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CHANGELOG.md

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Changelog

Version 0.25.2

  • introduce features for egui clipboard and open_url to improve wasm compat
  • re-enable image and mesh inspector impls

Version 0.25.1

  • don't clamp linearrgba values
  • fix render layer inspector
  • actually make bevy_egui/render optional
  • put quick.rs plugins in their own schedule to fix system ambiguity

Version 0.25.0

  • update to bevy 0.14, egui 0.28
  • make bevy_render an optional feature
  • put plugin systems in their own Inspect schedule to avoid ambiguities

Version 0.24.0

  • update to egui 0.27 and bevy_egui 0.27
  • add dropdown for images handles (thanks to @eupraxia05 jakobhellermann#190)
  • add entity name filter to world inspector (thanks to @RobWalt jakobhellermann#194)

Version 0.23.4

  • fix compilation on wasm32

Version 0.23.3

  • add InspectorPrimitive trait to make custom UI for a type more convenient (see example)

Version 0.23

  • bevy 0.13, egui 0.26
  • show entityid beside name in restrictedworldview
  • fix change detection in hierarchy UI
  • improve macro path hygiene

Version 0.22.1

  • add InspectorEguiImpl for PathBuf

Version 0.22

  • update to egui 0.24 #174
  • show entity ID beside name #172
  • allow horizontal scrolling and improve UI #166
  • allow inspecting Range<T>
  • restrict Time<Virtual> to positive durations

Version 0.21

Version 0.20

Version 0.19

  • improve some error messages
  • update egui

Version 0.18.4

  • don't panic in quick plugin if no PrimaryWindow exists

Version 0.18.3

  • fix tab background in egui_dock example
  • add ui for RenderLayers
  • update to syn 2.0
  • add suggestions for a fix in the error message for a missing InspectorEguiImpl

Version 0.18.1

  • fix nested entity name not being displayed
  • fix WorldInspectorPlugin docs
  • fix egui_dock system order

Version 0.18.0

  • update to bevy 0.10
  • add run_if to quick::* plugins
  • add CommandQueue to context
    • this allows us to display a despawn button for entities
  • fix single struct field name not being displayed
  • return whether an entity was selected from hierarchy
  • don't show error for zero-sized types

Version 0.17.0

  • update to bevy_egui 0.19

Version 0.16.6

  • fix bug where the world inspector would only show components until it finds an unregistered one

Version 0.16.4/0.16.5

  • add EntityOptions with display: EntityDisplay::Id | EntityDisplay::Components (default to components)

Version 0.16.3

  • fix ui_for_world_entities_filtered not actually using filter

Version 0.16.2

  • add default highlight-changes feature for globally toggling the yellow highlight on changes
    • if you would like more fine-grained control, open an issue

Version 0.16.1

  • add FilterQueryInspectorPlugin
  • fix #[derive(InspectorOptions)] derive on generic type
  • wrap entities in collapsing header in ui_for_world_entities
  • add utility function bevy_inspector::ui_for_world_entities_filtered<F>

Version 0.16

  • There's a migration guide at MIGRATION_GUIDE_0.15_0.16.md
  • full rewrite of the crate
    • now centered around Reflect instead of the custom Inspectable derive macro
    • options can be specified using #[derive(InspectorOptions)]
    • quick::* plugins like WorldInspectorPlugin, ResourceInspectorPlugin<T>, StateInspectorPlugin<S> and AssetInspectorPlugin<A>
    • functions in bevy_inspector for bevy-specific debug UI: ui_for_world, ui_for_resource, ui_for_value etc.
  • multiediting is supported using InspectorUi::ui_for_reflect_many
  • read-only UI is now possible with _readonly variants

Breaking changes:

  • InspectorPlugin<T> got renamed to quick::ResourceInspectorPlugin<T> and doesn't automatically insert the resource anymore
  • You need to call register_type for every type that you want to be able to see

Version 0.15

  • update to bevy_egui 0.18
  • impl for MouseButton, KeyCode
  • fix font path in example

