# Objective
- in #9168 I did some change to the showcase script, introducing the
notion of web api and setting the default Web API to webgl2
- that script was actually only called for webgpu example, so that
should have been the default value
# Objective
- Building all examples at once in CI takes too long
- Tool can only build for WebGPU
## Solution
- Add pagination to commands
- Add option to build examples for WebGL2
- Add option to build Zola files for WebGL2
# Objective
AssetPath shader imports check if the shader is added using the path
without quotes. this causes them to be re-added even if already present,
which can cause previous dependents to get unloaded leading to a
"missing import" error.
## Solution
fix the module name of AssetPath shaders used for checking if it's
already added to correctly use the quoted name.
# Objective
In
[`AssetLoader::load()`](https://docs.rs/bevy/0.11.0/bevy/asset/trait.AssetLoader.html#tymethod.load),
I have an
[`AssetPath`](https://docs.rs/bevy/0.11.0/bevy/asset/struct.AssetPath.html)
to a dependency asset.
I get a handle to this dependency asset using
[`LoadContext::get_handle()`](https://docs.rs/bevy/0.11.0/bevy/asset/struct.LoadContext.html#method.get_handle)
passing the `AssetPath`. But I also need to pass this `AssetPath` to
[`LoadedAsset::with_dependency()`](https://docs.rs/bevy/0.11.0/bevy/asset/struct.LoadedAsset.html#method.with_dependency)
later.
The current solution for this problem is either use `clone()`, but
`AssetPath` may contains owned data.
```rust
let dependency_path: AssetPath = _;
let dependency = load_context.get_handle(dependency_path.clone());
// ...
load_context.set_default_asset(LoadedAsset::new(my_asset).with_dependency(dependency_path));
```
Or to use `AssetPathId::from(&path)` which is a bit verbose.
```rust
let dependency_path: AssetPath = _;
let dependency = load_context.get_handle(AssetPathId::from(&dependency_path));
// ...
load_context.set_default_asset(LoadedAsset::new(my_asset).with_dependency(dependency_path));
```
Ideal solution (introduced by this PR) is to pass a reference to
`get_handle()`.
```rust
let dependency_path: AssetPath = _;
let dependency = load_context.get_handle(&dependency_path);
// ...
load_context.set_default_asset(LoadedAsset::new(my_asset).with_dependency(dependency_path));
```
## Solution
Implement `From<&AssetPath>` for `HandleId`
---
## Changelog
- Added: `HandleId` can be build from a reference to `AssetPath`.
# Objective
Continue #7867 now that we have URect #7984
- Return `URect` instead of `(UVec2, UVec2)` in
`Camera::physical_viewport_rect`
- Add `URect` and `IRect` to prelude
## Changelog
- Changed `Camera::physical_viewport_rect` return type from `(UVec2,
UVec2)` to `URect`
- `URect` and `IRect` were added to prelude
## Migration Guide
Before:
```rust
fn view_physical_camera_rect(camera_query: Query<&Camera>) {
let camera = camera_query.single();
let Some((min, max)) = camera.physical_viewport_rect() else { return };
dbg!(min, max);
}
```
After:
```rust
fn view_physical_camera_rect(camera_query: Query<&Camera>) {
let camera = camera_query.single();
let Some(URect { min, max }) = camera.physical_viewport_rect() else { return };
dbg!(min, max);
}
```
# Objective
Gizmos are intended to draw over everything but for some reason I set
the sort key to `0` during #8427 :v
I didn't catch this mistake because it still draws over sprites with a Z
translation of `0`.
## Solution
Set the sort key to `f32::INFINITY`.
# Objective
Some of the conversion methods on the new rect types introduced in #7984
have misleading names.
## Solution
Rename all methods returning an `IRect` to `as_irect` and all methods
returning a `URect` to `as_urect`.
## Migration Guide
Replace uses of the old method names with the new method names.
# Objective
In my application, I'm manually wrapping the built-in Bevy loaders with
a wrapper loader that stores some metadata before calling into the inner
Bevy loader. This worked for the glTF loader in Bevy 0.10, but in Bevy
0.11 it became impossible to do this because the glTF loader became
unconstructible outside Bevy due to the new private fields within it.
