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Move FloatOrd into bevy_math #12732
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Move FloatOrd into bevy_math #12732
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alice-i-cecile
approved these changes
Mar 26, 2024
bushrat011899
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Mar 26, 2024
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Good change. bevy_utils
is a necessary evil for unsorted code (IMO), so anything that has a better home should go there.
james7132
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Mar 27, 2024
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Mind resolving the conflicts?
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ChristopherBiscardi
added a commit
to ChristopherBiscardi/bevy_ecs_tilemap
that referenced
this pull request
Jun 7, 2024
implemented in [12732](bevyengine/bevy#12732)
rparrett
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to StarArawn/bevy_ecs_tilemap
that referenced
this pull request
Jul 5, 2024
* Update to 0.14.0-rc.2 * [12997](bevyengine/bevy#12997): rename `multi-threaded` to `multi_threaded` * RenderAssets<Image> is now RenderAssets<GpuImage> Implemented in [12827](bevyengine/bevy#12827) * FloatOrd is now in bevy_math implemented in [12732](bevyengine/bevy#12732) * convert Transparent2d::dynamic_offset to extra_index [12889](bevyengine/bevy#12889) Gpu Frustum Culling removed the dynamic_offset of Transparent2d and it became `extra_index` with the special value `PhaseItemExtraIndex::NONE`, which indicates the `None` that was here previously * RenderPhase<Transparent2d> -> ViewSortedRenderPhases<Transparent2d> [12453](https://github.com/StarArawn/bevy_ecs_tilemap/pull/bevyengine/bevy#12453): Render phases are now binned or sorted. Following the changes in the `mesh2d_manual` [example](https://github.com/bevyengine/bevy/blob/ecdd1624f302c5f71aaed95b0984cbbecf8880b7/examples/2d/mesh2d_manual.rs#L357-L358): use the `ViewSortedRenderPhases` resource. * get_sub_app_mut is now an Option in [9202](https://github.com/StarArawn/bevy_ecs_tilemap/pull/bevyengine/bevy/pull/9202) SubApp access has changed * GpuImage::size f32 -> u32 via UVec2 [11698](bevyengine/bevy#11698) changed `GpuImage::size` to `UVec2`. Right above this, `Extent3d` does the same thing, so I'm taking a small leap and assuming can `as`. * GpuMesh::primitive_topology -> key_bits/BaseMeshPipeline [12791](bevyengine/bevy#12791) the `primitive_topology` field on `GpuMesh` was removed in favor of `key_bits` which can be constructed using `BaseMeshPipeline::from_primitive_topology` * RenderChunk2d::prepare requires &mut MeshVertexBufferLayouts now [12216](bevyengine/bevy#12216) introduced an argument `&mut MeshVertexBufferLayouts` to `get_mesh_vertex_buffer_layout`, which bevy_ecs_tilemap calls in `RenderChunk2d::prepare` * into_linear_f32 -> color.0.linear().to_f32_array(), [12163](bevyengine/bevy#12163) bevy_color was created and Color handling has changed. Specifically Color::as_linear_rgba_f32 has been removed. LinearRgba is now its own type that can be accessed via [`linear()`](https://docs.rs/bevy/0.14.0-rc.2/bevy/color/enum.Color.html#method.linear) and then converted. * Must specify type of VisibleEntities when accessing [12582](bevyengine/bevy#12582) divided `VisibleEntities` into separate lists. So now we have to specify which kind of entity we want. I think we want the Mesh here, and I think we can get rid of the `.index` calls on Entity since Entity [already compares bits](https://docs.rs/bevy_ecs/0.14.0-rc.2/src/bevy_ecs/entity/mod.rs.html#173) for optimized codegen purposes. Waiting to do that until the other changes are in though so as to not change functionality until post-upgrade. * app.world access is functions now - [9202](bevyengine/bevy#9202) changed world access to functions. [relevent line](https://github.com/bevyengine/bevy/pull/9202/files#diff-b2fba3a0c86e496085ce7f0e3f1de5960cb754c7d215ed0f087aa556e529f97fR640) - This also surfaced [12655](bevyengine/bevy#12655) which removed `Into<AssetId<T>>` for `Handle<T>`. using a reference or .id() is the solution here. * We don't need `World::cell`, and it doesn't exist anymore In [12551](bevyengine/bevy#12551) `WorldCell` was removed. ...but it turns out we don't need it or its replacement anyway. * examples error out unless this bevy bug is addressed with these features being added bevyengine/bevy#13728 * check_visibility is required for the entity that is renderable As a result of [12582](bevyengine/bevy#12582) `check_visibility` must be implemented for the "renderable" tilemap entities. Doing this is trivial by taking advantage of the existing `check_visibility` type arguments, which accept a [`QF: QueryFilter + 'static`](https://docs.rs/bevy/0.14.0-rc.2/bevy/render/view/fn.check_visibility.html). The same `QueryFilter`` is used when checking `VisibleEntities`. I've chosen `With<TilemapRenderSettings` because presumably if the entity doesn't have a `TilemapRenderSettings` then it will not be rendering, but this could be as sophisticated or simple as we want. For example `WithLight` is currently implemented as ```rust pub type WithLight = Or<(With<PointLight>, With<SpotLight>, With<DirectionalLight>)>; ``` * view.view_proj -> view.clip_from_world [13289](bevyengine/bevy#13489) introduced matrix naming changes, including `view_proj` which becomes `clip_from_world` * color changes to make tests runnable * clippy fix * Update Cargo.toml Co-authored-by: Rob Parrett <[email protected]> * Update Cargo.toml Co-authored-by: Rob Parrett <[email protected]> * final clippy fixes * Update Cargo.toml Co-authored-by: Rob Parrett <[email protected]> * Simplify async loading in ldtk/tiled helpers See Bevy #12550 * remove second allow lint * rc.3 bump * bump version for major release * remove unused features --------- Co-authored-by: Rob Parrett <[email protected]>
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Labels
A-Math
Fundamental domain-agnostic mathematical operations
A-Utils
Utility functions and types
C-Code-Quality
A section of code that is hard to understand or change
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Objective
FloatOrd
intobevy_math
#12712Solution
float_ord.rs
file tobevy_math
bevy_utils::FloatOrd
statements tobevy_math::FloatOrd
Changelog
FloatOrd
frombevy_utils
tobevy_math
Migration Guide
bevy_utils::FloatOrd
should be changed tobevy_math::FloatOrd