# Objective
- Fix incorrect link in UIMaterial docs
## Solution
- Updated the link
Co-authored-by: Frank Hampus Weslien <frankhampusweslien@google.com>
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- With the recent lighting changes, the default configuration in the
`bloom_3d` example is less clear what bloom actually does
- See [this
screenshot](4fdb1455d5 (r1494648414))
for a comparison.
- `bloom_3d` additionally uses a for-loop to spawn the spheres, which
can be turned into `commands::spawn_batch` call.
- The text is black, which is difficult to see on the gray background.
## Solution
- Increase emmisive values of materials.
- Set text to white.
## Showcase
Before:
<img width="1392" alt="before"
src="https://github.com/bevyengine/bevy/assets/59022059/757057ad-ed9f-4eed-b135-8e2032fcdeb5">
After:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/3f9dc7a8-94b2-44b9-8ac3-deef1905221b">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.
## Solution
* Move all of the directly reexported dependencies and move them to
where they're actually used.
* Remove the UUID utilities that have gone unused since `TypePath` took
over for `TypeUuid`.
* There was also a extraneous bytemuck dependency on `bevy_core` that
has not been used for a long time (since `encase` became the primary way
to prepare GPU buffers).
* Remove the `all_tuples` macro reexport from bevy_ecs since it's
accessible from `bevy_utils`.
---
## Changelog
Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax,
smallvec, and thiserror).
Removed: bevy_core's reexports of bytemuck.
## Migration Guide
bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror
have been removed.
bevy_core' reexports of bytemuck's types has been removed.
Add them as dependencies in your own crate instead.
# Objective
Fixes#12353
When only `webp` was selected, `ImageLoader` would not be initialized.
That is, users using `default-features = false` would need to add `png`
or `bmp` or something in addition to `webp` in order to use `webp`.
This was also the case for `pnm`.
## Solution
Add `webp` and `pnm` to the list of features that trigger the
initialization of `ImageLoader`.
# Objective
- We must have googly eyes.
- Also it would be nice if there was an example of a desk toy
application (like the old NEKO.EXE).
## Solution
- Created an example with googly eyed Bevy logo under
examples/games/desktoy.rs.
---
## Changelog
- Added "Desk Toy" game example showcasing window transparency and hit
test.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- Resolves#11309
## Solution
- Add `bevy_dev_tools` crate as a default feature.
- Add `DevToolsPlugin` and add it to an app if the `bevy_dev_tools`
feature is enabled.
`bevy_dev_tools` is reserved by @alice-i-cecile, should we wait until it
gets transferred to cart before merging?
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- Fix slightly wrong logic from #11442
- Directional lights should not have a near clip plane
## Solution
- Push near clip out to infinity, so that the frustum normal is still
available if its needed for whatever reason in shader
- also opportunistically nabs a typo
# Objective
Fix#12304. Remove unnecessary type registrations thanks to #4154.
## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
# Objective
- Make it easier to figure out how to add asset sources
## Solution
- Add an example that adds an asset source, it functions almost
identical to the embedded_asset example
- Move the file from the embedded_asset example into a `files/` folder
# Objective
Following #10756, we're now using raw pointers in BundleInserter and
BundleSpawner. This is primarily to get around the need to split the
borrow on the World, but it leaves a lot to be desired in terms of
safety guarantees. There's no type level guarantee the code can't
dereference a null pointer, and it's restoring them to borrows fairly
liberally within the associated functions.
## Solution
* Replace the pointers with `NonNull` and a new `bevy_ptr::ConstNonNull`
that only allows conversion back to read-only borrows
* Remove the closure to avoid potentially aliasing through the closure
by restructuring the match expression.
* Move all conversions back into borrows as far up as possible to ensure
that the borrow checker is at least locally followed.
# Objective
Fixes#12226
Prior to the `bevy_color` port, `DARK GRAY` used to mean "dark grey."
But it is now lighter than `GRAY`, matching the css4 spec.
