Commit graph

3056 commits

Author SHA1 Message Date
Marco Buono
5f2516d974 Add additional quality tweaks to mask the firefly artifacts 2023-04-26 00:14:03 -03:00
Marco Buono
d47fe5bc2a Add one more sample offset 2023-04-25 23:57:02 -03:00
Marco Buono
8ac3ef127b Clear motion vector to 0.0, fixing artifacts against the background 2023-04-25 22:20:50 -03:00
Marco Buono
a0535deb49 Use interleaved_gradient_noise() instead of screen_space_dither() 2023-04-25 22:19:55 -03:00
Marco Buono
94e3099bd8 Correctly use min() instead of max() to avoid 300 texture taps 2023-04-25 02:25:08 -03:00
Marco Buono
95a15d5bde Update index of refraction docs 2023-04-25 00:09:14 -03:00
Marco Buono
e25b7fea3a Update section on texture packing 2023-04-25 00:00:35 -03:00
Marco Buono
3862e82df5 Merge branch 'main' into transmission 2023-04-24 23:36:48 -03:00
Marco Buono
948bced5e5 Hook up attenuation distance and color to glTF loader 2023-04-24 23:35:52 -03:00
Marco Buono
580f4af803 Reuse fog implementation to implement transmission attenuation 2023-04-24 23:32:17 -03:00
Marco Buono
50b32da4c8 Modify fog functions to take fog as an argument 2023-04-24 23:24:34 -03:00
Marco Buono
23711c8d3e Add attenuation_distance and attenuation_color material attributes 2023-04-24 23:23:54 -03:00
Johan Klokkhammer Helsing
a1e442cd2a
Add gamepad rumble support to bevy_input (#8398)
# Objective

Provide the ability to trigger controller rumbling (force-feedback) with
a cross-platform API.

## Solution

This adds the `GamepadRumbleRequest` event to `bevy_input` and adds a
system in `bevy_gilrs` to read them and rumble controllers accordingly.

It's a relatively primitive API with a `duration` in seconds and
`GamepadRumbleIntensity` with values for the weak and strong gamepad
motors. It's is an almost 1-to-1 mapping to platform APIs. Some
platforms refer to these motors as left and right, and low frequency and
high frequency, but by convention, they're usually the same.

I used #3868 as a starting point, updated to main, removed the low-level
gilrs effect API, and moved the requests to `bevy_input` and exposed the
strong and weak intensities.

I intend this to hopefully be a non-controversial cross-platform
starting point we can build upon to eventually support more fine-grained
control (closer to the gilrs effect API)

---

## Changelog

### Added

- Gamepads can now be rumbled by sending the `GamepadRumbleRequest`
event.

---------

Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Bruce Reif (Buswolley) <bruce.reif@dynata.com>
2023-04-24 15:28:53 +00:00
Scott Lambert
288009ab8b
Changed (Vec2, Vec2) to Rect in Camera::logical_viewport_rect (#7867)
# Objective

`Camera::logical_viewport_rect()` returns `Option<(Vec2, Vec2)>` which
is a tuple of vectors representing the `(min, max)` bounds of the
viewport rect. Since the function says it returns a rect and there is a
`Rect { min, max }` struct in `bevy_math`, using the struct will be
clearer.

## Solution

Replaced `Option<(Vec2, Vec2)>` with `Option<Rect>` for
`Camera::logical_viewport_rect()`.

---

## Changelog

- Changed `Camera::logical_viewport_rect` return type from `(Vec2,
Vec2)` to `Rect`

## Migration Guide

Before:
```
fn view_logical_camera_rect(camera_query: Query<&Camera>) {
    let camera = camera_query.single();
    let Some((min, max)) = camera.logical_viewport_rect() else { return };
    dbg!(min, max);
}
```

After:
```
fn view_logical_camera_rect(camera_query: Query<&Camera>) {
    let camera = camera_query.single();
    let Some(Rect { min, max }) = camera.logical_viewport_rect() else { return };
    dbg!(min, max);
}
```
2023-04-24 15:24:52 +00:00
ira
b5d24d8fb2
Add a bounding box gizmo (#8468)
# Objective

Add a bounding box gizmo

![Screenshot from 2023-04-22
23-49-40](https://user-images.githubusercontent.com/29694403/233808825-7593dc38-0623-48a9-b0d7-a4ca24a9e071.png)

