# Objective
- Related #4276.
- Part of the splitting process of #3503.
## Solution
- Move `Size` to `bevy_ui`.
## Reasons
- `Size` is only needed in `bevy_ui` (because it needs to use `Val` instead of `f32`), but it's also used as a worse `Vec2` replacement in other areas.
- `Vec2` is more powerful than `Size` so it should be used whenever possible.
- Discussion in #3503.
## Changelog
### Changed
- The `Size` type got moved from `bevy_math` to `bevy_ui`.
## Migration Guide
- The `Size` type got moved from `bevy::math` to `bevy::ui`. To migrate you just have to import `bevy::ui::Size` instead of `bevy::math::Math` or use the `bevy::prelude` instead.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
What is says on the tin.
This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.
that said, deriving `Default` for a couple of structs is a nice easy win
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
improve quality of text2d rendering
* remove coordinate tweaking in sprite-sheet shader
* fixes glyph shimmering of animated text
* reposition glyph before passing it to ab_glyph to normalize its rendering
The result of layout of sequence of glyphs causes individuals to have fractional positions, but since glyph renderings are reused for future instances of that glyph, this produces errors. This change accepts the errors but repositions the glyph to "0, 0" in an effort to get the cleanest possible rendering.
Use glyph_brush_layout and add text alignment support
Co-authored-by: Olivier Pinon <op@impero.com>
Co-authored-by: tigregalis <anak.harimau@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>