# Objective
- Cleanup pass to make the examples a bit more succinct, focusing on the
topic at hand.
- Added drag rotation to make the picking examples more interesting, and
to demonstrate a simple use case.
# Objective
In the animation example, there is the code `.add_systems(Update,
init_animations.before(animate_targets))`, where `animate_targets` is
added to the `PostUpdate` in the `AnimationPlugin`. Therefore, the
`.before(animate_targets)` here is ineffective and should be removed.
# Objective
Fix#15841
## Solution
Added an update schedule as recommended in the issue.
## Testing
Doc test is run and passes.
Ran the example in a test app before and after adding the line.
## Showcase
Before:
```
PS C:\Users\BenjaminBrienen\source\bevy_experiment_test> cargo run
Blocking waiting for file lock on build directory
Compiling bevy_experiment_test v0.1.0 (C:\Users\BenjaminBrienen\source\bevy_experiment_test)
Finished `dev` profile [unoptimized + debuginfo] target(s) in 1m 41s
Running `target\debug\bevy_experiment_test.exe`
```
(nothing happens)
After:
```
PS C:\Users\BenjaminBrienen\source\bevy_experiment_test> cargo run
Blocking waiting for file lock on build directory
Compiling bevy_experiment_test v0.1.0 (C:\Users\BenjaminBrienen\source\bevy_experiment_test)
Finished `dev` profile [unoptimized + debuginfo] target(s) in 14.64s
Running `target\debug\bevy_experiment_test.exe`
system of subapp is executing and the Counter: 10
```
Fixes a small divergence between `bevy_mod_picking` and the up-streamed
`bevy_picking`: Both have a `Pointer<E>` constructor with the same
types, but in a different order.
This is part of work being done on `bevy_mod_picking` to simplify the
migration to `bevy_picking`.
# Objective
Make all the methods and associated functions belonging to
`ComputedNode` const.
## Solution
Constify (except for `inner_radius` which uses non-const `min` and
`max`).
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#15676
## Solution
`remove` returns the removed item
Add `take`
## Testing
None yet
## Migration Guide
If you don't need the returned value from `remove`, discard it.
# Objective
The `ContentSize` requirement on `UiImage` got lost during merge
conflict fixes, causing some images such as the icons on the `game_menu`
example to disappear.
Fixes#16136
## Solution
Require `ContentSize` on `UiImage` again.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Taffy added layout rounding a while ago but it had a couple of bugs and
caused some problems with the fussy `ab_glyph` text implementation. So I
disabled Taffy's builtin rounding and added some hacks ad hoc that fixed
(some) of those issues. Since then though Taffy's rounding algorithm has
improved while we've changed layout a lot and migrated to `cosmic-text`
so those hacks don't help any more and in some cases cause significant
problems.
Also our rounding implementation only rounds to the nearest logical
pixel, whereas Taffy rounds to the nearest physical pixel meaning it's
much more accurate with high dpi displays.
fixes#15197
## Some examples of layout rounding errors visible in the UI examples
These errors are much more obvious at high scale factor, you might not
see any problems at a scale factor of 1.
`cargo run --example text_wrap_debug`
<img width="1000" alt="text_debug_gaps"
src="https://github.com/user-attachments/assets/5a584016-b8e2-487b-8842-f0f359077391">
The narrow horizontal and vertical lines are gaps in the layout caused
by errors in the coordinate rounding.
`cargo run --example text_debug`
<img width="1000" alt="text_debug"
src="https://github.com/user-attachments/assets/a4b37c02-a2fd-441c-a7bd-cd7a1a72e7dd">
The two text blocks here are aligned right to the same boundary but in
this screen shot you can see that the lower block is one pixel off to
the left. Because the size of this text node changes between frames with
the reported framerate the rounding errors cause it to jump left and
right.
## Solution
Remove all our custom rounding hacks and reenable Taffy's layout
rounding.
The gaps in the `text_wrap_debug` example are gone:
<img width="1000" alt="text_wrap_debug_fix"
src="https://github.com/user-attachments/assets/92d2dd97-30c6-4ac8-99f1-6d65358995a7">
This doesn't fix some of the gaps that occur between borders and content
but they seem appear to be a rendering problem as they disappear with
`UiAntiAlias::Off` set.
