#0.14 release crew

1824 messages Β· Page 2 of 2 (latest)

soft estuary
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thx for the pointers πŸ₯²

lethal urchin
gray moat
gray moat
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Dropping a note here because it's late and I don't have time to look into this.

Doing an update to bevy_editor_cam to 0.14 required almost no changes, however behavior of orthographic projection math seems to have broken something. Anyone aware of changes in this realm? The only suspect is that the projection matrix changed to get_clip_from_view for some reason.

Specifically, once I resize the window, and in ortho only, computing drag deltas is now broken

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Hmmm, the math behind get_clip_from_view is unchanged, it's behaving as if the camera is not being updated with window updates for ortho projections.

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Huh, camera projection is being updated when the window resizes.

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Definitely seems tied to window resizing somehow. I have a split screen example with a different aspect ratio for the viewport. Everything works fine to start, but the projection math for the ortho viewport breaks when I resize the window.

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Oh dear, there is a system ordering bug, it only happens some time. So it seems like there is some new system ordering change, but somehow only affects ortho. pain2

short lake
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I don't think the ordering issue is related though

lethal urchin
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@forest forge was this the last thing you needed before cutting the next release-candidate?

forest forge
lethal urchin
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I've pressed the button

forest forge
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oh I missed that it was approved, nice πŸŽ‰

lethal urchin
#

@forest forge both are merged now, you should be unblocked

forest forge
#

released!

heady frigate
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Before https://github.com/bevyengine/bevy/pull/12936 there were 2 systems updating time: time_system and virtual_time_system . That PR removed the second one and the first one isn't pub, so I'm having a hard time porting a plugin that wants a system to go in the TimeSystem set but after the bevy systems run. I'm not sure if the best solution is to make time_system pub, or if it's better practice to make a new system set for custom timers?

lethal urchin
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Please open a PR for this πŸ˜‰

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Although in general public system sets are the blessed pattern for solving this sort of thing

gray moat
lethal urchin
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We may have regressed main again because I didn't set up CI to deny them yet

gray moat
#

Nope. I'll give it a shot!

hybrid junco
obsidian peak
#

Done!

obsidian peak
hybrid junco
#

i hit my limit for debugging weird macos issues before vacation but am ready to get back at it πŸ’ͺ

lethal urchin
#

I think that my next task is going to be tackling hooks and observers: I really want to nail the framing

wise juniper
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FYI #general message

ionic fulcrum
lethal urchin
ionic fulcrum
#

ah! thank you! i'm glad it's a known issue πŸ’œ

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oh! i misread that

lethal urchin
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"Working as intended" :p

soft estuary
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attempting to update bevy_mod_debugdump has a difficulty on the world being behind getters/setters, if anyone wants to help #1082388621216206926 message

heady frigate
lethal urchin
forest forge
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editing screenshots once on main means both versions will live in git

lethal urchin
#

So that needs to be done before merging

forest forge
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removing the windows bar and reducing size?

lethal urchin
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What's your target size for screenshots?

forest forge
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I think the website has a column width of 992px on the largest screen size, so around that

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then when my image has the resolution I want, I use https://tinypng.com which is very good at reducing size and very easy to use

undone solstice
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https://squoosh.app/ is what I use for thisweekinbevy, and will let you resize as well as test out different formats and settings as well as previews

lethal urchin
heady frigate
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BufferVec can safely be cut, unless we want to have a list of all the renderer optimizations

warped iron
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I read through the hooks/observers release notes and I'm still unsure about the exact behavior. It seems like observers run on command flush, but I'm not sure when hooks do. Is it the same as observers? Also, I just realized that components will be in valid state because nothing can observe changes made through commands until a command flush, so even though there is a delay (for example, insertion -> command flush) it wouldn't be possible to observe that invalid state during the delay. This wasn't obvious to me at first so maybe that could be added to the release notes.

Also, if I were to insert a component with mutable world access, would that run hooks immediately or on command flush?

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Oh, also it could maybe talk about why hooks should exist at all. It seems like observers are just more powerful and do the same things hooks can do.

short lake
lethal urchin
harsh mango
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One key difference is that hooks run first. If you want to maintain some guarantee about a component type in your crate you can't necessarily stop users from adding OnAdd or OnRemove observers that may run before yours since ordering isn't guaranteed.

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Hooks also have less overhead than observers, there's no need to consult an index, the hook function pointers are stored directly in the component info.

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Since hooks aren't entities you also don't need to worry about them being despawned, they are tied to the component type intrinsically.

harsh mango
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If the hook or observer then queue's additional commands you will have to wait until a flush

forest anchor
lethal urchin
forest anchor
#

I do think its worth considering marrying them conceptually (and statically) though. Aka hooks are literally "default observers"

lethal urchin
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Yeah πŸ™‚ But that can be done later

forest anchor
forest anchor
bronze stream
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hooks are the base system sets of observers :)

lethal urchin
forest anchor
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Lots of time spent on abstract "where observers and hooks fit into the global ECS picture" and no time spent illustrating what they actually are (which I think will go a long way in getting people excited about them)

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(I do like whats there / describing their positioning is useful)

lethal urchin
forest anchor
lethal urchin
#

πŸ€” Okay, I'll see what I can do

forest anchor
#

Imo for space reasons it should be fully minimal. Just "baseline observer system and event trigger boilerplate"

lethal urchin
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Agreed. One for observers and one for hooks?

forest anchor
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It was written with the blog post in mind

lethal urchin
#

Oh perfect: I didn't think to check that

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And I'll convert the TargetedBy example into code

forest anchor
lethal urchin
#

I think we want both

forest anchor
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I also don't see mention of the "component target" case (ex: Trigger<OnAdd, Transform>). Imo that is cool enough / powerful enough to include

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Maybe also "multiple trigger targets"

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Ex:

commands.trigger_targets(Resize { x: 10, y: 10 }, entity);

vs

commands.trigger_targets(Resize { x: 10, y: 10 }, [e1, e2]);
lethal urchin
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I've just finished up a triage pass on the milestone now. Anything in this search needs someone to claim and write it: only 12 left

forest anchor
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(Although resize is a bad pick relative to Explode)

urban meadow
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@lethal urchin fyi considering doing the AsyncSeek release note too, doesn't seem like anyone picked it up (?)

urban meadow
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Tried making an interesting example. I've verified this compiles on main:

#[derive(Default)]
struct UniverseLoader;

#[derive(Asset, TypePath, Debug)]
struct JustALilAsteroid([u8; 128]); // Each lil' asteroid uses this much data

impl AssetLoader for UniverseLoader {
    type Asset = JustALilAsteroid;
    type Settings = ();
    type Error = std::io::Error;
    async fn load<'a>(
        &'a self,
        reader: &'a mut Reader<'_>,
        _settings: &'a (),
        _load_context: &'a mut LoadContext<'_>,
    ) -> Result<JustALilAsteroid, Self::Error> {
        // The universe is big, and our lil' asteroids don't appear until this offset
        // in the celestial file format!
        let offset_of_lil_asteroids = 5_000_000_000_000;

