{"payload":{"feedbackUrl":"https://github.com/orgs/community/discussions/53140","repo":{"id":426108007,"defaultBranch":"main","name":"bevy","ownerLogin":"Gingeh","currentUserCanPush":false,"isFork":true,"isEmpty":false,"createdAt":"2021-11-09T05:52:21.000Z","ownerAvatar":"https://avatars.githubusercontent.com/u/39150378?v=4","public":true,"private":false,"isOrgOwned":false},"refInfo":{"name":"","listCacheKey":"v0:1719277141.0","currentOid":""},"activityList":{"items":[{"before":"82fd3df719b5e8d400d079a7a94f28ea47c4442d","after":"336fddb1019cad526398e0ccdb28b9b0317635bb","ref":"refs/heads/main","pushedAt":"2024-06-25T23:26:12.000Z","pushType":"push","commitsCount":11,"pusher":{"login":"Gingeh","name":null,"path":"/Gingeh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/39150378?s=80&v=4"},"commit":{"message":"Make default behavior for `BackgroundColor` and `BorderColor` more intuitive (#14017)\n\n# Objective\n\nIn Bevy 0.13, `BackgroundColor` simply tinted the image of any\n`UiImage`. This was confusing: in every other case (e.g. Text), this\nadded a solid square behind the element. #11165 changed this, but\nremoved `BackgroundColor` from `ImageBundle` to avoid confusion, since\nthe semantic meaning had changed.\n\nHowever, this resulted in a serious UX downgrade / inconsistency, as\nthis behavior was no longer part of the bundle (unlike for `TextBundle`\nor `NodeBundle`), leaving users with a relatively frustrating upgrade\npath.\n\nAdditionally, adding both `BackgroundColor` and `UiImage` resulted in a\nbizarre effect, where the background color was seemingly ignored as it\nwas covered by a solid white placeholder image.\n\nFixes #13969.\n\n## Solution\n\nPer @viridia's design:\n\n> - if you don't specify a background color, it's transparent.\n> - if you don't specify an image color, it's white (because it's a\nmultiplier).\n> - if you don't specify an image, no image is drawn.\n> - if you specify both a background color and an image color, they are\nindependent.\n> - the background color is drawn behind the image (in whatever pixels\nare transparent)\n\nAs laid out by @benfrankel, this involves:\n\n1. Changing the default `UiImage` to use a transparent texture but a\npure white tint.\n2. Adding `UiImage::solid_color` to quickly set placeholder images.\n3. Changing the default `BorderColor` and `BackgroundColor` to\ntransparent.\n4. Removing the default overrides for these values in the other assorted\nUI bundles.\n5. Adding `BackgroundColor` back to `ImageBundle` and `ButtonBundle`.\n6. Adding a 1x1 `Image::transparent`, which can be accessed from\n`Assets` via the `TRANSPARENT_IMAGE_HANDLE` constant.\n\nHuge thanks to everyone who helped out with the design in the linked\nissue and [the Discord\nthread](https://discord.com/channels/691052431525675048/1255209923890118697/1255209999278280844):\nthis was very much a joint design.\n\n@cart helped me figure out how to set the UiImage's default texture to a\ntransparent 1x1 image, which is a much nicer fix.\n\n## Testing\n\nI've checked the examples modified by this PR, and the `ui` example as\nwell just to be sure.\n\n## Migration Guide\n\n- `BackgroundColor` no longer tints the color of images in `ImageBundle`\nor `ButtonBundle`. Set `UiImage::color` to tint images instead.\n- The default texture for `UiImage` is now a transparent white square.\nUse `UiImage::solid_color` to quickly draw debug images.\n- The default value for `BackgroundColor` and `BorderColor` is now\ntransparent. 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They can be very useful for a lot of APIs for safety,\nexplicitness, and in some cases performance, as they can sometimes avoid\nunnecessary normalizations.\n\nHowever, many consider them to be inconvenient to use, and opt for\nstandard vector types like `Vec3` because of this. One reason is that\nthe direction type names are a bit long and can be annoying to write (of\ncourse you can use autocomplete, but just typing `Vec3` is still nicer),\nand in some intances, the extra characters can make formatting worse.