Guim Caballero
c3a72e9dc8
Add keyboard modifier example ( #1656 ) ( #1657 )
...
This PR adds a small example that shows how to use Keyboard modifiers, as shown in [this](https://github.com/bevyengine/bevy/issues/1654#issuecomment-798966921 ) snippet.
Fixes #1656 .
Co-authored-by: guimcaballero <guim.caballero@gmail.com>
2021-03-14 21:00:36 +00:00
Zhixing Zhang
d9fb61d474
Wireframe Rendering Pipeline ( #562 )
...
This PR implements wireframe rendering.
Usage:
This is now ready as soon as #1401 gets merged.
Usage:
```rust
app
.insert_resource(WgpuOptions {
name: Some("3d_scene"),
features: WgpuFeatures::NON_FILL_POLYGON_MODE,
..Default::default()
}) // To enable the NON_FILL_POLYGON_MODE feature
.add_plugin(WireframePlugin)
.run();
```
Now we just need to add the Wireframe component on an entity, and it'll draw. its wireframe.
We can also enable wireframe drawing globally by setting the global property in the `WireframeConfig` resource to `true`.
Co-authored-by: Zhixing Zhang <me@neoto.xin>
2021-03-04 01:23:24 +00:00
Zicklag
89217171b4
Add Sprite Flipping ( #1407 )
...
OK, here's my attempt at sprite flipping. There are a couple of points that I need review/help on, but I think the UX is about ideal:
```rust
.spawn(SpriteBundle {
material: materials.add(texture_handle.into()),
sprite: Sprite {
// Flip the sprite along the x axis
flip: SpriteFlip { x: true, y: false },
..Default::default()
},
..Default::default()
});
```
Now for the issues. The big issue is that for some reason, when flipping the UVs on the sprite, there is a light "bleeding" or whatever you call it where the UV tries to sample past the texture boundry and ends up clipping. This is only noticed when resizing the window, though. You can see a screenshot below.
![image](https://user-images.githubusercontent.com/25393315/107098172-397aaa00-67d4-11eb-8e02-c90c820cd70e.png )
I am quite baffled why the texture sampling is overrunning like it is and could use some guidance if anybody knows what might be wrong.
The other issue, which I just worked around, is that I had to remove the `#[render_resources(from_self)]` annotation from the Spritesheet because the `SpriteFlip` render resource wasn't being picked up properly in the shader when using it. I'm not sure what the cause of that was, but by removing the annotation and re-organizing the shader inputs accordingly the problem was fixed.
I'm not sure if this is the most efficient way to do this or if there is a better way, but I wanted to try it out if only for the learning experience. Let me know what you think!
2021-03-03 19:26:45 +00:00
Wouter Buckens
000dd4c1c2
Add docs & example for SystemParam ( #1435 )
...
It took me a little while to figure out how to use the `SystemParam` derive macro to easily create my own params. So I figured I'd add some docs and an example with what I learned.
- Fixed a bug in the `SystemParam` derive macro where it didn't detect the correct crate name when used in an example (no longer relevant, replaced by #1426 - see further)
- Added some doc comments and a short example code block in the docs for the `SystemParam` trait
- Added a more complete example with explanatory comments in examples
2021-03-03 03:11:11 +00:00
Nathan Stocks
13b602ee3f
Xtask CI ( #1387 )
...
This PR is easiest to review commit by commit.
Followup on https://github.com/bevyengine/bevy/pull/1309#issuecomment-767310084
- [x] Switch from a bash script to an xtask rust workspace member.
- Results in ~30s longer CI due to compilation of the xtask itself
- Enables Bevy contributors on any platform to run `cargo ci` to run linting -- if the default available Rust is the same version as on CI, then the command should give an identical result.
- [x] Use the xtask from official CI so there's only one place to update.
