Talin
Talin
I recently made a few more tweaks to my animation framework, and I also wanted to give a clearer explanation about the dialog lifecycle. The basic constraint is that we...
I would add a bit more detail to the "preferences easily definable by plugins" bullet point. Specifically, we want plugins to be able to save data that is important to...
A few more comments, based on recent discord discussions. I honestly think that we shouldn't be building "editor prefs". We should be building "game and editor prefs". Being able to...
I think that my earlier ideas on this were too clever; I recently started over with a different and much simpler approach: https://github.com/viridia/bevy_simple_prefs My earlier attempt used Bevy reflection to...
Rather than have specific types for int and float, I would prefer a way to have a validator. I had at one point started to build a text input field...
I'm assuming that the editable text field is going to be used for something besides editors. Lots of games need text input: * name your character * name this saved...
The keyboard focus PR #15611 is currently on hold, and won't be merged until after the 0.15 release. There are several follow-up PRs planned, which include integrating with bevy_a11y and...
I have not looked at `bevy_cosmic_edit` much, although I understand that it is a bridge between Bevy and cosmic-edit. I don't think it makes sense to try and upstream it...
I see this as having multiple phases: Phase 1: Implement a single-line text input field with minimal features that is part of the editor, and only used by the editor,...
So the first half of the document looks pretty good. I would possibly add some detail about the relationship between "undo" and "redo": * Adding a new undo action pushes...