Commit graph

6520 commits

Author SHA1 Message Date
Litttle_fish
5d9e44b9dc
disable gpu preprocessing on android with Adreno 730 GPU and earilier (#14176)
# Objective

Fix #14146 

## Solution

Expansion of #13323 , excluded Adreno 730 and earlier.

## Testing

Tested on android device(Adreno 730) that used to crash
2024-08-02 18:58:31 +02:00
Jan Hohenheim
e941264b6f
Optimize unnecessary normalizations for Transform::local_{xyz} (#14171)
Note that `GlobalTransform` already does it like this for `right`,
`left`, etc. so I didn't have to touch that one
2024-08-02 18:58:31 +02:00
Mike
7ed1f6a9b6
use Display for entity id in log_components (#14164)
# Objective

- Cleanup a doubled `Entity` in log components

```
// Before
2024-07-05T19:54:09.082773Z  INFO bevy_ecs::system::commands: Entity Entity { index: 2, generation: 1 }: ["bevy_transform::components::transform::Transform"]

// After
2024-07-05T19:54:09.082773Z  INFO bevy_ecs::system::commands: Entity 2v1: ["bevy_transform::components::transform::Transform"]
```

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-08-02 18:58:30 +02:00
Mike
c6b80c5664
add entity to error message (#14163)
# Objective

- There was a new warning added about having an unstyled child in the ui
hierarchy. Debugging the new error is pretty hard without any info about
which entity is.

## Solution

- Add the entity id to the warning.

```text
// Before
2024-07-05T19:40:59.904014Z  WARN bevy_ui::layout::ui_surface: Unstyled child in a UI entity hierarchy. You are using an entity without UI components as a child of an entity with UI components, results may be unexpected.

//After
2024-07-05T19:40:59.904014Z  WARN bevy_ui::layout::ui_surface: Unstyled child `3v1` in a UI entity hierarchy. You are using an entity without UI components as a child of an entity with UI components, results may be unexpected.
```

## Changelog

- add entity id to ui surface warning
2024-08-02 18:58:30 +02:00
Brandon Reinhart
4275669b07
impl Reflect + Clone for StateScoped (#14156)
# Objective

- Expand the flexibilty of StateScoped by adding Reflect and Clone
- This lets StateScoped be used in Clone Bundles, for example

```rust
#[derive(Component, Reflect, Clone)]
pub struct StateScoped<S: States>(pub S);
```

Notes:
- States are already Clone.
- Type registration is up to the user, but this is commonly the case
with reflected generic types.

## Testing

- Ran the examples.
2024-08-02 18:58:30 +02:00
François Mockers
a6fde1059c
EmptyPathStream is only used in android/wasm32 (#14200)
# Objective

- `EmptyPathStream` is only used in android and wasm32
- This now makes rust nightly warn

## Solution

- flag the struct to only be present when needed
- also change how `MorphTargetNames` is used because that makes rust
happier?
2024-08-02 18:58:30 +02:00
François Mockers
b231ebbc19
Release 0.14.0 version bump (#14126)
# Objective

- Bump the version before the release

- This should not be merged until ready for the release to have prettier
git history and tags
2024-07-03 18:22:10 -07:00
Rob Parrett
201dd62a74
Fix border color in ui_texture_slice and ui_texture_atlas_slice examples. (#14121)
# Objective

Fixes #14120

`ui_texture_slice` and `ui_texture_atlas_slice` were working as
intended, so undo the changes.

## Solution

Partially revert https://github.com/bevyengine/bevy/pull/14115 for
`ui_texture_slice` and `ui_texture_atlas_slice`.

