# Objective
Adds a new `Readback` component to request for readback of a
`Handle<Image>` or `Handle<ShaderStorageBuffer>` to the CPU in a future
frame.
## Solution
We track the `Readback` component and allocate a target buffer to write
the gpu resource into and map it back asynchronously, which then fires a
trigger on the entity in the main world. This proccess is asynchronous,
and generally takes a few frames.
## Showcase
```rust
let mut buffer = ShaderStorageBuffer::from(vec![0u32; 16]);
buffer.buffer_description.usage |= BufferUsages::COPY_SRC;
let buffer = buffers.add(buffer);
commands
.spawn(Readback::buffer(buffer.clone()))
.observe(|trigger: Trigger<ReadbackComplete>| {
info!("Buffer data from previous frame {:?}", trigger.event());
});
```
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
`World::flush_commands` will cause a panic with `error[B0003]: Could not
insert a bundle [...] for entity [...] because it doesn't exist in this
World` if there was a `spawn` command in the queue and you should
instead use `flush` for this but this isn't mentioned in the docs
## Solution
Add a note to the docs suggesting to use `World::flush` in this context.
This error doesn't appear to happen with `spawn_batch` so I didn't add
that to the note although you can cause it with
`commands.spawn_empty().insert(...)` but I wasn't sure that was worth
the documentation complexity as it is pretty unlikely (and equivalent to
`commands.spawn(...)`.
# Objective
Fixes#15185.
# Solution
Change `drain` to take a `&mut self` for most reflected types.
Some notable exceptions to this change are `Array` and `Tuple`. These
types don't make sense with `drain` taking a mutable borrow since they
can't get "smaller". Also `BTreeMap` doesn't have a `drain` function, so
we have to pop elements off one at a time.
## Testing
- The existing tests are sufficient.
---
## Migration Guide
- `reflect::Map`, `reflect::List`, and `reflect::Set` all now take a
`&mut self` instead of a `Box<Self>`. Callers of these traits should add
`&mut` before their boxes, and implementers of these traits should
update to match.
# Objective
Mostly covers the first point in
https://github.com/bevyengine/bevy/issues/13713#issuecomment-2364786694
The idea here is that a lot of people want to load their own texture
atlases, and many of them do this by deserializing some custom version
of `TextureAtlasLayout`. This makes that a little easier by providing
`serde` impls for them.
## Solution
In order to make `TextureAtlasLayout` serializable, the custom texture
mappings that are added by `TextureAtlasBuilder` were separated into
their own type, `TextureAtlasSources`. The inner fields are made public
so people can create their own version of this type, although because it
embeds asset IDs, it's not as easily serializable. In particular,
atlases that are loaded directly (e.g. sprite sheets) will not have a
copy of this map, and so, don't need to construct it at all.
As an aside, since this is the very first thing in `bevy_sprite` with
`serde` impls, I've added a `serialize` feature to the crate and made
sure it gets activated when the `serialize` feature is enabled on the
parent `bevy` crate.
## Testing
I was kind of shocked that there isn't anywhere in the code besides a
single example that actually used this functionality, so, it was
relatively straightforward to do.
In #13713, among other places, folks have mentioned adding custom
serialization into their pipelines. It would be nice to hear from people
whether this change matches what they're doing in their code, and if
it's relatively seamless to adapt to. I suspect that the answer is yes,
but, that's mainly the only other kind of testing that can be added.
## Migration Guide
`TextureAtlasBuilder` no longer stores a mapping back to the original
images in `TextureAtlasLayout`; that functionality has been added to a
new struct, `TextureAtlasSources`, instead. This also means that the
signature for `TextureAtlasBuilder::finish` has changed, meaning that
calls of the form:
```rust
let (atlas_layout, image) = builder.build()?;
```
Will now change to the form:
```rust
let (atlas_layout, atlas_sources, image) = builder.build()?;
```
And instead of performing a reverse-lookup from the layout, like so:
```rust
let atlas_layout_handle = texture_atlases.add(atlas_layout.clone());
let index = atlas_layout.get_texture_index(&my_handle);
let handle = TextureAtlas {
layout: atlas_layout_handle,
index,
};
```
You can perform the lookup from the sources instead:
```rust
let atlas_layout = texture_atlases.add(atlas_layout);
let index = atlas_sources.get_texture_index(&my_handle);
let handle = TextureAtlas {
layout: atlas_layout,
index,
};
```
Additionally, `TextureAtlasSources` also has a convenience method,
`handle`, which directly combines the index and an existing
`TextureAtlasLayout` handle into a new `TextureAtlas`:
```rust
let atlas_layout = texture_atlases.add(atlas_layout);
let handle = atlas_sources.handle(atlas_layout, &my_handle);
```
## Extra notes
In the future, it might make sense to combine the three types returned
by `TextureAtlasBuilder` into their own struct, just so that people
don't need to assign variable names to all three parts. In particular,
when creating a version that can be loaded directly (like #11873), we
could probably use this new type.
