# Objective
Fixes#16006
## Solution
We currently re-export `cosmic_text`, which is seemingly motivated by
the desire to use `cosmic_text::FontSystem` in `bevy_text` public APIs
instead of our `CosmicFontSystem` resource wrapper type.
This change makes `bevy_text` a "true" abstraction over `cosmic_text`
(it in fact, was already built to be that way generally and has this one
"leak").
This allows us to remove the `cosmic_text` re-export, which helps clean
up the Rust Analyzer imports and generally makes this a "cleaner" API.
# Objective
- Make the meshlet fill cluster buffers pass slightly faster
- Address https://github.com/bevyengine/bevy/issues/15920 for meshlets
- Added PreviousGlobalTransform as a required meshlet component to avoid
extra archetype moves, slightly alleviating
https://github.com/bevyengine/bevy/issues/14681 for meshlets
- Enforce that MeshletPlugin::cluster_buffer_slots is not greater than
2^25 (glitches will occur otherwise). Technically this field controls
post-lod/culling cluster count, and the issue is on pre-lod/culling
cluster count, but it's still valid now, and in the future this will be
more true.
Needs to be merged after https://github.com/bevyengine/bevy/pull/15846
and https://github.com/bevyengine/bevy/pull/15886
## Solution
- Old pass dispatched a thread per cluster, and did a binary search over
the instances to find which instance the cluster belongs to, and what
meshlet index within the instance it is.
- New pass dispatches a workgroup per instance, and has the workgroup
loop over all meshlets in the instance in order to write out the cluster
data.
- Use a push constant instead of arrayLength to fix the linked bug
- Remap 1d->2d dispatch for software raster only if actually needed to
save on spawning excess workgroups
## Testing
- Did you test these changes? If so, how?
- Ran the meshlet example, and an example with 1041 instances of 32217
meshlets per instance. Profiled the second scene with nsight, went from
0.55ms -> 0.40ms. Small savings. We're pretty much VRAM bandwidth bound
at this point.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run the meshlet example
## Changelog (non-meshlets)
- PreviousGlobalTransform now implements the Default trait
Take a bunch more improvements from @zeux's nanite.cpp code.
* Use position-only vertices (discard other attributes) to determine
meshlet connectivity for grouping
* Rather than using the lock borders flag when simplifying meshlet
groups, provide the locked vertices ourselves. The lock borders flag
locks the entire border of the meshlet group, but really we only want to
lock the edges between meshlet groups - outwards facing edges are fine
to unlock. This gives a really significant increase to the DAG quality.
* Add back stuck meshlets (group has only a single meshlet,
simplification failed) to the simplification queue to allow them to get
used later on and have another attempt at simplifying
* Target 8 meshlets per group instead of 4 (second biggest improvement
after manual locks)
* Provide a seed to metis for deterministic meshlet building
* Misc other improvements
We can remove the usage of unsafe after the next upstream meshopt
release, but for now we need to use the ffi function directly. I'll do
another round of improvements later, mainly attribute-aware
simplification and using spatial weights for meshlet grouping.
Need to merge https://github.com/bevyengine/bevy/pull/15846 first.
# Objective
- I made a mistake in #15902, specifically [this
diff](e2faedb99c)
-- the `point_light_count` variable is used for all point lights, not
just shadow mapped ones, so I cannot add `.min(max_texture_cubes)`
there. (Despite `spot_light_count` having `.min(..)`)
It may have broken code like this (where `index` is index of
`point_light` vec):
9930df83ed/crates/bevy_pbr/src/render/light.rs (L848-L850)
and also causes panic here:
9930df83ed/crates/bevy_pbr/src/render/light.rs (L1173-L1174)
## Solution
- Adds `.min(max_texture_cubes)` directly to the loop where texture
views for point lights are created.
## Testing
- `lighting` example (with the directional light removed; original
example doesn't crash as only 1 directional-or-spot light in total is
shadow-mapped on webgl) no longer crashes on webgl
# Objective
1. Prevent weird glitches with stray pixels scattered around the scene
![image](https://github.com/user-attachments/assets/f12adb38-5996-4dc7-bea6-bd326b7317e1)
2. Prevent weird glitchy full-screen triangles that pop-up and destroy
perf (SW rasterizing huge triangles is slow)
![image](https://github.com/user-attachments/assets/d3705427-13a5-47bc-a54b-756f0409da0b)
## Solution
1. Use floating point math in the SW rasterizer bounding box calculation
to handle negative verticss, and add backface culling
2. Force hardware raster for clusters that clip the near plane, and let
the hardware rasterizer handle the clipping
I also adjusted the SW rasterizer threshold to < 64 pixels (little bit
better perf in my test scene, but still need to do a more comprehensive
test), and enabled backface culling for the hardware raster pipeline.