Version 0.14

  • implement Inspectable for slices
  • update to bevy 0.9

Version 0.13

  • update to bevy_egui 0.16
  • allow negative scale on transform (thanks to @asherkin)
  • implement inspectable for gamepad types (thanks to @johanhelsing)
  • fix egui ID reuse
  • fix compilation without bevy_ui feature

Version 0.12

  • fix compilation without the bevy_ui feature

Version 0.12

  • register Vec3A
  • don't clamp Val::Px and Val::Percent
  • display Duration with more precision and only update if changed
  • update to bevy 0.8

Version 0.11

  • update to bevy_egui 0.14
  • update nalgebra feature to nalgebra 0.31
  • implement Inspectable for VecDeque

Version 0.10

Version 0.9

  • add nalgebra features for bevy-inspector-egui-rapier integration crate
  • update to bevy_egui 0.12
  • fix allowed value range for OrthographicProjection

Version 0.8

  • update to bevy_egui 0.11
  • sort components in world inspector by default

Version 0.7

  • update egui to 0.16 and bevy to 0.6
  • ability to filter entities by name in world inspector
  • add app.register_inspectable for easy InspectableRegistry access
  • add highlight_changes to world inspector params
  • use &mut Context instead of &Context
  • fix external changes to quaternions not being displayed

Version 0.6

  • update to egui 0.13, bevy_egui 0.6
  • update to rapier 0.10
  • rename rapier feature to rapier3d
  • fix Quat implementation to not modify unrelated state
  • expose InspectorWindows to allow controlling whether inspector ui is shown

Version 0.5.1

Added

  • add rapier2d feature

Version 0.5

  • support for multiple windows using InspectorPlugin::new.on_window(window_id) (example)
  • InspectorQuerySingle (like .single_mut on a query)
  • ignore, read_only and wrapper built-in attributes
  • optional ui_ctx

Version 0.4

Added

  • many new implementations (Handle<Texture>, ColorMaterial, Entity, World, UI stuff, tuples)
  • WorldInspectorPlugin for displaying the whole entity tree in a UI panel
  • widgets::InspectorQuery: display entity tree for select entities Use like
    #[derive(Inspectable)]
    struct Inspector {
      root_elements: InspectorQuery<Entity, Without<Parent>>,
      collider: InspectorQuery<&'static mut Transform, With<Collider0>>,
    }
  • widgets::InspectableButton: sends event upon button click. Usage looks like
  • derive Inspectable for enums with data
  • drag and drop into texture

Changed

  • Inspectable::ui now returns a bool which indicates whether any data has changed. You can now check via Res<T>::changed whether data was modified.
  • rename InspectorPlugin::thread_local -> new, InspectorPlugin::new -> shared
  • require FromResources instead of Default on the inspectable data
  • update to bevy 0.5
  • Inspectable::Attributes require Clone
  • show Vec2 as two number fields by default, use #[inspectable(visual)] for old behaviour
  • properly give ids to egui
  • mark inspected components in the world inspector as mutated
  • quaternions are now displayed as euler angles by default

Fixed

  • UI fixes for derived structs
  • clamp number types to their min/max values if set

Version 0.3.0

  • another change to the Inspectable trait, it now gets a context from which bevy's Resources can be access (provided it is started in thread-local mode)

    struct Context<'a> {
      resources: Option<&'a bevy::ecs::Resources>
    }
    
    trait Inspectable {
        type Attributes: Default;
        fn ui(&mut self, ui: &mut egui::Ui, options: Self::Attributes, context: &Context);
    }

    This allows implementations for things like Handle<T> that need access so more information.

    When access to the resources is needed, add the plugin like

    add.add_plugin(InspectorPlugin::<T>::thread_local())
  • implementations of Inspectable for StandardMaterial and Range{,Inclusive}<T>

Version 0.2.0

Added

Changed

Fixed

Version 0.1.0

Added

  • first version with Inspectable support for number types u8, i32 and f{32,64}, String and Vec<T> and bevy's Color, Transform, Quat, Vec{2,3,4}
  • derive Inspectable for unit enums (displays a dropdown)
  • derive Inspectable for struct
  • #[inspectable(label = x, collapse)] builtins for struct derives
  • nightly features for array Inspectable impls