# Objective
Fixes#3184. Fixes#6640. Fixes#4798. Using `Query::par_for_each(_mut)` currently requires a `batch_size` parameter, which affects how it chunks up large archetypes and tables into smaller chunks to run in parallel. Tuning this value is difficult, as the performance characteristics entirely depends on the state of the `World` it's being run on. Typically, users will just use a flat constant and just tune it by hand until it performs well in some benchmarks. However, this is both error prone and risks overfitting the tuning on that benchmark.
This PR proposes a naive automatic batch-size computation based on the current state of the `World`.
## Background
`Query::par_for_each(_mut)` schedules a new Task for every archetype or table that it matches. Archetypes/tables larger than the batch size are chunked into smaller tasks. Assuming every entity matched by the query has an identical workload, this makes the worst case scenario involve using a batch size equal to the size of the largest matched archetype or table. Conversely, a batch size of `max {archetype, table} size / thread count * COUNT_PER_THREAD` is likely the sweetspot where the overhead of scheduling tasks is minimized, at least not without grouping small archetypes/tables together.
There is also likely a strict minimum batch size below which the overhead of scheduling these tasks is heavier than running the entire thing single-threaded.
## Solution
- [x] Remove the `batch_size` from `Query(State)::par_for_each` and friends.
- [x] Add a check to compute `batch_size = max {archeytpe/table} size / thread count * COUNT_PER_THREAD`
- [x] ~~Panic if thread count is 0.~~ Defer to `for_each` if the thread count is 1 or less.
- [x] Early return if there is no matched table/archetype.
- [x] Add override option for users have queries that strongly violate the initial assumption that all iterated entities have an equal workload.
---
## Changelog
Changed: `Query::par_for_each(_mut)` has been changed to `Query::par_iter(_mut)` and will now automatically try to produce a batch size for callers based on the current `World` state.
## Migration Guide
The `batch_size` parameter for `Query(State)::par_for_each(_mut)` has been removed. These calls will automatically compute a batch size for you. Remove these parameters from all calls to these functions.
Before:
```rust
fn parallel_system(query: Query<&MyComponent>) {
query.par_for_each(32, |comp| {
...
});
}
```
After:
```rust
fn parallel_system(query: Query<&MyComponent>) {
query.par_iter().for_each(|comp| {
...
});
}
```
Co-authored-by: Arnav Choubey <56453634+x-52@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Corey Farwell <coreyf@rwell.org>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
# Objective
- Add a configurable prepass
- A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw.
- The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass.
## Solution
The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw.
The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials.
The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored.
The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps.
---
## Changelog
- Add a new `PrepassNode` that runs before the main pass
- Add a `PrepassPlugin` to extract/prepare/queue the necessary data
- Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes.
- Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not.
- Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false.
- Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material`
## Notes
In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes.
The prepass is also used by @JMS55 for TAA and GTAO
discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187>
This PR was built on top of the work of multiple people
Co-Authored-By: @superdump
Co-Authored-By: @robtfm
Co-Authored-By: @JMS55
Co-authored-by: Charles <IceSentry@users.noreply.github.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
Fix https://github.com/bevyengine/bevy/issues/4530
- Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component.
- Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open)
## Solution
- Move all properties of window descriptor to ~components~ a component.
- Replace `WindowId` with `Entity`.
- ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~
Check each field individually to see what we need to update, events are still kept for user convenience.
---
## Changelog
- `WindowDescriptor` renamed to `Window`.
- Width/height consolidated into a `WindowResolution` component.
- Requesting maximization/minimization is done on the [`Window::state`] field.
- `WindowId` is now `Entity`.
## Migration Guide
- Replace `WindowDescriptor` with `Window`.
- Change `width` and `height` fields in a `WindowResolution`, either by doing
```rust
WindowResolution::new(width, height) // Explicitly
// or using From<_> for tuples for convenience
(1920., 1080.).into()
```
- Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so:
```rust
let window = commands.spawn(Window { ... }).id(); // open window
commands.entity(window).despawn(); // close window
```
## Unresolved
- ~How do we tell when a window is minimized by a user?~
~Currently using the `Resize(0, 0)` as an indicator of minimization.~
No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized.
## Future work
- Move `exit_on_close` functionality out from windowing and into app(?)
- https://github.com/bevyengine/bevy/issues/5621
- https://github.com/bevyengine/bevy/issues/7099
- https://github.com/bevyengine/bevy/issues/7098
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
See:
- https://github.com/bevyengine/bevy/issues/7067#issuecomment-1381982285
- (This does not fully close that issue in my opinion.)
- https://discord.com/channels/691052431525675048/1063454009769340989
## Solution
This merge request adds documentation:
1. Alert users to the fact that `App::run()` might never return and code placed after it might never be executed.
2. Makes `winit::WinitSettings::return_from_run` discoverable.
3. Better explains why `winit::WinitSettings::return_from_run` is discouraged and better links to up-stream docs. on that topic.
4. Adds notes to the `app/return_after_run.rs` example which otherwise promotes a feature that carries caveats.
Furthermore, w.r.t `winit::WinitSettings::return_from_run`:
- Broken links to `winit` docs are fixed.
- Links now point to BOTH `EventLoop::run()` and `EventLoopExtRunReturn::run_return()` which are the salient up-stream pages and make more sense, taken together.
- Collateral damage: "Supported platforms" heading; disambiguation of "run" → `App::run()`; links.
## Future Work
I deliberately structured the "`run()` might not return" section under `App::run()` to allow for alternative patterns (e.g. `AppExit` event, `WindowClosed` event) to be listed or mentioned, beneath it, in the future.
# Objective
Remove the `VerticalAlign` enum.
Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree.
`Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform.
Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748
## Changelog
* Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants.
* Removed the `HorizontalAlign` and `VerticalAlign` types.
* Added an `Anchor` component to `Text2dBundle`
* Added `Component` derive to `Anchor`
* Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds
## Migration Guide
The `alignment` field of `Text` now only affects the text's internal alignment.
### Change `TextAlignment` to TextAlignment` which is now an enum. Replace:
* `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left`
* `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center`
* `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right`
### Changes for `Text2dBundle`
`Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
# Objective
- Fixes#6361
- Fixes#6362
- Fixes#6364
## Solution
- Added an example for creating a custom `Decodable` type
- Clarified the documentation on `Decodable`
- Added an `AddAudioSource` trait and implemented it for `App`
Co-authored-by: dis-da-moe <84386186+dis-da-moe@users.noreply.github.com>
# Objective
Add useful information about cursor position relative to a UI node. Fixes#7079.
