Files
shinespark/src/main.rs
T
EIREXE 0dc5d0392d
CI / build-and-test (push) Successful in 1m8s
CI / production-build (push) Successful in 4m39s
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>
2026-09-19 17:04:18 +00:00

45 lines
1.5 KiB
Rust

use bevy::asset::AssetMode::Processed;
#[cfg(feature = "debug_features")]
use bevy::camera_controller::free_camera::FreeCameraPlugin;
use bevy::image::{ImageAddressMode, ImagePlugin, ImageSamplerDescriptor};
use bevy::prelude::*;
#[cfg(feature = "debug_features")]
use bevy_egui::EguiPlugin;
#[cfg(feature = "debug_features")]
use bevy_inspector_egui::quick::WorldInspectorPlugin;
fn main() -> AppExit {
// A `Repeat` sampler so the tileable materials authored in the
// editor render the same way at runtime; Bevy's default
// `ClampToEdge` smears texture edges on brush geometry.
let default_plugins = DefaultPlugins
.set(ImagePlugin {
default_sampler: ImageSamplerDescriptor {
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::Repeat,
address_mode_w: ImageAddressMode::Repeat,
..ImageSamplerDescriptor::linear()
},
})
.set(AssetPlugin {
mode: Processed,
use_asset_processor_override: Some(cfg!(feature = "development")),
..default()
});
let mut app = App::new();
app.add_plugins(default_plugins)
.add_plugins(avian3d::prelude::PhysicsPlugins::default())
.add_plugins(shinespark::GamePlugin)
.insert_resource(Time::<Fixed>::from_hz(60.0));
#[cfg(feature = "debug_features")]
app.add_plugins((
FreeCameraPlugin,
EguiPlugin::default(),
WorldInspectorPlugin::default(),
));
app.run()
}