Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

refresh (#1) #1302

Closed
wants to merge 1 commit into from
Closed

refresh (#1) #1302

wants to merge 1 commit into from

Conversation

fopsdev
Copy link

@fopsdev fopsdev commented Jan 24, 2021

do not draw text with is_visible = false

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.

Fix duplicated chilren in Scene spawn

avoid exclusive lock during update_asset_storage

Co-authored-by: Jay [email protected]

Having an empty children list should be the same as having no child
component.

This way, threadlocal systems can despawn hierarchies.

This is required so startup systems have access
to Windows and WinitWindows resources.

System has to check for actual change of the value anyway. This way,
children inserted after postupdate get synced in the next frame and are
not lost.

Updates the requirements on shaderc to permit the latest version.

Signed-off-by: dependabot[bot] [email protected]

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>

Allow timers to be paused and encapsulate fields

  • Timer Polishing (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 [email protected]

Co-authored-by: heshuai [email protected]

While generally speaking the calling thread would have picked up the task first anyways, I don't think it makes much sense usually to block the calling thread until another thread wakes and does the work.

Co-authored-by: Tony [email protected]

Bevy Reflection

Refactor Time API and internals

Co-authored-by: Carter Anderson [email protected]

Updates the requirements on ahash to permit the latest version.

Signed-off-by: dependabot[bot] [email protected]

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>

Updates the requirements on glam to permit the latest version.

Signed-off-by: dependabot[bot] [email protected]

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>

Test more areas of the codebase

  • Fix collision detection by calculating positive penetration depth. (Fix collision detection by calculating positive penetration depth. #966)

  • Rename reflect 'hash' method to 'reflect_hash' and partial_eq to reflect_partial_eq (Rename reflect 'hash' method to 'reflect_hash' #954)

  • Rename reflect 'hash' method to 'reflect_hash' to avoid colliding with std::hash::Hash::hash to resolve Reflect::hash collides with Hash::hash #943.

  • Rename partial_eq to reflect_partial_eq to avoid collisions with implementations of PartialEq on primitives.

  • Renderer Optimization Round 1 (Renderer Optimization Round 1 #958)

  • only update global transforms when they (or their ancestors) have changed

  • only update render resource nodes when they have changed (quality check plz)

  • only update entity mesh specialization when mesh (or mesh component) has changed

  • only update sprite size when changed

  • remove stale bind groups

  • fix setting size of loading sprites

  • store unmatched render resource binding results

  • reduce state changes

  • cargo fmt + clippy

  • remove cached "NoMatch" results when new bindings are added to RenderResourceBindings

  • inline current_entity in world_builder

  • try creating bind groups even when they havent changed

  • render_resources_node: update all entities when resized

  • fmt

  • hidpi swap chains (hidpi swap chains #973)

hidpi swap chains

Fix errors and panics to typical Rust conventions

optimize Text rendering / SharedBuffers

This reverts commit 4833c2a.

Display fps and frame time in text_debug example

Document part of bevy_ecs::Commands

this allows fractional coordinates to work correctly

naming coherence for cameras

Assumes hexasphere will follow semver (I will try to make sure it does!)

Adds a new set_maximized method to allow users to maximize windows.

Add documentation for bevy::ecs::Query::removed

attempt to deal with rounding issue when creating the swap chain on high DPI displays

can spawn a scene from a ChildBuilder, or directly set its parent when spawning one

Break out Visible component from Draw

  • Don't panic when attempting to set shader defs from an asset that hasn't loaded yet (fixes a panic #1035)

Don't panic when attempting to set shader defs from an asset that hasn't loaded yet

add ability to load .dds, .tga, and .jpeg texture formats

Schedule V2

More informative error message on missing state

update Window's width & height methods to return f32

Improve usability of StateStage and cut down on "magic"

Added clang as an optional dependency to avoid frustration of running into compile error the first time you run a cargo build

run stretch's layout on physical coordinates to fix pixel alignment of the results

