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0694507
Update Zola to v0.19.2 (#1608)
TrialDragon Aug 21, 2024
c2e7373
Final editing pass, and publish contributing guide (#1605)
TrialDragon Aug 22, 2024
7b2f705
Fix date formatting for days with one digit (#1610)
rparrett Aug 22, 2024
83317d3
Change Github to GitHub across the website's content (#1613)
TrialDragon Aug 22, 2024
de5f2d7
Change TODO links to proper links in How You Can Help (#1612)
TrialDragon Aug 22, 2024
b7418e6
Migrate engine style guide to Contributing Guide (#1614)
TrialDragon Aug 23, 2024
ab56d90
Bring Contributing Guide Working Groups Documentation Up to Date (#1616)
TrialDragon Aug 23, 2024
a97b158
Clarify PR Merging Rules in Contributing Guide (#1615)
TrialDragon Aug 23, 2024
9ffa584
Fix duplicate words (#1619)
rparrett Aug 26, 2024
918f8c1
request pr write permissions in the screenshot update job (#1625)
mockersf Sep 9, 2024
bceae0b
better documentation for patch releases (#1624)
mockersf Sep 9, 2024
d38ae43
Bevy's 4th birthday: Reflecting on a dream job (#1597)
alice-i-cecile Sep 10, 2024
88834a6
Fix internal link to birthday post (#1626)
piedoom Sep 10, 2024
548139d
News: Community Reflection on Bevy's Fourth Year (#1627)
cart Sep 11, 2024
764c072
Update index.md
cart Sep 11, 2024
45ee87f
Record initial actions by the board without a meeting (#1628)
alice-i-cecile Sep 16, 2024
adaae28
News: Bevy is now a 501(c)(3) Public Charity! (#1632)
cart Sep 25, 2024
9bf0552
Fix table
cart Sep 25, 2024
fe793e4
Update Donation FAQ (#1634)
cart Sep 26, 2024
6646341
Fix Broken Links (#1631)
tom-frantz Sep 26, 2024
56cd196
few improvements in process to help close PRs (#1633)
mockersf Sep 26, 2024
54305aa
Update Bevy Foundation page to reflect 501(c)(3) status (#1637)
cart Sep 26, 2024
bb90a62
Fix warning on `actions-without-meeting` minutes (#1645)
BD103 Oct 9, 2024
e9d3453
Changed public to private comment and minifyed HTML (#1642)
MyZeD Oct 9, 2024
4682d25
Remove corporate stripe note (#1648)
cart Oct 14, 2024
714bba7
Add visual guidelines for examples (#1647)
rparrett Oct 14, 2024
085c671
Add Meta category to triage scheme (#1646)
alice-i-cecile Oct 16, 2024
43685e7
Improve `generate-release` workflow involving editing and merging not…
TrialDragon Oct 19, 2024
24506ff
Add stub release notes and migration guides for 0.15 release (#1673)
alice-i-cecile Oct 20, 2024
8a526e7
Change contributors shortcode styling so it's more compact (#1652)
doup Oct 20, 2024
68a2af5
Write in a alternative logo-title if name is not given (#1644)
MyZeD Oct 20, 2024
2511f11
Remove unwarranted release note stubs (#1727)
alice-i-cecile Oct 20, 2024
b8a4cc4
Add stub for required components (#1726)
alice-i-cecile Oct 20, 2024
0ff61a0
`Monitor` release notes (#1734)
tychedelia Oct 20, 2024
a586b15
Gpu readback (#1733)
tychedelia Oct 20, 2024
9e0aa21
Screenshots release notes (#1735)
tychedelia Oct 20, 2024
8b6e553
14663 shader storage buffer (#1736)
tychedelia Oct 20, 2024
14fbf1e
Add custom cursor release notes (#1738)
eero-lehtinen Oct 21, 2024
6f51544
Update #15281 Release Notes for 0.15 (no_std) (#1737)
bushrat011899 Oct 21, 2024
3df519b
Release notes for List components for QueryEntityError::QueryDoesNotM…
SpecificProtagonist Oct 21, 2024
958953c
Apply `escape` before `markdown` filter so that generics in titles do…
doup Oct 21, 2024
6d8e1ef
Create public draft for 0.15 migration guide (#1742)
IceSentry Oct 24, 2024
9ce28e3
Release Note for add name component to gltf mesh primitive #13912 (#1…
Soulghost Oct 27, 2024
68e9a34
Release note for SystemParamBuilder. (#1747)
chescock Oct 27, 2024
982f2a8
Remove deprecate is_playing_animation release notes (#1748)
mgi388 Oct 27, 2024
b065aed
Scripts for rc (#1744)
mockersf Oct 27, 2024
d204494
Sort migrations by area and improve styling (#1743)
doup Oct 30, 2024
ac419da
Release notes for on_replace component lifecycle hook (#1750)
BigWingBeat Oct 30, 2024
f88d6a9
v0.15 release notes: state scoped events (#1749)
UkoeHB Oct 30, 2024
749efb3
Add release note for `Type` (#1756)
MrGVSV Oct 30, 2024
b7b9a27
Added release note for `TypeInfo` improvements (#1755)
MrGVSV Oct 30, 2024
573a5d2
Add 0.15 release notes for `Reflectable` (#1751)
MrGVSV Oct 30, 2024
9f18e4b
Add 0.15 release notes for remote reflection (#1752)
MrGVSV Oct 30, 2024
3bd3a4c
Fallible param notes (#1729)
MiniaczQ Oct 31, 2024
6f0b9cd
Event mutator release notes (#1759)
alice-i-cecile Oct 31, 2024
656c1f6
HierarchyQueryExt release notes (#1757)
alice-i-cecile Oct 31, 2024
64c8ca4
Remove bevy_assets docs release note (#1760)
alice-i-cecile Nov 1, 2024
714da27
Sync with `main`
doup Nov 3, 2024
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7 changes: 4 additions & 3 deletions .github/workflows/ci.yml
Original file line number Diff line number Diff line change
Expand Up @@ -108,8 +108,9 @@ jobs:
key: assets-${{ steps.date.outputs.date }}-${{ hashFiles('generate-assets/**/*.rs', 'generate-assets/Cargo.toml', 'generate-assets/generate_assets.sh') }}