## Testing
Run the examples as described above in the `Objective` section. With
this PR the problems mentioned shouldn't appear.
Also added an example in a separate PR #16096 `layout_rounding_debug`
for identifying these issues.
## Migration Guide
`UiSurface::get_layout` now also returns the final sizes before
rounding. Call `.0` on the `Ok` result to get the previously returned
`taffy::Layout` value.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- Fixes#16122
When the wayland feature is not enabled, xwayland is used on wayland.
Nvidia drivers are somewhat bugged on linux and return outdated surfaces
on xwayland for seemingly no reason. Oftentimes at startup we get into
an infine loop where the surface is permanently outdated and nothing (or
sometimes only the first frame) is drawn on the screen.
## Solution
After experimenting I found that we can safely call configure again and
the issue seems to resolve itsef. After this change I couldn't reproduce
the original issue after many tries. More testing is probably needed
though.
The main issue is that `get_current_texture` fails sometimes because the
surface remains outdated even after configuring. It would be better to
just properly handle and never panic when `get_current_texture` fails.
This way we always call configure when outdated and bail when getting
the swapchain fails instead of crashing. The number of special cases is
also reduced.
## Testing
I tested the example "rotation" manually by trying to move around.
It works with X11 and Xwayland and the non panicing code paths didn't
change so other platforms aren't affected.
# Objective
- Display message for `AsBindGroupError::InvalidSamplerType` was not
correctly displaying the binding index
## Solution
- Simple typo fix
## Testing
- Tested locally
# Objective
The `headless_renderer` example is meant to showcase running bevy as a
headless renderer, but if run without a display server (for example,
over an SSH connection), a panic occurs in `bevy_winit` despite never
creating a window:
```rust
bevy_winit-0.14.1/src/lib.rs:132:14:
winit-0.30.5/src/platform_impl/linux/mod.rs:
neither WAYLAND_DISPLAY nor WAYLAND_SOCKET nor DISPLAY is set.
```
This example should run successfully in situations without an available
display server, as although the GPU is used for rendering, no window is
ever created.
## Solution
Disabling WinitPlugin, where the above panic occurs, allows the example
to run in a fully headless environment.
## Testing
- I tested this change in normal circumstances with a display server (on
macOS Sequoia and Asahi Linux) and behavior was normal.
- I tested with no display server by connecting via SSH, and running the
example (on Asahi Linux). Previously this panics, but with this change
it runs normally.
## Considerations
- One could argue that ultimately the user should not need to remove
`WinitPlugin`, and instead bevy should only throw the above panic when
the application first attempts to create a window.
## Methodology
A good metric that correlates with compile time is the amount of code
generated by the compiler itself; even if the end binary is exactly the
same size, having more copies of the same code can really slow down
compile time, since it has to figure out whether it needs to include
them or not.
The measurement for this used was the [`cargo-llvm-lines`
crate](https://docs.rs/crate/cargo-llvm-lines) which can measure which
functions are generating the most lines of LLVM IR, which generally
means more code compiled. The example compiled was the `breakout` game,
to choose something that touches a decent portion of the engine.
## Solution
Based upon the measurements, `bevy_ptr::OwnedPtr::make` was taking up
4061 lines of LLVM IR in the example code. So, I separated part of this
function into a less-monomorphised version to reduce the amount of
generated code. This was by far the most lines emitted by any single
function.
## Results
After this change, only 2560 lines are emitted, accounting for a 36%
decrease. I tried timing the results and it seemed like it did decrease
compile times a bit, but honestly, the data is really noisy and I can't
be bothered to compile bevy for hours on end to get enough data points.
The tweak feels like an improvement, so, I'll offer it, however small.
# Objective
Remove `calculated_` from the name `ComputedNode::calculated_size` as
redundant, It's obvious from context that it's the resolved size value
and it's inconsistant since none of other fields of `ComputedNode` have
a `calculated_` prefix.
## Alternatives
Rename all the fields of `ComputedNode` to `calculated_*`, this seems
worse.
