WIP: feat: Outlines #267

Closed
Lubba-64 wants to merge 1 commit from outlines into act-2-bevy
Lubba-64 commented 2025-02-14 22:59:19 +00:00 (Migrated from github.com)

Closes #247

Closes #247
Lubba-64 commented 2025-02-14 23:00:56 +00:00 (Migrated from github.com)

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.

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.
jwright159 commented 2025-02-15 16:13:10 +00:00 (Migrated from github.com)

The inventory system isn't too bad. It's just a Vec and a component called Item that's only on one object rn

The inventory system isn't too bad. It's just a Vec and a component called Item that's only on one object rn
jwright159 (Migrated from github.com) reviewed 2025-02-15 16:16:05 +00:00
jwright159 (Migrated from github.com) left a comment

Overall we still gotta discuss what kinda outlines we want and what we need for it

Overall we still gotta discuss what kinda outlines we want and what we need for it
jwright159 (Migrated from github.com) commented 2025-02-15 14:09:03 +00:00

This particular line should not be indented... Do you have cargo fmt and format-on-save?

This particular line should not be indented... Do you have cargo fmt and format-on-save?
jwright159 (Migrated from github.com) commented 2025-02-15 14:10:50 +00:00

I had these set up in the above add_plugin so we wouldn't run into issues in having too many tuple elements

I had these set up in the above `add_plugin` so we wouldn't run into issues in having too many tuple elements
jwright159 (Migrated from github.com) commented 2025-02-15 15:24:38 +00:00

Yeah this doesn't even compile

Yeah 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)
jwright159 (Migrated from github.com) commented 2025-02-15 15:36:17 +00:00

There's a way better way to get child Entities. Just call let id = commands.spawn(...).set_parent(ev.entity).id();

There's a way better way to get child Entities. Just call `let id = commands.spawn(...).set_parent(ev.entity).id();`
Lubba-64 (Migrated from github.com) reviewed 2025-02-17 15:22:00 +00:00
Lubba-64 (Migrated from github.com) commented 2025-02-17 15:22:00 +00:00

stuffs broken on windows. cant fix rn, will do cargo fmt and commit.

stuffs broken on windows. cant fix rn, will do `cargo fmt` and commit.
Lubba-64 (Migrated from github.com) reviewed 2025-02-17 15:22:31 +00:00
Lubba-64 (Migrated from github.com) commented 2025-02-17 15:22:31 +00:00

it does for me, I will fix this, I know what I changed.

it does for me, I will fix this, I know what I changed.
Lubba-64 (Migrated from github.com) reviewed 2025-02-17 15:22:41 +00:00
@ -42,0 +61,4 @@
Transform::from_translation(Vec3::Y * 0.5),
Mesh3d(
meshes.add(
Capsule3d::new(0.25, 0.5)
Lubba-64 (Migrated from github.com) commented 2025-02-17 15:22:41 +00:00

nice!

nice!
Lubba-64 commented 2025-02-17 15:23:48 +00:00 (Migrated from github.com)

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.

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.
Lubba-64 (Migrated from github.com) reviewed 2025-02-17 15:26:11 +00:00
@ -105,0 +146,4 @@
}
if !match input.iter().find(|input| !input.disabled()) {
Some(input) => input.just_pressed(&PlayerAction::Interact),
Lubba-64 (Migrated from github.com) commented 2025-02-17 15:26:11 +00:00

BTW there is some flickering in the selection here.... any ideas why? I'll have to debug this sooner or later....

BTW there is some flickering in the selection here.... any ideas why? I'll have to debug this sooner or later....
Lubba-64 (Migrated from github.com) reviewed 2025-02-17 15:26:47 +00:00
@ -105,0 +146,4 @@
}
if !match input.iter().find(|input| !input.disabled()) {
Some(input) => input.just_pressed(&PlayerAction::Interact),
Lubba-64 (Migrated from github.com) commented 2025-02-17 15:26:47 +00:00

its only every other time I run the game too which sucks.

its only every other time I run the game too which sucks.
jwright159 (Migrated from github.com) reviewed 2025-02-17 15:27:52 +00:00
@ -105,0 +146,4 @@
}
if !match input.iter().find(|input| !input.disabled()) {
Some(input) => input.just_pressed(&PlayerAction::Interact),
jwright159 (Migrated from github.com) commented 2025-02-17 15:27:52 +00:00

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_called

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_called`
jwright159 commented 2026-01-01 09:51:28 +00:00 (Migrated from github.com)

Postponed until we can figure out more stuff with #324

Postponed until we can figure out more stuff with #324

Pull request closed

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DragonFoxCollective/SBEPIS!267
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