## Solution
- Added a new `RelativeCursorPosition` component
---
## Changelog
- Added
- `RelativeCursorPosition`
- an example showcasing the new component
Co-authored-by: Dawid Piotrowski <41804418+Pietrek14@users.noreply.github.com>
# Objective
- Allow rendering queue systems to use a `Res<PipelineCache>` even for queueing up new rendering pipelines. This is part of unblocking parallel execution queue systems.
## Solution
- Make `PipelineCache` internally mutable w.r.t to queueing new pipelines. Pipelines are no longer immediately updated into the cache state, but rather queued into a Vec. The Vec of pending new pipelines is then later processed at the same time we actually create the queued pipelines on the GPU device.
---
## Changelog
`PipelineCache` no longer requires mutable access in order to queue render / compute pipelines.
## Migration Guide
* Most usages of `resource_mut::<PipelineCache>` and `ResMut<PipelineCache>` can be changed to `resource::<PipelineCache>` and `Res<PipelineCache>` as long as they don't use any methods requiring mutability - the only public method requiring it is `process_queue`.
# Objective
It is possible to manually update `GlobalTransform`.
The engine actually assumes this is not possible.
For example, `propagate_transform` does not update children
of an `Entity` which **`GlobalTransform`** changed,
leading to unexpected behaviors.
A `GlobalTransform` set by the user may also be blindly
overwritten by the propagation system.
## Solution
- Remove `translation_mut`
- Explain to users that they shouldn't manually update the `GlobalTransform`
- Remove `global_vs_local.rs` example, since it misleads users
in believing that it is a valid use-case to manually update the
`GlobalTransform`
---
## Changelog
- Remove `GlobalTransform::translation_mut`
## Migration Guide
`GlobalTransform::translation_mut` has been removed without alternative,
if you were relying on this, update the `Transform` instead. If the given entity
had children or parent, you may need to remove its parent to make its transform
independent (in which case the new `Commands::set_parent_in_place` and
`Commands::remove_parent_in_place` may be of interest)
Bevy may add in the future a way to toggle transform propagation on
an entity basis.
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
# Objective
- Fixes https://github.com/bevyengine/bevy/discussions/6338
This PR allows for smooth transitions between different animations.
## Solution
- This PR uses very simple linear blending of animations.
- When starting a new animation, you can give it a duration, and throughout that duration, the previous and the new animation are being linearly blended, until only the new animation is running.
- I'm aware of https://github.com/bevyengine/rfcs/pull/49 and https://github.com/bevyengine/rfcs/pull/51, which are more complete solutions to this problem, but they seem still far from being implemented. Until they're ready, this PR allows for the most basic use case of blending, i.e. smoothly transitioning between different animations.
## Migration Guide
- no bc breaking changes
# Objective
- Fixes#7081.
## Solution
- Moved functionality from kitchen sink plugin `CorePlugin` to separate plugins, `TaskPoolPlugin`, `TypeRegistrationPlugin`, `FrameCountPlugin`. `TaskPoolOptions` resource should now be used with `TaskPoolPlugin`.
## Changelog
Minimal changes made (code kept in `bevy_core/lib.rs`).
## Migration Guide
- `CorePlugin` broken into separate plugins. If not using `DefaultPlugins` or `MinimalPlugins` `PluginGroup`s, the replacement for `CorePlugin` is now to add `TaskPoolPlugin`, `TypeRegistrationPlugin`, and `FrameCountPlugin` to the app.
## Notes
- Consistent with Bevy goal "modularity over deep integration" but the functionality of `TypeRegistrationPlugin` and `FrameCountPlugin` is weak (the code has to go somewhere, though!).
- No additional tests written.
# Objective
It is currently possible to break reference counting for assets by creating a strong `HandleUntyped` and then modifying the `id` field before dropping the handle. This should not be allowed.
## Solution
Change the `id` field visibility to private and add a getter instead. The same change was previously done for `Handle<T>` in #6176, but `HandleUntyped` was forgotten.
---
## Migration Guide
- Instead of directly accessing the ID of a `HandleUntyped` as `handle.id`, use the new getter `handle.id()`.
# Objective
- When using `Color::hex` for the first time, I was confused by the fact that I can't specify colors using #, which is much more familiar.
- In the code editor (if there is support) there is a preview of the color, which is very convenient.
![Снимок экрана от 2022-12-30 02-54-00](https://user-images.githubusercontent.com/69102503/209990973-f6fc3bc6-08f6-4e51-a9a9-1de8a675c82d.png)
## Solution
- Allow you to enter colors like `#ff33f2` and use the `.strip_prefix` method to delete the `#` character.
# Objective
Speed up the render phase of rendering. Simplify the trait structure for render commands.
## Solution
- Merge `EntityPhaseItem` into `PhaseItem` (`EntityPhaseItem::entity` -> `PhaseItem::entity`)
- Merge `EntityRenderCommand` into `RenderCommand`.
- Add two associated types to `RenderCommand`: `RenderCommand::ViewWorldQuery` and `RenderCommand::WorldQuery`.
- Use the new associated types to construct two `QueryStates`s for `RenderCommandState`.
- Hoist any `SQuery<T>` fetches in `EntityRenderCommand`s into the aformentioned two queries. Batch fetch them all at once.
## Performance
`main_opaque_pass_3d` is slightly faster on `many_foxes` (427.52us -> 401.15us)
![image](https://user-images.githubusercontent.com/3137680/206359804-9928b20a-7d92-41f8-bf7d-6e8c5cc802f0.png)
The shadow pass node is also slightly faster (344.52 -> 338.24us)
![image](https://user-images.githubusercontent.com/3137680/206359977-1212198d-f933-49a0-80f1-62ff88eb5727.png)
## Future Work
- Can we hoist the view level queries out of the core loop?
---
## Changelog
Added: `PhaseItem::entity`
Added: `RenderCommand::ViewWorldQuery` associated type.
Added: `RenderCommand::ItemorldQuery` associated type.
Added: `Draw<T>::prepare` optional trait function.
Removed: `EntityPhaseItem` trait
## Migration Guide
TODO
# Objective
Solve #5464
## Solution
Adds a `SystemInformationDiagnosticsPlugin` to add diagnostics.
Adds `Cargo.toml` flags to fix building on different platforms.
---
## Changelog
Adds `sysinfo` crate to `bevy-diagnostics`.
Changes in import order are due to clippy.
Co-authored-by: l1npengtul <35755164+l1npengtul@users.noreply.github.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
# Objective
I am new to Bevy. And during my development, I noticed that the `iOS` example doesn't work.
Example panics with next message: ```panicked at 'Resource requested by bevy_ui::widget::text::text_system does not exist: bevy_asset::assets::Assets```.
I have asked for help in a `discord` iOS chat and there I receive a recommendation that it is possible that some bevy features missing.
## Solution
So, I used ```bevy``` with default features.
