Comments (3)
Just FYI I'm happy to do any implementation work related to this, I just want to make sure I am helping to take Valence in the right direction according to how you guys want it.
from valence.
I'm in favor of this. It would be nice if we could decouple the bevy stuff from the anvil stuff as much as possible.
from valence.
Sounds good 👍🏻 Putting the Valence/Bevy stuff behind feature flags seems like the right approach to me.
from valence.
Related Issues (20)
- Add `Deref` and `DerefMut` to all components (where appropriate) HOT 1
- Search by id in `packet_inspector`
- Set up dependabot
- Make "text viewer" the default tab in the packet inspector. HOT 1
- Incorrect entity data for spawned entity HOT 1
- Entity velocity spam
- Custom skins for NPC Player entities HOT 8
- Use new `heck` version in build scripts.
- Problems showing Chunks with mods like Sodium or Starlight enabled(Anvil Example) HOT 3
- Use completion-based IO in `valence_network`
- Replace `Option<ItemStack>` with `ItemStack` HOT 2
- Make the packet inspector only depend on `valence_protocol`. HOT 1
- Add block placement rules.
- Common interface for chunk producers/consumers.
- Allow NetworkCallbacks::login access to sending/receiving packets HOT 3
- Flaw in the `Player Ability` API HOT 2
- Replace `for item in query` with `query.for_each` HOT 5
- Panic on loading an anvil world
- DecoderException kicking clients when using `ItemEntityBundle`
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from valence.