bevy_editor_prototypes
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Low-friction experiments for the bevy_editor
> I don’t really understand this section below. What do you mean by a Screen being “the whole window” and multiple editors? And Panes being containers of “an” editor? >...
Key terms: - pane - workspace - gizmo (bevy_gizmos sense) - gizmo (transform gizmo sense, needs a new word) - tool - toolbar - command palette - dropdown menu -...
> By contrast, Bevy's editor isn't intended to be a replacement for writing Rust in a standard IDE. Instead, it's a tool for the things that "programming languages in a...
Should be under `assets/icons`, with a license attached. Related to #44. Possible icon sets: https://iconify.design/ We're looking for something sketchy / draft, that's quick to roughly match with minimal skill....
Populate https://github.com/orgs/bevyengine/projects/21/views/1?visibleFields=%5B%22Title%22%2C136081107%2C136081126%2C136081152%2C136081390%5D. Ping me if you need permissions. Blenders list of required icons: https://developer.blender.org/docs/features/interface/icons/
Copy the standard from Bevy. Let me know if you want to do this and need permissions, and reach out if you need advice.
Update dependencies and move to bevy 0.16. remove `futures-util` as rfd 0.15.3 fixs issue fix all codebase issues with dependencies update
Fixes https://github.com/bevyengine/bevy_editor_prototypes/issues/45. I took the liberty to add the new icons in two places. I also thought about potentially auto-generating **all** of the icons, but it seemed excessive. Perhaps we...
# Settings Change detection TODO # Settings Diff detection TODO
Currently the assets explorer uses a single click to open folder. It wouldn't be a problem if the assets explorer was a tree like Godot, but since it a navigation...