# Objective
Scene viewer mouse sensitivity/cursor usage isn't the best it could be atm, so just adding some quick, maybe opinionated, tweaks to make it feel more at home in usage.
## Solution
- Mouse delta shouldn't be affected by delta time, it should be more expected that if I move my mouse 1 inch to the right that it should move the in game camera/whatever is controlled the same regardless of FPS.
- Uses a magic number of 180.0 for a nice default sensitivity, modeled after Valorant's default sensitivity.
- Cursor now gets locked/hidden when rotating the camera to give it more of the effect that you are grabbing the camera.
# Objective
The documentation for camera priority is very confusing at the moment, it requires a bit of "double negative" kind of thinking.
# Solution
Flipping the wording on the documentation to reflect more common usecases like having an overlay camera and also renaming it to "order", since priority implies that it will override the other camera rather than have both run.
Consolidation of all the feedback about #6271 as well as the addition of an "unconditionally visible" mode.
# Objective
The current implementation of the `Visibility` struct simply wraps a boolean.. which seems like an odd pattern when rust has such nice enums that allow for more expression using pattern-matching.
Additionally as it stands Bevy only has two settings for visibility of an entity:
- "unconditionally hidden" `Visibility { is_visible: false }`,
- "inherit visibility from parent" `Visibility { is_visible: true }`
where a root level entity set to "inherit" is visible.
Note that given the behaviour, the current naming of the inner field is a little deceptive or unclear.
Using an enum for `Visibility` opens the door for adding an extra behaviour mode. This PR adds a new "unconditionally visible" mode, which causes an entity to be visible even if its Parent entity is hidden. There should not really be any performance cost to the addition of this new mode.
--
The recently added `toggle` method is removed in this PR, as its semantics could be confusing with 3 variants.
## Solution
Change the Visibility component into
```rust
enum Visibility {
Hidden, // unconditionally hidden
Visible, // unconditionally visible
Inherited, // inherit visibility from parent
}
```
---
## Changelog
### Changed
`Visibility` is now an enum
## Migration Guide
- evaluation of the `visibility.is_visible` field should now check for `visibility == Visibility::Inherited`.
- setting the `visibility.is_visible` field should now directly set the value: `*visibility = Visibility::Inherited`.
- usage of `Visibility::VISIBLE` or `Visibility::INVISIBLE` should now use `Visibility::Inherited` or `Visibility::Hidden` respectively.
- `ComputedVisibility::INVISIBLE` and `SpatialBundle::VISIBLE_IDENTITY` have been renamed to `ComputedVisibility::HIDDEN` and `SpatialBundle::INHERITED_IDENTITY` respectively.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
This PR reorganizes majority of the scene viewer example into a module of plugins which then allows reuse of functionality among new or existing examples. In addition, this enables the scene viewer to be more succinct and showcase the distinct cases of camera control and scene control.
This work is to support future work in organization and future examples. A more complicated 3D scene example has been requested by the community (#6551) which requests functionality currently included in scene_viewer, but previously inaccessible. The future example can now just utilize the two plugins created here. The existing example [animated_fox example] can utilize the scene creation and animation control functionality of `SceneViewerPlugin`.
## Solution
- Created a `scene_viewer` module inside the `tools` example folder.
- Created two plugins: `SceneViewerPlugin` (gltf scene loading, animation control, camera tracking control, light control) and `CameraControllerPlugin` (controllable camera).
- Original `scene_viewer.rs` moved to `scene_viewer/main.rs` and now utilizes the two plugins.
# Objective
The `WgpuSettings` resource is only used during plugin build. Move it into the `RenderPlugin` struct.
Changing these settings requires re-initializing the render context, which is currently not supported.
If it is supported in the future it should probably be more explicit than changing a field on a resource, maybe something similar to the `CreateWindow` event.
## Migration Guide
```rust
// Before (0.9)
App::new()
.insert_resource(WgpuSettings { .. })
.add_plugins(DefaultPlugins)
// After (0.10)
App::new()
.add_plugins(DefaultPlugins.set(RenderPlugin {
wgpu_settings: WgpuSettings { .. },
}))
```
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
This adds a custom profile for testing against stress tests. Bevy seemingly gets notably faster with LTO turned on. To more accurately depict production level performance, LTO and other rustc-level optimizations should be enabled when performance testing on stress tests.
Also updated the stress test docs to reflect that users should be using it.
# Objective
`AsBindGroup` can't be used as a trait object because of the constraint `Sized` and because of the associated function.
This is a problem for [`bevy_atmosphere`](https://github.com/JonahPlusPlus/bevy_atmosphere) because it needs to use a trait that depends on `AsBindGroup` as a trait object, for switching out different shaders at runtime. The current solution it employs is reimplementing the trait and derive macro into that trait, instead of constraining to `AsBindGroup`.
## Solution
Remove the `Sized` constraint from `AsBindGroup` and add the constraint `where Self: Sized` to the associated function `bind_group_layout`. Also change `PreparedBindGroup<T: AsBindGroup>` to `PreparedBindGroup<T>` and use it as `PreparedBindGroup<Self::Data>` instead of `PreparedBindGroup<Self>`.
This weakens the constraints, but increases the flexibility of `AsBindGroup`.
I'm not entirely sure why the `Sized` constraint was there, because it worked fine without it (maybe @cart wasn't aware of use cases for `AsBindGroup` as a trait object or this was just leftover from legacy code?).
---
## Changelog
- `AsBindGroup` can be used as a trait object.
# Objective
[Rust 1.66](https://blog.rust-lang.org/inside-rust/2022/12/12/1.66.0-prerelease.html) is coming in a few days, and bevy doesn't build with it.
Fix that.
## Solution
Replace output from a trybuild test, and fix a few new instances of `needless_borrow` and `unnecessary_cast` that are now caught.
## Note
Due to the trybuild test, this can't be merged until 1.66 is released.
# Objective
Change detection can be spuriously triggered by setting a field to the same value as before. As a result, a common pattern is to write:
```rust
if *foo != value {
*foo = value;
}
```
This is confusing to read, and heavy on boilerplate.
Adopted from #5373, but untangled and rebased to current `bevy/main`.
## Solution
1. Add a method to the `DetectChanges` trait that implements this boilerplate when the appropriate trait bounds are met.
2. Document this minor footgun, and point users to it.
## Changelog
* added the `set_if_neq` method to avoid triggering change detection when the new and previous values are equal. This will work on both components and resources.
## Migration Guide
If you are manually checking if a component or resource's value is equal to its new value before setting it to avoid triggering change detection, migrate to the clearer and more convenient `set_if_neq` method.
## Context
Related to #2363 as it avoids triggering change detection, but not a complete solution (as it still requires triggering it when real changes are made).
