Commit graph

4180 commits

Author SHA1 Message Date
Marco Buono
adf2f0fa07 Merge branch 'main' into transmission 2023-04-16 18:54:09 -03:00
Marco Buono
c38255e505 Improve diffuse_transmission documentation 2023-04-16 18:49:15 -03:00
Marco Buono
ef04badefb Add documentation aliases 2023-04-16 18:43:45 -03:00
Marco Buono
0dadf4e48d Improve documentation for Camera3d::transmissive_steps 2023-04-16 18:36:47 -03:00
Marco Buono
545019a9b8 Fix lint error 2023-04-16 18:29:09 -03:00
Marco Buono
2ffc8713e7 Limit transmissive steps to 4, as there are only four transmissive objects 2023-04-16 18:01:11 -03:00
Marco Buono
e911b582ec Update example to showcase transmissive steps option 2023-04-16 17:57:33 -03:00
Marco Buono
fd65d4bcd7 Make refraction math for environment map more accurate 2023-04-16 17:54:13 -03:00
Marco Buono
5bfe6bb342 Fallback to (specular) transmitted environment light when there's no transmitted background 2023-04-16 17:11:57 -03:00
Marco Buono
294a677b20 Introduce FallbackImageZero 2023-04-16 16:17:23 -03:00
Marco Buono
13b1e596e9 Scale thickness with mesh transform (using average of X, Y and Z scales) 2023-04-16 16:00:21 -03:00
Marco Buono
5d7f61911e Increase all_tuples limit to avoid error in queue_mesh_view_bind_groups 2023-04-16 15:59:26 -03:00
Marco Buono
727a89dbe7 Add support for a configurable number of transmissive steps 2023-04-16 15:58:52 -03:00
Nicola Papale
396c2713a6
Minor typo fixup (#8405)
# Objective

Fix two small typos in example description
2023-04-16 16:55:47 +00:00
Marco Buono
17474123d6 Add ability to load transmission, thickness and ior from glTF 2023-04-16 12:39:15 -03:00
Marco Buono
272b696d78 Add transmission, thickness and diffuse transmission textures 2023-04-16 12:20:16 -03:00
Marco Buono
08e7416b7f Fix additional documentation links 2023-04-16 11:13:01 -03:00
Marco Buono
b7a6ff40a9 Fix documentation link 2023-04-16 04:14:31 -03:00
Marco Buono
0827aa1342 Fix lint error 2023-04-16 03:27:08 -03:00
Marco Buono
18bfd50dfb Make candle light and flame flicker 2023-04-16 03:25:31 -03:00
Marco Buono
fa26e796ef Tweak camera height and enable HDR by default 2023-04-16 02:21:56 -03:00
Marco Buono
cd1976d03c Add update example showcasing both diffuse and specular transmission 2023-04-16 02:15:37 -03:00
JoJoJet
0174d632a5
Add a scope API for world schedules (#8387)
# Objective

If you want to execute a schedule on the world using arbitrarily complex
behavior, you currently need to use "hokey-pokey strats": remove the
schedule from the world, do your thing, and add it back to the world.
Not only is this cumbersome, it's potentially error-prone as one might
forget to re-insert the schedule.

## Solution

Add the `World::{try}schedule_scope{ref}` family of functions, which is
a convenient abstraction over hokey pokey strats. This method
essentially works the same way as `World::resource_scope`.

### Example

```rust
// Run the schedule five times.
world.schedule_scope(MySchedule, |world, schedule| {
    for _ in 0..5 {
        schedule.run(world);
    }
});
```

---

## Changelog

Added the `World::schedule_scope` family of methods, which provide a way
to get mutable access to a world and one of its schedules at the same
time.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-04-16 05:09:33 +00:00
Marco Buono
927cfa24fc Add ability to independently suppress shadows in diffuse transmission lobe 2023-04-16 01:09:26 -03:00
Marco Buono
e2b816bc7c Add second Lambertian lobe-based diffuse transmission to PBR shader 2023-04-15 23:57:24 -03:00
Marco Buono
cfd58599a0 Allow transmission with AlphaMode::Opaque materials 2023-04-15 19:42:18 -03:00
Marco Buono
0feafb2463 Add diffuse_transmission property to StandardMaterial 2023-04-15 19:40:33 -03:00
IceSentry
c7eaedd6a1
Remove old post_processing example (#8376)
# Objective

