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News: Release 0.12 #754
News: Release 0.12 #754
Conversation
I can take "Ignore Component and Resource Ambiguities" |
IMO, bevyengine/bevy#9630 and bevyengine/bevy#8854 don't really need sections dedicated to them, whereas bevyengine/bevy#8526 and bevyengine/bevy#9497 probably should have sections (the latter was a major optimization for one of our slowest systems, which reduced the total frame time by 16% in one scene). I'd like to write the sections for these, but I won't claim them yet as I can't promise I'll get them done in time. |
bevyengine/bevy#9882 was just addressing a regression introduced earlier in the cycle; probably don't need to mention it. |
I think it would be cool if the PR to make it so bevy_openxr crate can work would be of note, simply because now bevy can support vr games? I am not interested in claiming this though, just bringing it up in case it IS of enough general interest. I have a twitter video I can turn into a gif or a short clip so you can embed as well, of bevy vr functioning. |
I can take all the wireframe stuff and I'll make a single entry for all of it. |
Assuming we can get them merged in time, transmission and TAA improvements should get a section. As of now I'm not committing to writing any sections due to lack of time sadly :/, but we'll see what happens as we get closer to next weekend. |
I'll take the animation player update 👍 |
I can take all the batching/instancing and render optimisation stuff. I’ll try to weave a story. :) |
i'm happy to take up the |
I saw that bevyengine/bevy#9154 does not work on docs.rs. As it works locally I'm gonna try and repro and fix before the next release. If that works out I'm happy to write something about it! Otherwise let's keep quiet about it for now ;) Tracking issue on the rust side: rust-lang/docs.rs#2305 |
@cart I'm afraid you've tagged the wrong Rob Swain. |
I can take the one shot systems part, but I feel like it should probably go together with the Of course I don't know how @Zeenobit feels about that. |
@Trashtalk217 I agree. I think the features are closely related. I have no issues with you taking over. |
Hi, can I take the |
Oops sorry! @superdump I tried using your discord username here 😅 |
@JoJoJet I added the two sections. I left the parallelism ergonomics thing in because people love their ECS ergonomics. We can cut it later if it feels like we have too much noise.
@MalekiRe was that bevyengine/bevy#8042?
Agreed. I'll add things as they get merged.
@superdump would that include things like GpuArrayBuffer / reorder render sets / etc? Slightly more specific would be helpful so we don't step on each others' toes.
@killercup ah good call. Thanks!
@Trashtalk217 makes sense!
@IDEDARY sure! |
@cart no it was bevyengine/bevy#9925 |
@MalekiRe gotcha that makes sense. Added! If you could prepare a video clip of it working (mp4 format preferred) that would be much appreciated. |
I can take Android Suspend / Resume, and CI/Web examples improvements |
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Happy to write something short about bevyengine/bevy#9800 / spatial audio. |
We generally still cover relevant patch release content in the next major release blog as it hasn't been publicly covered yet (has only happened once I think). However the fact that it is largely invisible to users is a good point. We can cut it. |
I will claim:
|
IMO insert+remove reflect commands are important. I often saw it as a feature request. If @NoahShomette is willing to write a section I think it should be included. |
Yep, I'm more than happy to write it up! |
I'll claim "Limit Game Update Rate When Not Visible". Might be more digestible as "Limit Background FPS"? |
FWIW, I will be pretty busy this week, and can't promise I will have the time. I will know probably on 19th or 20th if I have time to do anything towards "Unify |
I'll take a crack at writing it today :) |
I’d love to see:
|
last minute UI Material bevyengine/bevy#9506 should be in the blog post |
Co-authored-by: Rob Parrett <robparrett@gmail.com>
I think it would be helpful to clarify if One Shot systems ( |
I think this belongs in the docs, not this post. But yeah, there's no reference counting or anything. |
How this works
(This contains sections as of bevyengine/bevy@a042924 ... still plenty of open things to merge!)
For the Bevy 0.12 release blog post, other people (besides me) can write blog post sections. Specifically, if you worked on a feature in a substantial way and are interested in presenting it, you can now ask to claim a section by leaving a comment in this PR. If you claim a section, submit a pull request to the
release-0.12.0
branch in this repo. For the next week, we will be filling in sections (the release target is Friday October 20th or Saturday October 21st). Please don't claim a section if you don't plan on completing it within that timeline. Also don't claim a section if you weren't an active participant in the design and implementation of the change (unless you are a Maintainer or SME).I will claim any unclaimed sections.
Try to match the style of previous release blog posts as much as possible.
Use Bevy's Dev Docs to create links to symbols in your code:
When we publish the next release, we will update these links with their
docs.rs
equivalent.Headliners
Headliners are our "big ticket high importance / high profile" changes. They are listed briefly at the beginning of the blog post, their entries are roughly sorted "to the top", and they are given priority when it comes to "space in the blog post". If you think we missed something (or didn't prioritize something appropriately), let us know.
Sections
These are the sections we will cover in the blog post. If a section has been claimed, it will have
(claimed by X)
in the title. If it is unclaimed it will have(unclaimed)
in the title. Let us know if we missed a section. We don't cover every feature, but we should cover pretty much everything that would be interesting to users. Note that what is interesting or challenging to implement is not necessarily something that is relevant to our blog post readers. And sometimes the reverse is true!If you believe a section should be split up or reorganized, just bring it up here and we can discuss it.
RunSystem
EntityMut
IntoSystemSetConfig
withIntoSystemSetConfigs
Material
for wireframesGamepadButtonInput
eventTypePath
part 2many_buttons
enhancementsReflectBundle
SceneInstanceReady
WinitPlugin
defaults to limit game update rate when window is not visiblesystem.map(...)
for transforming the output of a systemComputedVisibility
into two components to allow for accurate change detection and speed up visibility propagationFixedTime
andTime
(claimed by @maniwani)ImageSamplerDescriptor
as an image loader setting bevy#9982Potential Sections
These are worth considering if we have time and space, but probably shouldn't take priority over the sections above. Very negotiable though this isn't an exact science!
TypePath
ParsedPath
can be passed to GetPathVal
evaluate
toresolve
and implement viewport variant supportimpl From<String>
andFrom<&str>
forTextSection
Display::Grid
Query
EntityCommand
Implementation forFnOnce
Schedule