Co-authored-by: Zoey <Dessix@Dessix.net>
# Objective
The feature doesn't have any use case in libraries or applications and many users use this feature incorrectly. See the issue for details.
Closes#5753.
## Solution
Remove it.
---
## Changelog
### Removed
- `render` feature group.
## Migration Guide
Instead of using `render` feature group use dependencies directly. This group consisted of `bevy_core_pipeline`, `bevy_pbr`, `bevy_gltf`, `bevy_render`, `bevy_sprite`, `bevy_text` and `bevy_ui`. You probably want to check if you need all of them.
# Objective
- Fixes#6630, fixes#6679
- Improve scene viewer in cases where there are more than one scene in a gltf file
## Solution
- Can select which scene to display using `#SceneN`, defaults to scene 0 if not present
- Display the number of scenes available if there are more than one
# Objective
- Make running animation fluid skipping 'idle' frame.
## Solution
- Loop through the specified indices instead of through the whole sprite sheet.
The example is correct, is just the feeling that the animation loop is not seamless.
Based on the solution suggested by @mockersf in #5429.
# Objective
Adds a cylinder shape. Fixes#2282.
## Solution
- I added a custom cylinder shape, taken from [here](https://github.com/rparrett/typey_birb/blob/main/src/cylinder.rs) with permission from @rparrett.
- I also added the cylinder shape to the `3d_shapes` example scene.
---
## Changelog
- Added cylinder shape
Co-Authored-By: Rob Parrett <robparrett@gmail.com>
Co-Authored-By: davidhof <7483215+davidhof@users.noreply.github.com>
# Objective
Fixes#6224, add ``dbg``, ``info``, ``warn`` and ``error`` system piping adapter variants to expand #5776, which call the corresponding re-exported [bevy_log macros](https://docs.rs/bevy/latest/bevy/log/macro.info.html) when the result is an error.
## Solution
* Added ``dbg``, ``info``, ``warn`` and ``error`` system piping adapter variants to ``system_piping.rs``.
* Modified and added tests for these under examples in ``system_piping.rs``.
The PR fixes the interface of `EventReader::clear`. Currently, the method consumes the reader, which makes it unusable.
## Changelog
- `EventReader::clear` now takes a mutable reference instead of consuming the event reader.
## Migration Guide
`EventReader::clear` now takes a mutable reference instead of consuming the event reader. This means that `clear` now needs explicit mutable access to the reader variable, which previously could have been omitted in some cases:
```rust
// Old (0.9)
fn clear_events(reader: EventReader<SomeEvent>) {
reader.clear();
}
// New (0.10)
fn clear_events(mut reader: EventReader<SomeEvent>) {
reader.clear();
}
```
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
The global_vs_local_translation example tries to use transparency to identify static cubes, but the materials of those cubes aren't transparent.
## Solution
Change material alpha_mode to `AlphaMode::Blend` for those cubes.
# Objective
- Every usage of `DrawFunctionsInternals::get_id()` was followed by a `.unwrap()`. which just adds boilerplate.
## Solution
- Introduce a fallible version of `DrawFunctionsInternals::get_id()` and use it where possible.
- I also took the opportunity to improve the error message a little in the case where it fails.
---
## Changelog
- Added `DrawFunctionsInternals::id()`
# Objective
- Fix CI issue with updated `cargo-app`
## Solution
- Move the Android example to its own package. It's not necessary for the CI fix, but it's cleaner, mimic the iOS example, and easier to reuse for someone wanting to setup android support in their project
- Build the package in CI instead of the example
The Android example is still working on my android device with this change 👍
# Objective
- shaders defs can now have a `bool` or `int` value
- `#if SHADER_DEF <operator> 3`
- ok if `SHADER_DEF` is defined, has the correct type and pass the comparison
- `==`, `!=`, `>=`, `>`, `<`, `<=` supported
- `#SHADER_DEF` or `#{SHADER_DEF}`
- will be replaced by the value in the shader code
---
## Migration Guide
- replace `shader_defs.push(String::from("NAME"));` by `shader_defs.push("NAME".into());`
- if you used shader def `NO_STORAGE_BUFFERS_SUPPORT`, check how `AVAILABLE_STORAGE_BUFFER_BINDINGS` is now used in Bevy default shaders
# Objective
`add_node_edge` and `add_slot_edge` are fallible methods, but are always used with `.unwrap()`.
`input_node` is often unwrapped as well.
This points to having an infallible behaviour as default, with an alternative fallible variant if needed.
Improves readability and ergonomics.
## Solution
- Change `add_node_edge` and `add_slot_edge` to panic on error.
- Change `input_node` to panic on `None`.
- Add `try_add_node_edge` and `try_add_slot_edge` in case fallible methods are needed.
- Add `get_input_node` to still be able to get an `Option`.
---
## Changelog
### Added
- `try_add_node_edge`
- `try_add_slot_edge`
- `get_input_node`
### Changed
- `add_node_edge` is now infallible (panics on error)
- `add_slot_edge` is now infallible (panics on error)
- `input_node` now panics on `None`
## Migration Guide
Remove `.unwrap()` from `add_node_edge` and `add_slot_edge`.
For cases where the error was handled, use `try_add_node_edge` and `try_add_slot_edge` instead.
Remove `.unwrap()` from `input_node`.
For cases where the option was handled, use `get_input_node` instead.
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
# Objective
Fixes#6498.
## Solution
Adding a parent node with properties AlignItems::Center and JustifyContent::Center to centered child nodes and removing their auto-margin properties.
# Objective
Allow more use cases where the user may benefit from both `ExtractComponentPlugin` _and_ `UniformComponentPlugin`.
## Solution
Add an associated type to `ExtractComponent` in order to allow specifying the output component (or bundle).
Make `extract_component` return an `Option<_>` such that components can be extracted only when needed.
What problem does this solve?
`ExtractComponentPlugin` allows extracting components, but currently the output type is the same as the input.
This means that use cases such as having a settings struct which turns into a uniform is awkward.
For example we might have:
```rust
struct MyStruct {
enabled: bool,
val: f32
}
struct MyStructUniform {
val: f32
}
```
With the new approach, we can extract `MyStruct` only when it is enabled, and turn it into its related uniform.
This chains well with `UniformComponentPlugin`.
The user may then:
```rust
app.add_plugin(ExtractComponentPlugin::<MyStruct>::default());
app.add_plugin(UniformComponentPlugin::<MyStructUniform>::default());
```
This then saves the user a fair amount of boilerplate.
## Changelog
### Changed
- `ExtractComponent` can specify output type, and outputting is optional.
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
# Objective
- Bevy should be usable to create 'overlay' type apps, where the input is not captured by Bevy, but passed down/into a target app, or to allow passive displays/widgets etc.