        // Skip vast parts of the universe with the new async seek trait!
        reader
            .seek(SeekFrom::Start(offset_of_lil_asteroids))
            .await?;

        let mut asteroid_buf = [0; 128];
        reader.read_exact(&mut asteroid_buf).await?;

        Ok(JustALilAsteroid(asteroid_buf))
    }

    fn extensions(&self) -> &[&str] {
        &["celestial"]
    }
}

It's of course not the most realistic scenario but I think it gets the point across. If you agree I'll write up a small text section around this example and make a PR

lethal urchin
urban meadow
#

Sure! Coming up

urban meadow
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Posted the async seek notes PR as well as the removal of the render layers # limit. Will stop writing for today

lethal urchin
knotty stirrup
#

They are lower level constructs. That's why they're comparable to constructors/destructors. Where as observers would be something higher level.

hybrid junco
lethal urchin
hybrid junco
lethal urchin
lethal urchin
#

The end is in sight for the release notes πŸ˜„

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And then see about getting better screenshots for the 3D rendering features

lethal urchin
#

That means it's pretty much just editing from here <@&1064695155975803020>

forest anchor
forest anchor
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Just put out https://github.com/bevyengine/bevy/pull/13954 to flag a method as unsafe that accidentally made it into the Observers PR as safe. This should be merged and backported to 0.14 as it is (1) a safety issue and (2) very straightforward to fix.

GitHub

Objective
with_event will result in unsafe casting of event data of the given type to the type expected by the Observer system. This is inherently unsafe.
Solution
Flag Observer::with_event and Obs...

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Actually it can just be cherry picked, so lets do that post-merge

night gale
lethal urchin
#

I suspect the demo scene is probably going to be a good splash image πŸ™‚

analog yacht
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They go into both bins. The goal of that change was to sort up front so that the mesh rendering code doesn't have to look at things that aren't meshes.

analog yacht
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I have an artist (ex-dreamworks) doing concept art for it, so it'll be good πŸ™‚

forest anchor
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Looks like we're currently dumping images in two places:

  1. release-content/0.14
  2. content/news/draft-bevy-0.14

Images in (1) are broken. We should probably move those over right?

forest anchor
#

Cool cool. I'll do that

forest anchor
lethal urchin
forest anchor
forest anchor
#

We probably just manually combine them for this one

short lake
#

@lethal urchin do you still need new screenshots for the rendering features? I can work on that this weekend if you haven't already

short lake
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@wary adder any idea on that one?

lethal urchin
wary adder
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I'm looking for a workaround, and looks like that if we use the Zola | markdown filter on release_note_body (in release_notes.md:15) the shortcodes are evaluated, but there are some limitations: section or page are not available in that context

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so it ends-up breaking because compare_slider.html uses page.colocated_path… but maybe if there is a way to remove that usage of page then compare_slider would work

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or… the page needs to be generated by generate-release 😬

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(Tera's {% include ___ %} is discarded as it doesn't allow passing variables as path)

heady frigate
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You can make compare_slider take the path as an extra argument and use it if set

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@wary adder that works!

{% if path %}
    {% set img = get_image_metadata(path=path ~ left_image) %}
{% else %}
    {% set img = get_image_metadata(path=page.colocated_path ~ left_image) %}
{% endif %}
{{ compare_slider(
    path="news/draft-bevy-0.14/"
    left_title="Without PCF filtering",
    left_image="before_pcf.png",
    right_title="With PCF filtering",
    right_image="after_pcf.png"
) }}
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A bit ugly, but easy to do

wary adder
#

for extra hackyness that path could be a "variable" that gets replaced in release_notes.md => {{ release_note_body | replace(from="POST_PATH", to="...") | markdown }} so that the shortcode could be used with path="POST_PATH"

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the whole setup was already ugly, it's getting worse xD

heady frigate
#

That would make it less fragile though, it seems bad that the release note has to care about what the path to the news post is xD

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The more I use it the less I like Zola for sites like this, it's too blog focused

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Something more Jekyll-like with code would allow us to solve stuff like this properly

wary adder
#

that's why I was saying that maybe the way to go is to generate the blog post via generate-release… but, I just don't like any option

heady frigate
#

Perhaps we can find a better way later

wary adder
#

idea, can you try just doing replace(from='POST_PATH', to=page.colocated_path) instead of passing post_path to release_notes()? I think that should work 🀞
also, the PR target should be #1411?

forest anchor
night gale
winged meteor
#

is there a reason base_color on StandardMaterial is a Color, but emissive is a LinearRgba?

ionic stirrup
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I don't know about base_colour, but the point about LinearRgba is because of f32 scaling due to light calculations afaik

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because you can put in a colour that is scaled beyond the 0 - 1 range

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and the scaling makes sense only in a linear space like LinearRgba

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I'm not, however, a rendering person so don't quote me on this.

winged meteor
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*forgot to mention they were both Color in 0.13.

lethal urchin
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Anything other than a LinearRgba here is likely to be totally wrong

tropic lark
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Hi- I pinged you @lethal urchin on a couple of PRs which have release notes or migration guide issues. Found those will trying to upgrade Hanabi. Note sure how critical given I don't think many crates integrate a custom render node, but I'm still struggling to migrate some of those changes (notably the whole sorted/binned phase items, which have a couple of breaking changes building on top of each other).

lethal urchin
hybrid junco
tropic lark
#

Cross-posting from #rendering-dev for visibility: potential 0.14 blocker
#rendering-dev message

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(directly related to above post from @hybrid junco )

lethal urchin
lethal urchin
#

And done πŸ˜„

#
GitHub

Bevy version https://github.com/bevyengine/bevy/releases/tag/v0.14.0-rc.3 What you did I used the Debug implementation in various logging and displaying of Entities, such as info!("My enetity:...