## Testing

Ran those two examples, confirmed the border color is the thing that
changes when buttons are hovered.
2024-07-03 17:28:47 +02:00
François Mockers
ff070da7e2
fix remaining issues with background color in examples (#14115)
# Objective

- Fixes #14097

## Solution

- Switching the uses of `UiImage` in examples to `BackgroundColor` when
needed
2024-07-03 07:52:06 +02:00
Gagnus
1db0214f24
Added feature switch to default Standard Material's new anisotropy texture to off (#14048)
# Objective

- Standard Material is starting to run out of samplers (currently uses
13 with no additional features off, I think in 0.13 it was 12).
- This change adds a new feature switch, modelled on the other ones
which add features to Standard Material, to turn off the new anisotropy
feature by default.

## Solution

- feature + texture define

## Testing

- Anisotropy example still works fine
- Other samples work fine
- Standard Material now takes 12 samplers by default on my Mac instead
of 13

## Migration Guide

- Add feature pbr_anisotropy_texture if you are using that texture in
any standard materials.

---------

Co-authored-by: John Payne <20407779+johngpayne@users.noreply.github.com>
2024-07-02 22:10:00 +02:00
Mincong Lu
309c224ca8
Added get_main_animation for AnimationTransitions (#14104)
# Objective

Added a getter for the main animation of `AnimationTransitions`.

## Solution

Added `get_main_animation` for `AnimationTransitions`.
2024-07-02 22:10:00 +02:00
Vic
24fdad3a36
add missing mention of sort_unstable_by_key in QuerySortedIter docs (#14108)
# Objective

There is a missing mention of `sort_unstable_by_key` in the
`QuerySortedIter` docs.

## Solution

Add it.
2024-07-02 22:10:00 +02:00
Jan Hohenheim
e7333510c3
Fix push_children inserting a Children component even when no children are supplied (#14109)
# Objective

The Bevy API around manipulating hierarchies removes `Children` if the
operation results in an entity having no children. This means that
`Children` is guaranteed to hold actual children. However, the following
code unexpectedly inserts empty `Children`:

```rust
commands.entity(entity).with_children(|_| {});
```

This was discovered by @Jondolf:
https://discord.com/channels/691052431525675048/1124043933886976171/1257660865625325800

## Solution

- `with_children` is now a noop when no children were passed

## Testing

- Added a regression test
2024-07-02 22:10:00 +02:00
Alice Cecile
31b861401c
Backport #14083 (deregister events) to 0.14 branch (#14114)
Changes by @lee-orr. Fixes #14113.

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-07-02 16:01:57 -04:00
Joseph
99c465dcb5
Clarify the difference between default render layers and none render layers (#14075)
# Objective

It's not always obvious what the default value for `RenderLayers`
represents. It is documented, but since it's an implementation of a
trait method the documentation may or may not be shown depending on the
IDE.

## Solution

Add documentation to the `none` method that explicitly calls out the
difference.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-02 07:18:21 +02:00
Joseph
d7a0cc6bce
Support operations for render layers and fix equality comparisons (#13310)
# Objective

Allow combining render layers with a more-ergonomic syntax than
`RenderLayers::from_iter(a.iter().chain(b.iter()))`.

## Solution

Add the `or` operation (and corresponding `const` method) to allow
computing the union of a set of render layers. While we're here, also
added `and` and `xor` operations. Someone might find them useful

## Testing

Added a simple unit test.
2024-07-02 07:18:21 +02:00
Aevyrie
fda2e4b59c
Fix compile failure in WASM without wgpu backend (#14081)
# Objective

- When no wgpu backend is selected, there should be a clear explanation.
- Fix a regression in 0.14 when not using default features. I hit this
compile failure when trying to build bevy_framepace for 0.14.0-rc.4
```
error[E0432]: unresolved import `crate::core_3d::DEPTH_TEXTURE_SAMPLING_SUPPORTED`
  --> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/dof/mod.rs:59:19
   |
59 |         Camera3d, DEPTH_TEXTURE_SAMPLING_SUPPORTED,
   |                   ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ no `DEPTH_TEXTURE_SAMPLING_SUPPORTED` in `core_3d`
   |
note: found an item that was configured out
  --> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/core_3d/mod.rs:53:11
   |
53 | pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = false;
   |           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
note: found an item that was configured out
  --> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/core_3d/mod.rs:63:11
   |
63 | pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = true;
   |           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
```

## Solution

- Ensure that `DEPTH_TEXTURE_SAMPLING_SUPPORTED` is either `true` or
`false`, it shouldn't be completely missing.

