[do not merge] bevy-features: protocol-squad features rebuilt on main - #471
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robtfm wants to merge 11 commits into
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[do not merge] bevy-features: protocol-squad features rebuilt on main#471robtfm wants to merge 11 commits into
robtfm wants to merge 11 commits into
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GltfNode (1200) / GltfNodeState (1201) let a scene entity bind to a node inside a loaded gltf; GltfContainerLoadingState lists the node paths, mesh, material, skin and animation names; MeshRenderer, MeshCollider and Material gain a gltf-sourced variant (GltfMesh / GltfMaterial). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
TextureCamera (1207) renders a camera to a texture; CameraLayer (1503) / CameraLayers (1208) select what each camera sees; UiCanvas (1203) renders a UI tree to a texture, addressable as TextureUnion.ui_texture. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scene-root component (1206) for the directional light direction/ambient settings. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
element_id / scroll_position / scroll_visible on UiTransform; UiScrollResult (1202) reports the current scroll offset back to the scene. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Lets a scene move, clear or query keyboard focus on its text inputs and dropdowns by element_id. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PET_DRAG / PET_DRAG_LOCKED / PET_DRAG_END pointer event types; PrimaryPointerInfo can report pad, touch and wand pointers. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
RaycastShape lets a raycast sweep the avatar capsule instead of casting a point; include_world includes colliders from other scenes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Wearable slots that render even when hidden by another wearable. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…PlayerTo AvatarMovement (1501) / AvatarMovementInfo (1500) carry scene-driven movement; use_collider_range on AvatarModifierArea and CameraModeArea counts the player as inside when within 0.3m; WalkPlayerTo walks the player to a scene-relative position via the movement controller. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Same shape as the experimental branch: pushes to bevy-features publish @dcl/protocol with the experimental-bevy dist-tag, so consumers can pin an npm version instead of a CDN tarball. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Do not merge. Integration branch that replaces
protocol-squad: the squad-track features rebuilt as clean, self-contained commits on top ofmain, so each can be proposed tomainon its own later. Opened as a PR so the branch gets a CDN build for the matchingjs-sdk-toolchainandbevy-explorerbranches to pin.One commit per feature (all additive over
main):GltfNode/GltfNodeState, name lists onGltfContainerLoadingState,GltfMesh/GltfMaterialrefsTextureCamera,CameraLayer/CameraLayers,UiCanvas(+TextureUnion.ui_texture)GlobalLightUiTransformscrolling +UiScrollResultUiInputmulti_line/clear_on_submitSetUiFocus/ClearUiFocus/GetUiFocusrestricted actionsRaycastshape(avatar capsule) +include_worldforce_renderonAvatarShape/AvatarEquippedDataAvatarMovement/AvatarMovementInfo,use_collider_rangeon the area components,WalkPlayerToDeliberately not carried over from
protocol-squad: cinematic camera settings onCameraModeArea(VirtualCameracovers it),AvatarMovementSettingsonAvatarModifierArea(superseded byAvatarMovement),UiTextoutline (copied fromTextShape, never implemented for UI). Wheremainandprotocol-squaddisagreed,mainwins (ParticleSystembursts,CL_MAIN_PLAYER).