# Objective
Fixes https://github.com/bevyengine/bevy/issues/11628
## Migration Guide
`Command` and `CommandQueue` have migrated from `bevy_ecs::system` to
`bevy_ecs::world`, so `use bevy_ecs::world::{Command, CommandQueue};`
when necessary.
# Objective
Fixes#11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.
## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.
Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
# Objective
bevy_ecs has been developed with a de facto assumption that `Entity` is
to be treated as an opaque identifier by external users, and that its
internal representation is readable but in no way guaranteed to be
stable between versions of bevy_ecs.
This hasn't been clear to users, and the functions on the type that
expose its guts speak a different story.
## Solution
Explicitly document the lack of stability here and define internal
representation changes as a non-breaking change under SemVer. Give it
the same treatment that the standard lib gives `TypeId`.
# Objective
While mucking around with batch_and_prepare systems, it became apparent
that `GpuArrayBufferIndex::index` doesn't need to be a NonMaxU32.
## Solution
Replace it with a normal u32.
This likely has some potential perf benefit by avoiding panics and the
NOT operations, but I haven't been able to find any substantial gains,
so this is primarily for code quality.
---
## Changelog
Changed: `GpuArrayBufferIndex::index` is now a u32.
## Migration Guide
`GpuArrayBuferIndex::index` is now a u32 instead of a `NonMaxU32`.
Remove any calls to `NonMaxU32::get` on the member.
# Objective
- https://github.com/bevyengine/bevy/pull/12165 created the expectation
that returned bevy errors will include a link to the relevant bevy
error. That expectation is not formally established in the contributing
guidelines which will lead to it not being upheld in future PRs that use
the bevy error codes. This PR adds it to engine_style_guide.md to
establish that convention officially
---------
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
# Objective
- The build on Windows currently fails on stable when using the
`config.toml` as described but commenting out all lines that say
"Nightly"
## Solution
- Add a missing nightly specifier for a flag that won't run on stable
# Objective
- Fix mismatch between the `Component` trait method and the `World`
method.
## Solution
- Replace init_component_info with register_component_hooks.
# Objective
This PR unpins `web-sys` so that unrelated projects that have
`bevy_render` in their workspace can finally update their `web-sys`.
More details in and fixes#12246.
## Solution
* Update `wgpu` from 0.19.1 to 0.19.3.
* Remove the `web-sys` pin.
* Update docs and wasm helper to remove the now-stale
`--cfg=web_sys_unstable_apis` Rust flag.
---
## Changelog
Updated `wgpu` to v0.19.3 and removed `web-sys` pin.
This is an implementation within `bevy_window::window` that fixes
#12229.
# Objective
Fixes#12229, allow users to retrieve the window's size and physical
size as Vectors without having to manually construct them using
`height()` and `width()` or `physical_height()` and `physical_width()`
## Solution
As suggested in #12229, created two public functions within `window`:
`size() -> Vec` and `physical_size() -> UVec` that return the needed
Vectors ready-to-go.
### Discussion
My first FOSS PRQ ever, so bear with me a bit. I'm new to this.
- I replaced instances of ```Vec2::new(window.width(),
window.height());``` or `UVec2::new(window.physical_width(),
window.physical_height());` within bevy examples be replaced with their
`size()`/`physical_size()` counterparts?
- Discussion within #12229 still holds: should these also be added to
WindowResolution?
Although we cached hashes of `MeshVertexBufferLayout`, we were paying
the cost of `PartialEq` on `InnerMeshVertexBufferLayout` for every
entity, every frame. This patch changes that logic to place
`MeshVertexBufferLayout`s in `Arc`s so that they can be compared and
hashed by pointer. This results in a 28% speedup in the
`queue_material_meshes` phase of `many_cubes`, with frustum culling
disabled.
Additionally, this patch contains two minor changes:
1. This commit flattens the specialized mesh pipeline cache to one level
of hash tables instead of two. This saves a hash lookup.