It's now in fact impossible to get a reference to a GltfLoader at all
from outside Bevy, because the only way to construct a GltfLoader is to
add the GltfPlugin to an App, and the GltfPlugin only hands out
references to its GltfLoader to the asset server, which provides no
public access to the loaders it manages.
## Solution
This commit fixes the problem by adding a public `new` method to allow
manual construction of a glTF loader.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
In both Text2d and Bevy UI text because of incorrect text size and
alignment calculations if a block of text has empty leading lines then
those lines are ignored. Also, depending on the font size when leading
empty lines are ignored the same number of lines of text can go missing
from the bottom of the text block.
## Example (from murtaugh on discord)
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
let text = "\nfirst line\nsecond line\nthird line\n";
commands.spawn(TextBundle {
text: Text::from_section(
text.to_string(),
TextStyle {
font_size: 60.0,
color: Color::YELLOW,
..Default::default()
},
),
style: Style {
position_type: PositionType::Absolute,
..Default::default()
},
background_color: BackgroundColor(Color::RED),
..Default::default()
});
}
```
![](https://cdn.discordapp.com/attachments/1128294384954257499/1128295142072254525/image.png)
## Solution
`TextPipeline::queue_text`,
`TextMeasureInfo::compute_size_from_section_texts` and
`GlyphBrush::process_glyphs` each have a nearly duplicate section of
code that calculates the minimum bounds around a list of text sections.
The first two functions don't apply any rounding, but `process_glyphs`
also floors all the values. It seems like this difference can cause
conflicts where the text gets incorrectly shaped.
Also when Bevy computes the text bounds it chooses the smallest possible
rect that fits all the glyphs, ignoring white space. The glyphs are then
realigned vertically so the first glyph is on the top line. Any empty
leading lines are missed.
This PR adds a function `compute_text_bounds` that replaces the
duplicate code, so the text bounds are rounded the same way by each
function. Also, since Bevy doesn't use `ab_glyph` to control vertical
alignment, the minimum y bound is just always set to 0 which ensures no
leading empty lines will be missed.
There is another problem in that trailing empty lines are also ignored,
but that's more difficult to deal with and much less important than the
other issues, so I'll leave it for another PR.
<img width="462" alt="fixed_text_align_bounds"
src="https://github.com/bevyengine/bevy/assets/27962798/85e32e2c-d68f-4677-8e87-38e27ade4487">
---
## Changelog
Added a new function `compute_text_bounds` to the `glyph_brush` module
that replaces the text size and bounds calculations in
`TextPipeline::queue_text`,
`TextMeasureInfo::compute_size_from_section_texts` and
`GlyphBrush::process_glyphs`. The text bounds are calculated identically
in each function and the minimum y bound is not derived from the glyphs
but is always set to 0.
# Objective
`ExtractedUiNodes` is cleared by the `extract_uinodes` function during
the extraction schedule. Because the Bevy UI renderer uses a painters
algorithm, this makes it impossible for users to create a custom
extraction function that adds items for a node to be drawn behind the
rectangle added by `extract_uniodes`.
## Solution
Drain `ExtractedUiNodes` in `prepare_ui_nodes` instead, after the
extraction schedule has finished.
CI-capable version of #9086
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
`GlobalTransform` after insertion will be updated only on `Transform` or
hierarchy change.
Fixes#9075
## Solution
Update `GlobalTransform` after insertion too.
---
## Changelog
- `GlobalTransform` is now updated not only on `Transform` or hierarchy
change, but also on insertion.
# Objective
Fix typos throughout the project.
## Solution
[`typos`](https://github.com/crate-ci/typos) project was used for
scanning, but no automatic corrections were applied. I checked
everything by hand before fixing.
Most of the changes are documentation/comments corrections. Also, there
are few trivial changes to code (variable name, pub(crate) function name
and a few error/panic messages).
