Commit Graph

8 Commits

Author SHA1 Message Date
Tim
5d6d6343b9
Add doc examples to viewport_to_world(_2d) (#20096)
# Objective

Add doc examples to `viewport_to_world` and `viewport_to_world_2d`.
With `Single` and let chains these can be very concise now :) 

## Rendered:

<img width="1427" height="581" alt="image"
src="https://github.com/user-attachments/assets/e9de79fe-545f-4dd9-b9c4-77c8cb22de74"
/>

<img width="1427" height="581" alt="image"
src="https://github.com/user-attachments/assets/8c1d52ed-3423-4827-8120-c7720a79309c"
/>

I changed my mind on how much to limit the decimal places after taking
this screenshot. Hence the `:.0` instead of the actual `:.2`
2025-07-14 21:24:28 +00:00
atlv
c5fe7f0975
consistently dont use smallvec default features (#19972)
# Objective

- for smallvec some crates specify default features false, other dont.
turns out we dont need them

## Solution

- remove

## Testing

- 3d_scene
2025-07-06 04:25:26 +00:00
atlv
7aaf4bbd94
fix a couple typos in CubemapLayout (#19964)
# Objective

- Rob pointed out a couple typos in #19960 (i just did a copy paste, but
the original had an issue)

## Solution

- Fix
2025-07-05 17:05:56 +00:00
atlv
47e99c8285
move Cubemap stuff alongside CubemapFrusta in bevy_camera::primitives (#19955)
# Objective

- Make bevy_light possible

## Solution

- Move some stuff it needs out of somewhere it cant depend on. Plus it
makes sense, cubemap stuff goes next to cubemap stuff.

## Testing

- 3d_scene runs

Note: no breaking changes thanks to re-exports
2025-07-05 14:40:59 +00:00
atlv
f987920bbd
Move CubemapLayout out of decal code (#19960)
# Objective

- Make bevy_light possible by making it possible to split out
clusterable into bevy_camera

## Solution

- Move cubemap stuff next to cubemap stuff.

## Testing

- 3d_scene runs

Note: no breaking changes thanks to re-exports
2025-07-05 14:40:28 +00:00
atlv
1b09c4051e
Move Camera3d/2d to bevy_camera (#19953)
# Objective

- define scenes without bevy_render

## Solution

- Move Camera2d/3d components out of bevy_core_pipeline

## Testing

- 3d_scene runs fine

Note: no breaking changes thanks to re-exports
2025-07-05 13:24:28 +00:00
atlv
bfbc6c3d11
move some Visibility stuff to bevy_camera::visibility (#19954)
# Objective

- Make bevy_light possible

## Solution

- Move some stuff it needs out of somewhere it cant depend on. Plus it
makes sense, visibility stuff goes in visibility.

## Testing

- 3d_scene runs

Note: no breaking changes thanks to re-exports
2025-07-05 13:24:20 +00:00
atlv
bd5f924290
Split bevy_camera out of bevy_render (#19949)
# Objective

- get closer to being able to load gltfs without using bevy_render

## Solution

- Split bevy_camera out of bevy_render
- Builds on #19943
- Im sorry for the big diff, i tried to minimize it as much as i can by
using re-exports. This also prevents most breaking changes, but there
are still a couple.

## Testing

- 3d_scene looks good
2025-07-04 23:31:16 +00:00