# Objective
Fixes#5101
Alternative to #6511
## Solution
Corrected the behavior for ignored fields in `FromReflect`, which was
previously using the incorrect field indexes.
Similarly, fields marked with `#[reflect(skip_serializing)]` no longer
break when using `FromReflect` after deserialization. This was done by
modifying `SerializationData` to store a function pointer that can later
be used to generate a default instance of the skipped field during
deserialization.
The function pointer points to a function generated by the derive macro
using the behavior designated by `#[reflect(default)]` (or just
`Default` if none provided). The entire output of the macro is now
wrapped in an [unnamed
constant](https://doc.rust-lang.org/stable/reference/items/constant-items.html#unnamed-constant)
which keeps this behavior hygienic.
#### Rationale
The biggest downside to this approach is that it requires fields marked
`#[reflect(skip_serializing)]` to provide the ability to create a
default instance— either via a `Default` impl or by specifying a custom
one. While this isn't great, I think it might be justified by the fact
that we really need to create this value when using `FromReflect` on a
deserialized object. And we need to do this _during_ deserialization
because after that (at least for tuples and tuple structs) we lose
information about which field is which: _"is the value at index 1 in
this `DynamicTupleStruct` the actual value for index 1 or is it really
the value for index 2 since index 1 is skippable...?"_
#### Alternatives
An alternative would be to store `Option<Box<dyn Reflect>>` within
`DynamicTuple` and `DynamicTupleStruct` instead of just `Box<dyn
Reflect>`. This would allow us to insert "empty"/"missing" fields during
deserialization, thus saving the positional information of the skipped
fields. However, this may require changing the API of `Tuple` and
`TupleStruct` such that they can account for their dynamic counterparts
returning `None` for a skipped field. In practice this would probably
mean exposing the `Option`-ness of the dynamics onto implementors via
methods like `Tuple::drain` or `TupleStruct::field`.
Personally, I think requiring `Default` would be better than muddying up
the API to account for these special cases. But I'm open to trying out
this other approach if the community feels that it's better.
---
## Changelog
### Public Changes
#### Fixed
- The behaviors of `#[reflect(ignore)]` and
`#[reflect(skip_serializing)]` are no longer dependent on field order
#### Changed
- Fields marked with `#[reflect(skip_serializing)]` now need to either
implement `Default` or specify a custom default function using
`#[reflect(default = "path::to::some_func")]`
- Deserializing a type with fields marked `#[reflect(skip_serializing)]`
will now include that field initialized to its specified default value
- `SerializationData::new` now takes the new `SkippedField` struct along
with the skipped field index
- Renamed `SerializationData::is_ignored_field` to
`SerializationData::is_field_skipped`
#### Added
- Added `SkippedField` struct
- Added methods `SerializationData::generate_default` and
`SerializationData::iter_skipped`
### Internal Changes
#### Changed
- Replaced `members_to_serialization_denylist` and `BitSet<u32>` with
`SerializationDataDef`
- The `Reflect` derive is more hygienic as it now outputs within an
[unnamed
constant](https://doc.rust-lang.org/stable/reference/items/constant-items.html#unnamed-constant)
- `StructField::index` has been split up into
`StructField::declaration_index` and `StructField::reflection_index`
#### Removed
- Removed `bitset` dependency
## Migration Guide
* Fields marked `#[reflect(skip_serializing)]` now must implement
`Default` or specify a custom default function with `#[reflect(default =
"path::to::some_func")]`
```rust
#[derive(Reflect)]
struct MyStruct {
#[reflect(skip_serializing)]
#[reflect(default = "get_foo_default")]
foo: Foo, // <- `Foo` does not impl `Default` so requires a custom
function
#[reflect(skip_serializing)]
bar: Bar, // <- `Bar` impls `Default`
}
#[derive(Reflect)]
struct Foo(i32);
#[derive(Reflect, Default)]
struct Bar(i32);
fn get_foo_default() -> Foo {
Foo(123)
}
```
* `SerializationData::new` has been changed to expect an iterator of
`(usize, SkippedField)` rather than one of just `usize`
```rust
// BEFORE
SerializationData::new([0, 3].into_iter());
// AFTER
SerializationData::new([
(0, SkippedField::new(field_0_default_fn)),
(3, SkippedField::new(field_3_default_fn)),
].into_iter());
```
* `Serialization::is_ignored_field` has been renamed to
`Serialization::is_field_skipped`
* Fields marked `#[reflect(skip_serializing)]` are now included in
deserialization output. This may affect logic that expected those fields
to be absent.
# Objective
To get the width or height of an image you do:
```rust
self.texture_descriptor.size.{width, height}
```
that is quite verbose.
This PR adds some convenient methods for Image to reduce verbosity.
## Changelog
* Add a `width()` method for getting the width of an image.
* Add a `height()` method for getting the height of an image.
* Rename the `size()` method to `size_f32()`.
* Add a `size()` method for getting the size of an image as u32.
* Renamed the `aspect_2d()` method to `aspect_ratio()`.
## Migration Guide
Replace calls to the `Image::size()` method with `size_f32()`.
Replace calls to the `Image::aspect_2d()` method with `aspect_ratio()`.
# Objective
- Fix#10165
- On iOS simulator on apple silicon Macs, shader validation is going
through the host, but device limits are reported for the device. They
sometimes differ, and cause the validation to crash on something that
should work
```
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5775: failed assertion `Draw Errors Validation
Fragment Function(fragment_): the offset into the buffer _naga_oil_mod_MJSXM6K7OBRHEOR2NVSXG2C7OZUWK527MJUW4ZDJNZTXG_memberfog that is bound at buffer index 6 must be a multiple of 256 but was set to 448.
```
## Solution
- Add a custom flag when building for the simulator and override the
buffer alignment
# Objective
- Closes#10049.
- Detect DDS texture containing a cubemap or a cubemap array.
## Solution
- When loading a dds texture, the header capabilities are checked for
the cubemap flag. An error is returned if not all faces are provided.
---
## Changelog
### Added
- Added a new texture error `TextureError::IncompleteCubemap`, used for
dds cubemap textures containing less than 6 faces, as that is not
supported on modern graphics APIs.
### Fixed
- DDS cubemaps are now loaded as cubemaps instead of 2D textures.
## Migration Guide
If you are matching on a `TextureError`, you will need to add a new
branch to handle `TextureError::IncompleteCubemap`.
# Objective
While reviewing #10187 I noticed some other mistakes in the UI node
docs.
## Solution
I did a quick proofreading pass and fixed a few things. And of course,
the typo from that other PR.
## Notes
I occasionally insert a period to make a section of doc self-consistent
but didn't go one way or the other on all periods in the file.
---------
Co-authored-by: Noah <noahshomette@gmail.com>
# Objective
Simplify bind group creation code. alternative to (and based on) #9476
## Solution
- Add a `BindGroupEntries` struct that can transparently be used where
`&[BindGroupEntry<'b>]` is required in BindGroupDescriptors.
Allows constructing the descriptor's entries as:
```rust
render_device.create_bind_group(
"my_bind_group",
&my_layout,
&BindGroupEntries::with_indexes((
(2, &my_sampler),
(3, my_uniform),
)),
);
```
instead of
```rust
render_device.create_bind_group(
"my_bind_group",
&my_layout,
&[
BindGroupEntry {
binding: 2,
resource: BindingResource::Sampler(&my_sampler),
},
BindGroupEntry {
binding: 3,
resource: my_uniform,
},
],
);
```
or
```rust
render_device.create_bind_group(
"my_bind_group",
&my_layout,
&BindGroupEntries::sequential((&my_sampler, my_uniform)),
);
```
instead of
```rust
render_device.create_bind_group(
"my_bind_group",
&my_layout,
&[
BindGroupEntry {
binding: 0,
resource: BindingResource::Sampler(&my_sampler),
},
BindGroupEntry {
binding: 1,
resource: my_uniform,
},
],
);
```
the structs has no user facing macros, is tuple-type-based so stack
allocated, and has no noticeable impact on compile time.
- Also adds a `DynamicBindGroupEntries` struct with a similar api that
uses a `Vec` under the hood and allows extending the entries.
- Modifies `RenderDevice::create_bind_group` to take separate arguments
`label`, `layout` and `entries` instead of a `BindGroupDescriptor`
struct. The struct can't be stored due to the internal references, and
with only 3 members arguably does not add enough context to justify
itself.
- Modify the codebase to use the new api and the `BindGroupEntries` /
`DynamicBindGroupEntries` structs where appropriate (whenever the
entries slice contains more than 1 member).
## Migration Guide
- Calls to `RenderDevice::create_bind_group({BindGroupDescriptor {
label, layout, entries })` must be amended to
`RenderDevice::create_bind_group(label, layout, entries)`.
- If `label`s have been specified as `"bind_group_name".into()`, they
need to change to just `"bind_group_name"`. `Some("bind_group_name")`
and `None` will still work, but `Some("bind_group_name")` can optionally
be simplified to just `"bind_group_name"`.
---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- bump naga_oil to 0.10
- update shader imports to use rusty syntax
## Migration Guide
naga_oil 0.10 reworks the import mechanism to support more syntax to
make it more rusty, and test for item use before importing to determine
which imports are modules and which are items, which allows:
- use rust-style imports
```
#import bevy_pbr::{
pbr_functions::{alpha_discard as discard, apply_pbr_lighting},
mesh_bindings,
}
```
- import partial paths:
```
#import part::of::path
...
path::remainder::function();
```
which will call to `part::of::path::remainder::function`
- use fully qualified paths without importing:
```
// #import bevy_pbr::pbr_functions
bevy_pbr::pbr_functions::pbr()
```
- use imported items without qualifying
```
#import bevy_pbr::pbr_functions::pbr
// for backwards compatibility the old style is still supported:
// #import bevy_pbr::pbr_functions pbr
...
pbr()
```
- allows most imported items to end with `_` and numbers (naga_oil#30).
still doesn't allow struct members to end with `_` or numbers but it's
progress.
- the vast majority of existing shader code will work without changes,
but will emit "deprecated" warnings for old-style imports. these can be
suppressed with the `allow-deprecated` feature.
