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CHANGELOG.md

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Changelog

v0.20.2 - 18.05.2024

  • Fix texture atlas layout in asset collections (see #212)

v0.20.1 - 13.04.2024

  • new map key type AssetLabel that creates an asset map using the label as the key
  • New Dynamic asset collection StandardDynamicAssetArrayCollection
    • Define dynamic assets as arrays (resolves #186)
    • A final solution extending the existing StandardDynamicAssetCollection is blocked on the next ron version (see #151)
    • New example: dynamic_asset_arrays.rs

v0.20.0 - 18.02.2024

  • update to Bevy 0.13
  • support any type implementing the new trait MapKey as keys for mapped assets (resolves #153)
  • derive Serialize on StandardDynamicAssets (resolves #177)

v0.19.1 - 03.01.2024

  • Fix: standard_dynamic_assets feature fails compilation without 2d or 3d feature (resolves #175)

v0.19.0 - 27.12.2023 - yanked

  • New API to add and configure loading states
    • Less API surface on Bevy's App type and fewer generics
      • Only two methods on the App: add_loading_state and configure_loading_state
    • The old API is still supported, but deprecated for easier migration
  • Deny unknown fields in standard dynamic assets
  • Support configuring the image sampler for texture atlases

v0.18.0 - 08.11.2023

  • update to Bevy 0.12
  • Make loading_state::LoadingStateSet public for explicit system ordering
  • Support configuring an image sampler through a derive attribute (#156)
    • See the new example
    • This can is also supported in dynamic assets through the new standard dynamic asset Image
  • Optional fields of dynamic assets no longer require wrapping their values in Some
    • E.g. configuring padding_x for a texture atlas is now just padding_x: 1.5 instead of padding_x: Some(1.5)

v0.17.0

  • update to Bevy 0.11
  • Use "/" in paths used as keys for mapped collections on all platforms (resolves #135)

v0.16.1

  • Fix running loading states in parallel states, meaning using multiple state types (resolves #125)
  • Dynamic asset files can be loaded multiple times now
    • re-entering a loading state containing dynamic assets (see #126)
    • loading dynamic assets in multiple states (see #123)
  • Fix crash with non default exit criteria (see #121)

v0.16.0

  • Remove features coming from optional dependencies
  • Allow usage of non default exit criteria; workaround for bevy#8386
  • Move compile error to field with missing FromWorld impl

v0.15.0

  • Option to load folders as maps of path to handle (resolves #32)
  • Changed the default file ending for standard dynamic asset files from .assets to .assets.ron
  • Fix: multiple calls of with_dynamic_collections (resolves #99)
  • Update to Bevy 0.10
    • Removed features stageless and progress_tracking_stageless

v0.14.1

  • Make sure that the RonAssetPlugin for StandardDynamicAssetCollection is only added once

v0.14.0

  • update to Bevy 0.9

v0.13.0

  • renamed feature dynamic_assets to standard_dynamic_assets, since you can use custom dynamic assets without the feature
  • Empty loading states no longer get stuck, but directly transition to the next state (fixes #82)
  • Add support for failure states (#79)
  • bump iyes_loopless to 0.8
  • bump iyes_progress to 0.6

v0.12.1

  • bump iyes_progress to 0.5

v0.12.0

  • App extension trait making adding loading states a lot nicer (#58)
  • Custom dynamic assets (#55)
  • Allow configuring a loading state multiple times (fixes #60)
  • Support optional dynamic folder and files assets (fixes #49)
  • Added a prelude
  • Documentation fixes and improvements
  • AssetLoader => LoadingState
  • Update to Bevy 0.8

v0.11.0

  • Support progress tracking through iyes_progress (#6)
  • Use FromWorld instead of Default for fields without attributes
    • this enables complex custom types in asset collections
  • Support iyes_loopless, which implements ideas from Bevy's Stageless RFC
    • requires the stageless feature
    • note that progress tracking needs the progress_tracking_stageless feature together with progress_tracking. (#43)
  • Allow adding dynamic asset collection files to a resource instead of only the Plugin builder
  • Make file endings for dynamic asset collection files configurable (#38)
  • Expose DynamicAssetCollection to give access to the Bevy Assets<DynamicAssetCollection> resource
  • Support loading lists of files as Vec<HandleUntyped> or Vec<Handle<T>> (#48)
    • Also supported as dynamic asset
  • folder attribute is now called collection

v0.10.0

  • Bump Bevy to version 0.7
  • Split render feature into 2d (for texture atlas support) and 3d (standard material support)
  • Support loading folders as vectors of typed handles (#30)
  • 'Folder' can be used as alias for 'File' in dynamic asset collection ron files

v0.9.0

  • Folder assets are now marked with the folder attribute. The path is defined as for any other asset in path.
    • This adds support for dynamic folders in asset collections (#28)
  • Support optional dynamic assets in collections (#24)
  • Improved compile error if the texture_atlas or standard_material attributes are used without the render feature (related to #27)
  • Support loading keys for dynamic assets from ron files
    • New example dynamic_asset_ron
  • Support initialising asset collections directly on the bevy App or World
    • New example no_loading_state
  • rename derive attribute color_material to standard_material

v0.8.0

  • update to Bevy version 0.6

v0.7.0

  • add support for dynamic asset paths (#14)
  • move functionality behind sprite feature to render feature
    • both features require the bevy feature render
  • support loading a folder in an asset collection (#19)
  • remove render and sprite features from the default features
  • allow using the plugin without a "next" state (#20)
    • AssetLoader::new now only takes the "loading" state
    • an optional "next" state can be configured via AssetLoader::continue_to_state

v0.6.0

  • support loading asset collections with padding (#10)
  • fix feature resolving for loading texture atlases (#12)
  • better compiler errors for derive macro
  • make AssetCollection::load more flexible by taking the ECS world instead of only the AssetServer (#14)
  • support loading color materials (#13)