## Solution
- the `winit:🪟:Window` already has a `set_cursor_hittest()` which basically does this for mouse input events, so I've exposed it (trying to copy the style laid out in the existing wrappings, and added a simple demo.
---
## Changelog
- Added `hittest` to `WindowAttributes`
- Added the `hittest`'s setters/getters
- Modified the `WindowBuilder`
- Modifed the `WindowDescriptor`'s `Default` impl.
- Added an example `cargo run --example fallthrough`
# Objective
- The `contributors` example panics when attempting to generate an empty range if the window height is smaller than the sprites
- Don't do that
## Solution
- Clamp the bounce height to be 0 minimum, and generate an inclusive range when passing it to `rng.gen_range`
# Objective
I needed a window which is always on top, to create a overlay app.
## Solution
expose the `always_on_top` property of winit in bevy's `WindowDescriptor` as a boolean flag
---
## Changelog
### Added
- add `WindowDescriptor.always_on_top` which configures a window to stay on top.
# Objective
Fixes #3225, Allow for flippable UI Images
## Solution
Add flip_x and flip_y fields to UiImage, and swap the UV coordinates accordingly in ui_prepare_nodes.
## Changelog
* Changes UiImage to a struct with texture, flip_x, and flip_y fields.
* Adds flip_x and flip_y fields to ExtractedUiNode.
* Changes extract_uinodes to extract the flip_x and flip_y values from UiImage.
* Changes prepare_uinodes to swap the UV coordinates as required.
* Changes UiImage derefs to texture field accesses.
# Objective
- Using the instancing example as reference, I found it was breaking when enabling HDR on the camera. I found that this was because, unlike in internal code, this was not updating the specialization key with `view.hdr`.
## Solution
- Add the missing HDR bit.
# Objective
- Fix an awkwardly phrased/typoed error message
- Actually tell users which file caused the error
- IMO we don't need to panic
## Solution
- Add a warning including the involved asset path when a non-image is found by `load_folder`
- Note: uses `let else` which is stable now
```
2022-11-03T14:17:59.006861Z WARN texture_atlas: Some(AssetPath { path: "textures/rpg/tiles/whatisthisdoinghere.ogg", label: None }) did not resolve to an `Image` asset.
```
# Objective
Fixes: https://github.com/bevyengine/bevy/issues/6466
Summary: The UI Scaling example dynamically scales the UI which will dynamically allocate fonts to the font atlas surpassing the protective limit, throwing a panic.
## Solution
- Set TextSettings.allow_dynamic_font_size = true for the UI Scaling example. This is the ideal solution since the dynamic changes to the UI are not continuous yet still discrete.
- Update the panic text to reflect ui scaling as a potential cause
# Objective
The bloom example has a 2d camera for the UI. This is an artifact of an older version of bevy. All cameras can render the UI now.
## Solution
Remove the 2d camera
Allow passing `Vec`s of glam vector types as vertex attributes.
Alternative to #4548 and #2719
Also used some macros to cut down on all the repetition.
# Migration Guide
Implementations of `From<Vec<[u16; 4]>>` and `From<Vec<[u8; 4]>>` for `VertexAttributeValues` have been removed.
I you're passing either `Vec<[u16; 4]>` or `Vec<[u8; 4]>` into `Mesh::insert_attribute` it will now require wrapping it with right the `VertexAttributeValues` enum variant.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Adds a bloom pass for HDR-enabled Camera3ds.
- Supersedes (and all credit due to!) https://github.com/bevyengine/bevy/pull/3430 and https://github.com/bevyengine/bevy/pull/2876
![image](https://user-images.githubusercontent.com/47158642/198698783-228edc00-20b5-4218-a613-331ccd474f38.png)
## Solution
- A threshold is applied to isolate emissive samples, and then a series of downscale and upscaling passes are applied and composited together.
- Bloom is applied to 2d or 3d Cameras with hdr: true and a BloomSettings component.
---
## Changelog
- Added a `core_pipeline::bloom::BloomSettings` component.
- Added `BloomNode` that runs between the main pass and tonemapping.
- Added a `BloomPlugin` that is loaded as part of CorePipelinePlugin.
- Added a bloom example project.
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: DGriffin91 <github@dgdigital.net>
# Objective
Replace `WorldQueryGats` trait with actual gats
## Solution
Replace `WorldQueryGats` trait with actual gats
---
## Changelog
- Replaced `WorldQueryGats` trait with actual gats
## Migration Guide
- Replace usage of `WorldQueryGats` assoc types with the actual gats on `WorldQuery` trait
# Objective
Add consistent UI rendering and interaction where deep nodes inside two different hierarchies will never render on top of one-another by default and offer an escape hatch (z-index) for nodes to change their depth.
## The problem with current implementation
The current implementation of UI rendering is broken in that regard, mainly because [it sets the Z value of the `Transform` component based on a "global Z" space](https://github.com/bevyengine/bevy/blob/main/crates/bevy_ui/src/update.rs#L43) shared by all nodes in the UI. This doesn't account for the fact that each node's final `GlobalTransform` value will be relative to its parent. This effectively makes the depth unpredictable when two deep trees are rendered on top of one-another.
At the moment, it's also up to each part of the UI code to sort all of the UI nodes. The solution that's offered here does the full sorting of UI node entities once and offers the result through a resource so that all systems can use it.
## Solution
### New ZIndex component
This adds a new optional `ZIndex` enum component for nodes which offers two mechanism:
- `ZIndex::Local(i32)`: Overrides the depth of the node relative to its siblings.
- `ZIndex::Global(i32)`: Overrides the depth of the node relative to the UI root. This basically allows any node in the tree to "escape" the parent and be ordered relative to the entire UI.
Note that in the current implementation, omitting `ZIndex` on a node has the same result as adding `ZIndex::Local(0)`. Additionally, the "global" stacking context is essentially a way to add your node to the root stacking context, so using `ZIndex::Local(n)` on a root node (one without parent) will share that space with all nodes using `Index::Global(n)`.
### New UiStack resource
This adds a new `UiStack` resource which is calculated from both hierarchy and `ZIndex` during UI update and contains a vector of all node entities in the UI, ordered by depth (from farthest from camera to closest). This is exposed publicly by the bevy_ui crate with the hope that it can be used for consistent ordering and to reduce the amount of sorting that needs to be done by UI systems (i.e. instead of sorting everything by `global_transform.z` in every system, this array can be iterated over).
### New z_index example
This also adds a new z_index example that showcases the new `ZIndex` component. It's also a good general demo of the new UI stack system, because making this kind of UI was very broken with the old system (e.g. nodes would render on top of each other, not respecting hierarchy or insert order at all).
![image](https://user-images.githubusercontent.com/1060971/189015985-8ea8f989-0e9d-4601-a7e0-4a27a43a53f9.png)
---
## Changelog
- Added the `ZIndex` component to bevy_ui.