## Testing

- Building on WASM without default features, which now seemingly no
longer includes webgl, will panic on startup with a message saying that
no wgpu backend was selected. This is much more helpful than the compile
time failure:
```
No wgpu backend feature that is implemented for the target platform was enabled
```
- I can see an argument for making this a compile time failure, however
the current failure mode is very confusing for novice users, and
provides no clues for how to fix it. If we want this to fail at compile
time, we should do it in a way that fails with a helpful message,
similar to what this PR acheives.
2024-07-02 07:18:20 +02:00
François Mockers
dc56614b86
only run one update per frame drawn (#14023)
# Objective

- Fixes #13965 

## Solution

- Don't run multiple updates for a single frame
2024-06-30 10:01:10 +02:00
François Mockers
4a05c737a2
don't put previous skin/morph in the morphed_skinned_mesh_layout (#14065)
# Objective

- Fixes #14059
- `morphed_skinned_mesh_layout` is the same as
`morphed_skinned_motion_mesh_layout` but shouldn't have the skin / morph
from previous frame, as they're used for motion

## Solution

- Remove the extra entries

## Testing

- Run with the glTF file reproducing #14059, it works
2024-06-29 03:29:45 +02:00
François
036d0026be
Release Candidate 0.14.0-rc.4 2024-06-27 23:29:08 +02:00
Periwink
73b43aa6cf
Fix error in AnyOf (#14027)
# Objective

- Fixes a correctness error introduced in
https://github.com/bevyengine/bevy/pull/14013 ...

## Solution

I've been playing around a lot of with the access code and I realized
that I introduced a soundness error when trying to simplify the code.
When we have a `Or<(With<A>, With<B>)>` filter, we cannot call
```
  let mut intermediate = FilteredAccess::default();
  $name::update_component_access($name, &mut intermediate);
  _new_access.append_or(&intermediate);
```
because that's just equivalent to adding the new components as `Or`
clauses.
For example if the existing `filter_sets` was `vec![With<C>]`, we would
then get `vec![With<C>, With<A>, With<B>]` which translates to `A or B
or C`.
Instead what we want is `(A and B) or (A and C)`, so we need to have
each new OR clause compose with the existing access like so:
```
let mut intermediate = _access.clone();
// if we previously had a With<C> in the filter_set, this will become `With<C> AND With<A>`
$name::update_component_access($name, &mut intermediate);
_new_access.append_or(&intermediate);
```

## Testing

- Added a unit test that is broken in main, but passes in this PR
2024-06-27 22:47:36 +02:00
Tamás Kiss
20638f3a10
add PartialEq to Outline (#14055)
# Objective

`sickle_ui` needs `PartialEq` on components to turn them into animatable
style attributes.

## Solution

All properties of Outline is already `PartialEq`, add derive on
`Outline` as well.

## Testing

- used `sickle_ui` to test if it can be made animatable
2024-06-27 22:47:36 +02:00
Patrick Walton
26f7313212
Allow phase items not associated with meshes to be binned. (#14029)
As reported in #14004, many third-party plugins, such as Hanabi, enqueue
entities that don't have meshes into render phases. However, the
introduction of indirect mode added a dependency on mesh-specific data,
breaking this workflow. This is because GPU preprocessing requires that
the render phases manage indirect draw parameters, which don't apply to
objects that aren't meshes. The existing code skips over binned entities
that don't have indirect draw parameters, which causes the rendering to
be skipped for such objects.

To support this workflow, this commit adds a new field,
`non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple
list of (bin key, entity) pairs. After drawing batchable and unbatchable
objects, the non-mesh items are drawn one after another. Bevy itself
doesn't enqueue any items into this list; it exists solely for the
application and/or plugins to use.

