diff --git a/release-content/0.16/release-notes/13120_Add_DefaultQueryFilters.md b/release-content/0.16/release-notes/13120_Add_DefaultQueryFilters.md index cd72c13acd..73dc99b149 100644 --- a/release-content/0.16/release-notes/13120_Add_DefaultQueryFilters.md +++ b/release-content/0.16/release-notes/13120_Add_DefaultQueryFilters.md @@ -19,7 +19,7 @@ To disable or enable an entity, simply remove or add the disabling component of Note that for maximum control and explicitness, only the entities that you directly add disabling components to are disabled: their children or other related entities are not automatically disabled! This can lead to strange bugs, so in most cases, you should either be careful to call [`Commands::insert_recursive`] and [`Commands::remove_recursive`] or add a hook or observer to get automatic hierarchy-aware disabling. -[`World`]: https://dev-docs.bevyengine.org/bevy/ecs/prelude/struct.World.html -[`Disabled`]: https://dev-docs.bevyengine.org/bevy/ecs/entity_disabling/struct.Disabled.html -[`Commands::insert_recursive`]: https://dev-docs.bevyengine.org/bevy/prelude/struct.EntityCommands.html#method.insert_recursive -[`Commands::remove_recursive`]: https://dev-docs.bevyengine.org/bevy/prelude/struct.EntityCommands.html#method.remove_recursive +[`World`]: https://docs.rs/bevy/0.16/bevy/ecs/prelude/struct.World.html +[`Disabled`]: https://docs.rs/bevy/0.16/bevy/ecs/entity_disabling/struct.Disabled.html +[`Commands::insert_recursive`]: https://docs.rs/bevy/0.16/bevy/prelude/struct.EntityCommands.html#method.insert_recursive +[`Commands::remove_recursive`]: https://docs.rs/bevy/0.16/bevy/prelude/struct.EntityCommands.html#method.remove_recursive diff --git a/release-content/0.16/release-notes/14069_Add_support_for_specular_tints_and_maps_per_the_KHR_materi.md b/release-content/0.16/release-notes/14069_Add_support_for_specular_tints_and_maps_per_the_KHR_materi.md index e7338abf00..8e6f7156f2 100644 --- a/release-content/0.16/release-notes/14069_Add_support_for_specular_tints_and_maps_per_the_KHR_materi.md +++ b/release-content/0.16/release-notes/14069_Add_support_for_specular_tints_and_maps_per_the_KHR_materi.md @@ -17,4 +17,4 @@ As a result, specular maps are off by default, and gated behind the `pbr_specula To support this work, we now support the KHR_materials_specular glTF extension, allowing artists to set these properties in 3D modelling tools like Blender, then import them into Bevy. -[`StandardMaterial`]: https://dev-docs.bevyengine.org/bevy/pbr/struct.StandardMaterial.html +[`StandardMaterial`]: https://docs.rs/bevy/0.16/bevy/pbr/struct.StandardMaterial.html diff --git a/release-content/0.16/release-notes/16372_Add_Immutable_Component_Support.md b/release-content/0.16/release-notes/16372_Add_Immutable_Component_Support.md index 556734e8da..1e26dce5cd 100644 --- a/release-content/0.16/release-notes/16372_Add_Immutable_Component_Support.md +++ b/release-content/0.16/release-notes/16372_Add_Immutable_Component_Support.md @@ -66,10 +66,10 @@ For example, Bevy 0.16 uses immutable components (and hooks!) as the foundation We're keen to develop a first-class indexing solution using these new tools, and excited to hear about your ideas. Stay tuned; we've only scratched the surface here! -[`Component`]: https://dev-docs.bevyengine.org/bevy/ecs/component/trait.Component.html +[`Component`]: https://docs.rs/bevy/0.16/bevy/ecs/component/trait.Component.html [`mem::swap`]: https://doc.rust-lang.org/std/mem/fn.swap.html [flecs]: https://github.com/SanderMertens/flecs -[`World`]: https://dev-docs.bevyengine.org/bevy/ecs/prelude/struct.World.html -[`World::modify_component`]: https://dev-docs.bevyengine.org/bevy/prelude/struct.World.html#method.modify_component -[`ChildOf`]: https://dev-docs.bevyengine.org/bevy/ecs/hierarchy/struct.ChildOf.html -[`Children`]: https://dev-docs.bevyengine.org/bevy/ecs/hierarchy/struct.Children.html +[`World`]: https://docs.rs/bevy/0.16/bevy/ecs/prelude/struct.World.html +[`World::modify_component`]: https://docs.rs/bevy/0.16/bevy/prelude/struct.World.html#method.modify_component +[`ChildOf`]: https://docs.rs/bevy/0.16/bevy/ecs/hierarchy/struct.ChildOf.html +[`Children`]: https://docs.rs/bevy/0.16/bevy/ecs/hierarchy/struct.Children.html diff --git a/release-content/0.16/release-notes/16810_Add_AssetChanged_query_filter.md b/release-content/0.16/release-notes/16810_Add_AssetChanged_query_filter.md index 8f26fd79ad..271f691b9d 100644 --- a/release-content/0.16/release-notes/16810_Add_AssetChanged_query_filter.md +++ b/release-content/0.16/release-notes/16810_Add_AssetChanged_query_filter.md @@ -13,8 +13,8 @@ To solve this, we've added an [`AssetChanged`] query filter, which works for any which implements the new [`AsAssetId`] trait. Something like `Query<&mut Aabb, With>>` now Just Works™️, allowing you to recompute data whenever the underlying asset is changed for any reason. -[`Assets`]: https://dev-docs.bevyengine.org/bevy/asset/struct.Assets.html -[`Sprite`]: https://dev-docs.bevyengine.org/bevy/prelude/struct.Sprite.html -[`Handle`]: https://dev-docs.bevyengine.org/bevy/asset/enum.Handle.html -[`AssetChanged`]: https://dev-docs.bevyengine.org/bevy/asset/prelude/struct.AssetChanged.html -[`AsAssetId`]: https://dev-docs.bevyengine.org/bevy/asset/trait.AsAssetId.html +[`Assets`]: https://docs.rs/bevy/0.16/bevy/asset/struct.Assets.html +[`Sprite`]: https://docs.rs/bevy/0.16/bevy/prelude/struct.Sprite.html +[`Handle`]: https://docs.rs/bevy/0.16/bevy/asset/enum.Handle.html +[`AssetChanged`]: https://docs.rs/bevy/0.16/bevy/asset/prelude/struct.AssetChanged.html +[`AsAssetId`]: https://docs.rs/bevy/0.16/bevy/asset/trait.AsAssetId.html diff --git a/release-content/0.16/release-notes/17096_Anamorphic_Bloom.md b/release-content/0.16/release-notes/17096_Anamorphic_Bloom.md index e3a0229b7a..d002c5f826 100644 --- a/release-content/0.16/release-notes/17096_Anamorphic_Bloom.md +++ b/release-content/0.16/release-notes/17096_Anamorphic_Bloom.md @@ -9,4 +9,4 @@ When heavily skewed (usually horizontally), this effect is known as **anamorphic This effect is associated with a cinematic, futuristic vibe, and emulates the unusual geometry of certain film cameras as they compress a wider image onto narrower film. But, regardless of why it occurs, it simply looks neat! -[`Bloom`]: https://dev-docs.bevyengine.org/bevy/core_pipeline/bloom/struct.Bloom.html +[`Bloom`]: https://docs.rs/bevy/0.16/bevy/core_pipeline/bloom/struct.Bloom.html diff --git a/release-content/0.16/release-notes/17398_Relationships_nonfragmenting_onetomany.md b/release-content/0.16/release-notes/17398_Relationships_nonfragmenting_onetomany.md