## Solution
Change usages of `css::DARK_GRAY` to `Color::srgb(0.25, 0.25, 0.25)` to
restore the examples to their former colors.
With one exception: `display_and_visibility`. I think the new color is
an improvement.
## Note
A lot of these examples could use nicer colors. I'm not trying to revamp
everything here.
The css4 palette is truly a horror. See #12176 and #12080 for some
discussion about alternatives.
# Objective
Fixes#12225
Prior to the `bevy_color` port, `GREEN` used to mean "full green." But
it is now a much darker color matching the css1 spec.
## Solution
Change usages of `basic::GREEN` or `css::GREEN` to `LIME` to restore the
examples to their former colors.
This also removes the duplicate definition of `GREEN` from `css`. (it
was already re-exported from `basic`)
## Note
A lot of these examples could use nicer colors. I'm not trying to do
that here.
"Dark Grey" will be tackled separately and has its own tracking issue.
# Objective
Addresses one of the side-notes in #12225.
Colors in the `basic` palette are inconsistent in a few ways:
- `CYAN` was named `AQUA` in the referenced spec. (an alias was added in
a later spec)
- Colors are defined with e.g. "half green" having a `g` value of `0.5`.
But any spec would have been based on 8-bit color, so `0x80 / 0xFF` or
`128 / 255` or ~`0.502`. This precision is likely meaningful when doing
color math/rounding.
## Solution
Regenerate the colors from
https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=37563bedc8858033bd8b8380328c5230
# Objective
- Avoid version mismatch
- When cpal updates oboe in a patch release, this breaks android support
for Bevy
## Solution
- Use the same version of oboe as cpal by relying on it to re-export the
feature
# Objective
Fixes#12310.
#11681 added transformations for bounding volumes, but I accidentally
only added a note in the docs about repeated rotations for `Aabb2d` and
not `Aabb3d`.
## Solution
Copy the docs over to `Aabb3d`.
# Objective
- Describe the objective or issue this PR addresses.
Improve docs around emissive colors --
I couldn't figure out how to increase the emissive strength of
materials, asking on discord @alice-i-cecile told me that color channel
values can go above `1.0` in the case of the `emissive` field. I would
have never figured this out on my own, because [the docs for
emissive](https://docs.rs/bevy/latest/bevy/prelude/struct.StandardMaterial.html#structfield.emissive)
don't mention this possibility, and indeed if you follow the link in the
`emissive` doc [to the `Color`
type](https://docs.rs/bevy/latest/bevy/render/color/enum.Color.html#variants),
you are told that values should be in `[0.0, 1.0]`.
## Solution
- Describe the solution used to achieve the objective above.
Just added a note on the possibility of large color channel values with
example.
# Objective
`initialize_resource<T>` and it's non-send equivalent is only used in
two locations each. Fix#6285.
## Solution
Remove them, replace their calls with their internals. Cut down on a bit
of generic codegen.
This does mean that `initialize_resource_internal` is now `pub(crate)`,
but that's likely OK given that only one variant will remain once
NonSend resources are removed from the World.
# Objective
Follow up to #11600 and #10588https://github.com/bevyengine/bevy/issues/11944 made clear that some
people want to use slicing with texture atlases
## Changelog
* Added support for `TextureAtlas` slicing and tiling.
`SpriteSheetBundle` and `AtlasImageBundle` can now use `ImageScaleMode`
* Added new `ui_texture_atlas_slice` example using a texture sheet
<img width="798" alt="Screenshot 2024-02-23 at 11 58 35"
src="https://github.com/bevyengine/bevy/assets/26703856/47a8b764-127c-4a06-893f-181703777501">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
When doing a final pass for #3362, it appeared that `ComponentStorage`
as a trait, the two types implementing it, and the associated type on
`Component` aren't really necessary anymore. This likely was due to an
earlier constraint on the use of consts in traits, but that definitely
doesn't seem to be a problem in Rust 1.76.
## Solution
Remove them.