## Testing
- Did you test these changes? If so, how?
- Yes, on an example scene. Issues no longer occur.
- Are there any parts that need more testing?
- No.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run the meshlet example.
# Objective
- bevy_animation publication fails because of missed dependency
- bevy_animation depends on bevy_animation_derive which is published
after
## Solution
- Reorder crates bevy_animation and bevy_animation_derive
# Objective
- bevy_remote Cargo.toml file references a readme that doesn't exist
- This is blocking releasing the rc
## Solution
- Remove the reference
# Objective
fixes#15502
Clipped borders and outlines aren't drawn correctly.
### Borders aren't clipped
Spawn two nodes with the same dimensions and border thickness, but clip
on of the nodes so that only its top left quarter is visible:
<img width="194" alt="clip"
src="https://github.com/user-attachments/assets/2d3f6d28-aa20-44df-967a-677725828294">
You can see that instead of clipping the border, instead the border is
scaled to fit inside of the unclipped section.
```rust
use bevy::color::palettes::css::BLUE;
use bevy::prelude::*;
use bevy::winit::WinitSettings;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
commands
.spawn(Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..Default::default()
})
.with_children(|commands| {
commands
.spawn(Node {
column_gap: Val::Px(10.),
..Default::default()
})
.with_children(|commands| {
commands
.spawn(Node {
width: Val::Px(100.),
height: Val::Px(100.),
overflow: Overflow::clip(),
..Default::default()
})
.with_child((
Node {
position_type: PositionType::Absolute,
width: Val::Px(100.),
height: Val::Px(100.),
border: UiRect::all(Val::Px(10.)),
..Default::default()
},
BackgroundColor(Color::WHITE),
BorderColor(BLUE.into()),
));
commands
.spawn(Node {
width: Val::Px(50.),
height: Val::Px(50.),
overflow: Overflow::clip(),
..Default::default()
})
.with_child((
Node {
position_type: PositionType::Absolute,
width: Val::Px(100.),
height: Val::Px(100.),
border: UiRect::all(Val::Px(10.)),
..Default::default()
},
BackgroundColor(Color::WHITE),
BorderColor(BLUE.into()),
));
});
});
}
```
You can also see this problem in the `overflow` example. If you hover
over any of the clipped nodes you'll see that the outline only wraps the
visible section of the node
### Outlines are clipped incorrectly
A UI nodes Outline's are drawn outside of its bounds, so applying the
local clipping rect to the outline doesn't make any sense.
Instead an `Outline` should be clipped using its parent's clipping rect.
## Solution
* Pass the `point` value into the vertex shader instead of calculating
it in the shader.
* In `extract_uinode_borders` use the parents clipping rect when
clipping outlines.
The extra parameter isn't a great solution I think, but I wanted to fix
borders for the 0.15 release and this is the most minimal approach I
could think of without replacing the whole shader and prepare function.
## Showcase
<img width="149" alt="clipp"
src="https://github.com/user-attachments/assets/19fbd3cc-e7cd-42e1-a5e0-fd92aad04dcd">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Less code
- Better iterator (implements `size_hint` for example)
## Solution
- Use `either`
- This change is free because `bevy_animation` depends on `bevy_asset`,
which already depends on `either`
## Testing
CI
# Objective
Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.
While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.
## Solution
Switch to `en-us` locale in the `typos` config and run `typos -w`
## Migration Guide
The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.
- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
Use the new `disqualified` crate in `QueryEntityError` to make the error
message more readable.