# Objective
- Fix panic when atlas index is out of bounds
- Took the chance to clean it up a bit
## Solution
- Use texture dimensions like rendering pipeline. Dropped atlas layouts
and indexes out of bounds are shown as a sprite.
## Testing
Used sprite_picking example, drop layout and/or use indexes out of
bounds.
# Objective
- `DynamicMap` currently uses an `HashMap` from a `u64` hash to the
entry index in a `Vec`. This is incorrect in the presence of hash
collisions, so let's fix it;
- `DynamicMap::remove` was also buggy, as it didn't fix up the indexes
of the other elements after removal. Fix that up as well and add a
regression test.
## Solution
- Use `HashTable` in `DynamicMap` to distinguish entries that have the
same hash by using `reflect_partial_eq`, bringing it more in line with
what `DynamicSet` does;
- Reimplement `DynamicMap::remove` to properly fix up the index of moved
elements after the removal.
## Testing
- A regression test was added for the `DynamicMap::remove` issue.
---
Some kinda related considerations: the use of a separate `Vec` for
storing the entries adds some complications that I'm not sure are worth.
This is mainly used to implement an efficient `get_at`, which is relied
upon by `MapIter`. However both `HashMap` and `BTreeMap` implement
`get_at` inefficiently (and cannot do so efficiently), leading to a
`O(N^2)` complexity for iterating them. This could be removed in favor
of a `Box<dyn Iterator>` like it's done in `DynamicSet`.
# Objective
Improve the documentation of `SystemParamBuilder`. Not all builder types
have documentation, and the documentation is spread around and not
linked together well.
## Solution
Reorganize `SystemParamBuilder` docs and examples. All builder types now
have their own examples, and the list of builder types is linked from
the `SystemParamBuilder` trait. Add some examples to `FilteredEntityRef`
and `FilteredEntityMut` so that `QueryParamBuilder` can reference them.
# Objective
- Fixes#15077
## Solution
- Clears `ViewTargetAttachments` resource every frame before
`create_surfaces` system instead, which was previously done after
`extract_windows`.
## Testing
- Confirmed that examples no longer panic on window resizing with DX12
backend.
- `screenshot` example keeps working after this change.
# Objective
This implements another item on the way to complete the `Curves`
implementation initiative
Citing @mweatherley
> Curve adaptors for making a curve repeat or ping-pong would be useful.
This adds three widely applicable adaptors:
- `ReverseCurve` "plays" the curve backwards
- `RepeatCurve` to repeat the curve for `n` times where `n` in `[0,inf)`
- `ForeverCurve` which extends the curves domain to `EVERYWHERE`
- `PingPongCurve` (name wip (?)) to chain the curve with it's reverse.
This would be achievable with `ReverseCurve` and `ChainCurve`, but it
would require the use of `by_ref` which can be restrictive in some
scenarios where you'd rather just consume the curve. Users can still
create the same effect by combination of the former two, but since this
will be most likely a very typical adaptor we should also provide it on
the library level. (Why it's typical: you can create a single period of
common waves with it pretty easily, think square wave (= pingpong +
step), triangle wave ( = pingpong + linear), etc.)
- `ContinuationCurve` which chains two curves but also makes sure that
the samples of the second curve are translated so that
`sample(first.end) == sample(second.start)`
## Solution
Implement the adaptors above. (More suggestions are welcome!)