make it easier to override the default asset IO instance

set is_transparent to true by default for UI bundles

Co-authored-by: marius851000 [email protected]
Co-authored-by: Duncan [email protected]
Co-authored-by: Felipe Jorge [email protected]
Co-authored-by: bg [email protected]
Co-authored-by: Jay [email protected]
Co-authored-by: Nathan Stocks [email protected]
Co-authored-by: SvenTS [email protected]
Co-authored-by: Carter Anderson [email protected]
Co-authored-by: Tomasz Sterna [email protected]
Co-authored-by: Philip Degarmo [email protected]
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Amber Kowalski [email protected]
Co-authored-by: RiskLove [email protected]
Co-authored-by: heshuai [email protected]
Co-authored-by: rmsthebest [email protected]
Co-authored-by: Tony [email protected]
Co-authored-by: Nick [email protected]
Co-authored-by: Mariusz Kryński [email protected]
Co-authored-by: Jonathan Cornaz [email protected]
Co-authored-by: Lukas Orsvärn [email protected]
Co-authored-by: Joshua J. Bouw [email protected]
Co-authored-by: Toothbrush [email protected]
Co-authored-by: François [email protected]
Co-authored-by: Patrik Buhring [email protected]
Co-authored-by: Andre Kuehne [email protected]
Co-authored-by: memoryruins [email protected]
Co-authored-by: Robert Swain [email protected]
Co-authored-by: Michael Tang [email protected]
Co-authored-by: Nathan Jeffords [email protected]
Co-authored-by: Corey Farwell [email protected]
Co-authored-by: Al M [email protected]
Co-authored-by: thebluefish [email protected]
Co-authored-by: rod-salazar [email protected]
Co-authored-by: James R [email protected]
Co-authored-by: sapir [email protected]
Co-authored-by: Alec Deason [email protected]
Co-authored-by: Tiago Ferreira [email protected]
Co-authored-by: Agorgianitis Loukas [email protected]
Co-authored-by: Martin Lavoie [email protected]

* do not spend time drawing text with is_visible = false (#893)

do not draw text with is_visible = false

* 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.

* Fix duplicated chilren in Scene spawn (#904)

Fix duplicated chilren in Scene spawn

* avoid exclusive lock during `update_asset_storage` (#909)

avoid exclusive lock during `update_asset_storage`

Co-authored-by: Jay <[email protected]>

* Improve timer ergonomics. Add tests (#923)

* Improve ui depth system (#905)

* Add test for ui-z system

* Remove generic hierarchy runner and refactor ui z-system

* Remove different handling for childless nodes

Having an empty children list should be the same as having no child
component.

* Further simplify system after change

* Allow despawning of hierarchies in threadlocal systems (#908)

* Rename test components for easier understanding of failures

* Make recursive despawn public

This way, threadlocal systems can despawn hierarchies.

* Swap children before despawning

* wgpu: use mailbox instead of fifo for vsync (#920)

* Add set_cursor_position method to Window (#917)

* Create winit windows before app.initialize() (#916)

This is required so startup systems have access
to Windows and WinitWindows resources.

* Remove Changed from parent update system (#907)

System has to check for actual change of the value anyway. This way,
children inserted after postupdate get synced in the next frame and are
not lost.

* temporarily suppress new clipply lint (#929)

* Fix a deadlock that can occur when using scope() on ComputeTaskPool from within a system. (#892)

* Update shaderc requirement from 0.6.3 to 0.7.0 (#823)

Updates the requirements on [shaderc](https://github.com/google/shaderc-rs) to permit the latest version.
- [Release notes](https://github.com/google/shaderc-rs/releases)
- [Commits](google/shaderc-rs@v0.6.3...v0.7.0)

Signed-off-by: dependabot[bot] <[email protected]>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>

* Allow timers to be paused and encapsulate fields (#914)

Allow timers to be paused and encapsulate fields

* 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 <[email protected]>

* BugFix: Archetype grow with defferent size. (#930)

Co-authored-by: heshuai <[email protected]>

* When a task scope produces <= 1 task to run, run it on the calling thread immediately. (#932)

While generally speaking the calling thread would have picked up the task first anyways, I don't think it makes much sense usually to block the calling thread until another thread wakes and does the work.

* make the timer trigger (#935)

Co-authored-by: Tony <[email protected]>

* Bevy Reflection (#926)

Bevy Reflection

* removed redundant v_Normal in shader (#938)

* Refactor Time API and internals (#934)

Refactor Time API and internals

* store PipelineSpecialization.dynamic_bindings in HashSet (#936)

* Updated changelog (#942)

* Run parent-update and transform-propagation during the "post-startup" stage (instead of "startup") (#955)

* Propagate transforms during the POST_STARTUP start-up stage

* Update changelog

* additional vertex attribute value types (#946)

* Add removal_detection example (#945)

Co-authored-by: Carter Anderson <[email protected]>

* Fix `RenderResources` index slicing (#948)

* Change bevy_input::Touch API to match similar APIs (#952)

* Fix examples in bevy_reflect/README.md (#963)

* Update ahash requirement from 0.5.3 to 0.6.1 (#960)