---
## Showcase
Old:
QueryDoesNotMatch(0v1 with components my_game::main::foo::A,
my_game::main::foo::B, bevy_pbr::light::point_light::PointLight,
bevy_render::primitives::CubemapFrusta,
bevy_pbr::bundle::CubemapVisibleEntities,
bevy_transform::components::transform::Transform,
bevy_transform::components::global_transform::GlobalTransform,
bevy_render::view::visibility::Visibility,
bevy_render::view::visibility::InheritedVisibility,
bevy_render::view::visibility::ViewVisibility,
bevy_render::sync_world::SyncToRenderWorld)
New:
QueryDoesNotMatch(0v1 with components A, B, PointLight, CubemapFrusta,
CubemapVisibleEntities, Transform, GlobalTransform, Visibility,
InheritedVisibility, ViewVisibility, SyncToRenderWorld)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Typo-check .hidden files like `.cargo/config_fast_builds.toml` and
`.github/*`. Context: https://github.com/bevyengine/bevy/pull/16025.
## Solution
- Add `ignore-hidden = false` to `typos.toml` to override the default
value of `true`.
- Add an exception to keep `.git/` ignored in `typos.toml`.
- Fix newly-found typos so CI passes.
## Testing
Running `typos` locally finds no further typos.
# Objective
- Checks screenshots on Windows
- Progress towards #15918
## Solution
- Checks screenshots on Windows
- Also disable the helmet gltf scene in windows ci as it doesn't work
# Objective
Make compiler output more helpful when running `cargo check -p
bevy_mesh`. Currently it contains a lot of unreachable patterns/code
warnings due to features disabled by default.
## Solution
Mute the warnings.
## Testing
CI
# Objective
```
cargo check -p bevy_reflect
```
outputs a lot of warnings like:
```
warning: non-local `impl` definition, `impl` blocks should be written at the same level as their item
--> crates/bevy_reflect/src/impls/std.rs:223:13
|
223 | impl_type_path!($ty);
| ^-------------------
| |
| `TypePath` is not local
| move the `impl` block outside of this constant `_` and up 2 bodies
...
346 | / impl_reflect_for_atomic!(
347 | | ::core::sync::atomic::AtomicIsize,
| | --------------------------------- `AtomicIsize` is not local
348 | | ::core::sync::atomic::Ordering::SeqCst
349 | | );
| |_- in this macro invocation
|
= note: the macro `impl_type_path` defines the non-local `impl`, and may need to be changed
= note: the macro `impl_type_path` may come from an old version of the `bevy_reflect_derive` crate, try updating your dependency with `cargo update -p bevy_reflect_derive`
= note: an `impl` is never scoped, even when it is nested inside an item, as it may impact type checking outside of that item, which can be the case if neither the trait or the self type are at the same nesting level as the `impl`
= note: items in an anonymous const item (`const _: () = { ... }`) are treated as in the same scope as the anonymous const's declaration for the purpose of this lint
= note: `#[warn(non_local_definitions)]` on by default
= note: this warning originates in the macro `impl_type_path` which comes from the expansion of the macro `impl_reflect_for_atomic` (in Nightly builds, run with -Z macro-backtrace for more info)
```
## Solution
Move `impl_type_path!` into global scope. Warnings no longer pop up.
## Testing
CI
# Objective
Making work with `Indices` struct easier. Currently when building
indices in some quick-and-dirty code we need to do matches and handle
enum variants.
## Solution
`Indices::push` utility which works transparently with `U16` and `U32`
variants.
## Testing
Unit test added.
# Objective
Built-in observers & events should be `Reflect` so that components that
interact with them can be serialized in scenes. This is a similar pr to
#14259.
## Objective
Be able to depend on the crate for the types without bringing in
`smol-hyper` and other http dependencies.
## Solution
Create a new `HTTP` feature that is enabled by default.
# Objective
Make UI rendering optional.
Quite a few people have been experimenting with using Bevy UI for layout
and interaction but replacing the rendering with `bevy_prototype_lyon`
or whatever. It's awkward to do though as there is no way to disable the
existing UI rendering requiring users to create their own custom node
bundles and components. Also, you can't replace the UI's shader and a
number of other things.
This PR makes the setup and initialization of UI rendering for the
RenderApp optional. Then you can do whatever you want by replacing
`build_ui_render` with your own function. For instance, one that loads a
custom shader.
The UI layout and interaction components are still updated as normal.
## Solution
Add a field `enable_rendering` to `UiPlugin`.
Only call `build_ui_render` and initialize the `UiPipeline` if
`enable_rendering` is false.
I thought about implementing a "bevy_ui_render" feature but suspect
everything is too tightly coupled atm and it would be very fragile.
Similar to the struggles with the "bevy_text" feature but worse.
---
## Changelog
`UiPlugin`
* Added a bool field `enable_rendering`.