## Testing
- [x] add simple tests. One per adaptor
---------
Co-authored-by: eckz <567737+eckz@users.noreply.github.com>
Co-authored-by: Matty <2975848+mweatherley@users.noreply.github.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- fixes https://github.com/bevyengine/bevy/issues/13473
## Solution
- When a single mesh is assigned multiple materials, it is divided into
several primitive nodes, with each primitive assigned a unique material.
Presently, these primitives are named using the format Mesh.index, which
complicates querying. To improve this, we can assign a specific name to
each primitive based on the material’s name, since each primitive
corresponds to one material exclusively.
## Testing
- I have included a simple example which shows how to query a material
and mesh part based on the new name component.
## Changelog
- adds `GltfMaterialName` component to the mesh entity of the gltf
primitive node.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#15394
## Solution
Observers now validate params.
System registry has a new error variant for when system running fails
due to invalid parameters.
Run once now returns a `Result<Out, RunOnceError>` instead of `Out`.
This is more inline with system registry, which also returns a result.
I'll address warning messages in #15500.
## Testing
Added one test for each case.
---
## Migration Guide
- `RunSystemOnce::run_system_once` and
`RunSystemOnce::run_system_once_with` now return a `Result<Out>` instead
of just `Out`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
* Save 16 bytes per vertex by calculating tangents in the shader at
runtime, rather than storing them in the vertex data.
* Based on https://jcgt.org/published/0009/03/04,
https://www.jeremyong.com/graphics/2023/12/16/surface-gradient-bump-mapping.
* Fixed visbuffer resolve to use the updated algorithm that flips ddy
correctly
* Added some more docs about meshlet material limitations, and some
TODOs about transforming UV coordinates for the future.
![image](https://github.com/user-attachments/assets/222d8192-8c82-4d77-945d-53670a503761)
For testing add a normal map to the bunnies with StandardMaterial like
below, and then test that on both main and this PR (make sure to
download the correct bunny for each). Results should be mostly
identical.
```rust
normal_map_texture: Some(asset_server.load_with_settings(
"textures/BlueNoise-Normal.png",
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
)),
```
# Objective
- Resolves#15453
## Solution
- Added new `World::resource_id` and `World::register_resource` methods
to support this feature
- Added new `ReflectResource::register_resource` method, and new pointer
to this new function
- Added new `ReflectComponent::register_component`
## Testing
- Tested this locally, but couldn't test the entire crate locally, just
this new feature, expect that CI will do the rest of the work.
---
## Showcase
```rs
#[derive(Component, Reflect)]
#[reflect(Component)]
struct MyComp;
let mut world = World::new();
let mut registry = TypeRegistration::of::<MyComp>();
registry.insert::<ReflectComponent>(FromType::<MyComp>::from_type());
let data = registry.data::<ReflectComponent>().unwrap();
// Its now possible to register the Component in the world this way
let component_id = data.register_component(&mut world);
// They will be the same
assert_eq!(component_id, world.component_id::<MyComp>().unwrap());
```
```rs
#[derive(Resource, Reflect)]
#[reflect(Resource)]
struct MyResource;
let mut world = World::new();
let mut registry = TypeRegistration::of::<MyResource>();
registry.insert::<ReflectResource>(FromType::<MyResource>::from_type());
let data = registry.data::<ReflectResource>().unwrap();
// Same with resources
let component_id = data.register_resource(&mut world);
// They match
assert_eq!(component_id, world.resource_id::<MyResource>().unwrap());
```
# Objective
Add the following system params:
- `QuerySingle<D, F>` - Valid if only one matching entity exists,
- `Option<QuerySingle<D, F>>` - Valid if zero or one matching entity
exists.
As @chescock pointed out, we don't need `Mut` variants.
Fixes: #15264
## Solution
Implement the type and both variants of system params.
Also implement `ReadOnlySystemParam` for readonly queries.
Added a new ECS example `fallible_params` which showcases `SingleQuery`
usage.
In the future we might want to add `NonEmptyQuery`,
`NonEmptyEventReader` and `Res` to it (or maybe just stop at mentioning
it).
## Testing
Tested with the example.
There is a lot of warning spam so we might want to implement #15391.