2. The example `many_cubes` has been given a `--no-frustum-culling`
flag, to aid in benchmarking.
See the Tracy profile:
<img width="1064" alt="Screenshot 2024-02-29 144406"
src="https://github.com/bevyengine/bevy/assets/157897/18632f1d-1fdd-4ac7-90ed-2d10306b2a1e">
## Migration guide
* Duplicate `MeshVertexBufferLayout`s are now combined into a single
object, `MeshVertexBufferLayoutRef`, which contains an
atomically-reference-counted pointer to the layout. Code that was using
`MeshVertexBufferLayout` may need to be updated to use
`MeshVertexBufferLayoutRef` instead.
# Objective
Getting this error running ci locally.
```
$ cargo check -Zcheck-cfg --workspace
error: the `-Z` flag is only accepted on the nightly channel of Cargo, but this is the `stable` channel
See https://doc.rust-lang.org/book/appendix-07-nightly-rust.html for more information about Rust release channels.
thread 'main' panicked at tools\ci\src\main.rs:166:14:
Please fix failing cfg checks in output above.: command exited with non-zero code `cargo check -Zcheck-cfg --workspace`: 101
```
## Solution
- Add `+nightly` flag to the `check-cfg` pass.
---
Obviously we shouldn't be running `nightly` Cargo, but at least now
local running of `cargo run -p ci` will pass.
# Objective
- Provide a reliable and performant mechanism to allows users to keep
components synchronized with external sources: closing/opening sockets,
updating indexes, debugging etc.
- Implement a generic mechanism to provide mutable access to the world
without allowing structural changes; this will not only be used here but
is a foundational piece for observers, which are key for a performant
implementation of relations.
## Solution
- Implement a new type `DeferredWorld` (naming is not important,
`StaticWorld` is also suitable) that wraps a world pointer and prevents
user code from making any structural changes to the ECS; spawning
entities, creating components, initializing resources etc.
- Add component lifecycle hooks `on_add`, `on_insert` and `on_remove`
that can be assigned callbacks in user code.
---
## Changelog
- Add new `DeferredWorld` type.
- Add new world methods: `register_component::<T>` and
`register_component_with_descriptor`. These differ from `init_component`
in that they provide mutable access to the created `ComponentInfo` but
will panic if the component is already in any archetypes. These
restrictions serve two purposes:
1. Prevent users from defining hooks for components that may already
have associated hooks provided in another plugin. (a use case better
served by observers)
2. Ensure that when an `Archetype` is created it gets the appropriate
flags to early-out when triggering hooks.
- Add methods to `ComponentInfo`: `on_add`, `on_insert` and `on_remove`
to be used to register hooks of the form `fn(DeferredWorld, Entity,
ComponentId)`
- Modify `BundleInserter`, `BundleSpawner` and `EntityWorldMut` to
trigger component hooks when appropriate.
- Add bit flags to `Archetype` indicating whether or not any contained
components have each type of hook, this can be expanded for other flags
as needed.
- Add `component_hooks` example to illustrate usage. Try it out! It's
fun to mash keys.
## Safety
The changes to component insertion, removal and deletion involve a large
amount of unsafe code and it's fair for that to raise some concern. I
have attempted to document it as clearly as possible and have confirmed
that all the hooks examples are accepted by `cargo miri` as not causing
any undefined behavior. The largest issue is in ensuring there are no
outstanding references when passing a `DeferredWorld` to the hooks which
requires some use of raw pointers (as was already happening to some
degree in those places) and I have taken some time to ensure that is the
case but feel free to let me know if I've missed anything.
## Performance
These changes come with a small but measurable performance cost of
between 1-5% on `add_remove` benchmarks and between 1-3% on `insert`
benchmarks. One consideration to be made is the existence of the current
`RemovedComponents` which is on average more costly than the addition of
`on_remove` hooks due to the early-out, however hooks doesn't completely
remove the need for `RemovedComponents` as there is a chance you want to
respond to the removal of a component that already has an `on_remove`
hook defined in another plugin, so I have not removed it here. I do
intend to deprecate it with the introduction of observers in a follow up
PR.
