Releases: EmiOnGit/warbler_grass
v0.6.1
What's Changed
-
Dithering error handling and sending user events for dithering steps
TheGrassComputeEvent
signals if the computation has started, finished or failed with more informations attached as needed. -
Respect prepasses instead of crashing by @EmiOnGit in #87
When using prepass shaders (such as aDepthPrepass
) the crate previously crashed since the pipeline was not adapting in response to prepasses. This release fixes the crashes (However since the rendering pipeline is very distinct from the default bevy pbr pipeline, the prepasses have no effect on the grass) -
Dither speedup and async loading by @EmiOnGit in #88
Dithering is a big task which can lead to visible stutters when applied to larger chunks.
With the new changes, the grass is calculated over multiple frames using bevys async functionality.
I also applied a couple of speedups for the dithering.
Also thanks to @ethereumdegen for the help
Full Changelog: v0.6...v0.6.1
v0.6
v0.5
Finally the jump to bevy version 0.12!
Next bevy version is already on the doorstep but I promise that I'll be faster next time :)
What's Changed
New Contributors
Full Changelog: v0.4...v0.5
0.4
Changelog
- Support for bevy 0.11
- The color of the grass is now a
Component
, meaning it can be configured on aChunk
basis. - Remove the
WarblersExplicitBundle
. Only textures are now supported. HeightMap
is now namedYMap
to easier distinguish betweenWarblerHeights
, which controls the height of the grass blades.- The
maps
module is now namedmap
(which contains theYMap
andDensityMap
components).
I also want to thank @Elabajaba for porting this crate to bevy 0.11! :)
0.3.2
v0.3.1
Release notes
All changes were intern or bug fixes (see #54, #56, #52)
so no migration should be needed, if it worked before it still works
Also the dev features were introduced 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
Changelog
Change
- The
GrassSpawner
was removed in favor of theWarblersBundle
andWarblersExplicitBundle
- The
wind_noise_texture
field of theGrassConfiguration
resource was moved to theGrassNoiseTexture
resource - The
density_map
andheight_map
modules were combined to themaps
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 neweditor
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 themany_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
0.2
0.1 initial release
This is the first official release!
up until now I almost didn't care much for stability but I think I'm getting closer to a stable base.
This means that I'll start documenting the changes and won't simply upload breaking changes :)