Commit graph

5802 commits

Author SHA1 Message Date
Talin
d31de3f139
bevy_color: adding 'palettes' module. (#12067)
Two palettes are added:
- Basic: A basic palette with 16 colors.
- CSS: A palette with the colors from the "extended CSS"/X11/HTML4.0
color names.
2024-02-24 02:32:42 +00:00
Ame
7980fbf703
fix typo: converstion -> conversion (#12074)
# Objective

just fix a typo
2024-02-24 02:27:14 +00:00
Doonv
2701188f43
Remove unnecessary wildcards from LogPlugin and convert warnings to errors. (#12046)
# Objective

Improve code quality and prevent bugs.

## Solution

I removed the unnecessary wildcards from `<LogPlugin as Plugin>::build`.

I also changed the warnings that would occur if the subscriber/logger
was already set into errors.
2024-02-23 18:49:32 +00:00
Ame
bc7ac780fb
Add a release step, add links to the github release note (#12041)
# Objective

Add a release step to add the links `Release anouncement` and `Migration
guide` to the GitHub release note.

-
https://github.com/bevyengine/bevy/issues/12011#issuecomment-1955342378
2024-02-23 18:36:07 +00:00
Talin
31d7fcd9cb
Upstreaming bevy_color. (#12013)
# Objective

This provides a new set of color types and operations for Bevy.

Fixes: #10986 #1402 

## Solution

The new crate provides a set of distinct types for various useful color
spaces, along with utilities for manipulating and converting colors.

This is not a breaking change, as no Bevy APIs are modified (yet).

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-23 17:51:31 +00:00
Torstein Grindvik
54e2b2ea07
Improve file watcher error msg (#12060)
# Objective

When dealing with custom asset sources it can be a bit tricky to get
asset roots combined with relative paths correct.
It's even harder when it isn't mentioned which path was problematic.

## Solution

Mention which path failed for the file watcher.

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2024-02-23 17:39:33 +00:00
François
c641882cfe
set pipeline to queued when shader is not yet available (#12051)
# Objective

- Fixes #11977 - user defined shaders don't work in wasm
- After investigation, it won't work if the shader is not yet available
when compiling the pipeline on all platforms, for example if you load
many assets

## Solution

- Set the pipeline state to queued when it errs waiting for the shader
so that it's retried
2024-02-23 07:14:09 +00:00
IceSentry
e79b9b62ce
Make more things pub in the renderer (#12053)
# Objective

- Some properties of public types are private but sometimes it's useful
to be able to set those

## Solution

- Make more stuff pub

---

## Changelog

- `MaterialBindGroupId` internal id is now pub and added a new()
constructor
- `ExtractedPointLight` and `ExtractedDirectionalLight` properties are
now all pub

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-23 06:13:37 +00:00
Sam Pettersson
caa7ec68d4
FIX: iOS Simulator not rendering due to missing CUBE_ARRAY_TEXTURES (#12052)
This PR closes #11978

# Objective

Fix rendering on iOS Simulators.

iOS Simulator doesn't support the capability CUBE_ARRAY_TEXTURES, since
0.13 this started to make iOS Simulator not render anything with the
following message being outputted:

```
2024-02-19T14:59:34.896266Z ERROR bevy_render::render_resource::pipeline_cache: failed to create shader module: Validation Error

Caused by:
    In Device::create_shader_module
    
Shader validation error: 


    Type [40] '' is invalid
    Capability Capabilities(CUBE_ARRAY_TEXTURES) is required
```

## Solution

- Split up NO_ARRAY_TEXTURES_SUPPORT into both NO_ARRAY_TEXTURES_SUPPORT
and NO_CUBE_ARRAY_TEXTURES_SUPPORT and correctly apply
NO_ARRAY_TEXTURES_SUPPORT for iOS Simulator using the cfg flag
introduced in #10178.

