- custom
on_unimplemented
diagnostics for theAssetCollection
trait - image derive attribute
array_texture_layers
- wait for dependencies of assets to load
- support for Bevy 0.14
- all texture atlas layout parameters are now integers (u32)
bevy_asset_loader
depends on the newbevy_state
feature
- Fix texture atlas layout in asset collections (see #212)
- new map key type
AssetLabel
that creates an asset map using the label as the key - New Dynamic asset collection
StandardDynamicAssetArrayCollection
- Define dynamic assets as arrays (resolves #186)
- A final solution extending the existing
StandardDynamicAssetCollection
is blocked on the nextron
version (see #151) - New example:
dynamic_asset_arrays.rs
- update to Bevy 0.13
- support any type implementing the new trait
MapKey
as keys for mapped assets (resolves #153) - derive Serialize on StandardDynamicAssets (resolves #177)
- Fix:
standard_dynamic_assets
feature fails compilation without2d
or3d
feature (resolves #175)
- New API to add and configure loading states
- Less API surface on Bevy's App type and fewer generics
- Only two methods on the App:
add_loading_state
andconfigure_loading_state
- Only two methods on the App:
- The old API is still supported, but deprecated for easier migration
- Less API surface on Bevy's App type and fewer generics
- Deny unknown fields in standard dynamic assets
- Support configuring the image sampler for texture atlases
- update to Bevy 0.12
- Make
loading_state::LoadingStateSet
public for explicit system ordering - Support configuring an image sampler through a derive attribute (#156)
- See the new example
- This can is also supported in dynamic assets through the new standard dynamic asset
Image
- Optional fields of dynamic assets no longer require wrapping their values in
Some
- E.g. configuring
padding_x
for a texture atlas is now justpadding_x: 1.5
instead ofpadding_x: Some(1.5)
- E.g. configuring
- update to Bevy 0.11
- Use "/" in paths used as keys for mapped collections on all platforms (resolves #135)
- Fix running loading states in parallel states, meaning using multiple state types (resolves #125)
- Dynamic asset files can be loaded multiple times now
- Fix crash with non default exit criteria (see #121)
- Remove features coming from optional dependencies
- Allow usage of non default exit criteria; workaround for bevy#8386
- Move compile error to field with missing
FromWorld
impl
- Option to load folders as maps of path to handle (resolves #32)
- Changed the default file ending for standard dynamic asset files from
.assets
to.assets.ron
- Fix: multiple calls of
with_dynamic_collections
(resolves #99) - Update to Bevy
0.10
- Removed features
stageless
andprogress_tracking_stageless
- Removed features
- Make sure that the
RonAssetPlugin
forStandardDynamicAssetCollection
is only added once
- update to Bevy
0.9
- renamed feature
dynamic_assets
tostandard_dynamic_assets
, since you can use custom dynamic assets without the feature - Empty loading states no longer get stuck, but directly transition to the next state (fixes #82)
- Add support for failure states (#79)
- bump
iyes_loopless
to0.8
- bump
iyes_progress
to0.6
- bump
iyes_progress
to0.5
App
extension trait making adding loading states a lot nicer (#58)- Custom dynamic assets (#55)
- Allow configuring a loading state multiple times (fixes #60)
- Support optional dynamic folder and files assets (fixes #49)
- Added a prelude
- Documentation fixes and improvements
AssetLoader
=>LoadingState
- Update to Bevy 0.8
- Support progress tracking through
iyes_progress
(#6) - Use
FromWorld
instead ofDefault
for fields without attributes- this enables complex custom types in asset collections
- Support
iyes_loopless
, which implements ideas from Bevy's Stageless RFC- requires the
stageless
feature - note that progress tracking needs the
progress_tracking_stageless
feature together withprogress_tracking
. (#43)
- requires the
- Allow adding dynamic asset collection files to a resource instead of only the Plugin builder
- Make file endings for dynamic asset collection files configurable (#38)
- Expose
DynamicAssetCollection
to give access to the BevyAssets<DynamicAssetCollection>
resource - Support loading lists of files as
Vec<HandleUntyped>
orVec<Handle<T>>
(#48)- Also supported as dynamic asset
folder
attribute is now calledcollection
- Bump Bevy to version
0.7
- Split
render
feature into2d
(for texture atlas support) and3d
(standard material support) - Support loading folders as vectors of typed handles (#30)
- 'Folder' can be used as alias for 'File' in dynamic asset collection ron files
- Folder assets are now marked with the
folder
attribute. The path is defined as for any other asset inpath
.- This adds support for dynamic folders in asset collections (#28)
- Support optional dynamic assets in collections (#24)
- Improved compile error if the
texture_atlas
orstandard_material
attributes are used without the render feature (related to #27) - Support loading keys for dynamic assets from ron files
- New example
dynamic_asset_ron
- New example
- Support initialising asset collections directly on the bevy App or World
- New example
no_loading_state
- New example
- rename derive attribute
color_material
tostandard_material
- update to Bevy version 0.6
- add support for dynamic asset paths (#14)
- move functionality behind
sprite
feature torender
feature- both features require the bevy feature
render
- both features require the bevy feature
- support loading a folder in an asset collection (#19)
- remove
render
andsprite
features from the default features - allow using the plugin without a "next" state (#20)
AssetLoader::new
now only takes the "loading" state- an optional "next" state can be configured via
AssetLoader::continue_to_state