- partly breaks overrides (as far as i'm aware nobody uses these yet) -
now overrides will only be applied if the overriding module is added as
an additional import in the arguments to `Composer::make_naga_module` or
`Composer::add_composable_module`. this is necessary to support
determining whether imports are modules or items.
# Objective
This PR aims to make it so that we don't accidentally go over
`MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or
`maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra
leeway to add more view bind group textures.
(This PR is extracted from—and unblocks—#8015)
## Solution
- We replace the existing `view_layout` and `view_layout_multisampled`
pair with an array of 32 bind group layouts, generated ahead of time;
- For now, these layouts cover all the possible combinations of:
`multisampled`, `depth_prepass`, `normal_prepass`,
`motion_vector_prepass` and `deferred_prepass`:
- In the future, as @JMS55 pointed out, we can likely take out
`motion_vector_prepass` and `deferred_prepass`, as these are not really
needed for the mesh pipeline and can use separate pipelines. This would
bring the possible combinations down to 8;
- We can also add more "optional" textures as they become needed,
allowing the engine to scale to a wider variety of use cases in lower
end/web environments (e.g. some apps might just want normal and depth
prepasses, others might only want light probes), while still keeping a
high ceiling for high end native environments where more textures are
supported.
- While preallocating bind group layouts is relatively cheap, the number
of combinations grows exponentially, so we should likely limit ourselves
to something like at most 256–1024 total layouts until we find a better
solution (like generating them lazily)
- To make this mechanism a little bit more explicit/discoverable, so
that compatibility with WebGPU/WebGL is not broken by accident, we add a
`MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever
the number of textures in the layout crosses it.
- The warning is gated by `#[cfg(debug_assertions)]` and not issued in
release builds;
- We're counting the actual textures in the bind group layout instead of
using some roundabout metric so it should be accurate;
- Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10
in order to leave 6 textures free for other groups;
- Currently there's no combination that would cause us to go over the
limit, but that will change once #8015 lands.
---
## Changelog
- `MeshPipeline` view bind group layouts now vary based on the current
multisampling and prepass states, saving a couple of texture binding
entries when prepasses are not in use.
## Migration Guide
- `MeshPipeline::view_layout` and
`MeshPipeline::view_layout_multisampled` have been replaced with a
private array to accomodate for variable view bind group layouts. To
obtain a view bind group layout for the current pipeline state, use the
new `MeshPipeline::get_view_layout()` or
`MeshPipeline::get_view_layout_from_key()` methods.
# Objective
Users shouldn't need to change their source code between "development
workflows" and "releasing". Currently, Bevy Asset V2 has two "processed"
asset modes `Processed` (assumes assets are already processed) and
`ProcessedDev` (starts an asset processor and processes assets). This
means that the mode must be changed _in code_ when switching from "app
dev" to "release". Very suboptimal.
We have already removed "runtime opt-in" for hot-reloading. Enabling the
`file_watcher` feature _automatically_ enables file watching in code.
This means deploying a game (without hot reloading enabled) just means
calling `cargo build --release` instead of `cargo run --features
bevy/file_watcher`.
We should adopt this pattern for asset processing.
## Solution
This adds the `asset_processor` feature, which will start the
`AssetProcessor` when an `AssetPlugin` runs in `AssetMode::Processed`.
The "asset processing workflow" is now:
1. Enable `AssetMode::Processed` on `AssetPlugin`
2. When developing, run with the `asset_processor` and `file_watcher`
features
3. When releasing, build without these features.
The `AssetMode::ProcessedDev` mode has been removed.
# Objective
I encountered a problem where I had a plugin `FooPlugin` which did
```rust
impl Plugin for FooPlugin {
fn build(&self, app: &mut App) {
app
.register_asset_source(...); // more stuff after
}
}
```
And when I tried using it, e.g.
```rust
asset_server.load("foo://data/asset.custom");
```
I got an error that `foo` was not recognized as a source.
I found that this is because asset sources must be registered _before_
`AssetPlugin` is added, and I had `FooPlugin` _after_.
## Solution
Add clarifying note about having to register sources before
`AssetPlugin` is added.
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
# Objective
- Provides actionable feedback when users encounter the error in
https://github.com/bevyengine/bevy/issues/10162
- Complements https://github.com/bevyengine/bevy/pull/10186
## Solution
- Log an error when registering an AssetSource after the AssetPlugin has
been built (via DefaultPlugins). This will let users know that their
registration order needs changing
The outputted error message will look like this:
```rust
ERROR bevy_asset::server: 'AssetSourceId::Name(test)' must be registered before `AssetPlugin` (typically added as part of `DefaultPlugins`)
```
---------
Co-authored-by: 66OJ66 <hi0obxud@anonaddy.me>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#10177 .
## Solution
Added a new run condition and tweaked the docs for `on_timer`.
## Changelog
### Added
- `on_real_time_timer` run condition
# Objective
This PR addresses the issue where Bevy displays one or several black
frames before the scene is first rendered. This is particularly
noticeable on iOS, where the black frames disrupt the transition from
the launch screen to the game UI. I have written about my search to
solve this issue on the Bevy discord:
https://discord.com/channels/691052431525675048/1151047604520632352
While I can attest this PR works on both iOS and Linux/Wayland (and even
seems to resolve a slight flicker during startup with the latter as
well), I'm not familiar enough with Bevy to judge the full implications
of these changes. I hope a reviewer or tester can help me confirm
whether this is the right approach, or what might be a cleaner solution
to resolve this issue.
## Solution
I have moved the "startup phase" as well as the plugin finalization into
the `app.run()` function so those things finish synchronously before the
"main schedule" starts. I even move one frame forward as well, using
`app.update()`, to make sure the rendering has caught up with the state
of the finalized plugins as well.
I admit that part of this was achieved through trial-and-error, since
not doing the "startup phase" *before* `app.finish()` resulted in
panics, while not calling an extra `app.update()` didn't fully resolve
the issue.
What I *can* say, is that the iOS launch screen animation works in such
a way that the OS initiates the transition once the framework's
[`didFinishLaunching()`](https://developer.apple.com/documentation/uikit/uiapplicationdelegate/1622921-application)
returns, meaning app developers **must** finish setting up their UI
before that function returns. This is what basically led me on the path
to try to "finish stuff earlier" :)
## Changelog
### Changed
- The startup phase and the first frame are rendered synchronously when
calling `app.run()`, before the "main schedule" is started. This fixes
black frames during the iOS launch transition and possible flickering on
other platforms, but may affect initialization order in your
application.
## Migration Guide
Because of this change, the timing of the first few frames might have
changed, and I think it could be that some things one may expect to be
initialized in a system may no longer be. To be honest, I feel out of my
depth to judge the exact impact here.
# Objective
Add a way to easily compute the up-to-date `GlobalTransform` of an
entity.
## Solution
Add the `TransformHelper`(Name pending) system parameter with the
`compute_global_transform` method that takes an `Entity` and returns a
`GlobalTransform` if successful.
## Changelog
- Added the `TransformHelper` system parameter for computing the
up-to-date `GlobalTransform` of an entity.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Noah <noahshomette@gmail.com>
# Objective
allow extending `Material`s (including the built in `StandardMaterial`)
with custom vertex/fragment shaders and additional data, to easily get
pbr lighting with custom modifications, or otherwise extend a base
material.
# Solution
- added `ExtendedMaterial<B: Material, E: MaterialExtension>` which
contains a base material and a user-defined extension.
- added example `extended_material` showing how to use it
- modified AsBindGroup to have "unprepared" functions that return raw
resources / layout entries so that the extended material can combine
them
note: doesn't currently work with array resources, as i can't figure out
how to make the OwnedBindingResource::get_binding() work, as wgpu
requires a `&'a[&'a TextureView]` and i have a `Vec<TextureView>`.
# Migration Guide
manual implementations of `AsBindGroup` will need to be adjusted, the
changes are pretty straightforward and can be seen in the diff for e.g.
the `texture_binding_array` example.
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
# Objective
deferred doesn't currently run unless one of `DepthPrepass`,
`ForwardPrepass` or `MotionVectorPrepass` is also present on the camera.
## Solution
modify the `queue_prepass_material_meshes` view query to check for any
relevant phase, instead of requiring `Opaque3dPrepass` and
`AlphaMask3dPrepass` to be present
# Objective
- Correct the description of an error type for the scene loader
## Solution
- Correct the description of an error type for the scene loader
# Objective
- This PR aims to make the various `*_PREPASS` shader defs we have
(`NORMAL_PREPASS`, `DEPTH_PREPASS`, `MOTION_VECTORS_PREPASS` AND
`DEFERRED_PREPASS`) easier to use and understand:
- So that their meaning is now consistent across all contexts; (“prepass
X is enabled for the current view”)
- So that they're also consistently set across all contexts.
- It also aims to enable us to (with a follow up PR) to conditionally
gate the `BindGroupEntry` and `BindGroupLayoutEntry` items associated
with these prepasses, saving us up to 4 texture slots in WebGL
(currently globally limited to 16 per shader, regardless of bind groups)
## Solution
- We now consistently set these from `PrepassPipeline`, the
`MeshPipeline` and the `DeferredLightingPipeline`, we also set their
`MeshPipelineKey`s;
- We introduce `PREPASS_PIPELINE`, `MESH_PIPELINE` and
`DEFERRED_LIGHTING_PIPELINE` that can be used to detect where the code
is running, without overloading the meanings of the prepass shader defs;
- We also gate the WGSL functions in `bevy_pbr::prepass_utils` with
`#ifdef`s for their respective shader defs, so that shader code can
provide a fallback whenever they're not available.
- This allows us to conditionally include the bindings for these prepass
textures (My next PR, which will hopefully unblock #8015)
- @robtfm mentioned [these were being used to prevent accessing the same
binding as read/write in the
prepass](https://discord.com/channels/691052431525675048/743663924229963868/1163270458393759814),
however even after reversing the `#ifndef`s I had no issues running the
code, so perhaps the compiler is already smart enough even without tree
shaking to know they're not being used, thanks to `#ifdef
PREPASS_PIPELINE`?
