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An easy-to-use game engine for making real games.

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https://github.com/fishfolk/bones/blob/01823b4fe841da4736d92892c103dd65c95025c0/framework_crates/bones_framework/src/networking/certs.rs#L9-L16 --- ###### This issue was generated by [todo-issue](https://github.com/DerJuulsn/todo-issue) based on a `TODO` comment in 01823b4fe841da4736d92892c103dd65c95025c0.

code:todo

For some reason I'm getting a segfault when trying to run a game with a metadata asset containing a `Maybe` field. It works fine with just a normal `f32`, so...

bug

Right now the only ergonomic way to modify the world is through systems, which take component and resource parameters. This results in a large number of function parameters, which, while...

good first issue
help wanted

From `@lenscas` on Discord: > well, a .first() would be nice, so I don't have to do the .iter((query)).next() but instead can just do .first(query) > Also, a way to...

Right now there's no easy way to get the mouse position except through Egui. Additionally, we need to add a convenient way to calculate the world space from the 2D...

compute the same cid. We can't sort Vec<UntypedHandle>, runtime IDs vary each run. --- https://github.com/fishfolk/bones/blob/b5a8f30cc14e97cf450055c44a68b404f690f91e/framework_crates/bones_asset/src/server.rs#L726-L733 --- ###### This issue was generated by [todo-issue](https://github.com/DerJuulsn/todo-issue) based on a `TODO` comment in b5a8f30cc14e97cf450055c44a68b404f690f91e.

code:todo

Right now we have support for scripting with Lua through piccolo, but it'd be great to also support "scripting" with Rust. By this we mean being able to load game...

https://github.com/fishfolk/bones/blob/dd2f80d636d3703b9c7990bba4eb677539719343/framework_crates/bones_scripting/src/lua/asset.rs#L100-L106 --- ###### This issue was generated by [todo-issue](https://github.com/DerJuulsn/todo-issue) based on a `TODO` comment in dd2f80d636d3703b9c7990bba4eb677539719343.

code:todo

see https://github.com/fishfolk/jumpy/issues/873

Right now it's annoying to loop through all the asset packs, get their root asset handle, cast it to the appropriate type, and then get the asset from the asset...