GitHub

Bevy version v0.14.0-rc.3 What you did I have styled ButtonBundle background colors. What went wrong The BackgroundColor component has been removed from the ButtonBundle. However, even if one were ...

lethal urchin
lethal urchin
#

Every day I curse merging that events code reorganization PR during the release candidate phase πŸ™ƒ

graceful sinew
#

Sorrrryyyyyy

lethal urchin
graceful sinew
#

If you need any other event retargetting doing let me know, happy to pay that price myself as often as I need to

short lake
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@lethal urchin I'll make the new screenshots for the rendering changes today. I decided to not write or read any code for a few days but I'm planning on starting again today

lethal urchin
lethal urchin
forest forge
lethal urchin
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Apparently I forgot to label this

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But yeah, this is in response to strong user dissatisfaction with that change

forest forge
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yeah I was going through all the PRs merged and the missing milestone on it surprised me, that's why I wanted to check πŸ™‚

lethal urchin
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Thanks again for handling the branch and shipping the release candidates

forest forge
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can't let you have all the fun

lethal urchin
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Ah yes, "fun"

glad osprey
lethal urchin
#

I am enjoying the release candidate process, as much as I grumble

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It's good to properly polish

split agate
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I believe, it's quite important to once in a while be required to make everything fit together and work together.

I am quite impressed on how well it is handled in this community πŸš€

short lake
lethal urchin
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Which is why I haven't merged the rendering PR already πŸ˜…

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I would just trust it TBH

short lake
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oh, I didn't realize it had those changes

short lake
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and all images are now 720p

lethal urchin
short lake
#

oh, and I added a slider for volumetric fog

short lake
lethal urchin
short lake
#

right, I guess we can just use that

lethal urchin
short lake
#

I'll PR it soon

lethal urchin
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Thank you very much ❀️

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I was definitely procrastinating this πŸ˜…

short lake
#

@obsidian peak good catch on the filmic_color_grading missing. The main reason was that I had no idea how to show a before after, but I can still generate a screenshot without the titlebar

short lake
lethal urchin
#

I love the UI elements in that example

hybrid junco
#

getting this panic on exiting an app i'm upgrading on 0.14.0-rc.3. has anyone seen this?

thread 'main' panicked at /Users/char/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_ecs-0.14.0-rc.3/src/system/system_param.rs:629:17:
Resource requested by (bevy_ecs::event::EventWriter<bevy_window::event::WindowResized>, bevy_ecs::event::EventWriter<bevy_window::event::WindowBackendScaleFactorChanged>, bevy_ecs::event::EventWriter<bevy_window::event::WindowScaleFactorChanged>, bevy_ecs::system::system_param::NonSend<bevy_winit::winit_windows::WinitWindows>, bevy_ecs::system::query::Query<(&mut bevy_window::window::Window, &mut bevy_winit::system::CachedWindow)>, bevy_ecs::change_detection::NonSendMut<bevy_winit::accessibility::AccessKitAdapters>) does not exist: bevy_ecs::event::Events<bevy_window::event::WindowResized>
forest forge
calm bison
#

is there a draft link for the release notes? I know the one for the migration guides, but the notes don't seem to live there as well

lethal urchin
calm bison
lethal urchin
heady frigate
lethal urchin
heady frigate
lethal urchin
lethal urchin
elfin temple
#

Write away right away
Very nice

lethal urchin
calm bison
#

Is there a way to preview how a release note will look like before it is merged?

short lake
#

speaking of, @lethal urchin the motion blur video doesn't seem to load at all for me

forest forge
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loads for me, probably a codec issue...

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also, the car model left front tire is painful to look at

short lake
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auto exposure video is also broken for me, but differently. It shows the player but refuses to play, while the motion blur video just shows the alt text and nothing

forest forge
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auto exposure broken for me too

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there actually isn't a file for the auto exposure video πŸ˜„

lethal urchin
rocky rover
#

As long as you’re fine getting review from someone who doesn’t have the slightest clue about rendering (although I guess that’s often helpful)

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Either way, I’m on it!

lethal urchin
rocky rover
lethal urchin
rocky rover
#

Well, enjoy!

glad osprey
lethal urchin
rocky rover
#

Next time don't give me such a long PR to review

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5 lines or less please

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;P

forest forge
#

we're two PRs away from the next (and final 🀞 ) rc!

lethal urchin
#

And a wgpu upgrade is also needed before Bevy 0.14 is shipped for real, but that shouldn't be an issue

forest forge
#

@rocky rover the ECS one is ~2 lines of actual changes πŸ˜„

rocky rover
#

Now we’re talking!

lethal urchin
#

Since this is the last release note, I'll probably fork your PR and finalize it myself tomorrow if you don't have a chance to get to it in the next 12 hours or so (zero pressure but giving you a heads up); I'd really like to get this in and move on to editing

lethal urchin
#

And I've pressed the button πŸ˜„

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That's all of the release notes for 0.14 drafted <@&1064695155975803020>

calm bison
#

I do apologize for not getting that done earlier, I overestimated how much work I could get done at the conference last weekend πŸ˜„

lethal urchin
calm bison
#

But hey, I managed to receive credit to some cursed rust quiz addition instead

lethal urchin
calm bison
forest forge
night gale
obsidian peak
lethal urchin
jaunty ermine
obsidian peak
#

Yup, wgpu = "^0.20.2" should do it

forest forge
#

The ^ is not even needed

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Cargo adds it by default

obsidian peak
#

Nice!

lethal urchin
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Oh wait, it was that setting crate = 0.20.2 will silently upgrade you, which is bad when crate authors don't respect semver

obsidian peak
jaunty ermine
split agate
forest forge
#

only wgpu-core was bumped to 0.20.2, and Bevy doesn't depend on it. I don't think it's worth it adding a direct dependency for that...

lethal urchin
#

The memory leak reported by @mystic forum needs investigation: reproduction and bisection are both essential

forest forge
#

also can't reproduce on macos arm

lethal urchin
hybrid junco
#

i can't reproduce

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cargo 1.81.0-nightly (bc89bffa5 2024-06-22)

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also macos arm

forest forge
#

closed it, easier that way πŸ˜„

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I don't want new bugs in the 0.14 milestone 😠

hybrid junco
#

x86 mac is like soooo retro hehe

mystic forum
forest forge
#

any objection?

lethal urchin
lethal urchin
#

Bonus release note! Rendering folks please advise ferrisPlead

magic osprey
#

Should I make PRs to remove myself from release notes where I feel like I shouldn't be an author, or will that be done in some final cleanup pass?

