Aevyrie
Aevyrie
I'll need to take some time to review this in more depth. > The other issue is that I'm a bit confused about what `should_emit_events` does. I've attempted to document...
As pointed out by @bonsairobo, I think the desired feature is already available. Perhaps the issue here is naming? Events are derived from the hover map, which is the source...
The first use case that comes to mind is a modal overlay. You don't want the tinted overlay to have any events, but you do want it to block anything...
I'm updating the docs and field naming in the next release in an attempt to address this feedback, thanks!
Link to full thread on the Bevy discord server: https://discord.com/channels/691052431525675048/1088685202752155719/1095468054747561985
> In these examples, the ground is a 20,000 x 20,000 convex hull, but even 500 x 500 has issues. IIRC most game worlds without floating origin systems need to...
Something odd is happening. I looked at this briefly, and I don't see anything obvious. Picking is working, however dragging is not, at least on this mesh. Need to see...
That issue is unrelated, but thanks for pointing it out. It should be fixed now.
Merged upstream. Now waiting on Bevy `0.13.1`.
At this point we might need to add explicit version features, like `bevy_egui_0_25`, `bevy_egui_0_26`, and `bevy_egui_0_27`, so we don't force users to update egui to get the latest mod_picking bugfixes....