sdfgeoff
sdfgeoff
Current workaround that (experimentally) seems to work (in my case) ``` fn read_current_framebuffer(gl: &glow::Context) -> glow::NativeFramebuffer { unsafe { let as_u32 = gl.get_parameter_i32(glow::FRAMEBUFFER_BINDING) as u32; std::mem::transmute::(as_u32) } } ``` As...
+1 please merge
Looks pretty good. I'll give it a test this weekend before merging.
I'm getting a build error: ``` error[E0432]: unresolved import `bevy_rapier3d::physics` --> examples/scenes/main.rs:4:20 | 4 | use bevy_rapier3d::physics::{NoUserData, RapierPhysicsPlugin}; | ^^^^^^^ could not find `physics` in `bevy_rapier3d` ``` I've tried both...
Hmm. Can I get you to also try it with the examples. Even with the fix for the import path (it seems `bevy_rapier_3d` now does indeed export `NoUserData` from the...
I think this is to do with how I am clearing the previous scene - the end result is that there are no entities left after you reload a scene....
Nice. I'll chuck this in the Makefile soon (along with the windows path)
Because blend files can link to other blend files a watch on a single blend file doesn't ensure correct scene export. Once I dealt with this using Scons to inspect...
Some of this is down to bevy's asset server, and the fact that the [load method is asynchronous](https://docs.rs/bevy_asset/latest/bevy_asset/struct.AssetServer.html#method.load). However even if it weren't, the fact that some assets spawn other...
This may not be possible due to the way the files are stored. Blend files are a binary format, so a floating point number occupies 32 bits. The .escn format...