Skip to content

Latest commit

 

History

History
126 lines (67 loc) · 2.54 KB

File metadata and controls

126 lines (67 loc) · 2.54 KB

0.34.0

  • Update to Bevy 0.18

0.33.1

  • Add #[reflect(Component)] on PanOrbitCamera

0.33.0

  • Add reversed_button_zoom option (#130)

0.32.0

  • Zoom with mouse button + motion (#129)

0.31.0

  • Update bevy_egui to 0.38 (#126)

0.30.0

  • Add option to use real time instead of virtual time (#125)

0.29.0

  • Update to Bevy 0.17

0.28.0

  • Update bevy_egui to 0.36 (#120)

0.27.2

  • Simplifies the upside down detection

0.27.1

  • Fixes upside down detection when using a custom axis (#118 thanks @guija)

0.27.0

  • Update bevy_egui to 0.35 (#115 thanks @kiperz)

0.26.0

  • Update to Bevy 0.16

0.25.0

  • Adds better trackpad support, with Blender-style controls (thanks @natepiano)

0.24.0

  • Add ability to change the base axes, e.g. to make Z up instead of Y up

0.23.0

  • Update bevy_egui to 0.33

0.22.2

  • Fix initial calculation of yaw from the camera's transform (translation)

0.22.1

  • Add ability to limit the cameras focus to a cube or sphere shape (thanks @bytemunch)

0.22.0

  • Update bevy_egui to 0.32

0.21.2

  • Derive Reflect on PanOrbitCamera

0.21.1

  • Add Camera3d as a required component (new feature of Bevy 0.15) of PanOrbitCamera, so it doesn't need to be added manually

0.21.0

  • Update to Bevy 0.15

0.20.1

  • Update docs, explaining that setting sensitivity values to 0 will disable the respective control

0.20.0

  • Change zoom_lower_limit from Option<f32> to f32, defaulting to 0.05, and remove the hard coded lower zoom limit of 0.05. This allows the lower limit to be lowered below 0.05, in case there is a need to work at very small scales.

0.19.5

  • Update bevy_egui to 0.30 in order to resolve an issue with bevy-inspector-egui 0.27 (#85)

0.19.4

  • Re-fix bug that was fixed in 0.19.1 (see below for explanation).

0.19.3

  • Update bevy_egui dependency to 0.29

0.19.2

  • Fix bug with how egui feature deals with egui side panels and immovable windows. It should now act more naturally - if you start dragging in the viewport, dragging over egui will continue to control the camera. If you start the drag in any egui area, the camera won't be affected, even if the cursor leaves the egui area. Thanks @thmxv!

0.19.1

  • Fix panic if egui context for window doesn't exist. For example if a new window is created after startup.

0.19.0

  • Update to Bevy 0.14

0.18 and older

Check GitHub releases for details