Asking because I am apparently an author of the working group process together with Alice, even though I was already removed from the list once before thonk

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There are also some PRs where I don't even have any recollection of reviewing anything, although I must've considering I'm listed

lethal urchin
#

I'll try and sanity check them, but I'm liable to miss some otherwise

magic osprey
#

I wonder if we could also split these into "authors" and "reviewers" in the future, where the list of reviewers would be fully auto-generated, but "authors" would only have the primary author, and other people deemed as meaningful authors could be added manually

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I don't necessarily love that I'm added as an actual author to PRs where I just reviewed a bit of docs for example, I'd prefer if the actual authors had more credit there. And cleaning it up manually feels kinda arduous and error-prone

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dunno if GitHub's API lets you distinguish authors and reviewers like that though, haven't checked

forest anchor
#

Reviewing, while valuable, is not the same as developing a feature

gray moat
forest anchor
#

@lethal urchin maybe we should default to Authors being populated by the original PR creator, then have a second (not actually rendered) list of "potential authors", populated by commit authors

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Which we could then manually select from

magic osprey
#

at least I have had zero connection with this work from what I can remember, so I don't know how I ended up there

lethal urchin
obsidian peak
#

Hey, all! I know @forest forge said that 0.14 is scheduled to release by the beginning of next week, but I don't think the migration guides can be finished by then. I'm only 44% of the way done, and don't think I can hit that deadline while maintaining quality

#

I think I can probably finish around the 5th or 10th, but not much earlier without significant help

lethal urchin
#

Our past releases were nowhere close, and it was largely fine

obsidian peak
short lake
#

Yeah, most of the previous migration notes mainly had minor clean ups

obsidian peak
#

That reflects really poorly on Bevy, especially since those can be the PRs that need migration guides the most

lethal urchin
obsidian peak
short lake
#

Oh, true, I did rewrite a few TODOs while making them, but what I generally did at the time was just look at the diff of an example and use it as the migration guide. There weren't that many in the past though

obsidian peak
obsidian peak
mystic forum
#

wow that is a lot of places events changed

wary adder
wary adder
urban meadow
wise juniper
#
GitHub

Bevy version RC.4 What you did Started my app, crashes on loading a particular GLTF containing an animated model. What went wrong wgpu error: Validation Error Caused by: In Device::create_bind_grou...

GitHub

Bevy version v0.14.0-rc.3 Relevant system information SystemInfo { os: "Windows 10 Home", kernel: "19045", cpu: "Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz", core_count: ...

lethal urchin
tropic lark
# lethal urchin Our past releases were nowhere close, and it was largely fine

I'd say it was ok-ish. I'm all for raising the bar a bit. There's a lot of upgrades where I had to cross-correlate several sources, dig into git history, etc. to understand how to upgrade. There's still some room for improvement. (I do am grateful for the guide to be there and any contributor to it, just want to support any effort in making it better)

short lake
tropic lark
#

That's a fair point

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I guess rendering also sees a lot more complex changes than any other area, which doesn't help

wise juniper
#

Personally, past migrations followed a similar pattern: everything was pretty easy until something touched rendering (or assets V2) and I had to dig through git

split agate
#

Jumping in quite late here, but is there a workflow on how to help anywhere? If there is a need for help from people like me that are not directly involved?

vernal moss
#

Specifically the section on how you can help. There’s lots of ways to help, and all of them are greatly appreciated!

tropic lark
#

Re-posting here from GitHub : confirming that Hanabi works again as of 8a7d3ce4 with the fix for BinnedPhaseItem. Thanks @analog yacht and @forest forge πŸ™‚

wise juniper
tropic lark
#

Yeah I had little concern after the bug was root caused, but nice to double-check. Also confirmed another bug (need ktx2 and bevy_pbr dependencies) is gone, I reverted those features and everything builds fine

lethal urchin
wise juniper
#

Dunno if this was noted already, but the meshlets screenshot should probably have its window decorations removed for parity with the other screenshots.

obsidian peak
obsidian peak
#

Thanks!

lethal urchin
#

@tardy oracle would you be interested in submitting the beautiful tilemap editor screenshot you shared in #ui for the release notes? I'd love to supplement our rounded corner notes with it

tardy oracle
#

@lethal urchin sure! I'm about to deploy live on my website if you want to get a better screenshot yourself.. or feel free to use the one here πŸ™‚

lethal urchin
tardy oracle
#

so a couple more things I've done a lot of UI work, something interesting is if you make 1 corner with no radius and the other 3 completely rounded, can sort of act as a pointer.

Another idea is if you have a node with a lesser curve and a different color on the outside of a sharper inner node. I think you get a sort of cool effect, shared in this screenshot.

split agate
tardy oracle
#

@lethal urchin
You can go to https://satoshisettlers.com click "Play as Guest" -> "Play as Guest" to check it out and play around.

3 main pieces of UI to show off, the art palette that you posted above. The "Go To" overlay ui menu and the "Buy" menu (you can see if you select a tile). Screenshots attached.

The reason for the keyboard is if you are on mobile sometimes it's difficult to trigger the keyboard, so I just made one in bevy.

Also, I think it's very kind of you to offer to list the website in the notes, but I just want you to know that people can go to the website and buy things so just as a disclaimer in case that's an issue.

lethal urchin
#

Yeah, I don't mind linking commercial projects made in Bevy as an incidental part of showing off features

EDIT: double-checking with the other maintainers here

tardy oracle
#

i spent like an hour making this as pixel perfect as possible.. lol maybe this screenshot would be better

#

if you want to see it on the map for yourself you can go click this icon then type in 299070 and hit enter, it'll take you there.

gray moat
#

FYI, I'm seeing a ton of dropped inputs on the RC, not sure if it has gotten worse since rc.2, but I was revisiting updates in bevy_editor_cam, and panning is super choppy. It looks like the framerate is poor, but it's just inputs. I'm running on a 120hz display, but it looks like input updates are happening somewhere around 30-60hz.

#

Pretty sure this is macos specific last time I looked at this.

gray moat
#

RenderLayers::all() no longer exists. Entities expecting to be visible on all layers, e.g. lights, should compute the active layers that are in use.
Are we now supposed to constantly compute this for all entities in the world? This doesn't seem like an adequate solution.

#

/// Entities without this component belong to layer 0.
If I'm reading this correctly, does that mean that cameras can now only see the renderlayers they have opted into? Previously they saw all layers when the component was not present, this seems like a pretty major undocumented breakage.

#

Also, what if I have a plugin that has no knowledge of how users are using render layers?

#

Was this change added after the initial RC? I wasn't expecting new features like this to land. That seems to defeat the purpose of the RC.

languid meteor
wise juniper
wise juniper
gray moat
#

Oh, I think that confusion was from a while back. The docs say that cameras with the renderlayers component only show entities with intersecting layers, which seemed to imply that cameras without the component would render everything.

wise juniper
hybrid junco
short lake
hybrid junco
gray moat
#

It does seem noticably worse than rc.2, which had seemed to be a big improvement over 0.13.

forest forge
#

I did it today

hybrid junco
#

lolol, well that answers that!

magic osprey
#

ETA for 0.14 in #dev-announcements was the beginning of next week, which starts in two hours for me... I assume it won't actually be tomorrow though and it's getting pushed back a little again, so do we have an updated release date?
(asking because I'm wondering how much I need to crunch to get the Avian release ready...)

forest forge
#

no, tuesday at best, wednesday likely

#

still begining of the week 🀞

magic osprey
#

okay, thanks

gray moat
forest forge
gray moat
#

If you control camera rotation with your mouse, you can see it clearly in recorded video

#

Even more obvious with motion blur on, because the blur will flicker on and off as bevy sees zero motion

#

Last time I looked into this, it was solvable, but the only workaround I found was to re-run the winit loop as many as ten times for a single frame, just to ensure no inputs were missed.

gray moat
#

oh noooo

#

@forest forge good news

#

I think this is a me problem. SCscrem

#

It looks like it is being caused by bettersnaptool

#

I used to use Magnet for the same purpose, but it also caused bugs in bevy apps, where the frames would stutter when dragging the window.

