mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
0dbba3efff
Migrate to rodio 0.12 using thread local resources
8.2 KiB
8.2 KiB
Changelog
Unreleased
Added
Changed
- Breaking Change: sRGB awareness for
Color
- Color is now assumed to be provided in the non-linear sRGB colorspace, and constructors such as
Color::rgb
andColor::rgba
will be converted to linear sRGB under-the-hood. - This allows drop-in use of colors from most applications.
- New methods
Color::rgb_linear
andColor::rgba_linear
will accept colors already in linear sRGB (the old behavior) - Individual color-components must now be accessed through setters and getters:
.r
,.g
,.b
,.a
,.set_r
,.set_g
,.set_b
,.set_a
, and the corresponding methods with the*_linear
suffix.
- Color is now assumed to be provided in the non-linear sRGB colorspace, and constructors such as
- Despawning an entity multiple times causes a debug-level log message to be emitted instead of a panic 649 651
- Breaking Change: Migrated to rodio 0.12, this means:
- Playing an mp3 no longer sometimes panics in debug mode
- New method of playing audio can be found in the audio example (an intermediary
Audio
struct is used instead ofAudioOutput
directly)
Version 0.2.1 (2020-9-20)
Fixed
- Remove UI queue print
- Use async executor 1.3.0
Version 0.2.0 (2020-9-19)
Added
- Task System for Bevy
- Replaces rayon with a custom designed task system that consists of several "TaskPools".
- Exports
IOTaskPool
,ComputePool
, andAsyncComputePool
inbevy_tasks
crate.
- Parallel queries for distributing work over with the
ParallelIterator
trait.- e.g.
query.iter().par_iter(batch_size).for_each(/* ... */)
- e.g.
- Added gamepad support using Gilrs
- Implement WASM support for bevy_winit
- Create winit canvas under WebAssembly
- Implement single threaded task scheduler for WebAssembly
- Support for binary glTF (.glb).
- Support for
Or
in ECS queries. - Added methods
unload()
andunload_sync()
onSceneSpawner
for unloading scenes.. - Custom rodio source for audio.
AudioOuput
is now able to play anythingDecodable
.
Color::hex
for creatingColor
from string hex values.- Accepts the forms RGB, RGBA, RRGGBB, and RRGGBBAA.
Color::rgb_u8
andColor::rgba_u8
.- Added
bevy_render::pass::ClearColor
to prelude. SpriteResizeMode
may choose howSprite
resizing should be handled.Automatic
by default.- Added methods on
Input<T>
for iterator access to keys.get_pressed()
,get_just_pressed()
,get_just_released()
- Derived
Copy
forMouseScrollUnit
. - Derived
Clone
for UI component bundles. - Some examples of documentation
- Update docs for Updated, Changed and Mutated
- Tips for faster builds on macOS: #312, #314, #433
- Added and documented cargo features
- Added more instructions for Linux dependencies
- Arch / Manjaro, NixOS, Ubuntu and Solus
- Provide shell.nix for easier compiling with nix-shell
- Add
AppBuilder::add_startup_stage_|before/after
Changed
- Transform rewrite
- Use generational entity ids and other optimizations
- Optimize transform systems to only run on changes.
- Send an AssetEvent when modifying using
get_id_mut
- Rename
Assets::get_id_mut
->Assets::get_with_id_mut
- Support multiline text in
DrawableText
- iOS: use shaderc-rs for glsl to spirv compilation
- Changed the default node size to Auto instead of Undefined to match the Stretch implementation.
- Load assets from root path when loading directly
- Add
render
feature, which makes the entire render pipeline optional.
Fixed
- Properly track added and removed RenderResources in RenderResourcesNode.
- Fixes issues where entities vanished or changed color when new entities were spawned/despawned.
- Fixed sprite clipping at same depth
- Transparent sprites should no longer clip.
- Check asset path existence
- Fixed deadlock in hot asset reloading
- Fixed hot asset reloading on Windows
- Allow glTFs to be loaded that don't have uvs and normals
- Fixed archetypes_generation being incorrectly updated for systems
- Remove child from parent when it is despawned
- Initialize App.schedule systems when running the app
- Fix missing asset info path for synchronous loading
- fix font atlas overflow
- do not assume font handle is present in assets