From a18e256f78dd24572183d1e4083244ecf5045edf Mon Sep 17 00:00:00 2001 From: Carter Anderson Date: Fri, 29 Nov 2024 13:43:38 -0800 Subject: [PATCH] 0.15 tweaks (#1871) --- content/news/2024-11-29-bevy-0.15/index.md | 2 +- release-content/0.15/release-notes/13454_vbao.md | 2 +- ..._builtin_postprocessing_stack_and_implement_chromat.md | 2 +- .../0.15/release-notes/14284_Add_custom_cursors.md | 6 +++--- ...low_animation_clips_to_animate_arbitrary_properties.md | 8 ++++---- ...d_Support_for_Triggering_Events_via_AnimationEvents.md | 4 ++-- 6 files changed, 12 insertions(+), 12 deletions(-) diff --git a/content/news/2024-11-29-bevy-0.15/index.md b/content/news/2024-11-29-bevy-0.15/index.md index 507800134d..68fe1d5bf8 100644 --- a/content/news/2024-11-29-bevy-0.15/index.md +++ b/content/news/2024-11-29-bevy-0.15/index.md @@ -8,7 +8,7 @@ image_subtitle = "A snake statue in volumetric fog illuminated by volumetric lig image_subtitle_link = "https://sketchfab.com/3d-models/snake-statue-794b77a3e4654a669cf259d20dc89ec7" +++ -Thanks to 195 contributors, 1203 pull requests, community reviewers, and our [**generous donors**](/donate), we're happy to announce the **Bevy 0.15** release on [crates.io](https://crates.io/crates/bevy)! +Thanks to **195** contributors, **1203** pull requests, community reviewers, and our [**generous donors**](/donate), we're happy to announce the **Bevy 0.15** release on [crates.io](https://crates.io/crates/bevy)! For those who don't know, Bevy is a refreshingly simple data-driven game engine built in Rust. You can check out our [Quick Start Guide](/learn/quick-start) to try it today. It's free and open source forever! You can grab the full [source code](https://github.com/bevyengine/bevy) on GitHub. Check out [Bevy Assets](https://bevyengine.org/assets) for a collection of community-developed plugins, games, and learning resources. diff --git a/release-content/0.15/release-notes/13454_vbao.md b/release-content/0.15/release-notes/13454_vbao.md index 50a1f99701..a0f3fd1f7f 100644 --- a/release-content/0.15/release-notes/13454_vbao.md +++ b/release-content/0.15/release-notes/13454_vbao.md @@ -10,4 +10,4 @@ VBAO produces a significant enough quality improvement that we have replaced our old GTAO algorithm entirely. Just add the existing [`ScreenSpaceAmbientOcclusion`] component to your camera to enable it. -[`ScreenSpaceAmbientOcclusion`]: https://dev-docs.bevyengine.org/bevy/pbr/struct.ScreenSpaceAmbientOcclusion.html \ No newline at end of file +[`ScreenSpaceAmbientOcclusion`]: https://docs.rs/bevy/0.15/bevy/pbr/struct.ScreenSpaceAmbientOcclusion.html \ No newline at end of file diff --git a/release-content/0.15/release-notes/13695_Start_a_builtin_postprocessing_stack_and_implement_chromat.md b/release-content/0.15/release-notes/13695_Start_a_builtin_postprocessing_stack_and_implement_chromat.md index 37337add57..5e465646c0 100644 --- a/release-content/0.15/release-notes/13695_Start_a_builtin_postprocessing_stack_and_implement_chromat.md +++ b/release-content/0.15/release-notes/13695_Start_a_builtin_postprocessing_stack_and_implement_chromat.md @@ -5,7 +5,7 @@ We've added [chromatic aberration](https://en.wikipedia.org/wiki/Chromatic_aberr ![chromatic aberration](chromatic_aberration.png) -To use it, add the [`ChromaticAberration`](https://dev-docs.bevyengine.org/bevy/core_pipeline/post_process/struct.ChromaticAberration.html) component to your camera: +To use it, add the [`ChromaticAberration`](https://docs.rs/bevy/0.15/bevy/core_pipeline/post_process/struct.ChromaticAberration.html) component