## Discussion Questions
- Currently `DeferredWorld` implements `Deref` to `&World` which makes
sense conceptually, however it does cause some issues with rust-analyzer
providing autocomplete for `&mut World` references which is annoying.
There are alternative implementations that may address this but involve
more code churn so I have attempted them here. The other alternative is
to not implement `Deref` at all but that leads to a large amount of API
duplication.
- `DeferredWorld`, `StaticWorld`, something else?
- In adding support for hooks to `EntityWorldMut` I encountered some
unfortunate difficulties with my desired API. If commands are flushed
after each call i.e. `world.spawn() // flush commands .insert(A) //
flush commands` the entity may be despawned while `EntityWorldMut` still
exists which is invalid. An alternative was then to add
`self.world.flush_commands()` to the drop implementation for
`EntityWorldMut` but that runs into other problems for implementing
functions like `into_unsafe_entity_cell`. For now I have implemented a
`.flush()` which will flush the commands and consume `EntityWorldMut` or
users can manually run `world.flush_commands()` after using
`EntityWorldMut`.
- In order to allowing querying on a deferred world we need
implementations of `WorldQuery` to not break our guarantees of no
structural changes through their `UnsafeWorldCell`. All our
implementations do this, but there isn't currently any safety
documentation specifying what is or isn't allowed for an implementation,
just for the caller, (they also shouldn't be aliasing components they
didn't specify access for etc.) is that something we should start doing?
(see 10752)
Please check out the example `component_hooks` or the tests in
`bundle.rs` for usage examples. I will continue to expand this
description as I go.
See #10839 for a more ergonomic API built on top of this one that isn't
subject to the same restrictions and supports `SystemParam` dependency
injection.
# Objective / Solution
- Use `Hsla` for the color constants (Fixes#12203)
And a few other improvements:
- Make contributor colors persistent between runs
- Move text to top left where the birbs can't reach and add padding
- Remove `Contributor:` text. It's obvious what is being shown from
context, and then we can remove `has_triggered`.
- Show the number of commits authored
- Some system names were postfixed with `_system` and some weren't.
Removed `_system` for consistency.
- Clean up collision code slightly with a bounding volume
- Someone accidentally typed "bird" instead of "birb" in one comment.
- Other misc. cleanup
## Before
<img width="1280" alt="image"
src="https://github.com/bevyengine/bevy/assets/200550/9c6229d6-313a-464d-8a97-0220aa16901f">
## After
<img width="1280" alt="image"
src="https://github.com/bevyengine/bevy/assets/200550/0c00e95b-2f50-4f50-b177-def4ca405313">
# Objective
Cargo-deny has being updated and now some keys are being deprecated.