index 7eed07d154..8dcf047ae0 100644 --- a/release-content/0.16/release-notes/17398_Relationships_nonfragmenting_onetomany.md +++ b/release-content/0.16/release-notes/17398_Relationships_nonfragmenting_onetomany.md @@ -57,7 +57,7 @@ Note that this is just the first step for relationships. We have plans to expand 1. Many-To-Many Relationships: The current system is one-to-many (ex: The `ChildOf` relationship points to "one" target entity and the `RelationshipTarget` can be targeted by "many" child entities). Some relationships could benefit from supporting many relationship targets. 2. Fragmenting Relationships: In the current system, relationship components "fragment" ECS archetypes based on their _type_, just like a normal component (Ex: `(Player, ChildOf(e1))`, and `(Player, ChildOf(e2))` exist in the same archetype). Fragmenting relationships would be an opt-in system that fragment archetypes based on their _value_ as well, which would result in entities with the same relationship targets being stored next to each other. This serves as an index, making querying by value faster, and making some access patterns more cache friendly. -[`Relationship`]: https://dev-docs.bevyengine.org/bevy/ecs/relationship/trait.Relationship.html -[`RelationshipTarget`]: https://dev-docs.bevyengine.org/bevy/prelude/trait.RelationshipTarget.html -[`ChildOf`]: https://dev-docs.bevyengine.org/bevy/prelude/struct.ChildOf.html -[`Children`]: https://dev-docs.bevyengine.org/bevy/ecs/hierarchy/struct.Children.html +[`Relationship`]: https://docs.rs/bevy/0.16/bevy/ecs/relationship/trait.Relationship.html +[`RelationshipTarget`]: https://docs.rs/bevy/0.16/bevy/prelude/trait.RelationshipTarget.html +[`ChildOf`]: https://docs.rs/bevy/0.16/bevy/prelude/struct.ChildOf.html +[`Children`]: https://docs.rs/bevy/0.16/bevy/ecs/hierarchy/struct.Children.html diff --git a/release-content/0.16/release-notes/17559_Basic_UI_text_shadows.md b/release-content/0.16/release-notes/17559_Basic_UI_text_shadows.md index 724e93f430..0cc58c6bff 100644 --- a/release-content/0.16/release-notes/17559_Basic_UI_text_shadows.md +++ b/release-content/0.16/release-notes/17559_Basic_UI_text_shadows.md @@ -7,6 +7,6 @@ TODO: generate and add an image of text shadows in action While this is a simple first implementation (no blurring), and only supports `bevy_ui` text (sorry [`Text2d`]), we hope that this helps make Bevy a better fit for stylized game UIs. -[`TextShadow`]: https://dev-docs.bevyengine.org/bevy/prelude/struct.TextShadow.html -[`Text`]: https://dev-docs.bevyengine.org/bevy/prelude/struct.Text.html -[`Text2d`]: https://dev-docs.bevyengine.org/bevy/prelude/struct.Text2d.html +[`TextShadow`]: https://docs.rs/bevy/0.16/bevy/prelude/struct.TextShadow.html +[`Text`]: https://docs.rs/bevy/0.16/bevy/prelude/struct.Text.html +[`Text2d`]: https://docs.rs/bevy/0.16/bevy/prelude/struct.Text2d.html diff --git a/release-content/0.16/release-notes/occlusion_culling.md b/release-content/0.16/release-notes/occlusion_culling.md index 654db4c330..78a8f97e36 100644 --- a/release-content/0.16/release-notes/occlusion_culling.md +++ b/release-content/0.16/release-notes/occlusion_culling.md @@ -25,8 +25,8 @@ If you're a rendering engineer who'd like to help us resolve these precision iss Chime in at [issue #14062] (and read our [Contributing