* Only calls `build_ui_render` and initializes the `UiPipeline` if
`enable_rendering` is true.
## Migration Guide
`UiPlugin` has a new field `enable_rendering`. If set to false, the UI's
rendering systems won't be added to the `RenderApp` and no UI elements
will be drawn. The layout and interaction components will still be
updated as normal.
# Objective
Adding a `WinitPlugin` to a `MinimalPlugins` setup is a bit tricky and
confusing due to having a terrible error message and no examples in the
repo.
## Solution
Document what you need to add.
# Objective
- Progress towards #15918
- Add tests for 3d
## Solution
- Add tests that cover lights, bloom, gltf and animation
- Removed examples `contributors` and `load_gltf` as they don't
contribute additional checks to CI
## Testing
- `CI_TESTING_CONFIG=.github/example-run/testbed_3d.ron cargo run
--example testbed_3d --features "bevy_ci_testing"`
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/15871
(Camera is done in #15946)
## Solution
- Do the same as #15904 for other extraction systems
- Added missing `SyncComponentPlugin` for DOF, TAA, and SSAO
(According to the
[documentation](https://dev-docs.bevyengine.org/bevy/render/sync_component/struct.SyncComponentPlugin.html),
this plugin "needs to be added for manual extraction implementations."
We may need to check this is done.)
## Testing
Modified example locally to add toggles if not exist.
- [x] DOF - toggling DOF component and perspective in `depth_of_field`
example
- [x] TAA - toggling `Camera.is_active` and TAA component
- [x] clusters - not entirely sure, toggling `Camera.is_active` in
`many_lights` example (no crash/glitch even without this PR)
- [x] previous_view - toggling `Camera.is_active` in `skybox` (no
crash/glitch even without this PR)
- [x] lights - toggling `Visibility` of `DirectionalLight` in `lighting`
example
- [x] SSAO - toggling `Camera.is_active` and SSAO component in `ssao`
example
- [x] default UI camera view - toggling `Camera.is_active` (nop without
#15946 because UI defaults to some camera even if `DefaultCameraView` is
not there)
- [x] volumetric fog - toggling existence of volumetric light. Looks
like optimization, no change in behavior/visuals
# Objective
Switch to retained render world causes the extracted cameras in render
world to not be removed until camera in main world is despawned. When
extracting data from main world inactive cameras are skipped. Therefore
camera that was active and became inactive has a retained
`ExtractedCamera` component from previous frames (when it was active)
and is processed the same way as if it were active (there is no `active`
field on `ExtractedCamera`). This breakes switching between cameras in
`render_primitives` example.
Fixes#15822
## Solution
Fix it by removing `ExtractedCamera` and related components from
inactive cameras.
Note that despawning inactive camera seems to be bad option because they
are spawned using `SyncToRenderWorld` component.
## Testing
Switching camera in `render_primitives` example now works correctly.
---------
Co-authored-by: akimakinai <105044389+akimakinai@users.noreply.github.com>
# Objective
- The depth test was only using the final depth but it should be testing
each fragments
- Fully transparent fragments should not be added to the list
## Solution
- Test each fragment after sorting
## Testing
before:
TODO
after:
TODO
# Objective
The Custom Material GLSL shader example has an old version of the camera
view uniform structure.
This PR updates the example GLSL custom material shader to have the
latest structure.
## Solution
I was running into issues using the camera world position (it wasn't
changing) and someone in discord pointed me to the source of truth.
`crates/bevy_render/src/view/view.wgsl`
After using this latest uniform structure in my project I'm now able to
work with the camera position in my shader.
## Testing
I tested this change by running the example with:
```bash
cargo run --features shader_format_glsl --example shader_material_glsl
```
<img width="1392" alt="image"
src="https://github.com/user-attachments/assets/39fc82ec-ff3b-4864-ad73-05f3a25db483">
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#15995
## Solution
Corrects a mistake made during the example migration in #15591.
`AnimationControl` was meant to be on the parent, not the child. So the
query in `update_ui` was no longer matching.
## Testing
`cargo run --example animation_masks`
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/13552
## Solution
- Thanks for the guidance from @DGriffin91, the current solution is to
transmit the light_map through the emissive channel to avoid increasing
the bandwidth of deferred shading.