## Comparison
### Before
| Shader Def | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ------------------------ | ----------------- | -------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | No | No |
| `DEPTH_PREPASS` | Yes | No | No |
| `MOTION_VECTORS_PREPASS` | Yes | No | No |
| `DEFERRED_PREPASS` | Yes | No | No |
| View Key | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ------------------------ | ----------------- | -------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | Yes | No |
| `DEPTH_PREPASS` | Yes | No | No |
| `MOTION_VECTORS_PREPASS` | Yes | No | No |
| `DEFERRED_PREPASS` | Yes | Yes\* | No |
\* Accidentally was being set twice, once with only
`deferred_prepass.is_some()` as a condition,
and once with `deferred_p repass.is_some() && !forward` as a condition.
### After
| Shader Def | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ---------------------------- | ----------------- | --------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | Yes | Yes |
| `DEPTH_PREPASS` | Yes | Yes | Yes |
| `MOTION_VECTORS_PREPASS` | Yes | Yes | Yes |
| `DEFERRED_PREPASS` | Yes | Yes | Unconditionally |
| `PREPASS_PIPELINE` | Unconditionally | No | No |
| `MESH_PIPELINE` | No | Unconditionally | No |
| `DEFERRED_LIGHTING_PIPELINE` | No | No | Unconditionally |
| View Key | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ------------------------ | ----------------- | -------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | Yes | Yes |
| `DEPTH_PREPASS` | Yes | Yes | Yes |
| `MOTION_VECTORS_PREPASS` | Yes | Yes | Yes |
| `DEFERRED_PREPASS` | Yes | Yes | Unconditionally |
---
## Changelog
- Cleaned up WGSL `*_PREPASS` shader defs so they're now consistently
used everywhere;
- Introduced `PREPASS_PIPELINE`, `MESH_PIPELINE` and
`DEFERRED_LIGHTING_PIPELINE` WGSL shader defs for conditionally
compiling logic based the current pipeline;
- WGSL functions from `bevy_pbr::prepass_utils` are now guarded with
`#ifdef` based on the currently enabled prepasses;
## Migration Guide
- When using functions from `bevy_pbr::prepass_utils`
(`prepass_depth()`, `prepass_normal()`, `prepass_motion_vector()`) in
contexts where these prepasses might be disabled, you should now wrap
your calls with the appropriate `#ifdef` guards, (`#ifdef
DEPTH_PREPASS`, `#ifdef NORMAL_PREPASS`, `#ifdef MOTION_VECTOR_PREPASS`)
providing fallback logic where applicable.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
Fixes#10086
## Solution
Instead of serializing via `DynamicTypePath::reflect_type_path`, now
uses the `TypePath` found on the `TypeInfo` returned by
`Reflect::get_represented_type_info`.
This issue was happening because the dynamic types implement `TypePath`
themselves and do not (and cannot) forward their proxy's `TypePath`
data. The solution was to access the proxy's type information in order
to get the correct `TypePath` data.
## Changed
- The `Debug` impl for `TypePathTable` now includes output for all
fields.
# Objective
Time clamping happens consistently for apps that load non-trivial
things. While this _is_ an indicator that we should probably try to move
this work to a thread that doesn't block the Update, this is common
enough (and unactionable enough) that I think we should demote it for
now.
```
2023-10-16T18:46:14.918781Z WARN bevy_time::virt: delta time larger than maximum delta, clamping delta to 250ms and skipping 63.649253ms
2023-10-16T18:46:15.178048Z WARN bevy_time::virt: delta time larger than maximum delta, clamping delta to 250ms and skipping 1.71611ms
```
## Solution
Change `warn` to `debug` for this message
# Objective
Closes#10107
The visibility of `bevy::core::update_frame_count` should be `pub` so it
can be used in third-party code like this:
```rust
impl Plugin for MyPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Last, use_frame_count.before(bevy::core::update_frame_count));
}
}
```
## Solution
Make `bevy::core::update_frame_count` public.
---
## Changelog
### Added
- Documentation for `bevy::core::update_frame_count`
### Changed
- Visibility of `bevy::core::update_frame_count` is now `pub`
# Objective
- Added support for newer AMD Radeon cards in the mod.rs file located at
``crates/bevy_render/src/view/window/mod.rs``
## Solution
- All I needed to add was ``name.starts_with("Radeon") ||`` to the
existing code on line 347 of
``crates/bevy_render/src/view/window/mod.rs``
---
## Changelog
- Changed ``crates/bevy_render/src/view/window/mod.rs``
# Objective
Current `FixedTime` and `Time` have several problems. This pull aims to
fix many of them at once.
- If there is a longer pause between app updates, time will jump forward
a lot at once and fixed time will iterate on `FixedUpdate` for a large
number of steps. If the pause is merely seconds, then this will just
mean jerkiness and possible unexpected behaviour in gameplay. If the
pause is hours/days as with OS suspend, the game will appear to freeze
until it has caught up with real time.
- If calculating a fixed step takes longer than specified fixed step
period, the game will enter a death spiral where rendering each frame
takes longer and longer due to more and more fixed step updates being
run per frame and the game appears to freeze.
- There is no way to see current fixed step elapsed time inside fixed
steps. In order to track this, the game designer needs to add a custom
system inside `FixedUpdate` that calculates elapsed or step count in a
resource.
- Access to delta time inside fixed step is `FixedStep::period` rather
than `Time::delta`. This, coupled with the issue that `Time::elapsed`
isn't available at all for fixed steps, makes it that time requiring
systems are either implemented to be run in `FixedUpdate` or `Update`,
but rarely work in both.
- Fixes#8800
- Fixes#8543
- Fixes#7439
- Fixes#5692
## Solution
- Create a generic `Time<T>` clock that has no processing logic but
which can be instantiated for multiple usages. This is also exposed for
users to add custom clocks.
- Create three standard clocks, `Time<Real>`, `Time<Virtual>` and
`Time<Fixed>`, all of which contain their individual logic.
- Create one "default" clock, which is just `Time` (or `Time<()>`),
which will be overwritten from `Time<Virtual>` on each update, and
`Time<Fixed>` inside `FixedUpdate` schedule. This way systems that do
not care specifically which time they track can work both in `Update`
and `FixedUpdate` without changes and the behaviour is intuitive.
- Add `max_delta` to virtual time update, which limits how much can be
added to virtual time by a single update. This fixes both the behaviour
after a long freeze, and also the death spiral by limiting how many
fixed timestep iterations there can be per update. Possible future work
could be adding `max_accumulator` to add a sort of "leaky bucket" time
processing to possibly smooth out jumps in time while keeping frame rate
stable.
- Many minor tweaks and clarifications to the time functions and their
documentation.
## Changelog
- `Time::raw_delta()`, `Time::raw_elapsed()` and related methods are
moved to `Time<Real>::delta()` and `Time<Real>::elapsed()` and now match
`Time` API
- `FixedTime` is now `Time<Fixed>` and matches `Time` API.
- `Time<Fixed>` default timestep is now 64 Hz, or 15625 microseconds.
- `Time` inside `FixedUpdate` now reflects fixed timestep time, making
systems portable between `Update ` and `FixedUpdate`.
- `Time::pause()`, `Time::set_relative_speed()` and related methods must
now be called as `Time<Virtual>::pause()` etc.
- There is a new `max_delta` setting in `Time<Virtual>` that limits how
much the clock can jump by a single update. The default value is 0.25
seconds.
- Removed `on_fixed_timer()` condition as `on_timer()` does the right
thing inside `FixedUpdate` now.
## Migration Guide
- Change all `Res<Time>` instances that access `raw_delta()`,
`raw_elapsed()` and related methods to `Res<Time<Real>>` and `delta()`,
`elapsed()`, etc.
- Change access to `period` from `Res<FixedTime>` to `Res<Time<Fixed>>`
and use `delta()`.
- The default timestep has been changed from 60 Hz to 64 Hz. If you wish
to restore the old behaviour, use
`app.insert_resource(Time::<Fixed>::from_hz(60.0))`.
- Change `app.insert_resource(FixedTime::new(duration))` to
`app.insert_resource(Time::<Fixed>::from_duration(duration))`
- Change `app.insert_resource(FixedTime::new_from_secs(secs))` to
`app.insert_resource(Time::<Fixed>::from_seconds(secs))`
- Change `system.on_fixed_timer(duration)` to
`system.on_timer(duration)`. Timers in systems placed in `FixedUpdate`
schedule automatically use the fixed time clock.
- Change `ResMut<Time>` calls to `pause()`, `is_paused()`,
`set_relative_speed()` and related methods to `ResMut<Time<Virtual>>`
calls. The API is the same, with the exception that `relative_speed()`
will return the actual last ste relative speed, while
`effective_relative_speed()` returns 0.0 if the time is paused and
corresponds to the speed that was set when the update for the current
frame started.
## Todo
- [x] Update pull name and description
- [x] Top level documentation on usage
- [x] Fix examples
- [x] Decide on default `max_delta` value
- [x] Decide naming of the three clocks: is `Real`, `Virtual`, `Fixed`
good?
- [x] Decide if the three clock inner structures should be in prelude
- [x] Decide on best way to configure values at startup: is manually
inserting a new clock instance okay, or should there be config struct
separately?
- [x] Fix links in docs
- [x] Decide what should be public and what not
- [x] Decide how `wrap_period` should be handled when it is changed
- [x] ~~Add toggles to disable setting the clock as default?~~ No,
separate pull if needed.
- [x] Add tests
- [x] Reformat, ensure adheres to conventions etc.
- [x] Build documentation and see that it looks correct
## Contributors
Huge thanks to @alice-i-cecile and @maniwani while building this pull.
It was a shared effort!
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Cameron <51241057+maniwani@users.noreply.github.com>
Co-authored-by: Jerome Humbert <djeedai@gmail.com>
# Objective
Calling `asset_server.load("scene.gltf#SomeLabel")` will silently fail
if `SomeLabel` does not exist.
