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Bevy 0.20 is out now! It features Solari and DLSS improvements, better BSN syntax, BSN "ready" events, WESL is now Bevy's shader language, more UI widgets (color picker, scrollable list views, dropdowns), Sprite Materials, Extended 2D materials, Pan Orbit Camera, and more! bevy.org/news/bevy-0-...

bevy.orgBevy 0.20Thanks to 227 contributors, 817 pull requests, community reviewers, and our generous donors, we're happy to announce the Bevy 0.20 release on crates.i…

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Plain WGSL shaders still work in 0.20 if they have no preprocessor directives. Custom shaders using Bevy's old dialect need conversion to WESL and a .wesl extension. The release notes show both versions: bevy.org/news/bevy-0-...

I tried slint once out of curiousity, it has a .slint file extension to define your UI components and slint projects have a build.rs file which uses slint-build crate for embedding all of them into a final executable Maybe bevy can try something like that?

build.rsbuild.rs

Will .bsn asset format have some sort of a binary version like .bsb which is not editable and maybe even hashed Or a way to have all .bsn scenes embedded into a game's executable My big concern is that if i ship a game with all .bsn files, players can just mess with them :( Which is not cool..