#

So, good news is it's caused by an app, bad news is that app seems to affect bevy, but not all other applications - similar to magnet.

forest forge
#

thanks for the news!

#

were you testing the 0.14-rc.2 on a computer without that?

gray moat
#

Nope, that's the strangest part

#

I even updated the smoothing settings on the camera after rc.2, because I noticed the input dropping was better, and I even tested going from 0.13 to 0.14-rc.2 to make sure it wasn't placebo.

#

So I have no idea what is going on, but it seems to be fixed after killing the app. It's possible there were multiple confounding factors.

gray moat
#

Any ideas why framepace systems don't appear to be running in RenderExtractApp? I went through the changes/migration, but don't see any reason why the systems seem to be not running any more.

#

Does the sub app no longer run its schedule after the extraction change or something?

#

I've verified that the subapp actually exists, before accessing it and inserting my own resources and system to the Main schedule. The system just never runs.

#

Everything works as expected if I do this in RenderApp instead. SCwhattheheck

#

It seems like something has changed with pipelined rendering and extraction.

#

Another issue, looks like wasm builds fail due to a misconfigured import for depth of field:

error[E0432]: unresolved import `crate::core_3d::DEPTH_TEXTURE_SAMPLING_SUPPORTED`
  --> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/dof/mod.rs:59:19
   |
59 |         Camera3d, DEPTH_TEXTURE_SAMPLING_SUPPORTED,
   |                   ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ no `DEPTH_TEXTURE_SAMPLING_SUPPORTED` in `core_3d`
   |
note: found an item that was configured out
  --> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/core_3d/mod.rs:53:11
   |
53 | pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = false;
   |           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
note: found an item that was configured out
  --> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/core_3d/mod.rs:63:11
   |
63 | pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = true;
   |           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
obsidian peak
#

(I’ll finish, just likely not before 0.14 is released)

gray moat
#

huh, looks like the webgl backend is not automatically specified anymore.

forest forge
gray moat
#

one sec, I'm trying it with default features enabled

#

The issue is that the DEPTH_TEXTURE_SAMPLING_SUPPORTED cfgs have a gap - if you don't enable the webgl feature, DEPTH_TEXTURE_SAMPLING_SUPPORTED won't exist at compile time.

#

It seems like it should just fall back to false

forest forge
#

it's defined like that:

#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = false;
#[cfg(any(feature = "webgpu", not(target_arch = "wasm32")))]
pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = true;
gray moat
#

Yes, and those cfgs are not perfectly opposite

#

if you are on wasm without webgl, it should be false, but the cfg is not met and the const is ifdef'ed out of existence

gray moat
#

I'm able to compile and run in wasm after making that change

forest forge
#

well consider it an advanced feature issue detection, because bevy_core_pipeline won't work in wasm without either webgl or webgpu πŸ˜„

gray moat
#

though - that last part isn't totally true, oops, I also added back default features

forest forge
#

still would be nice to not fail to compile, for a plugin for example that doesn't want to select a backend

gray moat
#

Right now, it's just DOF that fails at compile time in this one spot

forest forge
undone solstice
gray moat
lethal urchin
#

@odd crane if you can get the "deregister events" PR or an issue up, I think I'm okay putting it in the release candidate. Looks like we'll want another quick one anyways

odd crane
#

I'll jump on that RN

lethal urchin
#

Sounds great ❀️ Not to pressure; I just don't have a good enough understanding of your needs to do it myself

odd crane
#

For my stuff, I may need something else (ran into deeper problems so uncertain ATM - I can add detail, but don't want to mess up this thread) - but I can still add an initial version of this

azure kestrel
#

Ping me for review, I could use that myself

odd crane
azure kestrel
#

I didn't expect it to be this simple tbh

#

Scoped events don't seem that difficult now, just need to figure out how to handle non-existing Events<E> with EventWriter and EventReader

hushed thistle
lethal urchin
azure kestrel
#

?

#

ohh

lethal urchin
#

@west osprey let me know if you have follow-up concerns; I want that in ASAP to making editing feasible

hybrid junco
lethal urchin
west osprey
#

We're not planning on doing the release today, are we? I need to adjust the meshlet section slightly tonight

lethal urchin
#

I'm going to do the mechanical cleanups next

west osprey
#

I still want to show/have an example, and clarify the difference between CPU time spent recording the commands, and GPU time spent executing the commands (later on, separate from recording). Maybe at the end where it says CPU time, GPU time, clipper invocations, etc, put what I just said on parentheses after the CPU/gpu bullets.

#

Example can be skipped though, sure

lethal urchin
lethal urchin
forest anchor
#

Also currently doing an editorial pass for the release notes

lethal urchin
lethal urchin
lethal urchin
#

Other than that, the website milestone is looking pretty good. Just migration guide polish, one more release note and editing passes to do

#

@forest anchor I'm going to let you do your editing pass, and then review it again tomorrow.

undone solstice
lethal urchin
tropic lark
forest anchor
#

As a heads up, we aren't currently running markdownlint on the release notes content

#

I'm running it locally + fixing things this time around. But we should tie it up to CI

undone solstice
obsidian peak
#

I'm going to sleep now bavy

west osprey
#

Can someone else try recording the meshlet example? I'm sorry, I can't seem to get a good video. This one is choppy :/

#

nor particulary well directed lol

forest forge
west osprey
#

Up to you what you think looks good

forest forge
west osprey
#

I'll go submit the release notes

#

Shame I never built the cluster/triangle count overlay

#

would be neat to show the changing geometry count as you zoom in/out

forest anchor
#

Didn't make it all the way through all of the sections, so I'll continue tomorrow in another PR

forest forge
# west osprey Perfect, thank you!

removed the most far zoom out, and replaced it by a closer zoom in at the end. and more bunnies and better shadows! I feel it's prettier that way πŸ™‚

forest forge
pulsar terrace
#

something else that would be cool is having a stationary shot while seeing LOD's changing, but I'm not sure how much work it'd be for it to be separated

forest forge
#

setting up the view is easy, but I don't know about it using the LOD of the other camera

wise juniper
# forest forge

Looks super nice! πŸ˜„ How did you setup that in code? Did you hatdcode a list of camera transforms and then just lerp between them after a delay?

