Migrate to Bevy 0.19#304
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Bring in #300 (brush ops, inspector refactor, crate split) while keeping Bevy 0.19 and enhanced_input 0.26 from the migration branch. Co-authored-by: Cursor <cursoragent@cursor.com>
Brings in #302 (editor integration, runtime colliders, onboarding) and adapts its new code to Bevy 0.19 APIs: TextFont.font is now FontSource (wrapped via .into()), the feathers font tokens are TEXT_SIZE_* instead of FONT_*, and World::non_send_mut replaces the deprecated non_send_resource_mut. Resolves the entity_ops snapshot conflict, keeping the 0.19 DynamicWorldBuilder and #302's placeholder-child cleanup.
The migration moved the workspace to Bevy 0.19 but left every shipping template pinned to 0.18 (and game-static to avian 0.6). The templates CI job scaffolds each template and builds it against this checkout, so the 0.18 pins pulled in two bevy versions and failed to compile. Bumps bevy to 0.19 across all four templates, avian to 0.7 in game-static, and the scene.jsn bevy_version metadata. Template sources use no changed APIs.
The workspace CI builds jackdaw_runtime without its pie or physics features, so the migration left the code behind them on 0.18 APIs. The game-static template (editor feature) builds with both and surfaced four breaks in pie.rs: MouseWheel and PointerAction::Scroll need the new phase field (TouchPhase::Moved), HitData needs the new extra field, and HoverMap's inner map is now EntityHashMap rather than a plain HashMap.
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export_navmesh_sibling writes the .nav on a detached IoTaskPool thread, which creates the file before flushing its bytes. The test checked nav_path.exists() and then decoded immediately, racing the write and intermittently reading a truncated file (bincode EOF). Now it polls until the file both exists and fully decodes.
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Bevy 0.18 to 0.19 migration. Continues the migration in #303 (by @wellscrosby) with the changes needed to get CI green.