SIGN IN SIGN UP
bevyengine / bevy UNCLAIMED

A refreshingly simple data-driven game engine built in Rust

0 0 0 Rust

TAGS

20 tags
v0.14.0

Release 0.14.0 version bump (#14126) # Objective - Bump the version before the release - This should not be merged until ready for the release to have prettier git history and tags

v0.14.0-rc.4

Release Candidate 0.14.0-rc.4

v0.14.0-rc.3

Release Candidate 0.14.0-rc.3

v0.14.0-rc.2

Release Candidate 0.14.0-rc.2

v0.14.0-rc.1

Allow mix of hdr and non-hdr cameras to same render target (#13419) Changes: - Track whether an output texture has been written to yet and only clear it on the first write. - Use `ClearColorConfig` on `CameraOutputMode` instead of a raw `LoadOp`. - Track whether a output texture has been seen when specializing the upscaling pipeline and use alpha blending for extra cameras rendering to that texture that do not specify an explicit blend mode. Fixes #6754 ## Testing Tested against provided test case in issue: ![image](https://github.com/bevyengine/bevy/assets/10366310/d066f069-87fb-4249-a4d9-b6cb1751971b) --- ## Changelog - Allow cameras rendering to the same output texture with mixed hdr to work correctly. ## Migration Guide - - Change `CameraOutputMode` to use `ClearColorConfig` instead of `LoadOp`.

v0.13.0

Release 0.13.0 (#11920) Bump Bevy crates to 0.13.0 in preparation for release. (Note that we accidentally skipped the `0.13.0-dev` step this cycle)

v0.12.0

Release 0.12 (#10362) Preparing next release This PR has been auto-generated --------- Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: François <mockersf@gmail.com>

v0.11.2

Fix `Window::set_cursor_position` (#9456) # Objective Fixes #9455 This change has probably been forgotten in https://github.com/bevyengine/bevy/pull/8306. ## Solution Remove the inversion of the Y axis when propagates window change back to winit.

v0.11.1

allow asset loader pre-registration (#9429) # Objective - When loading gltf files during app creation (for example using a FromWorld impl and adding that as a resource), no loader was found. - As the gltf loader can load compressed formats, it needs to know what the GPU supports so it's not available at app creation time. ## Solution alternative to #9426 - add functionality to preregister the loader. loading assets with matching extensions will block until a real loader is registered. - preregister "gltf" and "glb". - prereigster image formats. the way this is set up, if a set of extensions are all registered with a single preregistration call, then later a loader is added that matches some of the extensions, assets using the remaining extensions will then fail. i think that should work well for image formats that we don't know are supported until later.