- name: "Build Bevy Assets"
# Only run if in merge queue or if no cache was found
if: ${{ github.event_name == 'merge_group' || !steps.restore-cached-assets.outputs.cache-hit }}
# Only run if in merge queue or if no cache was found. `cache-hit` is a string, so we
# cannot use normal boolean operators on it, as `!'false' == true`.
if: ${{ github.event_name == 'merge_group' || steps.restore-cached-assets.outputs.cache-hit != 'true' }}
working-directory: generate-assets
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
Expand Down Expand Up @@ -245,7 +246,7 @@ jobs:
path: content/community/people

- name: "Build website"
uses: shalzz/zola-deploy-action@v0.18.0
uses: shalzz/zola-deploy-action@v0.19.2
env:
PAGES_BRANCH: gh-pages
BUILD_DIR: .
Expand Down
2 changes: 1 addition & 1 deletion .github/workflows/deploy.yml
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,7 @@ jobs:

- name: "Build and deploy website"
if: github.repository_owner == 'bevyengine'
uses: shalzz/zola-deploy-action@v0.18.0
uses: shalzz/zola-deploy-action@v0.19.2
env:
PAGES_BRANCH: gh-pages
BUILD_DIR: .
Expand Down
3 changes: 3 additions & 0 deletions .github/workflows/update-screenshots.yml
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,9 @@ name: Update Screenshots
on:
workflow_dispatch:

permissions:
pull-requests: write

env:
PER_PAGE: 20

Expand Down
198 changes: 2 additions & 196 deletions CONTRIBUTING.md
Original file line number Diff line number Diff line change
@@ -1,199 +1,5 @@
# Contributing

So, you want to help with [Bevy Website](https://bevyengine.org/)? Then this is the right place for you! Bevy is created by volunteers; if you want to help us build the next great game engine, please reach out. We need all the help we can get.
We've moved our contributing documentation!

If you want to help with [Bevy Engine](https://github.com/bevyengine/bevy) itself, then see the engine's [CONTRIBUTING.md](https://github.com/bevyengine/bevy/blob/main/CONTRIBUTING.md).

We want Bevy to be a vibrant developer community. That's actually why we chose the name; a Bevy is a group of birds, just like we are a group of game developers. Join the Bevy!

## Building the website

The Bevy website is built using the Zola static site engine. In our experience, it is fast, flexible, and straightforward to use.

To check out any local changes you've made:

1. [Download Zola v0.18.0](https://www.getzola.org/).
2. Clone the Bevy Website git repo and enter that directory:
1. `git clone https://github.com/bevyengine/bevy-website.git`
2. `cd bevy-website`
3. Start the Zola server with `zola serve`.

A local server should start and you should be able to access a local version of the website from there.

## Testing changes to learning material code examples

The code in the learning materials (e.g., Bevy Book, Quick Start Guide, Advanced Examples, etc.) is compiled, formatted, and tested to make sure that the examples work for readers.

To validate your code snippets either run `validate_examples.sh` which resides in the `learning-code-examples` directory (and is the recommended way to use `learning-code-examples`), or from the root of the project run `cd learning-code-examples && cargo check --examples && cargo clippy --examples && cargo fmt --check`.