Bumps [crate-ci/typos](https://github.com/crate-ci/typos) from 1.26.0 to
1.26.8.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/releases">crate-ci/typos's
releases</a>.</em></p>
<blockquote>
<h2>v1.26.8</h2>
<h2>[1.26.8] - 2024-10-24</h2>
<h2>v1.26.3</h2>
<h2>[1.26.3] - 2024-10-24</h2>
<h3>Fixes</h3>
<ul>
<li>Accept <code>additionals</code></li>
</ul>
<h2>v1.26.2</h2>
<h2>[1.26.2] - 2024-10-24</h2>
<h3>Fixes</h3>
<ul>
<li>Accept <code>tesselate</code> variants</li>
</ul>
<h2>v1.26.1</h2>
<h2>[1.26.1] - 2024-10-23</h2>
<h3>Fixes</h3>
<ul>
<li>Respect <code>--force-exclude</code> for binary files</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/blob/master/CHANGELOG.md">crate-ci/typos's
changelog</a>.</em></p>
<blockquote>
<h2>[1.26.8] - 2024-10-24</h2>
<h2>[1.26.7] - 2024-10-24</h2>
<h2>[1.26.6] - 2024-10-24</h2>
<h2>[1.26.5] - 2024-10-24</h2>
<h2>[1.26.4] - 2024-10-24</h2>
<h2>[1.26.3] - 2024-10-24</h2>
<h3>Fixes</h3>
<ul>
<li>Accept <code>additionals</code></li>
</ul>
<h2>[1.26.2] - 2024-10-24</h2>
<h3>Fixes</h3>
<ul>
<li>Accept <code>tesselate</code> variants</li>
</ul>
<h2>[1.26.1] - 2024-10-23</h2>
<h3>Fixes</h3>
<ul>
<li>Respect <code>--force-exclude</code> for binary files</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="0d9e0c2c1b"><code>0d9e0c2</code></a>
chore: Release</li>
<li><a
href="e5385b07a0"><code>e5385b0</code></a>
chore(ci): Fix new release process</li>
<li><a
href="f08d1171e2"><code>f08d117</code></a>
chore: Release</li>
<li><a
href="e6e172498c"><code>e6e1724</code></a>
chore(ci): Fix new release process</li>
<li><a
href="02afc59fd4"><code>02afc59</code></a>
chore: Release</li>
<li><a
href="f981a1cd20"><code>f981a1c</code></a>
chore(ci): Fix new release process</li>
<li><a
href="afbc96c5d3"><code>afbc96c</code></a>
chore: Release</li>
<li><a
href="d3dcaaeb2d"><code>d3dcaae</code></a>
chore(ci): Fix new release process</li>
<li><a
href="fb8217bd5e"><code>fb8217b</code></a>
chore: Release</li>
<li><a
href="88ea8ea67d"><code>88ea8ea</code></a>
chore(ci): Stage releases until done</li>
<li>Additional commits viewable in <a
href="https://github.com/crate-ci/typos/compare/v1.26.0...v1.26.8">compare
view</a></li>
</ul>
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# Objective
Make the following functions `const` that will be useful to define
colors as constants.
- `Color::srgb_from_array`
- `Color::srgba_u8`
- `Color::srgb_u8`
The last two require Rust 1.82.0.
## Solution
- Make them `const`
- Change MSRV to 1.82.0
## Testing
I tested bevy_color only. My machine does not have enough RAM capacity
to test the whole bevy.
`cargo test -p bevy_color`
# Objective
Missed this in the required components PR review. `ContentSize` isn't
used by regular UI nodes, only those with intrinsically sized content
that needs a measure func.
## Solution
Remove `ContentSize` from `Node`'s required components and add it to the
required components of `Text` and `UiImage`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
`UiImage` isn't just a general image component now, it's the defining
component for the image widget so it belongs in the image widget's
module.
# Objective
Order independent transparency can filter fragment writes based on the
alpha value and it is currently hard-coded to anything higher than 0.0.
By making that value configurable, users can optimize fragment writes,
potentially reducing the number of layers needed and improving
performance in favor of some transparency quality.
