Unrequire VisibilityClass
from Node
(#17918)
# Objective The UI doesn't use `ViewVisibility` so it doesn't do anything. ## Solution Remove it.
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@ -129,7 +129,7 @@ impl InheritedVisibility {
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/// A bucket into which we group entities for the purposes of visibility.
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/// A bucket into which we group entities for the purposes of visibility.
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///
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///
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/// Bevy's various rendering subsystems (3D, 2D, UI, etc.) want to be able to
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/// Bevy's various rendering subsystems (3D, 2D, etc.) want to be able to
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/// quickly winnow the set of entities to only those that the subsystem is
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/// quickly winnow the set of entities to only those that the subsystem is
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/// tasked with rendering, to avoid spending time examining irrelevant entities.
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/// tasked with rendering, to avoid spending time examining irrelevant entities.
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/// At the same time, Bevy wants the [`check_visibility`] system to determine
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/// At the same time, Bevy wants the [`check_visibility`] system to determine
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@ -7,7 +7,6 @@ use bevy_reflect::prelude::*;
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use bevy_render::{
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use bevy_render::{
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camera::{Camera, RenderTarget},
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camera::{Camera, RenderTarget},
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view::Visibility,
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view::Visibility,
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view::VisibilityClass,
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};
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};
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use bevy_sprite::BorderRect;
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use bevy_sprite::BorderRect;
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use bevy_transform::components::Transform;
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use bevy_transform::components::Transform;
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@ -331,7 +330,6 @@ impl From<Vec2> for ScrollPosition {
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ScrollPosition,
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ScrollPosition,
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Transform,
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Transform,
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Visibility,
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Visibility,
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VisibilityClass,
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ZIndex
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ZIndex
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)]
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)]
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#[reflect(Component, Default, PartialEq, Debug, Clone)]
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#[reflect(Component, Default, PartialEq, Debug, Clone)]
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