- load .forge.ron through bevy_forge_core into the live ECS (3D components) - Ctrl+S syncs and saves the document; custom components are preserved - transform undo/redo for inspector sliders and gizmo drags (Ctrl+Z/Y) - F focus, Delete subtree, Ctrl+D duplicate; camera subtrees are guarded - 66 runtime tests; workspace 412 passed; garden demo docs/screenshots
47 lines
1.1 KiB
TOML
47 lines
1.1 KiB
TOML
[package]
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name = "bevy_forge_runtime"
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version.workspace = true
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edition.workspace = true
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rust-version.workspace = true
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license.workspace = true
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authors.workspace = true
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repository.workspace = true
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publish = false
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description = "Live in-game scene editor plugin for Bevy 0.20 (M0/M1)"
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[dependencies]
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bevy_forge_core = { path = "../bevy_forge_core" }
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# Frozen M0 feature set. Do not add `tonemapping_luts` (ktx2/zstd) — cameras use
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# `Tonemapping::AcesFitted` instead of the LUT-based default.
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bevy = { version = "0.20", default-features = false, features = [
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"std",
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"async_executor",
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"multi_threaded",
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"bevy_asset",
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"bevy_log",
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"bevy_color",
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"bevy_image",
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"bevy_camera",
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"bevy_light",
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"bevy_mesh",
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"bevy_pbr",
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"bevy_render",
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"bevy_core_pipeline",
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"bevy_ui",
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"bevy_ui_render",
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"bevy_ui_widgets",
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"bevy_text",
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"bevy_input_focus",
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"bevy_window",
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"bevy_winit",
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"bevy_picking",
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"ui_picking",
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"bevy_gizmos",
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"bevy_gizmos_render",
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"default_font",
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"png",
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"x11",
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"wayland",
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"reflect_auto_register",
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] }
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