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bevy_prototype_character_controller
bevy_prototype_character_controller PublicCharacter controllers for use with Bevy and any physics engine you like
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bevy_prototype_physx
bevy_prototype_physx PublicA prototype PhysX plugin for the Bevy game engine
109 contributions in the last year
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Contribution activity
February 2025
Created 2 commits in 1 repository
Created a pull request in bevyengine/bevy that received 3 comments
Sweep old entities from 2D binned render phases
Objective
#17787 removed sweeping of binned render phases from 2D by accident due to them not using the BinnedRenderPhasePlugin
.
Fixes #17885
Sol…
+6
−1
lines changed
•
3
comments
Reviewed 35 pull requests in 1 repository
bevyengine/bevy
25 pull requests
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Reimplement bindless storage buffers.
This contribution was made on Feb 25
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Cache opaque deferred entities so we don't have to continuously re-queue them.
This contribution was made on Feb 23
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Add a new
#[data]
attribute toAsBindGroup
that allows packing data for multiple materials into a single array.This contribution was made on Feb 23 -
Fix bugs in the new non-bindless mesh material allocator.
This contribution was made on Feb 22
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Reallocate materials when they change.
This contribution was made on Feb 22
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Reextract a mesh on the next frame if its material couldn't be prepared on the frame we first encountered it.
This contribution was made on Feb 22
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Use global binding arrays for bindless resources.
This contribution was made on Feb 21
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Implement occlusion culling for directional light shadow maps.
This contribution was made on Feb 20
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Implement occlusion culling for the deferred rendering pipeline.
This contribution was made on Feb 20
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Rewrite the multidrawable batch set builder for performance.
This contribution was made on Feb 20
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Fix false positive GPU frustum culling
This contribution was made on Feb 20
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Add option to animate materials in many_cubes
This contribution was made on Feb 18
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Fix motion vector computation after #17688.
This contribution was made on Feb 18
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Don't mark newly-hidden meshes invisible until all visibility-determining systems run.
This contribution was made on Feb 18
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Parallel Transform Propagation
This contribution was made on Feb 18
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Make the specialized pipeline cache two-level.
This contribution was made on Feb 18
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Retain skins from frame to frame.
This contribution was made on Feb 18
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Split out the
IndirectParametersMetadata
into CPU-populated and GPU-populated buffers.This contribution was made on Feb 17 -
Build batches across phases in parallel.
This contribution was made on Feb 13
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Don't relocate the meshes when mesh slabs grow.
This contribution was made on Feb 11
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Sweep bins after queuing so as to only sweep them once.
This contribution was made on Feb 10
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Fix meshlets when bindless disabled.
This contribution was made on Feb 10
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Cache
MeshInputUniform
indices in eachRenderBin
.This contribution was made on Feb 10 -
Use dual-source blending for rendering the sky
This contribution was made on Feb 9
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Move specialize_* to QueueMeshes.
This contribution was made on Feb 9
- Some pull request reviews not shown.
Created an issue in bevyengine/bevy that received 1 comment
Entities that should be visible are being culled
Bevy version
main @ 556b75078288464e9628d3e939afdedfea34e958
[Optional] Relevant system information
2025-02-09T14:21:00.168791Z INFO bevy_diagnosti…
1
comment