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- fix EntityIid warning
- noted a new upstream bug in Readme
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janos-r committed Nov 25, 2023
1 parent 0538241 commit 90bda41
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8 changes: 7 additions & 1 deletion README.md
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Expand Up @@ -86,9 +86,15 @@ code.
their own sheet - see `toriiGate.png` from `TilesetHouse.png` or
`treeBig.png` from `objects.png`
- <https://github.com/Trouv/bevy_ecs_ldtk/issues/151>
- TODO: check if still applies
- still doesn't work in 0.8

- Rules based tiles don't use pivot
- bevy_ecs_ldtk issue
- workaround: some ground objects had to be remade as entities
- <https://github.com/Trouv/bevy_ecs_ldtk/issues/152>

- After loading a level (entering the hous or going back), the tiles are not
rendered anymore. Entities are.
- New after upgrade to 0.11
- bevy_ecs_ldtk issue, possibly bevy_ecs_tilemap issue
https://github.com/StarArawn/bevy_ecs_tilemap/pull/451
4 changes: 0 additions & 4 deletions src/components.rs
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Expand Up @@ -13,10 +13,6 @@ use crate::*;
// Components - in this module, I keep only systems to spawn entities with their components.
// Systems that run on every tick I keep in the systems module.

/// Entity String ref from LDtk
#[derive(Clone, Component, Debug, Default, Deref, DerefMut)]
pub struct EntityIid(pub String);

/// ←↑→↓
#[derive(Component, Debug, Default)]
pub enum Direction {
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