- Add TileOccupancy resource and rebuild_tile_occupancy system to track per-tile entity counts for soft collision avoidance - Add collision_delay to Ambulatory; entities try relative-left step on occupied tiles, wait 1 tick, then push through - Fix leaf canopy standability: leaves are now can_stand_in=true, can_stand_on=false (walkable, not standable-on) - Delete FloorTilePrefab / FixtureTilePrefab / FloorTile / FixtureTile / TileState (all fully dead — TileMap + ChunkData are sole truth) - Delete tile_spawns from TerrainBlob (populated but never consumed) - Delete leaf ghost entity spawn in forestry (orphaned invisible ECS entity) - Replace log prefab spawn with inline commands.spawn(Transform, Visibility) - Add TileMap::remove_fixture for future digging/explosion use - Skip collision avoidance when current tile has >2 entities (handles spawn cluster deadlock)
40 lines
794 B
TOML
40 lines
794 B
TOML
[package]
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name = "dorf"
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version = "0.1.0"
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edition = "2021"
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[dependencies]
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bevy = { version = "0.18.1", features = ["wayland"] }
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noise = "0.9.0"
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rand = "0.10.0"
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bevy_rand = { version = "0.14.2", features = ["wyrand"] }
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image = "0.25.10"
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bevy_platform = "0.18.1"
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serde = { version = "1.0", features = ["derive"] }
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toml = "0.9.8"
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rayon = "1.11.0"
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rustc-hash = "2.1.1"
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ahash = "0.8.12"
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nohash-hasher = "0.2.0"
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futures-lite = "2.6.1"
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arrayvec = "0.7.6"
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[build-dependencies]
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image = "0.25.10"
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# Enable max optimizations for dependencies, but not for our code:
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[profile.dev.package."*"]
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opt-level = 3
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# Enable only a small amount of optimization in debug mode
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[profile.dev]
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opt-level = 1
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debug = true
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[profile.release]
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lto = true
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opt-level = 3
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codegen-units = 1
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incremental = false
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debug = false
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