- Update to
bevy
v0.14.
Major functionality changes:
- The plugin now modifies entities' transforms instead of intervening in the render step. This means that this should now work on any entity, not just sprites.
- In order to preserve the useful invariant that transforms are not affected, this plugin now runs
in the
Last
schedule to directly set theGlobalTransform
and in theFirst
schedule to zero it out. If you have code that runs in either of these schedules, you can explicitly sequence with respect to theSpriteLayerSet
system set. - Layers now propagate to the children of each entity; if a child has an explicitly-set layer, that overrides the inherited layer.
Minor changes:
- We now always use single-threaded sort, as multi-threaded sort is a pessimization(!) for all
the reasonable entity counts I tested. The
parallel_y_sort
feature has been removed. - Benchmarks are now finer-grained and have less overhead.
This version has been yanked, since it doesn't actually work due to changes in bevy around how entities in the render world are created. (Specifically, they have no association with their original entities).
Compatibility with bevy 0.13. No functional changes.
- Compatibility with bevy 0.12. No functional changes.
- Compatibility with bevy 0.11. No functional changes.
- Actually put the system in a
pub
set so you can order around it.
- Initial release!