- [x] Bonus: Run clippy on the _entire_ workspace (existing CI setup was missing the `--workspace` flag
- [x] Clean up newly-exposed clippy errors
~#1388 builds on this to clean up newly discovered clippy errors -- I thought it might be nicer as a separate PR.~ Nope, merged it into this one so CI would pass.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-02-22 08:42:19 +00:00
MinerSebas
c9f19d8663
Cleanup of Markdown Files and add CI Checking ( #1463 )
...
I have run the VSCode Extension [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint ) on all Markdown Files in the Repo.
The provided Rules are documented here: https://github.com/DavidAnson/markdownlint/blob/v0.23.1/doc/Rules.md
Rules I didn't follow/fix:
* MD024/no-duplicate-heading
* Changelog: Here Heading will always repeat.
* Examples Readme: Platform-specific documentation should be symmetrical.
* MD025/single-title
* MD026/no-trailing-punctuation
* Caused by the ! in "Hello, World!".
* MD033/no-inline-html
* The plugins_guidlines file does need HTML, so the shown badges aren't downscaled too much.
* ~~MD036/no-emphasis-as-heading:~~
* ~~This Warning only Appears in the Github Issue Templates and can be ignored.~~
* ~~MD041/first-line-heading~~
* ~~Only appears in the Readme for the AlienCake example Assets, which is unimportant.~~
---
I also sorted the Examples in the Readme and Cargo.toml in this order/Priority:
* Topic/Folder
* Introductionary Examples
* Alphabetical Order
The explanation for each case, where it isn't Alphabetical :
* Diagnostics
* log_diagnostics: The usage of inbuild Diagnostics is more important than creating your own.
* ECS (Entity Component System)
* ecs_guide: The guide should be read, before diving into other Features.
* Reflection
* reflection: Basic Explanation should be read, before more advanced Topics.
* WASM Examples
* hello_wasm: It's "Hello, World!".
2021-02-22 04:50:05 +00:00
Jasen Borisov
7d065eeb71
3D OrthographicProjection improvements + new example ( #1361 )
...
* use `length_squared` for visible entities
* ortho projection 2d/3d different depth calculation
* use ScalingMode::FixedVertical for 3d ortho
* new example: 3d orthographic
2021-01-31 16:22:06 -08:00
François
8c33da0051
3d game example ( #1252 )
...
3d game example
2021-01-21 14:10:02 -08:00
Christopher Durham
4d5ba7918b
Update rand requirement from 0.7 to 0.8 ( #1114 )
...
* Update rand requirement from 0.7 to 0.8
* Update examples' usage of Rng::gen_range
2021-01-17 13:43:03 -08:00
Nathan Jeffords
60be99859a
Subpixel text positioning ( #1196 )
...
* cleanup unnecessary changes from PR #1171
* add feature to correctly render glyphs with sub-pixel positioning
2021-01-03 12:39:11 -08:00
Dimitri Belopopsky
a01f22e0c5
Add basic file drag and drop support ( #1096 )
...
Add basic file drag and drop support
2021-01-01 15:31:22 -06:00
François
c25b41a038
add scene instance entity iteration ( #1058 )
...
add scene instance entity iteration
2021-01-01 14:58:49 -06:00
François
d91117d6e7
add Flags<T>
as a query to get flags of component ( #1172 )
...
add `Flags` as a query to get flags of component
2020-12-31 16:29:08 -06:00
TheRawMeatball
3cb2e22e89
Added use_dpi setting to WindowDescriptor ( #1131 )
...
Added scale_factor_override
2020-12-28 14:26:50 -06:00
Nathan Stocks
f574c2c547
Render text in 2D scenes ( #1122 )
...
Render text in 2D scenes
2020-12-27 13:19:03 -06:00
François
b28365f966
updates on diagnostics (log + new diagnostics) ( #1085 )
...
