From 9567702a5d70d7e5ebb3cbebcbe390911de268dc Mon Sep 17 00:00:00 2001 From: Emi Date: Wed, 28 Feb 2024 11:25:13 +0100 Subject: [PATCH] change to new version --- CHANGELOG.md | 54 ---------------------------------------------------- Cargo.toml | 2 +- README.md | 2 +- 3 files changed, 2 insertions(+), 56 deletions(-) delete mode 100644 CHANGELOG.md diff --git a/CHANGELOG.md b/CHANGELOG.md deleted file mode 100644 index 3478d90..0000000 --- a/CHANGELOG.md +++ /dev/null @@ -1,54 +0,0 @@ -# Changelog -## 0.5 -* Support for bevy 0.12 -* `WarblerBundle` now contains the `NoAutomaticBatching` component -Besides that, a lot of internal restructering was needed - -## 0.4 -* Support for bevy 0.11 -* The color of the grass is now a `Component`, meaning it can be configured on a `Chunk` basis. -* Remove the `WarblersExplicitBundle`. Only textures are now supported. -* `HeightMap` is now named `YMap` to easier distinguish between `WarblerHeights`, which controls the height of the grass blades. -* The `maps` module is now named `map` (which contains the `YMap` and `DensityMap` components). -## 0.3.2 -This release mainly includes proper support for wasm builds, -as well as simplifications in the code and better documentation. -Also the performance should be slightly better for the editor. - -No migration should be needed but to update the version - -## 0.3.1 -This version shouldn't need any work on the user side. - -All changes were intern or bug fixes (see #54, #56, #52) - -Also the dev features were intruduced so running the examples is easier - -Besides that, I installed inkscape and tried to paint a logo.. which is now the officially on the `warbler_grass` github repo ! :D - -## 0.3 -### Change -* The `GrassSpawner` was removed in favor of the `WarblersBundle` and `WarblersExplicitBundle` -* The `wind_noise_texture` field of the `GrassConfiguration` resource was moved to the `GrassNoiseTexture` resource -* The `density_map` and `height_map` modules were combined to the `maps` module -* Dithering uses a new matrix which changes the positions of your grass blades slightly if you used a density map before - -### Added -* A editor was implemented -This makes it possible to modify your maps directly in the game and save them after -The editor can only be used with the new `editor` feature (you can take a look at the editor example) -* A `WarblerDiagnosticsPlugin` has been added which logs the amount of grass bladed rendered every frame -This is used in the `many_chunks` exampe if you'd like to see how to use it -* The height of the blades can now be sampled using a texture with the `WarblersHeight::Texture` component -* A density parameter can now also be specified with the `DensityMap` to directly influence the dithering -* The default wind direction was changed from (1,0) to (1,1) - -### Fix -Many bugs have been fixed; to many to count all of them -* Warbler_grass only uses the dependencies it needs! -* Grass chunks are updated now also updated if the height of the blades changed -* The frustum culling of chunks now works properly with big chunks -* A grass chunk is now set invisible if the parent is also invisible -* We don't crash the program if the density map is removed -* If hot reloading is activated, all maps are monitored -* Wind doesn't get faster over time diff --git a/Cargo.toml b/Cargo.toml index d9adb47..7cf963c 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -1,6 +1,6 @@ [package] name = "warbler_grass" -version = "0.5.0" +version = "0.6.0" edition = "2021" readme = "README.md" license = "MIT OR Apache-2.0" diff --git a/README.md b/README.md index a03d070..aaba21f 100644 --- a/README.md +++ b/README.md @@ -18,7 +18,7 @@ A cool project using this crate is the [foxtrot](https://github.com/janhohenheim Add `warbler_grass` as dependency to your project ```toml [dependencies] -warbler_grass = "0.5" +warbler_grass = "0.6" ``` ### Add grass to your game: ```rust