## Unsolved
`bevy_reflect_derive` has
[typo](1b51053f19/crates/bevy_reflect/bevy_reflect_derive/src/type_path.rs (L76))
in enum variant name that I didn't fix. Enum is `pub(crate)`, so there
shouldn't be any trouble if fixed. However, code is tightly coupled with
macro usage, so I decided to leave it for more experienced contributor
just in case.
I created this manually as Github didn't want to run CI for the
workflow-generated PR. I'm guessing we didn't hit this in previous
releases because we used bors.
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
This release I'm experimenting with a new changelog format that doesn't
sap hours of extra time to put together. Basically:
1. Sort by "development area" instead of added / changed / fixed. These
distinctions are often unclear anyway and we have no automated way of
assigning them currently. "Development area" sorting feels equally
useful (if not more useful). Our changelog generator also already does
"development area" categorization so this is efficient.
2. Sort by "importance" and trim out irrelevant changes. This is
laborious, but I already do this as part of my blog post construction
methodology, so it isn't "extra" work.
# Objective
fixes#8911, #7712
## Solution
Rounding was added to Taffy which fixed issue #7712.
The implementation uses the f32 `round` method which rounds ties
(fractional part is a half) away from zero. Issue #8911 occurs when a
node's min and max bounds on either axis are "ties" and zero is between
them. Then the bounds are rounded away from each other, and the node
grows by a pixel. This alone shouldn't cause the node to expand
continuously, but I think there is some interaction with the way Taffy
recomputes a layout from its cached data that I didn't identify.
This PR fixes#8911 by first disabling Taffy's internal rounding and
using an alternative rounding function that rounds ties up.
Then, instead of rounding the values of the internal layout tree as
Taffy's built-in rounding does, we leave those values unmodified and
only the values stored in the components are rounded. This requires
walking the tree for the UI node geometry update rather than iterating
through a query.
Because the component values are regenerated each update, that should
mean that UI updates are idempotent (ish) now and make the growing node
behaviour seen in issue #8911 impossible.
I expected a performance regression, but it's an improvement on main:
```
cargo run --profile stress-test --features trace_tracy --example many_buttons
```
<img width="461" alt="ui-rounding-fix-compare"
src="https://github.com/bevyengine/bevy/assets/27962798/914bfd50-e18a-4642-b262-fafa69005432">
I guess it makes sense to do the rounding together with the node size
and position updates.
---
## Changelog
`bevy_ui::layout`:
* Taffy's built-in rounding is disabled and rounding is now performed by
`ui_layout_system`.
* Instead of rounding the values of the internal layout tree as Taffy's
built-in rounding does, we leave those values unmodified and only the
values stored in the components are rounded. This requires walking the
tree for the UI node geometry update rather than iterating through a
query. Because the component values are regenerated each update, that
should mean that UI updates are idempotent now and make the growing node
behaviour seen in issue #8911 impossible.
* Added two helper functions `round_ties_up` and
`round_layout_coordinates`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This pull request is mutually exclusive with #9066.
# Objective
Complete the initialization of the plugin in `ScheduleRunnerPlugin`.
## Solution
Wait for asynchronous tasks to complete, then `App::finish` and
`App::cleanup` in the runner function.
# Objective
Fixes#6689.
## Solution
Add `single-threaded` as an optional non-default feature to `bevy_ecs`
and `bevy_tasks` that:
- disable the `ParallelExecutor` as a default runner
- disables the multi-threaded `TaskPool`
- internally replace `QueryParIter::for_each` calls with
`Query::for_each`.
Removed the `Mutex` and `Arc` usage in the single-threaded task pool.
![image](https://user-images.githubusercontent.com/3137680/202833253-dd2d520f-75e6-4c7b-be2d-5ce1523cbd38.png)
## Future Work/TODO
Create type aliases for `Mutex`, `Arc` that change to single-threaaded
equivalents where possible.