Referenced in #9714
## Solution
We now detect this case and return an error. I also slightly refactored
`load_internal` to make the logic / dataflow much clearer.
---------
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
# Objective
As called out in #9714, Bevy Asset V2 fails to hot-reload labeled assets
whose source asset has changed (in cases where the root asset is not
alive).
## Solution
Track alive labeled assets for a given source asset and allow hot
reloads in cases where a labeled asset is still alive.
# Objective
- Since #9885, running on an iOS device crashes trying to create the
processed folder
- This only happens on real device, not on the simulator
## Solution
- Setup processed assets only if needed
# Objective
On nightly there is a warning on a missing lifetime:
```bash
warning: `&` without an explicit lifetime name cannot be used here
```
The details are in https://github.com/rust-lang/rust/issues/115010, but
the bottom line is that in associated constants elided lifetimes are no
longer allowed to be implicitly defined.
This fixes the only place where it is missing.
## Solution
- Add explicit `'static` lifetime
# Objective
Currently, the asset loader outputs
```
2023-10-14T15:11:09.328850Z WARN bevy_asset::asset_server: no `AssetLoader` found
```
when user forgets to add an extension to a file. This is very confusing
behaviour, it sounds like there aren't any asset loaders existing.
## Solution
Add an extra message on the end when there are no file extensions.
# Objective
#10105 changed the ssao input color from the material base color to
white. i can't actually see a difference in the example but there should
be one in some cases.
## Solution
change it back.
# Objective
From my understanding, although resources are not meant to be created
and removed at every frame, they are still meant to be created
dynamically during the lifetime of the App.
But because the extract_resource API does not allow optional resources
from the main world, it's impossible to use resources in the render
phase that were not created before the render sub-app itself.
## Solution
Because the ECS engine already allows for system parameters to be
`Option<Res>`, it just had to be added.
---
## Changelog
- Changed
- `extract_resource` now takes an optional main world resource
- Fixed
- `ExtractResourcePlugin` doesn't cause panics anymore if the resource
is not already inserted
This adds support for **Multiple Asset Sources**. You can now register a
named `AssetSource`, which you can load assets from like you normally
would:
```rust
let shader: Handle<Shader> = asset_server.load("custom_source://path/to/shader.wgsl");
```
Notice that `AssetPath` now supports `some_source://` syntax. This can
now be accessed through the `asset_path.source()` accessor.
Asset source names _are not required_. If one is not specified, the
default asset source will be used:
```rust
let shader: Handle<Shader> = asset_server.load("path/to/shader.wgsl");
```
The behavior of the default asset source has not changed. Ex: the
`assets` folder is still the default.
As referenced in #9714
## Why?
**Multiple Asset Sources** enables a number of often-asked-for
scenarios:
* **Loading some assets from other locations on disk**: you could create
a `config` asset source that reads from the OS-default config folder
(not implemented in this PR)
* **Loading some assets from a remote server**: you could register a new
`remote` asset source that reads some assets from a remote http server
(not implemented in this PR)
* **Improved "Binary Embedded" Assets**: we can use this system for
"embedded-in-binary assets", which allows us to replace the old
`load_internal_asset!` approach, which couldn't support asset
processing, didn't support hot-reloading _well_, and didn't make
embedded assets accessible to the `AssetServer` (implemented in this pr)
## Adding New Asset Sources
An `AssetSource` is "just" a collection of `AssetReader`, `AssetWriter`,
and `AssetWatcher` entries. You can configure new asset sources like
this:
```rust
app.register_asset_source(
"other",
AssetSource::build()
.with_reader(|| Box::new(FileAssetReader::new("other")))
)
)
```
Note that `AssetSource` construction _must_ be repeatable, which is why
a closure is accepted.
`AssetSourceBuilder` supports `with_reader`, `with_writer`,
`with_watcher`, `with_processed_reader`, `with_processed_writer`, and
`with_processed_watcher`.
Note that the "asset source" system replaces the old "asset providers"
system.
## Processing Multiple Sources
The `AssetProcessor` now supports multiple asset sources! Processed
assets can refer to assets in other sources and everything "just works".
Each `AssetSource` defines an unprocessed and processed `AssetReader` /
`AssetWriter`.
Currently this is all or nothing for a given `AssetSource`. A given
source is either processed or it is not. Later we might want to add
support for "lazy asset processing", where an `AssetSource` (such as a
remote server) can be configured to only process assets that are
directly referenced by local assets (in order to save local disk space
and avoid doing extra work).
## A new `AssetSource`: `embedded`
One of the big features motivating **Multiple Asset Sources** was
improving our "embedded-in-binary" asset loading. To prove out the
**Multiple Asset Sources** implementation, I chose to build a new
`embedded` `AssetSource`, which replaces the old `load_interal_asset!`
system.
The old `load_internal_asset!` approach had a number of issues:
* The `AssetServer` was not aware of (or capable of loading) internal
assets.
* Because internal assets weren't visible to the `AssetServer`, they
could not be processed (or used by assets that are processed). This
would prevent things "preprocessing shaders that depend on built in Bevy
shaders", which is something we desperately need to start doing.
* Each "internal asset" needed a UUID to be defined in-code to reference
it. This was very manual and toilsome.
The new `embedded` `AssetSource` enables the following pattern:
```rust
// Called in `crates/bevy_pbr/src/render/mesh.rs`
embedded_asset!(app, "mesh.wgsl");
// later in the app
let shader: Handle<Shader> = asset_server.load("embedded://bevy_pbr/render/mesh.wgsl");
```
Notice that this always treats the crate name as the "root path", and it
trims out the `src` path for brevity. This is generally predictable, but
if you need to debug you can use the new `embedded_path!` macro to get a
`PathBuf` that matches the one used by `embedded_asset`.
You can also reference embedded assets in arbitrary assets, such as WGSL
shaders:
```rust
#import "embedded://bevy_pbr/render/mesh.wgsl"
```
This also makes `embedded` assets go through the "normal" asset
lifecycle. They are only loaded when they are actually used!
We are also discussing implicitly converting asset paths to/from shader
modules, so in the future (not in this PR) you might be able to load it
like this:
```rust
#import bevy_pbr::render::mesh::Vertex
```
Compare that to the old system!
```rust
pub const MESH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(3252377289100772450);
load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);
// The mesh asset is the _only_ accessible via MESH_SHADER_HANDLE and _cannot_ be loaded via the AssetServer.
```
## Hot Reloading `embedded`
You can enable `embedded` hot reloading by enabling the
`embedded_watcher` cargo feature:
```
cargo run --features=embedded_watcher
```
## Improved Hot Reloading Workflow
First: the `filesystem_watcher` cargo feature has been renamed to
`file_watcher` for brevity (and to match the `FileAssetReader` naming
convention).
More importantly, hot asset reloading is no longer configured in-code by
default. If you enable any asset watcher feature (such as `file_watcher`
or `rust_source_watcher`), asset watching will be automatically enabled.
This removes the need to _also_ enable hot reloading in your app code.
That means you can replace this:
```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes()))
```
with this:
```rust
app.add_plugins(DefaultPlugins)
```
If you want to hot reload assets in your app during development, just
run your app like this:
```
cargo run --features=file_watcher
```
This means you can use the same code for development and deployment! To
deploy an app, just don't include the watcher feature
```
cargo build --release
```
My intent is to move to this approach for pretty much all dev workflows.
In a future PR I would like to replace `AssetMode::ProcessedDev` with a
`runtime-processor` cargo feature. We could then group all common "dev"
cargo features under a single `dev` feature:
```sh
# this would enable file_watcher, embedded_watcher, runtime-processor, and more
cargo run --features=dev
```
## AssetMode
`AssetPlugin::Unprocessed`, `AssetPlugin::Processed`, and
`AssetPlugin::ProcessedDev` have been replaced with an `AssetMode` field
on `AssetPlugin`.
```rust
// before
app.add_plugins(DefaultPlugins.set(AssetPlugin::Processed { /* fields here */ })
// after
app.add_plugins(DefaultPlugins.set(AssetPlugin { mode: AssetMode::Processed, ..default() })
```
This aligns `AssetPlugin` with our other struct-like plugins. The old
"source" and "destination" `AssetProvider` fields in the enum variants
have been replaced by the "asset source" system. You no longer need to
configure the AssetPlugin to "point" to custom asset providers.
## AssetServerMode
To improve the implementation of **Multiple Asset Sources**,
`AssetServer` was made aware of whether or not it is using "processed"
or "unprocessed" assets. You can check that like this:
```rust
if asset_server.mode() == AssetServerMode::Processed {
/* do something */
}
```
Note that this refactor should also prepare the way for building "one to
many processed output files", as it makes the server aware of whether it
is loading from processed or unprocessed sources. Meaning we can store
and read processed and unprocessed assets differently!
## AssetPath can now refer to folders
The "file only" restriction has been removed from `AssetPath`. The
`AssetServer::load_folder` API now accepts an `AssetPath` instead of a
`Path`, meaning you can load folders from other asset sources!
## Improved AssetPath Parsing
AssetPath parsing was reworked to support sources, improve error
messages, and to enable parsing with a single pass over the string.
`AssetPath::new` was replaced by `AssetPath::parse` and
`AssetPath::try_parse`.
## AssetWatcher broken out from AssetReader
`AssetReader` is no longer responsible for constructing `AssetWatcher`.
This has been moved to `AssetSourceBuilder`.
## Duplicate Event Debouncing
Asset V2 already debounced duplicate filesystem events, but this was
_input_ events. Multiple input event types can produce the same _output_
`AssetSourceEvent`. Now that we have `embedded_watcher`, which does
expensive file io on events, it made sense to debounce output events
too, so I added that! This will also benefit the AssetProcessor by
preventing integrity checks for duplicate events (and helps keep the
noise down in trace logs).
## Next Steps
* **Port Built-in Shaders**: Currently the primary (and essentially
only) user of `load_interal_asset` in Bevy's source code is "built-in
shaders". I chose not to do that in this PR for a few reasons:
1. We need to add the ability to pass shader defs in to shaders via meta
files. Some shaders (such as MESH_VIEW_TYPES) need to pass shader def
values in that are defined in code.