---
## Changelog
Changed: `Component::Storage` has been replaced with
`Component::STORAGE_TYPE` as a const.
Removed: `bevy::ecs::component::ComponentStorage` trait
Removed: `bevy::ecs::component::TableStorage` struct
Removed: `bevy::ecs::component::SparseSetStorage` struct
## Migration Guide
If you were manually implementing `Component` instead of using the
derive macro, replace the associated `Storage` associated type with the
`STORAGE_TYPE` const:
```rust
// in Bevy 0.13
impl Component for MyComponent {
type Storage = TableStorage;
}
// in Bevy 0.14
impl Component for MyComponent {
const STORAGE_TYPE: StorageType = StorageType::Table;
}
```
Component is no longer object safe. If you were relying on `&dyn
Component`, `Box<dyn Component>`, etc. please [file an issue
](https://github.com/bevyengine/bevy/issues) to get [this
change](https://github.com/bevyengine/bevy/pull/12311) reverted.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
- Explain it is flushed in the same schedule run (was not obvious to me)
- Point to `apply_deferred` example
- Remove mentions of `System::apply_deferred` and
`Schedule::apply_deferred` which are probably too low level for the most
users
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
cpal has been updated to [0.15.3](https://crates.io/crates/cpal/0.15.3).
we can remove the skip to avoid check for cpal 0.15.2 dependencies in
deny.toml
cpal now uses ndk 8.0 and Oboe 6.0, so we only have a version for
raw-window-handle, version 0.6
## Solution
- Remove temporal fix that skipped the check for the cpal dependency.
- Update oboe to 0.6
Fixes https://github.com/bevyengine/bevy/issues/11917
# Objective
`bevy_utils::Entry` is only useful when using
`BuildHasherDefault<AHasher>`. It would be great if we didn't have to
write out `bevy_utils::hashbrown::hash_map::Entry` whenever we want to
use a different `BuildHasher`, such as when working with
`bevy_utils::TypeIdMap`.
## Solution
Give `bevy_utils::Entry` a new optional type parameter for defining a
custom `BuildHasher`, such as `NoOpHash`. This parameter defaults to
`BuildHasherDefault<AHasher>`— the `BuildHasher` used by
`bevy_utils::HashMap`.
---
## Changelog
- Added an optional third type parameter to `bevy_utils::Entry` to
specify a custom `BuildHasher`
# Objective
Make it straightforward to translate and rotate bounding volumes.
## Solution
Add `translate_by`/`translated_by`, `rotate_by`/`rotated_by`,
`transform_by`/`transformed_by` methods to the `BoundingVolume` trait.
This follows the naming used for mesh transformations (see #11454 and
#11675).
---
## Changelog
- Added `translate_by`/`translated_by`, `rotate_by`/`rotated_by`,
`transform_by`/`transformed_by` methods to the `BoundingVolume` trait
and implemented them for the bounding volumes
- Renamed `Position` associated type to `Translation`
---------
Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
# Objective
- After https://github.com/bevyengine/bevy/pull/11165, example `ui` is
not pretty as it displays the Bevy logo on a white background, with a
comment that is now wrong
## Solution
- Remove the background color
# Objective
- Make running CI locally relatively less painful by allowing
continuation after failure
- Fix#12206
## Solution
Previously, `ci` would halt after encounting a failure (or shortly
thereafter). For instance, if you ran `cargo run -p ci` and a single
test within a CI check failed somewhere in the middle, you would never
even reach many of the other tests within the check and certainly none
of the CI checks that came afterward. This was annoying; if I am fixing
issues with CI tests, I want to just see all of the issues up-front
instead of having to rerun CI every time I fix something to see the next
error.
Furthermore, it is not infrequent (because of subtle
configuration/system differences) to encounter spurious CI failures
locally; previously, when these occurred, they would make the process of
running CI largely pointless, since you would have to push your branch
in order to see your actual CI failures from the automated testing
service.