---

## Changelog

### Fixed
- Rendering on iOS Simulator due to missing CUBE_ARRAY_TEXTURES support.

---------

Co-authored-by: Sam Pettersson <sam.pettersson@geoguessr.com>
2024-02-23 01:24:59 +00:00
Félix Lescaudey de Maneville
fa1740630c
Fixed Ui Image slicing (#12047)
# Objective

Fixes #11944

## Solution

#11600 made an incorrect assumption on what `UiImageSize` does, removing
its usage in slicing fixes the problem
2024-02-23 01:08:32 +00:00
Ame
9d67edc3a6
fix some typos (#12038)
# Objective

Split - containing only the fixed typos

-
https://github.com/bevyengine/bevy/pull/12036#pullrequestreview-1894738751


# Migration Guide
In `crates/bevy_mikktspace/src/generated.rs` 

```rs
// before
pub struct SGroup {
    pub iVertexRepresentitive: i32,
    ..
}

// after
pub struct SGroup {
    pub iVertexRepresentative: i32,
    ..
}
```

In `crates/bevy_core_pipeline/src/core_2d/mod.rs`

```rs
// before
Node2D::ConstrastAdaptiveSharpening

// after
Node2D::ContrastAdaptiveSharpening
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-22 18:55:22 +00:00
Ame
5d3f66fbaf
Fix taplo CI - toml fmt (#12037)
# Objective

- Taplo in CI is not running. The link used to download taplo doesn't
work anymore.

## Solution
- Compile taplo directly with cargo
- Improve docs a little
- Run taplo

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-22 18:13:45 +00:00
Jean Mertz
9dfef453f9
only update Touches resource when needed (#12048)
# Objective

- The `touch_screen_input_system` system runs on every tick.
- It unconditionally calls `update(&mut self)`, on the `Touches`
resource.
- This blocks the usage of a `resource_changed::<Touches>` run
condition.

## Solution

- Remove `update(&mut self)` as it's only used in this one system, and
in-lining the method implementation removes an indirection to an
ambiguously named method.
- Add conditional checks around the calls to clearing the internal maps.

---------

Signed-off-by: Jean Mertz <git@jeanmertz.com>
2024-02-22 17:57:17 +00:00
BD103
44a0e3f947
Document all members of bevy_dynamic_plugin (#12029)
# Objective

- Some members of `bevy_dynamic_plugin` are not documented.
- Part of #3492.

## Solution

- Add documentation to members missing it in `bevy_dynamic_plugin`.
- Update existing documentation for clarity and formatting.

---

## Changelog

- Completely document `bevy_dynamic_plugin`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-22 13:28:52 +00:00
Tristan Guichaoua
33c7a2251e
bevy_ecs address trivial cases of unsafe_op_in_unsafe_fn (#11861)
# Objective

- Part of #11590
- Fix `unsafe_op_in_unsafe_fn` for trivial cases in bevy_ecs

## Solution

Fix `unsafe_op_in_unsafe_fn` in bevy_ecs for trivial cases, i.e., add an
`unsafe` block when the safety comment already exists or add a comment
like "The invariants are uphold by the caller".

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-22 00:04:38 +00:00
Jakob Hellermann
a491bce680
Fix SystemTypeSet::system_type being out of sync with System::type_id (#12030)
## Objective

Always have `some_system.into_system().type_id() ==
some_system.into_system_set().system_type().unwrap()`.

System sets have a `fn system_type() -> Option<TypeId>` that is
implemented by `SystemTypeSet` to returning the TypeId of the system's
function type. This was implemented in
https://github.com/bevyengine/bevy/pull/7715 and is used in
`bevy_mod_debugdump` to handle `.after(function)` constraints.

Back then, `System::type_id` always also returned the type id of the
function item, not of `FunctionSystem<M, F>`.

https://github.com/bevyengine/bevy/pull/11728 changes the behaviour of
`System::type_id` so that it returns the id of the
`FunctionSystem`/`ExclusiveFunctionSystem` wrapper, but it did not
change `SystemTypeSet::system_type`, so doing the lookup breaks in
`bevy_mod_debugdump`.

## Solution

Change `IntoSystemSet` for functions to return a
`SystemTypeSet<FunctionSystem>` /
`SystemTypeSet<ExclusiveFunctionSystem>` instead of `SystemTypeSet<F>`.