Updates the requirements on [ahash](https://github.com/tkaitchuck/ahash) to permit the latest version.
- [Release notes](https://github.com/tkaitchuck/ahash/releases)
- [Commits](https://github.com/tkaitchuck/ahash/commits)

Signed-off-by: dependabot[bot] <[email protected]>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>

* switch winit size to logical to be dpi independent (#947)

* switch winit size to logical

* make scale factor available from bevy_window

* Update Hexasphere & Usage. (#965)

* Update glam requirement from 0.10.0 to 0.11.0 (#961)

Updates the requirements on [glam](https://github.com/bitshifter/glam-rs) to permit the latest version.
- [Release notes](https://github.com/bitshifter/glam-rs/releases)
- [Changelog](https://github.com/bitshifter/glam-rs/blob/master/CHANGELOG.md)
- [Commits](bitshifter/glam-rs@0.10.0...0.11.0)

Signed-off-by: dependabot[bot] <[email protected]>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>

* consolidate find-crate (#964)

* Test more areas of the codebase (#953)

Test more areas of the codebase

* Fix collision detection by calculating positive penetration depth. (#966)

* Rename reflect 'hash' method to 'reflect_hash' and `partial_eq` to `reflect_partial_eq` (#954)

* Rename reflect 'hash' method to 'reflect_hash' to avoid colliding with std::hash::Hash::hash to resolve #943.

* Rename partial_eq to reflect_partial_eq to avoid collisions with implementations of PartialEq on primitives.

* Renderer Optimization Round 1 (#958)

* only update global transforms when they (or their ancestors) have changed

* only update render resource nodes when they have changed (quality check plz)

* only update entity mesh specialization when mesh (or mesh component) has changed

* only update sprite size when changed

* remove stale bind groups

* fix setting size of loading sprites

* store unmatched render resource binding results

* reduce state changes

* cargo fmt + clippy

* remove cached "NoMatch" results when new bindings are added to RenderResourceBindings

* inline current_entity in world_builder

* try creating bind groups even when they havent changed

* render_resources_node: update all entities when resized

* fmt

* hidpi swap chains (#973)

hidpi swap chains

* Fixed Hexasphere versioning. (#974)

* Fix errors and panics to typical Rust conventions (#968)

Fix errors and panics to typical Rust conventions

* Add Archetype TypeInfo::type_name accessor (#980)

* Optimize Text rendering / SharedBuffers (#972)

optimize Text rendering / SharedBuffers

* Revert "Add Archetype TypeInfo::type_name accessor (#980)" (#982)

This reverts commit 4833c2a.

* fix changed meshes (#984)

* Add Archetype TypeInfo::type_name accessor (#985)

* Update examples readme (#983)

* Tracing chrome span names (#979)

* Update tracing-chrome to 0.3.0

* bevy_log: Add fields to span names for tracing-chrome

* Conditionally import tracing_subscriber modules based on feature

* Debug text example: render fps and frame time (#978)

Display fps and frame time in text_debug example

* Document part of bevy_ecs::Commands (#976)

Document part of bevy_ecs::Commands

* Change`TextureAtlasBuilder` into expected Builder conventions (#969)

* Change`TextureAtlasBuilder` into expected Builder conventions

* Store mouse cursor position in Window (#940)

* Set cursor updates (#993)

* update `Window::set_cursor_position` to take a `Vec2` instead of `i32`s

this allows fractional coordinates to work correctly

* optimize asset gpu data transfer (#987)

* naming coherence for cameras (#995)

naming coherence for cameras

* fix scene loading (#988)

* fix example bindings (#1001)

* account for "still loading" textures in RenderResourceNodes (#1000)

* Update Hexasphere to improve MSRV (#994)

Assumes hexasphere will follow semver (I will try to make sure it does!)

* Allow windows to maximized. (#1004)

Adds a new `set_maximized` method to allow users to maximize windows.

* Fix ci (#1024)

* fix format

* fix clippy

* used fixed nightly

* 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

* Add documentation for bevy::ecs::Query::removed (#950)

Add documentation for bevy::ecs::Query::removed

* Added WindowFocused event (#956)

* attempt to deal with rounding issue when creating the swap chain (#997)

attempt to deal with rounding issue when creating the swap chain on high DPI displays

* Ensure default material is loaded (#1016)

* only update components for entities in map (#1023)

* can spawn a scene from a ChildBuilder, or directly set its parent when spawning it (#1026)

can spawn a scene from a ChildBuilder, or directly set its parent when spawning one

* Use shaderc for aarch64-apple-darwin. (#1027)

* Break out Visible component from Draw (#1034)