Additionally, this commit switches the asset ID in the standard bin keys
to be an untyped asset ID rather than that of a mesh. This allows more
flexibility, allowing bins to be keyed off any type of asset.

This patch adds a new example, `custom_phase_item`, which simultaneously
serves to demonstrate how to use this new feature and to act as a
regression test so this doesn't break again.

Fixes #14004.

## Changelog

### Added

* `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins
to add custom items to.
2024-06-27 19:41:42 +02:00
Chris Russell
bea8823aa9
Add missing StaticSystemParam::queue implementation. (#14051)
# Objective

`StaticSystemParam` should delegate all `SystemParam` methods to the
inner param, but it looks like it was missed when the new `queue()`
method was added in #10839.

## Solution

Implement `StaticSystemParam::queue()` to delegate to the inner param.
2024-06-27 19:41:42 +02:00
Vic
7b98db6d7c
add missing sort_unstable_by_key to QueryIter (#14040)
# Objective

`QueryIter::sort_unstable_by_key` is missing.

## Solution

Add `QueryIter::sort_unstable_by_key`.

## Testing

Added the new method to existing test.

## Changelog

Added `QueryIter::sort_unstable_by_key`.
2024-06-27 19:41:42 +02:00
Arseny Kapoulkine
7c603874bf
Fix incorrect computation of mips for cluster occlusion lookup (#14042)
The comment was incorrect - we are already looking at the pyramid
texture so we do not need to transform the size in any way. Doing that
resulted in a mip that was too fine to be selected in certain cases,
which resulted in a 2x2 pixel footprint not actually fully covering the
cluster sphere - sometimes this could lead to a non-conservative depth
value being computed which resulted in the cluster being marked as
invisible incorrectly.
2024-06-27 19:41:42 +02:00
Arseny Kapoulkine
5d7da827b7
Improve MeshletMesh::from_mesh performance further (#14038)
This change updates meshopt-rs to 0.3 to take advantage of the newly
added sparse simplification mode: by default, simplifier assumes that
the entire mesh is simplified and runs a set of calculations that are
O(vertex count), but in our case we simplify many small mesh subsets
which is inefficient.

Sparse mode instead assumes that the simplified subset is only using a
portion of the vertex buffer, and optimizes accordingly. This changes
the meaning of the error (as it becomes relative to the subset, in our
case a meshlet group); to ensure consistent error selection, we also use
the ErrorAbsolute mode which allows us to operate in mesh coordinate
space.

Additionally, meshopt 0.3 runs optimizeMeshlet automatically as part of
`build_meshlets` so we no longer need to call it ourselves.

This reduces the time to build meshlet representation for Stanford Bunny
mesh from ~1.65s to ~0.45s (3.7x) in optimized builds.
2024-06-27 07:05:24 +02:00
Arseny Kapoulkine
4f0b0e0989
Make meshlet processing deterministic (#13913)
This is a followup to https://github.com/bevyengine/bevy/pull/13904
based on the discussion there, and switches two HashMaps that used
meshlet ids as keys to Vec.

In addition to a small further performance boost for `from_mesh` (1.66s
=> 1.60s), this makes processing deterministic modulo threading issues
wrt CRT rand described in the linked PR. This is valuable for debugging,
as you can visually or programmatically inspect the meshlet distribution
before/after making changes that should not change the output, whereas
previously every asset rebuild would change the meshlet structure.

Tested with https://github.com/bevyengine/bevy/pull/13431; after this
change, the visual output of meshlets is consistent between asset
rebuilds, and the MD5 of the output GLB file does not change either,
which was not the case before.
2024-06-27 07:05:24 +02:00
Arseny Kapoulkine
cc1764772e
Improve MeshletMesh::from_mesh performance (#13904)
This change reworks `find_connected_meshlets` to scale more linearly
with the mesh size, which significantly reduces the cost of building
meshlet representations. As a small extra complexity reduction, it moves
`simplify_scale` call out of the loop so that it's called once (it only
depends on the vertex data => is safe to cache).

