- text input: Shift+Backspace is also backspace Definitely the desired behavior. One liner. Approved and merged.
- gate Local use in bevy_pbr for wasm This is necessary, but inlining the import cuts down on hard-to-maintain conditionals so I pushed that and merged.
- fix: disabled number input field isn't editable This works, but it should use a Without filter instead of a query + value check. Pushed that and merged.
- Make
DlssimplementDefaultfor all feature types Easy uncontroversial win. Approved and merged. - Fix bevy not exporting bevy::extract Another quick win. Approved and merged.
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| use serde::{Deserialize, Serialize}; | |
| use std::{collections::HashMap, fs::read_to_string}; | |
| #[derive(Serialize, Deserialize, Debug)] | |
| struct BloatOutput { | |
| #[serde(alias = "file-size")] | |
| file_size: usize, | |
| #[serde(alias = "text-section-size")] | |
| text_section_size: usize, | |
| functions: Vec<Function>, |
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| #[derive(Clone, ShaderType)] | |
| struct MyType { | |
| x: f32, | |
| } | |
| // Create a GPU array buffer | |
| let mut buffer = GpuArrayBuffer::<MyType>::new(&render_device.limits()); | |
| // Push some items into it | |
| for i in 0..N { |
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| use bevy::prelude::*; | |
| struct Player { | |
| velocity: Vec3, | |
| } | |
| fn main() { | |
| App::build() | |
| .add_plugins(DefaultPlugins) | |
| .add_startup_system(spawn_player.system()) |
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| use bevy_ecs::{Changed, Entity, Query, Res, ResMut, With, Without}; | |
| use bevy_math::Vec2; | |
| use bevy_render::renderer::RenderResources; | |
| use bevy_transform::prelude::{Children, Parent, Transform}; | |
| use bevy_window::Windows; | |
| use std::collections::HashMap; | |
| use stretch::{number::Number, result::Layout, style::Style, Stretch}; | |
| #[derive(Debug, Clone, Default, RenderResources)] | |
| pub struct Node { |
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| use std::{fmt::Debug, ops::{Deref, DerefMut}}; | |
| pub struct Track<T> { | |
| modified: bool, | |
| value: T, | |
| } | |
| pub trait Tracker { | |
| fn is_modified(&self) -> bool; | |
| fn reset(&mut self); |
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| Entity [ | |
| MyComponent, | |
| Scale { x: 2.0, y: 2.0, z: 2.0 }, | |
| PropDemo { | |
| value: "hello", | |
| sequence: [0,1,2], | |
| map: {field: 1.0, hello: "hi"}, | |
| nested: {field: [{test: 1.0}]} | |
| }, | |
| // Children entities are nested |
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| PipelineLayout { | |
| bind_groups: [ | |
| BindGroupDescriptor { | |
| index: 0, | |
| bindings: [ | |
| BindingDescriptor { | |
| name: "Camera2d", | |
| index: 0, | |
| bind_type: Uniform { | |
| dynamic: false, |
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| [gd_scene load_steps=3 format=2] | |
| [sub_resource type="Shader" id=1] | |
| code = "shader_type canvas_item; | |
| // Godot Nvidia FXAA 3.11 Port | |
| // Usage: Drop this in to any 3D scene for FXAA! This is a port of the \"PC High Quality Preset 39\". However the medium quality | |
| // parameters are also included. For medium quality, just comment out sections \"PS 6\" and above and uncomment the \"med 13\" variables. |
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