- text input: Shift+Backspace is also backspace Definitely the desired behavior. One liner. Approved and merged.
- gate Local use in bevy_pbr for wasm This is necessary, but inlining the import cuts down on hard-to-maintain conditionals so I pushed that and merged.
- fix: disabled number input field isn't editable This works, but it should use a Without filter instead of a query + value check. Pushed that and merged.
- Make
DlssimplementDefaultfor all feature types Easy uncontroversial win. Approved and merged. - Fix bevy not exporting bevy::extract Another quick win. Approved and merged.
- Fix issues where load_untyped_async would not correctly propagate the "modifiers" This makes sense. Also includes a nice easy refactor that removes duplicate logic and applies it in places it was missing before. Approved and merged!
- Make Tonemapping::None a passthrough and add Tonemapping::Linear This makes sense given the current behavior, but I think ultimately color grading and dither should not be tied together. Approved and merged
- Extract the sprite material cache to a separate struct This is a good refactor. I removed the type alias, which is just unnecessary added API surface. I also changed the cache remove interface to not take an event. This isn't the proper level of abstraction / it should just accept an id. Approved and merged.
- Fix window-picking entity This is good, but it shouldn't be doing a scan to find the pointer. We should rely on PointerMap.
- Fix missing Ok() in template(|ctx|{}) docs Yup! Approved and merged
- feathers_gallery crash fix I don't love that the boxing is necessary, but it makes sense. I've asked for some info on the running context. I'd like to think about the right general fix for this.
- Count sorted camera indices per render target This creates strange behavior (accumulation / trails) when interleaving HDR on the same target. Making HDR a part of the sorted identity is what fixed this issue afaik. I put together a repro and blocked on a resolution.
- text input: retry the font family resolve when the font asset lands I really don't like doing updates here whenever any font has changed. This is a dataflow problem that we should be able to solve the "right way". Blocking on that.
- Stop rendering escaped ANSI sequences in wesl errors Wonderful! This was bothering me too. Approved and merged.
- Simplified
FeathersColorSliderusing grid layout This is a better strategy. Removed an unrelated change / merged with main. Approved and merged. - flex-wrap layout for
feathers_galleryI think this is actually a less "realistic" layout. We wouldn't be breaking the color pickers into columns like this generally in a app. It also makes the code less natural / hard to read, as it requires a bunch of hard-coded widths / min-widths, and it "flattens out" multiple scene lists in a way that is less natural "hierarchical nested scene widget trees". Requested changes. - Stable
UiStackStability here makes sense. The root sort is more expensive, but ideally we don't have toooooo many roots. Approved and merged. - Migrate
3d_shapesto feathers I'm blocking (and other such efforts) this until we sort out the "feathers feature flag proliferation" problem. I don't want all of our examples to require specifying that flag to run. I also think we need to sort out some coding pattern things, as currently these ports are increasing code complexity each time we add them. - Bevy_reflect: Use into_remote to replace transmute in ReflectRemote impl Removing the transmute here is definitely the right move and the impl looks good. Approved and merged.
- Prepare custom post processing bind groups ahead of time Straightforward refactoring. No major behavior changes here. Approved and merged.
- Entity grouping code for entity inspector Generally on board for this strategy. Did a review / left some comments.
Created
August 25, 2026 03:43
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Bevy Merge Train for 2026-08-24 (Cart Edition)
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