---
## Changelog
Added: Optional default feature `multi-theaded` to that enables
multithreaded parallelism in the engine. Disabling it disables all
multithreading in exchange for higher single threaded performance. Does
nothing on WASM targets.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- accesskit_unix is not optional anymore
## Solution
- Enable `async-io` feature of `accesskit_winit` only when
`accesskit_unix` is enabled
# Objective
Improve the `bevy_audio` API to make it more user-friendly and
ECS-idiomatic. This PR is a first-pass at addressing some of the most
obvious (to me) problems. In the interest of keeping the scope small,
further improvements can be done in future PRs.
The current `bevy_audio` API is very clunky to work with, due to how it
(ab)uses bevy assets to represent audio sinks.
The user needs to write a lot of boilerplate (accessing
`Res<Assets<AudioSink>>`) and deal with a lot of cognitive overhead
(worry about strong vs. weak handles, etc.) in order to control audio
playback.
Audio playback is initiated via a centralized `Audio` resource, which
makes it difficult to keep track of many different sounds playing in a
typical game.
Further, everything carries a generic type parameter for the sound
source type, making it difficult to mix custom sound sources (such as
procedurally generated audio or unofficial formats) with regular audio
assets.
Let's fix these issues.
## Solution
Refactor `bevy_audio` to a more idiomatic ECS API. Remove the `Audio`
resource. Do everything via entities and components instead.
Audio playback data is now stored in components:
- `PlaybackSettings`, `SpatialSettings`, `Handle<AudioSource>` are now
components. The user inserts them to tell Bevy to play a sound and
configure the initial playback parameters.
- `AudioSink`, `SpatialAudioSink` are now components instead of special
magical "asset" types. They are inserted by Bevy when it actually begins
playing the sound, and can be queried for by the user in order to
control the sound during playback.
Bundles: `AudioBundle` and `SpatialAudioBundle` are available to make it
easy for users to play sounds. Spawn an entity with one of these bundles
(or insert them to a complex entity alongside other stuff) to play a
sound.
Each entity represents a sound to be played.
There is also a new "auto-despawn" feature (activated using
`PlaybackSettings`), which, if enabled, tells Bevy to despawn entities
when the sink playback finishes. This allows for "fire-and-forget" sound
playback. Users can simply
spawn entities whenever they want to play sounds and not have to worry
about leaking memory.
## Unsolved Questions
I think the current design is *fine*. I'd be happy for it to be merged.
It has some possibly-surprising usability pitfalls, but I think it is
still much better than the old `bevy_audio`. Here are some discussion
questions for things that we could further improve. I'm undecided on
these questions, which is why I didn't implement them. We should decide
which of these should be addressed in this PR, and what should be left
for future PRs. Or if they should be addressed at all.
### What happens when sounds start playing?
Currently, the audio sink components are inserted and the bundle
components are kept. Should Bevy remove the bundle components? Something
else?
The current design allows an entity to be reused for playing the same
sound with the same parameters repeatedly. This is a niche use case I'd
like to be supported, but if we have to give it up for a simpler design,
I'd be fine with that.
### What happens if users remove any of the components themselves?
As described above, currently, entities can be reused. Removing the
audio sink causes it to be "detached" (I kept the old `Drop` impl), so
the sound keeps playing. However, if the audio bundle components are not
removed, Bevy will detect this entity as a "queued" sound entity again
(has the bundle compoenents, without a sink component), just like before
playing the sound the first time, and start playing the sound again.
This behavior might be surprising? Should we do something different?
### Should mutations to `PlaybackSettings` be applied to the audio sink?
We currently do not do that. `PlaybackSettings` is just for the initial
settings when the sound starts playing. This is clearly documented.
Do we want to keep this behavior, or do we want to allow users to use
`PlaybackSettings` instead of `AudioSink`/`SpatialAudioSink` to control
sounds during playback too?
I think I prefer for them to be kept separate. It is not a bad mental
model once you understand it, and it is documented.
### Should `AudioSink` and `SpatialAudioSink` be unified into a single
component type?
They provide a similar API (via the `AudioSinkPlayback` trait) and it
might be annoying for users to have to deal with both of them. The
unification could be done using an enum that is matched on internally by
the methods. Spatial audio has extra features, so this might make it
harder to access. I think we shouldn't.