> [!NOTE]
> [See the `learning-code-examples` README.md for more info.](./learning-code-examples/README.md)

## Learning material structure

As you probably noticed, our introductory learning material is split into two main sections:

1. **Bevy Quick Start:** "Get started making your first game now!"
2. **Bevy Book:** "Understand how Bevy works, and how you can use it"

This is intended to cater to two different types of learners, without compromising the experience for either:

- **Example-first:** These users want to dive right in, see everything in action and get a working game as quickly as possible.
These users often have an idea in their mind that they want to start prototyping as quickly as possible.
- **Definition-first:** These users want to carefully build up a mental model of Bevy, thoroughly understanding each new concept before moving on.
These users tend to be driven by curiosity, or are aiming to carefully develop a new skill.

Crucially, these paths are independent of the experience levels of the learner!
Bevy intentionally aims to be inclusive of both complete beginners who have never programmed before, and professionals coming from other engines.

| | **Beginner** | **Professional** |
| -------------------- | ------------------------------------------------------------------ | -------------------------------------------------------------------- |
| **Example-first** | Enthusiastic, wants to create a new version of the game they love. | Exploratory, wants to dive in and see how Bevy holds up in practice. |
| **Definition-first** | Curious, wants to understand how making games works. | Critical, wants to understand Bevy's unique design choices. |

Each of these requires their own complementary learning paths that branch as soon as they get to the [Learn page](https://bevyengine.org/learn/) to ensure that the first experience that they have with Bevy matches what they need.

Once users have completed the introductory learning materials in their path of choice, they can begin creating their own games or move on to our advanced examples to see how everything comes together in a realistic way.

### Bevy Quick Start: the example-first path

Users following the example-first path will tend to take the following route:

1. Encounter the Bevy homepage due to social media or word of mouth.
2. Navigate to the Learn page.
3. Choose one of the most relevant **quick start games**.
4. Complete that tutorial.
5. Dive into making the game they have in mind, accessing the following resources as needed when they encounter road-blocks:
1. Official Examples.
2. The Bevy book.
3. Community tutorials and template games.
4. Various community support forums.
5. Streams, YouTube channels and blogs.
6. Advanced examples.

Each quick start game should:

1. Assume zero existing knowledge of Bevy.
2. Begin with a initial high-level explanation of what we're trying to build.
3. Introduce commented code first, then explain what each of the critical terms means as they come up.
4. Be broken into compilable, playable sections: one per page of the guide.
5. Gradually refactor the code to add more functionality.
6. End with a list of suggestions (with appropriate links) on how you could extend the game in interesting ways.

This path should prioritize:

1. Rapid time-to-fun.
2. Functional, good-enough explanations that are tied to the code in front of them.
3. Relevance of quick-start game to the genre of game they want to make.
4. High asset quality.
5. Ease of extending the quick-start game with their own tweaks.
6. Explaining how to get unstuck, through documentation, community help and filing issues.

### The Bevy Book: the definition-first path

Users following the definition-first path will tend to take the following route:

1. Encounter the Bevy homepage due to social media or word of mouth.
2. Navigate to the Learn page.
3. Select the **Bevy book**.
4. Read through the book, largely in order.
5. Once they feel they have a good enough understanding of the engine, they will begin to make their own games, typically by jumping over onto the example-first path.
6. As they explore, they will also browse:
1. The source code.
2. [docs.rs](https://docs.rs/bevy/)
3. CONTRIBUTING.md, GitHub issues and pull requests.
4. Release notes.
5. The engine development channels on Discord.
6. Advanced examples to see how everything comes together.

Each chapter of the Bevy Book should:

1. Have a clear topic, and give a high-level overview of the subtopics it is going to cover and how they fit together.
2. Be broken down into several sections / pages to focus on detailed topics.
1. These should have simple, minimal examples explaining how that functionality works.
3. Link to appropriate sections of quick start guides that demonstrate the ideas being taught in a more coherent way.

This path should prioritize:

1. Clear, thorough explanations.
2. Carefully introducing one concept at a time in an organized fashion.
3. Connecting concepts to each other in context.
4. Explaining the technical details of how things work, but only in clearly marked asides.
5. Communicating all of the supporting development practices that make Bevy productive:
1. How to set up your dev environment.
2. Code organization.
3. Design patterns and best practices.
4. Testing, benchmarking and debugging.
5. Contributing to Bevy itself.
6. Linking to further reading: official examples, `docs.rs` and (very sparingly) source code links.