forest forge
lean axle
#

I think it would be better if the links to examples on the release blog (at the end of many of the sections, there are calls to action, to try the feature being showcased using an official example) point to the bevy website, instead of the GH repo source file

#

since we have all the official examples viewable on the bevy website, we should make use of that

west osprey
# forest forge

@lethal urchin Francois made an even better video. Do you want me to open another PR, or do you want to just replace the video yourself in whatever the next PR you make is?

night gale
short lake
night gale
#

Was the problem with how we drive the app schedule from the winit loop fixed @lethal urchin ? Iirc the call to run an app was discovered to have been moved from what on web corresponds to requestAnimationFrame to instead being called outside of that callback. That resulted in potentially trying to render multiple times per refresh

#

Pretty sure that was reported as an issue

lethal urchin
forest anchor
#

Today I'm continuing my editorial pass

lethal urchin
#

@forest anchor I'm going to do a pass on the migration guides now

lethal urchin
lethal urchin
lethal urchin
#

<@&1064695155975803020>, all that remains to be done is:

  • [ ] merge the migration guide edits
  • [ ] finish editing the release notes
  • [x] cherrypick the final PRs onto the branch
  • [ ] generate the change log
  • [ ] generate the contributors list
  • [ ] release Bevy 0.14
  • [ ] undraft the release notes
  • [ ] pick and add a splash image
  • [ ] announce the release
west osprey
#

Are we releasing today? Finally 🀩 , this has been such a long release πŸ˜… . Feels twice as long as usual.

lethal urchin
#

There was so much stuff, and the release candidate proces really did take ages (with good reason)

forest anchor
# lethal urchin Yeah, I think we can do it, but no crunch!

I think at this point we should hold off until tomorrow in the interest of releasing early / in the morning (I understand the world doesn't revolve around the PST time zone, but if we do it this way we can field social media responses as they come in).

lethal urchin
#

Yeah, the first few hours are always a flood

#

And my dad is getting in tonight so I won't be around to work "overtime" :p

forest anchor
#

I do have an appointment at 1pm tomorrow, but it shouldn't take long. I think we should aim to release before then

glad osprey
#

Will there be a release process post-mortem?

lethal urchin
#

Nothing too formal

forest forge
#

everything is cherrypicked, the branch should be ready

forest anchor
#

We should re-encode the media content prior to release. We're clocking in at 51 MB right now πŸ™‚

#

Also the SMAA section is missing an image / currently references one in its text

forest anchor
#

Hmm also weirdly all the media is broken when I run zola serve now

#

(I am running 0.19.1 right now, but I was doing it yesterday with no problems 😒)

forest anchor
calm bison
obsidian peak
#

@lethal urchin, I reviewed your pass on the migration guide, thanks!

forest anchor
#

Ah you're saying thats the source of that broken link

#

Sadly every link is broken with zola serve

#

(to media)

obsidian peak
#

Huh, I would definitely try building Zola 0.18 and trying it again

forest anchor
#

Running zola build and hosting with a python web server makes everything work

#

So its definitely an zola serve state problem of some kind

forest anchor
lethal urchin
forest anchor
lethal urchin
#

I think a cache is borked somehow

floral parcel
#

I noticed in the component hooks/observers release notes it mentions component hooks always run before observers, but is it not the case that on_remove component hooks run after observers?

lean axle
#

also i think it is worth explicitly pointing out that observers do not run in parallel with scheduled systems.

#

also, minor nit: in the HLODs section, there was a sentence that said that objects can be hidden/revealed based on "distance to the player". that should be "distance to the camera". not all games are first-person πŸ˜‰

split agate
#

some are even applications...

#

πŸ˜„

lean axle
#

i am not going to bother making a PR, because, surprisingly to me, i dont really have any more comments regarding the release notes

#

i read through the whole thing today, looking for all the usual things i used to comment on before (when i reviewed older bevy releases), and it was actually pretty good imo

#

all the sections are in a reasonable sequence and a lot of the unnecessarily verbose explanations have been cut down. though maybe some of the code examples feel a bit long ...

#

but that is often unavoidable with code examples

#

i would recommend making them collapsable

#

i started doing that in cheatbook and i think it is pretty good

#

you get the explanation and a prompt to expand the code, you click on it, and you see the code

#

helps reduce the clutter on the page, when the code snippets are longer than 10-20 lines or so

#

which they often have to be

#

small code snippets are fine without being behind a collapsable thing, ofc

split agate
#

I was trying to build the webpage from source, to have a lookover before bed. But cant seem to find the 0.14 version when doing zola serve, do I need to add something?

lean axle
#

make sure you use the correct URL

split agate
#

ah, manaully going to the content, thx

lean axle
#

the 0.14 page is not listed in the blog, because it is a "draft"

calm bison
forest anchor
split agate
#

under "whats next" in the news part, the link to the design doc of the better scenes is still towards a TODO

forest anchor
#

As a general thought: we should be doing fewer "large blocks of code" and instead progressively disclose things piece by piece, with each block of code preceded by a small amount of text describing it

#

Makes things feel less daunting by breaking things up logically and gives people some breathing room

#

(I'm doing that as I go for my current editorial pass)

wise juniper
forest anchor
undone solstice
forest anchor
knotty stirrup
#

I can work with the NopWorldQuery removal in my case.

#

I just haven't released an rc versions.... which I probably should have because it would have been good to have people test if the reflect was working correctly thonk

undone solstice
#

ok cool, I missed that there was a branch already πŸ˜… , sorry for the ping

knotty stirrup
#

You're good. No worries.

lethal urchin
floral parcel
# lethal urchin Ticket created

I think I was wrong, I remembered that being the case but I'm looking at the code and it looks the on remove hooks/observers do run in the same order as the others

tropic lark
#

(we're not at a point where Bevy is in 1.x and stable, and we have long RCs for external end user apps to test)

forest forge
#

one of the point of the rc was to reduce pressure on plugin authors to be ready on release day. if we put pressure on them to be ready on rc day, that doesn't change anything

bronze stream
#

if there are no dependent 3rd-party crates, then that point is moot ofc

#

also you should only have to release once to be compatible with all bevy 0.14 RCs. they're semver-compatible and (ideally) shouldn't include big breaking changes

forest anchor
lean axle
forest anchor
lean axle
#

awesome

#

i love that the bevy website can adopt some of these stylistic tricks to make content less cluttered and more readable/presentable

#

i've started doing both of these things (split code examples into multiple blocks/sections, with interleaved explanation + make them collapsable/expandable if long) in cheatbook with, i think, great success. it really improves the presentation

#

it looks like the 0.14 release notes will be on a whole new level of quality

#

the RC period is good ❀️

split agate
#

while waiting for my wife to get ready ( the legendary 5 minutes ) I thought I might as well add the link to the bsn implementation I read about ( and saw some prototype code for ). But it seems to have gotten lost in the discord somewhere

#

and now I got to go πŸ™‚

lethal urchin
lethal urchin
lethal urchin
oblique sparrow
#

The proposed image feels like the sun is shining in my eyes

magic osprey
#

The PR's image is maybe a bit too bright but otherwise I like it a lot

lethal urchin
#

How about this one?

lethal urchin
wise juniper
magic osprey
# lethal urchin How about this one?

