Bevy Engine
It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input. I really like the UE approach and decided to bring it to Bevy. Despite being the first release, it's **packed** with features: * Map inputs from various sources (keyboard, gamepad, etc.) to gameplay actions like `Jump`, `Move`, or `Attack`. * Assign actions to different contexts like `OnFoot` or `InCar`, which are regular components. * Activate or deactivate contexts by simply adding or removing components. * Control how actions accumulate input from sources and consume it. * Layer multiple contexts on a single entity, controlled by priority. * Apply modifiers to inputs, such as dead zones, inversion, scaling, etc., or create custom modifiers by implementing a trait. * Assign conditions for how and when an action is triggered, like "hold", "tap", "chord", etc. You can also create custom conditions, such as "on the ground". * React on actions with observers. I've implemented everything from UE and even added some extras. The crate also has ~90% test coverage. 📦[bevy_enhanced_replicon](https://crates.io/crates/bevy_enhanced_input)
It's a crate for server-authoritative networking. We worked closely with the author of `bevy_bundlication` on this release to provide better abstractions for third party plugins on top of replicon. Here are some highlights: Previously, users registered a component for replication and it was replicated if its entity was marked for replication. But this approach is quite limited. Now users can define replication rules similar to queries: ```rust app.replicate_group::<(Transform, Player)>() // `Transform` and `Player` components will be replicated only if both present on an entity. ``` And it's possible to specialize ser/de for such groups. For example, replicate `Transform` in one way for players and in another way for static objects. Groups with more components take priority by default (but it's configurable). So it's also possible to have `app.replicate::<Transform>()`, but if `Player` component is present, `(Transform, Player)` will take precedence. In the next release we planning to support `With` and `Without` to let define something like this: `app.replicate_group::<(A, B), Without<C>>()`. Also check out 📦[bevy_bundlication](https://github.com/NiseVoid/bevy_bundlication) which is now an abstraction over replicon that provides a bundle-like API for defining replication groups. Custom replication functions was also heavily reworked: - Public API no longer requires any `unsafe`. - Deserialization and writing now defined separately. This allows rollback crates to define their logic without touching user-defined ser/de functions. - Writing now based on markers for more flexibility. - Users can customize deserialization in-place. The author of `bevy_bundlication` also developing input queue and rollback plugins, but they require an API for disabling entities from Bevy. If you are interested in this or have other suggestions how to achieve it, feel free to comment on [this issue](https://github.com/bevyengine/bevy/pull/13120). 📜[Full changelog](https://github.com/projectharmonia/bevy_replicon/blob/master/CHANGELOG.md) 📦[bevy_replicon](https://crates.io/crates/bevy_replicon) 📦[bevy_replicon_renet](https://crates.io/crates/bevy_replicon_renet)
This release is big! We abstracted out all I/O and `renet` dependency. We will continue to provide first-party integration with `renet` via `bevy_replion_renet`. But now users can write their own integration with other messaging libraries. Refer to the documentation for instructions on how to do it, the process is very simple. See `bevy_replicon_renet` as an example. This also opens up the possibility of simultaneously using multiple messaging libraries on the server, as long as the client identifiers they provide are unique. See the [changelog](https://github.com/projectharmonia/bevy_replicon/blob/master/CHANGELOG.md) for a full list of changes. 📦[bevy_replicon](https://crates.io/crates/bevy_replicon) 📦[bevy_replicon_renet](https://crates.io/crates/bevy_replicon_renet)
It's a high level networking crate for the Bevy game engine. Now mapped client events will not be drained and will behave exactly like other events. But it's a small breaking change since such events now require a `Clone` impl. See the [changelog](https://github.com/projectharmonia/bevy_replicon/blob/master/CHANGELOG.md) for a full list of changes. 📦[bevy_replicon](https://crates.io/crates/bevy_replicon)
the title says it all, but if you want a little more context, I got a 1024*6 px skybox, and the game starts before it loads, making it appear suddenly while the game is already running
I recently made a library for bevy, and want it to be available under the same dual license as bevy. What i've done is created both licence files and copy-pasted the contents, as well as copy the license sections from another bevy project. Is this all I need to do? I'm not a lawyer and am very new to all of this.