## Contributor's style guide

When writing and reviewing learning material for the Bevy Book and Quick Start Games, please try to follow these guidelines:

### Writing

1. Use clear, simple language.
2. Prefer short sentences. Remove extra words.
3. **Bold** new vocabulary words where they are defined.
1. Define them as soon as is reasonable after they are introduced.
4. Make sure your grammar and spelling are correct.
5. Avoid idioms and slang.
6. Speak directly to the reader in an approachable tone. Use "we" and "you" pronouns.
7. It can be useful to create specific, named characters to demonstrate a point.
1. If you do, pick a pronoun set for them and stick to it.
2. Otherwise, use "they/them" third-person pronouns to refer to the reader or others.
8. Keep humor light.
1. Avoid off-color or offensive humor.
2. Be mindful not to overuse in-jokes or cultural references.
3. Don't drag your jokes out: that's not what the audience is here to read.

### Organizational

1. Carefully organize your work into separate pages, headings, paragraphs and code blocks.
2. Clearly signal when you are explaining a concept in technical depth so it can be skipped.
3. Use lists, numbered lists and sub-lists to present information in bite-sized ways.
1. Refer back to these items by number!
4. Provide plenty of links, but be sure that what you are linking to is obvious by context.
1. Link to other sections of the book / example / web page when you mention them.
2. Always link to the most specific location you can, whether that's a section on a page or a method on a struct.
3. Use the `latest` tag when linking to Bevy docs and source code so it won't go stale every time the version is updated.
4. When linking to detailed explanations or discussions, summarize the most important points in addition to providing a link.

### Technical

1. All examples must be able to be compiled and run.
2. Prefer game-relevant, descriptive examples and variable names over generic ones like `MyEvent`. Avoid meaningless names like `foo` at all times.
3. It's good practice to break your code into blocks with comments or explanatory text, but you need to link to a cohesive, copy-able whole at the end.
4. Examples must pass Bevy's standard `clippy` lints.
5. The polish level of your examples should correspond to the point you're trying to make.
1. If you're demonstrating a new feature, show only the most basic syntax as locally as possible.
2. When trying to explain how a game can be made, organize and polish your code to showcase best practices.
3. Lack of polish should serve an end: don't show bad or sloppy practices without a good reason.
4. Showing how (and why!) to refactor your code is a very powerful teaching tool.
6. Stick to a consistent style (e.g. for loops vs map) within each example.
7. If you need to give advice that will only matter to some of your audience (e.g. how to handle an edge case, or support a specific platform), do so in a clearly marked aside or list.
8. Examples should not use or rely on third-party plugins.
These may be appropriate to link in "next steps" however at the end of the examples.
1. Third-party crates should be limited to the most essential, such as `rand`.
9. If additional code block attributes like `no_run` or `hide-lines=x-y` need to be specified, you should always order these so that the language is the last attribute. If we would specify `rust,no_run` the syntax highlighting wouldn't work, but changing it to `no_run,rust` makes it work.
10. To validate local code changes you can either `./learning-code-examples/validate_examples.sh` from anywhere, or from the project's root `cd learning-code-examples && cargo check --examples && cargo clippy --examples && cargo fmt --check`.
11. To make sure your web-based files (html, markdown) are formatted correctly run the commands:

```
markdownlint -f -c .github/linters/.markdown-lint.yml .
djlint
typos
```

in the root directory of your local Bevy website repository. This will format markdown files and tell you the issues in HTML files. In order to run the command you should install `markdownlint-cli`, `djlint`, and `typos-cli`. See: <https://github.com/igorshubovych/markdownlint-cli>, <https://www.djlint.com/docs/getting-started/>, and <https://github.com/crate-ci/typos?tab=readme-ov-file#install>. Note that the CI also includes `editorconfigchecker` but there isn't an easy way to run this manually, so you should instead rely on CI to validate files with this tool.
12. To reference Rust API docs you can use markdown's reference-style links like so:
[`HashMap`]

```md
[`HashMap`]

[`HashMap`]: https://doc.rust-lang.org/std/collections/struct.HashMap.html
```

[`HashMap`]: https://doc.rust-lang.org/std/collections/struct.HashMap.html
See our Contributing Guide [in the repository](content/learn/contribute/introduction.md), or [on the site](https://bevyengine.org/learn/contribute/introduction).
15 changes: 15 additions & 0 deletions Cargo.lock

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8 changes: 5 additions & 3 deletions config.toml
Original file line number Diff line number Diff line change
Expand Up @@ -7,12 +7,14 @@ title = "Bevy Engine"
# Whether to automatically compile all Sass files in the sass directory
compile_sass = true

# When set to "true", the generated HTML files are minified.
minify_html = true

# Whether to build a search index to be used later on by a JavaScript library
build_search_index = true

generate_feed = true
rss_limit = 1000
highlight_theme = "charcoal"
generate_feeds = true
feed_limit = 1000

taxonomies = [
{name = "news", feed = true},
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10 changes: 0 additions & 10 deletions content/contributing/_index.md

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