* move print diagnostics to log
* entity count diagnostic
* asset count diagnostic
* remove useless `pub`s
* use `BTreeMap` instead of `HashMap`
* get entity count from world
* keep ordered list of diagnostics
2020-12-24 13:28:31 -06:00
Ryan Lee
acc29ec719
Add bmp as a supported texture format ( #1081 )
2020-12-23 16:53:02 -06:00
Carter Anderson
3b2c6ce49b
release 0.4.0 ( #1093 )
2020-12-19 13:28:00 -06:00
Nathan Jeffords
596bed8ce2
add ability to provide custom a AssetIo
implementation ( #1037 )
...
make it easier to override the default asset IO instance
2020-12-18 13:34:44 -06:00
Carter Anderson
509b138e8f
Schedule v2 ( #1021 )
...
Schedule V2
2020-12-12 18:04:42 -08:00
Nathan Jeffords
9239621ffc
add ability to load .dds
, .tga
, and .jpeg
texture formats ( #1038 )
...
add ability to load `.dds`, `.tga`, and `.jpeg` texture formats
2020-12-09 18:34:27 -08:00
Al M
2c9b7956d1
Live reloading of shaders ( #937 )
...
* Add ShaderLoader, rebuild pipelines for modified shader assets
* New example
* Add shader_update_system, ShaderError, remove specialization assets
* Don't panic on shader compilation failure
2020-12-07 12:32:13 -08:00
Lukas Orsvärn
d9c428e32c
Add removal_detection example ( #945 )
...
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-11-30 13:25:49 -08:00
Carter Anderson
72b2fc9843
Bevy Reflection ( #926 )
...
Bevy Reflection
2020-11-27 16:39:59 -08:00
Nathan Stocks
12f29bd38c
Timer Polishing ( #931 )
...
* Pause stops ticks. Consistent getter method names. Update tests.
* Add timing example
* Format with the nightly formatter
Co-authored-by: Amber Kowalski <amberkowalski03@gmail.com>
2020-11-27 11:39:33 -08:00
Duncan
46fac78774
Extend the Texture asset type to support 3D data ( #903 )
...
Extend the Texture asset type to support 3D data
Textures are still loaded from images as 2D, but they can be reshaped
according to how the render pipeline would like to use them.
Also add an example of how this can be used with the texture2DArray uniform type.
2020-11-22 12:04:47 -08:00
Mariusz Kryński
d96493a42a
use wasm-friendly instant::Instant everywhere ( #895 )
...
* use instant::Instant everywhere
* reexport instant::{Duration, Instant} from bevy_utils
2020-11-21 16:38:24 -08:00
Carter Anderson
3a6f6de277
System Inputs, Outputs, Chaining, and Registration Ergo ( #876 )
...
System Inputs, Outputs, Chaining, and Registration Ergo
2020-11-16 18:18:00 -08:00
Carter Anderson
7628f4a64e
combine bevy_ecs and bevy_hecs crates. rename XComponents to XBundle ( #863 )
...
combine bevy_ecs and bevy_hecs crates. rename XComponents to XBundle
2020-11-15 20:32:23 -08:00
Robbie Davenport
6b8b8e75e5
add bevymark benchmark example ( #273 )
...
add bevymark example
2020-11-12 18:03:57 -08:00
Carter Anderson
e03f17ba7f
Log Plugin ( #836 )
...
add bevy_log plugin
2020-11-12 17:23:57 -08:00
Olivier Pinon
465c3d4f7b
Use glyph_brush_layout and add text alignment support ( #765 )
...
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>
2020-11-12 16:21:48 -08:00
Carter Anderson
1eff53462a
cross-platform main function ( #847 )
2020-11-12 13:26:48 -08:00
Carter Anderson
c3a37b2d6a
android example polish ( #845 )
2020-11-11 16:31:16 -08:00
Robert Swain
a266578992
Add tracing spans to schedules, stages, systems ( #789 )
...
