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## What problem does this solve or what need does it fill?
I would like to use functions from the image crate to perform manipulations on images
such as crop, overlay, etc.
## What solution wo…
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Unfortunately I cannot reproduce this issue in form of some minimal example project (works as expected) but it does not work in my bigger project.
It stopped working after I upgraded from 1.2 to 2.0.…
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The current LDtk Haxe API docs don't explain how to draw the level once imported. It would be great to offer some sample code for e.g. Heaps or gameBase.
I left another ticket on gameBase; unsure w…
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## Describe the bug
When I create Tile Map object and insert map/atlas/tileset I have no tile map rendered in the world
## To Reproduce
Steps to reproduce the behavior:
1. Create project
2. Cre…
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i can currently not reach the Documentation pages. would be nice to have them back :)
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I ended up forking the repo:
https://github.com/keir/GodotLDtkImporter
It's a bit of a different direction. I haven't added the README yet or merged in your changes. Maybe take a look and see wh…
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I'm not really sure if this is intentional or not, but I get a panic after upgrading from v0.5.0 to v0.6.0 (on native).
```
2023-04-07T15:28:53.676302Z ERROR wgpu::backend::direct: Handling wgpu e…
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i understand that .data is supposed to be private, but not all properties are accessible this way. here is one line from my level loading code where i use an any type.
```ts
// entity's defined wi…
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I think this would be a very useful feature for some projects. Something like the ldtk rules systems allows really powerful procedural map generation. And also can be used for example letting players …
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`bevy_ecs_ldtk` has some pretty intense scheduling requirements. I would like to add some systems to run during `CoreStage::PostUpdate`, but before the `removal_helper` systems from this plugin. For n…
Trouv updated
2 years ago