Add production build pipeline (#46)
## Summary - split development dynamic linking from production builds - add headless processed-asset generation - add a separate production CI cache and static Bevy/Rust linkage verification - keep custom debug features enabled for production builds behind a feature gate Reviewed-on: #46 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #46.
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@@ -151,7 +151,10 @@ type FighterBakeProcessor = LoadTransformAndSave<
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>;
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pub struct BakedAnimationPlugin;
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impl Plugin for BakedAnimationPlugin {
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pub struct BakedAnimationAssetProcessingPlugin;
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impl Plugin for BakedAnimationAssetProcessingPlugin {
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fn build(&self, app: &mut App) {
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app.init_asset::<BakedFighterAnimations>()
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.register_asset_loader(FighterBakeSourceLoader)
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@@ -160,7 +163,13 @@ impl Plugin for BakedAnimationPlugin {
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FighterBakeTransformer,
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BakedFighterAnimationsSaver,
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))
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.set_default_asset_processor::<FighterBakeProcessor>("fighterbake")
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.set_default_asset_processor::<FighterBakeProcessor>("fighterbake");
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}
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}
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impl Plugin for BakedAnimationPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(BakedAnimationAssetProcessingPlugin)
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.add_systems(
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bevy_ggrs::prelude::GgrsSchedule,
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super::runtime::update_fighter_bone_matrices
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@@ -4,7 +4,7 @@ mod asset_baking;
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mod runtime;
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mod visual_binding;
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pub use asset_baking::BakedAnimationPlugin;
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pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
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pub use crate::math::fixed_transform::FixedMat4;
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pub use runtime::{
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BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices,
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