# Objective
It is possible to manually update `GlobalTransform`.
The engine actually assumes this is not possible.
For example, `propagate_transform` does not update children
of an `Entity` which **`GlobalTransform`** changed,
leading to unexpected behaviors.
A `GlobalTransform` set by the user may also be blindly
overwritten by the propagation system.
## Solution
- Remove `translation_mut`
- Explain to users that they shouldn't manually update the `GlobalTransform`
- Remove `global_vs_local.rs` example, since it misleads users
in believing that it is a valid use-case to manually update the
`GlobalTransform`
---
## Changelog
- Remove `GlobalTransform::translation_mut`
## Migration Guide
`GlobalTransform::translation_mut` has been removed without alternative,
if you were relying on this, update the `Transform` instead. If the given entity
had children or parent, you may need to remove its parent to make its transform
independent (in which case the new `Commands::set_parent_in_place` and
`Commands::remove_parent_in_place` may be of interest)
Bevy may add in the future a way to toggle transform propagation on
an entity basis.
# Objective
- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.
## Solution
- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`.
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.
Gamepad events are now handled in their own systems and have their own types.
This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.
We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters.
We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.
## Migration Guide
- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
# Objective
- Fixes https://github.com/bevyengine/bevy/discussions/6338
This PR allows for smooth transitions between different animations.
## Solution
- This PR uses very simple linear blending of animations.
- When starting a new animation, you can give it a duration, and throughout that duration, the previous and the new animation are being linearly blended, until only the new animation is running.
- I'm aware of https://github.com/bevyengine/rfcs/pull/49 and https://github.com/bevyengine/rfcs/pull/51, which are more complete solutions to this problem, but they seem still far from being implemented. Until they're ready, this PR allows for the most basic use case of blending, i.e. smoothly transitioning between different animations.
## Migration Guide
- no bc breaking changes
# Objective
- Fixes#7081.
## Solution
- Moved functionality from kitchen sink plugin `CorePlugin` to separate plugins, `TaskPoolPlugin`, `TypeRegistrationPlugin`, `FrameCountPlugin`. `TaskPoolOptions` resource should now be used with `TaskPoolPlugin`.
## Changelog
Minimal changes made (code kept in `bevy_core/lib.rs`).
## Migration Guide
- `CorePlugin` broken into separate plugins. If not using `DefaultPlugins` or `MinimalPlugins` `PluginGroup`s, the replacement for `CorePlugin` is now to add `TaskPoolPlugin`, `TypeRegistrationPlugin`, and `FrameCountPlugin` to the app.
## Notes
- Consistent with Bevy goal "modularity over deep integration" but the functionality of `TypeRegistrationPlugin` and `FrameCountPlugin` is weak (the code has to go somewhere, though!).
- No additional tests written.
# Objective
It is currently possible to break reference counting for assets by creating a strong `HandleUntyped` and then modifying the `id` field before dropping the handle. This should not be allowed.
## Solution
Change the `id` field visibility to private and add a getter instead. The same change was previously done for `Handle<T>` in #6176, but `HandleUntyped` was forgotten.
---
## Migration Guide
- Instead of directly accessing the ID of a `HandleUntyped` as `handle.id`, use the new getter `handle.id()`.
# Objective
- When using `Color::hex` for the first time, I was confused by the fact that I can't specify colors using #, which is much more familiar.
- In the code editor (if there is support) there is a preview of the color, which is very convenient.
![Снимок экрана от 2022-12-30 02-54-00](https://user-images.githubusercontent.com/69102503/209990973-f6fc3bc6-08f6-4e51-a9a9-1de8a675c82d.png)
## Solution
- Allow you to enter colors like `#ff33f2` and use the `.strip_prefix` method to delete the `#` character.
# Objective
Speed up the render phase of rendering. Simplify the trait structure for render commands.
## Solution
- Merge `EntityPhaseItem` into `PhaseItem` (`EntityPhaseItem::entity` -> `PhaseItem::entity`)
- Merge `EntityRenderCommand` into `RenderCommand`.
