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News: Release 0.11 (wrong branch ... see #657) #656

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@cart cart commented Jun 28, 2023

How this works

(This contains sections as of bevyengine/bevy@10f5c92)

For the Bevy 0.11 release blog post, I'm opening the doors to other people writing blog post sections. Specifically, if you worked on a feature in a substantial way and are interested in presenting it, you can now ask to claim a section by leaving a comment in this PR. If you claim a section, submit a pull request to the release-0.11.0 branch in this repo. For the next week, we will be filling in sections (the release target is Friday July 7th or Saturday July 8th). Please don't claim a section if you don't plan on completing it within that timeline. Also don't claim a section if you weren't an active participant in the design and implementation of the change (unless you are a Maintainer or SME).

I will claim any unclaimed sections.

Try to match the style of previous release blog posts as much as possible.

  1. Show, don't tell. Don't bombard people with information. Avoid large walls of text and large walls of code. Prefer the pattern "byte sized description of one thing" -> "example code/picture/video contextualizing that one thing" -> repeat. Take readers on a journey step by simple step.
  2. Don't use up reader's "mental bandwidth" without good reason. We can't afford page-long descriptions of minor bug fixes. If it isn't a "headliner change", keep the description short and sweet. If a change is self describing, let it do that (ex: We now support this new mesh shape primitive ... this is what it looks like). If it is a "headliner change", still try to keep it reasonable. We always have a lot to cover.
  3. In slight competition with point (2), don't omit interesting technical information when it is truly fun and engaging. A good chunk of our users are highly technical and enjoy learning how the sausage is made. Try to strike a balance between "terse and simple" and "nerdy details".
  4. When relevant, briefly describe the problem being solved first, then describe the solution we chose. This contextualizes the change and gives the feature value and purpose.
  5. When possible, provide visuals. They create interest / keep people hooked / break up the monotony.
  6. Record images and videos at the default bevy resolution (1280x720)
  7. Provide an accurate listing of authors that meaningfully contributed to the feature. Try to sort in order of "contribution scale". This is hard to define, but try to be fair. When in doubt, ask other contributors, SMEs, and/or maintainers.
  8. Provide numbers and graphs where possible. If something is faster, use numbers to back it up. We don't (yet) have automated graph generation in blog post style, so send data / info to me (@cart) if you want a graph made.

Headliners

Headliners are our "big ticket high importance / high profile" changes. They are listed briefly at the beginning of the blog post, their entries are roughly sorted "to the top", and they are given priority when it comes to "space in the blog post". If you think we missed something (or didn't prioritize something appropriately), let us know.

  • WebGPU Support
  • Improved Shader Imports
  • Morph Targets
  • Screen Space Ambient Occlusion (SSAO)
  • Temporal Antialiasing (TAA)
  • Parallax Mapping
  • Immediate Mode Gizmo Rendering
  • Schedule-First ECS APIs
  • UI Borders
  • CSS Grid Support
  • UI Performance Improvements
  • Stable TypePath

Sections

These are the sections we will cover in the blog post. If a section has been claimed, it will have (claimed by X) in the title. If it is unclaimed it will have (unclaimed) in the title. Let us know if we missed a section. We don't cover every feature, but we should cover pretty much everything that would be interesting to users. Note that what is interesting or challenging to implement is not necessarily something that is relevant to our blog post readers. And sometimes the reverse is true!

If you believe a section should be split up or reorganized, just bring it up here and we can discuss it.

WebGPU Support (unclaimed)

Improved Shader Imports (unclaimed)

Morph Targets (claimed by @nicopap)

Screen Space Ambient Occlusion (SSAO) (claimed by @JMS55)

Temporal Antialiasing (TAA) (claimed by @JMS55)

Parallax Mapping (claimed by @nicopap)

Immediate Mode Line/Gizmo Drawing (unclaimed)

Skybox (claimed by @JMS55)

Robust Contrast Adaptive Sharpening (unclaimed)

Screenshot API (unclaimed)

Mipmap Texture Biases (unclaimed)

RenderTarget::TextureView (unclaimed)

Simpler RenderGraph Construction (claimed by @IceSentry)

Schedule-First (claimed by @cart)

run_if for Tuples of Systems (unclaimed)

EntityRef Queries (unclaimed)

Has Queries (unclaimed)

Renamed Command Application (unclaimed)

Derive Event (unclaimed)

UI Node Borders (unclaimed)

CSS Grid Support (unclaimed)

Default Font (unclaimed)

Improved Text Wrapping (unclaimed)

UI Texture Atlas Support (unclaimed)

