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								 Carter Anderson | 4f73dca34d | add system profile data to Diagnostics (opt in feature) | 2020-06-28 01:01:40 -07:00 |  | 
			
				
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								 Carter Anderson | 0c9c0a9b3b | property: remove euclid impls | 2020-06-27 21:59:09 -07:00 |  | 
			
				
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								 Carter Anderson | 941e441f32 | property: fix short type name calculation | 2020-06-27 18:35:38 -07:00 |  | 
			
				
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								 Carter Anderson | 0a348af630 | impl property for euclid types | 2020-06-27 17:35:58 -07:00 |  | 
			
				
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								 Carter Anderson | 5787bcb2c5 | legion: upgrade | 2020-06-27 14:32:50 -07:00 |  | 
			
				
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								 Carter Anderson | 1f12964026 | legion: remove foreach system functions this is a bit sad, but upstream legion's new lifetimes appear to be incompatible with our foreach approach | 2020-06-27 12:06:12 -07:00 |  | 
			
				
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								 Carter Anderson | 981687ae41 | remove ui camera now that default 2d camera is identical | 2020-06-27 10:21:20 -07:00 |  | 
			
				
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								 Carter Anderson | e75496772e | legion: change query system ordering | 2020-06-27 10:18:27 -07:00 |  | 
			
				
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								 Carter Anderson | 7441ac1a01 | add breakout example game | 2020-06-26 22:04:56 -07:00 |  | 
			
				
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								 Carter Anderson | 1e614e41f1 | render: make ClearColor a tuple struct | 2020-06-26 21:39:30 -07:00 |  | 
			
				
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								 Carter Anderson | a4afa4e7f3 | render: only attempt to create camera bind group when the camera bind group descriptor exists this fixes panics in empty scenes | 2020-06-26 14:27:22 -07:00 |  | 
			
				
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								 Carter Anderson | 5e1f81037d | sprite: add sprite sheet floating point error correction | 2020-06-26 13:07:33 -07:00 |  | 
			
				
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								 Carter Anderson | 69925f0817 | render: multi-window cameras ready to go! passes now bind camera buffers and cameras can now be assigned non-primary windows | 2020-06-25 23:04:08 -07:00 |  | 
			
				
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								 Carter Anderson | ca4726ea7d | render to second window in multiple_windows example | 2020-06-25 16:02:21 -07:00 |  | 
			
				
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								 Carter Anderson | 8a8d01aa88 | render: add ClearColor resource | 2020-06-25 15:24:27 -07:00 |  | 
			
				
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								 Carter Anderson | dfde160741 | ecs: add ability to set the current entity in world builders | 2020-06-25 13:23:28 -07:00 |  | 
			
				
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								 Carter Anderson | 4a0f8b8869 | add root ui node to example | 2020-06-25 13:19:48 -07:00 |  | 
			
				
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								 Carter Anderson | bcfc27483b | ecs: allow infinite child nesting in WorldBuilder | 2020-06-25 13:15:59 -07:00 |  | 
			
				
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								 Carter Anderson | 92c44320ee | ecs: rename EntityArchetype to ComponentSet | 2020-06-25 11:21:56 -07:00 |  | 
			
				
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								 Carter Anderson | 1ef4fbf005 | ui: rework so Nodes now use transforms and z-sort happens | 2020-06-25 10:13:00 -07:00 |  | 
			
				
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								 Carter Anderson | 75429f4639 | render: use left-handed coordinate system and y-up | 2020-06-24 15:29:10 -07:00 |  | 
			
				
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								 Carter Anderson | 4ba2f72572 | render: is_transparent flag. draw transparent object back-to-front and opaque objects front-to-back | 2020-06-24 11:35:01 -07:00 |  | 
			
				
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								 Carter Anderson | 2b8fe144a8 | render: rename MainPassNode to PassNode there will be more than one and it is suitably generic | 2020-06-24 10:29:26 -07:00 |  | 
			
				
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								 Carter Anderson | 2c74560283 | render: draw in back-to-front mode to be safe (until we can do both at the same time). expand texture example | 2020-06-23 19:29:12 -07:00 |  | 
			
				
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								 Carter Anderson | 3ee8aa8b0f | camera: make camera transform in world coordinates instead of the inverse | 2020-06-23 19:18:32 -07:00 |  | 
			
				
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								 Carter Anderson | 41dc8a5967 | render: add front-to-back drawing MainPassNodes now have assigned cameras and draw using those camera's VisibleEntities | 2020-06-23 16:52:50 -07:00 |  | 
			