Add tracing spans to schedules, stages, systems
2020-11-10 18:49:49 -08:00
bjorn3
8607ccf669
Add readme key back to Cargo.toml ( #831 )
...
cc https://github.com/bevyengine/bevy/pull/808#discussion_r520328433
2020-11-10 10:58:51 -08:00
bjorn3
80a0448473
Add bevy_dylib to force dynamic linking of bevy ( #808 )
...
This easily improve compilation time by 2x
2020-11-09 19:26:08 -08:00
easynam
31a433b69e
add basic example of a custom update loop ( #799 )
2020-11-09 13:04:27 -08:00
Oscar
f54788527b
Add received character ( #805 )
...
* Add ReceivedCharacter window event
* Add ReceivedCharacter window event examples
2020-11-06 17:15:56 -08:00
karroffel
1c38106f75
add example that represents contributors as bevy icons ( #801 )
2020-11-06 14:35:18 -08:00
Carter Anderson
9afe196f16
release: 0.3.0 ( #783 )
2020-11-03 13:34:00 -08:00
Carter Anderson
8d2d2426fe
rename example and readme titles ( #781 )
2020-11-03 12:00:47 -08:00
David Ackerman
7efb1b1887
Fix initial Android support ( #778 )
...
* Add force touches, fix ui focus system and touch screen system
* Fix examples README. Update rodio with Android support. Add Android build CI
* Alter android metadata in root Cargo.toml
2020-11-03 11:32:48 -08:00
Nicholas Rishel
53c4c45eca
Use embedded glslang for runtime glsl-to-spirv and add Android example ( #740 )
...
Use embedded glslang for runtime glsl-to-spirv and add Android example
2020-11-02 16:30:30 -08:00
Julian Heinken
f81ecddafc
Example for custom mesh attributes ( #757 )
...
example for custom attributes + changelog
2020-11-02 13:47:05 -08:00
simlay
9cc6368b28
An initial xcode setup for using xcode ( #539 )
...
An example of bevy using xcode
2020-10-31 14:36:24 -07:00
Carter Anderson
bf2a917b81
app: PluginGroups and DefaultPlugins ( #744 )
2020-10-29 13:04:28 -07:00
Carter Anderson
267599e577
gamepad: expose raw and filtered gamepad events. ( #711 )
2020-10-21 15:56:07 -07:00
Utkarsh
d01ba9e4fc
Separate gamepad state code from gamepad event code and other customizations ( #700 )
...
Separated gamepad event and gamepad state code and made gamepad input more customizable
2020-10-21 10:27:00 -07:00
Carter Anderson
c32e637384
Asset system rework and GLTF scene loading ( #693 )
2020-10-18 13:48:15 -07:00
Carter Anderson
a602f50c2c
small input example improvements ( #701 )
2020-10-18 13:20:42 -07:00
Sergey Minakov
a80469bd13
Touch support implementation ( #696 )
...
Adds a basic touch input system
2020-10-18 12:24:01 -07:00
Alex
d004bce0c9
Added basic mouse capture API ( #679 )
...
Added basic cursor lock API
2020-10-16 14:07:01 -07:00
Carter Anderson
22a2c88a47
winit: upgrade to 0.23.0 / move back upstream! ( #617 )
2020-10-02 12:24:30 -07:00
EthanYidong
4c753e2588
move dynamic plugin loading to its own optional crate ( #544 )
...
move dynamic plugin loading to its own crate
2020-10-01 13:04:06 -07:00
jngbsn
8e876463ec
Add hierarchy example ( #565 )
...
add ecs/hierarchy example
2020-10-01 12:43:26 -07:00
Will Hart
1beee4fd28
Add AppBuilder::asset_loader_from_instance ( #580 )
...
