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Update some doc comment wording and release note wording.
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crates/bevy_asset/src/meta.rs

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@@ -70,9 +70,8 @@ pub enum AssetAction<LoaderSettings, ProcessSettings> {
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processor: String,
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settings: ProcessSettings,
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},
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/// This asset should fail to load, since the original unprocessed asset was decomposed into
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/// multiple files. This provides a better error message rather than just saying the file is
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/// missing.
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/// This asset has been decomposed into multiple files. The original asset path can no longer be
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/// loaded.
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Decomposed,
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/// Do nothing with the asset
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Ignore,

crates/bevy_asset/src/processor/process.rs

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@@ -401,7 +401,7 @@ impl<'a> WriterContext<'a> {
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/// Start writing a single output file, which can be loaded with the `load_settings`.
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///
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/// Returns an error if you have previously started writing.
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/// Returns an error if you have previously called [`Self::write_multiple`].
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pub async fn write_single(self) -> Result<SingleWriter<'a>, ProcessError> {
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let started_writes = self
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.init_context

release-content/release-notes/one_to_many_processing.md

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@@ -48,7 +48,9 @@ impl Process for LineSplitterProcess {
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Then if you have an asset like `shakespeare.txt`, you can load these separate files as
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`shakespeare.txt/Line0.line`, `shakespeare.txt/Line1.line`, etc. These separate files can have
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different file extensions, be loaded as completely separate asset types, or be entirely produced
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from scratch within the asset processor!
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from scratch within the asset processor! These files are treated as completely distinct assets, so
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loading them looks like a regular asset load (e.g.,
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`asset_server.load("shakespeare.txt/Line1.line")`).
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We plan to use this to break apart large glTF files into smaller, easier-to-load pieces -
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particularly for producing meshlets.
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particularly for producing virtual geometry meshes.

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