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Releases: EmiOnGit/warbler_grass

v0.6.1

21 Jun 11:00
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What's Changed

  • Dithering error handling and sending user events for dithering steps
    The GrassComputeEvent 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 a DepthPrepass) 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

28 Feb 10:29
910c363
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What's Changed

Full Changelog: v0.5...v0.6

v0.5

12 Feb 10:37
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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

29 Sep 11:32
d2ed8a7
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0.4

Changelog

  • 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).

I also want to thank @Elabajaba for porting this crate to bevy 0.11! :)

0.3.2

01 Apr 09:18
afd41a4
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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

v0.3.1

16 Mar 22:32
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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

11 Mar 23:02
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0.3

Changelog

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

0.2

07 Mar 15:46
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Mostly meant as update to bevy version 0.10

Nothing from the user side should have changed.

Besides that some performance and memory improvements have been made

0.1 initial release

28 Feb 22:11
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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 :)