2024-02-21 23:40:45 +00:00
IceSentry
a513493dcc
Make Globals visible in vertex shaders (#12032)
# Objective

- Globals are supposed to be available in vertex shader but that was
mistakenly removed in 0.13

## Solution

- Configure the visibility of the globals correctly

Fixes https://github.com/bevyengine/bevy/issues/12015
2024-02-21 23:16:43 +00:00
Yutao Yuan
11a3b77811
Create imported_assets directory with full path (#12022)
# Objective

- The file asset source currently creates the `imported_assets/Default`
directory with relative path, which leads to wrongly created directories
when the executable is run with a working directory different from the
project root.

## Solution

- Use the full path instead.
2024-02-21 21:59:59 +00:00
Miguel Medina Ballesteros
e64c8f8b7a
Parse missing mime types (#12028)
# Objective

This PR adds some missing mime types to the
`ImageFormat::from_mime_type` method. As discussed [in this comment on
the Discord Bevy
community](https://discord.com/channels/691052431525675048/691052431974465548/1209904290227949729):

> It's strange that Bevy supports parsing `ImageFormat::WebP` from a
.webp str extension in the method below, but not from the mime type.
> 
> In comparison, the image crate does parse it:
https://github.com/image-rs/image/blob/master/src/image.rs#L170

# Solution

For each of the missing mime types, I added them based on the
`ImageFormat::from_mime_type` of the image crate:
https://github.com/image-rs/image/blob/master/src/image.rs#L209, except
for `ImageFormat::Basis` and `ImageFormat::Ktx2` which are not present
in the image crate, and I ignore if they have a mime type or not*

\* apparently nowadays there is an official mime type: `image/ktx2`
https://www.iana.org/assignments/media-types/image/ktx2

Any feedback is welcome! I thought of refactoring a bit more and
delegating the mime type parsing to the image crate (and possibly the
same for extensions), let me know if that's desired 🙂
2024-02-21 21:56:59 +00:00
github-actions[bot]
e7c3359c4b
Bump Version after Release (#12020)
Fixes #12016.

Bump version after release
This PR has been auto-generated

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-21 20:58:59 +00:00
Evgeny Kropotin
d3e839a8e5
Move gizmos examples in the separate folder (#11916)
# Objective

Move Gizmo examples into the separate directory

Fixes #11899

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-02-21 20:16:25 +00:00
Mincong Lu
464e2871c7
Update async-channel to 2.2.0 (#12004)
# Objective

bevy 0.13 does not compile with async_channel 2.1.0

See


https://cdn.discordapp.com/attachments/1208557723973591051/1208557724229439518/image.png?ex=65e3b817&is=65d14317&hm=b0eccc620b3239d3f1c9ffff70aa6f149d3546a47fcd14f70ab5c0667144ecf5&

## Solution

Update async_channel to 2.2.0
2024-02-21 19:34:39 +00:00
Matty
328008f904
Move AlphaMode into bevy_render (#12012)
# Objective

- Closes #11985

## Solution

- alpha.rs has been moved from bevy_pbr into bevy_render; bevy_pbr and
bevy_gltf now access `AlphaMode` through bevy_render.

---

## Migration Guide

In the present implementation, external consumers of `AlphaMode` will
have to access it through bevy_render rather than through bevy_pbr,
changing their import from `bevy_pbr::AlphaMode` to
`bevy_render::alpha::AlphaMode` (or the corresponding glob import from
`bevy_pbr::prelude::*` to `bevy_render::prelude::*`).

## Uncertainties

Some remaining things from this that I am uncertain about:
- Here, the `app.register_type<AlphaMode>()` call has been moved from
`PbrPlugin` to `RenderPlugin`; I'm not sure if this is quite right, and
I was unable to find any direct relationship between `PbrPlugin` and
`RenderPlugin`.
- `AlphaMode` was placed in the prelude of bevy_render. I'm not certain
that this is actually appropriate.
- bevy_pbr does not re-export `AlphaMode`, which makes this a breaking
change for external consumers.

Any of these things could be easily changed; I'm just not confident that