2. We need to revisit the current shader module naming system. I think
we _probably_ want to imply modules from source structure (at least by
default). Ideally in a way that can losslessly convert asset paths
to/from shader modules (to enable the asset system to resolve modules
using the asset server).
3. I want to keep this change set minimal / get this merged first.
* **Deprecate `load_internal_asset`**: we can't do that until we do (1)
and (2)
* **Relative Asset Paths**: This PR significantly increases the need for
relative asset paths (which was already pretty high). Currently when
loading dependencies, it is assumed to be an absolute path, which means
if in an `AssetLoader` you call `context.load("some/path/image.png")` it
will assume that is the "default" asset source, _even if the current
asset is in a different asset source_. This will cause breakage for
AssetLoaders that are not designed to add the current source to whatever
paths are being used. AssetLoaders should generally not need to be aware
of the name of their current asset source, or need to think about the
"current asset source" generally. We should build apis that support
relative asset paths and then encourage using relative paths as much as
possible (both via api design and docs). Relative paths are also
important because they will allow developers to move folders around
(even across providers) without reprocessing, provided there is no path
breakage.
# Objective
- According to the GLTF spec, it should not be possible to have a non
skinned mesh on a skinned node
> When the node contains skin, all mesh.primitives MUST contain JOINTS_0
and WEIGHTS_0 attributes
>
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-node
- However, the reverse (a skinned mesh on a non skinned node) is just a
warning, see `NODE_SKINNED_MESH_WITHOUT_SKIN` in
https://github.com/KhronosGroup/glTF-Validator/blob/main/ISSUES.md#linkerror
- This causes a crash in Bevy because the bind group layout is made from
the mesh which is skinned, but filled from the entity which is not
```
thread '<unnamed>' panicked at 'wgpu error: Validation Error
Caused by:
In a RenderPass
note: encoder = `<CommandBuffer-(0, 5, Metal)>`
In a set_bind_group command
note: bind group = `<BindGroup-(27, 1, Metal)>`
Bind group 2 expects 2 dynamic offsets. However 1 dynamic offset were provided.
```
- Blender can export GLTF files with this kind of issues
## Solution
- When a skinned mesh is only used on non skinned nodes, ignore skinned
information from the mesh and warn the user (this is what three.js is
doing)
- When a skinned mesh is used on both skinned and non skinned nodes, log
an error
# Objective
Fixes#9676
Possible alternative to #9708
`Text2dBundles` are not currently drawn because the render-world-only
entities for glyphs that are created in `extract_text2d_sprite` are not
tracked by the per-view `VisibleEntities`.
## Solution
Add an `Option<Entity>` to `ExtractedSprite` that keeps track of the
original entity that caused a "glyph entity" to be created.
Use that in `queue_sprites` if it exists when checking view visibility.
## Benchmarks
Quick benchmarks. Average FPS over 1500 frames.
| bench | before fps | after fps | diff |
|-|-|-|-|
|many_sprites|884.93|879.00|🟡 -0.7%|
|bevymark -- --benchmark --waves 100 --per-wave 1000 --mode
sprite|75.99|75.93|🟡 -0.1%|
|bevymark -- --benchmark --waves 50 --per-wave 1000 --mode
mesh2d|32.85|32.58|🟡 -0.8%|
# Objective
cleanup some pbr shader code. improve shader stage io consistency and
make pbr.wgsl (probably many people's first foray into bevy shader code)
a little more human-readable. also fix a couple of small issues with
deferred rendering.
## Solution
mesh_vertex_output:
- rename to forward_io (to align with prepass_io)
- rename `MeshVertexOutput` to `VertexOutput` (to align with prepass_io)
- move `Vertex` from mesh.wgsl into here (to align with prepass_io)
prepass_io:
- remove `FragmentInput`, use `VertexOutput` directly (to align with
forward_io)
- rename `VertexOutput::clip_position` to `position` (to align with
forward_io)
pbr.wgsl:
- restructure so we don't need `#ifdefs` on the actual entrypoint, use
VertexOutput and FragmentOutput in all cases and use #ifdefs to import
the right struct definitions.
- rearrange to make the flow clearer
- move alpha_discard up from `pbr_functions::pbr` to avoid needing to
call it on some branches and not others
- add a bunch of comments
deferred_lighting:
- move ssao into the `!unlit` block to reflect forward behaviour
correctly
- fix compile error with deferred + premultiply_alpha
## Migration Guide
in custom material shaders:
- `pbr_functions::pbr` no longer calls to
`pbr_functions::alpha_discard`. if you were using the `pbr` function in
a custom shader with alpha mask mode you now also need to call
alpha_discard manually
- rename imports of `bevy_pbr::mesh_vertex_output` to
`bevy_pbr::forward_io`
- rename instances of `MeshVertexOutput` to `VertexOutput`
in custom material prepass shaders:
- rename instances of `VertexOutput::clip_position` to
`VertexOutput::position`
# Objective
Fixes#10069
## Solution
Extracted UI nodes were previously stored in a `SparseSet` and had a
predictable iteration order. UI borders and outlines relied on this. Now
they are stored in a HashMap and that is no longer true.
This adds `entity.index()` to the sort key for `TransparentUi` so that
the iteration order is predictable and the "border entities" that get
spawned during extraction are guaranteed to get drawn after their
respective container nodes again.
I **think** that everything still works for overlapping ui nodes etc,
because the z value / primary sort is still controlled by the "ui
stack."
Text above is just my current understanding. A rendering expert should
check this out.
I will do some more testing when I can.
# Objective
Fixes [#10061]
## Solution
Renamed `RenderInstance` to `ExtractInstance`, `RenderInstances` to
`ExtractedInstances` and `RenderInstancePlugin` to
`ExtractInstancesPlugin`
# Objective
- Add a [Deferred
Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy.
- This allows subsequent passes to access per pixel material information
before/during shading.
- Accessing this per pixel material information is needed for some
features, like GI. It also makes other features (ex. Decals) simpler to
implement and/or improves their capability. There are multiple
approaches to accomplishing this. The deferred shading approach works
well given the limitations of WebGPU and WebGL2.
Motivation: [I'm working on a GI solution for
Bevy](https://youtu.be/eH1AkL-mwhI)
# Solution
- The deferred renderer is implemented with a prepass and a deferred
lighting pass.
- The prepass renders opaque objects into the Gbuffer attachment
(`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same
way as the forward implementation and then [packs it into the
Gbuffer](ec1465559f/crates/bevy_pbr/src/render/pbr.wgsl (L168)).
- The deferred lighting pass unpacks the `PbrInput` and [feeds it into
the pbr()
function](ec1465559f/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl (L65)),
then outputs the shaded color data.
- There is now a resource
[DefaultOpaqueRendererMethod](ec1465559f/crates/bevy_pbr/src/material.rs (L599))
that can be used to set the default render method for opaque materials.
If materials return `None` from
[opaque_render_method()](ec1465559f/crates/bevy_pbr/src/material.rs (L131))
the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom
materials can also explicitly choose to only support Deferred or Forward
by returning the respective
[OpaqueRendererMethod](ec1465559f/crates/bevy_pbr/src/material.rs (L603))
- Deferred materials can be used seamlessly along with both opaque and
transparent forward rendered materials in the same scene. The [deferred
rendering
example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs)
does this.
- The deferred renderer does not support MSAA. If any deferred materials
are used, MSAA must be disabled. Both TAA and FXAA are supported.
- Deferred rendering supports WebGL2/WebGPU.
## Custom deferred materials
- Custom materials can support both deferred and forward at the same
time. The
[StandardMaterial](ec1465559f/crates/bevy_pbr/src/render/pbr.wgsl (L166))
does this. So does [this
example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56).
- Custom deferred materials that require PBR lighting can create a
`PbrInput`, write it to the deferred GBuffer and let it be rendered by
the `PBRDeferredLightingPlugin`.
- Custom deferred materials that require custom lighting have two
options:
1. Use the base_color channel of the `PbrInput` combined with the
`STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag.
[Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56)
(If the unlit bit is set, the base_color is stored as RGB9E5 for extra
precision)
2. A Custom Deferred Lighting pass can be created, either overriding the
default, or running in addition. The a depth buffer is used to limit
rendering to only the required fragments for each deferred lighting
pass. Materials can set their respective depth id via the
[deferred_lighting_pass_id](b79182d2a3/crates/bevy_pbr/src/prepass/prepass_io.wgsl (L95))
attachment. The custom deferred lighting pass plugin can then set [its
corresponding
depth](ec1465559f/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl (L37)).
Then with the lighting pass using
[CompareFunction::Equal](ec1465559f/crates/bevy_pbr/src/deferred/mod.rs (L335)),
only the fragments with a depth that equal the corresponding depth
written in the material will be rendered.
Custom deferred lighting plugins can also be created to render the
StandardMaterial. The default deferred lighting plugin can be bypassed
with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })`
---------
Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
# Objective
While using joysticks for player aiming, I noticed that there was as
`0.05` value snap on the axis. After searching through Bevy's code, I
saw it was the default livezone being at `0.95`. This causes any value
higher to snap to `1.0`. I think `1.0` and `-1.0` would be a better
default, as it gives all values to the joystick arc.
This default livezone stumped me for a bit as I thought either something
was broken or I was doing something wrong.
## Solution
Change the livezone defaults to ` livezone_upperbound: 1.0` and
`livezone_lowerbound: -1.0`.
---
## Migration Guide
If the default 0.05 was relied on, the default or gamepad `AxisSettings`
on the resource `GamepadSettings` will have to be changed.
# Objective
- Fixes#8303
## Solution
- Replaced 1 instance of `OnceBox<T>` with `OnceLock<T>` in
`NonGenericTypeCell`
## Notes
All changes are in the private side of Bevy, and appear to have no
observable change in performance or compilation time. This is purely to
reduce the quantity of direct dependencies in Bevy.
# Objective
- The filter type on the `apply_global_wireframe_material` system had
duplicate filter code and the `clippy::type_complexity` attribute.
