diff --git a/content/learn/migration-guides/0.11-0.12/_index.md b/content/learn/migration-guides/0.11-0.12/_index.md index 0bb16780a1..32e74e4a25 100644 --- a/content/learn/migration-guides/0.11-0.12/_index.md +++ b/content/learn/migration-guides/0.11-0.12/_index.md @@ -716,6 +716,16 @@ Replace `Rect::as_urect` with `Rect::as_irect`, `Rect::as_rect` with `Rect::as_u Change all `Bezier` references to `CubicBezier` +### [Add `Cubic` prefix to all cubic curve generators](https://github.com/bevyengine/bevy/pull/10299) + +
+
Math
+
+ +- Rename: `BSpline` -> `CubicBSpline` +- Rename: `CardinalSpline` -> `CubicCardinalSpline` +- Rename: `Hermite` -> `CubicHermite` + ### [Remove the bevy_dylib feature](https://github.com/bevyengine/bevy/pull/9516)
@@ -1242,6 +1252,36 @@ Colors in `FogSettings` struct (`color` and `directional_light_color`) are now s - When using the `Image` API, use `ImageSamplerDescriptor` instead of `wgpu::SamplerDescriptor` - If writing custom wgpu renderer features that work with `Image`, call `&image_sampler.as_wgpu()` to convert to a wgpu descriptor. +### [`StandardMaterial` Light Transmission](https://github.com/bevyengine/bevy/pull/8015) + +
+
Rendering
+
+ +- `SsaoPipelineKey::temporal_noise` has been renamed to `SsaoPipelineKey::temporal_jitter` +- The `TAA` shader def (controlled by the presence of the `TemporalAntiAliasSettings` component in the camera) has been replaced with the `TEMPORAL_JITTER` shader def (controlled by the presence of the `TemporalJitter` component in the camera) +- `MeshPipelineKey::TAA` has been replaced by `MeshPipelineKey::TEMPORAL_JITTER` +- The `TEMPORAL_NOISE` shader def has been consolidated with `TEMPORAL_JITTER` + +### [Increase default normal bias to avoid common artifacts](https://github.com/bevyengine/bevy/pull/10346) + +
+
Rendering
+
+ +The default `shadow_normal_bias` value for `DirectionalLight` and `SpotLight` has changed to accommodate artifacts introduced with the new shadow PCF changes. It is unlikely (especially given the new PCF shadow behaviors with these values), but you might need to manually tweak this value if your scene requires a lower bias and it relied on the previous default value. + +### [Make `DirectionalLight` `Cascades` computation generic over `CameraProjection`](https://github.com/bevyengine/bevy/pull/9226) + +
+
Rendering
+
+ +If you have a component `MyCustomProjection` that implements `CameraProjection`: + +- You need to implement a new required associated method, `get_frustum_corners`, returning an array of the corners of a subset of the frustum with given `z_near` and `z_far`, in local camera space. +- You can now add the `build_directional_light_cascades::` system in `SimulationLightSystems::UpdateDirectionalLightCascades` after `clear_directional_light_cascades` for your projection to work with directional lights. + ### [Move skin code to a separate module](https://github.com/bevyengine/bevy/pull/9899)
@@ -1407,6 +1447,22 @@ accessibility_requested.get() accessibility_requested.set(true); ``` +### [Add some more docs for bevy_text.](https://github.com/bevyengine/bevy/pull/9873) + +
+
UI
+
+ +Usages of `TextSettings.max_font_atlases` from `bevy_text` must be changed to `TextSettings.soft_max_font_atlases`. + +### [Update UI alignment docs](https://github.com/bevyengine/bevy/pull/10303) + +
+
UI
+
+ +The `JustifyContents` enum has been expanded to include `JustifyContents::Stretch`. + ### [Add option to toggle window control buttons](https://github.com/bevyengine/bevy/pull/9083)