# Objective
- We use a feature introduced in async-channel 2.3.0, `force_send`
- Existing project fail to compile as they have a lock file on the 2.2.X
## Solution
- Bump async-channel
> [!NOTE]
> This is my first PR, so if something is incorrect
> or missing, please let me know :3
# Objective
- Clarifies `spawn`, `spawn_batch` and `ParallelCommands` docs about
performance and use cases
- Fixes#15472
## Solution
Add comments to `spawn`, `spawn_batch` and `ParallelCommands` to clarify
the
intended use case and link to other/better ways of doing spawning things
for
certain use cases.
# Objective
- Fixes#15447
## Solution
- Remove the `Return::Unit` variant and use a `Return::Owned` variant
holding a unit `()` type.
## Migration Guide
- Removed the `Return::Unit` variant; use `Return::unit()` instead.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
The "zero-sized" description was outdated and misleading.
## Solution
Changed the description to just say that it's an enumeration (an enum)
# Objective
- Fixes#15490 introduced in #15094.
## Solution
- Use non-panicking `try_insert`
## Testing
- Closing window with `CursorIcon` no longer crashes after this change
(confirmed with `window_settings` example)
# Objective
- Contributes to #15460
## Solution
- Wrap `derive_label` `quote!` in an anonymous constant which contains
an `extern crate alloc` statement, allowing use of the `alloc` namespace
even when a user has not brought in the crate themselves.
## Testing
- CI passed locally.
## Notes
We can't generate code that uses `::std::boxed::Box` in `no_std`
environments, but we also can't rely on `::alloc::boxed::Box` either,
since the user might not have declared `extern crate alloc`. To resolve
this, the generated code is wrapped in an anonymous constant which
contains the `extern crate alloc` invocation.
This does mean the macro is no longer hygienic against cases where the
user provides an alternate `alloc` crate, however I believe this is an
acceptable compromise.
Additionally, this crate itself doesn't need to be `no_std`, it just
needs to _generate_ `no_std` compatible code.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
## Objective
Closes#15408 (somewhat)
## Solution
- Moved the existing HTTP transport to its own module with its own
plugin (`RemoteHttpPlugin`) (disabled on WASM)
- Swapped out the `smol` crate for the smaller crates it re-exports to
make it easier to keep out non-wasm code (HTTP transport needs
`async-io` which can't build on WASM)
- Added a new public `BrpSender` resource holding the matching sender
for the `BrpReceiver`' (formally `BrpMailbox`). This allows other crates
to send `BrpMessage`'s to the "mailbox".
## Testing
TODO
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
# Objective
- Significantly improve the ergonomics of gamepads and allow new
features
Gamepads are a bit unergonomic to work with, they use resources but
unlike other inputs, they are not limited to a single gamepad, to get
around this it uses an identifier (Gamepad) to interact with anything
causing all sorts of issues.
1. There are too many: Gamepads, GamepadSettings, GamepadInfo,
ButtonInput<T>, 2 Axis<T>.
2. ButtonInput/Axis generic methods become really inconvenient to use
e.g. any_pressed()
3. GamepadButton/Axis structs are unnecessary boilerplate:
```rust
for gamepad in gamepads.iter() {
if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) {
info!("{:?} just pressed South", gamepad);
} else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South))
{
info!("{:?} just released South", gamepad);
}
}
```
4. Projects often need to create resources to store the selected gamepad
and have to manually check if their gamepad is still valid anyways.
- Previously attempted by #3419 and #12674
## Solution
- Implement gamepads as entities.
Using entities solves all the problems above and opens new
possibilities.
1. Reduce boilerplate and allows iteration
```rust
let is_pressed = gamepads_buttons.iter().any(|buttons| buttons.pressed(GamepadButtonType::South))
```
2. ButtonInput/Axis generic methods become ergonomic again
```rust
gamepad_buttons.any_just_pressed([GamepadButtonType::Start, GamepadButtonType::Select])
```
3. Reduces the number of public components significantly (Gamepad,
GamepadSettings, GamepadButtons, GamepadAxes)
4. Components are highly convenient. Gamepad optional features could now
be expressed naturally (`Option<Rumble> or Option<Gyro>`), allows devs
to attach their own components and filter them, so code like this
becomes possible:
```rust
fn move_player<const T: usize>(
player: Query<&Transform, With<Player<T>>>,
gamepads_buttons: Query<&GamepadButtons, With<Player<T>>>,
) {
if let Ok(gamepad_buttons) = gamepads_buttons.get_single() {
if gamepad_buttons.pressed(GamepadButtonType::South) {
// move player
}
}
}
```
---
## Follow-up
- [ ] Run conditions?