Now, when running `ci` locally, we have a couple new tools to ameliorate
these and provide a smoother experience:
- Firstly, there is a new optional flag `--keep-going` that can be
passed while calling `ci` (e.g. `cargo run -p ci -- doc --keep-going`).
It has the following effects:
- It causes the `--keep-going` flag to be passed to the script's `cargo
doc` and `cargo check` invocations, so that they do not stop when they
encounter an error in a single module; instead, they keep going (!) and
find errors subsequently.
- It causes the `--no-fail-fast` flag to be passed to the script's
`cargo test` invocations, to similar effect.
- Finally, it causes `ci` itself not to abort after a single check
fails; instead, it will run every check that was invoked.
Thus, for instance, `cargo run -p ci -- --keep-going` will run every CI
check even if it encounters intermediate failures, and every such check
will itself be run to completion.
- Secondly, we now allow multiple ordinary arguments to be passed to
`ci`. For instance, `cargo -p ci -- doc test` now executes both the
'doc' checks and the 'test' checks. This allows the caller to run the
tests they care about with fewer invocations of `ci`.
As of this PR, automated testing will remain unchanged.
---
## Changelog
- tools/ci/src/main.rs refactored into staging and execution steps,
since the previous control flow did not naturally support continuing
after failure.
- Added "--keep-going" flag to `ci`.
- Added support for invoking `ci` with multiple arguments.
---
## Discussion
### Design considerations
I had originally split this into separate flags that controlled:
1. whether `--keep-going`/`--no-fail-fast` would be passed to the
constituent commands
2. whether `ci` would continue after a component test failed
However, I decided to merge these two behaviors, since I think that, if
you're in the business of seeing all the errors, you'll probably want to
actually see all of the errors. One slightly annoying thing, however,
about the new behavior with `--keep-going`, is that you will sometimes
find yourself wishing that the script would pause or something, since it
tends to fill the screen with a lot of junk. I have found that sending
stdout to /dev/null helps quite a bit, but I don't think `cargo fmt` or
`cargo clippy` actually write to stderr, so you need to be cognizant of
that (and perhaps invoke the lints separately).
~~Next, I'll mention that I feel somewhat strongly that the current
behavior of `ci` for automated testing should remain the same, since its
job is more like detecting that errors exist rather than finding all of
them.~~ (I was convinced this could have value.) Orthogonally, there is
the question of whether or not we might want to make this (or something
similar) actually the default behavior and make the automated test
script invoke some optional flags — it doesn't have to type with its
hands, after all. I'm not against that, but I don't really want to rock
the boat much more with this PR, since anyone who looks at the diff
might already be a little incensed.
# Objective
- The doc example for `World::run_system_with_input` mistakenly
indicates that systems share state
- Some of the doc example code is unnecessary and/or could be cleaned up
## Solution
Replace the incorrect result value for the correct one in the doc
example. I also went with an explicit `assert_eq` check as it presents
the same information but can be validated by CI via doc tests.
Also removed some unnecessary code, such as the `Resource` derives on
`Counter`. In fact, I just replaced `Counter` with a `u8` in the
`Local`. I think it makes the example a little cleaner.
---
## Changelog
- Update docs for `World::run_system` and `World::run_system_with_input`
# Objective
- Follow-up to #12211
- Introduces an example project that demonstrates the implementation and
behavior of `Gizmos::axes` for an entity with a `Transform` component.
## Solution
In order to demonstrate how `Gizmo::axes` can be used and behaves in
practice, we introduce an example of a simple scene containing a pair of
cuboids locked in a grotesque, inscrutable dance: the two are repeatedly
given random `Transform`s which they interpolate to, showing how the
axes move with objects as they translate, rotate, and scale.
<img width="1023" alt="Screenshot 2024-03-04 at 1 16 33 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/c1ff4794-6722-491c-8522-f59801645139">
On the implementation side, we demonstrate how to draw axes for
entities, automatically sizing them according to their bounding boxes
(so that the axes will be visible):
````rust
fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) {
for (&transform, &aabb) in &query {
let length = aabb.half_extents.length();
gizmos.axes(transform, length);
}
}
````
---
## Changelog
- Created examples/gizmos/axes.rs.