- Added the `UiStack` resource to bevy_ui, and added implementation in a new `stack.rs` module.
- Removed the previous Z updating system from bevy_ui, because it was replaced with the above.
- Changed bevy_ui rendering to use UiStack instead of z ordering.
- Changed bevy_ui focus/interaction system to use UiStack instead of z ordering.
- Added a new z_index example.
## ZIndex demo
Here's a demo I wrote to test these features
https://user-images.githubusercontent.com/1060971/188329295-d7beebd6-9aee-43ab-821e-d437df5dbe8a.mp4
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#6059, changing all incorrect occurrences of ``id`` in the ``entity`` module to ``index``:
* struct level documentation,
* ``id`` struct field,
* ``id`` method and its documentation.
## Solution
Renaming and verifying using CI.
Co-authored-by: Edvin Kjell <43633999+Edwox@users.noreply.github.com>
# Objective
- Add post processing passes for FXAA (Fast Approximate Anti-Aliasing)
- Add example comparing MSAA and FXAA
## Solution
When the FXAA plugin is added, passes for FXAA are inserted between the main pass and the tonemapping pass. Supports using either HDR or LDR output from the main pass.
---
## Changelog
- Add a new FXAANode that runs after the main pass when the FXAA plugin is added.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Fixes #6311
- Make it clearer what should be done in the example (close the Bevy app window)
## Solution
- Remove the second windowed Bevy App [since winit does not support this](https://github.com/rust-windowing/winit/blob/v0.27.4/src/event_loop.rs#L82-L83)
- Add title to the Bevy window asking the user to close it
This is more of a quick fix to have a working example. It would be nicer if we had a small real usecase for this functionality.
Another alternativ that I tried out: If we want to showcase a second Bevy app as it was before, we could still do this as long as one of them does not have a window. But I don't see how this is helpful in the context of the example, so I stuck with only one Bevy app and a simple print afterwards.
# Objective
- Make it impossible to add a plugin twice
- This is going to be more a risk for plugins with configurations, to avoid things like `App::new().add_plugins(DefaultPlugins).add_plugin(ImagePlugin::default_nearest())`
## Solution
- Panic when a plugin is added twice
- It's still possible to mark a plugin as not unique by overriding `is_unique`
- ~~Simpler version of~~ #3988 (not simpler anymore because of how `PluginGroupBuilder` implements `PluginGroup`)
# Objective
Currently toggling an `AudioSink` (for example from a game menu) requires writing
```rs
if sink.is_paused() {
sink.play();
} else {
sink.pause();
}
```
It would be nicer if we could reduce this down to a single line
```rs
sink.toggle();
```
## Solution
Add an `AudioSink::toggle` method which does exactly that.
---
## Changelog
- Added `AudioSink::toggle` which can be used to toggle state of a sink.
# Objective
Add methods to `Query<&Children>` and `Query<&Parent>` to iterate over descendants and ancestors, respectively.
## Changelog
* Added extension trait for `Query` in `bevy_hierarchy`, `HierarchyQueryExt`
* Added method `iter_descendants` to `Query<&Children>` via `HierarchyQueryExt` for iterating over the descendants of an entity.
* Added method `iter_ancestors` to `Query<&Parent>` via `HierarchyQueryExt` for iterating over the ancestors of an entity.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Bevy still has many instances of using single-tuples `(T,)` to create a bundle. Due to #2975, this is no longer necessary.
## Solution
Search for regex `\(.+\s*,\)`. This should have found every instance.
# Objective
Following discussion on #3536 and #3522, `Handle::as_weak()` takes a type `U`, reinterpreting the handle as of another asset type while keeping the same ID. This is mainly used today in font atlas code. This PR does two things:
- Rename the method to `cast_weak()` to make its intent more clear
- Actually change the type uuid in the handle if it's not an asset path variant.
## Migration Guide
- Rename `Handle::as_weak` uses to `Handle::cast_weak`
The method now properly sets the associated type uuid if the handle is a direct reference (e.g. not a reference to an `AssetPath`), so adjust you code accordingly if you relied on the previous behavior.
# Objective
- fix new clippy lints before they get stable and break CI
## Solution
- run `clippy --fix` to auto-fix machine-applicable lints
- silence `clippy::should_implement_trait` for `fn HandleId::default<T: Asset>`
## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
Attempt to make features like bloom https://github.com/bevyengine/bevy/pull/2876 easier to implement.
**This PR:**
- Moves the tonemapping from `pbr.wgsl` into a separate pass
- also add a separate upscaling pass after the tonemapping which writes to the swap chain (enables resolution-independant rendering and post-processing after tonemapping)
- adds a `hdr` bool to the camera which controls whether the pbr and sprite shaders render into a `Rgba16Float` texture
**Open questions:**
- ~should the 2d graph work the same as the 3d one?~ it is the same now
- ~The current solution is a bit inflexible because while you can add a post processing pass that writes to e.g. the `hdr_texture`, you can't write to a separate `user_postprocess_texture` while reading the `hdr_texture` and tell the tone mapping pass to read from the `user_postprocess_texture` instead. If the tonemapping and upscaling render graph nodes were to take in a `TextureView` instead of the view entity this would almost work, but the bind groups for their respective input textures are already created in the `Queue` render stage in the hardcoded order.~ solved by creating bind groups in render node
**New render graph:**
![render_graph](https://user-images.githubusercontent.com/22177966/147767249-57dd4229-cfab-4ec5-9bf3-dc76dccf8e8b.png)
<details>
<summary>Before</summary>
![render_graph_old](https://user-images.githubusercontent.com/22177966/147284579-c895fdbd-4028-41cf-914c-e1ffef60e44e.png)
</details>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Proactive changing of code to comply with warnings generated by beta of rustlang version of cargo clippy.
## Solution
- Code changed as recommended by `rustup update`, `rustup default beta`, `cargo run -p ci -- clippy`.
- Tested using `beta` and `stable`. No clippy warnings in either after changes made.
---
## Changelog
- Warnings fixed were: `clippy::explicit-auto-deref` (present in 11 files), `clippy::needless-borrow` (present in 2 files), and `clippy::only-used-in-recursion` (only 1 file).
