Taking over #bevymergetrain for this week!
8 PRs are ready, once those that are for the 0.16 milestone are excluded
https://github.com/bevyengine/bevy/pulls?q=is%3Aopen+is%3Apr+label%3AS-Ready-For-Final-Review+-label%3AS-Controversial+-label%3AS-Blocked+-label%3AS-Adopt-Me
=> More informations about this toot | More toots from FrancoisMockers@hachyderm.io
Adding helpers to control what happens when threads are spawned or destroyed from the Bevy various task pools. It's been stitting for a while but recently got enough attentions to be approved, let's merge it!
=> More informations about this toot | More toots from FrancoisMockers@hachyderm.io
Next is adding some controls over the deserialization process on reflect objects. The use case is to be able to trigger loading assets when deserializing a scene by intercepting the deserialization of handles. Merging.
=> More informations about this toot | More toots from FrancoisMockers@hachyderm.io
A missed function in all the variants we have to access components, safely or not, by type or by id. Merging.
=> More informations about this toot | More toots from FrancoisMockers@hachyderm.io
Adding glam function helpers to create Vec2
, Vec3
and friends. I often use them and had to import them myself, not anymore! Merging.
=> More informations about this toot | More toots from FrancoisMockers@hachyderm.io
Cleaning up the CI configuration, one of the variables used to identify the github cache to use was never defined. Better to remove it and avoid the warning! Merging.
=> More informations about this toot | More toots from FrancoisMockers@hachyderm.io
Better git configuration to ignore all the rust target folders we have, even those outside of the workspace. Merging.
=> More informations about this toot | More toots from FrancoisMockers@hachyderm.io
Adding a missing imports that you would notice only when compiling under some specific configurations. It's not really possible to check all the possible combinations, but always nice to fix those reported! Merging.
=> More informations about this toot | More toots from FrancoisMockers@hachyderm.io
It seems we were a bit overzealous when checking which mesh is affected by lights, and recomputing it for every view even though that doesn't change. Comes with a new stress test, and more than double the speed on this new stress test with reduced memory consumption, nice! Merging.
=> More informations about this toot | More toots from FrancoisMockers@hachyderm.io This content has been proxied by September (3851b).Proxy Information
text/gemini