## Solution
This PR adds `alpha_threshold` to the
OrderIndependentTransparencySettings component and uses the struct to
configure a corresponding shader uniform. This uniform is then used
instead of the hard-coded value.
To configure OIT with a custom alpha threshold, use:
```rust
fn setup(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
OrderIndependentTransparencySettings {
layer_count: 8,
alpha_threshold: 0.2,
},
));
}
```
## Testing
I tested this change using the included OIT example, as well as with two
additional projects.
## Migration Guide
If you previously explicitly initialized
OrderIndependentTransparencySettings with your own `layer_count`, you
will now have to add either a `..default()` statement or an explicit
`alpha_threshold` value:
```rust
fn setup(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
OrderIndependentTransparencySettings {
layer_count: 16,
..default()
},
));
}
```
---------
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
This example is really confusing to look at and tell at a glance whether
it's broken or not.
It's displaying a strange shape -- a cube with two vertices stretched in
a couple dimensions at an odd angle, and doing its vertex position
modification in a way where the intent isn't obvious.
## Solution
- Change the gltf geometry so that the object is a recognizable regular
shape
- Change the vertex modification so that the entire cube top is being
"lifted" from the cube
- Adjust colors, lighting, and camera location so we can see what's
going on
- Also remove some irrelevant shadow and environment map setup
## Before
![Image](https://github.com/user-attachments/assets/e5dd5075-0480-49d4-b1ed-cf1fe6106f3c)
## After
<img width="1280" alt="image"
src="https://github.com/user-attachments/assets/59cab60d-efbc-47c3-8688-e4544b462421">
# Objective
In `bevy_mod_picking` events are accessible through event listeners or
`EventReader`s. When I replaced event listeners with observers, I
removed the `EventReader` for simplicity. This adds it back.
## Solution
All picking events are now properly registered, and can be accessed
through `EventReader<Pointer<E>>`. `Pointer` now tracks the entity the
event targeted initially, and this can also be helpful in observers
(which don't currently do this).
## Testing
The picking examples run fine. This shouldn't really change anything.
---------
Co-authored-by: Aevyrie <aevyrie@gmail.com>
# Objective
- Mesh picking is noisy when a non triangle list is used
- Mesh picking runs even when users don't need it
- Resolve#16065
## Solution
- Don't add the mesh picking plugin by default
- Remove error spam
# Objective
- bevy_dev_tools 0.15.0-rc.1 failed to build docs
- it use bevy_text feature in bevy_ui but it's not enabled by default
- https://docs.rs/crate/bevy_dev_tools/0.15.0-rc.1
-
## Solution
- enable bevy_text feature of bevy_ui
# Objective
- `MeshPickingBackend` and `SpritePickingBackend` do not have the
`Plugin` suffix
- `DefaultPickingPlugins` is masquerading as a `Plugin` when in reality
it should be a `PluginGroup`
- Fixes#16081.
## Solution
- Rename some structures:
|Original Name|New Name|
|-|-|
|`MeshPickingBackend`|`MeshPickingPlugin`|
|`MeshPickingBackendSettings`|`MeshPickingSettings`|
|`SpritePickingBackend`|`SpritePickingPlugin`|
|`UiPickingBackendPlugin`|`UiPickingPlugin`|
- Make `DefaultPickingPlugins` a `PluginGroup`.
- Because `DefaultPickingPlugins` is within the `DefaultPlugins` plugin
group, I also added support for nested plugin groups to the
`plugin_group!` macro.
## Testing
- I used ripgrep to ensure all references were properly renamed.
- For the `plugin_group!` macro, I used `cargo expand` to manually
inspect the expansion of `DefaultPlugins`.
---
## Migration Guide
> [!NOTE]
>
> All 3 of the changed structures were added after 0.14, so this does
not need to be included in the 0.14 to 0.15 migration guide.
- `MeshPickingBackend` is now named `MeshPickingPlugin`.
- `MeshPickingBackendSettings` is now named `MeshPickingSettings`.
- `SpritePickingBackend` is now named `SpritePickingPlugin`.
- `UiPickingBackendPlugin` is now named `UiPickingPlugin`.