- The old post processing example doesn't use the actual post processing
features of bevy. It also has some issues with resizing. It's also
causing some confusion for people because accessing the prepass textures
from it is not easy.
- There's already a render to texture example
- At this point, it's mostly obsolete since the post_process_pass
example is more complete and shows the recommended way to do post
processing in bevy. It's a bit more complicated, but it's well
documented and I'm working on simplifying it even more

## Solution

- Remove the old post_processing example
- Rename post_process_pass to post_processing


## Reviewer Notes
The diff is really noisy because of the rename, but I didn't change any
code in the example.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-04-15 21:48:31 +00:00
Marco Buono
0a11954c70 Merge branch 'main' into transmission 2023-04-15 18:34:28 -03:00
Nicola Papale
8df014fbaf
Add parallax mapping to bevy PBR (#5928)
# Objective

Add a [parallax mapping] shader to bevy. Please note that
this is a 3d technique, NOT a 2d sidescroller feature.

## Solution

- Add related fields to `StandardMaterial`
- update the pbr shader
- Add an example taking advantage of parallax mapping

A pre-existing implementation exists at:
https://github.com/nicopap/bevy_mod_paramap/

The implementation is derived from:

https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28

Further discussion on literature is found in the `bevy_mod_paramap`
README.

### Limitations

- The mesh silhouette isn't affected by the depth map.
- The depth of the pixel does not reflect its visual position, resulting
  in artifacts for depth-dependent features such as fog or SSAO
- GLTF does not define a height map texture, so somehow the user will
  always need to work around this limitation, though [an extension is in
  the works][gltf]

### Future work

- It's possible to update the depth in the depth buffer to follow the
  parallaxed texture. This would enable interop with depth-based
  visual effects, it also allows `discard`ing pixels of materials when
  computed depth is higher than the one in depth buffer
- Cheap lower quality single-sample method using [offset limiting]
- Add distance fading, to disable parallaxing (relatively expensive)
  on distant objects
- GLTF extension to allow defining height maps. Or a workaround
  implemented through a blender plugin to the GLTF exporter that
  uses the `extras` field to add height map.
- [Quadratic surface vertex attributes][oliveira_3] to enable parallax
  mapping on bending surfaces and allow clean silhouetting.
- noise based sampling, to limit the pancake artifacts.
- Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires
  preprocessing, increase depth map size, reduces sample count greatly.
- [Quadtree parallax mapping][qpm] (also requires preprocessing)
- Self-shadowing of parallax-mapped surfaces by modifying the shadow map
- Generate depth map from normal map [link to slides], [blender
question]


https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4

[blender question]:
https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map
[link to slides]:
https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf
[oliveira_3]:
https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf
[GPU gems]:
https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping
[simcity]:
https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/
[offset limiting]:
https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf
[gltf]: https://github.com/KhronosGroup/glTF/pull/2196
[qpm]:
https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf

---

## Changelog

- Add a `depth_map` field to the `StandardMaterial`, it is a grayscale
  image where white represents bottom and black the top. If `depth_map`
  is set, bevy's pbr shader will use it to do [parallax mapping] to
  give an increased feel of depth to the material. This is similar to a
  displacement map, but with infinite precision at fairly low cost.
- The fields `parallax_mapping_method`, `parallax_depth_scale` and
  `max_parallax_layer_count` allow finer grained control over the
  behavior of the parallax shader.
- Add the `parallax_mapping` example to show off the effect.

[parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
JoJoJet
1074a41b87
Fix docs for fixed timestep (#8363)
# Objective

The docs for `FixedTime::expend` are unfinished.
2023-04-14 19:41:31 +00:00
François
4805e48da9
Alien Cake Addict example: don't exit when player lose (#8388)
# Objective

- Example Alien Cake Addict exit when the player lose, it's not supposed
to

## Solution

- Don't despawn the window

---------

Co-authored-by: ira <JustTheCoolDude@gmail.com>
2023-04-14 19:38:34 +00:00
Jannik Obermann
d47bb3e6e9
Sync pbr_types.wgsl StandardMaterial values (#8380)
# Objective

The default StandardMaterial values of `pbr_material.rs` and
`pbr_types.wgsl` are out of sync.
I think they are out of sync since
https://github.com/bevyengine/bevy/pull/7664.

## Solution

Adapt the values: `metallic = 0.0`, `perceptual_roughness = 0.5`.
2023-04-14 05:52:57 +00:00
ickshonpe
0cbabefbad
UiRect axes constructor (#7656)
# Objective

We don't have a constructor function for `UiRect` that sets uniform
horizontal and vertical values, even though it is a common pattern.

## Solution

Add a constructor function to `UiRect` called `axes`, that sets both
`left` and `right` to the same given horizontal value,
and sets both `top` and `bottom` to same given vertical value.

## Changelog

* Added a constructor function `axes` to `UiRect`.
2023-04-13 20:52:21 +00:00
Sam T
b9f3272177
added multi-line string formatting (#8350)
# Objective

fixes #8348

## Solution

- Uses multi-line string with backslashes allowing rustfmt to work
properly in the surrounding area.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-04-13 18:00:17 +00:00
JoJoJet
c37a53d52d
Add a regression test for change detection between piped systems (#8368)
# Objective

The behavior of change detection within `PipeSystem` is very tricky and
subtle, and is not currently covered by any of our tests as far as I'm
aware.
2023-04-13 17:59:29 +00:00
JohnTheCoolingFan
ff9a178818
Explain why default_nearest is used in pixel_perfect example (#8370)
# Objective

Fixes #8367 

## Solution

Added a comment explaining why linear filtering is required in this
example, with formatting focused specifically on `ImagePlugin` to avoid
confusion
2023-04-13 17:58:06 +00:00
James Liu
2ec38d1467
Inline more ECS functions (#8083)
# Objective
Upon closer inspection, there are a few functions in the ECS that are
not being inlined, even with the highest optimizations and LTO enabled:

- Almost all
[WorldQuery::init_fetch](9fd5f20e25/results/query_get.s (L57))
calls. Affects `Query::get` calls in hot loops. In particular, the
`WorldQuery` implementation for `()` is used *everywhere* as the default
filter and is effectively a no-op.
-
[Entities::get](9fd5f20e25/results/query_get.s (L39)).
Affects `Query::get`, `World::get`, and any component insertion or
removal.
-
[Entities::set](9fd5f20e25/results/entity_remove.s (L2487)).
Affects any component insertion or removal.
-
[Tick::new](9fd5f20e25/results/entity_insert.s (L1368)).
I've only seen this in component insertion and spawning.
 - ArchetypeRow::new
 - BlobVec::set_len

Almost all of these have trivial or even empty implementations or have
significant opportunity to be optimized into surrounding code when
inlined with LTO enabled.

## Solution
Inline them
2023-04-12 19:52:06 +00:00
JoJoJet
f3c7ccefc6
Fix panics and docs when using World schedules (#8364)
# Objective

The method `World::try_run_schedule` currently panics if the `Schedules`
resource does not exist, but it should just return an `Err`. Similarly,
`World::add_schedule` panics unnecessarily if the resource does not
exist.

Also, the documentation for `World::add_schedule` is completely wrong.

## Solution

When the `Schedules` resource does not exist, we now treat it the same
as if it did exist but was empty. When calling `add_schedule`, we
initialize it if it does not exist.
2023-04-12 19:29:08 +00:00
Olle Lukowski
14abff99f6
Improved AnimationPlugin declaration. (#8361)
# Objective

Fixes #8347.