Break out Visible component from Draw

* Don't panic when attempting to set shader defs from an asset that hasn't loaded yet (#1035)

Don't panic when attempting to set shader defs from an asset that hasn't loaded yet

* add ability to load `.dds`, `.tga`, and `.jpeg` texture formats (#1038)

add ability to load `.dds`, `.tga`, and `.jpeg` texture formats

* Just spawn one CameraUiBundle (not 4) (#1047)

* add .cargo/config.toml to .gitignore

* Schedule v2 (#1021)

Schedule V2

* Add support for Apple Silicon by upgrading winit. (#1043)

* fix contributors example (#1050)

* Fix hang on missing state update handler (#1051)

* More informative error message on missing stage (#1048)

More informative error message on missing state

* update `Window`'s `width` & `height` methods to return `f32` (#1033)

update `Window`'s `width` & `height` methods to return `f32`

* Improve usability of StateStage and cut down on "magic" (#1059)

Improve usability of StateStage and cut down on "magic"

* suppress wgpu warnings by default. they are generally unactionable and noisy (#1066)

* Update dependencies for Enable Fast Compiles (#1065)

Added clang as an optional dependency to avoid frustration of running into compile error the first time you run a cargo build

* run stretch's layout on physical coordinates to fix pixel alignment (#1061)

run stretch's layout on physical coordinates to fix pixel alignment of the results

* Adopt a Fetch pattern for SystemParams (#1074)

* add ability to provide custom a `AssetIo` implementation (#1037)

make it easier to override the default asset IO instance

* Fix example return_after_run (#1082)

* ignore error when setting global tracing subscriber

* ignore unfocus event on window closed previously

* update example to show how to disable LogPlugin

* set is_transparent to true by default for UI bundles (#1071)

set is_transparent to true by default for UI bundles

* fix multiple windows example (#1088)

* add with_enter_stage (and other variants) (#1091)

* update changelog (#1092)

* release 0.4.0 (#1093)

* Expose wgpu backend in WgpuOptions and allow it to be configured from the environment (#1042)

* Fix lock order to remove the chance of deadlock (#1121)

* Prevent double panic in the Drop of TaksPoolInner (#1064)

* make wgpu options public (#1133)

Co-authored-by: marius851000 <[email protected]>
Co-authored-by: Duncan <[email protected]>
Co-authored-by: Felipe Jorge <[email protected]>
Co-authored-by: bg <[email protected]>
Co-authored-by: Jay <[email protected]>
Co-authored-by: Nathan Stocks <[email protected]>
Co-authored-by: SvenTS <[email protected]>
Co-authored-by: Carter Anderson <[email protected]>
Co-authored-by: Tomasz Sterna <[email protected]>
Co-authored-by: Philip Degarmo <[email protected]>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Amber Kowalski <[email protected]>
Co-authored-by: RiskLove <[email protected]>
Co-authored-by: heshuai <[email protected]>
Co-authored-by: rmsthebest <[email protected]>
Co-authored-by: Tony <[email protected]>
Co-authored-by: Nick <[email protected]>
Co-authored-by: Mariusz Kryński <[email protected]>
Co-authored-by: Jonathan Cornaz <[email protected]>
Co-authored-by: Lukas Orsvärn <[email protected]>
Co-authored-by: Joshua J. Bouw <[email protected]>
Co-authored-by: Toothbrush <[email protected]>
Co-authored-by: François <[email protected]>
Co-authored-by: Patrik Buhring <[email protected]>
Co-authored-by: Andre Kuehne <[email protected]>
Co-authored-by: memoryruins <[email protected]>
Co-authored-by: Robert Swain <[email protected]>
Co-authored-by: Michael Tang <[email protected]>
Co-authored-by: Nathan Jeffords <[email protected]>
Co-authored-by: Corey Farwell <[email protected]>
Co-authored-by: Al M <[email protected]>
Co-authored-by: thebluefish <[email protected]>
Co-authored-by: rod-salazar <[email protected]>
Co-authored-by: James R <[email protected]>
Co-authored-by: sapir <[email protected]>
Co-authored-by: Alec Deason <[email protected]>
Co-authored-by: Tiago Ferreira <[email protected]>
Co-authored-by: Agorgianitis Loukas <[email protected]>
Co-authored-by: Martin Lavoie <[email protected]>
@fopsdev fopsdev closed this Jan 24, 2021
@fopsdev
Copy link
Author

fopsdev commented Jan 24, 2021

stupid base-head thing... i alway confuse it using the github web method...wanted to create a pr in my local fork

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Reflect::hash collides with Hash::hash
1 participant