# Objective
- Build on #6336 for more plugin configurations
## Solution
- `LogSettings`, `ImageSettings` and `DefaultTaskPoolOptions` are now plugins settings rather than resources
---
## Changelog
- `LogSettings` plugin settings have been move to `LogPlugin`, `ImageSettings` to `ImagePlugin` and `DefaultTaskPoolOptions` to `CorePlugin`
## Migration Guide
The `LogSettings` settings have been moved from a resource to `LogPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(LogSettings {
level: Level::DEBUG,
filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(LogPlugin {
level: Level::DEBUG,
filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
}))
```
The `ImageSettings` settings have been moved from a resource to `ImagePlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(ImageSettings::default_nearest())
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
```
The `DefaultTaskPoolOptions` settings have been moved from a resource to `CorePlugin::task_pool_options`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(DefaultTaskPoolOptions::with_num_threads(4))
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(CorePlugin {
task_pool_options: TaskPoolOptions::with_num_threads(4),
}))
```
# Objective
Fixes#5884#2879
Alternative to #2988#5885#2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
# Objective
Fixes#6339.
## Solution
This PR adds a new type, `GamepadInfo`, which holds metadata associated with a particular `Gamepad`. The `Gamepads` resource now holds a `HashMap<Gamepad, GamepadInfo>`. The `GamepadInfo` is created when the gamepad backend (by default `bevy_gilrs`) emits a "gamepad connected" event.
The `gamepad_viewer` example has been updated to showcase the new functionality.
Before:
![bevy-gamepad-old](https://user-images.githubusercontent.com/86984145/197359427-2130a3c0-bd8a-4683-ae24-2a9eaa98b586.png)
After:
![bevy-gamepad-new](https://user-images.githubusercontent.com/86984145/197359429-f7963163-df26-4906-af7f-6186fe3bd338.png)
---
## Changelog
### Added
- Added `GamepadInfo`.
- Added `Gamepads::name()`, which returns the name of the specified gamepad if it exists.
### Changed
- `GamepadEventType::Connected` is now a tuple variant with a single field of type `GamepadInfo`.
- Since `GamepadInfo` is not `Copy`, `GamepadEventType` is no longer `Copy`. The same is true of `GamepadEvent` and `GamepadEventRaw`.
## Migration Guide
- Pattern matches on `GamepadEventType::Connected` will need to be updated, as the form of the variant has changed.
- Code that requires `GamepadEvent`, `GamepadEventRaw` or `GamepadEventType` to be `Copy` will need to be updated.
# Objective
- Add Time-Adjusted Rolling EMA-based smoothing to diagnostics.
- Closes#4983; see that issue for more more information.
## Terms
- EMA - [Exponential Moving Average](https://en.wikipedia.org/wiki/Moving_average#Exponential_moving_average)
- SMA - [Simple Moving Average](https://en.wikipedia.org/wiki/Moving_average#Simple_moving_average)
## Solution
- We use a fairly standard approximation of a true EMA where $EMA_{\text{frame}} = EMA_{\text{previous}} + \alpha \left( x_{\text{frame}} - EMA_{\text{previous}} \right)$ where $\alpha = \Delta t / \tau$ and $\tau$ is an arbitrary smoothness factor. (See #4983 for more discussion of the math.)
- The smoothness factor is here defaulted to $2 / 21$; this was chosen fairly arbitrarily as supposedly related to the existing 20-bucket SMA.
- The smoothness factor can be set on a per-diagnostic basis via `Diagnostic::with_smoothing_factor`.
---
## Changelog
### Added
- `Diagnostic::smoothed` - provides an exponentially smoothed view of a recorded diagnostic, to e.g. reduce jitter in frametime readings.
### Changed
- `LogDiagnosticsPlugin` now records the smoothed value rather than the raw value.
- For diagnostics recorded less often than every 0.1 seconds, this change to defaults will have no visible effect.
- For discrete diagnostics where this smoothing is not desirable, set a smoothing factor of 0 to disable smoothing.
- The average of the recent history is still shown when available.
# Objective
- Make `Time` API more consistent.
- Support time accel/decel/pause.
## Solution
This is just the `Time` half of #3002. I was told that part isn't controversial.
- Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming.
- Implement accelerating / decelerating the passage of time.
- Implement stopping time.
---
## Changelog
- Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly.
- Added `relative_speed` and `set_relative_speed` methods.
- Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.)
- Added `raw_*` variants of the "delta time" and "total elapsed time" methods.
- Added `first_update` method because there's a non-zero duration between startup and the first update.
## Migration Guide
- `time.time_since_startup()` -> `time.elapsed()`
- `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()`
- `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()`
If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
# Objective
- Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7.
## Solution
---
## Changelog
### Changed
- Changed `RawWindowHandleWrapper` to `RawHandleWrapper` which wraps both `RawWindowHandle` and `RawDisplayHandle`, which satisfies the `impl HasRawWindowHandle and HasRawDisplayHandle` that `wgpu` 0.14.0 requires.
- Changed `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, change its type from `bool` to `bevy_window::CursorGrabMode`.
## Migration Guide
- Adjust usage of `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, and adjust its type from `bool` to `bevy_window::CursorGrabMode`.
# Objective
Fix a camera ambiguity warning in the IOS example
## Solution
I'm assuming that this was accidentally added when UI cameras stopped being a thing. So just delete the extra camera.
# Objective
To be consistent like other examples, it's better to keep file name and example name same, so we don't need to find correct example name in Cargo.toml.
## Solution
Rename example file scaling.rs to ui_scaling.rs.
# Objective
Fixes#6272
## Solution
Revert to old way of positioning text for Text2D rendered text.
Co-authored-by: Michel van der Hulst <hulstmichel@gmail.com>
# Objective
Fixes https://github.com/bevyengine/bevy/issues/3418
## Solution
Originally a rebase of https://github.com/bevyengine/bevy/pull/3446. Work was originally done by mfdorst, who should receive considerable credit. Then the error types were extensively reworked by targrub.
## Migration Guide
`AxisSettings` now has a `new()`, which may return an `AxisSettingsError`.
`AxisSettings` fields made private; now must be accessed through getters and setters. There's a dead zone, from `.deadzone_upperbound()` to `.deadzone_lowerbound()`, and a live zone, from `.deadzone_upperbound()` to `.livezone_upperbound()` and from `.deadzone_lowerbound()` to `.livezone_lowerbound()`.
`AxisSettings` setters no longer panic.
`ButtonSettings` fields made private; now must be accessed through getters and setters.
`ButtonSettings` now has a `new()`, which may return a `ButtonSettingsError`.
Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
As mentioned in #2926, it's better to have an explicit type that clearly communicates the intent of the timer mode rather than an opaque boolean, which can be only understood when knowing the signature or having to look up the documentation.
This also opens up a way to merge different timers, such as `Stopwatch`, and possibly future ones, such as `DiscreteStopwatch` and `DiscreteTimer` from #2683, into one struct.
Signed-off-by: Lena Milizé <me@lvmn.org>
# Objective
Fixes#2926.
## Solution
Introduce `TimerMode` which replaces the `bool` argument of `Timer` constructors. A `Default` value for `TimerMode` is `Once`.