				
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								 Carter Anderson | ca8625c407 | render: ActiveCameras resource and system | 2020-06-23 15:58:06 -07:00 |  | 
			
				
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								 Carter Anderson | 99bc2d0ea7 | legion: backport upstream legion archetype filter fix | 2020-06-23 13:42:00 -07:00 |  | 
			
				
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								 Carter Anderson | 2f5f6e017a | render: intitial VisibleEntities component and sort system | 2020-06-22 17:55:48 -07:00 |  | 
			
				
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								 Carter Anderson | ec11a6a5f6 | ecs: make build_children closure FnMut to allow mutation of closue values | 2020-06-22 17:37:44 -07:00 |  | 
			
				
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								 Carter Anderson | 6022ad2c4f | pbr: add "shaded" field to StandardMaterial | 2020-06-22 16:11:30 -07:00 |  | 
			
				
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								 Carter Anderson | 031a0c6d58 | camera: add scale component to camera entities | 2020-06-22 13:26:49 -07:00 |  | 
			
				
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								 Carter Anderson | 06b2b06e9d | camera: update cameras when windows are created | 2020-06-22 13:21:39 -07:00 |  | 
			
				
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								 Carter Anderson | f72c4beadf | transform: run transform systems at startup and move transform systems to POST_UPDATE | 2020-06-22 12:55:54 -07:00 |  | 
			
				
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								 Carter Anderson | 6cd5af6f74 | app: move startup stages to their own module | 2020-06-22 12:55:00 -07:00 |  | 
			
				
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								 Carter Anderson | e921ae0199 | sprite: use bevy_transform types in sprite sheet entities | 2020-06-22 12:35:33 -07:00 |  | 
			
				
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								 Carter Anderson | f1786ec20a | sprite: use bevy_transform types in sprite entities | 2020-06-22 12:14:40 -07:00 |  | 
			
				
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								 Carter Anderson | fa9348fe2b | text: use quad zindex when drawing labels | 2020-06-21 18:55:47 -07:00 |  | 
			
				
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								 Carter Anderson | c654987ae3 | fix bug where pipelines used unspecialized shaders | 2020-06-21 18:55:22 -07:00 |  | 
			
				
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								 Carter Anderson | 99a3ee6570 | fix texture atlas bytes test | 2020-06-21 18:26:11 -07:00 |  | 
			
				
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								 Carter Anderson | faacd2778d | sprite: add color to TextureAtlasSprite and make Vec3 16 bytes again to account for glsl UBO layout | 2020-06-21 17:43:36 -07:00 |  | 
			
				
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								 Carter Anderson | 17d70f7d67 | bytes: FromBytes trait and round trip tests | 2020-06-21 12:25:36 -07:00 |  | 
			
				
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								 Carter Anderson | ecea30cadb | text: new atlased rendering finally works! removed old render-to-texture rendering | 2020-06-20 12:40:37 -07:00 |  | 
			
				
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								 Carter Anderson | da3d6983a7 | text: immediate-mode atlased text rendering works, but theres no character positioning/layout yet | 2020-06-19 13:45:26 -07:00 |  | 
			
				
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								 Carter Anderson | a3c1b7930e | render: fix SharedBuffers render resource context | 2020-06-19 13:44:21 -07:00 |  | 
			
				
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								 Carter Anderson | 4246d47fec | render: move pipeline compilation and bind group creation into draw stage. impl ResourceSet for DrawContext. progress on text drawing. general cleanup | 2020-06-18 17:27:20 -07:00 |  | 
			
				
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								 Carter Anderson | 085cda8bc6 | legion: remove filter types from system_fn macro and IntoSystem and use "casting" instead | 2020-06-18 11:53:06 -07:00 |  | 
			
				
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								 Carter Anderson | 74d0055a3d | render: move dynamic_bindings to PipelineSpecialization This is a temporary step back in ergonomics as we are no longer automatically inferring dynamic bindings from RenderResourceBindings | 2020-06-17 18:10:29 -07:00 |  | 
			
				
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								 Carter Anderson | e89c693c4d | render: add SpecializedPipeline and SpecializedShader types | 2020-06-17 13:27:10 -07:00 |  | 
			
				
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								 Carter Anderson | e57fdca1bc | render: more progress on immediate mode rendering and DrawableText | 2020-06-17 13:10:33 -07:00 |  |