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A refreshingly simple data-driven game engine built in Rust

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# Objective - Prevent the case where a hook/observer is triggered but the source entity/component no longer exists ## Solution - Re-order command application such that all hooks/observers that are...

A-ECS
C-Usability
D-Complex
X-Contentious
D-Unsafe
S-Waiting-on-Author

# Objective With #13245 merged ui tests no longer specify dependency versions. ## Solution Revert the change to `release.yml` made in #12810 as it's no longer required. ## Testing -...

C-Docs
D-Trivial
A-Build-System
X-Uncontroversial

# Objective - Compare screenshots for a few examples between PRs and main ## Solution - Send screenshots taken to a screenshot comparison service - Not completely sure every thing...

A-Build-System
C-Testing

## What problem does this solve or what need does it fill? It is sometimes useful to manually unload assets, without having to track down and drop every existing handle....

D-Trivial
A-Assets
C-Usability

# Objective - currently if an asset loader panics, the asset is left in a perpetual `Loading` state. this can occur with external crates (eg the `image` crate panics on...

A-Assets
C-Usability
X-Contentious
D-Modest

The underlying allocation algorithm is [`offset-allocator`], which is a port of [Sebastian Aaltonen's `OffsetAllocator`]. It's a fast, simple hard real time allocator in the two-level segregated fit family. Allocations are...

A-Rendering
C-Performance
X-Uncontroversial

It's be great if the various doc pages had links to the corresponding source like the rapier docs (https://docs.rs/rapier2d/latest/rapier2d/) I'm not sure what work would be involved with that, but...

C-Docs
A-Build-System

# Objective Fixes #13246.

C-Enhancement
D-Trivial
A-Reflection
A-Time
X-Uncontroversial

# Objective - Add GizmoBuilders for some primitives as discussed in #13233 ## Solution - `gizmos.primitive_2d(CIRCLE)` and `gizmos.primitive_2d(ELLIPSE)` now return `Ellipse2dBuilder` aswell. - `gizmos.primitive_3d(SPHERE)` and `gizmos.sphere()` now return the same...

C-Enhancement
C-Breaking-Change
A-Gizmos
S-Needs-Review

# Objective Optimize vertex prepass shader maybe? Make it consistent with the base vertex shader ## Solution `mesh_position_local_to_clip` just calls `mesh_position_local_to_world` and then `position_world_to_clip` since `out.world_position` is getting calculated anyway...

A-Rendering
C-Performance
X-Uncontroversial
D-Straightforward