# Objective
`SceneSpawner::spawn_dynamic_sync` currently returns `()` on success,
which is inconsistent with the other `SceneSpawner::spawn_` methods that
all return an `InstanceId`. We need this ID to do useful work with the
newly-created data.
## Solution
Updated `SceneSpawner::spawn_dynamic_sync` to return `Result<InstanceId,
SceneSpawnError>` instead of `Result<(), SceneSpawnError>`
# Objective
Different platforms use their own implementations of several
mathematical functions (especially transcendental functions like sin,
cos, tan, atan, and so on) to provide hardware-level optimization using
intrinsics. This is good for performance, but bad when you expect
consistent outputs across machines.
[`libm`](https://github.com/rust-lang/libm) is a widely used crate that
provides mathematical functions that don't use intrinsics like `std`
functions. This allows bit-for-bit deterministic math across hardware,
which is crucial for things like cross-platform deterministic physics
simulation.
Glam has the `libm` feature for using [`libm` for the
math](d2871a151b/src/f32/math.rs (L35))
in its own types. This would be nice to expose as a feature in
`bevy_math`.
## Solution
Add `libm` feature to `bevy_math`. We could name it something like
`enhanced-determinism`, but this wouldn't be accurate for the rest of
Bevy, so I think just `libm` is more fitting and explicit.
# Objective
- Since #10702, the way bevy updates the window leads to major slowdowns
as seen in
- #11122
- #11220
- Slow is bad, furthermore, _very_ slow is _very_ bad. We should fix
this issue.
## Solution
- Move the app update code into the `Event::WindowEvent { event:
WindowEvent::RedrawRequested }` branch of the event loop.
- Run `window.request_redraw()` When `runner_state.redraw_requested`
- Instead of swapping `ControlFlow` between `Poll` and `Wait`, we always
keep it at `Wait`, and use `window.request_redraw()` to schedule an
immediate call to the event loop.
- `runner_state.redraw_requested` is set to `true` when
`UpdateMode::Continuous` and when a `RequestRedraw` event is received.
- Extract the redraw code into a separate function, because otherwise
I'd go crazy with the indentation level.
- Fix#11122.
## Testing
I tested the WASM builds as follow:
```sh
cargo run -p build-wasm-example -- --api webgl2 bevymark
python -m http.server --directory examples/wasm/ 8080
# Open browser at http://localhost:8080
```
On main, even spawning a couple sprites is super choppy. Even if it says
"300 FPS". While on this branch, it is smooth as butter.
I also found that it fixes all choppiness on window resize (tested on
Linux/X11). This was another issue from #10702 IIRC.
So here is what I tested:
- On `wasm`: `many_foxes` and `bevymark`, with `argh::from_env()`
commented out, otherwise we get a cryptic error.
- Both with `PresentMode::AutoVsync` and `PresentMode::AutoNoVsync`
- On main, it is consistently choppy.
- With this PR, the visible frame rate is consistent with the diagnostic
numbers
- On native (linux/x11) I ran similar tests, making sure that
`AutoVsync` limits to monitor framerate, and `AutoNoVsync` doesn't.
## Future work
Code could be improved, I wanted a quick solution easy to review, but we
really need to make the code more accessible.
- #9768
- ~~**`WinitSettings::desktop_app()` is completely borked.**~~ actually
broken on main as well
### Review guide
Consider enable the non-whitespace diff to see the _real_ change set.
# Objective
When `BlobVec::reserve` is called with an argument causing capacity
overflow, in release build capacity overflow is ignored, and capacity is
decreased.
I'm not sure it is possible to exploit this issue using public API of
`bevy_ecs`, but better fix it anyway.
## Solution
Check for capacity overflow.
# Objective
- Since #10520, assets are unloaded from RAM by default. This breaks a
number of scenario:
- using `load_folder`
- loading a gltf, then going through its mesh to transform them /
compute a collider / ...
- any assets/subassets scenario should be `Keep` as you can't know what
the user will do with the assets
- android suspension, where GPU memory is unloaded
- Alternative to #11202
## Solution
- Keep assets on CPU memory by default
# Objective
- Resolves#10913.
- Extend `Touches` with methods that are implemented on `ButtonInput`.
## Solution
- Add function `clear_just_pressed` that clears the `just_pressed` state
of the touch input.
- Add function `clear_just_released` that clears the `just_released`
state of the touch input.
- Add function `clear_just_canceled` that clears the `just_canceled`
state of the touch input.
- Add function `release` that changes state of the touch input from
`pressed` to `just_released`.
- Add function `release_all` that changes state of every touch input
from `pressed` to `just_released`
- Add function `clear` that clears `just_pressed`, `just_released` and
`just_canceled` data for every input.