The new implementation of connectivity analysis builds edge=>meshlet
list data structure, which allows us to only iterate through
`tuple_combinations` of a (usually) small list. There is still some
redundancy as if two meshlets share two edges, they will be represented
in the meshlet lists twice, but it's overall much faster.

Since the hash traversal is non-deterministic, to keep this part of the
algorithm deterministic for reproducible results we sort the output
adjacency lists.

Overall this reduces the time to process bunny mesh from ~4.2s to ~1.7s
when using release; in unoptimized builds the delta is even more
significant.

This was tested by using https://github.com/bevyengine/bevy/pull/13431
and:

a) comparing the result of `find_connected_meshlets` using old and new
code; they are equal in all steps of the clustering process
b) comparing the rendered result of the old code vs new code *after*
making the rest of the algorithm deterministic: right now the loop that
iterates through the result of `group_meshlets()` call executes in
different order between program runs. This is orthogonal to this change
and can be fixed separately.

Note: a future change can shrink the processing time further from ~1.7s
to ~0.4s with a small diff but that requires an update to meshopt crate
which is pending in https://github.com/gwihlidal/meshopt-rs/pull/42.
This change is independent.
2024-06-27 07:05:24 +02:00
Michael "Scott" McBee
99db59c176
Have WindowPosition::Centered take scale_factor_override into account (#13949)
# Objective

Fixes #8916 

My game has a low resolution pixel art style, and I use
`.with_scale_factor_override()` to make the window larger.
`WindowPosition::Centered` doesn't work for me.

## Solution

If `scale_factor_override` is set, use that over `monitor.scale_factor`

## Testing

Tested on Windows 11 with an Nvidia GPU:

### Main

![image](https://github.com/bevyengine/bevy/assets/3324533/5f9ae90e-b65a-48d9-b601-117df8f08a28)

### This PR

![image](https://github.com/bevyengine/bevy/assets/3324533/cd860611-7b6a-4ae5-b690-28d9ba8ea6ad)
2024-06-26 21:57:12 +02:00
Martin Svanberg
9a4de9c54d
Fix typo in CPU adapter warning (#14037)
An annoying typo slipped through in #13780
2024-06-26 21:56:23 +02:00
Joseph
a6feb5ba74
Emit a warning if the result of EntityCommand::with_entity is not used (#14028)
When using combinators such as `EntityCommand::with_entity` to build
commands, it can be easy to forget to apply that command, leading to
dead code. In many cases this doesn't even lead to an unused variable
warning, which can make these mistakes difficult to track down

Annotate the method with `#[must_use]`

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-26 21:56:23 +02:00
François Mockers
e65e4be98c
fix examples color_grading and mobile after BackgroundColor changes (#14033)
# Objective

- #14017 changed how `UiImage` and `BackgroundColor` work
- one change was missed in example `color_grading`, another in the
mobile example

## Solution

- Change it in the examples
2024-06-26 21:55:00 +02:00
François Mockers
27aa9d2b7e
example showcase: keep the order of the shaders imported (#14035)
# Objective

- After #13908, shaders imported are collected
- this is done with a hashset, so order is random between executions

## Solution

- Don't use a hashset, and keep the order they were found in the example
2024-06-26 21:55:00 +02:00
Martin Svanberg
f8e165be0a
Print warning when using llvmpipe (#13780)
# Objective

Numerous people have been confused that Bevy runs slowly, when the
reason is that the `llvmpipe` software rendered is being used.

## Solution

Printing a warning could reduce the confusion.
2024-06-26 21:55:00 +02:00
François Mockers
4736fe0dea
don't crash without features bevy_pbr, ktx2, zstd (#14020)
# Objective

- Fixes #13728 

## Solution

- add a new feature `smaa_luts`. if enables, it also enables `ktx2` and
`zstd`. if not, it doesn't load the files but use placeholders instead
- adds all the resources needed in the same places that system that uses
them are added.
2024-06-26 21:55:00 +02:00
Periwink
f89f7f306c
AnyOf soundness fix (#14013)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/13993 
PR inspired by https://github.com/bevyengine/bevy/pull/14007 to
accomplish the same thing, but maybe in a clearer fashion.

