diff --git a/crates/bevy_core_widgets/Cargo.toml b/crates/bevy_core_widgets/Cargo.toml index e93891d8f7..57e2968e22 100644 --- a/crates/bevy_core_widgets/Cargo.toml +++ b/crates/bevy_core_widgets/Cargo.toml @@ -3,7 +3,7 @@ name = "bevy_core_widgets" version = "0.17.0-dev" edition = "2024" description = "Unstyled common widgets for Bevy Engine" -homepage = "https://bevyengine.org" +homepage = "https://bevy.org" repository = "https://github.com/bevyengine/bevy" license = "MIT OR Apache-2.0" keywords = ["bevy"] diff --git a/crates/bevy_feathers/Cargo.toml b/crates/bevy_feathers/Cargo.toml index 2f8174c756..8348906047 100644 --- a/crates/bevy_feathers/Cargo.toml +++ b/crates/bevy_feathers/Cargo.toml @@ -3,7 +3,7 @@ name = "bevy_feathers" version = "0.17.0-dev" edition = "2024" description = "A collection of UI widgets for building editors and utilities in Bevy" -homepage = "https://bevyengine.org" +homepage = "https://bevy.org" repository = "https://github.com/bevyengine/bevy" license = "MIT OR Apache-2.0" keywords = ["bevy"] diff --git a/crates/bevy_solari/Cargo.toml b/crates/bevy_solari/Cargo.toml index 1929ab42d1..2bfcf735d0 100644 --- a/crates/bevy_solari/Cargo.toml +++ b/crates/bevy_solari/Cargo.toml @@ -3,7 +3,7 @@ name = "bevy_solari" version = "0.17.0-dev" edition = "2024" description = "Provides raytraced lighting for Bevy Engine" -homepage = "https://bevyengine.org" +homepage = "https://bevy.org" repository = "https://github.com/bevyengine/bevy" license = "MIT OR Apache-2.0" keywords = ["bevy"] diff --git a/examples/3d/fog.rs b/examples/3d/fog.rs index 82bce0b15a..f1fb3f1ed5 100644 --- a/examples/3d/fog.rs +++ b/examples/3d/fog.rs @@ -4,7 +4,7 @@ //! //! The [`FogFalloff`] field controls most of the behavior of the fog through different descriptions of fog "curves". I.e. [`FogFalloff::Linear`] lets us define a start and end distance where up until the start distance none of the fog color is mixed in and by the end distance the fog color is as mixed in as it can be. [`FogFalloff::Exponential`] on the other hand uses an exponential curve to drive how "visible" things are with a density value. //! -//! [Atmospheric fog](https://bevyengine.org/examples/3d-rendering/atmospheric-fog/) is another fog type that uses this same method of setup, but isn't covered here as it is a kind of fog that is most often used to imply distance and size in clear weather, while the ones shown off here are much more "dense". +//! [Atmospheric fog](https://bevy.org/examples/3d-rendering/atmospheric-fog/) is another fog type that uses this same method of setup, but isn't covered here as it is a kind of fog that is most often used to imply distance and size in clear weather, while the ones shown off here are much more "dense". //! //! The bulk of this example is spent building a scene that suites showing off that the fog is working as intended by creating a pyramid (a 3D structure with clear delineations), a light source, input handling to modify fog settings, and UI to show what the current fog settings are. //!