Guide]) and we can help you get started. [PR #17413]: https://github.com/bevyengine/bevy/pull/17413 -[`DepthPrepass`]: https://dev-docs.bevyengine.org/bevy/core_pipeline/prepass/struct.DepthPrepass.html -[`OcclusionCulling`]: https://dev-docs.bevyengine.org/bevy/render/experimental/occlusion_culling/struct.OcclusionCulling.html +[`DepthPrepass`]: https://docs.rs/bevy/0.16/bevy/core_pipeline/prepass/struct.DepthPrepass.html +[`OcclusionCulling`]: https://docs.rs/bevy/0.16/bevy/render/experimental/occlusion_culling/struct.OcclusionCulling.html [issue #14062]: https://github.com/bevyengine/bevy/issues/14062 [Granite]: https://github.com/Themaister/Granite [Contributing Guide]: https://bevyengine.org/learn/contribute/introduction/ diff --git a/release-content/0.16/release-notes/unified_error_handling.md b/release-content/0.16/release-notes/unified_error_handling.md index 089cf1436b..10568ecc0c 100644 --- a/release-content/0.16/release-notes/unified_error_handling.md +++ b/release-content/0.16/release-notes/unified_error_handling.md @@ -55,9 +55,9 @@ making it dead simple to swap out the behavior with a single `#[cfg(prod)]`-gate [`?` operator]: https://doc.rust-lang.org/rust-by-example/std/result/question_mark.html [`anyhow`]: https://docs.rs/anyhow/latest/anyhow/ -[`bevy::ecs::error::Result`]: https://dev-docs.bevyengine.org/bevy/ecs/error/type.Result.html +[`bevy::ecs::error::Result`]: https://docs.rs/bevy/0.16/bevy/ecs/error/type.Result.html [high quality custom backtraces]: https://github.com/bevyengine/bevy/pull/18144 -[`GLOBAL_ERROR_HANDLER`]: https://dev-docs.bevyengine.org/bevy/ecs/error/static.GLOBAL_ERROR_HANDLER.html -[`Single`]: https://dev-docs.bevyengine.org/bevy/ecs/prelude/struct.Single.html -[`warn`]: https://dev-docs.bevyengine.org/bevy/ecs/error/fn.warn.html -[`BevyError`]: https://dev-docs.bevyengine.org/bevy/ecs/error/struct.BevyError.html +[`GLOBAL_ERROR_HANDLER`]: https://docs.rs/bevy/0.16/bevy/ecs/error/static.GLOBAL_ERROR_HANDLER.html +[`Single`]: https://docs.rs/bevy/0.16/bevy/ecs/prelude/struct.Single.html +[`warn`]: https://docs.rs/bevy/0.16/bevy/ecs/error/fn.warn.html +[`BevyError`]: https://docs.rs/bevy/0.16/bevy/ecs/error/struct.BevyError.html diff --git a/release-content/0.16/release-notes/virtual_geometry_improvements.md b/release-content/0.16/release-notes/virtual_geometry_improvements.md index 309789da69..da905beef1 100644 --- a/release-content/0.16/release-notes/virtual_geometry_improvements.md +++ b/release-content/0.16/release-notes/virtual_geometry_improvements.md @@ -4,6 +4,6 @@ In Bevy 0.16, virtual geometry got some performance improvements thanks to new a Read more details on the [author's blog post](https://jms55.github.io/posts/2025-03-27-virtual-geometry-bevy-0-16). -Users are not required to regenerate their [`MeshletMesh`](https://dev-docs.bevyengine.org/bevy/pbr/experimental/meshlet/struct.MeshletMesh.html) assets, but doing so is recommended in order to take advantage of the improved clustering algorithm in Bevy 0.16. +Users are not required to regenerate their [`MeshletMesh`](https://docs.rs/bevy/0.16/bevy/pbr/experimental/meshlet/struct.MeshletMesh.html) assets, but doing so is recommended in order to take advantage of the improved clustering algorithm in Bevy 0.16. ![Screenshot of the meshlet example](meshlet_bunnies.png)