I necessarily adopted the right approach in these (known) ways since
this codebase and ecosystem is quite new to me.
2024-02-21 19:34:10 +00:00
Jan Hohenheim
8531033b31
Add support for KHR_texture_transform (#11904)
Adopted #8266, so copy-pasting the description from there:

# Objective

Support the KHR_texture_transform extension for the glTF loader.

- Fixes #6335
- Fixes #11869 
- Implements part of #11350
- Implements the GLTF part of #399 

## Solution

As is, this only supports a single transform. Looking at Godot's source,
they support one transform with an optional second one for detail, AO,
and emission. glTF specifies one per texture. The public domain
materials I looked at seem to share the same transform. So maybe having
just one is acceptable for now. I tried to include a warning if multiple
different transforms exist for the same material.

Note the gltf crate doesn't expose the texture transform for the normal
and occlusion textures, which it should, so I just ignored those for
now. (note by @janhohenheim: this is still the case)

Via `cargo run --release --example scene_viewer
~/src/clone/glTF-Sample-Models/2.0/TextureTransformTest/glTF/TextureTransformTest.gltf`:


![texture_transform](https://user-images.githubusercontent.com/283864/228938298-aa2ef524-555b-411d-9637-fd0dac226fb0.png)

## Changelog

Support for the
[KHR_texture_transform](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform)
extension added. Texture UVs that were scaled, rotated, or offset in a
GLTF are now properly handled.

---------

Co-authored-by: Al McElrath <hello@yrns.org>
Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
2024-02-21 01:11:28 +00:00
Martin Svanberg
37e632145a
Fix docs for quaternion interpolation (#12014)
# Objective

The docs currently state that it's doing an nlerp, which is not true.

## Solution

Docs now describe the implementation.
2024-02-20 23:26:40 +00:00
Robin KAY
dc25edd0a2
Fix MSAA writeback when 3 or more cameras have the same target. (#11968)
# Objective

If multiple cameras render to the same target with MSAA enabled, only
the first and the last camera output will appear in the final output*.
This is because each camera maintains a separate flag to track the
active main texture. The first camera renders to texture A and all
subsequent cameras first write-back from A and then render into texture
B. Hence, camera 3 onwards will overwrite the work of the previous
camera.

\* This would manifest slightly differently if there were other calls to
post_process_write() in a more complex setup.

The is a functional regression from Bevy 0.12.

## Solution

The flag which tracks the active main texture should be shared between
cameras with the same `NormalizedRenderTarget`. Add the
`Arc<AtomicUsize>` to the existing per-target cache.
2024-02-20 22:16:28 +00:00
Jerome Humbert
5a74ff6f5e
Update split_screen example with 4 cameras (#12010)
# Objective

Improve `split_screen` example to use 4 cameras.

This serves as a visual regression test for #12006.

## Solution

With the fix of #11968:


![image](https://github.com/bevyengine/bevy/assets/6532395/57e9e013-7d23-429f-98ac-c6542d6b4bea)

Without (current `main`):


![image](https://github.com/bevyengine/bevy/assets/6532395/0b2a88a4-97f8-408d-8a0e-ce917efc668d)
2024-02-20 22:15:44 +00:00
Robert Swain
1d0ea78f36
Save 16 bytes per MeshUniform in uniform/storage buffers (#11999)
# Objective

- Save 16 bytes per MeshUniform in uniform/storage buffers.

## Solution

- Reorder members of MeshUniform to capitalise on alignment and size
rules for tighter data packing. Before the size of a MeshUniform was 160
bytes, and after it is 144 bytes, saving 16 bytes of unused padding for
alignment.

---

## Changelog

- Reduced the size of MeshUniform by 16 bytes.
2024-02-20 16:25:25 +00:00
Nicola Papale
7e782f1edf
Fix example docs on embedded_asset macro (#12003)
# Objective

The derive macro wasn't doc-commented, so it showed up in the generated
doc as follow:

```rust
#[derive(Asset, TypePath)]
let shader = asset_server.load::<Shader>("embedded://bevy_rock/render/rock.wgsl");
```

Which is very confusing

## Solution

Comment the `derive` attribute as well
2024-02-20 16:13:30 +00:00
James Liu
6d547d7ce6
Allow Mesh-related queue phase systems to parallelize (#11804)
# Objective
Partially addresses #3548. `queue_shadows` and `queue_material_meshes`
cannot parallelize because of the `ResMut<RenderMeshInstances>`
parameter for `queue_material_meshes`.

## Solution
Change the `material_bind_group` field to use atomics instead of needing
full mutable access. Change the `ResMut` to a `Res`, which should allow
both sets of systems to parallelize without issue.

## Performance
Tested against `many_foxes`, this has a significant improvement over the
entire render schedule. (Yellow is this PR, red is main)

![image](https://github.com/bevyengine/bevy/assets/3137680/6cc7f346-4f50-4f12-a383-682a9ce1daf6)

The use of atomics does seem to have a negative effect on
`queue_material_meshes` (roughly a 8.29% increase in time spent in the
system).

![image](https://github.com/bevyengine/bevy/assets/3137680/7907079a-863d-4760-aa5b-df68c006ea36)

`queue_shadows` seems to be ever so slightly slower (1.6% more time
spent) in the system.

![image](https://github.com/bevyengine/bevy/assets/3137680/6d90af73-b922-45e4-bae5-df200e8b9784)

`batch_and_prepare_render_phase` seems to be a mix, but overall seems to
be slightly *faster* by about 5%.

![image](https://github.com/bevyengine/bevy/assets/3137680/fac638ff-8c90-436b-9362-c6209b18957c)
2024-02-20 00:12:41 +00:00
Paul Kupper
dedf66f72b
Replace references to old book with quick start guide (#11983)
# Objective

Since https://github.com/bevyengine/bevy-website/pull/880, the old book
is now the Quick Start Guide, but the references to the old book have
not been updated.

## Solution

Update references to the old book to point to the Quick Start Guide.
2024-02-19 20:25:35 +00:00
Rob Parrett
a7aee1d03a
Simplify and improve overflow_debug example (#11875)
# Objective

While doing a bunch of testing on examples, I noticed that this
particular example had lots of room for improvement. This example is
shown in example showcase, so it might as well look nice.

- The "overflow containers" have no vertical separation from each other
- The "overflow containers" are aligned awkwardly
- The instructions say you can "toggle" overflow, but it's actually
cycling through various overflow modes, with no indication of which mode
is currently active.
- The UI structure could be simplified

## Solution

- Simplify the UI structure by
- Moving the instructions into an absolutely positioned node, which we
do in most other examples with instructions
  - Using a grid layout and removing some unnecessary containers
- Show the current overflow mode
- Add a gap between the overflow containers
- Other misc cleanup

## Before / After

<img width="1280" alt="Screenshot 2024-02-15 at 9 48 02 AM"
src="https://github.com/bevyengine/bevy/assets/200550/046e53b3-f744-48a2-b5ac-24b3f35b64ca">
<img width="1280" alt="Screenshot 2024-02-15 at 9 48 26 AM"
src="https://github.com/bevyengine/bevy/assets/200550/7e5e4ecf-dd1d-440a-b4a8-dd43bee3ef0a">
2024-02-19 19:15:47 +00:00
James Liu
bc82749012
Remove APIs deprecated in 0.13 (#11974)
# Objective
We deprecated quite a few APIs in 0.13. 0.13 has shipped already. It
should be OK to remove them in 0.14's release. Fixes #4059. Fixes #9011.

## Solution
Remove them.
2024-02-19 19:04:47 +00:00
Kanabenki
f77618eccb
Add a [lints] entry for workspace members missing it (#11900)
# Objective

- Some workspace members do not inherit the global lints.

## Solution

- Add a `[lints]` entry for all files returned by `rg
--files-without-match -F "[lints]" **/Cargo.toml`, except the compile
failure tests since these aren't part of the workspace.
