Lynn
Lynn
# Objective - Fixes #11765 ## Solution - Changed the current implementations to use `ResMut` instead of `Mut` --- ## Changelog - In `World`: `resource_mut`, `get_resource_mut`, `get_resource_or_insert_with` now return `ResMut`...
# Objective - Fixes #11695 ## Solution - Added `delta: Option` to `bevy_window::CursorMoved`. `delta` is an `Option` because the `CursorMoved` event does get fired when the cursor was outside the...
# Objective - Fixes the ramp related parts of #11786 - Edit: This should probably be tracked in #10572 ## Solution - Added `Ramp` to `bevy_math` and implemented traits for...
## What problem does this solve or what need does it fill? The [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md#2d-and-3d) mentions a few primitive shapes like `Wedge` or `Cone` that are not included in `bevy_math::primitives` or...
# Objective - Implement rounded cuboids and rectangles, suggestion of #9400 ## Solution - Added `Gizmos::rounded_cuboid`, `Gizmos::rounded_rect` and `Gizmos::rounded_rect_2d`. - All of these return builders that allow configuring of the...
# 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...
# Objective - Fixes #12201 ## Solution - Adds `color_conversion.wgsl` containing methods for converting between all `bevy_color` color types in shader code. - Please note that this shader is contained...
# Objective - Fixes #13412 ## Solution - Renamed `segments` in `bevy_gizmos` to `resolution` and adjusted examples
## What problem does this solve or what need does it fill? Currently `gizmos.primitive_2d()` and `gizmos.primitive_3d()` require a parameter of type `P: PrimitiveNd`. Passing `&my_primitive` is not allowed. This is...
# Objective - Fixes scaling normals and tangents of meshes ## Solution - When scaling a mesh by `Vec3::new(1., 1., -1.)`, the normals should be flipped along the Z-axis. For...