..
animate_shader.rs
Migrate cameras to required components ( #15641 )
2024-10-05 01:59:52 +00:00
array_texture.rs
Remove incorrect equality comparisons for asset load error types ( #15890 )
2024-10-14 01:00:45 +00:00
automatic_instancing.rs
Migrate cameras to required components ( #15641 )
2024-10-05 01:59:52 +00:00
compute_shader_game_of_life.rs
Expose Pipeline Compilation Zero Initialize Workgroup Memory Option ( #16301 )
2024-11-08 21:42:37 +00:00
custom_phase_item.rs
Key render phases off the main world view entity, not the render world view entity. ( #16942 )
2025-01-12 20:24:17 +00:00
custom_post_processing.rs
Don't reëxport bevy_image
from bevy_render
( #16163 )
2024-11-10 06:54:38 +00:00
custom_shader_instancing.rs
Use multi_draw_indirect_count
where available, in preparation for two-phase occlusion culling. ( #17211 )
2025-01-14 21:19:20 +00:00
custom_vertex_attribute.rs
Migrate cameras to required components ( #15641 )
2024-10-05 01:59:52 +00:00
extended_material.rs
Place percentage-closer soft shadows behind a feature gate to save on samplers. ( #16068 )
2024-10-24 21:16:00 +00:00
fallback_image.rs
Migrate cameras to required components ( #15641 )
2024-10-05 01:59:52 +00:00
gpu_readback.rs
Don't reëxport bevy_image
from bevy_render
( #16163 )
2024-11-10 06:54:38 +00:00
shader_defs.rs
Migrate cameras to required components ( #15641 )
2024-10-05 01:59:52 +00:00
shader_material_2d.rs
Add alpha mode implementation to shader_material_2d ( #16603 )
2025-01-28 05:09:30 +00:00
shader_material_bindless.rs
Add a bindless mode to AsBindGroup
. ( #16368 )
2024-12-03 18:00:34 +00:00
shader_material_glsl.rs
Migrate cameras to required components ( #15641 )
2024-10-05 01:59:52 +00:00
shader_material_screenspace_texture.rs
aligning public apis of Time,Timer and Stopwatch ( #15962 )
2024-10-16 21:09:32 +00:00
shader_material.rs
Migrate cameras to required components ( #15641 )
2024-10-05 01:59:52 +00:00
shader_prepass.rs
Merge Style properties into Node. Use ComputedNode for computed properties. ( #15975 )
2024-10-18 22:25:33 +00:00
specialized_mesh_pipeline.rs
Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. ( #17413 )
2025-01-27 05:02:46 +00:00
storage_buffer.rs
Introduce two-level bins for multidrawable meshes. ( #16898 )
2025-01-06 18:34:40 +00:00
texture_binding_array.rs
Make StandardMaterial
bindless. ( #16644 )
2024-12-10 17:48:56 +00:00