## Changes
- Added the `AabbGizmo` component that will draw the `Aabb` component on
that entity.
- Added an option to draw all bounding boxes in a scene on the
`GizmoConfig` resource.
- Added `TransformPoint` trait to generalize over the point
transformation methods on various transform types (e.g `Transform` and
`GlobalTransform`).
- Changed the `Gizmos::cuboid` method to accept an `impl TransformPoint`
instead of separate translation, rotation, and scale.
2023-04-24 15:23:06 +00:00
Rostyslav Toch
e2531b2273
Fix timer with zero duration (#8467)
# Objective

Timer with zero `Duration` panics at `tick()` because of division by
zero. This PR Fixes #8463 .

## Solution

- Handle division by zero separately with `checked_div` and
`checked_rem`.

---

## Changelog


- Replace division with `checked_div`. Set `times_finished_this_tick` to
u32::MAX when duration is zero.
- Set `elapsed` to `Duration::ZERO` when timer duration is zero.
- Set `percent` to `1.0` when duration is zero.
- `times_finished_this_tick` is [not used
anywhere](https://github.com/bevyengine/bevy/search?q=times_finished_this_tick),
that's why this change will not affect other parts of the project.
- `times_finished_this_tick` is set to `0` after `reset()` and before
first `tick()` call.
2023-04-24 14:32:42 +00:00
Opstic
9a3225d3a8
Add Aabb calculation for Sprite, TextureAtlasSprite and Mesh2d (#7885)
# Objective

- Add `Aabb` calculation for `Sprite`, `TextureAtlasSprite` and
`Mesh2d`.
- Enable frustum culling for 2D entities since frustum culling requires
a `Aabb` component in the entity to function.
- Improve 2D performance massively when there are many sprites out of
view. (ex: `many_sprites`)

## Solution

- Derived from @Weasy666's #3944 pull request, which had no activity
since multiple months.
- Adapted the code to the latest version of Bevy.
- Added support for sprites with non-center `Anchor`s to avoid culling
prematurely when part of the sprite is still in view or not culling when
sprite is already out of view.

### Note
- Gives 15.8x performance boosts in some scenarios. (5 fps vs 79 fps
with 409600 sprites in `many_sprites`)

---------

Co-authored-by: ira <JustTheCoolDude@gmail.com>
2023-04-24 14:26:08 +00:00
Robin KAY
d74533b407
Add support for custom glTF vertex attributes. (#5370)
# Objective

The objective is to be able to load data from "application-specific"
(see glTF spec 3.7.2.1.) vertex attribute semantics from glTF files into
Bevy meshes.

## Solution

Rather than probe the glTF for the specific attributes supported by
Bevy, this PR changes the loader to iterate through all the attributes
and map them onto `MeshVertexAttribute`s. This mapping includes all the
previously supported attributes, plus it is now possible to add mappings
using the `add_custom_vertex_attribute()` method on `GltfPlugin`.

## Changelog

- Add support for loading custom vertex attributes from glTF files.
- Add the `custom_gltf_vertex_attribute.rs` example to illustrate
loading custom vertex attributes.

## Migration Guide

- If you were instantiating `GltfPlugin` using the unit-like struct
syntax, you must instead use `GltfPlugin::default()` as the type is no
longer unit-like.
2023-04-24 14:20:13 +00:00
ira
5dec3236ac
Remove Children component when calling despawn_descendants (#8476)
# Objective

Fix #8474
2023-04-24 14:14:52 +00:00
Æstus Vitæ
a4323d5641
docs(bevy_render): Remove copy-pasted docstring (#8479)
This line does not appear to be an intended part of the `Panics`
section, but instead looks like it was missed when copy-pasting a
`Panics` section from above.

It confused me when I was reading the docs. At first I read it as if it
was an imperative statement saying not to use `match` statements which
seemed odd and out of place. Once I saw the code it was clearly in err.