@Gingeh feel free to take my changes and add them to your PR, I don't
want to steal any credit

---------

Co-authored-by: Gingeh <39150378+Gingeh@users.noreply.github.com>
Co-authored-by: Bob Gardner <rgardner@inworld.ai>
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2024-06-26 02:31:20 +02:00
Alice Cecile
82f01569e8
Make default behavior for BackgroundColor and BorderColor more intuitive (#14017)
# Objective

In Bevy 0.13, `BackgroundColor` simply tinted the image of any
`UiImage`. This was confusing: in every other case (e.g. Text), this
added a solid square behind the element. #11165 changed this, but
removed `BackgroundColor` from `ImageBundle` to avoid confusion, since
the semantic meaning had changed.

However, this resulted in a serious UX downgrade / inconsistency, as
this behavior was no longer part of the bundle (unlike for `TextBundle`
or `NodeBundle`), leaving users with a relatively frustrating upgrade
path.

Additionally, adding both `BackgroundColor` and `UiImage` resulted in a
bizarre effect, where the background color was seemingly ignored as it
was covered by a solid white placeholder image.

Fixes #13969.

## Solution

Per @viridia's design:

> - if you don't specify a background color, it's transparent.
> - if you don't specify an image color, it's white (because it's a
multiplier).
> - if you don't specify an image, no image is drawn.
> - if you specify both a background color and an image color, they are
independent.
> - the background color is drawn behind the image (in whatever pixels
are transparent)

As laid out by @benfrankel, this involves:

1. Changing the default `UiImage` to use a transparent texture but a
pure white tint.
2. Adding `UiImage::solid_color` to quickly set placeholder images.
3. Changing the default `BorderColor` and `BackgroundColor` to
transparent.
4. Removing the default overrides for these values in the other assorted
UI bundles.
5. Adding `BackgroundColor` back to `ImageBundle` and `ButtonBundle`.
6. Adding a 1x1 `Image::transparent`, which can be accessed from
`Assets<Image>` via the `TRANSPARENT_IMAGE_HANDLE` constant.

Huge thanks to everyone who helped out with the design in the linked
issue and [the Discord
thread](https://discord.com/channels/691052431525675048/1255209923890118697/1255209999278280844):
this was very much a joint design.

@cart helped me figure out how to set the UiImage's default texture to a
transparent 1x1 image, which is a much nicer fix.

## Testing

I've checked the examples modified by this PR, and the `ui` example as
well just to be sure.

## Migration Guide

- `BackgroundColor` no longer tints the color of images in `ImageBundle`
or `ButtonBundle`. Set `UiImage::color` to tint images instead.
- The default texture for `UiImage` is now a transparent white square.
Use `UiImage::solid_color` to quickly draw debug images.
- The default value for `BackgroundColor` and `BorderColor` is now
transparent. Set the color to white manually to return to previous
behavior.
2024-06-26 00:16:30 +02:00
JMS55
65daab8517
Fix MeshletMesh material system ordering (#14016)
# Objective
- Fixes #13811 (probably, I lost my test code...)

## Solution
- Turns out that Queue and PrepareAssets are _not_ ordered. We should
probably either rethink our system sets (again), or improve the
documentation here. For reference, I've included the current ordering
below.
- The `prepare_meshlet_meshes_X` systems need to run after
`prepare_assets::<PreparedMaterial<M>>`, and have also been moved to
QueueMeshes.

```rust
schedule.configure_sets(
    (
        ExtractCommands,
        ManageViews,
        Queue,
        PhaseSort,
        Prepare,
        Render,
        Cleanup,
    )
        .chain(),
);

schedule.configure_sets((ExtractCommands, PrepareAssets, Prepare).chain());
schedule.configure_sets(QueueMeshes.in_set(Queue).after(prepare_assets::<GpuMesh>));
schedule.configure_sets(
    (PrepareResources, PrepareResourcesFlush, PrepareBindGroups)
        .chain()
        .in_set(Prepare),
);
```

## Testing
- Ambiguity checker to make sure I don't have ambiguous system ordering
2024-06-26 00:16:22 +02:00
Alice Cecile
9eb547ec1f
Don't show .to_bits in Display impl for Entity (#14011)
accurate for debugging. To ensure that its can still be readily logged
in error messages and inspectors, this PR added a more concise and
human-friendly `Display` impl.