- Add function `reset_all` that clears `pressed`, `just_pressed`,
`just_released` and `just_canceled` data for every input.
- Add tests for functions above.
# Objective
- Fix#11117 by implementing `Reflect` for `EntityHashMap`
## Solution
- By implementing `TypePath` for `EntityHash`, Bevy will automatically
implement `Reflect` for `EntityHashMap`
---
## Changelog
- `TypePath` is implemented for `EntityHash`
- A test called `entity_hashmap_should_impl_reflect` was created to
verify that #11117 was solved.
# Objective
In my code I use a lot of images as render targets.
I'd like some convenience methods for working with this type.
## Solution
- Allow `.into()` to construct a `RenderTarget`
- Add `.as_image()`
---
## Changelog
### Added
- `RenderTarget` can be constructed via `.into()` on a `Handle<Image>`
- `RenderTarget` new method: `as_image`
---------
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
# Objective
- Fixes#11187
## Solution
- Rename the `AddChild` struct to `PushChild`
- Rename the `AddChildInPlace` struct to `PushChildInPlace`
## Migration Guide
The struct `AddChild` has been renamed to `PushChild`, and the struct
`AddChildInPlace` has been renamed to `PushChildInPlace`.
# Objective
- Since #10911, example `button` crashes when clicking the button
```
thread 'main' panicked at .cargo/registry/src/index.crates.io-6f17d22bba15001f/accesskit_consumer-0.16.1/src/tree.rs:139:9:
assertion `left == right` failed
left: 1
right: 0
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_winit::accessibility::update_accessibility_nodes`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```
## Solution
- Re-add lost negation
# Objective
- Fixes#11119
## Solution
- Creation of the serialize feature to ui
---
## Changelog
### Changed
- Changed all the structs that implement Serialize and Deserialize to
only implement when feature is on
## Migration Guide
- If you want to use serialize and deserialize with types from bevy_ui,
you need to use the feature serialize in your TOML
```toml
[dependencies.bevy]
features = ["serialize"]
```
# Objective
Fixes Gizmos crash due to the persistence policy being set to `Unload`
## Solution
Change it to `Keep`
Co-authored-by: rqg <ranqingguo318@gmail.com>
# Objective
- No point in keeping Meshes/Images in RAM once they're going to be sent
to the GPU, and kept in VRAM. This saves a _significant_ amount of
memory (several GBs) on scenes like bistro.
- References
- https://github.com/bevyengine/bevy/pull/1782
- https://github.com/bevyengine/bevy/pull/8624
## Solution
- Augment RenderAsset with the capability to unload the underlying asset
after extracting to the render world.
- Mesh/Image now have a cpu_persistent_access field. If this field is
RenderAssetPersistencePolicy::Unload, the asset will be unloaded from
Assets<T>.
- A new AssetEvent is sent upon dropping the last strong handle for the
asset, which signals to the RenderAsset to remove the GPU version of the
asset.
---
## Changelog
- Added `AssetEvent::NoLongerUsed` and
`AssetEvent::is_no_longer_used()`. This event is sent when the last
strong handle of an asset is dropped.
- Rewrote the API for `RenderAsset` to allow for unloading the asset
data from the CPU.
- Added `RenderAssetPersistencePolicy`.
- Added `Mesh::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `Image::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `ImageLoaderSettings::cpu_persistent_access`.
- Added `ExrTextureLoaderSettings`.
- Added `HdrTextureLoaderSettings`.
## Migration Guide
- Asset loaders (GLTF, etc) now load meshes and textures without
`cpu_persistent_access`. These assets will be removed from
`Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and
`RenderAssets<Image>` contain the GPU versions of these assets, in order
to reduce memory usage. If you require access to the asset data from the
CPU in future frames after the GLTF asset has been loaded, modify all
dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to
`RenderAssetPersistencePolicy::Keep`.
- `Mesh` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `Image` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `MorphTargetImage::new()` now requires a new `cpu_persistent_access`
parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the
previous behavior.
- `DynamicTextureAtlasBuilder::add_texture()` now requires that the
`TextureAtlas` you pass has an `Image` with `cpu_persistent_access:
RenderAssetPersistencePolicy::Keep`. Ensure you construct the image
properly for the texture atlas.
- The `RenderAsset` trait has significantly changed, and requires
adapting your existing implementations.
- The trait now requires `Clone`.
- The `ExtractedAsset` associated type has been removed (the type itself
is now extracted).
- The signature of `prepare_asset()` is slightly different
- A new `persistence_policy()` method is now required (return
RenderAssetPersistencePolicy::Unload to match the previous behavior).
- Match on the new `NoLongerUsed` variant for exhaustive matches of
`AssetEvent`.
