# Objective Fix https://github.com/bevyengine/bevy/issues/11577. ## Solution Fix the examples, add a few constants to make setting light values easier, and change the default lighting settings to be more realistic. (Now designed for an overcast day instead of an indoor environment) --- I did not include any example-related changes in here. ## Changelogs (not including breaking changes) ### bevy_pbr - Added `light_consts` module (included in prelude), which contains common lux and lumen values for lights. - Added `AmbientLight::NONE` constant, which is an ambient light with a brightness of 0. - Added non-EV100 variants for `ExposureSettings`'s EV100 constants, which allow easier construction of an `ExposureSettings` from a EV100 constant. ## Breaking changes ### bevy_pbr The several default lighting values were changed: - `PointLight`'s default `intensity` is now `2000.0` - `SpotLight`'s default `intensity` is now `2000.0` - `DirectionalLight`'s default `illuminance` is now `light_consts::lux::OVERCAST_DAY` (`1000.`) - `AmbientLight`'s default `brightness` is now `20.0` |
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| .. | ||
| borders.rs | ||
| button.rs | ||
| display_and_visibility.rs | ||
| flex_layout.rs | ||
| font_atlas_debug.rs | ||
| grid.rs | ||
| overflow_debug.rs | ||
| overflow.rs | ||
| relative_cursor_position.rs | ||
| render_ui_to_texture.rs | ||
| size_constraints.rs | ||
| text_debug.rs | ||
| text_wrap_debug.rs | ||
| text.rs | ||
| transparency_ui.rs | ||
| ui_material.rs | ||
| ui_scaling.rs | ||
| ui_texture_atlas.rs | ||
| ui_texture_slice.rs | ||
| ui.rs | ||
| viewport_debug.rs | ||
| window_fallthrough.rs | ||
| z_index.rs | ||