### Automatic synchronization of spatial sound properties from
Transforms?
Should Bevy automatically apply changes to Transforms to spatial audio
entities? How do we distinguish between listener and emitter? Which one
does the transform represent? Where should the other one come from?
Alternatively, leave this problem for now, and address it in a future
PR. Or do nothing, and let users deal with it, as shown in the
`spatial_audio_2d` and `spatial_audio_3d` examples.
---
## Changelog
Added:
- `AudioBundle`/`SpatialAudioBundle`, add them to entities to play
sounds.
Removed:
- The `Audio` resource.
- `AudioOutput` is no longer `pub`.
Changed:
- `AudioSink`, `SpatialAudioSink` are now components instead of assets.
## Migration Guide
// TODO: write a more detailed migration guide, after the "unsolved
questions" are answered and this PR is finalized.
Before:
```rust
/// Need to store handles somewhere
#[derive(Resource)]
struct MyMusic {
sink: Handle<AudioSink>,
}
fn play_music(
asset_server: Res<AssetServer>,
audio: Res<Audio>,
audio_sinks: Res<Assets<AudioSink>>,
mut commands: Commands,
) {
let weak_handle = audio.play_with_settings(
asset_server.load("music.ogg"),
PlaybackSettings::LOOP.with_volume(0.5),
);
// upgrade to strong handle and store it
commands.insert_resource(MyMusic {
sink: audio_sinks.get_handle(weak_handle),
});
}
fn toggle_pause_music(
audio_sinks: Res<Assets<AudioSink>>,
mymusic: Option<Res<MyMusic>>,
) {
if let Some(mymusic) = &mymusic {
if let Some(sink) = audio_sinks.get(&mymusic.sink) {
sink.toggle();
}
}
}
```
Now:
```rust
/// Marker component for our music entity
#[derive(Component)]
struct MyMusic;
fn play_music(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
commands.spawn((
AudioBundle::from_audio_source(asset_server.load("music.ogg"))
.with_settings(PlaybackSettings::LOOP.with_volume(0.5)),
MyMusic,
));
}
fn toggle_pause_music(
// `AudioSink` will be inserted by Bevy when the audio starts playing
query_music: Query<&AudioSink, With<MyMusic>>,
) {
if let Ok(sink) = query.get_single() {
sink.toggle();
}
}
```
# Objective
`accesskit` and `accesskit_winit` need to be upgraded.
## Solution
Upgrade `accesskit` and `accesskit_winit`.
---
## Changelog
### Changed
* Upgrade accesskit to v0.11.
* Upgrade accesskit_winit to v0.14.
# Objective
Currently, `DynamicScene`s extract all components listed in the given
(or the world's) type registry. This acts as a quasi-filter of sorts.
However, it can be troublesome to use effectively and lacks decent
control.
For example, say you need to serialize only the following component over
the network:
```rust
#[derive(Reflect, Component, Default)]
#[reflect(Component)]
struct NPC {
name: Option<String>
}
```
To do this, you'd need to:
1. Create a new `AppTypeRegistry`
2. Register `NPC`
3. Register `Option<String>`
If we skip Step 3, then the entire scene might fail to serialize as
`Option<String>` requires registration.
Not only is this annoying and easy to forget, but it can leave users
with an impossible task: serializing a third-party type that contains
private types.
Generally, the third-party crate will register their private types
within a plugin so the user doesn't need to do it themselves. However,
this means we are now unable to serialize _just_ that type— we're forced
to allow everything!
## Solution
Add the `SceneFilter` enum for filtering components to extract.
This filter can be used to optionally allow or deny entire sets of
components/resources. With the `DynamicSceneBuilder`, users have more
control over how their `DynamicScene`s are built.