* Implement add_asset_loader_from_instance
* Add example of different data loaders
2020-10-01 11:31:06 -07:00
Mariusz Kryński
a3012d94bb
WASM asset loading ( #559 )
...
wasm assets
2020-09-25 15:26:23 -07:00
Carter Anderson
74dba5f36b
release: 0.2.1 ( #533 )
2020-09-20 15:58:32 -07:00
Carter Anderson
ba5af4dd56
release: 0.2.0 ( #520 )
2020-09-19 15:29:08 -07:00
Tomasz Sterna
5e3731ddce
Create winit canvas under WebAssembly ( #506 )
2020-09-18 20:11:26 -07:00
Utkarsh
19d4694d24
Added gamepad support using Gilrs ( #280 )
...
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-09-18 14:43:47 -07:00
Tomasz Sterna
34c6f5f41b
Implement WASM support for bevy_winit ( #503 )
...
Also, replaced wasm_timer::Instant with instant::Instant as it is
used by winit WASM implementation.
2020-09-16 13:40:32 -07:00
Tomasz Sterna
2b0ee24a5d
Implement single threaded task scheduler for WebAssembly ( #496 )
...
* Add hello_wasm example
* Implement single threaded task scheduler for WebAssembly
2020-09-15 18:05:31 -07:00
Tomasz Sterna
b9f549efaa
Make "render" feature optional ( #485 )
2020-09-15 12:20:20 -07:00
Smite Rust
a5259ab45f
update dependencies ( #493 )
2020-09-14 18:12:52 -07:00
Carter Anderson
9c850057c0
move benches to separate crate to cut test/example build times
2020-09-08 13:30:44 -07:00
Grant Moyer
586303fd53
Parallel queries ( #292 )
...
Add support for Parallel Queries
2020-09-08 12:18:32 -07:00
Waridley
4e587db775
Feature to disable libloading ( #363 )
...
esp. helpful for wasm target
Made default only for `bevy` crate
2020-09-01 17:02:11 -07:00
Lachlan Sneff
17e7642611
Task System for Bevy ( #384 )
...
Add bevy_tasks crate to replace rayon
2020-08-29 12:35:41 -07:00
Robbie Davenport
4aabe983ec
Switch usage of std HashMap/HashSet default hasher, to aHash algo ( #258 )
...
switch to ahash for HashMaps and HashSets via a new bevy_utils crate
2020-08-28 17:08:51 -07:00
VitalyR
c78187e6df
add an option about display server protocol, and create document docs/cargo_features.md
( #249 )
...
add an option about display server protocol, and create document `docs/cargo_features.md`
2020-08-24 17:06:08 -07:00
Carter Anderson
b925e22949
0.1.3 upgrade
2020-08-22 10:16:52 -07:00
TehPers
7a79dcc46c
Add serialize/deserialize to some input types ( #281 )
2020-08-21 18:13:50 -07:00
Jake Kerr
db1bf6478c
Allow calling winit with the 'run_return' variant of the run function ( #243 )
...
This adds a new WinitConfig resource that can be used to configure the behavior of winit.
When `return_from_run` is set to `true`, `App::run()` will return on `target_os` configurations that
support it.
Closes bevyengine/bevy#167 .