- [ ] Rumble component
# Changelog
## Added
TODO
## Changed
TODO
## Removed
TODO
## Migration Guide
TODO
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
The next step in the migration to required components: Deprecate
`VisibilityBundle` and make `Visibility` require `InheritedVisibility`
and `ViewVisibility`, as per the [chosen
proposal](https://hackmd.io/@bevy/required_components/%2FcO7JPSAQR5G0J_j5wNwtOQ).
## Solution
Deprecate `VisibilityBundle` and make `Visibility` require
`InheritedVisibility` and `ViewVisibility`.
I chose not to deprecate `SpatialBundle` yet, as doing so would mean
that we need to manually add `Visibility` to a bunch of places. It will
be nicer once meshes, sprites, lights, fog, and cameras have been
migrated, since they will require `Transform` and `Visibility` and
therefore not need manually added defaults for them.
---
## Migration Guide
Replace all insertions of `VisibilityBundle` with the `Visibility`
component. The other components required by it will now be inserted
automatically.
# Objective
Improve the performance of animation.
`animate_targets` only does work for entities with a `AnimationTarget`
component, but the query it uses has no filters and matches all
archetypes, resulting in extra work checking and ignoring every other
entity in the world.
In addition, it uses `EntityMutExcept::get`, which has to look up the
`ComponentId` for `AnimationTarget` each time it's used.
Fixes#15412
## Solution
Instead of `entity_mut.get::<AnimationTarget>()`, add `&AnimationTarget`
to the query and read it directly. This requires adding
`AnimationTarget` to the list of exceptions in the `EntityMutExcept`.
Since the resulting type is getting long, add an alias for it.
This does mean that `AnimationTarget` is no longer available through
`entity`, which means it's not possible to animate the `AnimationTarget`
component itself.
## Testing
I ran performance traces of many_foxes comparing this branch to main.
Red is main, yellow is these changes:
![image](https://github.com/user-attachments/assets/93ef7d70-5103-4952-86b9-312aafc53e5f)
The first step in the migration to required components! This PR removes
`GlobalTransform` from all user-facing code, since it's now added
automatically wherever `Transform` is used.
## Testing
- None of the examples I tested were broken, and I assume breaking
transforms in any way would be visible *everywhere*
---
## Changelog
- Make `Transform` require `GlobalTransform`
~~- Remove `GlobalTransform` from all engine bundles~~
- Remove in-engine insertions of GlobalTransform and TransformBundle
- Deprecate `TransformBundle`
- update docs to reflect changes
## Migration Guide
Replace all insertions of `GlobalTransform` and/or `TransformBundle`
with `Transform` alone.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Tim <JustTheCoolDude@gmail.com>
## Objective
- Adopted #6396
## Solution
Same as #6396, we use a compile-time checked `StorageSwitch` union type
to select the fetch data based on the component's storage type, saving
>= 8 bytes per component fetch in a given query.
Note: We forego the Query iteration change as it exists in a slightly
different form now on main.
## Testing
- All current tests pass locally.
---------
Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
- Fixes#6370
- Closes#6581
## Solution
- Added the following lints to the workspace:
- `std_instead_of_core`
- `std_instead_of_alloc`
- `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.
## Testing
- Ran CI locally
## Migration Guide
The MSRV is now 1.81. Please update to this version or higher.
## Notes
- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Fixes#15142
## Solution
* Moved all the UI border geometry calculations that were scattered
through the UI extraction functions into `ui_layout_system`.
* Added a `border: BorderRect` field to `Node` to store the border size
computed by `ui_layout_system`.
* Use the border values returned from Taffy rather than calculate them
ourselves during extraction.
* Removed the `logical_rect` and `physical_rect` methods from `Node` the
descriptions and namings are deceptive, it's better to create the rects
manually instead.
* Added a method `outline_radius` to `Node` that calculates the border
radius of outlines.
* For border values `ExtractedUiNode` takes `BorderRect` and
`ResolvedBorderRadius` now instead of raw `[f32; 4]` values and converts
them in `prepare_uinodes`.