# Objective

- Cleanup documentation string to reduce end-user confusion.
2023-04-24 00:46:49 +00:00
William Pederzoli
0a35df13c9
Update docs to reflect that the shallowest and not the deepest penetr… (#8473)
# Objective
Update documentation for collide_aabb for multiple sides collisions
behavior
2023-04-23 19:41:21 +00:00
Wybe Westra
abf12f3b3b
Fixed several missing links in docs. (#8117)
Links in the api docs are nice. I noticed that there were several places
where structs / functions and other things were referenced in the docs,
but weren't linked. I added the links where possible / logical.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-04-23 17:28:36 +00:00
IceSentry
3f6367d584
Handle vertex_uvs if they are present in default prepass fragment shader (#8330)
# Objective

- Enabling AlphaMode::Opaque in the shader_prepass example crashes. The
issue seems to be that enabling opaque also generates vertex_uvs

Fixes https://github.com/bevyengine/bevy/issues/8273

## Solution

- Use the vertex_uvs in the shader if they are present
2023-04-23 08:07:15 +00:00
ickshonpe
4580a91171
measure_text_system text query fix (#8466)
# Objective

The first query of `measure_text_system`'s `text_queries` `ParamSet`
queries for all changed `Text` meaning that non-UI `Text` entities could
be added to its queue.

## Solution

Add a `With<Node>` query filter.

---

## Changelog
changes:
* Added a `With<Node>` query filter to first query of
`measure_text_system`'s `text_queries` `ParamSet` to ensure that only UI
node entities are added to its local queue.
* Fixed comment (text is not computed on changes to style).
2023-04-22 21:30:38 +00:00
JohnTheCoolingFan
15a96adc01
ChildBuilder docs improvement (#8371)
# Objective

Fixes #7230 

## Solution

Documented some side-effects

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-04-22 20:43:13 +00:00
ira
6b774c0fda
Compute vertex_count for indexed meshes on GpuMesh (#8460)
# Objective

Compute the `vertex_count` for indexed meshes as well as non-indexed
meshes.

I will need this in a future PR based on #8427 that adds a gizmo
component that draws the normals of a mesh when attached to an entity
([branch](https://github.com/devil-ira/bevy/compare/instanced-line-rendering...devil-ira:bevy:instanced-line-rendering-normals)).

<details><summary>Example image</summary>
<p>


![image](https://user-images.githubusercontent.com/29694403/233789526-cb5feb47-0aa7-4e69-90a2-e31ec24aadff.png)

</p>
</details> 

## Solution

Move `vertex_count` field from `GpuBufferInfo::NonIndexed` to `GpuMesh`

## Migration Guide

`vertex_count` is now stored directly on `GpuMesh` instead of
`GpuBufferInfo::NonIndexed`.
2023-04-22 17:28:58 +00:00
François
149c86b2ae
also import the default handle when feature disabled (#8456)
# Objective

- Fix compilation issue when default font is not enabled

## Solution

- Fix import
2023-04-22 07:49:18 +00:00
Noah
a9f766ceb2
Fix Box<dyn Reflect> struct with a hashmap in it panicking when clone_value is called on it (#8184)
# Objective

- Fix the issue described in #8183: Box<dyn Reflect> structs with a
hashmap in them will panic when clone_value is called on it
- Fixes: #8183

## Solution

- Updates the implementation of Reflect for Hashmaps to make clone_value
call from_reflect on the key before inserting it into the new struct
2023-04-22 02:55:53 +00:00
François
e0e5f3acd4
add a default font (#8445)
# Objective

- Have a default font

## Solution

- Add a font based on FiraMono containing only ASCII characters and use
it as the default font
- It is behind a feature `default_font` enabled by default
- I also updated examples to use it, but not UI examples to still show
how to use a custom font

---

## Changelog

* If you display text without using the default handle provided by
`TextStyle`, the text will be displayed
2023-04-21 22:30:18 +00:00
Kjolnyr
ddefc246b2
Added arc_2d function for gizmos (#8448)
# Objective

Added the possibility to draw arcs in 2d via gizmos

## Solution

- Added `arc_2d` function to `Gizmos`
- Added `arc_inner` function
- Added `Arc2dBuilder<'a, 's>`
- Updated `2d_gizmos.rs` example to draw an arc

---------

Co-authored-by: kjolnyr <kjolnyr@protonmail.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: ira <JustTheCoolDude@gmail.com>
2023-04-21 15:34:07 +00:00
ickshonpe
0cf3000ee0
Fix the double leaf node updates in flex_node_system (#8264)
# Objective

If a UI node has a changed `CalculatedSize` component and either the UI
does a full update or the node also has a changed `Style` component, the
node's corresponding Taffy node will be updated twice by
`flex_node_system`.