- Added 'axes' example to Cargo.toml.
# Objective
- Fixes#12255
Still needs confirming what the consequences are from having camera
viewport nodes live on the root of the taffy tree.
## Solution
To fix calculating the layouts for UI nodes we need to cleanup the
children previously set whenever `TargetCamera` is updated. This also
maintains a list of taffy camera nodes and cleans them up when removed.
---
## Changelog
Fixed#12255
## Migration Guide
changes affect private structs/members so shouldn't need actions by
engine users.
# Objective
Fixes#12126
Notably this does not appear to fix the console error spam that appears
to be coming from winit, only the performance bug that occurs when
tabbing out and back into the game.
## Solution
The winit event loop starts out as `ControlFlow::Wait` by default. When
switching to `UpdateMode::Reactive` or `UpdateMode::ReactiveLowPower`,
we repeatedly update this to `ControlFlow::WaitUntil(next)`. When
switching back to `UpdateMode::Continuous`, the event loop is
erroneously stuck at the latest `ControlFlow::WaitUntil(next)` that was
issued.
I also changed how we handle `Event::NewEvents` since the `StartCause`
already tells us enough information to make that decision. This came
about my debugging and I left it in as an improvement.
# Objective
Resolves#4154
Currently, registration must all be done manually:
```rust
#[derive(Reflect)]
struct Foo(Bar);
#[derive(Reflect)]
struct Bar(Baz);
#[derive(Reflect)]
struct Baz(usize);
fn main() {
// ...
app
.register_type::<Foo>()
.register_type::<Bar>()
.register_type::<Baz>()
// .register_type::<usize>() <- This one is handled by Bevy, thankfully
// ...
}
```
This can grow really quickly and become very annoying to add, remove,
and update as types change. It would be great if we could help reduce
the number of types that a user must manually implement themselves.
## Solution
As suggested in #4154, this PR adds automatic recursive registration.
Essentially, when a type is registered, it may now also choose to
register additional types along with it using the new
`GetTypeRegistration::register_type_dependencies` trait method.
The `Reflect` derive macro now automatically does this for all fields in
structs, tuple structs, struct variants, and tuple variants. This is
also done for tuples, arrays, `Vec<T>`, `HashMap<K, V>`, and
`Option<T>`.
This allows us to simplify the code above like:
```rust
#[derive(Reflect)]
struct Foo(Bar);
#[derive(Reflect)]
struct Bar(Baz);
#[derive(Reflect)]
struct Baz(usize);
fn main() {
// ...
app.register_type::<Foo>()
// ...
}
```
This automatic registration only occurs if the type has not yet been
registered. If it has been registered, we simply skip it and move to the
next one. This reduces the cost of registration and prevents overwriting
customized registrations.
## Considerations
While this does improve ergonomics on one front, it's important to look
at some of the arguments against adopting a PR like this.
#### Generic Bounds
~~Since we need to be able to register the fields individually, we need
those fields to implement `GetTypeRegistration`. This forces users to
then add this trait as a bound on their generic arguments. This
annoyance could be relieved with something like #5772.~~
This is no longer a major issue as the `Reflect` derive now adds the
`GetTypeRegistration` bound by default. This should technically be okay,
since we already add the `Reflect` bound.
However, this can also be considered a breaking change for manual
implementations that left out a `GetTypeRegistration` impl ~~or for
items that contain dynamic types (e.g. `DynamicStruct`) since those also
do not implement `GetTypeRegistration`~~.
#### Registration Assumptions
By automatically registering fields, users might inadvertently be
relying on certain types to be automatically registered. If `Foo`
auto-registers `Bar`, but `Foo` is later removed from the code, then
anywhere that previously used or relied on `Bar`'s registration would
now fail.