Fix these warnings:
<details>
```rs
warning[deprecated]: this key will be removed in a future update, see https://github.com/EmbarkStudios/cargo-deny/pull/611 for details
┌─ /Users/ameknite/code/rust/repos/bevy/deny.toml:6:1
│
6 │ vulnerability = "deny"
│ ^^^^^^^^^^^^^
warning[deprecated]: this key will be removed in a future update, see https://github.com/EmbarkStudios/cargo-deny/pull/611 for details
┌─ /Users/ameknite/code/rust/repos/bevy/deny.toml:7:1
│
7 │ unmaintained = "deny"
│ ^^^^^^^^^^^^
warning[deprecated]: this key will be removed in a future update, see https://github.com/EmbarkStudios/cargo-deny/pull/611 for details
┌─ /Users/ameknite/code/rust/repos/bevy/deny.toml:9:1
│
9 │ notice = "deny"
│ ^^^^^^
warning[deprecated]: this key will be removed in a future update, see https://github.com/EmbarkStudios/cargo-deny/pull/611 for details
┌─ /Users/ameknite/code/rust/repos/bevy/deny.toml:13:1
│
13 │ unlicensed = "deny"
│ ^^^^^^^^^^
warning[deprecated]: this key will be removed in a future update, see https://github.com/EmbarkStudios/cargo-deny/pull/611 for details
┌─ /Users/ameknite/code/rust/repos/bevy/deny.toml:14:1
│
14 │ copyleft = "deny"
│ ^^^^^^^^
warning[deprecated]: this key will be removed in a future update, see https://github.com/EmbarkStudios/cargo-deny/pull/611 for details
┌─ /Users/ameknite/code/rust/repos/bevy/deny.toml:15:1
│
15 │ default = "deny"
│ ^^^^^^^
warning[deprecated]: this key has been moved to [graph]
┌─ /Users/ameknite/code/rust/repos/bevy/deny.toml:1:1
│
1 │ all-features = true
│ ^^^^^^^^^^^^
```
</details>
This also fix ci by temporarily skipping the check for cpal
dependencies.
https://github.com/bevyengine/bevy/issues/11917#issuecomment-1953629729
## Solution
- Remove keys deprecated.
- Update the list of licenses allowed. (All these licenses are already
being use for some dependencies)
- Skip cpal dependencies to avoid falining in CI, while we wait for new
releases
https://github.com/bevyengine/bevy/issues/11917#issuecomment-1953629729
# Objective
- We introduce a gizmo that displays coordinate axes relative to a
Transform*, primarily for debugging purposes.
- See #9400
## Solution
A new method, `Gizmos::axes`, takes a `Transform`* as input and displays
the standard coordinate axes, transformed according to it; its signature
looks like this:
````rust
pub fn axes(&mut self, transform: into TransformPoint, base_length: f32) { //... }
````
If my carefully placed asterisks hadn't already tipped you off, the
argument here is not actually a `Transform` but instead anything which
implements `TransformPoint`, which allows it to work also with
`GlobalTransform` (and also `Mat4` and `Affine3A`, if the user happens
to be hand-rolling transformations in some way).
The `base_length` parameter is a scaling factor applied to the
coordinate vectors before the transformation takes place; in other
words, the caller can use this to help size the coordinate axes
appropriately for the entity that they are attached to.
An example invocation of this method looks something like this:
````rust
fn draw_axes_system(
mut gizmos: Gizmos,
query: Query<&Transform, With<MyMarkerComponent>>,
) {
for &transform in &query {
gizmos.axes(transform, 2.);
}
}
````
The result is the three coordinate axes, X, Y, Z (colored red, green,
and blue, respectively), drawn onto the entity:
<img width="206" alt="Screenshot 2024-02-29 at 2 41 45 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/789d1703-29ae-4295-80ab-b87459cf8037">
Note that, if scaling was applied as part of the given transformation,
it shows up in scaling on the axes as well:
<img width="377" alt="Screenshot 2024-02-29 at 2 43 53 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/6dc1caf4-8b3e-47f7-a86a-8906d870fa72">
---
## Changelog
- Added `Gizmos::axes` in bevy_gizmos/src/arrows.rs
- Fixed a minor issue with `ArrowBuilder::with_tip_length` not correctly
implementing builder style (no external impact)
---
## Discussion
### Design considerations
I feel pretty strongly that having no default length scale is for the
best, at least for the time being, since it's very easy for the length
scale to be too small, leading to the axes being hidden inside the body
of the object they are associated with. That is, if the API instead
looked like this:
````rust
gizmos.axes(transform); // or
gizmos.axes(transform).with_length_scale(3.0);
````
then I think it's a reasonable expectation that the first thing would
"just work" for most applications, and it wouldn't, which would be kind
of a footgun.