---
## Changelog
### Added
- `TimerMode` enum, along with variants `TimerMode::Once` and `TimerMode::Repeating`
### Changed
- Replace `bool` argument of `Timer::new` and `Timer::from_seconds` with `TimerMode`
- Change `repeating: bool` field of `Timer` with `mode: TimerMode`
## Migration Guide
- Replace `Timer::new(duration, false)` with `Timer::new(duration, TimerMode::Once)`.
- Replace `Timer::new(duration, true)` with `Timer::new(duration, TimerMode::Repeating)`.
- Replace `Timer::from_seconds(seconds, false)` with `Timer::from_seconds(seconds, TimerMode::Once)`.
- Replace `Timer::from_seconds(seconds, true)` with `Timer::from_seconds(seconds, TimerMode::Repeating)`.
- Change `timer.repeating()` to `timer.mode() == TimerMode::Repeating`.
# Objective
Fixes#5820
## Solution
Change field name and documentation from `bevy::ui::Node` struct
---
## Changelog
`bevy::ui::Node` `size` field has renamed to `calculated_size`
## Migration Guide
All references to the old `size` name has been changed, to access `bevy::ui::Node` `size` field use `calculated_size`
# Objective
> System chaining is a confusing name: it implies the ability to construct non-linear graphs, and suggests a sense of system ordering that is only incidentally true. Instead, it actually works by passing data from one system to the next, much like the pipe operator.
> In the accepted [stageless RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/45-stageless.md), this concept is renamed to piping, and "system chaining" is used to construct groups of systems with ordering dependencies between them.
Fixes#6225.
## Changelog
System chaining has been renamed to system piping to improve clarity (and free up the name for new ordering APIs).
## Migration Guide
The `.chain(handler_system)` method on systems is now `.pipe(handler_system)`.
The `IntoChainSystem` trait is now `IntoPipeSystem`, and the `ChainSystem` struct is now `PipeSystem`.
The docs ended up quite verbose :v
Also added a missing `#[inline]` to `GlobalTransform::mul_transform`.
I'd say this resolves#5500
# Migration Guide
`Transform::mul_vec3` has been renamed to `transform_point`.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Closes#6202.
The default background color for `NodeBundle` is currently white.
However, it's very rare that you actually want a white background color.
Instead, you often want a background color specific to the style of your game or a transparent background (e.g. for UI layout nodes).
## Solution
`Default` is not derived for `NodeBundle` anymore, but explicitly specified.
The default background color is now transparent (`Color::NONE.into()`) as this is the most common use-case, is familiar from the web and makes specifying a layout for your UI less tedious.
---
## Changelog
- Changed the default `NodeBundle.background_color` to be transparent (`Color::NONE.into()`).
## Migration Guide
If you want a `NodeBundle` with a white background color, you must explicitly specify it:
Before:
```rust
let node = NodeBundle {
..default()
}
```
After:
```rust
let node = NodeBundle {
background_color: Color::WHITE.into(),
..default()
}
```
# Objective
- Reduce code duplication in the `gamepad_viewer` example.
- Fixes#6164
## Solution
- Added a custom Bundle called `GamepadButtonBundle` to avoid repeating similar code throughout the example.
- Created a `new()` method on `GamepadButtonBundle`.
Co-authored-by: Alvin Philips <alvinphilips257@gmail.com>
# Objective
Scene viewer example has switch camera keys defined, but only one camera was instantiated on the scene.
## Solution
More explicit help how to cycle the cameras, explaining that more cameras must be present in loaded scene.
Co-authored-by: Fanda Vacek <fvacek@elektroline.cz>
# Objective
Examples should use the correct tools for the job.
## Solution
A fixed timestep, by design, can step multiple times consecutively in a single update.
That property used to crash the `alien_cake_addict` example (#2525), which was "fixed" in #3411 (by just not panicking). The proper fix is to use a timer instead, since the system is supposed to spawn a cake every 5 seconds.
---
A timer guarantees a minimum duration. A fixed timestep guarantees a fixed number of steps per second.
Each one works by essentially sacrificing the other's guarantee.
You can use them together, but no other systems are timestep-based in this example, so the timer is enough.
# Objective
- Alpha mask was previously ignored when using an unlit material.
- Fixes https://github.com/bevyengine/bevy/issues/4479
## Solution
- Extract the alpha discard to a separate function and use it when unlit is true
## Notes
I tried calling `alpha_discard()` before the `if` in pbr.wgsl, but I had errors related to having a `discard` at the beginning before doing the texture sampling. I'm not sure if there's a way to fix that instead of having the function being called in 2 places.
# Objective
The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move.
This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns).
## Solution
This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity).
This means you can remove all cases of `exclusive_system()`:
```rust
// before
commands.add_system(some_system.exclusive_system());
// after
commands.add_system(some_system);
```
I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems:
```rust
fn some_exclusive_system(
world: &mut World,
transforms: &mut QueryState<&Transform>,
state: &mut SystemState<(Res<Time>, Query<&Player>)>,
) {
for transform in transforms.iter(world) {
println!("{transform:?}");
}
let (time, players) = state.get(world);
for player in players.iter() {
println!("{player:?}");
}
}
```
Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system.
I added some targeted SystemParam `static` constraints, which removed the need for this:
``` rust
fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {}
```
## Related
- #2923
- #3001
- #3946
## Changelog
- `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait.
- `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems
- `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam`
- Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api.
## Migration Guide
Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems:
```rust
// Old (0.8)
app.add_system(some_exclusive_system.exclusive_system());
// New (0.9)
app.add_system(some_exclusive_system);
```
Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis:
```rust
// Old (0.8)
app.add_system(some_system.exclusive_system().at_end());
// New (0.9)
app.add_system(some_system.at_end());
```
Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons:
```rust
// Old (0.8)
fn some_system(world: &mut World) {
let mut transforms = world.query::<&Transform>();
for transform in transforms.iter(world) {
}
}
// New (0.9)
fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) {
for transform in transforms.iter(world) {
}
}
```
Fixes#6077
# Objective
- Make many_sprites and many_animated_sprites work again
## Solution
- Removed the extra transform from the camera bundle - not sure why it was necessary, since `Camera2dBundle::default()` already contains a transform with the same parameters.
---
# Objective
I was about to submit a PR to add these two examples to `bevy-website` and re-discovered the inconsistency.
Although it's not a major issue on the website where only the filenames are shown, this would help to visually distinguish the two examples in the list because the names are very prominent.
This also helps out when fuzzy-searching the codebase for these files.
## Solution
Rename `shapes` to `2d_shapes`. Now the filename matches the example name, and the naming structure matches the 3d example.
## Notes
@Nilirad proposed this in https://github.com/bevyengine/bevy/pull/4613#discussion_r862455631 but it had slipped away from my brain at that time.