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Merge remote-tracking branch 'upstream/main' into par-iter
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JoJoJet committed Jul 23, 2023
2 parents ddf2dfd + 5b0e6a5 commit 8654c46
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684 changes: 683 additions & 1 deletion CHANGELOG.md

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13 changes: 10 additions & 3 deletions CREDITS.md
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Expand Up @@ -21,8 +21,15 @@
* Ground tile from [Kenney's Tower Defense Kit](https://www.kenney.nl/assets/tower-defense-kit) (CC0 1.0 Universal)
* Game icons from [Kenney's Game Icons](https://www.kenney.nl/assets/game-icons) (CC0 1.0 Universal)
* Space ships from [Kenny's Simple Space Kit](https://www.kenney.nl/assets/simple-space) (CC0 1.0 Universal)
* glTF animated fox from [glTF Sample Models](https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Fox)
* Low poly fox [by PixelMannen](https://opengameart.org/content/fox-and-shiba) (CC0 1.0 Universal)
* Rigging and animation [by @tomkranis on Sketchfab](https://sketchfab.com/models/371dea88d7e04a76af5763f2a36866bc) ([CC-BY 4.0](https://creativecommons.org/licenses/by/4.0/))
* glTF animated fox from [glTF Sample Models][fox]
* Low poly fox [by PixelMannen] (CC0 1.0 Universal)
* Rigging and animation [by @tomkranis on Sketchfab] ([CC-BY 4.0])
* FiraMono by The Mozilla Foundation and Telefonica S.A (SIL Open Font License, Version 1.1: assets/fonts/FiraMono-LICENSE)
* Barycentric from [mk_bary_gltf](https://github.com/komadori/mk_bary_gltf) (MIT OR Apache-2.0)
* `MorphStressTest.gltf`, [MorphStressTest] ([CC-BY 4.0] by Analytical Graphics, Inc, Model and textures by Ed Mackey)

[MorphStressTest]: https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/MorphStressTest
[fox]: https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Fox
[by PixelMannen]: https://opengameart.org/content/fox-and-shiba
[by @tomkranis on Sketchfab]: https://sketchfab.com/models/371dea88d7e04a76af5763f2a36866bc
[CC-BY 4.0]: https://creativecommons.org/licenses/by/4.0/
70 changes: 65 additions & 5 deletions Cargo.toml
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@@ -1,6 +1,6 @@
[package]
name = "bevy"
version = "0.11.0-dev"
version = "0.12.0-dev"
edition = "2021"
categories = ["game-engines", "graphics", "gui", "rendering"]
description = "A refreshingly simple data-driven game engine and app framework"
Expand Down Expand Up @@ -44,6 +44,7 @@ default = [
"bevy_sprite",
"bevy_text",
"bevy_ui",
"multi-threaded",
"png",
"hdr",
"ktx2",
Expand Down Expand Up @@ -95,7 +96,7 @@ bevy_scene = ["bevy_internal/bevy_scene", "bevy_asset"]
bevy_sprite = ["bevy_internal/bevy_sprite", "bevy_render", "bevy_core_pipeline"]

# Provides text functionality
bevy_text = ["bevy_internal/bevy_text"]
bevy_text = ["bevy_internal/bevy_text", "bevy_asset", "bevy_sprite"]

# A custom ECS-driven UI framework
bevy_ui = ["bevy_internal/bevy_ui", "bevy_core_pipeline", "bevy_text", "bevy_sprite"]
Expand Down Expand Up @@ -199,6 +200,9 @@ filesystem_watcher = ["bevy_internal/filesystem_watcher"]
# Enable serialization support through serde
serialize = ["bevy_internal/serialize"]

# Enables multithreaded parallelism in the engine. Disabling it forces all engine tasks to run on a single thread.
multi-threaded = ["bevy_internal/multi-threaded"]

# Wayland display server support
wayland = ["bevy_internal/wayland"]

Expand Down Expand Up @@ -245,8 +249,8 @@ shader_format_spirv = ["bevy_internal/shader_format_spirv"]
webgl2 = ["bevy_internal/webgl"]

[dependencies]
bevy_dylib = { path = "crates/bevy_dylib", version = "0.11.0-dev", default-features = false, optional = true }
bevy_internal = { path = "crates/bevy_internal", version = "0.11.0-dev", default-features = false }
bevy_dylib = { path = "crates/bevy_dylib", version = "0.12.0-dev", default-features = false, optional = true }
bevy_internal = { path = "crates/bevy_internal", version = "0.12.0-dev", default-features = false }

