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@philpax Hm yeah.. I'm not entirely happy with AnimationNode, and it feels like this might actually expose that the design isn't that good. I'll take a look if I can figure out how to do the animation stuff differently |
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With the recent animation API changes, this is now viable again. I'll revisit once I'm done with other work. |
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This is an attempt to switch the guest over to using a
Worldstruct instead of global functions to help resolve #725 and #230 and to enable #71 in the future.However, there are a few blocking issues:
AnimationNodeCloneandDropimplementations rely on modifying the ECS globally, which doesn't work when there's aWorldfloating around. I've disabled this for now just to make it compile, but that's not a workable solution.Worldthrough, including event subscriptions.I'm leaving this as a draft PR to pick up later, but it seems like something we should do at some point.