However, users found this form too verbose: the `to_bits` information
was unhelpful and too long. Fixes #13980.

- Don't include `Entity::to_bits` in the `Display` implementation for
`Entity`. This information can readily be accessed and logged for users
who need it.
- Also clean up the implementation of `Display` for `DebugName`,
introduced in https://github.com/bevyengine/bevy/pull/13760, to simply
use the new `Display` impl (since this was the desired format there).

I've updated an existing test to verify the output of `Entity::display`.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-06-26 00:16:22 +02:00
Sou1gh0st
8c1b9a6c18
feat(bevy_app): expose an API to perform updates for a specific sub-app. (#14009)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14003

## Solution

- Expose an API to perform updates for a specific sub-app, so we can
avoid mutable borrow the app twice.

## Testing

- I have tested the API by modifying the code in the `many_lights`
example with the following changes:
```rust
impl Plugin for LogVisibleLights {
    fn build(&self, app: &mut App) {
        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
            return;
        };

        render_app.add_systems(Render, print_visible_light_count.in_set(RenderSet::Prepare));
    }

    fn finish(&self, app: &mut App) {
        app.update_sub_app_by_label(RenderApp);
    }
}
```

---

## Changelog
- add the `update_sub_app_by_label` API to `App` and `SubApps`.

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-06-26 00:13:24 +02:00
Tamás Kiss
a0e7429363
fix panic: invalid SlotMap key used (#13990)
# Objective

Tight, in-frame generation, re-parenting, despawning, etc., UI
operations could sometime lead taffy to panic (invalid SlotMap key used)
when an entity with an invalid state later despawned.

Fixes #12403 

## Solution

Move the `remove_entities` call after children updates.

## Testing

`sickle_ui` had a case that always caused the panic. Tested before this
change, after this change, and before the change again to make sure the
error is there without the fix. The fix worked. Test steps and used
commit described in issue #12403.

I have also ran every bevy UI example, though none of them deal with
entity re-parenting or removal. No regression detected on them.

Tested on Windows only.
2024-06-26 00:13:24 +02:00
Bob Gardner
a41ed7822f
Fixing par_read targetting 0.14 branch (#14014)
Fix for par_read bugs retargetting 0.14.

Remakes https://github.com/bevyengine/bevy/pull/13836.
2024-06-26 00:09:00 +02:00
JMS55
b56a693c34
Fix meshlet interactions with regular shading passes (#13816)
* Fixes https://github.com/bevyengine/bevy/issues/13813
* Fixes https://github.com/bevyengine/bevy/issues/13810

Tested a combined scene with both regular meshes and meshlet meshes
with:
* Regular forward setup
* Forward + normal/motion vector prepasses
* Deferred (with depth prepass since that's required) 
* Deferred + depth/normal/motion vector prepasses

Still broken:
* Using meshlet meshes rendering in deferred and regular meshes
rendering in forward + depth/normal prepass. I don't know how to fix
this at the moment, so for now I've just add instructions to not mix
them.
2024-06-21 21:32:33 +02:00
Carter Anderson
073db8cf36
Make Observer::with_event (and other variants) unsafe (#13954)
# Objective

`with_event` will result in unsafe casting of event data of the given
type to the type expected by the Observer system. This is inherently
unsafe.

## Solution

Flag `Observer::with_event` and `ObserverDescriptor::with_events` as
unsafe. This will not affect normal workflows as `with_event` is
intended for very specific (largely internal) use cases.