## Solution

Add a `Without<Calculated>` query filter so that the two changed node
queries in `flex_node_system` are mutually exclusive and move the
`CalculatedSize` node updater into the else block of the full-update if
conditional.
2023-04-21 14:23:46 +00:00
Nicola Papale
e900bd9e12
Fix 1.69 CI clippy lints (#8450)
- Fix CI by implementing changes recommended by clippy
- It uncovered a bug in a `bevy_ecs` test. Nice!
2023-04-20 16:51:21 +00:00
Robert Swain
d8102a0a04
bevy_pbr: Do not cull meshes without Aabbs from cascades (#8444)
# Objective

- Mesh entities should cast shadows when not having Aabbs and having
NoFrustumCulling
- Fixes #8442 

## Solution

- Mesh entities with NoFrustumCulling get no automatic Aabbs added
- Point and spot lights do not cull mesh entities for their shadow
mapping if they do not have an Aabb, but directional lights do
- Make directional lights not cull mesh entities from cascades if the do
not have Aabbs. So no Aabb as a consequence of a NoFrustumCulling
component will mean that those mesh entities are not culled and so are
visible to the light.

---

## Changelog

- Fixed: Mesh entities with NoFrustumCulling will cast shadows for
directional light shadow maps
2023-04-20 01:43:24 +00:00
Nile
9db70da96f
Add screenshot api (#7163)
Fixes https://github.com/bevyengine/bevy/issues/1207

# Objective

Right now, it's impossible to capture a screenshot of the entire window
without forking bevy. This is because
- The swapchain texture never has the COPY_SRC usage
- It can't be accessed without taking ownership of it
- Taking ownership of it breaks *a lot* of stuff

## Solution

- Introduce a dedicated api for taking a screenshot of a given bevy
window, and guarantee this screenshot will always match up with what
gets put on the screen.

---

## Changelog

- Added the `ScreenshotManager` resource with two functions,
`take_screenshot` and `save_screenshot_to_disk`
2023-04-19 21:28:42 +00:00
JoJoJet
9fd867aeba
Simplify world schedule methods (#8403)
# Objective

Methods for interacting with world schedules currently have two
variants: one that takes `impl ScheduleLabel` and one that takes `&dyn
ScheduleLabel`. Operations such as `run_schedule` or `schedule_scope`
only use the label by reference, so there is little reason to have an
owned variant of these functions.

## Solution

Decrease maintenance burden by merging the `ref` variants of these
functions with the owned variants.

---

## Changelog

- Deprecated `World::run_schedule_ref`. It is now redundant, since
`World::run_schedule` can take values by reference.

## Migration Guide

The method `World::run_schedule_ref` has been deprecated, and will be
removed in the next version of Bevy. Use `run_schedule` instead.
2023-04-19 19:48:35 +00:00
Marco Buono
b1db977176 Use depth prepass data to reject values that are in front of the current fragment 2023-04-19 02:08:50 -03:00
JoJoJet
fe852fd0ad
Fix boxed labels (#8436)
# Objective

Label traits such as `ScheduleLabel` currently have a major footgun: the
trait is implemented for `Box<dyn ScheduleLabel>`, but the
implementation does not function as one would expect since `Box<T>` is
considered to be a distinct type from `T`. This is because the behavior
of the `ScheduleLabel` trait is specified mainly through blanket
implementations, which prevents `Box<dyn ScheduleLabel>` from being
properly special-cased.

## Solution

Replace the blanket-implemented behavior with a series of methods
defined on `ScheduleLabel`. This allows us to fully special-case
`Box<dyn ScheduleLabel>` .

---

## Changelog

Fixed a bug where boxed label types (such as `Box<dyn ScheduleLabel>`)
behaved incorrectly when compared with concretely-typed labels.