\nThe naming is also inconsistent with Glam's shorter type names, and\nresults in names like `Direction3dA`, which (in my opinion) are\ndifficult to read and even a bit ugly.\n\nThis PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`.\nThese names are nice and easy to write, consistent with Glam, and work\nwell for variants like the SIMD aligned `Dir3A`. As a bonus, it can also\nresult in nicer formatting in a lot of cases, which can be seen from the\ndiff of this PR.\n\nSome examples of what it looks like: (copied from #12017)\n\n```rust\n// Before\nlet ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0);\n\n// After\nlet ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0);\n```\n\n```rust\n// Before (an example using Bevy XPBD)\nlet hit = spatial_query.cast_ray(\n Vec3::ZERO,\n Direction3d::X,\n f32::MAX,\n true,\n SpatialQueryFilter::default(),\n);\n\n// After\nlet hit = spatial_query.cast_ray(\n Vec3::ZERO,\n Dir3::X,\n f32::MAX,\n true,\n SpatialQueryFilter::default(),\n);\n```\n\n```rust\n// Before\nself.circle(\n Vec3::new(0.0, -2.0, 0.0),\n Direction3d::Y,\n 5.0,\n Color::TURQUOISE,\n);\n\n// After (formatting is collapsed in this case)\nself.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE);\n```\n\n## Solution\n\nRename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`,\n`Dir3`, and `Dir3A`.\n\n---\n\n## Migration Guide\n\nThe `Direction2d` and `Direction3d` types have been renamed to `Dir2`\nand `Dir3`.\n\n## Additional Context\n\nThis has been brought up on the Discord a few times, and we had a small\n[poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158)\non this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best\noption, but of course it was a very small poll and inconclusive, so\nother opinions are certainly welcome too.\n\n---------\n\nCo-authored-by: IceSentry ","shortMessageHtmlLink":"Rename Direction2d/3d to Dir2/3 (bevyengine#12189)"}},{"before":"3aaf746675c150982322553e847275bc6a9d66bb","after":"fe777d5c3fba64bec250b8ced3a6ba98fbd07a64","ref":"refs/heads/main","pushedAt":"2024-02-16T06:27:46.000Z","pushType":"push","commitsCount":2372,"pusher":{"login":"Gingeh","name":null,"path":"/Gingeh","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/39150378?s=80&v=4"},"commit":{"message":"Implement and register Reflect (value) for CameraRenderGraph and CameraMainTextureUsages (#11878)\n\n# Objective\n\nThe new render graph labels do not (and cannot) implement normal\nReflect, which breaks spawning scenes with cameras (including GLTF\nscenes). Likewise, the new `CameraMainTextureUsages` also does not (and\ncannot) implement normal Reflect because it uses `wgpu::TextureUsages`\nunder the hood.\n\nFixes #11852\n\n## Solution\n\nThis implements minimal \"reflect value\" for `CameraRenderGraph` and\n`CameraMainTextureUsages` and registers the types, which satisfies our\nspawn logic.\n\nNote that this _does not_ fix scene serialization for these types, which\nwill require more significant changes. We will especially need to think\nabout how (and if) \"interned labels\" will fit into the scene system. For\nthe purposes of 0.13, I think this is the best we can do. Given that\nthis serialization issue is prevalent throughout Bevy atm, I'm ok with\nadding a couple more to the pile. When we roll out the new scene system,\nwe will be forced to solve these on a case-by-case basis.\n\n---\n\n## Changelog\n\n- Implement Reflect (value) for `CameraMainTextureUsages` and\n`CameraRenderGraph`, and register those types.","shortMessageHtmlLink":"Implement and register Reflect (value) for CameraRenderGraph and Came…"}}],"hasNextPage":false,"hasPreviousPage":false,"activityType":"all","actor":null,"timePeriod":"all","sort":"DESC","perPage":30,"cursor":"Y3Vyc29yOnYyOpK7MjAyNC0wNi0yNVQyMzoyNjoxMi4wMDAwMDBazwAAAARvJiT9","startCursor":"Y3Vyc29yOnYyOpK7MjAyNC0wNi0yNVQyMzoyNjoxMi4wMDAwMDBazwAAAARvJiT9","endCursor":"Y3Vyc29yOnYyOpK7MjAyNC0wMi0xNlQwNjoyNzo0Ni4wMDAwMDBazwAAAAP8Rj1d"}},"title":"Activity · Gingeh/bevy"}