---
## Changelog
- Added recursive type registration to structs, tuple structs, struct
variants, tuple variants, tuples, arrays, `Vec<T>`, `HashMap<K, V>`, and
`Option<T>`
- Added a new trait in the hidden `bevy_reflect::__macro_exports` module
called `RegisterForReflection`
- Added `GetTypeRegistration` impl for
`bevy_render::render_asset::RenderAssetUsages`
## Migration Guide
All types that derive `Reflect` will now automatically add
`GetTypeRegistration` as a bound on all (unignored) fields. This means
that all reflected fields will need to also implement
`GetTypeRegistration`.
If all fields **derive** `Reflect` or are implemented in `bevy_reflect`,
this should not cause any issues. However, manual implementations of
`Reflect` that excluded a `GetTypeRegistration` impl for their type will
need to add one.
```rust
#[derive(Reflect)]
struct Foo<T: FromReflect> {
data: MyCustomType<T>
}
// OLD
impl<T: FromReflect> Reflect for MyCustomType<T> {/* ... */}
// NEW
impl<T: FromReflect + GetTypeRegistration> Reflect for MyCustomType<T> {/* ... */}
impl<T: FromReflect + GetTypeRegistration> GetTypeRegistration for MyCustomType<T> {/* ... */}
```
---------
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: radiish <cb.setho@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Hi, this is a minimal implementation of #12159. I wasn't sure if the
`EventLoopProxy` should be wrapped somewhat to make it more explicit.
# Objective
Minimal implementation of #12159
When using `UpdateMode::Reactive` it is currently not possible to
request a redraw when a long running task is finished or an external
source has new data.
This makes the following possible which will then run an app update once
``` rust
// EventLoopProxy is Send on most architectures
// The EventLoopProxy can also be saved in a thread local for WASM or a static in other architecturecs
pub fn example(proxy: NonSend<EventLoopProxy<()>>) {
let clone: EventLoopProxy<()> = proxy.clone();
thread::spawn(move || {
// do long work
clone.send_event(());
});
}
```
## Solution
By using the EventLoopProxy one can manually send events from external
threads to the event loop as `UserEvent`s.
This simply sets redraw_requested when a `UserEvent` is received.
## Changelog
- Added the ability to request a redraw from an external source
---------
Co-authored-by: Kellner, Robin <Robin.Kellner@vector.com>
Bumps [crate-ci/typos](https://github.com/crate-ci/typos) from 1.18.2 to
1.19.0.
<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>v1.19.0</h2>
<h2>[1.19.0] - 2024-03-01</h2>
<h3>Fixes</h3>
<ul>
<li>Updated the dictionary with the <a
href="https://redirect.github.com/crate-ci/typos/issues/921">February
2024</a> changes</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>[1.19.0] - 2024-03-01</h2>
<h3>Fixes</h3>
<ul>
<li>Updated the dictionary with the <a
href="https://redirect.github.com/crate-ci/typos/issues/921">February
2024</a> changes</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="bcafd462cb"><code>bcafd46</code></a>
chore: Release</li>
<li><a
href="c79a9f17b3"><code>c79a9f1</code></a>
chore: Release</li>
<li><a
href="5201049795"><code>5201049</code></a>
docs: Update changelog</li>
<li><a
href="54fb07ff99"><code>54fb07f</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/944">#944</a>
from epage/feb</li>
<li><a
href="99882ae923"><code>99882ae</code></a>
test: Make help independent of term</li>
<li><a
href="679bf4bdb2"><code>679bf4b</code></a>
fix(dict): February updates</li>
<li><a
href="859f055f26"><code>859f055</code></a>
test: Update snapshots</li>
<li><a
href="a932bb64b9"><code>a932bb6</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/942">#942</a>
from crate-ci/renovate/github-codeql-action-3.x</li>
<li><a
href="7302cb2608"><code>7302cb2</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/941">#941</a>
from crate-ci/renovate/pre-commit-action-3.x</li>
<li><a
href="286c9b8c77"><code>286c9b8</code></a>
chore(deps): update github/codeql-action action to v3</li>
<li>Additional commits viewable in <a
href="https://github.com/crate-ci/typos/compare/v1.18.2...v1.19.0">compare
view</a></li>
</ul>
</details>
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# Objective
Correct references to `Input` into `ButtonInput` in the keyboard input
docs since it was renamed in 0.13.