[dev-dependencies]
anyhow = "1.0.4"
Expand Down Expand Up @@ -447,6 +451,16 @@ description = "A scene showcasing the built-in 3D shapes"
category = "3D Rendering"
wasm = true

[[example]]
name = "generate_custom_mesh"
path = "examples/3d/generate_custom_mesh.rs"

[package.metadata.example.generate_custom_mesh]
name = "Generate Custom Mesh"
description = "Simple showcase of how to generate a custom mesh with a custom texture"
category = "3D Rendering"
wasm = true

[[example]]
name = "anti_aliasing"
path = "examples/3d/anti_aliasing.rs"
Expand Down Expand Up @@ -517,6 +531,16 @@ description = "Create a custom material to draw 3d lines"
category = "3D Rendering"
wasm = true

[[example]]
name = "ssao"
path = "examples/3d/ssao.rs"

[package.metadata.example.ssao]
name = "Screen Space Ambient Occlusion"
description = "A scene showcasing screen space ambient occlusion"
category = "3D Rendering"
wasm = false

[[example]]
name = "spotlight"
path = "examples/3d/spotlight.rs"
Expand Down Expand Up @@ -550,7 +574,6 @@ wasm = true
[[example]]
name = "tonemapping"
path = "examples/3d/tonemapping.rs"
required-features = ["ktx2", "zstd"]

[package.metadata.example.tonemapping]
name = "Tonemapping"
Expand Down Expand Up @@ -736,6 +759,16 @@ description = "Plays an animation from a skinned glTF"
category = "Animation"
wasm = true

[[example]]
name = "morph_targets"
path = "examples/animation/morph_targets.rs"

[package.metadata.example.morph_targets]
name = "Morph Targets"
description = "Plays an animation from a glTF file with meshes with morph targets"
category = "Animation"
wasm = true

[[example]]
name = "animated_transform"
path = "examples/animation/animated_transform.rs"
Expand Down Expand Up @@ -1782,6 +1815,16 @@ description = "Illustrates creating and updating a button"
category = "UI (User Interface)"
wasm = true

[[example]]
name = "display_and_visibility"
path = "examples/ui/display_and_visibility.rs"

[package.metadata.example.display_and_visibility]
name = "Display and Visibility"
description = "Demonstrates how Display and Visibility work in the UI."
category = "UI (User Interface)"
wasm = true

[[example]]
name = "window_fallthrough"
path = "examples/ui/window_fallthrough.rs"
Expand Down Expand Up @@ -1933,6 +1976,16 @@ description = "Illustrates how to scale the UI"
category = "UI (User Interface)"
wasm = true

[[example]]
name = "ui_texture_atlas"
path = "examples/ui/ui_texture_atlas.rs"

[package.metadata.example.ui_texture_atlas]
name = "UI Texture Atlas"
description = "Illustrates how to use TextureAtlases in UI"
category = "UI (User Interface)"
wasm = true

[[example]]
name = "viewport_debug"
path = "examples/ui/viewport_debug.rs"
Expand Down Expand Up @@ -2032,6 +2085,13 @@ hidden = true
name = "window_resizing"
path = "examples/window/window_resizing.rs"

[[example]]
name = "fallback_image"
path = "examples/shader/fallback_image.rs"

[package.metadata.example.fallback_image]
hidden = true

[package.metadata.example.window_resizing]
name = "Window Resizing"
description = "Demonstrates resizing and responding to resizing a window"
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -87,7 +87,7 @@ Bevy can be built just fine using default configuration on stable Rust. However

Bevy is only possible because of the hard work put into these foundational technologies:

* [wgpu](https://wgpu.rs/): modern / low-level / cross-platform graphics library inspired by Vulkan
* [wgpu](https://wgpu.rs/): modern / low-level / cross-platform graphics library based on the [WebGPU](https://gpuweb.github.io/gpuweb/) API.
* [glam-rs](https://github.com/bitshifter/glam-rs): a simple and fast 3D math library for games and graphics
* [winit](https://github.com/rust-windowing/winit): cross-platform window creation and management in Rust

Expand Down
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