2020-08-20 22:37:19 -07:00
Carter Anderson
5fdf36dbb1
add optional wgpu tracing feature
2020-08-16 01:11:17 -07:00
Fabian Würfl
458a169ad2
Add possibility to control num_threads and stack_size of rayon::ThreadPool
2020-08-14 19:15:53 +02:00
caelunshun
a694d9a1b6
Make audio/image dependencies optional through feature flags
2020-08-11 00:30:42 -06:00
Carter Anderson
7f6fc616df
exclude assets from published crate
2020-08-10 02:22:36 -07:00
Carter Anderson
c04d64440b
update bevy version
2020-08-10 02:09:38 -07:00
Carter Anderson
34752a27bd
add "0.1" version to all bevy crate references
2020-08-09 17:39:28 -07:00
Carter Anderson
9aee5323e1
add crate metadata
2020-08-09 17:24:27 -07:00
Carter Anderson
07858aa348
scene: fix dynamically loading RenderPipelines scenes
2020-08-02 19:33:27 -07:00
Carter Anderson
bb111cbafa
more example cleanup and polish
2020-07-31 17:10:29 -07:00
Carter Anderson
471639841b
more optional features
2020-07-31 12:26:36 -07:00
Carter Anderson
ca87359c6e
render: add MSAA support
2020-07-29 18:15:15 -07:00
Carter Anderson
6dadf34401
add more example comments
2020-07-28 13:45:36 -07:00
Carter Anderson
543ec86530
remove cargo.toml opt level override
2020-07-28 12:09:18 -07:00
Carter Anderson
009141d453
window: customizable default descriptor
2020-07-20 02:05:56 -07:00
Carter Anderson
fe1adb6cf6
ui: focus/click/hover system. initial buttons
2020-07-18 14:08:46 -07:00
Carter Anderson
1110f9b877
create bevy_math crate and move math types there
2020-07-16 17:11:52 -07:00
Carter Anderson
3eb393548d
audio: initial (very minimal) audio plugin
2020-07-16 13:46:51 -07:00
Carter Anderson
fd219660d3
remove env-logger from dependencies
2020-07-10 12:43:37 -07:00
Carter Anderson
950e50bbb1
Bevy ECS migration
2020-07-10 01:06:21 -07:00
Carter Anderson
5607da019d
rename/move breakout because its a single file
2020-06-28 11:14:39 -07:00
Carter Anderson
4f73dca34d
add system profile data to Diagnostics (opt in feature)
2020-06-28 01:01:40 -07:00
Carter Anderson
7441ac1a01
add breakout example game
2020-06-26 22:04:56 -07:00
Carter Anderson
8a8d01aa88
render: add ClearColor resource
2020-06-25 15:24:27 -07:00
Carter Anderson
2f5f6e017a
render: intitial VisibleEntities component and sort system
2020-06-22 17:55:48 -07:00
Carter Anderson
516cf9ddf0
text: font atlas generation. initial Drawable boilerplate. temporary font atlas debug example
2020-06-13 18:53:31 -07:00
Carter Anderson
70e9892e00
remove bevy_derive from bevy crate and export derives from specific crates
2020-06-07 12:22:16 -07:00
Carter Anderson
2705e5cbb4
add texture atlases
2020-06-06 00:12:38 -07:00
Carter Anderson
75218be117
remove most "optional" bevy features
2020-06-05 00:50:37 -07:00
Carter Anderson
ed561d7f70
break up input examples
2020-06-04 23:49:36 -07:00
Carter Anderson
5bcd594cb4
bytes: AsBytes trait, remove zerocopy, remove glam fork
2020-06-01 19:38:05 -07:00
Carter Anderson
6e76296ce0
sprite: create sprite crate. center 2d camera (split from ui camera). add 2d camera movement
2020-05-30 12:31:04 -07:00
Carter Anderson
db27d63b91
upgrade ron
2020-05-29 16:06:23 -07:00
Carter Anderson
a7d9f8d0ff
ignore legion and glam tests. don't run intro example as doc test
2020-05-29 00:32:00 -07:00
Carter Anderson
830565ae2b
scene: type registry refactor. use short type names when possible
2020-05-27 19:27:55 -07:00
Carter Anderson
563a6fc57c
remove ron fork
2020-05-27 13:10:43 -07:00
Carter Anderson
9abe9b7985
restore cargo.toml debug opt level 3
2020-05-27 00:25:15 -07:00
Carter Anderson
f0f0e3c1a8
move component registry to its own crate. automatically register asset handles
2020-05-25 14:51:38 -07:00
Carter Anderson
6e31b90ec3
upgrade ron and use decimal fork
2020-05-22 18:07:26 -07:00
Carter Anderson
159acf52af
props: rename prop/props to property/properties
...