## Solution
- Extract the common part of the filter into a type alias
# Objective
- Use the `Material` abstraction for the Wireframes
- Right now this doesn't have many benefits other than simplifying some
of the rendering code
- We can reuse the default vertex shader and avoid rendering
inconsistencies
- The goal is to have a material with a color on each mesh so this
approach will make it easier to implement
- Originally done in https://github.com/bevyengine/bevy/pull/5303 but I
decided to split the Material part to it's own PR and then adding
per-entity colors and globally configurable colors will be a much
simpler diff.
## Solution
- Use the new `Material` abstraction for the Wireframes
## Notes
It's possible this isn't ideal since this adds a
`Handle<WireframeMaterial>` to all the meshes compared to the original
approach that didn't need anything. I didn't notice any performance
impact on my machine.
This might be a surprising usage of `Material` at first, because
intuitively you only have one material per mesh, but the way it's
implemented you can have as many different types of materials as you
want on a mesh.
## Migration Guide
`WireframePipeline` was removed. If you were using it directly, please
create an issue explaining your use case.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Add serde Deserialize and Serialize for structs that doesn't implement
it, even if they could benefit from it
## Solution
- Derive these traits for the structs Style, BackgroundColor,
BorderColor and Outline.
---
Adopted from #8954, co-authored by @pyrotechnick
# Objective
The Bevy ecosystem currently reflects `Quat` via "value" rather than the
more appropriate "struct" strategy. This behaviour is inconsistent to
that of similar types, i.e. `Vec3`. Additionally, employing the "value"
strategy causes instances of `Quat` to be serialised as a sequence `[x,
y, z, w]` rather than structures of shape `{ x, y, z, w }`.
The [comments surrounding the applicable
code](bec299fa6e/crates/bevy_reflect/src/impls/glam.rs (L254))
give context and historical reasons for this discrepancy:
```
// Quat fields are read-only (as of now), and reflection is currently missing
// mechanisms for read-only fields. I doubt those mechanisms would be added,
// so for now quaternions will remain as values. They are represented identically
// to Vec4 and DVec4, so you may use those instead and convert between.
```
This limitation has [since been lifted by the upstream
crate](374625163e),
glam.
## Solution
Migrating the reflect strategy of Quat from "value" to "struct" via
replacing `impl_reflect_value` with `impl_reflect_struct` resolves the
issue.
## Changelog
Migrated `Quat` reflection strategy to "struct" from "value"
Migration Guide
Changed Quat serialization/deserialization from sequences `[x, y, z, w]`
to structures `{ x, y, z, w }`.
---------
Co-authored-by: pyrotechnick <13998+pyrotechnick@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
~~Currently blocked on an upstream bug that causes crashes when
minimizing/resizing on dx12 https://github.com/gfx-rs/wgpu/issues/3967~~
wgpu 0.17.1 is out which fixes it
# Objective
Keep wgpu up to date.
## Solution
Update wgpu and naga_oil.
Currently this depends on an unreleased (and unmerged) branch of
naga_oil, and hasn't been properly tested yet.
The wgpu side of this seems to have been an extremely trivial upgrade
(all the upgrade work seems to be in naga_oil). This also lets us remove
the workarounds for pack/unpack4x8unorm in the SSAO shaders.
Lets us close the dx12 part of
https://github.com/bevyengine/bevy/issues/8888
related: https://github.com/bevyengine/bevy/issues/9304
---
## Changelog
Update to wgpu 0.17 and naga_oil 0.9
# Objective
- This PR aims to make creating meshes a little bit more ergonomic,
specifically by removing the need for intermediate mutable variables.
## Solution
- We add methods that consume the `Mesh` and return a mesh with the
specified changes, so that meshes can be entirely constructed via
builder-style calls, without intermediate variables;
- Methods are flagged with `#[must_use]` to ensure proper use;
- Examples are updated to use the new methods where applicable. Some
examples are kept with the mutating methods so that users can still
easily discover them, and also where the new methods wouldn't really be
an improvement.
## Examples
Before:
```rust
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns);
mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts);
mesh.set_indices(Some(Indices::U32(tris)));
mesh
```
After:
```rust
Mesh::new(PrimitiveTopology::TriangleList)
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs)
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns)
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts)
.with_indices(Some(Indices::U32(tris)))
```
Before:
```rust
let mut cube = Mesh::from(shape::Cube { size: 1.0 });
cube.generate_tangents().unwrap();
PbrBundle {
mesh: meshes.add(cube),
..default()
}
```
After:
```rust
PbrBundle {
mesh: meshes.add(
Mesh::from(shape::Cube { size: 1.0 })
.with_generated_tangents()
.unwrap(),
),
..default()
}
```
---
## Changelog
- Added consuming builder methods for more ergonomic `Mesh` creation:
`with_inserted_attribute()`, `with_removed_attribute()`,
`with_indices()`, `with_duplicated_vertices()`,
`with_computed_flat_normals()`, `with_generated_tangents()`,
`with_morph_targets()`, `with_morph_target_names()`.
# Objective
Closes#9955.
Use the same interface for all "pure" builder types: taking and
returning `Self` (and not `&mut Self`).
## Solution
Changed `DynamicSceneBuilder`, `SceneFilter` and `TableBuilder` to take
and return `Self`.
## Changelog
### Changed
- `DynamicSceneBuilder` and `SceneBuilder` methods in `bevy_ecs` now
take and return `Self`.
## Migration guide
When using `bevy_ecs::DynamicSceneBuilder` and `bevy_ecs::SceneBuilder`,
instead of binding the builder to a variable, directly use it. Methods
on those types now consume `Self`, so you will need to re-bind the
builder if you don't `build` it immediately.
Before:
```rust
let mut scene_builder = DynamicSceneBuilder::from_world(&world);
let scene = scene_builder.extract_entity(a).extract_entity(b).build();
```
After:
```rust
let scene = DynamicSceneBuilder::from_world(&world)
.extract_entity(a)
.extract_entity(b)
.build();
```
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
# Objective
- Followup to #7184.
- ~Deprecate `TypeUuid` and remove its internal references.~ No longer
part of this PR.
- Use `TypePath` for the type registry, and (de)serialisation instead of
`std::any::type_name`.
- Allow accessing type path information behind proxies.
## Solution
- Introduce methods on `TypeInfo` and friends for dynamically querying
type path. These methods supersede the old `type_name` methods.
- Remove `Reflect::type_name` in favor of `DynamicTypePath::type_path`
and `TypeInfo::type_path_table`.
- Switch all uses of `std::any::type_name` in reflection, non-debugging
contexts to use `TypePath`.
---
## Changelog
- Added `TypePathTable` for dynamically accessing methods on `TypePath`
through `TypeInfo` and the type registry.
- Removed `type_name` from all `TypeInfo`-like structs.
- Added `type_path` and `type_path_table` methods to all `TypeInfo`-like
structs.
- Removed `Reflect::type_name` in favor of
`DynamicTypePath::reflect_type_path` and `TypeInfo::type_path`.
- Changed the signature of all `DynamicTypePath` methods to return
strings with a static lifetime.
## Migration Guide
- Rely on `TypePath` instead of `std::any::type_name` for all stability
guarantees and for use in all reflection contexts, this is used through
with one of the following APIs:
- `TypePath::type_path` if you have a concrete type and not a value.
- `DynamicTypePath::reflect_type_path` if you have an `dyn Reflect`
value without a concrete type.
- `TypeInfo::type_path` for use through the registry or if you want to
work with the represented type of a `DynamicFoo`.
- Remove `type_name` from manual `Reflect` implementations.
- Use `type_path` and `type_path_table` in place of `type_name` on
`TypeInfo`-like structs.
- Use `get_with_type_path(_mut)` over `get_with_type_name(_mut)`.
## Note to reviewers
I think if anything we were a little overzealous in merging #7184 and we
should take that extra care here.
In my mind, this is the "point of no return" for `TypePath` and while I
think we all agree on the design, we should carefully consider if the
finer details and current implementations are actually how we want them
moving forward.
For example [this incorrect `TypePath` implementation for
`String`](3fea3c6c0b/crates/bevy_reflect/src/impls/std.rs (L90))
(note that `String` is in the default Rust prelude) snuck in completely
under the radar.
Updates the requirements on [toml_edit](https://github.com/toml-rs/toml)
to permit the latest version.
<details>
<summary>Commits</summary>
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href="ed597ebad1"><code>ed597eb</code></a>
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Merge pull request <a
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# Objective
fix#9605
spotlight culling uses an incorrect cluster aabb for orthographic
projections: it does not take into account the near and far cluster
bounds at all.
## Solution
use z_near and z_far to determine cluster aabb in orthographic mode.
i'm not 100% sure this is the only change that's needed, but i am sure
this change is needed, and the example seems to work well now
(CLUSTERED_FORWARD_DEBUG_CLUSTER_LIGHT_COMPLEXITY shows good bounds
around the cone for a variety of orthographic setups).
# Objective
Webgl2 broke when pcf was merged.
Fixes#10048
## Solution
Change the `textureSampleCompareLevel` in shadow_sampling.wgsl to
`textureSampleCompare` to make it work again.
# Objective
Currently, the only way for custom components that participate in
rendering to opt into the higher-performance extraction method in #9903
is to implement the `RenderInstances` data structure and the extraction
logic manually. This is inconvenient compared to the `ExtractComponent`
API.
## Solution
This commit creates a new `RenderInstance` trait that mirrors the
existing `ExtractComponent` method but uses the higher-performance
approach that #9903 uses. Additionally, `RenderInstance` is more
flexible than `ExtractComponent`, because it can extract multiple
components at once. This makes high-performance rendering components
essentially as easy to write as the existing ones based on component
extraction.
---
## Changelog
### Added
A new `RenderInstance` trait is available mirroring `ExtractComponent`,
but using a higher-performance method to extract one or more components
to the render world. If you have custom components that rendering takes
into account, you may consider migration from `ExtractComponent` to
`RenderInstance` for higher performance.
# Objective
- Improve antialiasing for non-point light shadow edges.
- Very partially addresses
https://github.com/bevyengine/bevy/issues/3628.