### Future steps
There are a few directions that this might expand in the future:
1. Introduce additional options via the standard builder pattern; i.e.
introducing `AxesBuilder<T: TransformPoint>` so that people can
configure the axis colors, normalize all axes to a fixed length
independent of scale deformations, etc.
2. Fold this functionality into a plugin (like AabbGizmoPlugin) so that
the functionality becomes more-or-less automatic based on certain fixed
marker components. This wouldn't be very hard to implement, and it has
the benefit of making the axes more frictionless to use. Furthermore, if
we coupled this to the AABB functionality we already have, we could also
ensure that the plugin automatically sizes the axes (by coupling their
size to the dimensions of the AABB, for example).
3. Implement something similar for 2d. Honestly, I have no idea if this
is desired/useful, but I could probably just implement it in this PR if
that's the case.
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes#12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Just some mild annoyances:
- The `Color::Oklaba`, `Color::Oklcha` and `oklaba::Oklaba` doc comments
were inconsistent with the others
- The crate-level docs didn't include `Oklch` in the list of
representations and misspelt it in a later paragraph
## Solution
- Fix 'em
# Objective
- Cull 2D text outside the view frustum.
- Part of #11081.
## Solution
- Compute AABBs for entities with a `Text2DBundle` to enable culling
them.
`text2d` example with AABB gizmos on the text entities:
https://github.com/bevyengine/bevy/assets/18357657/52ed3ddc-2274-4480-835b-a7cf23338931
---
## Changelog
### Added
- 2D text outside the view are now culled with the
`calculate_bounds_text2d` system adding the necessary AABBs.
# Objective
`bevy_tasks` provides utilities for parallel mapping over slices. It can
be useful to have a chunk index available in the iteration function to
know which part of the original slice is being processed.
## Solution
Adds an index argument to the parallel map functions in `bevy_tasks`.
---
## Changelog
### Changed
- `par_chunk_map`, `par_splat_map`, `par_chunk_map_mut`, and
`par_splat_map_mut` now provide a chunk index during iteration.
## Migration Guide
Functions passed as arguments to `par_chunk_map`, `par_splat_map`,
`par_chunk_map_mut`, and `par_splat_map_mut` must now take an additional
index argument.
# Objective
Split up from #12017, rename Bevy's direction types.
Currently, Bevy has the `Direction2d`, `Direction3d`, and `Direction3dA`
types, which provide a type-level guarantee that their contained vectors
remain normalized. They can be very useful for a lot of APIs for safety,
explicitness, and in some cases performance, as they can sometimes avoid
unnecessary normalizations.
However, many consider them to be inconvenient to use, and opt for
standard vector types like `Vec3` because of this. One reason is that
the direction type names are a bit long and can be annoying to write (of
course you can use autocomplete, but just typing `Vec3` is still nicer),
and in some intances, the extra characters can make formatting worse.
The naming is also inconsistent with Glam's shorter type names, and
results in names like `Direction3dA`, which (in my opinion) are
difficult to read and even a bit ugly.
This PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`.
These names are nice and easy to write, consistent with Glam, and work
well for variants like the SIMD aligned `Dir3A`. As a bonus, it can also
result in nicer formatting in a lot of cases, which can be seen from the
diff of this PR.
Some examples of what it looks like: (copied from #12017)
```rust
// Before
let ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0);
// After
let ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0);
```
```rust
// Before (an example using Bevy XPBD)
let hit = spatial_query.cast_ray(
Vec3::ZERO,
Direction3d::X,
f32::MAX,
true,
SpatialQueryFilter::default(),
);
// After
let hit = spatial_query.cast_ray(
Vec3::ZERO,
Dir3::X,
f32::MAX,
true,
SpatialQueryFilter::default(),
);
```
```rust
// Before
self.circle(
Vec3::new(0.0, -2.0, 0.0),
Direction3d::Y,
5.0,
Color::TURQUOISE,
);
// After (formatting is collapsed in this case)
self.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE);
```
## Solution
Rename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`,
`Dir3`, and `Dir3A`.