- `DefaultPickingPlugins` is now a a `PluginGroup` instead of a
`Plugin`.
# Objective
This PR introduces an `AsyncSeekForwardExt` trait, which I forgot in my
previous PR #14194.
This new trait is analogous to `AsyncSeekExt` and allows all
implementors of `AsyncSeekForward` to directly use the `seek_forward`
function in async contexts.
## Solution
- Implement a new `AsyncSeekForwardExt` trait
- Automatically implement this trait for all types that implement
`AsyncSeekForward`
## Showcase
This new trait allows a similar API to the previous Bevy version:
```rust
#[derive(Default)]
struct UniverseLoader;
#[derive(Asset, TypePath, Debug)]
struct JustALilAsteroid([u8; 128]);
impl AssetLoader for UniverseLoader {
type Asset = JustALilAsteroid;
type Settings = ();
type Error = std::io::Error;
async fn load<'a>(
&'a self,
reader: &'a mut Reader<'a>,
_settings: &'a Self::Settings,
_context: &'a mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
// read the asteroids entry table
let entry_offset: u64 = /* ... */;
let current_offset: u64 = reader.seek_forward(0).await?;
// jump to the entry
reader.seek_forward(entry_offset - current_offset).await?;
let mut asteroid_buf = [0; 128];
reader.read_exact(&mut asteroid_buf).await?;
Ok(JustALilAsteroid(asteroid_buf))
}
fn extensions(&self) -> &[&str] {
&["celestial"]
}
}
```
The two additional linear texture samplers that PCSS added caused us to
blow past the limit on Apple Silicon macOS and WebGL. To fix the issue,
this commit adds a `--feature pbr_pcss` feature gate that disables PCSS
if not present.
Closes#15345.
Closes#15525.
Closes#15821.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
The PCSS PR #13497 increased the size of clusterable objects from 64
bytes to 80 bytes but didn't decrease the UBO size to compensate, so we
blew past the 16kB limit on WebGL 2. This commit fixes the issue by
lowering the maximum number of clusterable objects to 204, which puts us
under the 16kB limit again.
Closes#15998.
# Objective
- Follow up on #16044
- `extract_uinode_borders` uses `bevy_hierarchy` directly instead of
going through the traversal utilities, meaning it won't handle
`GhostNode`s properly.
## Solution
- Replaced the use of `bevy_hierarchy::Parent` with
`UIChildren::get_parent`
## Testing
- Ran the `overflow` example, clipping looks ok.
---
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
1. Nodes with `Display::None` set are removed from the layout and have
no position or size. Outlines should not be drawn for a node with
`Display::None` set.
2. The outline and border colors are checked for transparency together.
If only one of the two is transparent, both will get queued.
3. The `node.is_empty()` check is insufficient to check if a border is
present since a non-zero sized node can have a zero width border.
## Solution
1. Add a check to `extract_uinode_borders` and ignore the node if
`Display::None` is set.
2. Filter the border and outline optional components by
`is_fully_transparent`.
3. Check if all the border widths are zero instead.
## Testing
I added dark cyan outlines around the left and right sections in the
`display_and_visibility` example. If you run the example and set the
outermost node to `Display::None` on the right, then you'll see the that
the outline on the left disappears.
# Objective
Fixes#16006
## Solution
We currently re-export `cosmic_text`, which is seemingly motivated by
the desire to use `cosmic_text::FontSystem` in `bevy_text` public APIs
instead of our `CosmicFontSystem` resource wrapper type.
This change makes `bevy_text` a "true" abstraction over `cosmic_text`
(it in fact, was already built to be that way generally and has this one
"leak").
This allows us to remove the `cosmic_text` re-export, which helps clean
up the Rust Analyzer imports and generally makes this a "cleaner" API.
# Objective
- Make the meshlet fill cluster buffers pass slightly faster
- Address https://github.com/bevyengine/bevy/issues/15920 for meshlets
- Added PreviousGlobalTransform as a required meshlet component to avoid
extra archetype moves, slightly alleviating
https://github.com/bevyengine/bevy/issues/14681 for meshlets
- Enforce that MeshletPlugin::cluster_buffer_slots is not greater than
2^25 (glitches will occur otherwise). Technically this field controls
post-lod/culling cluster count, and the issue is on pre-lod/culling
cluster count, but it's still valid now, and in the future this will be
more true.