## Solution
Change the type used in the keyboard input docs from `Input` to
`ButtonInput`.
# Objective
`Dir3` and `Dir3A` can be rotated using `Quat`s. However, if enough
floating point error accumulates or (more commonly) the rotation itself
is degenerate (like not normalized), the resulting direction can also
become denormalized.
Currently, with debug assertions enabled, it panics in these cases with
the message `rotated.is_normalized()`. This error message is unclear,
doesn't give information about *how* it is denormalized (like is the
length too large, NaN, or something else), and is overall not very
helpful. Panicking for small-ish error might also be a bit too strict,
and has lead to unwanted crashes in crates like `bevy_xpbd` (although it
has also helped in finding actual bugs).
The error message should be clearer and give more context, and it
shouldn't cause unwanted crashes.
## Solution
Change the `debug_assert!` to a warning for small error with a (squared
length) threshold of 2e-4 and a panic for clear error with a threshold
of 2e-2. The warnings mention the direction type and the length of the
denormalized vector.
Here's what the error and warning look like:
```
Error: `Dir3` is denormalized after rotation. The length is 1.014242.
```
```
Warning: `Dir3A` is denormalized after rotation. The length is 1.0001414.
```
I gave the same treatment to `new_unchecked`:
```
Error: The vector given to `Dir3::new_unchecked` is not normalized. The length is 1.014242.
```
```
Warning: The vector given to `Dir3A::new_unchecked` is not normalized. The length is 1.0001414.
```
---
## Discussion
### Threshold values
The thresholds are somewhat arbitrary. 2e-4 is what Glam uses for the
squared length in `is_normalized` (after I corrected it in
bitshifter/glam-rs#480), and 2e-2 is just what I thought could be a
clear sign of something being critically wrong. I can definitely tune
them if there are better thresholds though.
### Logging
`bevy_math` doesn't have `bevy_log`, so we can't use `warn!` or
`error!`. This is why I made it use just `eprintln!` and `panic!` for
now. Let me know if there's a better way of logging errors in
`bevy_math`.
# Objective
In my library,
[`bevy_dev_console`](https://github.com/doonv/bevy_dev_console) I need
access to `App` within `LogPlugin::update_subscriber` in order to
communicate with the `App` from my custom `Layer`.
## Solution
Give access to `App`.
---
## Changelog
- Added access to `App` within `LogPlugin::update_subscriber`
## Migration Guide
`LogPlugin::update_subscriber` now has a `&mut App` parameter. If you
don't need access to `App`, you can ignore the parameter with an
underscore (`_`).
```diff,rust
- fn update_subscriber(subscriber: BoxedSubscriber) -> BoxedSubscriber {
+ fn update_subscriber(_: &mut App, subscriber: BoxedSubscriber) -> BoxedSubscriber {
Box::new(subscriber.with(CustomLayer))
}
```
# Objective
- Allow users to read window events in the sequence they appeared. This
is important for precise input handling when there are multiple input
events in a single frame (e.g. click and release vs release and click).
## Solution
- Add a mega-enum `WinitEvent` that collects window events, and send
those alongside the existing more granular window events.
---
## Changelog
- Added `WinitEvent` event that aggregates all window events into a
synchronized event stream.
# Objective
Fixes https://github.com/bevyengine/bevy/issues/11157.
## Solution
Stop using `BackgroundColor` as a color tint for `UiImage`. Add a
`UiImage::color` field for color tint instead. Allow a UI node to
simultaneously include a solid-color background and an image, with the
image rendered on top of the background (this is already how it works
for e.g. text).