Pretty good, not sure if I prefer it over the original though. If I'm nitpicking, I don't like the close-up tree on the left since you can see the lack of detail clearer and it kinda jumps out from the rest of the image. Also feels slightly oversaturated and/or bright

vernal moss
#

We are getting to the point where taking advantage of the rendering features requires skilled artists. Everything we have is dev-art, it will be fine for showcasing the new features.

wise juniper
vernal moss
#

I agree, it shows off rays, screen-space reflections, bloom, hdr/tone-mapping and color-grading.

magic osprey
#

I'm getting weird noise in the horizon running this myself :P

forest forge
#

we should build a gene with the parameters available (position of the camera, color grading, lighting, ...), make a script that takes the screenshot corresponding, post it on discord, and evolve the gene depending on the emoji reactions

lethal urchin
vernal moss
#

Those are kind of the same thing. Funding and tools, then maybe we will start to attract some.

lethal urchin
magic osprey
#

What about something like this?

lethal urchin
#

Has the strengths of IceSentry's image without the ugly low poly tree in the foreground

magic osprey
#

yeah I just adjusted the config a bit to make the sky slightly less bright and more pleasing, and tried to showcase all the rendering features

#

(also vaguely follows the golden ratio lol)

#

the hot reloading is nice for getting the details right

vernal moss
#

I like that best

#

the skybox is nicely done

#

good exposure

wise juniper
magic osprey
#

Thanks :) now back to Avian release prep lol

oblique sparrow
magic osprey
#

Either way, I agree it might be clearer for god rays specifically, but I think for the cover image we should pick what is overall the most appealing and showcases the engine's (new) features best. Not just god rays, but also screen-space reflection, filmic color grading, etc.

lethal urchin
oblique sparrow
#

What about a different angle that isn’t staring into the sun?

#

With the right sun angle the god rays should point downward under the tree

magic osprey
#

that's a lot harder to get right without losing a lot of the scale while also trying to showcase stuff like the water shader

short lake
short lake
magic osprey
short lake
west osprey
# lethal urchin How about this one?

It would be neat to convert everything to meshlets, take a screenshot of the meshlet debug material showing the clusters, and then composite them together like the nanite screenshots. A decent amount of work though.

short lake
azure kestrel
#

Does debug view do edge highlights?

short lake
#

no, but that's trivial to do with EDL (eye dome lighting)

#

I'm 98% sure that's what they did here

lethal urchin
#

I'm fine to release today; I think we're pretty much all good and I'm fine to spend my evening on social media

forest anchor
hushed thistle
hushed thistle
#

Oops, my bad, brain malfunction. Seems fine.

bronze stream
#

well both code blocks can be deleted. and probably replaced with an example where UI image tinting is the actual intent:

#
// 0.13
ButtonBundle {
    image: UiImage::new(my_texture),
    background_color: my_color_tint.into(),
    ..default()
}

// 0.14
ButtonBundle {
    image: UiImage::new(my_texture).with_color(my_color_tint),
    ..default()
}
obsidian peak
#

Check the actual diff, not the screenshots in the PR description

obsidian peak
#

Ok, sounds good

lethal urchin
#

Anyone want to bump bevy_color to 0.14.1? Targeting the release 0.14 branch please

forest forge
lethal urchin
forest forge
#

I'll force push to the branch to remove it πŸ€·β€β™‚οΈ

lethal urchin
#

If anyone wants to be helpful, one of the very last remaining tasks for the release is to generate the changle log and contributors list πŸ™‚

#

the generate-release tool should have a script for this already

undone solstice
#

I'm happy to take a try at it

lethal urchin
undone solstice
forest forge
#

I don't remember how those scripts work but shouldn't they be --to release-0.14.0? main has commits that won't be in the release

undone solstice
#

If that's the case then the README needs an update too

#

(I'm happy to rerun it)

forest forge
#

well it's the first time the release won't be from main because of the rc

undone solstice
#

hah, right. that makes sense πŸ˜†

#

so to v0.14.0-rc.4 then

#

or branch release-0.14.0

forest forge
#

πŸ€” and --from v0.13.0 instead of the latest patch means the contributors who did things in those patches will be credited in the release, otherwise their commits won't be visible in a contributors list or a changelog

#

I would say the branch

undone solstice
#
cargo run -- --from v0.13.0 --to release-0.14.0 --release-version 0.14 contributors
lethal urchin
#

@undone solstice we also need to update the numbers at the top of the blog post to match πŸ™‚

#

Currently those are just TODO

undone solstice
#

updated and alice beat me to an approval before I messaged πŸ˜†

lethal urchin
#

Feel free to just toss the number updating into one of your two open PRs

undone solstice
lethal urchin
#

253 contributors, 901 PRs

#

Christ...

undone solstice
#

its a lot lol

vernal moss
#

a significant increase from the previous releases

undone solstice
#

+55, +229

hushed thistle
#

looking at diff / raw new contributors file contents in that PR, I happened to notice that maniwani is no longer listed, which seemed odd. I am pretty sure they contributed this cycle: https://github.com/bevyengine/bevy/pull/9202 was merged on Mar 30.

vernal moss
#

We added 18 new contributors from 0.12 to 0.13

undone solstice
#
PR not found for refactor: Extract parallel queue abstraction sha: e34fb68677aef4269d376273903800cb4228d8b7
PR not found for also look in just_pressed touches for position sha: 4134351d9b4d14a352c1eccff6dc334fda1593ce
PR not found for Added `add_group` to `PluginGroupBuilder` sha: bb00d9fc3c06dbd27e9e4bea25ad8bc71e07677d
PR not found for bevy_reflect: Recursive registration sha: ccb9d0500f88fe93bf7c43647fe6a8efc5d82030
PR not found for Add table showing complexity of methods for Input sha: 1b3c2b0fed4821d2a8a7554330310ae7f675373d
PR not found for Add pipeline statistics sha: 737b719dda79e15aa70b3a390c871070519f34e0
PR not found for Meshlet rendering (initial feature) sha: 4f20faaa43a5f3c8743be1c9eef13c3debbd1be5
PR not found for Refactor `App` and `SubApp` internals for better separation sha: 01649f13e2d7891573e3f128b27848d286536a89
PR not found for Per-Object Motion Blur sha: ade70b3925b27f76b669ac5fd9e2c31f824d7667
PR not found for Add error when extract resource build fails sha: 4b446c020e476eadb5da2af923965946abdb826a
PR not found for Add doc comments explaining the different behaviours of `alignment` and `Anchor` with `text_2d` sha: be217ab037b6fe763f42542204773a18d0108e3b
#

for the changelog output ^

hushed thistle
#

Ah, ok.