---
## Migration Guide
The `Direction2d` and `Direction3d` types have been renamed to `Dir2`
and `Dir3`.
## Additional Context
This has been brought up on the Discord a few times, and we had a small
[poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158)
on this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best
option, but of course it was a very small poll and inconclusive, so
other opinions are certainly welcome too.
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
# Objective
- Fixes#12170
## Solution
- Moved the existing `color_from_entity` internals into
`Hsla::sequence_dispersed` which generates a randomly distributed but
deterministic color sequence based.
- Replicated the method for `Lcha` and `Oklcha` as well.
## Examples
### Getting a few colours for a quick palette
```rust
let palette = Hsla::sequence_dispersed().take(5).collect::<Vec<_>>();
/*[
Hsla::hsl(0.0, 1., 0.5),
Hsla::hsl(222.49225, 1., 0.5),
Hsla::hsl(84.984474, 1., 0.5),
Hsla::hsl(307.4767, 1., 0.5),
Hsla::hsl(169.96895, 1., 0.5),
]*/
```
### Getting a colour from an `Entity`
```rust
let color = Oklcha::sequence_dispersed().nth(entity.index() as u32).unwrap();
```
## Notes
This was previously a private function exclusively for `Entity` types.
I've decided it should instead be public and operate on a `u32`
directly, since this function may have broader uses for debugging
purposes.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/11929
- make sysinfo plugin optional
## Solution
- added features to allow for conditional compilation
---
## Migration Guide
- For users who disable default features of bevy and wish to enable the
diagnostic plugin, add `sysinfo_plugin` to your bevy features list.
---------
Co-authored-by: ebola <dev@axiomatic>
Co-authored-by: François <mockersf@gmail.com>
# Objective
fix#12182
- extract (or default) target camera for ui material nodes in the same
way as for other material nodes
- render ui material nodes only to their specified target
# Objective
Improve the `bevy::math::cubic_splines` module by making it more
flexible and adding new curve types.
Closes#10220
## Solution
Added new spline types and improved existing
---
## Changelog
### Added
- `CubicNurbs` rational cubic curve generator, allows setting the knot
vector and weights associated with every point
- `LinearSpline` curve generator, allows generating a linearly
interpolated curve segment
- Ability to push additional cubic segments to `CubicCurve`
- `IntoIterator` and `Extend` implementations for `CubicCurve`
### Changed
- `Point` trait has been implemented for more types: `Quat` and `Vec4`.
- `CubicCurve::coefficients` was moved to `CubicSegment::coefficients`
because the function returns `CubicSegment`, so it seems logical to be
associated with `CubicSegment` instead. The method is still not public.
### Fixed
- `CubicBSpline::new` was referencing Cardinal spline instead of
B-Spline
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
Co-authored-by: Miles Silberling-Cook <nth.tensor@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
When working on PRs, I'll often find that one of the early CI checks
fails, and work on fixing the result, but when I push the earlier
commits are still being processed by the CI. This would mean that if a
new commit is pushed while another CI process is already running on that
branch, the first set of jobs will be cancelled - reducing wasted
resources and wait time for CI on the latest commits.
## Solution
The solution is simply adding Github's concurrency groups to every
relevant workflow.
# Objective
- #12165 recently added links to Bevy errors in error messages.
- The links were in the form of `See:
https://bevyengine.org/learn/errors/#b000N`
- B0004 does not have the colon separating `See` and the link, unlike
the rest of the error messages
## Solution
- Add a colon, for consistency :)
# Objective
- More reflection
## Solution
- More. Reflection.
(not sure what bevy's policy on `derive(Debug)` is given that reflection
already lets you accomplish something largely equivalent; maybe
`derive(Reflect)` should generate a `Debug` impl that goes through
`Reflect::debug` unless you opt out?)
# Objective
The `css` contains all of the `basic` colors. Rather than defining them
twice, we can re-export them.
