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  1. Embed this notice
    Jan :rust: :ferris: (janriemer@floss.social)'s status on Friday, 27-Dec-2024 07:53:30 JST Jan :rust: :ferris: Jan :rust: :ferris:

    Physical vs. Logical coordinates are so CONFUUUUUUSIIIING!!

    AAHHH!!! Send HALP!

    🥴

    #UI

    In conversation about 5 months ago from floss.social permalink
    • Embed this notice
      Jan :rust: :ferris: (janriemer@floss.social)'s status on Tuesday, 31-Dec-2024 03:27:17 JST Jan :rust: :ferris: Jan :rust: :ferris:
      in reply to

      #Bevy is just AMAZING (see also next posts🧵)! :awesome:

      1. Want to unit test #UI Plugin.
      2. Following setup runs into infinite loop:

      let mut app = App::new();
      app.add_plugins(MinimalPlugins.set(ScheduleRunnerPlugin::run_once()))
      .add_plugins((
      TransformPlugin,
      HierarchyPlugin,
      WindowPlugin::default(),
      UiPlugin::default(),
      DefaultPickingPlugins::default(),
      ));

      1/?

      #BevyEngine #DX

      In conversation about 5 months ago permalink
    • Embed this notice
      Jan :rust: :ferris: (janriemer@floss.social)'s status on Tuesday, 31-Dec-2024 03:27:18 JST Jan :rust: :ferris: Jan :rust: :ferris:
      in reply to

      Ah, YES!! I've finally been able to fix my weird bug I'd run into after upgrading my #Bevy toy project from 0.12 -> 0.15! :awesome:

      I've almost gotten insane!😖

      Very happy now!😊

      I've suggested some more examples in migration guide from 0.14 -> 0.15 (which was the reason for my app breaking):

      https://github.com/bevyengine/bevy-website/issues/1920

      Hopefully others are now less likely to run into this (it's so gnarly, because no compile error). 🤞

      See below for my toy project if you're interested 😄

      #UI #BevyEngine

      In conversation about 5 months ago permalink

      Attachments


      alcinnz repeated this.
    • Embed this notice
      Jan :rust: :ferris: (janriemer@floss.social)'s status on Tuesday, 31-Dec-2024 03:35:14 JST Jan :rust: :ferris: Jan :rust: :ferris:
      in reply to

      6. Set `enable_rendering` to false:

      app.add_plugins(MinimalPlugins.set(ScheduleRunnerPlugin::run_once()))
      .add_plugins((
      TransformPlugin,
      HierarchyPlugin,
      WindowPlugin::default(),
      UiPlugin {
      enable_rendering: false,
      ..default()
      },
      DefaultPickingPlugins::default(),
      ))
      .add_plugins(NodeSelectionPlugin);

      7. Execute test...

      3/4

      In conversation about 5 months ago permalink
    • Embed this notice
      Jan :rust: :ferris: (janriemer@floss.social)'s status on Tuesday, 31-Dec-2024 03:35:15 JST Jan :rust: :ferris: Jan :rust: :ferris:
      in reply to

      3. Me suspecting UiPlugin (because where to render?)
      4. `Go To Definition` of UiPlugin
      5. Seeing the following definition:

      pub struct UiPlugin {
      /// If set to false, the UI's rendering systems won't be added to the `RenderApp` and no UI elements will be drawn.
      /// The layout and interaction components will still be updated as normal.
      pub enable_rendering: bool,
      ...
      }

      Hm, well that `enable_rendering` seems "suspicious" to me, so let's deactivate that and see what happens...

      2/?

      In conversation about 5 months ago permalink
      alcinnz repeated this.

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