bevy_fluent
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Bevy plugin for localization using Fluent.
So my game's structure might be something like this: ``` assets mods [mod_name] data events localization scripts [mod_name] data events localization scripts ``` And since it might be hard to...
Updates the requirements on [ron](https://github.com/ron-rs/ron) to permit the latest version. Release notes Sourced from ron's releases. v0.8.0 Changelog Bump dependencies: bitflags to 1.3, indexmap to 1.9 (#399) Add integer128 feature...
Updates the requirements on [fluent-langneg](https://github.com/projectfluent/fluent-langneg-rs) to permit the latest version. Release notes Sourced from fluent-langneg's releases. fluent-langneg-rs 0.14.0 (December 13, 2023) Move from using unic-langid to icu-locid. Re-export LanguageIdentifier. Changelog...
All versions has it's tags, except for 0.7.0.
https://github.com/kgv/bevy_fluent/blob/8c621124b0c648a79b135091cf8e140d00addae3/doc/en-US.md?plain=1#L18 Here, `AssetServerExt::load_glob` is used, which was removed in 0.8.
Fix #8: each module can have its own localization folder Fix #33: added `ResourceAsset::new(...)` and `BundleAsset::new(...)`
Is there any reason for fields of these wrappers being `pub(crate)`? If there is, perhaps `ResourceAsset::new(...)` and `BundleAsset::new(...)` could still be added?
Currently, the `resource` field in `Data` takes `Vec`, which means the resources are only loadable from the default asset source. Using `Vec` would be better for supporting flexible asset loading...
This cannot be done in the game code as `FluentBundle` is wrapped in an `Arc` and is immutable. The good thing with this approach is that it's entirely optional, so...
Older (before Bevy 0.12) versions of bevy_fluent supported providing a Vec of asset handles for the locale bundles. The current (Bevy 0.12) version switched to using `LoadedFolder` (new API that...