to your camera: ```rust commands.spawn((Camera3d::default(), ChromaticAberration)); diff --git a/release-content/0.15/release-notes/14284_Add_custom_cursors.md b/release-content/0.15/release-notes/14284_Add_custom_cursors.md index ecbfa6cc57..875b050ab0 100644 --- a/release-content/0.15/release-notes/14284_Add_custom_cursors.md +++ b/release-content/0.15/release-notes/14284_Add_custom_cursors.md @@ -14,6 +14,6 @@ commands })); ``` -[`CursorIcon`]: https://dev-docs.bevyengine.org/bevy/winit/cursor/enum.CursorIcon.html -[`CustomCursor`]: https://dev-docs.bevyengine.org/bevy/winit/cursor/enum.CustomCursor.html -[`Window`]: https://dev-docs.bevyengine.org/bevy/prelude/struct.Window.html \ No newline at end of file +[`CursorIcon`]: https://docs.rs/bevy/0.15/bevy/winit/cursor/enum.CursorIcon.html +[`CustomCursor`]: https://docs.rs/bevy/0.15/bevy/winit/cursor/enum.CustomCursor.html +[`Window`]: https://docs.rs/bevy/0.15/bevy/prelude/struct.Window.html \ No newline at end of file diff --git a/release-content/0.15/release-notes/15282_Allow_animation_clips_to_animate_arbitrary_properties.md b/release-content/0.15/release-notes/15282_Allow_animation_clips_to_animate_arbitrary_properties.md index 47d4f3f74a..d77956fbfe 100644 --- a/release-content/0.15/release-notes/15282_Allow_animation_clips_to_animate_arbitrary_properties.md +++ b/release-content/0.15/release-notes/15282_Allow_animation_clips_to_animate_arbitrary_properties.md @@ -41,7 +41,7 @@ Bevy's internal animation handling for things like GLTF animations uses the same If you need more complicated logic than "animate a specific component field", you can implement [`AnimatableProperty`], which can be used in [`AnimatableCurve`] in place of [`animated_field!`]. -[`AnimationClip`]: https://dev-docs.bevyengine.org/bevy/animation/struct.AnimationClip.html -[`AnimatableProperty`]: https://dev-docs.bevyengine.org/bevy/animation/animation_curves/trait.AnimatableProperty.html -[`AnimatableCurve`]: https://dev-docs.bevyengine.org/bevy/animation/animation_curves/struct.AnimatableCurve.html -[`animated_field!`]: https://dev-docs.bevyengine.org/bevy/animation/macro.animated_field.html \ No newline at end of file +[`AnimationClip`]: https://docs.rs/bevy/0.15/bevy/animation/struct.AnimationClip.html +[`AnimatableProperty`]: https://docs.rs/bevy/0.15/bevy/animation/animation_curves/trait.AnimatableProperty.html +[`AnimatableCurve`]: https://docs.rs/bevy/0.15/bevy/animation/animation_curves/struct.AnimatableCurve.html +[`animated_field!`]: https://docs.rs/bevy/0.15/bevy/animation/macro.animated_field.html \ No newline at end of file diff --git a/release-content/0.15/release-notes/15538_Add_Support_for_Triggering_Events_via_AnimationEvents.md b/release-content/0.15/release-notes/15538_Add_Support_for_Triggering_Events_via_AnimationEvents.md index 7f8f34df0c..cb42508d52 100644 --- a/release-content/0.15/release-notes/15538_Add_Support_for_Triggering_Events_via_AnimationEvents.md +++ b/release-content/0.15/release-notes/15538_Add_Support_for_Triggering_Events_via_AnimationEvents.md @@ -30,5 +30,5 @@ This enables things like "triggering a dust effect each time a foot touches the -[`AnimationClip`]: https://dev-docs.bevyengine.org/bevy/animation/struct.AnimationClip.html -[`Event`]: https://dev-docs.bevyengine.org/bevy/ecs/event/trait.Event.html \ No newline at end of file +[`AnimationClip`]: https://docs.rs/bevy/0.15/bevy/animation/struct.AnimationClip.html +[`Event`]: https://docs.rs/bevy/0.15/bevy/ecs/event/trait.Event.html \ No newline at end of file