- the world engine splits from the game into a benilla-world crate — 112 files, and the wall is ratcheted to zero names of the game inside the engine - the engine's public doorway is counted and gated at 32 items, and the render materials, shaders and asset cache move down to benilla-assets - the game's files leave the engine's asset root — game:// is its own space — and a spike binary boots the engine with no game attached - weather rides along: snowfall emission is denominated in the reference's frame cap, and a long teleport retires the stranded precipitation field instead of leaving it behind Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
12 lines
399 B
TOML
12 lines
399 B
TOML
[package]
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name = "benilla-buildstamp"
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version.workspace = true
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edition.workspace = true
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license.workspace = true
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description = "The git build-id stamp emitter shared by the launcher shims' build scripts (decision 0993/1160)"
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[lib]
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# A build-dependency only. No tests, no bevy, no app deps — it runs inside cargo's build-script
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# pass and must stay trivially cheap to compile.
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path = "src/lib.rs"
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