## Migration Guide

The `ScheduleLabel` trait has been refactored to no longer depend on the
traits `std::any::Any`, `bevy_utils::DynEq`, and `bevy_utils::DynHash`.
Any manual implementations will need to implement new trait methods in
their stead.

```rust
impl ScheduleLabel for MyType {
    // Before:
    fn dyn_clone(&self) -> Box<dyn ScheduleLabel> { ... }

    // After:
    fn dyn_clone(&self) -> Box<dyn ScheduleLabel> { ... }

    fn as_dyn_eq(&self) -> &dyn DynEq {
        self
    }

    // No, `mut state: &mut` is not a typo.
    fn dyn_hash(&self, mut state: &mut dyn Hasher) {
        self.hash(&mut state);
        // Hashing the TypeId isn't strictly necessary, but it prevents collisions.
        TypeId::of::<Self>().hash(&mut state);
    }
}
```
2023-04-19 02:36:44 +00:00
Nico Burns
5ed6b628eb
Allow bevy_ui crate to compile without the text feature enabled (#8437)
# Objective

Allow `bevy_ui` crate to compile without the `text` feature enabled

## Solution

- Correctly conditionally compile `text_system`
2023-04-18 19:41:02 +00:00
François
3220ad6b0b
do not crash when rendering only one gizmo (#8434)
# Objective

- Fixes #8432

## Solution

- Do not even create mesh when one is not needed
2023-04-18 16:31:55 +00:00
Hennadii Chernyshchyk
315f3cab36
Add any_component_removed condition (#8326)
Added helper extracted from #7711. that PR contains some controversy
conditions, but this one should be good to go.

---

## Changelog

### Added

- `any_component_removed` condition.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-04-18 14:18:09 +00:00
ickshonpe
09df19bcad
Split UI Overflow by axis (#8095)
# Objective

Split the UI overflow enum so that overflow can be set for each axis
separately.

## Solution

Change `Overflow` from an enum to a struct with `x` and `y`
`OverflowAxis` fields, where `OverflowAxis` is an enum with `Clip` and
`Visible` variants. Modify `update_clipping` to calculate clipping for
each axis separately. If only one axis is clipped, the other axis is
given infinite bounds.

<img width="642" alt="overflow"
src="https://user-images.githubusercontent.com/27962798/227592983-568cf76f-7e40-48c4-a511-43c886f5e431.PNG">

---

## Changelog
* Split the UI overflow implementation so overflow can be set for each
axis separately.
* Added the enum `OverflowAxis` with `Clip` and `Visible` variants.
* Changed `Overflow` to a struct with `x` and `y` fields of type
`OverflowAxis`.
* `Overflow` has new methods `visible()` and `hidden()` that replace its
previous `Clip` and `Visible` variants.
* Added `Overflow` helper methods `clip_x()` and `clip_y()` that return
a new `Overflow` value with the given axis clipped.
* Modified `update_clipping` so it calculates clipping for each axis
separately. If a node is only clipped on a single axis, the other axis
is given `-f32::INFINITY` to `f32::INFINITY` clipping bounds.


## Migration Guide

The `Style` property `Overflow` is now a struct with `x` and `y` fields,
that allow for per-axis overflow control.

Use these helper functions to replace the variants of `Overflow`:
* Replace `Overflow::Visible` with  `Overflow::visible()`
* Replace `Overflow::Hidden` with `Overflow::clip()`
2023-04-17 22:23:52 +00:00
ira
e54057c50d
Avoid spawning gizmo meshes when no gizmos are being drawn (#8180)
# Objective

Avoid queuing empty meshes for rendering.
Should prevent #8144 from triggering when no gizmos are in use. Not a
real fix, unfortunately.

## Solution

Add an `in_use` field to `GizmoStorage` and only set it to true when
there are gizmos to draw.
2023-04-17 21:20:29 +00:00
JoJoJet
ce252f8cf7
Reorganize system modules (#8419)
# Objective

Follow-up to #8377.

As the system module has been refactored, there are many types that no
longer make sense to live in the files that they do:
- The `IntoSystem` trait is in `function_system.rs`, even though this
trait is relevant to all kinds of systems. Same for the `In<T>` type.
- `PipeSystem` is now just an implementation of `CombinatorSystem`, so
`system_piping.rs` no longer needs its own file.

## Solution

- Move `IntoSystem`, `In<T>`, and system piping combinators & tests into
the top-level `mod.rs` file for `bevy_ecs::system`.
- Move `PipeSystem` into `combinator.rs`.
2023-04-17 21:10:57 +00:00
Eris
764961be22
Add Reflection Macros to TextureAtlasSprite (#8428)
# Objective

Add Reflection to `TextureAtlasSprite` to bring it inline with `Sprite`

## Solution

Addition of appropriate macros to the type

---

## Changelog

`#[reflect(Component)]` and derive `FromReflect` for
`TextureAtlasSprite`
Added `TextureAtlasSprite` to the TypeRegistry
2023-04-17 20:24:17 +00:00
InnocentusLime
30ac157b80
Register some extra types to type registry (#8430)
# Objective

Fixes #8415.

