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News: Release 0.11 #657

Merged
merged 42 commits into from
Jul 9, 2023
Merged

News: Release 0.11 #657

merged 42 commits into from
Jul 9, 2023

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cart
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@cart cart commented Jun 28, 2023

How this works

(This contains sections as of bevyengine/bevy@10f5c92)

For the Bevy 0.11 release blog post, I'm opening the doors to other people writing blog post sections. Specifically, if you worked on a feature in a substantial way and are interested in presenting it, you can now ask to claim a section by leaving a comment in this PR. If you claim a section, submit a pull request to the release-0.11.0 branch in this repo. For the next week, we will be filling in sections (the release target is Friday July 7th or Saturday July 8th). Please don't claim a section if you don't plan on completing it within that timeline. Also don't claim a section if you weren't an active participant in the design and implementation of the change (unless you are a Maintainer or SME).

I will claim any unclaimed sections.

Try to match the style of previous release blog posts as much as possible.

  1. Show, don't tell. Don't bombard people with information. Avoid large walls of text and large walls of code. Prefer the pattern "byte sized description of one thing" -> "example code/picture/video contextualizing that one thing" -> repeat. Take readers on a journey step by simple step.
  2. Don't use up reader's "mental bandwidth" without good reason. We can't afford page-long descriptions of minor bug fixes. If it isn't a "headliner change", keep the description short and sweet. If a change is self describing, let it do that (ex: We now support this new mesh shape primitive ... this is what it looks like). If it is a "headliner change", still try to keep it reasonable. We always have a lot to cover.
  3. In slight competition with point (2), don't omit interesting technical information when it is truly fun and engaging. A good chunk of our users are highly technical and enjoy learning how the sausage is made. Try to strike a balance between "terse and simple" and "nerdy details".
  4. When relevant, briefly describe the problem being solved first, then describe the solution we chose. This contextualizes the change and gives the feature value and purpose.
  5. When possible, provide visuals. They create interest / keep people hooked / break up the monotony.
  6. Record images and videos at the default bevy resolution (1280x720)
  7. Provide an accurate listing of authors that meaningfully contributed to the feature. Try to sort in order of "contribution scale". This is hard to define, but try to be fair. When in doubt, ask other contributors, SMEs, and/or maintainers.
  8. Provide numbers and graphs where possible. If something is faster, use numbers to back it up. We don't (yet) have automated graph generation in blog post style, so send data / info to me (@cart) if you want a graph made.

Headliners

Headliners are our "big ticket high importance / high profile" changes. They are listed briefly at the beginning of the blog post, their entries are roughly sorted "to the top", and they are given priority when it comes to "space in the blog post". If you think we missed something (or didn't prioritize something appropriately), let us know.

  • WebGPU Support
  • Improved Shader Imports
  • Morph Targets
  • Screen Space Ambient Occlusion (SSAO)
  • Temporal Antialiasing (TAA)
  • Parallax Mapping
  • Immediate Mode Gizmo Rendering
  • Schedule-First ECS APIs
  • UI Borders
  • CSS Grid Support
  • UI Performance Improvements
  • Stable TypePath

Sections

These are the sections we will cover in the blog post. If a section has been claimed, it will have (claimed by X) in the title. If it is unclaimed it will have (unclaimed) in the title. Let us know if we missed a section. We don't cover every feature, but we should cover pretty much everything that would be interesting to users. Note that what is interesting or challenging to implement is not necessarily something that is relevant to our blog post readers. And sometimes the reverse is true!

If you believe a section should be split up or reorganized, just bring it up here and we can discuss it.

WebGPU Support (claimed by @cart)

Improved Shader Imports (claimed by @robtfm)

Morph Targets (claimed by @nicopap)

Screen Space Ambient Occlusion (SSAO) (claimed by @JMS55)

Temporal Antialiasing (TAA) (claimed by @JMS55)

Parallax Mapping (claimed by @nicopap)

Immediate Mode Line/Gizmo Drawing (claimed by @devil-ira)

Skybox (claimed by @JMS55)

Robust Contrast Adaptive Sharpening (claimed by @cart)

ECS Audio APIs (claimed by @cart)

Screenshot API (claimed by @cart)

RenderTarget::TextureView (claimed by @cart)

Simpler RenderGraph Construction (claimed by @IceSentry)

Change default tonemapping method (claimed by @cart)

Schedule-First (claimed by @cart)

Nested System Tuples (claimed by @cart)

run_if for Tuples of Systems (claimed by @cart)

EntityRef Queries (claimed by @cart)

Has Queries (claimed by @cart)

Renamed Command Application (claimed by @cart)

Derive Event (claimed by @cart)

UI Node Borders (claimed by @cart)

CSS Grid Support (claimed by @cart)

Default Font (claimed by @cart)

Improved Text Wrapping (claimed by @cart)

UI Texture Atlas Support (claimed by @mwbryant)

Faster UI Render Batching (claimed by @cart)

Delayed Asset Hot Reloading (claimed by @cart)

Custom glTF Vertex Attributes (claimed by @cart)

Stable TypePath (unclaimed)

Better Proxies (claimed by @MrGVSV)

FromReflect Ergonomics (claimed by @MrGVSV)

No More Bors (unclaimed)

New CI Jobs (unclaimed)

New Examples (unclaimed)

Deref Derive Attribute (claimed by @MrGVSV)

Global Audio Volume (claimed by @cart)

Resource Support in Scenes (claimed by @MrGVSV)

Scene Filtering (claimed by @MrGVSV)

Gamepad Rumble Support (claimed by @nicopap)

Potential Sections

These are worth considering if we have time and space, but probably shouldn't take priority over the sections above. Very negotiable though this isn't an exact science!

A-Diagnostics

A-App

A-Reflect (claimed by @MrGVSV)

A-Rendering

A-Windowing

A-UI

A-ECS

Scenes

Initial PR from my branch instead of the upstream release-0.11.0 branch: #656

@superdump
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superdump commented Jun 28, 2023

Maybe the default tonemapping change should at least be mentioned and have before and after images?

@cart
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cart commented Jun 28, 2023

Good call!

@cart
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cart commented Jun 29, 2023

I'm going to start claiming unclaimed things now in small chunks. Starting with WebGPU support and EntityRef Queries.

@tim-blackbird
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I'll claim Immediate Mode Gizmo Rendering.

@MrGVSV
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MrGVSV commented Jun 30, 2023

I'll tentatively claim the following sections (if I know I won't be able to finish them by the end of this weekend, I'll un-claim them):

  • Better Proxies
  • FromReflect Ergonomics
  • #[reflect(default)] on variant fields
  • #[deref] attribute

nicopap added a commit to nicopap/bevy-website that referenced this pull request Jul 2, 2023
@cart
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cart commented Jul 7, 2023

Claiming Screenshot API, RenderTarget::TextureView, and Default Tonemapping Method.

@cart cart added this pull request to the merge queue Jul 9, 2023
@cart cart removed this pull request from the merge queue due to a manual request Jul 9, 2023
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cart commented Jul 9, 2023

Evaluating #689 now

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@cart some last minute tweaks to the SSAO section, there's some credits I definitely need to give.

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@cart cart enabled auto-merge July 9, 2023 18:45
@cart cart disabled auto-merge July 9, 2023 18:45
@cart cart merged commit 564f71c into main Jul 9, 2023
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cart commented Jul 9, 2023

Skipped the merge queue because its already pretty late in the day and we've only tweaked styles.

@alice-i-cecile alice-i-cecile deleted the release-0.11.0 branch February 17, 2024 18:44
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