- Add two associated types to `RenderCommand`: `RenderCommand::ViewWorldQuery` and `RenderCommand::WorldQuery`.
- Use the new associated types to construct two `QueryStates`s for `RenderCommandState`.
- Hoist any `SQuery<T>` fetches in `EntityRenderCommand`s into the aformentioned two queries. Batch fetch them all at once.
## Performance
`main_opaque_pass_3d` is slightly faster on `many_foxes` (427.52us -> 401.15us)
![image](https://user-images.githubusercontent.com/3137680/206359804-9928b20a-7d92-41f8-bf7d-6e8c5cc802f0.png)
The shadow pass node is also slightly faster (344.52 -> 338.24us)
![image](https://user-images.githubusercontent.com/3137680/206359977-1212198d-f933-49a0-80f1-62ff88eb5727.png)
## Future Work
- Can we hoist the view level queries out of the core loop?
---
## Changelog
Added: `PhaseItem::entity`
Added: `RenderCommand::ViewWorldQuery` associated type.
Added: `RenderCommand::ItemorldQuery` associated type.
Added: `Draw<T>::prepare` optional trait function.
Removed: `EntityPhaseItem` trait
## Migration Guide
TODO
# Objective
Solve #5464
## Solution
Adds a `SystemInformationDiagnosticsPlugin` to add diagnostics.
Adds `Cargo.toml` flags to fix building on different platforms.
---
## Changelog
Adds `sysinfo` crate to `bevy-diagnostics`.
Changes in import order are due to clippy.
Co-authored-by: l1npengtul <35755164+l1npengtul@users.noreply.github.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
# Objective
I am new to Bevy. And during my development, I noticed that the `iOS` example doesn't work.
Example panics with next message: ```panicked at 'Resource requested by bevy_ui::widget::text::text_system does not exist: bevy_asset::assets::Assets```.
I have asked for help in a `discord` iOS chat and there I receive a recommendation that it is possible that some bevy features missing.
## Solution
So, I used ```bevy``` with default features.
# Objective
Scene viewer mouse sensitivity/cursor usage isn't the best it could be atm, so just adding some quick, maybe opinionated, tweaks to make it feel more at home in usage.
## Solution
- Mouse delta shouldn't be affected by delta time, it should be more expected that if I move my mouse 1 inch to the right that it should move the in game camera/whatever is controlled the same regardless of FPS.
- Uses a magic number of 180.0 for a nice default sensitivity, modeled after Valorant's default sensitivity.
- Cursor now gets locked/hidden when rotating the camera to give it more of the effect that you are grabbing the camera.
# Objective
The documentation for camera priority is very confusing at the moment, it requires a bit of "double negative" kind of thinking.
# Solution
Flipping the wording on the documentation to reflect more common usecases like having an overlay camera and also renaming it to "order", since priority implies that it will override the other camera rather than have both run.
Consolidation of all the feedback about #6271 as well as the addition of an "unconditionally visible" mode.
# Objective
The current implementation of the `Visibility` struct simply wraps a boolean.. which seems like an odd pattern when rust has such nice enums that allow for more expression using pattern-matching.
Additionally as it stands Bevy only has two settings for visibility of an entity:
- "unconditionally hidden" `Visibility { is_visible: false }`,
- "inherit visibility from parent" `Visibility { is_visible: true }`
where a root level entity set to "inherit" is visible.
Note that given the behaviour, the current naming of the inner field is a little deceptive or unclear.
Using an enum for `Visibility` opens the door for adding an extra behaviour mode. This PR adds a new "unconditionally visible" mode, which causes an entity to be visible even if its Parent entity is hidden. There should not really be any performance cost to the addition of this new mode.
--
The recently added `toggle` method is removed in this PR, as its semantics could be confusing with 3 variants.
## Solution
Change the Visibility component into
```rust
enum Visibility {
Hidden, // unconditionally hidden
Visible, // unconditionally visible
Inherited, // inherit visibility from parent
}
```
---
## Changelog
### Changed
`Visibility` is now an enum
## Migration Guide
- evaluation of the `visibility.is_visible` field should now check for `visibility == Visibility::Inherited`.