Suggested by @viridia <3
## Solution
- Re-export basic color palette within the css color palette.
- Remove the duplicate colors
- Fix alphabetization of the basic color palette file while I'm here
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
- Complete compatibility with CSS Module 4
## Solution
- Added `Oklcha` which implements the Oklch color model.
- Updated `Color` and `LegacyColor` accordingly.
## Migration Guide
- Convert `Oklcha` to `Oklaba` using the provided `From` implementations
and then handle accordingly.
## Notes
This is the _last_ color space missing from the CSS Module 4 standard,
and is also the one I believe we should recommend users actually work
with for hand-crafting colours. It has all the uniformity benefits of
Oklab combined with the intuition chroma and hue provide (when compared
to a-axis and b-axis parameters).
# Objective
- Implement grid gizmos, suggestion of #9400
## Solution
- Added `gizmos.grid(...) ` and `gizmos.grid_2d(...)`
- The grids may be configured using `.outer_edges(...)` to specify
whether to draw the outer border/edges of the grid and `.skew(...)`to
specify the skew of the grid along the x or y directions.
---
## Changelog
- Added a `grid` module to `bevy_gizmos` containing `gizmos.grid(...) `
and `gizmos.grid_2d(...)` as well as assorted items.
- Updated the `2d_gizmos` and `3d_gizmos` examples to use grids.
## Additional
The 2D and 3D examples now look like this:
<img width="1440" alt="Screenshot 2024-02-20 at 15 09 40"
src="https://github.com/bevyengine/bevy/assets/62256001/ce04191e-d839-4faf-a6e3-49b6bb4b922b">
<img width="1440" alt="Screenshot 2024-02-20 at 15 10 07"
src="https://github.com/bevyengine/bevy/assets/62256001/317459ba-d452-42eb-ae95-7c84cdbd569b">
# Objective
As suggested in #12163 by @cart, we should add convenience constructors
to `bevy_color::Color` to match the existing API (easing migration pain)
and generally improve ergonomics.
## Solution
- Add `const fn Color::rgba(red, green, blue, alpha)` and friends, which
directly construct the appropriate variant.
- Add `const fn Color::rgb(red, green, blue)` and friends, which impute
and alpha value of 1.0.
- Add `const BLACK, WHITE, NONE` to `Color`. These are stored in
`LinearRgba` to reduce pointless conversion costs and inaccuracy.
- Changed the default `Color` from `Srgba::WHITE` to the new linear
equivalent for the same reason.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
As we start to migrate to `bevy_color` in earnest (#12056), we should
make it visible to Bevy users, and usable in examples.
## Solution
1. Add a prelude to `bevy_color`: I've only excluded the rarely used
`ColorRange` type and the testing-focused color distance module. I
definitely think that some color spaces are less useful than others to
end users, but at the same time the types used there are very unlikely
to conflict with user-facing types.
2. Add `bevy_color` to `bevy_internal` as an optional crate.
3. Re-export `bevy_color`'s prelude as part of `bevy::prelude`.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
- In #9623 I forgot to change the `FromWorld` requirement for
`ReflectResource`, fix that;
- Fix#12129
## Solution
- Use the same approach as in #9623 to try using `FromReflect` and
falling back to the `ReflectFromWorld` contained in the `TypeRegistry`
provided
- Just reflect `Resource` on `State<S>` since now that's possible
without introducing new bounds.
---
## Changelog
- `ReflectResource`'s `FromType<T>` implementation no longer requires
`T: FromWorld`, but instead now requires `FromReflect`.
- `ReflectResource::insert`, `ReflectResource::apply_or_insert` and
`ReflectResource::copy` now take an extra `&TypeRegistry` parameter.
## Migration Guide
- Users of `#[reflect(Resource)]` will need to also implement/derive
`FromReflect` (should already be the default).