## Solution

Implemented the suggested change to the `AnimationPlugin` declaration.
2023-04-12 19:27:38 +00:00
Jonah Henriksson
55e9ab7c92
Cleaned up panic messages (#8219)
# Objective

Fixes #8215 and #8152. When systems panic, it causes the main thread to
panic as well, which clutters the output.

## Solution

Resolves the panic in the multi-threaded scheduler. Also adds an extra
message that tells the user the system that panicked.

Using the example from the issue, here is what the messages now look
like:

```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Update, panicking_system)
        .run();
}

fn panicking_system() {
    panic!("oooh scary");
}
```
### Before
```
   Compiling bevy_test v0.1.0 (E:\Projects\Rust\bevy_test)
    Finished dev [unoptimized + debuginfo] target(s) in 2m 58s
     Running `target\debug\bevy_test.exe`
2023-03-30T22:19:09.234932Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Windows 10 Pro", kernel: "19044", cpu: "AMD Ryzen 5 2600 Six-Core Processor", core_count: "6", memory: "15.9 GiB" }
thread 'Compute Task Pool (5)' panicked at 'oooh scary', src\main.rs:11:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
thread 'Compute Task Pool (5)' panicked at 'A system has panicked so the executor cannot continue.: RecvError', E:\Projects\Rust\bevy\crates\bevy_ecs\src\schedule\executor\multi_threaded.rs:194:60
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', E:\Projects\Rust\bevy\crates\bevy_tasks\src\task_pool.rs:376:49
error: process didn't exit successfully: `target\debug\bevy_test.exe` (exit code: 101)
```
### After
```
   Compiling bevy_test v0.1.0 (E:\Projects\Rust\bevy_test)
    Finished dev [unoptimized + debuginfo] target(s) in 2.39s
     Running `target\debug\bevy_test.exe`
2023-03-30T22:11:24.748513Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Windows 10 Pro", kernel: "19044", cpu: "AMD Ryzen 5 2600 Six-Core Processor", core_count: "6", memory: "15.9 GiB" }
thread 'Compute Task Pool (5)' panicked at 'oooh scary', src\main.rs:11:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_test::panicking_system`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
error: process didn't exit successfully: `target\debug\bevy_test.exe` (exit code: 101)
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-04-12 18:27:28 +00:00
JoJoJet
7ec89004dd
Only trigger state transitons if next_state != old_state (#8359)
# Objective

Fix #8191.

Currently, a state transition will be triggered whenever the `NextState`
resource has a value, even if that "transition" is to the same state as
the previous one. This caused surprising/meaningless behavior, such as
the existence of an `OnTransition { from: A, to: A }` schedule.

## Solution

State transition schedules now only run if the new state is not equal to
the old state. Change detection works the same way, only being triggered
when the states compare not equal.

---

## Changelog

- State transition schedules are no longer run when transitioning to and
from the same state.

## Migration Guide

State transitions are now only triggered when the exited and entered
state differ. This means that if the world is currently in state `A`,
the `OnEnter(A)` schedule (or `OnExit`) will no longer be run if you
queue up a state transition to the same state `A`.
2023-04-12 17:07:13 +00:00
James Liu
d623731e2c
Move event traces to detailed_trace! (#7732)
# Objective
Noticed while writing #7728 that we are using `trace!` logs in our event
functions. This has shown to have significant overhead, even trace level
logs are disabled globally, as seen in #7639.

## Solution
Use the `detailed_trace!` macro introduced in #7639. Also removed the
`event_trace` function that was only used in one location.

---

## Changelog
Changed: Event trace logs are now feature gated behind the
`detailed-trace` feature.
2023-04-11 03:37:58 +00:00
ira
52ee83e7e8
Fix viewport change detection (#8323)
# Objective

Fix #8321

## Solution

The `old_viewport_size` that is used to detect whether the viewport has
changed was not being updated and thus always `None`.
2023-04-10 20:41:32 +00:00
Liam Gallagher
dff071c2a8
Ability to set a Global Volume (#7706)
# Objective

Adds a new resource to control a global volume.