# Objective
- We want to use `static_assertions` to perform precise compile time
checks at testing time. In this PR, we add those checks to make sure
that `EntityHashMap` and `PreHashMap` are `Clone` (and we replace the
more clumsy previous tests)
- Fixes#11181
(will need to be rebased once
https://github.com/bevyengine/bevy/pull/11178 is merged)
---------
Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
![Screenshot](https://i.imgur.com/A4KzWFq.png)
# Objective
Lightmaps, textures that store baked global illumination, have been a
mainstay of real-time graphics for decades. Bevy currently has no
support for them, so this pull request implements them.
## Solution
The new `Lightmap` component can be attached to any entity that contains
a `Handle<Mesh>` and a `StandardMaterial`. When present, it will be
applied in the PBR shader. Because multiple lightmaps are frequently
packed into atlases, each lightmap may have its own UV boundaries within
its texture. An `exposure` field is also provided, to control the
brightness of the lightmap.
Note that this PR doesn't provide any way to bake the lightmaps. That
can be done with [The Lightmapper] or another solution, such as Unity's
Bakery.
---
## Changelog
### Added
* A new component, `Lightmap`, is available, for baked global
illumination. If your mesh has a second UV channel (UV1), and you attach
this component to the entity with that mesh, Bevy will apply the texture
referenced in the lightmap.
[The Lightmapper]: https://github.com/Naxela/The_Lightmapper
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This PR is part of a project aimed at improving the API documentation of
`bevy_hierarchy`. Other PRs will be based on this.
This PR in particular is also an experiment in providing a high level
overview of the tools provided by a Bevy plugin/crate. It also provides
general information about universal invariants, so statement repetition
in crate items can be dramatically reduced.
## Other changes
The other PRs of this project that expand on this one:
- #10952
- #10953
- #10954
- #10955
- #10956
- #10957
---------
Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
# Objective
- `EntityHashMap`, `EntityHashSet` and `PreHashMap` are currently not
Cloneable because of a missing trivial `Clone` bound for `EntityHash`
and `PreHash`. This PR makes them Cloneable.
(the parent struct `hashbrown::HashMap` requires the `HashBuilder` to be
`Clone` for the `HashMap` to be `Clone`, see:
https://github.com/rust-lang/hashbrown/blob/master/src/map.rs#L195)
## Solution
- Add a `Clone` bound to `PreHash` and `EntityHash`
---------
Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
# Objective
`bevy_math` re-exports Glam, but doesn't have a feature for enabling
`approx` for it. Many projects (including some of Bevy's own crates)
need `approx`, and it'd be nice if you didn't have to manually add Glam
to specify the feature for it.
## Solution
Add an `approx` feature to `bevy_math`.
# Objective
I often need a direction along one of the cartesian XYZ axes, and it
currently requires e.g. `Direction2d::from_normalized(Vec2::X)`, which
isn't ideal.
## Solution
Add direction constants that are the same as the ones on Glam types. I
also copied the doc comment format "A unit vector pointing along the ...
axis", but I can change it if there's a better wording for directions.
# Objective
I frequently encounter cases where I need to get the opposite direction.
This currently requires something like
`Direction2d::from_normalized(-*direction)`, which is very inconvenient.
## Solution
Implement `Neg` for `Direction2d` and `Direction3d`.
# Objective
If you have multiple windows, there is no way to determine which window
a `TouchInput` event applies to. This fixes that.
## Solution
- Add the window entity directly to `TouchInput`, just like the other
input events.
- Fixes#6011.
## Migration Guide
+ Add a `window` field when constructing or destructuring a `TouchInput`
struct.
This expands upon https://github.com/bevyengine/bevy/pull/11134.
I found myself needing `tonemapping_pipeline_key` for some custom 2d
draw functions. #11134 exported the 3d version of
`tonemapping_pipeline_key` and this PR exports the 2d version. I also
made `alpha_mode_pipeline_key` public for good measure.
# Objective
When panic handler prints to stdout instead of stderr, I've observed two
outcomes with this PR test #11169:
- Sometimes output is mixed up, so it is not clear where one record ends
and another stards
- Sometimes output is lost
## Solution
Print to stderr.
## Changelog
- Panic handler in `LogPlugin` writes to stderr instead of stdin.
# Objective
`SystemName` might be useful in systems which accept `&mut World`.
## Solution
- `impl ExclusiveSystemParam for SystemName`
- move `SystemName` into a separate file, because it no longer belongs
to a file which defines `SystemParam`
- add a test for new impl, and for existing impl
## Changelog
- `impl ExclusiveSystemParam for SystemName`
Turns out whenever a normal prepass was active (which includes whenever
you use SSAO) we were attempting to read the normals from the prepass
for the specular transmissive material. Since transmissive materials
don't participate in the prepass (unlike opaque materials) we were
reading the normals from “behind” the mesh, producing really weird
visual results.
