I design games, make all manner of things, and occasionally go outside ;) Once upon a time I was a plant ecologist!
developer.espressif.com/blog/2025/10...
developer.espressif.com/blog/2025/10...
Want to help Bevy? Review some PRs! Everyone is welcome to, and it really helps us move along the excellent work already in our backlog. Get two approvals and I'll see you right back here next week ;)
See the link for tips!
Want to help Bevy? Review some PRs! Everyone is welcome to, and it really helps us move along the excellent work already in our backlog. Get two approvals and I'll see you right back here next week ;)
See the link for tips!
A nice trivial PR from just before I started this merge train. Shaders are a huge topic, and tasks range in difficulty from "anyone can do this" to "experts only". Our examples should be organized to avoid terrifying the noobs <3
I agree with this change: merging!
A nice trivial PR from just before I started this merge train. Shaders are a huge topic, and tasks range in difficulty from "anyone can do this" to "experts only". Our examples should be organized to avoid terrifying the noobs <3
I agree with this change: merging!
Strongly recommend using `deprecated` in your libraries!
Strongly recommend using `deprecated` in your libraries!
Speaking of migrations: it's time for our quarterly spring cleaning (that's how it works, right?). Rust provides a lovely `deprecated` macro: warning users that they need to change their code. We keep these around for one cycle by default: now it's time to yeet!
Speaking of migrations: it's time for our quarterly spring cleaning (that's how it works, right?). Rust provides a lovely `deprecated` macro: warning users that they need to change their code. We keep these around for one cycle by default: now it's time to yeet!
A low-stakes incremental improvement: splitting out our wgsl color space shader math into its own plugin. This is *still* probably the wrong crate for it, but I'm fine to leave that alone for now. Definitely better than before and very low splash damage: merging.
A low-stakes incremental improvement: splitting out our wgsl color space shader math into its own plugin. This is *still* probably the wrong crate for it, but I'm fine to leave that alone for now. Definitely better than before and very low splash damage: merging.
With the advent of "retained gizmos", our immediate-mode line drawing crate is... not so immediate. Our docs should reflect that. Merging as trivial.
There's broader questions of "what even is this crate", but that's a debate for another day! It's very useful but...
With the advent of "retained gizmos", our immediate-mode line drawing crate is... not so immediate. Our docs should reflect that. Merging as trivial.
There's broader questions of "what even is this crate", but that's a debate for another day! It's very useful but...
Clearly explains why the change was made, gives users a direct upgrade path, but warns them that this probably isn't what they should do, laying out the correct steps to take to undertake a better migration. Lovely!
Clearly explains why the change was made, gives users a direct upgrade path, but warns them that this probably isn't what they should do, laying out the correct steps to take to undertake a better migration. Lovely!
A simple footgun-resistance PR, which makes me very happy we can make breaking changes in Bevy. Users *always* want an `AssetPath` in this context: simply removing the nicely named method with the wrong output and noting the migration path is great :D
Merging.
A simple footgun-resistance PR, which makes me very happy we can make breaking changes in Bevy. Users *always* want an `AssetPath` in this context: simply removing the nicely named method with the wrong output and noting the migration path is great :D
Merging.