## Solution
- Implements "The Witness"'s shadow map sampling technique.
- Ported from @superdump's old branch, all credit to them :)
- Implements "Call of Duty: Advanced Warfare"'s stochastic shadow map
sampling technique when the velocity prepass is enabled, for use with
TAA.
- Uses interleaved gradient noise to generate a random angle, and then
averages 8 samples in a spiral pattern, rotated by the random angle.
- I also tried spatiotemporal blue noise, but it was far too noisy to be
filtered by TAA alone. In the future, we should try spatiotemporal blue
noise + a specialized shadow denoiser such as
https://gpuopen.com/fidelityfx-denoiser/#shadow. This approach would
also be useful for hybrid rasterized applications with raytraced
shadows.
- The COD presentation has an interesting temporal dithering of the
noise for use with temporal supersampling that we should revisit when we
get DLSS/FSR/other TSR.
---
## Changelog
* Added `ShadowFilteringMethod`. Improved directional light and
spotlight shadow edges to be less aliased.
## Migration Guide
* Shadows cast by directional lights or spotlights now have smoother
edges. To revert to the old behavior, add
`ShadowFilteringMethod::Hardware2x2` to your cameras.
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- After https://github.com/bevyengine/bevy/pull/9903, example
`mesh2d_manual` doesn't render anything
## Solution
- Fix the example using the new `RenderMesh2dInstances`
# Objective
- Fix TextureAtlasBuilder padding issue
TextureAtlasBuilder padding is reserved during add_texture() but can
still be changed afterwards. This means that changing padding after the
textures will be wrongly applied, either distorting the textures or
panicking if new padding is higher than texture+old padding.
## Solution
- Delay applying padding until finish()
# Objective
Allow Bevy apps to run without requiring to start from the main thread.
This allows other projects and applications to do things like spawning a
normal or scoped
thread and run Bevy applications there.
The current behaviour if you try this is a panic.
## Solution
Allow this by default on platforms winit supports this behaviour on
(x11, Wayland, Windows).
---
## Changelog
### Added
- Added the ability to start Bevy apps outside of the main thread on
x11, Wayland, Windows
---------
Signed-off-by: Torstein Grindvik <torstein.grindvik@nordicsemi.no>
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
- Fixes#8140
## Solution
- Added Explicit Error Typing for `AssetLoader` and `AssetSaver`, which
were the last instances of `anyhow` in use across Bevy.
---
## Changelog
- Added an associated type `Error` to `AssetLoader` and `AssetSaver` for
use with the `load` and `save` methods respectively.
- Changed `ErasedAssetLoader` and `ErasedAssetSaver` `load` and `save`
methods to use `Box<dyn Error + Send + Sync + 'static>` to allow for
arbitrary `Error` types from the non-erased trait variants. Note the
strict requirements match the pre-existing requirements around
`anyhow::Error`.
## Migration Guide
- `anyhow` is no longer exported by `bevy_asset`; Add it to your own
project (if required).
- `AssetLoader` and `AssetSaver` have an associated type `Error`; Define
an appropriate error type (e.g., using `thiserror`), or use a pre-made
error type (e.g., `anyhow::Error`). Note that using `anyhow::Error` is a
drop-in replacement.
- `AssetLoaderError` has been removed; Define a new error type, or use
an alternative (e.g., `anyhow::Error`)
- All the first-party `AssetLoader`'s and `AssetSaver`'s now return
relevant (and narrow) error types instead of a single ambiguous type;
Match over the specific error type, or encapsulate (`Box<dyn>`,
`thiserror`, `anyhow`, etc.)
## Notes
A simpler PR to resolve this issue would simply define a Bevy `Error`
type defined as `Box<dyn std::error::Error + Send + Sync + 'static>`,
but I think this type of error handling should be discouraged when
possible. Since only 2 traits required the use of `anyhow`, it isn't a
substantive body of work to solidify these error types, and remove
`anyhow` entirely. End users are still encouraged to use `anyhow` if
that is their preferred error handling style. Arguably, adding the
`Error` associated type gives more freedom to end-users to decide
whether they want more or less explicit error handling (`anyhow` vs
`thiserror`).
As an aside, I didn't perform any testing on Android or WASM. CI passed
locally, but there may be mistakes for those platforms I missed.
# Objective
assets v2 broke custom shader imports. fix them
## Solution
store handles of any file dependencies in the `Shader` to avoid them
being immediately dropped.
also added a use into the `shader_material` example so that it'll be
harder to break support in future.
# Objective
- Updates for rust 1.73
## Solution
- new doc check for `redundant_explicit_links`
- updated to text for compile fail tests
---
## Changelog
- updates for rust 1.73
# Objective
https://github.com/bevyengine/bevy/pull/7328 introduced an API to
override the global wireframe config. I believe it is flawed for a few
reasons.
This PR uses a non-breaking API. Instead of making the `Wireframe` an
enum I introduced the `NeverRenderWireframe` component. Here's the
reason why I think this is better:
- Easier to migrate since it doesn't change the old behaviour.
Essentially nothing to migrate. Right now this PR is a breaking change
but I don't think it has to be.
- It's similar to other "per mesh" rendering features like
NotShadowCaster/NotShadowReceiver
- It doesn't force new users to also think about global vs not global if
all they want is to render a wireframe
- This would also let you filter at the query definition level instead
of filtering when running the query
## Solution
- Introduce a `NeverRenderWireframe` component that ignores the global
config
---
## Changelog
- Added a `NeverRenderWireframe` component that ignores the global
`WireframeConfig`
# Objective
Add support for drawing outlines outside the borders of UI nodes.
## Solution
Add a new `Outline` component with `width`, `offset` and `color` fields.
Added `outline_width` and `outline_offset` fields to `Node`. This is set
after layout recomputation by the `resolve_outlines_system`.
Properties of outlines:
* Unlike borders, outlines have to be the same width on each edge.
* Outlines do not occupy any space in the layout.
* The `Outline` component won't be added to any of the UI node bundles,
it needs to be inserted separately.
* Outlines are drawn outside the node's border, so they are clipped
using the clipping rect of their entity's parent UI node (if it exists).
* `Val::Percent` outline widths are resolved based on the width of the
outlined UI node.
* The offset of the `Outline` adds space between an outline and the edge
of its node.
I was leaning towards adding an `outline` field to `Style` but a
separate component seems more efficient for queries and change
detection. The `Outline` component isn't added to bundles for the same
reason.
---
## Examples
* This image is from the `borders` example from the Bevy UI examples but
modified to include outlines. The UI nodes are the dark red rectangles,
the bright red rectangles are borders and the white lines offset from
each node are the outlines. The yellow rectangles are separate nodes
contained with the dark red nodes:
<img width="406" alt="outlines"
src="https://github.com/bevyengine/bevy/assets/27962798/4e6f315a-019f-42a4-94ee-cca8e684d64a">
* This is from the same example but using a branch that implements
border-radius. Here the the outlines are in orange and there is no
offset applied. I broke the borders implementation somehow during the
merge, which is why some of the borders from the first screenshot are
missing 😅. The outlines work nicely though (as long as you
can forgive the lack of anti-aliasing):
![image](https://github.com/bevyengine/bevy/assets/27962798/d15560b6-6cd6-42e5-907b-56ccf2ad5e02)
---
## Notes
As I explained above, I don't think the `Outline` component should be
added to UI node bundles. We can have helper functions though, perhaps
something as simple as:
```rust
impl NodeBundle {
pub fn with_outline(self, outline: Outline) -> (Self, Outline) {
(self, outline)
}
}
```
I didn't include anything like this as I wanted to keep the PR's scope
as narrow as possible. Maybe `with_outline` should be in a trait that we
implement for each UI node bundle.
---
## Changelog
Added support for outlines to Bevy UI.
* The `Outline` component adds an outline to a UI node.
* The `outline_width` field added to `Node` holds the resolved width of
the outline, which is set by the `resolve_outlines_system` after layout
recomputation.
* Outlines are drawn by the system `extract_uinode_outlines`.
# Objective
- When I've tested alternative async executors with bevy a common
problem is that they deadlock when we try to run nested scopes. i.e.
running a multithreaded schedule from inside another multithreaded
schedule. This adds a test to bevy_tasks for that so the issue can be
spotted earlier while developing.
## Changelog
- add a test for nested scopes.
# Objective
Fix warnings:
- #[warn(clippy::needless_pass_by_ref_mut)]
- #[warn(elided_lifetimes_in_associated_constant)]
## Solution
- Remove mut
- add &'static
## Errors
```rust
warning: this argument is a mutable reference, but not used mutably
--> crates/bevy_hierarchy/src/child_builder.rs:672:31
|
672 | fn assert_children(world: &mut World, parent: Entity, children: Option<&[Entity]>) {
| ^^^^^^^^^^ help: consider changing to: `&World`
|
= note: this is cfg-gated and may require further changes
= help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#needless_pass_by_ref_mut
= note: `#[warn(clippy::needless_pass_by_ref_mut)]` on by default
```
```rust
warning: `&` without an explicit lifetime name cannot be used here
--> examples/shader/post_processing.rs:120:21
|
120 | pub const NAME: &str = "post_process";
| ^
|
= warning: this was previously accepted by the compiler but is being phased out; it will become a hard error in a future release!
= note: for more information, see issue #115010 <https://github.com/rust-lang/rust/issues/115010>
= note: `#[warn(elided_lifetimes_in_associated_constant)]` on by default
help: use the `'static` lifetime
|
120 | pub const NAME: &'static str = "post_process";
| +++++++
```
# Objective
Allow the user to choose between "Add wireframes to these specific
entities" or "Add wireframes to everything _except_ these specific
entities".
Fixes#7309
# Solution
Make the `Wireframe` component act like an override to the global
configuration.
Having `global` set to `false`, and adding a `Wireframe` with `enable:
true` acts exactly as before.
But now the opposite is also possible: Set `global` to `true` and add a
`Wireframe` with `enable: false` will draw wireframes for everything
_except_ that entity.
Updated the example to show how overriding the global config works.
# Objective
- Fixes#9884
- Add API for ignoring ambiguities on certain resource or components.
