Some cleanup, starting on opening animation fixups

bevy0.12
Elijah Voigt 2 years ago
parent 44b233f13f
commit 420742a2eb

@ -1,13 +1,5 @@
[target.x86_64-unknown-linux-gnu] [target.x86_64-unknown-linux-gnu]
rustflags = ["-Zshare-generics=y", "-Z", "threads=8"] rustflags = ["-Zshare-generics=y", "-Z", "threads=8"]
# [target.x86_64-apple-darwin]
# rustflags = [
# "-C",
# "link-arg=-fuse-ld=/usr/local/bin/zld",
# "-Zshare-generics=y",
# "-Zrun-dsymutil=no",
# ]
[target.x86_64-pc-windows-gnu] [target.x86_64-pc-windows-gnu]
rustflags = ["-Zshare-generics=y"] rustflags = ["-Zshare-generics=y", "-Z", "threads=8"]

@ -1,2 +0,0 @@
[target.x86_64-unknown-linux-gnu]
dockerfile = "target/x86_64-unknown-linux-gnu/Dockerfile"

BIN
assets/Ryfjallet_cubemap.png (Stored with Git LFS)

Binary file not shown.

@ -7,7 +7,15 @@ mkShell rec {
pkg-config pkg-config
]; ];
buildInputs = [ buildInputs = [
rustup git-lfs clang udev alsa-lib vulkan-loader fmodex gcc gcc-unwrapped fmodex alsa-lib # Audio
blender # Modeling
clang # C/C++ Compiler
gcc # Another C/C++ Compiler
gcc-unwrapped # GCC Libs
git-lfs # Git LFS
rustup # Rust
udev # Audio?
vulkan-loader # Rendering
xorg.libXcursor xorg.libXi xorg.libXrandr # To use the x11 feature xorg.libXcursor xorg.libXi xorg.libXrandr # To use the x11 feature
libxkbcommon wayland # To use the wayland feature libxkbcommon wayland # To use the wayland feature
]; ];

@ -120,20 +120,6 @@ fn initialize(mut commands: Commands, board: Res<game::Board>, assets: Res<Asset
Display3d, Display3d,
)) ))
.with_children(|parent| { .with_children(|parent| {
info!("Initializing 3D lights!");
parent.spawn((
Display3d,
PointLightBundle {
point_light: PointLight {
intensity: 3000.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(0.0, 10.0, 5.0),
..default()
},
));
info!("Intializing 3D Board!"); info!("Intializing 3D Board!");
parent parent
.spawn((Display3d, game::BoardComponent, SceneBundle { ..default() })) .spawn((Display3d, game::BoardComponent, SceneBundle { ..default() }))
@ -190,7 +176,6 @@ fn hydrate_camera(
hdr: true, hdr: true,
..default() ..default()
}, },
transform: Transform::from_xyz(0.0, 12.5, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
dither: DebandDither::Enabled, dither: DebandDither::Enabled,
color_grading: ColorGrading { ..default() }, color_grading: ColorGrading { ..default() },
..default() ..default()

Loading…
Cancel
Save