Needs to be merged after https://github.com/bevyengine/bevy/pull/15846
and https://github.com/bevyengine/bevy/pull/15886
## Solution
- Old pass dispatched a thread per cluster, and did a binary search over
the instances to find which instance the cluster belongs to, and what
meshlet index within the instance it is.
- New pass dispatches a workgroup per instance, and has the workgroup
loop over all meshlets in the instance in order to write out the cluster
data.
- Use a push constant instead of arrayLength to fix the linked bug
- Remap 1d->2d dispatch for software raster only if actually needed to
save on spawning excess workgroups
## Testing
- Did you test these changes? If so, how?
- Ran the meshlet example, and an example with 1041 instances of 32217
meshlets per instance. Profiled the second scene with nsight, went from
0.55ms -> 0.40ms. Small savings. We're pretty much VRAM bandwidth bound
at this point.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run the meshlet example
## Changelog (non-meshlets)
- PreviousGlobalTransform now implements the Default trait
Take a bunch more improvements from @zeux's nanite.cpp code.
* Use position-only vertices (discard other attributes) to determine
meshlet connectivity for grouping
* Rather than using the lock borders flag when simplifying meshlet
groups, provide the locked vertices ourselves. The lock borders flag
locks the entire border of the meshlet group, but really we only want to
lock the edges between meshlet groups - outwards facing edges are fine
to unlock. This gives a really significant increase to the DAG quality.
* Add back stuck meshlets (group has only a single meshlet,
simplification failed) to the simplification queue to allow them to get
used later on and have another attempt at simplifying
* Target 8 meshlets per group instead of 4 (second biggest improvement
after manual locks)
* Provide a seed to metis for deterministic meshlet building
* Misc other improvements
We can remove the usage of unsafe after the next upstream meshopt
release, but for now we need to use the ffi function directly. I'll do
another round of improvements later, mainly attribute-aware
simplification and using spatial weights for meshlet grouping.
Need to merge https://github.com/bevyengine/bevy/pull/15846 first.
# Objective
- I made a mistake in #15902, specifically [this
diff](e2faedb99c)
-- the `point_light_count` variable is used for all point lights, not
just shadow mapped ones, so I cannot add `.min(max_texture_cubes)`
there. (Despite `spot_light_count` having `.min(..)`)
It may have broken code like this (where `index` is index of
`point_light` vec):
9930df83ed/crates/bevy_pbr/src/render/light.rs (L848-L850)
and also causes panic here:
9930df83ed/crates/bevy_pbr/src/render/light.rs (L1173-L1174)
## Solution
- Adds `.min(max_texture_cubes)` directly to the loop where texture
views for point lights are created.
## Testing
- `lighting` example (with the directional light removed; original
example doesn't crash as only 1 directional-or-spot light in total is
shadow-mapped on webgl) no longer crashes on webgl
# Objective
1. Prevent weird glitches with stray pixels scattered around the scene
![image](https://github.com/user-attachments/assets/f12adb38-5996-4dc7-bea6-bd326b7317e1)
2. Prevent weird glitchy full-screen triangles that pop-up and destroy
perf (SW rasterizing huge triangles is slow)
![image](https://github.com/user-attachments/assets/d3705427-13a5-47bc-a54b-756f0409da0b)
## Solution
1. Use floating point math in the SW rasterizer bounding box calculation
to handle negative verticss, and add backface culling
2. Force hardware raster for clusters that clip the near plane, and let
the hardware rasterizer handle the clipping
I also adjusted the SW rasterizer threshold to < 64 pixels (little bit
better perf in my test scene, but still need to do a more comprehensive
test), and enabled backface culling for the hardware raster pipeline.
## Testing
- Did you test these changes? If so, how?
- Yes, on an example scene. Issues no longer occur.
- Are there any parts that need more testing?
- No.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run the meshlet example.
