It would be nice to also mention the new type path for States
:
// 0.13
bevy::ecs::schedule::{NextState, OnEnter, OnExit, OnTransition, State, States}
// 0.14
bevy::state::state::{NextState, OnEnter, OnExit, OnTransition, State, States}
It would be nice to also mention the new type path for States
:
// 0.13
bevy::ecs::schedule::{NextState, OnEnter, OnExit, OnTransition, State, States}
// 0.14
bevy::state::state::{NextState, OnEnter, OnExit, OnTransition, State, States}
//! Renders a lot of `Text2dBundle`s and adds `Aabb`s so they get automatically culled when out of view. | |
use bevy::{ | |
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}, | |
math::Vec3A, | |
prelude::*, | |
render::primitives::Aabb, | |
text::TextLayoutInfo, | |
}; |
def filter(cond): map(select(cond)); | |
.[] | [ | |
.number, | |
(.reviews | filter(.state=="APPROVED") | unique_by(.author.login) | length), | |
(.labels | any(.name == "S-Ready-For-Final-Review" or .name == "S-Blocked" or .name == "S-Needs-Benchmarking" or .name == "S-Needs-Design" or .name == "S-Adopt-Me" or .name == "S-Needs-RFC" ) | not) | |
] | select((.[1] >= 2) and .[2]) | ("<a href=\"https://github.com/bevyengine/bevy/pull/" + (.[0] | tostring) + "\">" + (.[0] | tostring) + "</a><br/>") |
//! This example demonstrates the built-in 3d shapes in Bevy. | |
//! The scene includes a patterned texture and a rotation for visualizing the normals and UVs. | |
use std::f32::consts::PI; | |
use bevy::{ | |
input::common_conditions::input_just_pressed, | |
pbr::wireframe::{Wireframe, WireframePlugin}, | |
prelude::*, | |
render::{ |
use bevy::{ | |
prelude::*, | |
render::{ | |
mesh::VertexAttributeValues, | |
texture::{ImageAddressMode, ImageLoaderSettings, ImageSampler, ImageSamplerDescriptor}, | |
}, | |
sprite::MaterialMesh2dBundle, | |
}; | |
fn main() { |
// This sort of thing will be built into Bevy in version 0.14 by meshing the new `Annulus` primitive. | |
pub fn hollow_circle(inner_radius: f32, thickness: f32, sides: usize) -> Mesh { | |
let outer_radius = inner_radius + thickness; | |
debug_assert!(sides > 2, "hollow_circle requires at least 3 sides."); | |
let vertices = sides * 2; | |
let mut positions = Vec::with_capacity(vertices); |
use bevy::{prelude::*, scene::SceneInstance}; | |
#[derive(Component)] | |
struct RedFox; | |
#[derive(Component)] | |
struct Decorated; | |
#[derive(Resource)] | |
struct RedMaterial(Handle<StandardMaterial>); |
diff --git a/crates/bevy_winit/src/lib.rs b/crates/bevy_winit/src/lib.rs | |
index 8c79494de..7bd737744 100644 | |
--- a/crates/bevy_winit/src/lib.rs | |
+++ b/crates/bevy_winit/src/lib.rs | |
@@ -47,6 +47,9 @@ use bevy_window::{ | |
#[cfg(target_os = "android")] | |
pub use winit::platform::android::activity::AndroidApp; | |
+#[cfg(target_os = "macos")] | |
+use winit::platform::macos::EventLoopBuilderExtMacOS; |
diff --git a/src/render/shaders/tilemap_fragment.wgsl b/src/render/shaders/tilemap_fragment.wgsl | |
index be535aa..e515117 100644 | |
--- a/src/render/shaders/tilemap_fragment.wgsl | |
+++ b/src/render/shaders/tilemap_fragment.wgsl | |
@@ -1,15 +1,9 @@ | |
+#import bevy_ecs_tilemap::vertex_output MeshVertexOutput | |
+#import bevy_ecs_tilemap::common tilemap_data | |
#import bevy_ecs_tilemap::common sprite_texture, sprite_sampler | |
-struct VertexOutput { |
diff --git a/examples/cyberpunk.rs b/examples/cyberpunk.rs | |
index 1d27172..45ff7eb 100644 | |
--- a/examples/cyberpunk.rs | |
+++ b/examples/cyberpunk.rs | |
@@ -1,9 +1,11 @@ | |
use bevy::prelude::*; | |
use bevy_parallax::{ | |
- LayerData, LayerSpeed, ParallaxCameraComponent, ParallaxMoveEvent, ParallaxPlugin, | |
- ParallaxResource, | |
+ LayerComponent, LayerData, LayerSpeed, ParallaxCameraComponent, ParallaxMoveEvent, |