* Removed some unnecessary scaling and clamping of border values
(#15142).
* Added a `BorderRect::ZERO` constant.
* Added an `outlined_node_size` method to `Node`.
## Testing
Added some non-uniform borders to the border example. Everything seems
to be in order:
<img width="626" alt="nub"
src="https://github.com/user-attachments/assets/258ed8b5-1a9e-4ac5-99c2-6bf25c0ef31c">
## Migration Guide
The `logical_rect` and `physical_rect` methods have been removed from
`Node`. Use `Rect::from_center_size` with the translation and node size
instead.
The types of the fields border and border_radius of `ExtractedUiNode`
have been changed to `BorderRect` and `ResolvedBorderRadius`
respectively.
---------
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
Co-authored-by: akimakinai <105044389+akimakinai@users.noreply.github.com>
# Objective
- Fixes#15451
## Migration Guide
- `World::init_component` has been renamed to `register_component`.
- `World::init_component_with_descriptor` has been renamed to
`register_component_with_descriptor`.
- `World::init_bundle` has been renamed to `register_bundle`.
- `Components::init_component` has been renamed to `register_component`.
- `Components::init_component_with_descriptor` has been renamed to
`register_component_with_descriptor`.
- `Components::init_resource` has been renamed to `register_resource`.
- `Components::init_non_send` had been renamed to `register_non_send`.
# Objective
`bevy_gltf` have an instance where `use bevy_animation` is not behind
`#[cfg(feature = "bevy_animation")]`.
This resulted in a compile error when the feature is not enabled:
`failed to resolve: use of undeclared crate or module 'bevy_animation'`.
## Solution
move this instance of `use bevy_animation` behind the `cfg` attribute.
## Testing
I no longer get the error when compiling without the feature.
# Objective
Fixes the confusion that caused #5660
## Solution
Make it clear that it is the hardware which doesn't support the format
and not bevy's fault.
# Objective
Make it easier to debug why an entity doesn't match a query.
## Solution
List the entities components in `QueryEntityError::QueryDoesNotMatch`'s
message, e.g. `The query does not match the entity 0v1, which has
components foo::Bar, foo::Baz`.
This covers most cases as expected components are typically known and
filtering for change detection is rare when assessing a query by entity
id.
## Testing
Added a test confirming the new message matches the entity's components.
## Migration Guide
- `QueryEntityError` now has a lifetime. Convert it to a custom error if
you need to store it.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: poopy <gonesbird@gmail.com>
# Objective
- #15331
## Solution
-Just changed it to Trigger since the function signature shows it's just
a wrapper trait
## Testing
Will let tests pass
---------
Co-authored-by: Fernan Lukban <fernanlukban@gmail.co>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Antony <antony.m.3012@gmail.com>
# Objective
- Add a test case for #14300Fixes#14300
## Solution
`SceneEntityMapper` relies on operations on `Entities` that require
flushing in advance, such as `alloc` and `free`. Previously, it wasn't
calling `world.flush_entities()` itself and relied on its caller having
flushed beforehand. This wasn't an issue before observers and hooks were
released, since entity reservation was happening at expected times. Now
that hooks and observers are a thing, they can introduce a need to
flush.
We have a few options:
* Flush after each observer/hook run
* Flush between each paired observer/hook and operation that requires a
flush
* Flush before operations requiring it
The first option for this case seemed trickier to reason about than I
wanted, since it involved the `BundleInserter` and its
`UnsafeWorldCell`, and the second is generally harder to track down. The
third seemed the most straightforward and conventional, since we can see
a flush occurring at the start of a number of `World` methods.
Therefore, we're letting `SceneEntityMapper` be in charge of upholding
its own invariants and calling `flush_entities` when it's created.
## Testing
Added a new test case modeled after #14300
# Objective
- Fixes#15373
- Fixes
https://github.com/bevyengine/bevy/pull/14920#issuecomment-2370428013
## Solution
- Make `IntoSystem::pipe` and `IntoSystem::map` return two new
(possibly-ZST) types that implement `IntoSystem` and whose `into_system`
method return the systems that were previously being returned by
`IntoSystem::pipe` and `IntoSystem::map`
- Don't eagerly call `IntoSystem::into_system` on the argument given to
`RunSystemCachedWith::new` to avoid losing its ZST-ness
## Testing
- Added a regression test for each issue
## Migration Guide
- `IntoSystem::pipe` and `IntoSystem::map` now return `IntoPipeSystem`
and `IntoAdapterSystem` instead of `PipeSystem` and `AdapterSystem`.