- setting the `visibility.is_visible` field should now directly set the value: `*visibility = Visibility::Inherited`.
- usage of `Visibility::VISIBLE` or `Visibility::INVISIBLE` should now use `Visibility::Inherited` or `Visibility::Hidden` respectively.
- `ComputedVisibility::INVISIBLE` and `SpatialBundle::VISIBLE_IDENTITY` have been renamed to `ComputedVisibility::HIDDEN` and `SpatialBundle::INHERITED_IDENTITY` respectively.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
This PR reorganizes majority of the scene viewer example into a module of plugins which then allows reuse of functionality among new or existing examples. In addition, this enables the scene viewer to be more succinct and showcase the distinct cases of camera control and scene control.
This work is to support future work in organization and future examples. A more complicated 3D scene example has been requested by the community (#6551) which requests functionality currently included in scene_viewer, but previously inaccessible. The future example can now just utilize the two plugins created here. The existing example [animated_fox example] can utilize the scene creation and animation control functionality of `SceneViewerPlugin`.
## Solution
- Created a `scene_viewer` module inside the `tools` example folder.
- Created two plugins: `SceneViewerPlugin` (gltf scene loading, animation control, camera tracking control, light control) and `CameraControllerPlugin` (controllable camera).
- Original `scene_viewer.rs` moved to `scene_viewer/main.rs` and now utilizes the two plugins.
# Objective
The `WgpuSettings` resource is only used during plugin build. Move it into the `RenderPlugin` struct.
Changing these settings requires re-initializing the render context, which is currently not supported.
If it is supported in the future it should probably be more explicit than changing a field on a resource, maybe something similar to the `CreateWindow` event.
## Migration Guide
```rust
// Before (0.9)
App::new()
.insert_resource(WgpuSettings { .. })
.add_plugins(DefaultPlugins)
// After (0.10)
App::new()
.add_plugins(DefaultPlugins.set(RenderPlugin {
wgpu_settings: WgpuSettings { .. },
}))
```
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
This adds a custom profile for testing against stress tests. Bevy seemingly gets notably faster with LTO turned on. To more accurately depict production level performance, LTO and other rustc-level optimizations should be enabled when performance testing on stress tests.
Also updated the stress test docs to reflect that users should be using it.
# Objective
`AsBindGroup` can't be used as a trait object because of the constraint `Sized` and because of the associated function.
This is a problem for [`bevy_atmosphere`](https://github.com/JonahPlusPlus/bevy_atmosphere) because it needs to use a trait that depends on `AsBindGroup` as a trait object, for switching out different shaders at runtime. The current solution it employs is reimplementing the trait and derive macro into that trait, instead of constraining to `AsBindGroup`.
## Solution
Remove the `Sized` constraint from `AsBindGroup` and add the constraint `where Self: Sized` to the associated function `bind_group_layout`. Also change `PreparedBindGroup<T: AsBindGroup>` to `PreparedBindGroup<T>` and use it as `PreparedBindGroup<Self::Data>` instead of `PreparedBindGroup<Self>`.
This weakens the constraints, but increases the flexibility of `AsBindGroup`.
I'm not entirely sure why the `Sized` constraint was there, because it worked fine without it (maybe @cart wasn't aware of use cases for `AsBindGroup` as a trait object or this was just leftover from legacy code?).
---
## Changelog
- `AsBindGroup` can be used as a trait object.
# Objective
[Rust 1.66](https://blog.rust-lang.org/inside-rust/2022/12/12/1.66.0-prerelease.html) is coming in a few days, and bevy doesn't build with it.
Fix that.
## Solution
Replace output from a trybuild test, and fix a few new instances of `needless_borrow` and `unnecessary_cast` that are now caught.
## Note
Due to the trybuild test, this can't be merged until 1.66 is released.
# Objective
Change detection can be spuriously triggered by setting a field to the same value as before. As a result, a common pattern is to write:
```rust
if *foo != value {
*foo = value;
}
```
This is confusing to read, and heavy on boilerplate.
