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Update to Bevy 0.10
#390
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Update to Bevy 0.10
#390
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Oops, I just did this migration too. I have a couple notes from my efforts (was about half done migrating the examples when I thought to check here) that look like they could be useful in this PR:
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I have updated the code to bevy commit bevyengine/bevy@64b0f19 and incorporated all suggested changes. |
0.10
I opened a PR against your branch to fix a warning when using the Other than that, for what it's worth, this looks good to me. Tested all the examples with/without |
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I think this is pretty close - though I admit some of the deeper rendering changes are over my head
It's a minor thing, but if we're adding another set, I personally think the behavior would be more obvious/self-documenting/robust if it's a .add_startup_systems((spawn_tilemap, apply_system_buffers).chain().in_set(SpawnTilemapSet))
.add_startup_systems((spawn_tile_labels, spawn_map_type_label).after(SpawnTilemapSet)) It seems more likely that we would add additional systems that rely on the Tilemap having been spawned than the other way around. |
Ok, I've replaced |
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LGTM. I also checked all the examples w/ default features and they seemed fine. Just expressing my approval, I can't merge it
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Good
Any eta on when this will get merged? Loving this map =) |
+1 on supporting this being merged when possible. thanks all! |
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Thanks everyone for your patience on this! I am going to speak to @StarArawn to give write-access to @rparrett
PR #399 is about the new release. Meanwhile, you can specify the main branch in your Cargo.toml. |
Hello,
this updates the code base to bevy version
0.10
and should be ready to merge.