Most notably these types don't implement `System` but rather only
`IntoSystem`.
# Objective
Fixes#15401
## Solution
Changes the scroll inversion hotkey in the example from Shift to
Control.
Shift is idiomatic for this. Since we cannot use Shift per #15401, I
picked another modifier arbitrarily. A production app would handle this
in a platform specific way until the platform behaviors are unified
upstream, but no point here.
## Testing
I don't have a mac readily available for testing, if someone wouldn't
mind testing. I would also appreciate confirmation that trackpad is
working nicely.
The logic in PR #14808 broke `bevy_asset_loader`, because calling
`AssetServer::load_untyped()` initiates a load of an asset of type
`LoadedUntypedAsset`, which doesn't match any asset loaders and
therefore fails. I reverted the lines that were causing the problem. The
resulting code seems to work, but I'm not sure if this was the correct
fix.
# Objective
Fixes#14467
Observers and component lifecycle hooks are allowed to perform
operations that subsequently require `Entities` to be flushed, such as
reserving a new entity. If this occurs during an `on_remove` hook or an
`OnRemove` event trigger during an `EntityWorldMut::despawn`, a panic
will occur.
## Solution
Call `world.flush_entities()` after running `on_remove` hooks/observers
during `despawn`
## Testing
Added a new test that fails before the fix and succeeds afterward.
# Objective
#15349 added an `impl_reflect!` for `glam::EulerRot`. This was done by
copying and pasting the enum definition from `glam` into `bevy_reflect`
so that the macro could interpret the variants.
However, as mentioned in the description for that PR, this would need to
be updated for `glam` 0.29, as it had not been updated yet.
#15249 came and updated `glam` to 0.29, but did not change these impls.
This is understandable as failing to do so doesn't cause any compile
errors.
This PR updates the definition and aims to make this silent breakage a
little less silent.
## Solution
Firstly, I updated the definition for `EulerRot` to match the one from
`glam`.
Secondly, I added the `assert_type_match` crate, which I created
specifically to solve this problem. By using this crate, we'll get a
compile time error if `glam` ever decides to change `EulerRot` again.
In the future we can consider using it for other types with this
problem, including in other crates (I'm pretty sure `bevy_window` and/or
`bevy_winit` also copy+paste some types). I made sure to use as few
dependencies as possible so everything should already be in-tree (it's
just `quote`, `proc-macro2`, and `syn` with default features).
## Testing
No tests added. CI should pass.
---
## Migration Guide
The reflection implementation for `EulerRot` has been updated to align
with `glam` 0.29. Please update any reflection-based usages accordingly.
# Objective
I'm building a game where i generate a set of meshes where the transform
is identity, and in each mesh the vertices are offset to where the model
is. When adding visibility ranges to the models i noticed that they only
switched when the distance to the origin changed over the threshold and
all at the same time.
## Solution
I believe that each mesh gets a Aabb generated for use with visibility
testing. So we can use that aabb to calculate a more representative
distance to the mesh.
The code to transform the aabb is taken from the visibility sysyem.
## Testing
I tested the changes locally in my project.
Would you like me to write an example or a test somewhere?
Is there any other code that uses the visibility range, that i should
also update?
# Objective
Fix "system skipped" warnings when validation fails on systems that
wouldn't run because of run conditions.
## Solution
> I think the error is from a system defined as:
>
> ```rust
> no_gpu_preprocessing::batch_and_prepare_sorted_render_phase::<SPI,
GFBD>
> .run_if(resource_exists::<BatchedInstanceBuffer<GFBD::BufferData>>),
> ```
>
> So the `run_if` was preventing the panics. Maybe we need to skip
validation if `!system_conditions_met`, or at least silence the warning
in that case.
*By @chescock in
https://discord.com/channels/691052431525675048/692572690833473578/1287865365312831562*
Validation of system is skipped if the system was already skipped by run
conditions.
## Testing
Ran alien addict example, no more warnings.