Adopted from #5373, but untangled and rebased to current `bevy/main`.
## Solution
1. Add a method to the `DetectChanges` trait that implements this boilerplate when the appropriate trait bounds are met.
2. Document this minor footgun, and point users to it.
## Changelog
* added the `set_if_neq` method to avoid triggering change detection when the new and previous values are equal. This will work on both components and resources.
## Migration Guide
If you are manually checking if a component or resource's value is equal to its new value before setting it to avoid triggering change detection, migrate to the clearer and more convenient `set_if_neq` method.
## Context
Related to #2363 as it avoids triggering change detection, but not a complete solution (as it still requires triggering it when real changes are made).
Co-authored-by: Zoey <Dessix@Dessix.net>
# Objective
The feature doesn't have any use case in libraries or applications and many users use this feature incorrectly. See the issue for details.
Closes#5753.
## Solution
Remove it.
---
## Changelog
### Removed
- `render` feature group.
## Migration Guide
Instead of using `render` feature group use dependencies directly. This group consisted of `bevy_core_pipeline`, `bevy_pbr`, `bevy_gltf`, `bevy_render`, `bevy_sprite`, `bevy_text` and `bevy_ui`. You probably want to check if you need all of them.
# Objective
- Fixes#6630, fixes#6679
- Improve scene viewer in cases where there are more than one scene in a gltf file
## Solution
- Can select which scene to display using `#SceneN`, defaults to scene 0 if not present
- Display the number of scenes available if there are more than one
# Objective
- Make running animation fluid skipping 'idle' frame.
## Solution
- Loop through the specified indices instead of through the whole sprite sheet.
The example is correct, is just the feeling that the animation loop is not seamless.
Based on the solution suggested by @mockersf in #5429.
# Objective
Adds a cylinder shape. Fixes#2282.
## Solution
- I added a custom cylinder shape, taken from [here](https://github.com/rparrett/typey_birb/blob/main/src/cylinder.rs) with permission from @rparrett.
- I also added the cylinder shape to the `3d_shapes` example scene.
---
## Changelog
- Added cylinder shape
Co-Authored-By: Rob Parrett <robparrett@gmail.com>
Co-Authored-By: davidhof <7483215+davidhof@users.noreply.github.com>
# Objective
Fixes#6224, add ``dbg``, ``info``, ``warn`` and ``error`` system piping adapter variants to expand #5776, which call the corresponding re-exported [bevy_log macros](https://docs.rs/bevy/latest/bevy/log/macro.info.html) when the result is an error.
## Solution
* Added ``dbg``, ``info``, ``warn`` and ``error`` system piping adapter variants to ``system_piping.rs``.
* Modified and added tests for these under examples in ``system_piping.rs``.
The PR fixes the interface of `EventReader::clear`. Currently, the method consumes the reader, which makes it unusable.
## Changelog
- `EventReader::clear` now takes a mutable reference instead of consuming the event reader.
## Migration Guide
`EventReader::clear` now takes a mutable reference instead of consuming the event reader. This means that `clear` now needs explicit mutable access to the reader variable, which previously could have been omitted in some cases:
```rust
// Old (0.9)
fn clear_events(reader: EventReader<SomeEvent>) {
reader.clear();
}
// New (0.10)
fn clear_events(mut reader: EventReader<SomeEvent>) {
reader.clear();
}
```
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
The global_vs_local_translation example tries to use transparency to identify static cubes, but the materials of those cubes aren't transparent.
## Solution
Change material alpha_mode to `AlphaMode::Blend` for those cubes.
# Objective
- Every usage of `DrawFunctionsInternals::get_id()` was followed by a `.unwrap()`. which just adds boilerplate.
## Solution
- Introduce a fallible version of `DrawFunctionsInternals::get_id()` and use it where possible.
- I also took the opportunity to improve the error message a little in the case where it fails.