This _should_ be backported to 0.14 before release.

---

## Changelog

- `Observer::with_event` is now unsafe.
- Rename `ObserverDescriptor::with_triggers` to
`ObserverDescriptor::with_events` and make it unsafe.
2024-06-21 20:53:13 +02:00
François Mockers
8af12c8775
apply window scale to window size when creating it (#13967)
# Objective

- Fixes #13702
- When creating a new window, its scale was changed to match the one
returned by winit, but its size was not which resulted in an incorrect
size until the event with the correct size was received, at least 1
frame later

## Solution

- Apply the window scale to its size when creating it
2024-06-21 20:27:55 +02:00
charlotte
e73063e1d5
Correctly check physical size when updating winit (#13942)
Fixes #13701

After `winit` upgrade to `0.31`, windows were no longer correctly
resizing. This appears to just have been a simple mistake, where the new
physical size was being sourced from the `winit` window rather than on
the incoming `Window` component.

## Testing

Tested on macOS, but I'm curious whether this was also broken on other
platforms.
2024-06-21 19:36:48 +02:00
Chris Biscardi
cf66df1d0d
Use a ship in Transform::align example (#13935)
# Objective

The documentation for
[`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align)
mentions a hypothetical ship model. Showing this concretely would be a
nice improvement over using a cube.

> For example, if a spaceship model has its nose pointing in the
X-direction in its own local coordinates and its dorsal fin pointing in
the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the
spaceship’s nose point in the direction of v, while the dorsal fin does
its best to point in the direction w.


## Solution

This commit makes the ship less hypothetical by using a kenney ship
model in the example.

The local axes for the ship needed to change to accommodate the gltf, so
the hypothetical in the documentation and this example's local axes
don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and
this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`.

I manually modified the `craft_speederD` Node's `translation` to be
0,0,0 in the gltf file, which means it now differs from kenney's
original model.

Original ship from: https://kenney.nl/assets/space-kit

## Testing

```
cargo run --example align
```

![screenshot-2024-06-19-at-14 27
05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7)
![screenshot-2024-06-19-at-14 27
12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0)
![screenshot-2024-06-19-at-14 27
20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
2024-06-21 19:36:48 +02:00
MiniaczQ
783fc29cd3
Move StateTransitionSteps registration to states plugin (#13939)
# Objective

Fixes #13920

## Solution

As described in the issue.

## Testing

Moved a custom transition plugin in example before any of the app-state
methods.
2024-06-21 19:36:48 +02:00
Shane Celis
47ad37ec84
bug: Fix 9-slice textures with asymmetric borders. (#13921)
# Objective

Fix a 9-slice asymmetric border issue that
[QueenOfSquiggles](https://blobfox.coffee/@queenofsquiggles/112639035165575222)
found. Here's the behavior before:

<img width="340" alt="the-bug"
src="https://github.com/bevyengine/bevy/assets/54390/81ff1847-b2ea-4578-9fd0-af6ee96c5438">

## Solution

Here's the behavior with the fix.

<img width="327" alt="the-fix"
src="https://github.com/bevyengine/bevy/assets/54390/33a4e3f0-b6a8-448e-9654-1197218ea11d">


## Testing

I used QueenOfSquiggles
[repo](https://github.com/QueenOfSquiggles/my-bevy-learning-project) to
exercise the code. I manually went through a number of variations of the
border and caught a few other issues after the first pass. I added some
code to create random borders and though they often looked funny there
weren't any gaps like before.

### Unit Tests

I did add some tests to `slicer.rs` mostly as an exploratory programming
exercise. So they currently act as a limited, incomplete,
"golden-file"-ish approach. Perhaps they're not worth keeping.

In order to write the tests, I did add a `PartialEq` derive for
`TextureSlice`.

I only tested these changes on macOS.

---

## Changelog

Make 9-slice textures work with asymmetric borders.
2024-06-21 19:36:48 +02:00