- <del>Store lightmap sample result into G-Buffer and pass them into the
`Deferred Lighting Pipeline`, therefore we can get the correct indirect
lighting via the `apply_pbr_lighting` function.</del>
- <del>The original G-Buffer lacks storage for lightmap data, therefore
a new buffer is added. We can only use Rgba16Uint here due to the
32-byte limit on the render targets.</del>
## Testing
- Need to test all the examples that contains a prepass, with both the
forward and deferred rendering mode.
- I have tested the ones below.
- `lightmaps` (adjust the code based on the issue and check the
rendering result)
- `transmission` (it contains a prepass)
- `ssr` (it also uses the G-Bufffer)
- `meshlet` (forward and deferred)
- `pbr`
## Showcase
By updating the `lightmaps` example to use deferred rendering, this pull
request enables correct rendering result of the Cornell Box.
```
diff --git a/examples/3d/lightmaps.rs b/examples/3d/lightmaps.rs
index 564a3162b..11a748fba 100644
--- a/examples/3d/lightmaps.rs
+++ b/examples/3d/lightmaps.rs
@@ -1,12 +1,14 @@
//! Rendering a scene with baked lightmaps.
-use bevy::pbr::Lightmap;
+use bevy::core_pipeline::prepass::DeferredPrepass;
+use bevy::pbr::{DefaultOpaqueRendererMethod, Lightmap};
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight::NONE)
+ .insert_resource(DefaultOpaqueRendererMethod::deferred())
.add_systems(Startup, setup)
.add_systems(Update, add_lightmaps_to_meshes)
.run();
@@ -19,10 +21,12 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
..default()
});
- commands.spawn(Camera3dBundle {
- transform: Transform::from_xyz(-278.0, 273.0, 800.0),
- ..default()
- });
+ commands
+ .spawn(Camera3dBundle {
+ transform: Transform::from_xyz(-278.0, 273.0, 800.0),
+ ..default()
+ })
+ .insert(DeferredPrepass);
}
fn add_lightmaps_to_meshes(
```
<img width="1280" alt="image"
src="https://github.com/user-attachments/assets/17fd3367-61cc-4c23-b956-e7cfc751af3c">
## Emissive Issue
**The emissive light object appears incorrectly rendered because the
alpha channel of emission is set to 1 in deferred rendering and 0 in
forward rendering, leading to different emissive light result. Could
this be a bug?**
```wgsl
// pbr_deferred_functions.wgsl - pbr_input_from_deferred_gbuffer
let emissive = rgb9e5::rgb9e5_to_vec3_(gbuffer.g);
if ((pbr.material.flags & STANDARD_MATERIAL_FLAGS_UNLIT_BIT) != 0u) {
pbr.material.base_color = vec4(emissive, 1.0);
pbr.material.emissive = vec4(vec3(0.0), 1.0);
} else {
pbr.material.base_color = vec4(pow(base_rough.rgb, vec3(2.2)), 1.0);
pbr.material.emissive = vec4(emissive, 1.0);
}
// pbr_functions.wgsl - apply_pbr_lighting
emissive_light = emissive_light * mix(1.0, view_bindings::view.exposure, emissive.a);
```
---------
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)
## Solution
As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.
This accomplishes a number of goals:
## Ergonomics wins
Specifying both `Node` and `Style` is now no longer required for
non-default styles
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
## Conceptual clarity
`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).
By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.
## Next Steps
* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.
---
## Migration Guide
Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:
Before:
```rust
fn system(nodes: Query<&Node>) {
for node in &nodes {
let computed_size = node.size();
}
}
```
After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
for computed_node in &computed_nodes {
let computed_size = computed_node.size();
}
}
```
# Objective
Fixes#15976
## Solution
I haven't been following the recent camera changes but on a whim I
inverted the scale and it restored the old behavior.
It seems that a similar inversion was done when migrating the
`pixel_grid_snap` example in #15976.
## Testing
`cargo run --example pbr`
Resolves#15968. Since this feature never worked, and enabling it in the
`image` crate requires system dependencies, we've decided that it's best
to just remove it and let other plugin crates offer support for it as
needed.
## Migration Guide
AVIF images are no longer supported. They never really worked, and
require system dependencies (libdav1d) to work correctly, so, it's
better to simply offer this support via an unofficial plugin instead as
needed. The corresponding types have been removed from Bevy to account
for this.
# Objective
Fixes#15791.
As raised in #11022, scaling orthographic cameras is confusing! In Bevy
0.14, there were multiple completely redundant ways to do this, and no
clear guidance on which to use.