---
## Changelog
- Added `DrawFunctionsInternals::id()`
# Objective
- Fix CI issue with updated `cargo-app`
## Solution
- Move the Android example to its own package. It's not necessary for the CI fix, but it's cleaner, mimic the iOS example, and easier to reuse for someone wanting to setup android support in their project
- Build the package in CI instead of the example
The Android example is still working on my android device with this change 👍
# Objective
- shaders defs can now have a `bool` or `int` value
- `#if SHADER_DEF <operator> 3`
- ok if `SHADER_DEF` is defined, has the correct type and pass the comparison
- `==`, `!=`, `>=`, `>`, `<`, `<=` supported
- `#SHADER_DEF` or `#{SHADER_DEF}`
- will be replaced by the value in the shader code
---
## Migration Guide
- replace `shader_defs.push(String::from("NAME"));` by `shader_defs.push("NAME".into());`
- if you used shader def `NO_STORAGE_BUFFERS_SUPPORT`, check how `AVAILABLE_STORAGE_BUFFER_BINDINGS` is now used in Bevy default shaders
# Objective
`add_node_edge` and `add_slot_edge` are fallible methods, but are always used with `.unwrap()`.
`input_node` is often unwrapped as well.
This points to having an infallible behaviour as default, with an alternative fallible variant if needed.
Improves readability and ergonomics.
## Solution
- Change `add_node_edge` and `add_slot_edge` to panic on error.
- Change `input_node` to panic on `None`.
- Add `try_add_node_edge` and `try_add_slot_edge` in case fallible methods are needed.
- Add `get_input_node` to still be able to get an `Option`.
---
## Changelog
### Added
- `try_add_node_edge`
- `try_add_slot_edge`
- `get_input_node`
### Changed
- `add_node_edge` is now infallible (panics on error)
- `add_slot_edge` is now infallible (panics on error)
- `input_node` now panics on `None`
## Migration Guide
Remove `.unwrap()` from `add_node_edge` and `add_slot_edge`.
For cases where the error was handled, use `try_add_node_edge` and `try_add_slot_edge` instead.
Remove `.unwrap()` from `input_node`.
For cases where the option was handled, use `get_input_node` instead.
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
# Objective
Fixes#6498.
## Solution
Adding a parent node with properties AlignItems::Center and JustifyContent::Center to centered child nodes and removing their auto-margin properties.
# Objective
Allow more use cases where the user may benefit from both `ExtractComponentPlugin` _and_ `UniformComponentPlugin`.
## Solution
Add an associated type to `ExtractComponent` in order to allow specifying the output component (or bundle).
Make `extract_component` return an `Option<_>` such that components can be extracted only when needed.
What problem does this solve?
`ExtractComponentPlugin` allows extracting components, but currently the output type is the same as the input.
This means that use cases such as having a settings struct which turns into a uniform is awkward.
For example we might have:
```rust
struct MyStruct {
enabled: bool,
val: f32
}
struct MyStructUniform {
val: f32
}
```
With the new approach, we can extract `MyStruct` only when it is enabled, and turn it into its related uniform.
This chains well with `UniformComponentPlugin`.
The user may then:
```rust
app.add_plugin(ExtractComponentPlugin::<MyStruct>::default());
app.add_plugin(UniformComponentPlugin::<MyStructUniform>::default());
```
This then saves the user a fair amount of boilerplate.
## Changelog
### Changed
- `ExtractComponent` can specify output type, and outputting is optional.
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
# Objective
- Bevy should be usable to create 'overlay' type apps, where the input is not captured by Bevy, but passed down/into a target app, or to allow passive displays/widgets etc.
## Solution
- the `winit:🪟:Window` already has a `set_cursor_hittest()` which basically does this for mouse input events, so I've exposed it (trying to copy the style laid out in the existing wrappings, and added a simple demo.
---
## Changelog
- Added `hittest` to `WindowAttributes`
- Added the `hittest`'s setters/getters
- Modified the `WindowBuilder`
- Modifed the `WindowDescriptor`'s `Default` impl.