## Solution
- Add a `IgnoreSchedulingAmbiguitiy` resource to the world which holds
the `ComponentIds` to be ignored
- Filter out ambiguities with those component id's.
## Changelog
- add `allow_ambiguous_component` and `allow_ambiguous_resource` apis
for ignoring ambiguities
---------
Co-authored-by: Ryan Johnson <ryanj00a@gmail.com>
# Objective
- Finish documenting `bevy_gltf`.
## Solution
- Document the remaining items, add links to the glTF spec where
relevant. Add the `warn(missing_doc)` attribute.
# Objective
- See fewer warnings when running `cargo clippy` locally.
## Solution
- allow `clippy::type_complexity` in more places, which also signals to
users they should do the same.
# Objective
`bevy_a11y` was impossible to integrate into some third-party projects
in part because it insisted on managing the accessibility tree on its
own.
## Solution
The changes in this PR were necessary to get `bevy_egui` working with
Bevy's AccessKit integration. They were tested on a fork of 0.11,
developed against `bevy_egui`, then ported to main and tested against
the `ui` example.
## Changelog
### Changed
* Add `bevy_a11y::ManageAccessibilityUpdates` to indicate whether the
ECS should manage accessibility tree updates.
* Add getter/setter to `bevy_a11y::AccessibilityRequested`.
* Add `bevy_a11y::AccessibilitySystem` `SystemSet` for ordering relative
to accessibility tree updates.
* Upgrade `accesskit` to v0.12.0.
### Fixed
* Correctly set initial accessibility focus to new windows on creation.
## Migration Guide
### Change direct accesses of `AccessibilityRequested` to use
`AccessibilityRequested.::get()`/`AccessibilityRequested::set()`
#### Before
```
use std::sync::atomic::Ordering;
// To access
accessibility_requested.load(Ordering::SeqCst)
// To update
accessibility_requested.store(true, Ordering::SeqCst);
```
#### After
```
// To access
accessibility_requested.get()
// To update
accessibility_requested.set(true);
```
---------
Co-authored-by: StaffEngineer <111751109+StaffEngineer@users.noreply.github.com>
Conventionally, the second UV map (`TEXCOORD1`, `UV1`) is used for
lightmap UVs. This commit allows Bevy to import them, so that a custom
shader that applies lightmaps can use those UVs if desired.
Note that this doesn't actually apply lightmaps to Bevy meshes; that
will be a followup. It does, however, open the door to future Bevy
plugins that implement baked global illumination.
## Changelog
### Added
The Bevy glTF loader now imports a second UV channel (`TEXCOORD1`,
`UV1`) from meshes if present. This can be used by custom shaders to
implement lightmapping.
# Objective
- Handle suspend / resume events on Android without exiting
## Solution
- On suspend: despawn the window, and set the control flow to wait for
events from the OS
- On resume: spawn a new window, and set the control flow to poll
In this video, you can see the Android example being suspended, stopping
receiving events, and working again after being resumed
https://github.com/bevyengine/bevy/assets/8672791/aaaf4b09-ee6a-4a0d-87ad-41f05def7945
Objective
---------
- Since #6742, It is not possible to build an `ArchetypeId` from a
`ArchetypeGeneration`
- This was useful to 3rd party crate extending the base bevy ECS
capabilities, such as [`bevy_ecs_dynamic`] and now
[`bevy_mod_dynamic_query`]
- Making `ArchetypeGeneration` opaque this way made it completely
useless, and removed the ability to limit archetype updates to a subset
of archetypes.
- Making the `index` method on `ArchetypeId` private prevented the use
of bitfields and other optimized data structure to store sets of
archetype ids. (without `transmute`)
This PR is not a simple reversal of the change. It exposes a different
API, rethought to keep the private stuff private and the public stuff
less error-prone.
- Add a `StartRange<ArchetypeGeneration>` `Index` implementation to
`Archetypes`
- Instead of converting the generation into an index, then creating a
ArchetypeId from that index, and indexing `Archetypes` with it, use
directly the old `ArchetypeGeneration` to get the range of new
archetypes.
From careful benchmarking, it seems to also be a performance improvement
(~0-5%) on add_archetypes.
---
Changelog
---------
- Added `impl Index<RangeFrom<ArchetypeGeneration>> for Archetypes` this
allows you to get a slice of newly added archetypes since the last
recorded generation.
- Added `ArchetypeId::index` and `ArchetypeId::new` methods. It should
enable 3rd party crates to use the `Archetypes` API in a meaningful way.
[`bevy_ecs_dynamic`]:
https://github.com/jakobhellermann/bevy_ecs_dynamic/tree/main
[`bevy_mod_dynamic_query`]:
https://github.com/nicopap/bevy_mod_dynamic_query/
---------
Co-authored-by: vero <email@atlasdostal.com>
# Objective
We've done a lot of work to remove the pattern of a `&World` with
interior mutability (#6404, #8833). However, this pattern still persists
within `bevy_ecs` via the `unsafe_world` method.
## Solution
* Make `unsafe_world` private. Adjust any callsites to use
`UnsafeWorldCell` for interior mutability.
* Add `UnsafeWorldCell::removed_components`, since it is always safe to
access the removed components collection through `UnsafeWorldCell`.
## Future Work
Remove/hide `UnsafeWorldCell::world_metadata`, once we have provided
safe ways of accessing all world metadata.
---
## Changelog
+ Added `UnsafeWorldCell::removed_components`, which provides read-only
access to a world's collection of removed components.
# Objective
- Fixes#4610
## Solution
- Replaced all instances of `parking_lot` locks with equivalents from
`std::sync`. Acquiring locks within `std::sync` can fail, so
`.expect("Lock Poisoned")` statements were added where required.
## Comments
In [this
comment](https://github.com/bevyengine/bevy/issues/4610#issuecomment-1592407881),
the lack of deadlock detection was mentioned as a potential reason to
not make this change. From what I can gather, Bevy doesn't appear to be
using this functionality within the engine. Unless it was expected that
a Bevy consumer was expected to enable and use this functionality, it
appears to be a feature lost without consequence.
Unfortunately, `cpal` and `wgpu` both still rely on `parking_lot`,
leaving it in the dependency graph even after this change.
From my basic experimentation, this change doesn't appear to have any
performance impacts, positive or negative. I tested this using
`bevymark` with 50,000 entities and observed 20ms of frame-time before
and after the change. More extensive testing with larger/real projects
should probably be done.
# Objective
`Has<T>` was added to bevy_ecs, but we're still using the
`Option<With<T>>` pattern in multiple locations.
## Solution
Replace them with `Has<T>`.
# Objective
Add a new method so you can do `set_if_neq` with dereferencing
components: `as_deref_mut()`!
## Solution
Added an as_deref_mut method so that we can use `set_if_neq()` without
having to wrap up types for derefencable components
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
# Objective
- Fixes#9363
## Solution
Moved `fq_std` from `bevy_reflect_derive` to `bevy_macro_utils`. This
does make the `FQ*` types public where they were previously private,
which is a change to the public-facing API, but I don't believe a
breaking one. Additionally, I've done a basic QA pass over the
`bevy_macro_utils` crate, adding `deny(unsafe)`, `warn(missing_docs)`,
and documentation where required.
# Objective
Avert a panic when removing resources from Scenes.
### Reproduction Steps
```rust
let mut scene = Scene::new(World::default());
scene.world.init_resource::<Time>();
scene.world.remove_resource::<Time>();
scene.clone_with(&app.resource::<AppTypeRegistry>());
```
### Panic Message
```
thread 'Compute Task Pool (10)' panicked at 'Requested resource bevy_time::time::Time does not exist in the `World`.
Did you forget to add it using `app.insert_resource` / `app.init_resource`?
Resources are also implicitly added via `app.add_event`,
and can be added by plugins.', .../bevy/crates/bevy_ecs/src/reflect/resource.rs:203:52
```
## Solution
Check that the resource actually still exists before copying.
---
## Changelog
- resolved a panic caused by removing resources from scenes
# Objective
Finish documenting `bevy_scene`.
## Solution
Document the remaining items and add a crate-level `warn(missing_doc)`
attribute as for the other crates with completed documentation.
# Objective
`extract_meshes` can easily be one of the most expensive operations in
the blocking extract schedule for 3D apps. It also has no fundamentally
serialized parts and can easily be run across multiple threads. Let's
speed it up by parallelizing it!
## Solution
Use the `ThreadLocal<Cell<Vec<T>>>` approach utilized by #7348 in
conjunction with `Query::par_iter` to build a set of thread-local
queues, and collect them after going wide.
## Performance
Using `cargo run --profile stress-test --features trace_tracy --example
many_cubes`. Yellow is this PR. Red is main.
`extract_meshes`:
![image](https://github.com/bevyengine/bevy/assets/3137680/9d45aa2e-3cfa-4fad-9c08-53498b51a73b)
An average reduction from 1.2ms to 770us is seen, a 41.6% improvement.
Note: this is still not including #9950's changes, so this may actually
result in even faster speedups once that's merged in.
# Objective
- sometimes when bevy shuts down on certain machines the render thread
tries to send the time after the main world has been dropped.
- fixes an error mentioned in a reply in
https://github.com/bevyengine/bevy/issues/9543
---
## Changelog
- ignore disconnected errors from the time channel.
# Objective
The `States::variants` method was once used to construct `OnExit` and
`OnEnter` schedules for every possible value of a given `States` type.
[Since the switch to lazily initialized
schedules](https://github.com/bevyengine/bevy/pull/8028/files#diff-b2fba3a0c86e496085ce7f0e3f1de5960cb754c7d215ed0f087aa556e529f97f),
we no longer need to track every possible value.
This also opens the door to `States` types that aren't enums.
## Solution
- Remove the unused `States::variants` method and its associated type.
- Remove the enum-only restriction on derived States types.
---
## Changelog
- Removed `States::variants` and its associated type.
- Derived `States` can now be datatypes other than enums.
## Migration Guide
- `States::variants` no longer exists. If you relied on this function,
consider using a library that provides enum iterators.