![2024-02-29_1709239666_563x520](https://github.com/bevyengine/bevy/assets/12173779/ec50c9ef-4c7f-4ab8-a457-d086ce5b3425)
---
## Changelog
- The `BackgroundColor` component now renders a solid-color background
behind `UiImage` instead of tinting its color.
- Removed `BackgroundColor` from `ImageBundle`, `AtlasImageBundle`, and
`ButtonBundle`.
- Added `UiImage::color`.
- Expanded `RenderUiSystem` variants.
- Renamed `bevy_ui::extract_text_uinodes` to `extract_uinodes_text` for
consistency.
## Migration Guide
- `BackgroundColor` no longer tints the color of UI images. Use
`UiImage::color` for that instead.
- For solid color buttons, replace `ButtonBundle { background_color:
my_color.into(), ... }` with `ButtonBundle { image:
UiImage::default().with_color(my_color), ... }`, and update button
interaction systems to use `UiImage::color` instead of `BackgroundColor`
as well.
- `bevy_ui::RenderUiSystem::ExtractNode` has been split into
`ExtractBackgrounds`, `ExtractImages`, `ExtractBorders`, and
`ExtractText`.
- `bevy_ui::extract_uinodes` has been split into
`bevy_ui::extract_uinode_background_colors` and
`bevy_ui::extract_uinode_images`.
- `bevy_ui::extract_text_uinodes` has been renamed to
`extract_uinode_text`.
# Objective
After the `TextureAtlas` changes that landed in 0.13,
`SpriteSheetBundle` is equivalent to `TextureAtlas` + `SpriteBundle` and
`AtlasImageBundle` is equivalent to `TextureAtlas` + `ImageBundle`. As
such, the atlas bundles aren't particularly useful / necessary additions
to the API anymore.
In addition, atlas bundles are inconsistent with `ImageScaleMode` (also
introduced in 0.13) which doesn't have its own version of each image
bundle.
## Solution
Deprecate `SpriteSheetBundle` and `AtlasImageBundle` in favor of
including `TextureAtlas` as a separate component alongside
`SpriteBundle` and `ImageBundle`, respectively.
---
## Changelog
- Deprecated `SpriteSheetBundle` and `AtlasImageBundle`.
## Migration Guide
- `SpriteSheetBundle` has been deprecated. Use `TextureAtlas` alongside
a `SpriteBundle` instead.
- `AtlasImageBundle` has been deprecated. Use `TextureAtlas` alongside
an `ImageBundle` instead.
# Objective
- Part of #9400.
- Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`.
## Solution
- Add a `ShowLightGizmo` and its related gizmo group and plugin, that
shows a gizmo for all lights of an entities when inserted on it. Light
display can also be toggled globally through the gizmo config in the
same way it can already be done for `Aabb`s.
- Add distinct segment setters for height and base one `Cone3dBuilder`.
This allow having a properly rounded base without too much edges along
the height. The doc comments explain how to ensure height and base
connect when setting different values.
Gizmo for the three light types without radius with the depth bias set
to -1:
![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2)
With Radius:
![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340)
Possible future improvements:
- Add a billboarded sprite with a distinct sprite for each light type.
- Display the intensity of the light somehow (no idea how to represent
that apart from some text).
---
## Changelog
### Added
- The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and
configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo
for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color
behavior can be controlled with the `LightGizmoColor` member of
`ShowLightGizmo` and `LightGizmoConfigGroup`.
- The cone gizmo builder (`Cone3dBuilder`) now allows setting a
differing number of segments for the base and height.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
Bevy's `Dir3` and `Dir3A` only implement `Mul<f32>` and not vice versa,
and `Dir2` can not be multiplied by `f32` at all. They all should
implement multiplication both ways, just like Glam's vector types.
## Solution
Implement `Mul<Dir2>`, `Mul<Dir3>`, and `Mul<Dir3A>` for `f32`, and
`Mul<f32>` for `Dir2`.