# Objective
- Fixes#11112.
## Solution
- We introduce a new `READS_VIEW_TRANSMISSION_TEXTURE` mesh pipeline
key;
- We set it whenever the material properties has the
`reads_view_transmission_texture` flag set; (i.e. the material is
transmissive)
- If this key is set we prevent the reading of normals from the prepass,
by not setting the `LOAD_PREPASS_NORMALS` shader def.
---
## Changelog
### Fixed
- Specular transmissive materials no longer attempt to erroneously load
prepass normals, and now work correctly even with the normal prepass
active (e.g. when using SSAO)
# Objective
- Refactor collide code and add tests.
## Solution
- Rebase the changes made in #4485.
Co-authored-by: Eduardo Canellas de Oliveira <eduardo.canellas@bemobi.com>
# Objective
There are a lot of doctests that are `ignore`d for no documented reason.
And that should be fixed.
## Solution
I searched the bevy repo with the regex ` ```[a-z,]*ignore ` in order to
find all `ignore`d doctests. For each one of the `ignore`d doctests, I
did the following steps:
1. Attempt to remove the `ignored` attribute while still passing the
test. I did this by adding hidden dummy structs and imports.
2. If step 1 doesn't work, attempt to replace the `ignored` attribute
with the `no_run` attribute while still passing the test.
3. If step 2 doesn't work, keep the `ignored` attribute but add
documentation for why the `ignored` attribute was added.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
Fixes#11050
Rename ArchetypeEntity::entity to ArchetypeEntity::id to be consistent
with `EntityWorldMut`, `EntityMut` and `EntityRef`.
## Migration Guide
The method `ArchetypeEntity::entity` has been renamed to
`ArchetypeEntity::id`
# Objective
- There is an warning about non snake case on system_param.rs generated
by a macro
## Solution
- Allow non snake case on the function at fault
# Objective
Implement `ExclusiveSystemParam` for `PhantomData`.
For the same reason `SystemParam` impl exists: to simplify writing
generic code.
786abbf3f5/crates/bevy_ecs/src/system/system_param.rs (L1557)
Also for consistency.
## Solution
`impl ExclusiveSystemParam for PhantomData`.
## Changelog
Added: PhantomData<T> now implements ExclusiveSystemParam.
# Objective
Mostly for consistency.
## Solution
```rust
impl ExclusiveSystemParam for WorldId
```
- Also add a test for `SystemParam for WorldId`
## Changelog
Added: Worldd now implements ExclusiveSystemParam.
# Objective
- Custom render passes, or future passes in the engine (such as
https://github.com/bevyengine/bevy/pull/10164) need a better way to know
and indicate to the core passes whether the view color/depth/prepass
attachments have been cleared or not yet this frame, to know if they
should clear it themselves or load it.
## Solution
- For all render targets (depth textures, shadow textures, prepass
textures, main textures) use an atomic bool to track whether or not each
texture has been cleared this frame. Abstracted away in the new
ColorAttachment and DepthAttachment wrappers.
---
## Changelog
- Changed `ViewTarget::get_color_attachment()`, removed arguments.
- Changed `ViewTarget::get_unsampled_color_attachment()`, removed
arguments.
- Removed `Camera3d::clear_color`.
- Removed `Camera2d::clear_color`.
- Added `Camera::clear_color`.
- Added `ExtractedCamera::clear_color`.
- Added `ColorAttachment` and `DepthAttachment` wrappers.
- Moved `ClearColor` and `ClearColorConfig` from
`bevy::core_pipeline::clear_color` to `bevy::render::camera`.
- Core render passes now track when a texture is first bound as an
attachment in order to decide whether to clear or load it.
## Migration Guide
- Remove arguments to `ViewTarget::get_color_attachment()` and
`ViewTarget::get_unsampled_color_attachment()`.
- Configure clear color on `Camera` instead of on `Camera3d` and
`Camera2d`.
- Moved `ClearColor` and `ClearColorConfig` from
`bevy::core_pipeline::clear_color` to `bevy::render::camera`.
- `ViewDepthTexture` must now be created via the `new()` method
---------
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fix ci hang, so we can merge pr's again.
## Solution
- switch ppa action to use mesa stable versions
https://launchpad.net/~kisak/+archive/ubuntu/turtle
- use commit from #11123
---------
Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com>
# Objective
- Provides an alternate solution to the one implemented in #10791
without breaking changes.
## Solution
- Changes the bounds of macro-generated `TypePath` implementations to
universally ignore the types of fields, rather than use the same bounds
as other implementations. I think this is a more holistic solution than
#10791 because it totally erases the finicky bounds we currently
generate, helping to untangle the reflection trait system.
# Objective
- Make the implementation order consistent between all sources to fit
the order in the trait.
## Solution
- Change the implementation order.