Faster UI Render Batching (unclaimed)

Delayed Asset Hot Reloading (unclaimed)

Custom glTF Vertex Attributes (unclaimed)

Stable TypePath (unclaimed)

Better Proxies (unclaimed)

Reflect Implies FromReflect (unclaimed)

No More Bors (unclaimed)

New CI Jobs (unclaimed)

New Examples (unclaimed)

Deref Derive Attribute (unclaimed)

Global Audio Volume (unclaimed)

Resource Support in Scenes (unclaimed)

Gamepad Rumble Support (claimed by @nicopap)

Potential Sections

These are worth considering if we have time and space, but probably shouldn't take priority over the sections above. Very negotiable though this isn't an exact science!

A-Diagnostics

A-App

A-Reflect

A-Rendering

A-Windowing

A-UI

A-ECS

Scenes

@IceSentry
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I'll claim the improved render graph api

@JMS55
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JMS55 commented Jun 28, 2023

I can take SSAO, TAA, and Skybox support.

For things like morph targets and parallax mapping, we should make sure to call out what parts of the prepass (depth, normal, motion vectors) they currently support. Iirc morph targets lack MVs and cannot be used with TAA, and parallax mapping lacks both MV and depth and cannot be used with TAA or SSAO. The authors of those PRs will need to double check that, though, I could easily be wrong.

I don't think mip bias is particularly interesting or deserves a blog section.

@nicopap
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nicopap commented Jun 28, 2023

I will take Parallax mapping and Morph targets.

If @johanhelsing doesn't take the controller rumble segment, I'll glad to write a bit.

@nicopap
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nicopap commented Jun 28, 2023

Should I make the PR against cart/release-0.11.0 or against bevy-website/release-0.11.0? The latter doesn't exist yet.

@alice-i-cecile
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alice-i-cecile commented Jun 28, 2023

I would add the Has filter to the headliners since it's a very approachable refactor for users.

UI performance improvements should include an emphasis on the huge number of layout bug fixes as well.

@johanhelsing
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If @johanhelsing doesn't take the controller rumble segment, I'll glad to write a bit.

I'll be somewhat removed from computers for a while, so feel free to take it, @nicopap

@cart
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cart commented Jun 28, 2023

@JMS55

For things like morph targets and parallax mapping, we should make sure to call out what parts of the prepass (depth, normal, motion vectors) they currently support. Iirc morph targets lack MVs and cannot be used with TAA, and parallax mapping lacks both MV and depth and cannot be used with TAA or SSAO. The authors of those PRs will need to double check that, though, I could easily be wrong.

Yup agreed. Its worth calling out "feature asterisks" and next steps generally, but definitely for these cases where that information isn't necessary clear at runtime / its hidden away in our documentation.

I don't think mip bias is particularly interesting or deserves a blog section.

Yeah thats fair. Maybe just an offhand one liner mention in how it relates to TAA quality in the TAA section? But I'm also down to just skip it full stop.

@nicopap

Should I make the PR against cart/release-0.11.0 or against bevy-website/release-0.11.0? The latter doesn't exist yet.

Oops nice catch. Definitely worth moving this effort to bevy-website/release-0.11.0. I'll create the branch, close this PR and create a new one from the bevy-website branch.

@alice-i-cecile

I would add the Has filter to the headliners since it's a very approachable refactor for users.

Imo headliners aren't about "approachability". They're for the "most exciting" / attractive features of the release that will immediately get people excited. They are presented immediately at the top of the blog post (and in social media like twitter). "Slightly better niche-use-case query filter" is not a headliner from my perspective.

However the Has filter doesn't have a section at all right now, and I do agree it deserves coverage in the blog post. Thanks for pointing this out!

UI performance improvements should include an emphasis on the huge number of layout bug fixes as well.

"Improved layout system quality" feels separate from "UI performance improvements". Covering both in the UI perf section seems like it would muddle the messaging. I do agree that it deserves coverage. I tried to do that with the "Improved Text Wrapping" section, as most of the layout quality/bugfix work (to my knowledge) was focused in that area.

@cart
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cart commented Jun 28, 2023

Just added a Has Query section.

@cart
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cart commented Jun 28, 2023

Closing in favor of #657 which uses the bevy-website/release-0.11.0 branch instead of the cart/release-0.11.0 branch. We definitely want PRs to happen in this repo, not mine!

@cart cart closed this Jun 28, 2023
@cart cart mentioned this pull request Jun 28, 2023
@cart cart changed the title News: Release 0.11 News: Release 0.11 (wrong branch ... see #657) Jun 28, 2023
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6 participants