bevy/crates/bevy_pbr/src/render
KDecay 7a7f097485 Move Size to bevy_ui (#4285)
# Objective

- Related #4276.
- Part of the splitting process of #3503.

## Solution

- Move `Size` to `bevy_ui`.

## Reasons

- `Size` is only needed in `bevy_ui` (because it needs to use `Val` instead of `f32`), but it's also used as a worse `Vec2`  replacement in other areas.
- `Vec2` is more powerful than `Size` so it should be used whenever possible.
- Discussion in #3503.

## Changelog

### Changed

- The `Size` type got moved from `bevy_math` to `bevy_ui`.

## Migration Guide

- The `Size` type got moved from `bevy::math` to `bevy::ui`. To migrate you just have to import `bevy::ui::Size` instead of `bevy::math::Math` or use the `bevy::prelude` instead.

Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-04-25 13:54:46 +00:00
..
depth.wgsl Mesh Skinning. Attempt #3 (#4238) 2022-03-29 18:31:13 +00:00
light.rs increase the maximum number of point lights with shadows to the max supported by the device (#4435) 2022-04-07 21:55:31 +00:00
mesh.rs Move Size to bevy_ui (#4285) 2022-04-25 13:54:46 +00:00
mesh.wgsl Mesh Skinning. Attempt #3 (#4238) 2022-03-29 18:31:13 +00:00
mesh_struct.wgsl Mesh Skinning. Attempt #3 (#4238) 2022-03-29 18:31:13 +00:00
mesh_view_bind_group.wgsl Use storage buffers for clustered forward point lights (#3989) 2022-04-07 16:16:35 +00:00
mod.rs Materials and MaterialPlugin (#3428) 2021-12-25 21:45:43 +00:00
pbr.wgsl Faster assign lights to clusters (#4345) 2022-04-15 02:53:20 +00:00
skinning.wgsl Mesh Skinning. Attempt #3 (#4238) 2022-03-29 18:31:13 +00:00
wireframe.wgsl Fix animation: shadow and wireframe support (#4367) 2022-03-30 19:56:16 +00:00