Fix processed RON assets being ignored (#48)
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## Summary
- share custom RON asset loaders between the game and asset processor
- register image, font, and glTF loaders in the headless processor
- prevent `game_settings.ron` and `game.stylesheet.ron` from receiving ignored processed metadata

Reviewed-on: #48
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #48.
This commit is contained in:
2026-09-19 18:09:40 +00:00
committed by EIREXE
parent de5d8eb030
commit ab6aec70c5
3 changed files with 30 additions and 10 deletions
+4
View File
@@ -1,8 +1,11 @@
use bevy::{
app::ScheduleRunnerPlugin,
asset::{AssetMode, AssetPlugin, processor::AssetProcessor, processor::ProcessorState},
gltf::GltfPlugin,
image::ImagePlugin,
prelude::*,
tasks::block_on,
text::TextPlugin,
};
use shinespark::AssetProcessingPlugin;
use std::{process::ExitCode, time::Duration};
@@ -15,6 +18,7 @@ fn main() -> ExitCode {
use_asset_processor_override: Some(true),
..default()
})
.add_plugins((ImagePlugin::default(), TextPlugin, GltfPlugin::default()))
.add_plugins(AssetProcessingPlugin)
.add_systems(Update, finish_when_processed);