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Publish 0.2.0
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443eb9 committed Mar 12, 2024
1 parent 895b98b commit 93912f8
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6 changes: 3 additions & 3 deletions Cargo.toml
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@@ -1,6 +1,6 @@
[package]
name = "bevy_incandescent"
version = "0.1.0"
version = "0.2.0"
edition = "2021"
license = "MIT"
repository = "https://github.com/443eb9/bevy_incandescent"
Expand All @@ -20,8 +20,8 @@ bevy = { version = "0.13", default-features = false, features = [
"png",
"bevy_sprite",
] }
fast_poisson = "1.0.0"
radsort = "0.1.0"
fast_poisson = "1.0"
radsort = "0.1"
thread_local = "1.1"

[dev-dependencies]
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2 changes: 2 additions & 0 deletions README.md
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Expand Up @@ -8,6 +8,8 @@ A 2d lighting crate for bevy. Currently wip.

- PBR Lighting (Normal Mapping, Specular Mapping, and virtual height for lights)
- MSM Approach (PCSS -> VSSM -> MSM step by step)
- SDF+RayMarching Approach Implementation
- Edge Lighting
- Compatibility with camera rotation
- Rim Lights
- Volumetric Fog
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1 change: 0 additions & 1 deletion RELEASE_DRAFT.md
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Expand Up @@ -10,6 +10,5 @@

# What's Fixed:

- Projection matrices are doubled because of some weird reason. But actually caused by some visibility calculation stuff.
- Sprites without `ShadowCaster2d` still cast shadows.
- Program panics when there's no 2d light in the scene.
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4 changes: 2 additions & 2 deletions examples/stress_test.rs
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@@ -1,4 +1,4 @@
// 10600KF 3070 rendering at 60fps with 250 lights
// 10600KF 3070 rendering at 60fps with 45 lights 0.2.0

use bevy::{
app::{App, Startup},
Expand Down Expand Up @@ -38,7 +38,7 @@ fn main() {
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());

for _ in 0..250 {
for _ in 0..45 {
commands.spawn(PointLight2dBundle {
point_light: PointLight2d {
color: Color::ORANGE_RED,
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