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https://github.com/bevyengine/bevy
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4.3 KiB
4.3 KiB
Changelog
Unreleased
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.
- Added support for binary glTF (.glb).
- Added support for 'or' in ECS querying for tuple queries.
- Added
Color::hex
to create aColor
from hex values.- supports RGB , RGBA, RRGGBB, and RRGGBBAA.
- Added
Color::rgb_u8
andColor::rgba_u8
. - Added
bevy_render::pass::ClearColor
to prelude. - Added methods on
Input<T>
for access to all pressed/just_pressed/just_released keys.{get_pressed, get_just_pressed, get_just_released}
- Derived
Clone
for UI component bundles. - Tips for faster builds on macos: #312, #314, #433
- Added and documented cargo features
- Added more instructions for linux dependencies: Arch / Manjaro, NixOS, and Solus
Changed
- Bump entities to u128 to avoid collisions
- Send an AssetEvent when modifying using
get_id_mut
- Rename
Assets::get_id_mut
->Assets::get_with_id_mut
- Support multiline text in
DrawableText
- Some examples of documentation
- iOS: use shaderc-rs for glsl to spirv compilation
- Changed the default node size to Auto instead of Undefined to match the Stretch implementation.
- Many improvements to Bevy's CI #325, #349, #357, #373, #423
- Load assets from root path when loading directly
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