its longer but a bit clearer
2020-05-22 15:36:48 -07:00
Carter Anderson
da8daa051b
props: derive, get/set, example
2020-05-21 23:58:11 -07:00
Carter Anderson
d920100d35
scenes: deserialization and refactor
2020-05-21 17:21:33 -07:00
Carter Anderson
3710196fdb
remove type_uuid from serialization
2020-05-19 12:55:58 -07:00
Carter Anderson
dcdd552365
pull in ron. use static strings for types
2020-05-19 12:20:37 -07:00
Carter Anderson
e093a3243b
phrasing tweaks
2020-05-17 10:30:52 -07:00
Carter Anderson
870f715df3
Hot asset reloading
2020-05-16 20:18:30 -07:00
Carter Anderson
c18ecf2a55
initial text rendering
2020-05-13 13:22:12 -07:00
Carter Anderson
73cc20768c
remove pathfinder code
...
its not ready yet so it shouldnt be on master :)
2020-05-12 16:35:49 -07:00
Carter Anderson
35e1d8b498
pathfinder: more backend work. it now renders the clear color without crashing
2020-05-11 09:01:31 -07:00
Carter Anderson
ff8c5292c2
add pathfinder fork
2020-05-08 09:29:26 -07:00
Carter Anderson
0e040680df
begin pathfinder plugin
2020-05-07 19:09:53 -07:00
Carter Anderson
c5ca59dc4d
cargo fmt
2020-05-05 18:44:32 -07:00
Carter Anderson
4735c68ab4
add diagnostic examples
2020-05-04 14:14:49 -07:00
Carter Anderson
dcc34473e5
sprites
2020-05-04 01:23:40 -07:00
Carter Anderson
41be55bf8d
custom glam with zerocopy impls
2020-05-03 16:55:17 -07:00
Carter Anderson
a4fe37add1
add plugin example
2020-05-03 01:30:10 -07:00
Carter Anderson
7b79b3de8d
organize examples and add ecs guide
2020-05-01 13:12:47 -07:00
Carter Anderson
3cdee1b8ad
system_fn named/id/anon. add "more-system-fn" cargo feature
2020-04-30 12:22:35 -07:00
Carter Anderson
9a7f49a39a
remove example plugin from workspace
2020-04-25 19:48:41 -07:00
Carter Anderson
057ad97a46
fix dynamic plugin example
2020-04-24 18:23:37 -07:00
Carter Anderson
87066cafd3
move bevy crates to their own folder
2020-04-24 17:57:20 -07:00
Carter Anderson
791c475354
RenderGraph2: Finish porting, refactor, cleanup
2020-04-24 17:46:54 -07:00
Carter Anderson
3c83e34cc1
re-enable opt=3 for debug
2020-04-19 22:31:14 -07:00
Carter Anderson
1143f16743
model loading works!
2020-04-19 19:29:33 -07:00
Carter Anderson
d8b183de02
use cargo workspace
2020-04-19 13:23:19 -07:00
Carter Anderson
649ffebb7f
New Mesh implementation (adapts to arbitrary vertex descriptors). Initial gltf model loading.
2020-04-19 10:08:47 -07:00
Carter Anderson
0af36cfaed
make every bevy dependency optional in bevy crate
2020-04-06 17:03:21 -07:00
Carter Anderson
b1c583f500
crate-ify serialization. crate-ification is now complete!