## Solution

I simply added the missing types to the type registry.

## Changelog

Added `#[reflect(Component]` to `bevi_ui::ui_node::ZIndex`, since it
impls `Component` and `Reflect.`

The following types have been added to the type registry:

1. `bevy_ui::ZIndex`
2. `bevy_math::Rect`
3. `bevy_text::BreakLineOn`
4. `bevy_text::Text2dBounds`
2023-04-17 20:05:59 +00:00
Nico Burns
919919c998
Fix text measurement algorithm (#8425)
# Objective

Followup to #7779 which tweaks the actual text measurement algorithm to
be more robust.

Before:

<img width="822" alt="Screenshot 2023-04-17 at 18 12 05"
src="https://user-images.githubusercontent.com/1007307/232566858-3d3f0fd5-f3d4-400a-8371-3c2a3f541e56.png">

After:

<img width="810" alt="Screenshot 2023-04-17 at 18 41 40"
src="https://user-images.githubusercontent.com/1007307/232566919-4254cbfa-1cc3-4ea7-91ed-8ca1b759bacf.png">

(note extra space taken up in header in before example)

## Solution

- Text layout of horizontal text (currently the only kind of text we
support) is now based solely on the layout constraints in the horizontal
axis. It ignores constraints in the vertical axis and computes vertical
size based on wrapping subject to the horizontal axis constraints.
- I've also added a paragraph to the `grid` example for testing / demo
purposes.
2023-04-17 19:59:42 +00:00
Bruce Reif (Buswolley)
7604464438
fix panic when moving child (#8346)
# Objective
When changing an Entity's `Parent` to a new one from an old `Parent`
that doesn't exist, Bevy panics. Fixes #8337.

## Solution

Use `get_entity_mut` instead of `entity_mut` in `remove_from_children`.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-04-17 18:03:47 +00:00
Nico Burns
fe0ad10b0c
Fix text systems broken when resolving merge conflicts in #8026 (#8422)
# Objective

- Incorrectly resolved merge conflicts in
https://github.com/bevyengine/bevy/pull/8026 have caused UI text to not
render at all.

## Solution

Restore correct system schedule for text systems
2023-04-17 17:29:44 +00:00
Nico Burns
363d0f0c7c
Add CSS Grid support to bevy_ui (#8026)
# Objective

An easy way to create 2D grid layouts

## Solution

Enable the `grid` feature in Taffy and add new style types for defining
grids.

## Notes

- ~I'm having a bit of trouble getting `#[derive(Reflect)]` to work
properly. Help with that would be appreciated (EDIT: got it to compile
by ignoring the problematic fields, but this presumably can't be
merged).~ This is now fixed
- ~The alignment types now have a `Normal` variant because I couldn't
get reflect to work with `Option`.~ I've decided to stick with the
flattened variant, as it saves a level of wrapping when authoring
styles. But I've renamed the variants from `Normal` to `Default`.
- ~This currently exposes a simplified API on top of grid. In particular
the following is not currently supported:~
   - ~Negative grid indices~ Now supported.
- ~Custom `end` values for grid placement (you can only use `start` and
`span`)~ Now supported
- ~`minmax()` track sizing functions~ minmax is now support through a
`GridTrack::minmax()` constructor
   - ~`repeat()`~ repeat is now implemented as `RepeatedGridTrack`

- ~Documentation still needs to be improved.~ An initial pass over the
documentation has been completed.

## Screenshot

<img width="846" alt="Screenshot 2023-03-10 at 17 56 21"
src="https://user-images.githubusercontent.com/1007307/224435332-69aa9eac-123d-4856-b75d-5449d3f1d426.png">

---

## Changelog

- Support for CSS Grid layout added to `bevy_ui`

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
2023-04-17 16:21:38 +00:00
Nicola Papale
ebc6446789
Fix get_vertex_buffer_data doc (#8400)
# Objective

- Fixes #8399

The documentation was out of date and misleading since #3959.
2023-04-17 16:12:12 +00:00