Fixes #7690

---

## Solution

Added a new resource to control global volume, this is then multiplied
with an audio sources volume to get the output volume, individual audio
sources can opt out of this my enabling the `absolute_volume` field in
`PlaybackSettings`.

---

## Changelog

### Added
- `GlobalVolume` a resource to control global volume (in prelude).
- `global_volume` field to `AudioPlugin` or setting the initial value of
`GlobalVolume`.
- `Volume` enum that can be `Relative` or `Absolute`.
- `VolumeLevel` struct for defining a volume level.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-10 14:08:43 +00:00
robtfm
cc8f023b3a
fix invalid bone weights (#8316)
# Objective

when a mesh uses zero for all bone weights, vertices end up in the
middle of the screen.

## Solution

we can address this by explicitly setting the first bone weight to 1
when the weights are given as zero. this is the approach taken by
[unity](https://forum.unity.com/threads/whats-the-problem-with-this-import-fbx-warning.133736/)
(although that also sets the bone index to zero) and
[three.js](94c1a4b86f/src/objects/SkinnedMesh.js (L98)),
and likely other engines.

## Alternatives

it does add a bit of overhead, and users can always fix this themselves,
though it's a bit awkward particularly with gltfs.

(note - this is for work so my sme status shouldn't apply)

---------

Co-authored-by: ira <JustTheCoolDude@gmail.com>
2023-04-10 07:49:53 +00:00
dependabot[bot]
be0ca7f168
Bump peter-evans/create-pull-request from 4 to 5 (#8343)
Bumps
[peter-evans/create-pull-request](https://github.com/peter-evans/create-pull-request)
from 4 to 5.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/peter-evans/create-pull-request/releases">peter-evans/create-pull-request's
releases</a>.</em></p>
<blockquote>
<h2>Create Pull Request v5.0.0</h2>
<h2>Behaviour changes</h2>
<ul>
<li>The action will no longer leave the local repository checked out on
the pull request <code>branch</code>. Instead, it will leave the
repository checked out on the branch or commit that it was when the
action started.</li>
<li>When using <code>add-paths</code>, uncommitted changes will no
longer be destroyed. They will be stashed and restored at the end of the
action run.</li>
</ul>
<h2>What's new</h2>
<ul>
<li>Adds input <code>body-path</code>, the path to a file containing the
pull request body.</li>
<li>At the end of the action run the local repository is now checked out
on the branch or commit that it was when the action started.</li>
<li>Any uncommitted tracked or untracked changes are now stashed and
restored at the end of the action run. Currently, this can only occur
when using the <code>add-paths</code> input, which allows for changes to
not be committed. Previously, any uncommitted changes would be
destroyed.</li>
<li>The proxy implementation has been revised but is not expected to
have any change in behaviour. It continues to support the standard
environment variables <code>http_proxy</code>, <code>https_proxy</code>
and <code>no_proxy</code>.</li>
<li>Now sets the git <code>safe.directory</code> configuration for the
local repository path. The configuration is removed when the action
completes. Fixes issue <a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/1170">peter-evans/create-pull-request#1170</a>.</li>
<li>Now determines the git directory path using the <code>git rev-parse
--git-dir</code> command. This allows users with custom repository
configurations to use the action.</li>
<li>Improved handling of the <code>team-reviewers</code> input and
associated errors.</li>
</ul>
<h2>News</h2>
<p>🏆 create-pull-request won <a
href="https://twitter.com/peterevans0/status/1638463617686470657?s=20">an
award</a> for &quot;awesome action&quot; at the Open Source Awards at
GitHub Universe. Thank you for your support and for making
create-pull-request one of the top used actions. Please give it a
, or even <a href="https://github.com/sponsors/peter-evans">buy me
a coffee</a>.</p>
<h2>What's Changed</h2>
<ul>
<li>v5 by <a
href="https://github.com/peter-evans"><code>@​peter-evans</code></a> in
<a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/1792">peter-evans/create-pull-request#1792</a></li>