2020-04-06 16:09:58 -07:00
Carter Anderson
ab86487215
remove release customization and embrace dev as the default
2020-04-06 15:43:38 -07:00
Carter Anderson
b19e3004b8
rework marco modules, crate-ify ui
2020-04-06 14:20:53 -07:00
Carter Anderson
1471cc84c5
crate-ify bevy_diagnostic
2020-04-06 00:12:54 -07:00
Carter Anderson
819c7708f9
remove env_logger from App::build()
2020-04-05 20:23:39 -07:00
Carter Anderson
686e1422db
Crate-ify (almost) everything
2020-04-05 20:19:02 -07:00
Carter Anderson
c7ee4bc133
upgrade wgpu
2020-03-30 00:56:15 -07:00
Carter Anderson
45d4f25a93
WinitPlugin
2020-03-29 00:53:47 -07:00
Carter Anderson
5db5f6de9c
batched draw target works! embrace the "log" crate
2020-03-28 20:33:11 -07:00
Carter Anderson
a7704fda31
make winit optional and vsync configurable
2020-03-27 17:43:03 -07:00
Carter Anderson
64cd924413
refactor render resource assignments
2020-03-25 17:31:59 -07:00
Carter Anderson
d9663d740b
AsUniforms provide VertexBufferDescriptor. Initial macro work
2020-03-17 18:25:27 -07:00
Carter Anderson
41e15a2d90
make wgpu renderer optional
2020-03-10 22:20:49 -07:00
Carter Anderson
aca17f15b7
start moving away from wgpu types
2020-03-10 00:53:07 -07:00
Carter Anderson
ccb240c4c4
upgrade dependencies
2020-03-09 14:57:46 -07:00
Carter Anderson
cda657b401
upgrade winit
2020-03-09 14:55:07 -07:00
Carter Anderson
6ef1c099ff
upgrade bevy_legion / re-apply fork
2020-03-09 00:47:58 -07:00
Carter Anderson
9355a53980
upgrade legion (breaks plugins)
2020-03-08 23:19:07 -07:00
Carter Anderson
6055bf677b
update wgpu-rs
2020-03-08 20:31:40 -07:00
Carter Anderson
85c880e754
upgrade wgpu. work around new wgpu lifetimes (this was painful)
2020-03-05 00:55:34 -08:00
Carter Anderson
baac7ff296
add png image loading and enable transparency
2020-03-02 20:33:46 -08:00
Carter Anderson
8698dcea25
start work on shader reflection
2020-02-16 12:12:55 -08:00
Carter Anderson
dbd634b8d8
upgrade winit
2020-02-16 01:02:05 -08:00
Carter Anderson
decf5d1462
add rspirv
2020-02-15 23:27:23 -08:00
Carter Anderson
a9754cd91e
enable incremental release builds and optimized dev builds (unoptimized results in completely useless framerates)
2020-02-09 12:38:17 -08:00
Carter Anderson
129a9747bb
add dynamic plugin loading
2020-01-20 20:10:40 -08:00
Carter Anderson
ec4ca5559f
EntityArchetype proc macro
2020-01-19 02:02:12 -08:00
Carter Anderson
50722089ef
replace glsl_to_spirv with shaderc
2020-01-15 00:51:32 -08:00
Carter Anderson
68676bf6fa
add initial serialization
2020-01-14 22:19:28 -08:00
Carter Anderson
133cbe7846
upgrade wgpu and winit
2020-01-11 14:16:47 -08:00
Carter Anderson
151675a5ef
upgrade legion. refactor system and world construction
2020-01-11 03:31:36 -08:00
Carter Anderson
86a467f0f3
initial gltf example
2020-01-07 23:03:09 -08:00
Carter Anderson
7bfafc22bc
initial instancing support
2019-12-27 15:35:07 -06:00
Carter Anderson
6a819a1884
render resources refactor and normal forward rendering
2019-12-23 18:13:05 -06:00
Carter Anderson
03c1ec3405
we glam now
2019-12-04 00:11:14 -08:00
Carter Anderson
816d0c9bdd
wander spawner
2019-12-03 00:30:30 -08:00
Carter Anderson
a96f3cfda5
asset loading, hierarchies, more refactoring
2019-12-02 01:31:07 -08:00
Carter Anderson
e204538ad7
transition math to nalgebra and add tiny-town.
2019-11-30 21:21:45 -08:00
Carter Anderson
cd60778d46
use wgpu example as base
2019-11-30 17:42:27 -08:00
Carter Anderson
515be6c872
new legion version
2019-11-12 22:31:17 -08:00
Carter Anderson
669849c454
initial commit
2019-11-12 19:36:02 -08:00