- 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>
7 lines
243 B
Rust
7 lines
243 B
Rust
//! Stamps the commit this binary was built from — see `benilla-buildstamp`, which owns the rule
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//! (and the reason it lives in this ~30-line shim rather than in `benilla-app`: decision 0993).
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fn main() {
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benilla_buildstamp::emit();
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}
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