<li>15 dependency updates by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/peter-evans/create-pull-request/compare/v4.2.4...v5.0.0">https://github.com/peter-evans/create-pull-request/compare/v4.2.4...v5.0.0</a></p>
<h2>Create Pull Request v4.2.4</h2>
<p>⚙️ Patches some recent security vulnerabilities.</p>
<h2>What's Changed</h2>
<ul>
<li>Update concepts-guidelines.md by <a
href="https://github.com/chrisbruford"><code>@​chrisbruford</code></a>
in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/1610">peter-evans/create-pull-request#1610</a></li>
<li>58 dependency updates by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a
href="https://github.com/chrisbruford"><code>@​chrisbruford</code></a>
made their first contribution in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/1610">peter-evans/create-pull-request#1610</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/peter-evans/create-pull-request/compare/v4.2.3...v4.2.4">https://github.com/peter-evans/create-pull-request/compare/v4.2.3...v4.2.4</a></p>
<h2>Create Pull Request v4.2.3</h2>
<h2>What's Changed</h2>
<ul>
<li>fix: add check for missing token input by <a
href="https://github.com/peter-evans"><code>@​peter-evans</code></a> in
<a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/1324">peter-evans/create-pull-request#1324</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/peter-evans/create-pull-request/compare/v4.2.2...v4.2.3">https://github.com/peter-evans/create-pull-request/compare/v4.2.2...v4.2.3</a></p>
<h2>Create Pull Request v4.2.2</h2>
<h2>What's Changed</h2>
<ul>
<li>fix: support github server url for pushing to fork by <a
href="https://github.com/peter-evans"><code>@​peter-evans</code></a> in
<a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/1318">peter-evans/create-pull-request#1318</a></li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="5b4a9f6a9e"><code>5b4a9f6</code></a>
v5 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/1792">#1792</a>)</li>
<li><a
href="1847e5d1d6"><code>1847e5d</code></a>
build(deps-dev): bump eslint from 8.36.0 to 8.37.0 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/1803">#1803</a>)</li>
<li><a
href="c246f7e912"><code>c246f7e</code></a>
build(deps-dev): bump <code>@​typescript-eslint/parser</code> from
5.57.0 to 5.57.1 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/1801">#1801</a>)</li>
<li><a
href="2dd2b11b09"><code>2dd2b11</code></a>
build(deps-dev): bump eslint-import-resolver-typescript (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/1802">#1802</a>)</li>
<li><a
href="05d5a3c3f9"><code>05d5a3c</code></a>
build(deps-dev): bump <code>@​types/node</code> from 18.15.10 to
18.15.11 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/1800">#1800</a>)</li>
<li><a
href="21479f22fc"><code>21479f2</code></a>
build(deps-dev): bump ts-jest from 29.0.5 to 29.1.0 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/1799">#1799</a>)</li>
<li><a
href="36a56dac07"><code>36a56da</code></a>
build(deps-dev): bump <code>@​typescript-eslint/parser</code> from
5.56.0 to 5.57.0 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/1768">#1768</a>)</li>
<li><a
href="b7f0c9773b"><code>b7f0c97</code></a>
build(deps-dev): bump prettier from 2.8.6 to 2.8.7 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/1767">#1767</a>)</li>
<li><a
href="6a62596740"><code>6a62596</code></a>
build(deps): bump peter-evans/enable-pull-request-automerge from 2 to 3
(<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/1766">#1766</a>)</li>
<li><a
href="d1ed29fe1e"><code>d1ed29f</code></a>
build(deps-dev): bump <code>@​types/node</code> from 18.15.5 to 18.15.10
(<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/1765">#1765</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/peter-evans/create-pull-request/compare/v4...v5">compare
view</a></li>
</ul>
</details>
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2023-04-10 07:47:39 +00:00
Marco Buono
2458e8fdbe Add missing example link to examples/README.md 2023-04-10 02:16:48 -03:00
Marco Buono
d158e733e7 Rename transmissive to is_transmissive 2023-04-10 01:56:47 -03:00
Marco Buono
41a74c0af0 Remove redundant clone 2023-04-10 01:55:50 -03:00