Place Objects above Ground Items and Triggers, with Floors and Wiring/Plumbing hidden by default. Apply the defaults to exports and newly created conversion layers while preserving existing layer visibility. Verify hidden layers still import gameplay entities.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Normalize export filenames to .tmx and return the actual saved path in command replies. Separate floors, structures, ground items and spawn points into named object layers, with a reserved wiring/plumbing layer. Reuse the same categories in the Tiled converter and preserve undo behavior.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Separate floors from structures for occupancy, rendering, interaction and deconstruction. Convert marked Tiled tiles to stateful gameplay buildings, retain a configurable default terrain tile, and preserve legacy saved terrain without reseeding it.
Bundle a Tiled conversion extension with editable per-object properties, conflict checks and single-step undo. Cover conversion, persistence, collision and gameplay in Rust tests and run the extension tests in CI.
BREAKING CHANGE: network protocol version 6 adds layered building state and default terrain metadata; clients and servers must be upgraded together.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Machines give a building input/output slots and their own timed recipes.
The server processes them, replicates their state and saves it with the
world. The furnace becomes a machine and an assembler is added as an
example with a custom window layout. The client window follows with the
new UI.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Bevy ECS workspace with three crates:
- game_core: rsn data definitions, components, Tiled map loader, protocol
- game_server: authoritative simulation, Rune scripting, persistence,
dedicated server binary
- game_client: rendering, UI and input; embeds the server for
singleplayer and hosting
Items, recipes, buildings and skills are defined in assets/data, behavior
in Rune scripts under assets/scripts, and maps are made in Tiled.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>