- Users of `#[reflect(Resource)]` may now want to also add `FromWorld`
to the list of reflected traits in case their `FromReflect`
implementation may fail.
- Users of `ReflectResource` will now need to pass a `&TypeRegistry` to
its `insert`, `apply_or_insert` and `copy` methods.
# Objective
- Fixes#9670
- Avoid a crash in CI due to
```
thread 'Compute Task Pool (0)' panicked at /Users/runner/.cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/wgpu_core.rs:3009:5:
wgpu error: Validation Error
Caused by:
In Device::create_bind_group
The adapter does not support read access for storages texture of format Rgba8Unorm
```
## Solution
- Use an `R32Float` texture instead of an `Rgba8Unorm` as it's a tier 1
texture format https://github.com/gpuweb/gpuweb/issues/3838 and is more
supported
- This should also improve support for webgpu in the next wgpu version
# Objective
- Make PR CI faster
## Solution
- Run example on macOS, Windows examples are now run on PR merge
instead. This is the biggest change in duration
- Run miri on macOS. It doesn't change much the duration, but will free
a runner 2 minutes earlier
- Don't run check-doc job as it hangs on macOS. Don't move too many job
as there are less macOS-14 runners globally available and they are more
limited
before:
<img width="794" alt="Screenshot 2024-02-26 at 20 47 07"
src="https://github.com/bevyengine/bevy/assets/8672791/349292a1-cddd-4e4b-aba9-4dbaef1fc4d6">
after
<img width="790" alt="Screenshot 2024-02-26 at 20 47 23"
src="https://github.com/bevyengine/bevy/assets/8672791/7b0983b2-0a8a-44d2-9bde-e4c6ecfbf97a">
# Objective
`downcast-rs` is not used within bevy_ecs. This is probably a remnant
from before Schedule v3 landed, since stages needed the downcasting.
## Solution
Remove it.
Shows relationships between color spaces and explains what files should
contain which conversions.
# Objective
- Provide documentation for maintainers and users on how color space
conversion is implemented.
## Solution
- Created a mermaid diagram documenting the relationships between
various color spaces. This diagram also includes links to defining
articles, and edges include links to conversion formulae.
- Added a `conversion.md` document which is included in the
documentation of each of the color spaces. This ensures it is readily
visible in all relevant contexts.
## Notes
The diagram is in the Mermaid (`.mmd`) format, and must be converted
into an SVG file (or other image format) prior to use in Rust
documentation. I've included a link to
[mermaid.live](https://mermaid.live) as an option for doing such
conversion in an appropriate README.
Below is a screenshot of the documentation added.
![Capture](https://github.com/bevyengine/bevy/assets/2217286/370a65f2-6dd4-4af7-a99b-3763832d1b8a)
# Objective
On some platforms (observed on Windows and Linux, works fine on web),
velocity of all entities would be initialized to zero, making them
simply fall into the star.
## Solution
Using `Time<Fixed>::timestep` instead of `Time::delta_seconds` to
initialize velocity. Since the entities are generated in the startup
schedule, no time has elapsed yet and `Time::delta_seconds` would return
zero on some platforms. `Time<Fixed>::timestep` will always return the
expected time step of `FixedUpdate` schedule.
# Objective
`FromWorld` is often used to group loading and creation of assets for
resources.
With this setup, users often end up repetitively calling
`.resource::<AssetServer>` and `.resource_mut::<Assets<T>>`, and may
have difficulties handling lifetimes of the returned references.
## Solution
Add extension methods to `World` to add and load assets, through a new
extension trait defined in `bevy_asset`.
### Other considerations
* This might be a bit too "magic", as it makes implicit the resource
access.
* We could also implement `DirectAssetAccessExt` on `App`, but it didn't
feel necessary, as `FromWorld` is the principal use-case here.
---
## Changelog
* Add the `DirectAssetAccessExt` trait, which adds the `add_asset`,
`load_asset` and `load_asset_with_settings` method to the `World` type.