- Added an example `cargo run --example fallthrough`
# Objective
- The `contributors` example panics when attempting to generate an empty range if the window height is smaller than the sprites
- Don't do that
## Solution
- Clamp the bounce height to be 0 minimum, and generate an inclusive range when passing it to `rng.gen_range`
# Objective
I needed a window which is always on top, to create a overlay app.
## Solution
expose the `always_on_top` property of winit in bevy's `WindowDescriptor` as a boolean flag
---
## Changelog
### Added
- add `WindowDescriptor.always_on_top` which configures a window to stay on top.
# Objective
Fixes #3225, Allow for flippable UI Images
## Solution
Add flip_x and flip_y fields to UiImage, and swap the UV coordinates accordingly in ui_prepare_nodes.
## Changelog
* Changes UiImage to a struct with texture, flip_x, and flip_y fields.
* Adds flip_x and flip_y fields to ExtractedUiNode.
* Changes extract_uinodes to extract the flip_x and flip_y values from UiImage.
* Changes prepare_uinodes to swap the UV coordinates as required.
* Changes UiImage derefs to texture field accesses.
# Objective
- Using the instancing example as reference, I found it was breaking when enabling HDR on the camera. I found that this was because, unlike in internal code, this was not updating the specialization key with `view.hdr`.
## Solution
- Add the missing HDR bit.
# Objective
- Fix an awkwardly phrased/typoed error message
- Actually tell users which file caused the error
- IMO we don't need to panic
## Solution
- Add a warning including the involved asset path when a non-image is found by `load_folder`
- Note: uses `let else` which is stable now
```
2022-11-03T14:17:59.006861Z WARN texture_atlas: Some(AssetPath { path: "textures/rpg/tiles/whatisthisdoinghere.ogg", label: None }) did not resolve to an `Image` asset.
```
# Objective
Fixes: https://github.com/bevyengine/bevy/issues/6466
Summary: The UI Scaling example dynamically scales the UI which will dynamically allocate fonts to the font atlas surpassing the protective limit, throwing a panic.
## Solution
- Set TextSettings.allow_dynamic_font_size = true for the UI Scaling example. This is the ideal solution since the dynamic changes to the UI are not continuous yet still discrete.
- Update the panic text to reflect ui scaling as a potential cause
# Objective
The bloom example has a 2d camera for the UI. This is an artifact of an older version of bevy. All cameras can render the UI now.
## Solution
Remove the 2d camera
Allow passing `Vec`s of glam vector types as vertex attributes.
Alternative to #4548 and #2719
Also used some macros to cut down on all the repetition.
# Migration Guide
Implementations of `From<Vec<[u16; 4]>>` and `From<Vec<[u8; 4]>>` for `VertexAttributeValues` have been removed.
I you're passing either `Vec<[u16; 4]>` or `Vec<[u8; 4]>` into `Mesh::insert_attribute` it will now require wrapping it with right the `VertexAttributeValues` enum variant.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Adds a bloom pass for HDR-enabled Camera3ds.
- Supersedes (and all credit due to!) https://github.com/bevyengine/bevy/pull/3430 and https://github.com/bevyengine/bevy/pull/2876
![image](https://user-images.githubusercontent.com/47158642/198698783-228edc00-20b5-4218-a613-331ccd474f38.png)
## Solution
- A threshold is applied to isolate emissive samples, and then a series of downscale and upscaling passes are applied and composited together.
- Bloom is applied to 2d or 3d Cameras with hdr: true and a BloomSettings component.
---
## Changelog
- Added a `core_pipeline::bloom::BloomSettings` component.
- Added `BloomNode` that runs between the main pass and tonemapping.
- Added a `BloomPlugin` that is loaded as part of CorePipelinePlugin.
- Added a bloom example project.
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: DGriffin91 <github@dgdigital.net>
# Objective
Replace `WorldQueryGats` trait with actual gats
## Solution
Replace `WorldQueryGats` trait with actual gats
---
## Changelog
- Replaced `WorldQueryGats` trait with actual gats
## Migration Guide
- Replace usage of `WorldQueryGats` assoc types with the actual gats on `WorldQuery` trait