecs_tilemap` to `0.12`. For dev-dependencies, it also upgrades `bevy_rapier2d` to `0.23`, and `bevy-ecs-egui` to `0.21`. Most other changes were just necessary to get the lib/tests/doc-tests/examples to compile. This was a little more complicated for `ldtk_external_level.rs` and `ldtk_project.rs` since they are updating to use bevy assets v2. However, using assets v2 did help improve these modules slightly. In particular, it was easier to add dependent assets to the load context, and having an associated type for the error allowed me to remove the dependency on `anyhow` entirely. Another slightly more difficult update was the `process_ldtk_assets` system. However, I'm quite happy with the distinction betwen `AssetEvent::Added` and `AssetEvent::LoadedWithDependencies`. `bevy_ecs_ldtk` now waits for the latter before spawning levels, which is functionally what it meant to do originally. I've verified that all the examples are visually OK, and also checked out some visual edge cases. Any visual bugs I noticed aren't new. Will keep this as a draft until `bevy_ecs_tilemap` 0.12 releases.
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Commits on Jan 31, 2024
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fix: don't apply level set until project and dependencies are complet…
…ely loaded (#296) Sorry @MScottMcBee I accidentally merged your branch into the already merged feat/bevy-0.12. For actual PR this is attempting to merge is #281. --------- Co-authored-by: Michael "Scott" McBee <mscottmcbee@gmail.com>
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chore: format code after merging #281 (#297)
Forgot to run CI on this PR before merging it. This should make the CI happy going forward.
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docs: reference book in API ref and README.md, replacing redundant se…
…ctions (#282) Now that the "introductory chapters" of the book are complete, the book can now be referenced by other repository documentation. In particular - the getting started guide and explanation of "game logic integration" were both already existing in a lesser form in the API ref and README.md. These sections have been replaced by references to the books documentation, and the *tile-based game tutorial*/*game logic integration* chapters respectively.
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docs: write *Level Selection* chapter of book (#284)
This new chapter explains and compares the strategies for spawning levels: - `LevelSelection` - `LevelSet` - `load_level_neighbors`... In writing this, I realized this was actually a better first explanation chapter for the book than *Game Logic Integration*, so I've placed it first and also referenced it directly in `README.md`, `src/lib.rs`, and the book introduction. Any explanations in the API reference made redundant by this chapter have been updated to reference the chapter instead.
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docs: write *Anatomy of the World* chapter of book (#285)
This new chapter explains in greater detail the results of spawning the world/levels. This includes the explanation of the hierarchy, worldly entities, tile metadata, level backgrounds, layers with colliding tiles, and z ordering. Redundant explanations in the API reference have been replaced by references to this chapter.
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