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content/news/2024-02-17-bevy-0.13/index.md

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@@ -711,7 +711,6 @@ some of which will undoubtedly make their way upstream.
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[editor with remote capabilities]: https://makeshift-bevy-web-editor.vercel.app/
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[`QueryBuilder`]: https://dev-docs.bevyengine.org/bevy/ecs/prelude/struct.QueryBuilder.html
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## Query Transmutation
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<div class="release-feature-authors">authors: @hymm, james-j-obrien</div>
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[`AssetServer`]: https://dev-docs.bevyengine.org/bevy/asset/struct.AssetServer.html
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[`AssetLoader`]: https://dev-docs.bevyengine.org/bevy/asset/trait.AssetLoader.html
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[`load`]: https://dev-docs.bevyengine.org/bevy/asset/struct.AssetServer.html#method.load
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[`Handle`]: https://dev-docs.bevyengine.org/bevy/asset/enum.Handle.html
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[turbofish]: https://turbo.fish/
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[`custom_asset` example]: https://bevyengine.org/examples/Assets/custom-asset/
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</div>
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1. a Bevy-branded editor UI mockup by `@Jacob_` and `@!!&Amy` on Discord, imagining what the UX for an ECS-based editor [could look like]
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2. [`bevy_animation_graph`]: a fully-functional asset-driven animation graph crate with its own node-based editor for Bevy
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2. [`bevy_animation_graph`]: a fully-functional asset-driven animation graph crate with its own node-based editor for Bevy
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3. [`space_editor`]: a polished Bevy-native third-party scene editor that you can use today!
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4. [`Blender_bevy_components_workflow`]: an impressively functional ecosystem of tools that lets you use Blender as a seamless level and scene editor for your games today.
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5. `@coreh`'s experiment on a [reflection-powered remote protocol], coupled with an interactive web-based editor, allowing devs to inspect and control their Bevy games from other processes, languages and even devices! [Try it out live]!

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