WIP: feat: Outlines #267
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DragonFoxCollective/SBEPIS!267
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Delete branch "outlines"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Closes #247
I need some overview with the items but I set up the consorts. I do not actually know how the item system works, or how to use the inventory or anything. I had to use and thoroughly debug bevy_mod_outline to get this to work, because that crate is better at outlines for single entities and not for the whole screen.
The inventory system isn't too bad. It's just a Vec and a component called Item that's only on one object rn
Overall we still gotta discuss what kinda outlines we want and what we need for it
This particular line should not be indented... Do you have cargo fmt and format-on-save?
I had these set up in the above
add_pluginso we wouldn't run into issues in having too many tuple elementsYeah this doesn't even compile
@ -42,0 +61,4 @@Transform::from_translation(Vec3::Y * 0.5),Mesh3d(meshes.add(Capsule3d::new(0.25, 0.5)There's a way better way to get child Entities. Just call
let id = commands.spawn(...).set_parent(ev.entity).id();stuffs broken on windows. cant fix rn, will do
cargo fmtand commit.it does for me, I will fix this, I know what I changed.
@ -42,0 +61,4 @@Transform::from_translation(Vec3::Y * 0.5),Mesh3d(meshes.add(Capsule3d::new(0.25, 0.5)nice!
Will get to this sometime this week? we're rolling a sobel filter with selection and customization to whatever entities we want to have a post-processing outline for.
@ -105,0 +146,4 @@}if !match input.iter().find(|input| !input.disabled()) {Some(input) => input.just_pressed(&PlayerAction::Interact),BTW there is some flickering in the selection here.... any ideas why? I'll have to debug this sooner or later....
@ -105,0 +146,4 @@}if !match input.iter().find(|input| !input.disabled()) {Some(input) => input.just_pressed(&PlayerAction::Interact),its only every other time I run the game too which sucks.
@ -105,0 +146,4 @@}if !match input.iter().find(|input| !input.disabled()) {Some(input) => input.just_pressed(&PlayerAction::Interact),I did see that, I have NO idea-- oh wait it's probably system run order race condition stuff. run the shader system
after = whatever_the_interact_system_is_calledPostponed until we can figure out more stuff with #324
Pull request closed