As a result, #15075 removed the `scale` field from
`OrthographicProjection` completely, solving the redundancy issue.
However, this resulted in an unintuitive API and a painful migration, as
discussed in #15791. Users simply want to change a single parameter to
zoom, rather than deal with the irrelevant details of how the camera is
being scaled.
## Solution
This PR reverts #15075, and takes an alternate, more nuanced approach to
the redundancy problem. `ScalingMode::WindowSize` was by far the biggest
offender. This was the default variant, and stored a float that was
*fully* redundant to setting `scale`.
All of the other variants contained meaningful semantic information and
had an intuitive scale. I could have made these unitless, storing an
aspect ratio, but this would have been a worse API and resulted in a
pointlessly painful migration.
In the course of this work I've also:
- improved the documentation to explain that you should just set `scale`
to zoom cameras
- swapped to named fields for all of the variants in `ScalingMode` for
more clarity about the parameter meanings
- substantially improved the `projection_zoom` example
- removed the footgunny `Mul` and `Div` impls for `ScalingMode`,
especially since these no longer have the intended effect on
`ScalingMode::WindowSize`.
- removed a rounding step because this is now redundant 🎉
## Testing
I've tested these changes as part of my work in the `projection_zoom`
example, and things seem to work fine.
## Migration Guide
`ScalingMode` has been refactored for clarity, especially on how to zoom
orthographic cameras and their projections:
- `ScalingMode::WindowSize` no longer stores a float, and acts as if its
value was 1. Divide your camera's scale by any previous value to achieve
identical results.
- `ScalingMode::FixedVertical` and `FixedHorizontal` now use named
fields.
---------
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
# Objective
Adjust instruction text in some newer examples to match the [example
visual
guidelines](https://bevyengine.org/learn/contribute/helping-out/creating-examples/#visual-guidelines).
## Solution
Move text 12px from edge of screen
## Testing
```
cargo run --example alter_mesh
cargo run --example alter_sprite
cargo run --example camera_orbit
cargo run --example projection_zoom
cargo run --example irradiance_volumes
cargo run --example log_layers_ecs
cargo run --example multi_asset_sync
cargo run --example multiple_windows
cargo run --example order_independent_transparency
```
## Additional information
This isn't comprehensive, just the most trivial cases. I'll double check
my notes and probably follow up with an issue to look into visual
guidelines for a few other examples.
# Objective
- Fixes#15963
## Solution
- Implement `TryFrom<Polygon<N> for ConvexPolygon<N>`
- Implement `From<ConvexPolygon<N>> for Polygon<N>`
- Remove `pub` from `vertices`
- Add `ConvexPolygon::vertices()` to get read only access to the
vertices of a convex polygon.
# Objective
As discussed in #15341, ghost nodes are a contentious and experimental
feature. In the interest of enabling ecosystem experimentation, we've
decided to keep them in Bevy 0.15.
That said, we don't use them internally, and don't expect third-party
crates to support them. If the experimentation returns a negative result
(they aren't very useful, an alternative design is preferred etc) they
will be removed.
We should clearly communicate this status to users, and make sure that
users don't use ghost nodes in their projects without a very clear
understanding of what they're getting themselves into.
## Solution
To make life easy for users (and Bevy), `GhostNode` and all associated
helpers remain public and are always available.
However, actually constructing these requires enabling a feature flag
that's clearly marked as experimental. To do so, I've added a
meaningless private field.
When the feature flag is enabled, our constructs (`new` and `default`)
can be used. I've added a `new` constructor, which should be preferred
over `Default::default` as that can be readily deprecated, allowing us
to prompt users to swap over to the much nicer `GhostNode` syntax once
this is a unit struct again.
Full credit: this was mostly @cart's design: I'm just implementing it!
## Testing
I've run the ghost_nodes example and it fails to compile without the
feature flag. With the feature flag, it works fine :)
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Fixes#15834
## Migration Guide
The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for
consistency with each other and the standard library's `Duration` type.
The following methods have been renamed:
- `Stowatch::paused` -> `Stopwatch::is_paused`
- `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and
`_wrapped` variants)
# Objective
- UI materials reserve too much capacity in a vec: for every node in the
transparent phase, it reserves enough memory to store all the nodes
- Update #10437
## Solution
- Only reserve extra memory if there's not enough
- Only reserve the needed memory, not more