To only serialize a subset of components, use the `allow` method:
```rust
let scene = builder
.allow::<ComponentA>()
.allow::<ComponentB>()
.extract_entity(entity)
.build();
```
To serialize everything _but_ a subset of components, use the `deny`
method:
```rust
let scene = builder
.deny::<ComponentA>()
.deny::<ComponentB>()
.extract_entity(entity)
.build();
```
Or create a custom filter:
```rust
let components = HashSet::from([type_id]);
let filter = SceneFilter::Allowlist(components);
// let filter = SceneFilter::Denylist(components);
let scene = builder
.with_filter(Some(filter))
.extract_entity(entity)
.build();
```
Similar operations exist for resources:
<details>
<summary>View Resource Methods</summary>
To only serialize a subset of resources, use the `allow_resource`
method:
```rust
let scene = builder
.allow_resource::<ResourceA>()
.extract_resources()
.build();
```
To serialize everything _but_ a subset of resources, use the
`deny_resource` method:
```rust
let scene = builder
.deny_resource::<ResourceA>()
.extract_resources()
.build();
```
Or create a custom filter:
```rust
let resources = HashSet::from([type_id]);
let filter = SceneFilter::Allowlist(resources);
// let filter = SceneFilter::Denylist(resources);
let scene = builder
.with_resource_filter(Some(filter))
.extract_resources()
.build();
```
</details>
### Open Questions
- [x] ~~`allow` and `deny` are mutually exclusive. Currently, they
overwrite each other. Should this instead be a panic?~~ Took @soqb's
suggestion and made it so that the opposing method simply removes that
type from the list.
- [x] ~~`DynamicSceneBuilder` extracts entity data as soon as
`extract_entity`/`extract_entities` is called. Should this behavior
instead be moved to the `build` method to prevent ordering mixups (e.g.
`.allow::<Foo>().extract_entity(entity)` vs
`.extract_entity(entity).allow::<Foo>()`)? The tradeoff would be
iterating over the given entities twice: once at extraction and again at
build.~~ Based on the feedback from @Testare it sounds like it might be
better to just keep the current functionality (if anything we can open a
separate PR that adds deferred methods for extraction, so the
choice/performance hit is up to the user).
- [ ] An alternative might be to remove the filter from
`DynamicSceneBuilder` and have it as a separate parameter to the
extraction methods (either in the existing ones or as added
`extract_entity_with_filter`-type methods). Is this preferable?
- [x] ~~Should we include constructors that include common types to
allow/deny? For example, a `SceneFilter::standard_allowlist` that
includes things like `Parent` and `Children`?~~ Consensus suggests we
should. I may split this out into a followup PR, though.
- [x] ~~Should we add the ability to remove types from the filter
regardless of whether an allowlist or denylist (e.g.
`filter.remove::<Foo>()`)?~~ See the first list item
- [x] ~~Should `SceneFilter` be an enum? Would it make more sense as a
struct that contains an `is_denylist` boolean?~~ With the added
`SceneFilter::None` state (replacing the need to wrap in an `Option` or
rely on an empty `Denylist`), it seems an enum is better suited now
- [x] ~~Bikeshed: Do we like the naming convention? Should we instead
use `include`/`exclude` terminology?~~ Sounds like we're sticking with
`allow`/`deny`!
