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News: Release 0.11 (wrong branch ... see #657) #656
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I'll claim the improved render graph api |
I can take SSAO, TAA, and Skybox support. For things like morph targets and parallax mapping, we should make sure to call out what parts of the prepass (depth, normal, motion vectors) they currently support. Iirc morph targets lack MVs and cannot be used with TAA, and parallax mapping lacks both MV and depth and cannot be used with TAA or SSAO. The authors of those PRs will need to double check that, though, I could easily be wrong. I don't think mip bias is particularly interesting or deserves a blog section. |
I will take Parallax mapping and Morph targets. If @johanhelsing doesn't take the controller rumble segment, I'll glad to write a bit. |
Should I make the PR against |
I would add the UI performance improvements should include an emphasis on the huge number of layout bug fixes as well. |
I'll be somewhat removed from computers for a while, so feel free to take it, @nicopap |
Yup agreed. Its worth calling out "feature asterisks" and next steps generally, but definitely for these cases where that information isn't necessary clear at runtime / its hidden away in our documentation.
Yeah thats fair. Maybe just an offhand one liner mention in how it relates to TAA quality in the TAA section? But I'm also down to just skip it full stop.
Oops nice catch. Definitely worth moving this effort to
Imo headliners aren't about "approachability". They're for the "most exciting" / attractive features of the release that will immediately get people excited. They are presented immediately at the top of the blog post (and in social media like twitter). "Slightly better niche-use-case query filter" is not a headliner from my perspective. However the
"Improved layout system quality" feels separate from "UI performance improvements". Covering both in the UI perf section seems like it would muddle the messaging. I do agree that it deserves coverage. I tried to do that with the "Improved Text Wrapping" section, as most of the layout quality/bugfix work (to my knowledge) was focused in that area. |
Just added a |
Closing in favor of #657 which uses the |
How this works
(This contains sections as of bevyengine/bevy@10f5c92)
For the Bevy 0.11 release blog post, I'm opening the doors to other people writing 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-0.11.0
branch in this repo. For the next week, we will be filling in sections (the release target is Friday July 7th or Saturday July 8th). 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.
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.
WebGPU Support (unclaimed)
Improved Shader Imports (unclaimed)
Morph Targets (claimed by @nicopap)
Screen Space Ambient Occlusion (SSAO) (claimed by @JMS55)
Temporal Antialiasing (TAA) (claimed by @JMS55)
Parallax Mapping (claimed by @nicopap)
Immediate Mode Line/Gizmo Drawing (unclaimed)
bevy_polyline
arc_2d
function for gizmosSkybox (claimed by @JMS55)
Robust Contrast Adaptive Sharpening (unclaimed)
Screenshot API (unclaimed)
Mipmap Texture Biases (unclaimed)
RenderTarget::TextureView (unclaimed)
RenderTarget::TextureView
Simpler RenderGraph Construction (claimed by @IceSentry)
Schedule-First (claimed by @cart)
run_if
for Tuples of Systems (unclaimed)run_if
forSystemConfigs
via anonymous system setsEntityRef Queries (unclaimed)
Implement WorldQuery for EntityRef
Add OnTransition schedule that is ran between OnExit and OnEnter
Remove OnUpdate system set
Has Queries (unclaimed)
Renamed Command Application (unclaimed)
Derive Event (unclaimed)
#[derive(Event)]
on all EventsUI Node Borders (unclaimed)
CSS Grid Support (unclaimed)
bevy_ui
Default Font (unclaimed)
Improved Text Wrapping (unclaimed)
text_system
splitNoWrap
Text
featureUI Texture Atlas Support (unclaimed)
Faster UI Render Batching (unclaimed)
Delayed Asset Hot Reloading (unclaimed)
Custom glTF Vertex Attributes (unclaimed)
Stable TypePath (unclaimed)
Better Proxies (unclaimed)
Reflect Implies FromReflect (unclaimed)
No More Bors (unclaimed)
New CI Jobs (unclaimed)
New Examples (unclaimed)
overflow_debug
exampleLineBreakOn
exampleDeref Derive Attribute (unclaimed)
#[deref]
attributeGlobal Audio Volume (unclaimed)
Resource Support in Scenes (unclaimed)
Gamepad Rumble Support (claimed by @nicopap)
Potential 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!
A-Diagnostics
A-App
add_plugins
, deprecateadd_plugin
A-Reflect
#[reflect(default)]
on enum variant fieldsA-Rendering
vertex_count
for indexed meshes onGpuMesh
WebP
image format supportMAY_DISCARD
shader def, enabling early depth tests for most casesAabb
calculation forSprite
,TextureAtlasSprite
andMesh2d
A-Windowing
A-UI
UiImage
helper functionsStyle
properties that useSize
+ removeSize
Overflow
by axisMeasureFunc
improvementsChildren
A-ECS
&World
#[system_param(ignore)]
and#[world_query(ignore)]
unnecessary#[system_param(ignore)]
and#[world_query(ignore)]
WorldQuery
macro to tuple structsDeref
forState<S>
scope
API for world schedulesany_component_removed
conditionUnsafeWorldCell
to increase code quality forSystemParam
UnsafeWorldCell
UnsafeWorldCell
Condition
trait generictrack_caller
attribute on panicking entity accessor methodsScenes