bevy
bevy copied to clipboard
A refreshingly simple data-driven game engine built in Rust
Note for release notes: this PR is co-authored with @Weibye
# Objective - https://github.com/bevyengine/rfcs/pull/41 ## TODO This is a WIP. - [x] Figure out how to call the new crate and how it interacts with the name of the existing...
This should probably be done in a future PR just to not let this one grow too much, but doing this for TextStyle should probably be done too. _Originally posted...
## What problem does this solve or what need does it fill? Declaring a `TextStyle` whenever you create a `Text` node is annoying because you _need_ an asset_server to load...
# Objective - I wanted to have controls independent from keyboard layout and found that bevy doesn't have a proper implementation for that ## Solution - I created a `ScanCode`...
# Objective Trying to compile Bevy on Rust 1.61 or below causes compile errors because `deriving 'Default' on enums is experimental`, which is confusing to users who don't realize that...
# Objective - Because spans are 🔥 ## Solution - Move some spans to debug to reduce the default volume of spans created - Span reduction is enough to change...
# Objective - `Query` docs need a refresh and they look quite inconsistent. - `WorldQuery` docs had some info about the derive macro that should not belong there. - Closes...
As part of our UI overhaul (#254), we should be sure that we can comfortably produce both common and complex user interfaces. For the most part, these should be mocked...
# Objective - Improve example on how to use the `SceneBundle` to iterate on entities in the scene instance spawned ## Solution - Use the scene instance and `iter_instance_entities` -...