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the egui UI is improperly shifting the mesh ray cast https://github.com/vladbat00/bevy_egui/blob/v0.34.1/examples/side_panel_3d.rs
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switch decal system to the one integrated into 0.16 ? https://bevyengine.org/examples/3d-rendering/decal/ https://bevyengine.org/news/bevy-0-16/#decals
BUG: doodads have standard and ext material on !!??!?
- fix splat eyedropper.. ?
// MODEL ISSUES
- build city vessara
- build the orcish horde cities / encampments (need tents, palisade walls , etc )
mdungeon walls and mdungeon balaster need to be 4x4 to match the tilesi like
need to UV wrap the knnight AND floor tiles
slightly lower the height of the stairs
// ------
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BUG: Duplicating an asset of a prefab should make the local transform match... not put it way the helll out
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build a system that , when meshes are loaded, will tell me if they have texcoord 2 in a warning
Figure out 2024-10-24T21:30:00.740142Z WARN bevy_gltf::loader: Unknown vertex attribute TEXCOORD_2
bevy_material_tool::material_name_map: registered material name is causing crash !
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need to make it use a better strat in V15! *** MaterialName component thingy
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move prefabs to game assets + load from artifacts
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The way that material name importing works FOR MATERIAL SWAP is borked.... the way it uses hashmap ? (use the new built in GltfMaterialName comp in next bevy version )
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I want to use the same glb file for multiple doodads
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in the next versiion of bevy, try to use the built in GltfMaterialName comp to fix this .
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if a custom props component ever has a 'target_unique_name' then look for the thing w that unique name.. add a component for virtually linking
//BUG: loading model twice + override breaks materials
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bug: cant select units ? BUG : painting terrain makes it invisible ?
BUG: Gizmo local offset is busted for making prefabs
- synty swamp has an issue with texcoords ?
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improve look of house trim !
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need to build prefabs at 0,0,0 until gizmo is fixed..
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if a prefab is Saved, refresh other ones like it
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onc a prefab is placed, reset selected prefab
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add a transform offset to a zone
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translating a prefab child should put the gizmo in the correct spot ... (bug in bevy_transform_gizmo)
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add visual grid snap dimensions (0.14 has grid gizmo)
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remember can handle controls better by using bevy_editor_pls/src/controls.rs
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allow for disable shadows in editor ??
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add doodad bundles (house)
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add snap dimensions
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when cloning an asset, auto select the new clone
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clean up code / refactor (pls as base ? ) (less hacking of hierarchy ?)
- BIG upgrade to UI -- put ui tools in Root and get rid of egui (PLS)
-build a separate ActiveZone window (click to select active zone) - dont use hierarchy for this