- [x] ~~Does this feature need a new example? Do we simply include it in
the existing one (maybe even as a comment?)? Should this be done in a
followup PR instead?~~ Example will be added in a followup PR
### Followup Tasks
- [ ] Add a dedicated `SceneFilter` example
- [ ] Possibly add default types to the filter (e.g. deny things like
`ComputedVisibility`, allow `Parent`, etc)
---
## Changelog
- Added the `SceneFilter` enum for filtering components and resources
when building a `DynamicScene`
- Added methods:
- `DynamicSceneBuilder::with_filter`
- `DynamicSceneBuilder::allow`
- `DynamicSceneBuilder::deny`
- `DynamicSceneBuilder::allow_all`
- `DynamicSceneBuilder::deny_all`
- `DynamicSceneBuilder::with_resource_filter`
- `DynamicSceneBuilder::allow_resource`
- `DynamicSceneBuilder::deny_resource`
- `DynamicSceneBuilder::allow_all_resources`
- `DynamicSceneBuilder::deny_all_resources`
- Removed methods:
- `DynamicSceneBuilder::from_world_with_type_registry`
- `DynamicScene::from_scene` and `DynamicScene::from_world` no longer
require an `AppTypeRegistry` reference
## Migration Guide
- `DynamicScene::from_scene` and `DynamicScene::from_world` no longer
require an `AppTypeRegistry` reference:
```rust
// OLD
let registry = world.resource::<AppTypeRegistry>();
let dynamic_scene = DynamicScene::from_world(&world, registry);
// let dynamic_scene = DynamicScene::from_scene(&scene, registry);
// NEW
let dynamic_scene = DynamicScene::from_world(&world);
// let dynamic_scene = DynamicScene::from_scene(&scene);
```
- Removed `DynamicSceneBuilder::from_world_with_type_registry`. Now the
registry is automatically taken from the given world:
```rust
// OLD
let registry = world.resource::<AppTypeRegistry>();
let builder = DynamicSceneBuilder::from_world_with_type_registry(&world,
registry);
// NEW
let builder = DynamicSceneBuilder::from_world(&world);
```
# Objective
After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.
Example:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
ui_scale.scale = 4.;
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.),
..Default::default()
},
..Default::default()
})
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
..Default::default()
},
background_color: Color::MAROON.into(),
..Default::default()
}).with_children(|builder| {
builder.spawn(TextBundle::from_section("", TextStyle::default());
});
});
}
fn update(
mut text_query: Query<(&mut Text, &Parent)>,
node_query: Query<Ref<Node>>,
) {
for (mut text, parent) in text_query.iter_mut() {
let node = node_query.get(parent.get()).unwrap();
if node.is_changed() {
text.sections[0].value = format!("size: {}", node.size());
}
}
}
```
result:
![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)
We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.
## Solution
Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
---
## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.
## Migration Guide
Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.
This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
The current mobile example produces an APK of 1.5 Gb.
- Running the example on a real device takes significant time (around
one minute just to copy the file over USB to my phone).
- Default virtual devices in Android studio run out of space after the
first install. This can of course be solved/configured, but it causes
unnecessary friction.
- One impression could be, that Bevy produces bloated APKs. 1.5Gb is
even double the size of debug builds for desktop examples.
## Solution
- Strip the debug symbols of the shared libraries before they are copied
to the APK
APK size after this change: 200Mb
Copy time on my machine: ~8s
## Considered alternative
APKs built in release mode are only 50Mb in size, but require setting up
signing for the profile and compile longer.
# Objective
- Fixes#8630.
## Solution
Since a camera's view and projection matrices are modified during
`PostUpdate` in `camera_system` and `propagate_transforms`, it is fine
to move `update_previous_view_projections` from `Update` to `PreUpdate`.
Doing so adds consistence with `update_mesh_previous_global_transforms`
and allows systems in `Update` to use `PreviousViewProjection` correctly
without explicit ordering.
# Objective
I'm creating an iOS game and had to find a way to persist game state
when the application is terminated. This required listening to the
[`applicationWillTerminate()`
method](https://developer.apple.com/documentation/uikit/uiapplicationdelegate/1623111-applicationwillterminate),
but I cannot do so myself anymore since `winit` already set up a
delegate to listen for it, and there can be only one delegate.
So I had to move up the stack and try to respond to one of the events
from `winit` instead. It appears `winit` fires two events that could
serve my purpose: `WindowEvent::Destroyed` and `Event::LoopDestroyed`.
It seemed to me the former might be slightly more generally useful, and
I also found a past discussion that suggested it would be appropriate
for Bevy to have a `WindowDestroyed` event:
https://github.com/bevyengine/bevy/pull/5589#discussion_r942811021
## Solution
- I've added the `WindowDestroyed` event, which fires when `winit` fires
`WindowEvent::Destroyed`.
---
## Changelog
### Added
- Introduced a new `WindowDestroyed` event type. It is used to indicate
a window has been destroyed by the windowing system.
# Objective
bevy_render currently has a dependency on a random older version of
once_cell which is not used anywhere.
