mosure / bevy_gaussian_splatting

bevy gaussian splatting render pipeline plugin
https://mosure.github.io/bevy_gaussian_splatting?gaussian_count=1000
MIT License
130 stars 9 forks source link

chore(deps): update bevy_mod_picking requirement from 0.17 to 0.18 #97

Closed dependabot[bot] closed 5 months ago

dependabot[bot] commented 5 months ago

Updates the requirements on bevy_mod_picking to permit the latest version.

Changelog

Sourced from bevy_mod_picking's changelog.

0.18.0

Announcements:

This plugin is now officially planned to be upstreamed into Bevy. This will require the bevy_eventlistener crate is also upstreamed, and a few critical features added or changed based on feedback from Bevy's BDFL. Many of the sub-crates in this repo are not appropriate for upstreaming, and will remain here. This includes things like the egui or rapier backends, or the highlighting crate.

The intent is to upstream bevy_eventlistener and bevy_picking_core to be included in Bevy 0.14, time permitting.

Known bugs:

Changes:

New bevy_xpbd backend

  • Added: bevy_xpbd_3d picking backend, available behind the optional backend_xpbd feature.

Automatic 3D Pointer Rays

  • Added: RayMap resource that contains a Ray for every (camera, pointer) pair. This is useful for any users building a raycasting-based picking backend, handling viewports and scale for you.
  • Changed: rapier and bevy_mod_raycast backends use the RayMap instead of constructing their own rays.
  • Fixed: Ray construction now respects DPI / window scale.

Expanded features

  • Added: support for touch inputs across multiple windows.
  • Added: support for bevy_ui UiScale.
  • Added: RaycastBackendSettings::raycast_visibility to support picking hidden meshes.
  • Changed: simplified debug settings and examples. Debug settings can be changed with the DebugPickingMode resource.

Bug Fixes

  • Fixed: sprite picking depth is now consistent with other picking backends.
  • Fixed: entities with identical depth could be dropped due to the use of a BTreeMap to sort entities by depth. This has been changed to use a sorted Vec, to allow entities with the same depth to coexist.
  • Fixed: rapier and bevy_mod_raycast backends use RenderLayers::default when a camera is missing them.
  • Fixed: the bevy ui backend now ignores clipped areas of UI nodes.
  • Fixed: PickingPluginsSettings::enable_input is now used as a run condition for PickSet::ProcessInput.

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