undone solstice
#

same for the contributor output

lethal urchin
#

We should add those in manually

undone solstice
#

I added the tool output to each PR description

#

that also bumps the numbers up (993 merged prs)

#

901 made it to the changelog

#

Should I add the missing PRs to the changelog? I've already added the missing contributors (3) to the contrib list

undone solstice
#

IMO: all of the missed PRs look like they got excluded because they were originally opened before the "from" date for the release

#

most have sub-10k ids

undone solstice
#

prs added to changelog

lethal urchin
#

Awesome, merging both

short lake
lethal urchin
undone solstice
#

and you can't sort the issues api by "closed_at", only "created, updated, comments"

undone solstice
forest anchor
lethal urchin
lethal urchin
#

We can also prepare but not merge the undrafting PR

forest anchor
west osprey
#

Very excited for the release tomorrow!

languid meteor
#

Cover image is deformed on mobile

#

(Also seems to be the case for 0.13 cover image)

languid meteor
#

removing the hardcoded width seems to fix it:

#
diff --git a/templates/news-page.html b/templates/news-page.html
index 704ebc1..738e473 100644
--- a/templates/news-page.html
+++ b/templates/news-page.html
@@ -52,13 +52,11 @@
       {% if page.extra.image_subtitle %}
         <img src="{{ page.extra.image }}"
               alt="{{ page.extra.image_subtitle }}"
-              width="926"
-              height="521" />
+               />
       {% else %}
         <img src="{{ page.extra.image }}"
               alt="An image representing the article"
-              width="926"
-              height="521" />
+               />
       {% endif %}
       {% if page.extra.image_subtitle %}
         {% if page.extra.image_subtitle_link %}
hybrid junco
languid meteor
#

there is a max-width of 100% on the image. Wouldn't that do in all cases?

forest anchor
#

We should remove them both imo

#

Putting together a PR now

languid meteor
#

what do you mean with "both" and do you want me to make a PR

forest anchor
#

Both the hard-coded width and height

languid meteor
#

ah, thought i missed one in the diff

forest anchor
#

We'll see if the linter yells at me

languid meteor
#

(merging now in the interest of this not holding up tomorrow morning's release)
as it is already "today" in my timezone. what time is the release planned in your timezone?

languid meteor
#

that would be roughly <t:1720108800:R>

wise juniper
languid meteor
runic igloo
# forest anchor we're aiming for 9am-ish PST

Note that this feature does not use GPU "mesh shaders", so older GPUs are compatible for now. However, they are not recommended, and are likely to become unsupported in the near future.
In the virtual geo section, the wording makes it sound like mesh shaders are not recommended and may become unsupported. It also sounds awkward to say older GPUs are "not recommended".
Note that this feature does not currently use GPU mesh shaders(https://developer.nvidia.com/blog/introduction-turing-mesh-shaders/), so it will work on older cards. However, due to the advantages of mesh shaders when dealing with virtual geometry it's likely they will be used in a future release, and therefore will no longer run on GPUs without them.
Aside: is there a better place to post this, github issue?

wise juniper
runic igloo
#

the final pr is coming from carts repo though, so he'd have to merge back in again to get any changes, bit awkward

wise juniper
forest forge
#

It can be fixed after the release too

#

There always are a few language or tech fixes in the following days

magic osprey
obsidian peak
#

If you have a slow internet connection, or the image is particularly big, it prevents elements on the page from shifting around after its initial paint

#

Since we can't use any server-side scripting to generate these values for specific screen sizes, it's probably best to just remove the hard-coded values

magic osprey
#

Yeah explicit image sizes are generally recommended on web to prevent cumulative layout shift, and its something e.g. Google Lighthouse flags about. It shouldn't be needed if we just use aspect-ratio though

#

So I would disagree about straight up removing the size without at least specifying an aspect ratio, but it's not that big of a deal

obsidian peak
#

Here's what it now looks like with the aspect-ratio tag

lost shadow
#

Oh cool, I'll stick that into my bag of tricks.

glad osprey
#

We need some dramatic music!

hollow coyote
obsidian peak
forest anchor
#

The new docs.rs build queue setup is absolutely tearing through the bevy deployment. Very nice

forest anchor
#

At the very least, what used to build up as a long queue is now processing them about as fast as they come in

obsidian peak
forest anchor
undone solstice
bronze stream
#

complete set of filmic color grading tols

azure kestrel
#

States docs direct to old example files

#

That's on me, forgot to update after separating them

bronze stream
#

Better colors: type-safe
should be Type-safe for consistency

azure kestrel
#

Copied from #off-topic , mistyped type names for meshlets

lethal urchin
#

Awesome work y'all

#

Thank you so much

#

This was much less painful than previous releases for both Cart and I

azure kestrel
#

And that's with the release notes system being introduced pretty late, isn't it?

bronze stream
#

We still [have] a lot left to do

lethal urchin
vernal moss
#

When are we going to start rolling notes for the next cycle?

lethal urchin
#

Although I want a couple days vacation and ideally a couple days doing feature work first lol

azure kestrel
#

Doesn't compile, should use get_mut and fix the resulting errors

#

I hope it's alright to post the problems here, we want to fix them right?

forest forge
tardy oracle
lethal urchin
reef tapir
vernal moss
#

<@&1232768967341375599> ?

atomic tinsel
#

0.20.2 does not touch the wgpu crate, just wgpu hal and core 0.21.1

reef tapir
#

I see that now, sorry for the ping πŸ™Œ

atomic tinsel
#

Nw

lethal urchin
#

Yep, not a problem: it confused me initially too

night cave
#

I ran into this problem a few days ago. I had to downgrade to rust 1.77 to prevent a crash.
Upon upgrading to 1.79 today (and bevy 0.14) I ran into this issue again. I had to manually set wgpu-core and wgpu-hal to 0.21.1 to stop the seg faults.

atomic tinsel
reef tapir
night cave
lean axle
#

should this working group be marked as "Competed" now?

glad osprey
#

I'd like to see the post-mortem, a summary of what worked well and what needs to be improved.

forest forge
#

are patches part of the release?

jaunty ermine
#

The release crew is dead, long live the maintenance gang!

lethal urchin
#

Also fixing up the migration guide as things are reported