## Solution
Remove the dependency
## Changelog
N/A
## Migration Guide
N/A
# Objective
- Remove need to call `.get()` on two ticks to compare them for
equality.
## Solution
- Derive `Eq` and `PartialEq`.
---
## Changelog
> `Tick` now implements `Eq` and `PartialEq`
# Objective
- Fix#8984
### Solution
- Address compilation errors
I admit: I did sneak it an unrelated mini-refactor. of the
`measurment.rs` module. it seemed to me that directly importing `taffy`
types helped reduce a lot of boilerplate, so I did it.
# Objective
The bounding box colors are from bevy_gizmo are randomized between app
runs. This can get confusing for users.
## Solution
Use a fixed seed with `RandomState::with_seeds` rather than initializing
a `AHash`.
The random number was chose so that the first few colors are clearly
distinct.
According to the `RandomState::hash_one` documentation, it's also
faster.
![bevy_bounding_box_colors_2023-07-03](https://github.com/bevyengine/bevy/assets/26321040/676f0389-d00e-4edd-bd77-1fbf73a3d9fa)
---
## Changelog
* bevy_gizmo: Keep a consistent color for AABBs of identical entities
between runs
# Objective
Since 10f5c92, shadows were broken for models with morph target.
When #5703 was merged, the morph target code in `render/mesh.wgsl` was
correctly updated to use the new import syntax. However, similar code
exists in `prepass/prepass.wgsl`, but it was never update. (the reason
code is duplicated is that the `Vertex` struct is different for both
files).
## Solution
Update the code, so that shadows render correctly with morph targets.
# Objective
Fixes https://github.com/bevyengine/bevy/issues/8925
## Solution
~~Clamp the bad values.~~
Normalize the prepass normals when we get them in the `prepass_normal()`
function.
## More Info
The issue is that NdotV is sometimes very slightly greater than 1 (maybe
FP rounding issues?), which caused `F_Schlick()` to return NANs in
`pow(1.0 - NdotV, 5.0)` (call stack looked like`pbr()` ->
`directional_light()` -> `Fd_Burley()` -> `F_Schlick()`)
# Objective
Since 10f5c92, parallax mapping was broken.
When #5703 was merged, the change from `in.uv` to `uv` in the pbr shader
was reverted. So the shader would use the wrong coordinate to sample the
various textures.
## Solution
We revert to using the correct uv.
# Objective
The setup code in `animated_fox` uses a `done` boolean to avoid running
the `play` logic repetitively.
It is a common pattern, but it just work with exactly one fox, and
misses an even more common pattern.
When a user modifies the code to try it with several foxes, they are
confused as to why it doesn't work (#8996).
## Solution
The more common pattern is to use `Added<AnimationPlayer>` as a query
filter.
This both reduces complexity and naturally extend the setup code to
handle several foxes, added at any time.
# Objective
Followup bugfix for #5703. Without this we get the following error when
CAS (Contrast Adaptive Sharpening) is enabled:
```
2023-06-29T01:31:23.829331Z ERROR bevy_render::render_resource::pipeline_cache: failed to process shader:
error: unknown type: 'FullscreenVertexOutput'
┌─ crates/bevy_core_pipeline/src/contrast_adaptive_sharpening/robust_contrast_adaptive_sharpening.wgsl:63:17
│
63 │ fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
│ ^^^^^^^^^^^^^^^^^^^^^^ unknown type
│
= unknown type: 'FullscreenVertexOutput'
```
@robtfm I wouldn't expect this to fail. I was under the impression the
`#import bevy_core_pipeline::fullscreen_vertex_shader` would pull
"everything" from that file into this one?
# Objective
- This fixes a crash when loading shaders, when running an Adreno GPU
and using WebGL mode.
- Fixes#8506
- Fixes#8047
## Solution
- The shader pbr_functions.wgsl, will fail in apply_fog function, trying
to access values that are null on Adreno chipsets using WebGL, these
devices are commonly found in android handheld devices.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: François <mockersf@gmail.com>