# Objective
- bevy_animation publication fails because of missed dependency
- bevy_animation depends on bevy_animation_derive which is published
after
## Solution
- Reorder crates bevy_animation and bevy_animation_derive
# Objective
- bevy_remote Cargo.toml file references a readme that doesn't exist
- This is blocking releasing the rc
## Solution
- Remove the reference
# Objective
fixes#15502
Clipped borders and outlines aren't drawn correctly.
### Borders aren't clipped
Spawn two nodes with the same dimensions and border thickness, but clip
on of the nodes so that only its top left quarter is visible:
<img width="194" alt="clip"
src="https://github.com/user-attachments/assets/2d3f6d28-aa20-44df-967a-677725828294">
You can see that instead of clipping the border, instead the border is
scaled to fit inside of the unclipped section.
```rust
use bevy::color::palettes::css::BLUE;
use bevy::prelude::*;
use bevy::winit::WinitSettings;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
commands
.spawn(Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..Default::default()
})
.with_children(|commands| {
commands
.spawn(Node {
column_gap: Val::Px(10.),
..Default::default()
})
.with_children(|commands| {
commands
.spawn(Node {
width: Val::Px(100.),
height: Val::Px(100.),
overflow: Overflow::clip(),
..Default::default()
})
.with_child((
Node {
position_type: PositionType::Absolute,
width: Val::Px(100.),
height: Val::Px(100.),
border: UiRect::all(Val::Px(10.)),
..Default::default()
},
BackgroundColor(Color::WHITE),
BorderColor(BLUE.into()),
));
commands
.spawn(Node {
width: Val::Px(50.),
height: Val::Px(50.),
overflow: Overflow::clip(),
..Default::default()
})
.with_child((
Node {
position_type: PositionType::Absolute,
width: Val::Px(100.),
height: Val::Px(100.),
border: UiRect::all(Val::Px(10.)),
..Default::default()
},
BackgroundColor(Color::WHITE),
BorderColor(BLUE.into()),
));
});
});
}
```
You can also see this problem in the `overflow` example. If you hover
over any of the clipped nodes you'll see that the outline only wraps the
visible section of the node
### Outlines are clipped incorrectly
A UI nodes Outline's are drawn outside of its bounds, so applying the
local clipping rect to the outline doesn't make any sense.
Instead an `Outline` should be clipped using its parent's clipping rect.
## Solution
* Pass the `point` value into the vertex shader instead of calculating
it in the shader.
* In `extract_uinode_borders` use the parents clipping rect when
clipping outlines.
The extra parameter isn't a great solution I think, but I wanted to fix
borders for the 0.15 release and this is the most minimal approach I
could think of without replacing the whole shader and prepare function.
## Showcase
<img width="149" alt="clipp"
src="https://github.com/user-attachments/assets/19fbd3cc-e7cd-42e1-a5e0-fd92aad04dcd">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Less code
- Better iterator (implements `size_hint` for example)
## Solution
- Use `either`
- This change is free because `bevy_animation` depends on `bevy_asset`,
which already depends on `either`
## Testing
CI
# Objective
Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.
While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.
## Solution
Switch to `en-us` locale in the `typos` config and run `typos -w`
## Migration Guide
The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.
- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
Use the new `disqualified` crate in `QueryEntityError` to make the error
message more readable.
---
## Showcase
Old:
QueryDoesNotMatch(0v1 with components my_game::main::foo::A,
my_game::main::foo::B, bevy_pbr::light::point_light::PointLight,
bevy_render::primitives::CubemapFrusta,
bevy_pbr::bundle::CubemapVisibleEntities,
bevy_transform::components::transform::Transform,
bevy_transform::components::global_transform::GlobalTransform,
bevy_render::view::visibility::Visibility,
bevy_render::view::visibility::InheritedVisibility,
bevy_render::view::visibility::ViewVisibility,
bevy_render::sync_world::SyncToRenderWorld)
New:
QueryDoesNotMatch(0v1 with components A, B, PointLight, CubemapFrusta,
CubemapVisibleEntities, Transform, GlobalTransform, Visibility,
InheritedVisibility, ViewVisibility, SyncToRenderWorld)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>