- Add some docstrings where needed.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-19 17:09:47 +00:00
David M. Lary
0dccfb5788
Stepping disabled performance fix (#11959)
# Objective

* Fixes #11932 (performance impact when stepping is disabled)

## Solution

The `Option<FixedBitSet>` argument added to `ScheduleExecutor::run()` in
#8453 caused a measurable performance impact even when stepping is
disabled. This can be seen by the benchmark of running `Schedule:run()`
on an empty schedule in a tight loop
(https://github.com/bevyengine/bevy/issues/11932#issuecomment-1950970236).

I was able to get the same performance results as on 0.12.1 by changing
the argument
`ScheduleExecutor::run()` from `Option<FixedBitSet>` to
`Option<&FixedBitSet>`. The down-side of this change is that
`Schedule::run()` now takes about 6% longer (3.7319 ms vs 3.9855ns) when
stepping is enabled

---

## Changelog
* Change `ScheduleExecutor::run()` `_skipped_systems` from
`Option<FixedBitSet>` to `Option<&FixedBitSet>`
* Added a few benchmarks to measure `Schedule::run()` performance with
various executors
2024-02-19 17:02:14 +00:00
Kanabenki
8de15ae71a
Use the scroll wheel to control the camera speed in examples (#11921)
# Objective

- Closes #9384.

## Solution

- Make the movement speed of the `CameraController` adjustable with the
scroll wheel as mentioned
[here](https://github.com/bevyengine/bevy/issues/9384#issuecomment-1668957931).
The speed use an exponential progression (10% increase per scroll tick
by default) to allow adapting the speed to different scales.
- For the `scene_viewer` example, make the default speed proportional to
the size of the scene using what's computed for the default camera
placement. This gives a good enough default to fly over the scene from
the outside. I don't think there's a good way to get a default speed
fitting for all scenes since some are meant to be viewed from outside
while other are traversable environments.
2024-02-19 16:57:20 +00:00
Sam Kirby
91b083bb05
Prevent panic when multiple Enter inputs received in text_input example (#11872)
# Objective

Presently, it is possible to cause the `text_input` example to panic by
pressing enter too quickly. This happens because, under these
circumstances, the `listen_keyboard_input_events` system spawns multiple
text entry entities where the `listen_received_character_events` system
expects there to only ever be one. As this is an example this PR aims to
highlight this risk and mitigate it.

## Solution

Modify the example so that if a text entry has been spawned already
during this run of the system then further Enter input events are
ignored this run.
2024-02-19 16:51:27 +00:00
andristarr
e50e848b58
Gltf loader now shows which file is missing pre baked tangents (#11854)
# Objective

- Gltf loader now shows which file is missing pre baked tangents
- Fixes #11831

## Solution

- The file name is shown in the error message


- What changed as a result of this PR?
### Changed:
- Gltf loader now shows which file is missing pre baked tangents

- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
2024-02-19 16:49:32 +00:00
Marco Buono
a475511f43
Add method for querying whether a given short type path is ambiguous (#11840)
# Objective

Currently, the `ambiguous_names` hash set in `TypeRegistry` is used to
keep track of short type names that are ambiguous, and to require the
use of long type names for these types.

However, there's no way for the consumer of `TypeRegistry` to known
whether a given call to `get_with_short_type_path()` or
`get_with_short_type_path_mut()` failed because a type was not
registered at all, or because the short name is ambiguous.

This can be used, for example, for better error reporting to the user by
an editor tool. Here's some code that uses this, from my remote protocol
exploration branch:

```rust
let type_registration = type_registry
  .get_with_type_path(component_name)
  .or_else(|| registry.get_with_short_type_path(component_name))
  .ok_or_else(|| {
      if type_registry.is_ambiguous(component_name) {
          BrpError::ComponentAmbiguous(component_name.clone())
      } else {
          BrpError::MissingTypeRegistration(component_name.clone())
      }
  })?
```

## Solution

- Introduces a `is_ambiguous()` method.
- Also drive-by fixes two documentation comments that had broken links.

---

## Changelog

- Added a `TypeRegistry::is_ambiguous()` method, for checking whether a
given short type path is ambiguous (e.g. `MyType` potentially matching
either `some_crate::MyType` or `another_crate::MyType`)

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-19 16:47:11 +00:00
François
4134351d9b
also look in just_pressed touches for position (#7743)
# Objective

- On some devices, UI buttons are not responsive

## Solution

- On device with a slower frame rate, touch event can start and end in
the frame rate
- When looking for a touch position, also look into the `just_pressed`
touches that are not cleared by the end event but only at the end of the
frame

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-19 16:44:50 +00:00
Nixy
eb7f554ef7
Implement Debug for SpriteBundle and SpriteSheetBundle (#10506)
# Objective
Implement Debug trait for SpriteBundle and SpriteSheetBundle
It's helpful and other basic bundles like TransformBundle and
VisibilityBundle already implement this trait
2024-02-19 16:38:48 +00:00
James Liu
e34fb68677
refactor: Extract parallel queue abstraction (#7348)
# Objective
There's a repeating pattern of `ThreadLocal<Cell<Vec<T>>>` which is very
useful for low overhead, low contention multithreaded queues that have
cropped up in a few places in the engine. This pattern is surprisingly
useful when building deferred mutation across multiple threads, as noted
by it's use in `ParallelCommands`.

However, `ThreadLocal<Cell<Vec<T>>>` is not only a mouthful, it's also
hard to ensure the thread-local queue is replaced after it's been
temporarily removed from the `Cell`.

## Solution
Wrap the pattern into `bevy_utils::Parallel<T>` which codifies the
entire pattern and ensures the user follows the contract. Instead of
fetching indivdual cells, removing the value, mutating it, and replacing
it, `Parallel::get` returns a `ParRef<'a, T>` which contains the
temporarily removed value and a reference back to the cell, and will
write the mutated value back to the cell upon being dropped.

I would like to use this to simplify the remaining part of #4899 that
has not been adopted/merged.

---

## Changelog
TODO

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2024-02-19 16:31:15 +00:00
Patrick Walton
5f1dd3918b
Rework animation to be done in two phases. (#11707)
# Objective

Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.

# Solution

Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.

To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.

# Migration guide

* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
Andrew
f1fcf6932b
rename Camera3dBundle's 'dither' field to 'deband_dither' to align with Camera2dBundle (#11939)
# Objective

- having different field names for `Camera2dBundle` and `Camera3dBundle`
implies that there is something different between these fields when
there is not

## Solution

- rename the field in `Camera3dBundle` to align with `Camera2dBundle`

## Migration Guide

- use the new `deband_dither` field name with `Camera3dBundle`, rather
than the old field name, `dither`
2024-02-19 14:01:35 +00:00
James Liu
ac6a4ff386
Update to toml_edit 0.22 (#11973)
# Objective
Do #11829, but without breaking CI.

## Solution
Update to `toml_edit` v0.22, replace the deprecated function with the
the newer equivalent.
2024-02-19 08:11:29 +00:00
Andrew
24e8e67b91
text2d example: animate_scale no longer unnecessarily performs the same translation at each Update (#11936)
# Objective

- The `transform.translation` of a `TextBundle` in this example is
unnecessarily set to the same constant position over and over in each
`Update`. Newbies might be confused as to why this translation is being
performed over and over.

## Solution

- perform the translation only once, when the `Text2dBundle` is
instantiated
2024-02-19 00:38:49 +00:00
andriyDev
2ae50874d3
Add the serde feature to bitflags for bevy_render. (#11966)
# Objective

Fixes #11964.

## Solution

Adds the `serde` feature to `bitflags` for `bevy_render`. This makes
`bevy_render` compile correctly when used alone.

---

## Changelog

- Fixed an issue where depending on `bevy_render` alone would fail to
compile.
2024-02-19 00:37:34 +00:00
Doonv
a1ef7be4ac
Use is method instead of downcast_ref::<T>().is_some() in App::is_plugin_added (#11949)
# Objective

Improve code quality and performance

## Solution

Instead of using `plugin.downcast_ref::<T>().is_some()` in
`App::is_plugin_added`, use `plugin.is::<T>()`. Which is more performant
and cleaner.
2024-02-18 22:17:17 +00:00
TimJentzsch
c3db02e36e
Fix dds feature dependencies in bevy_core_pipeline (#11962)
# Objective

- Fixes #11960
- The compilation of `bevy_core_pipeline` failed with the `dds` feature
enabled

## Solution

- Enable the `dds` feature of `bevy_render` when enabling it for
`bevy_core_pipeline`
2024-02-18 22:14:29 +00:00
Kristoffer Søholm
6026c08c04
Update documentation for WorldQuery and filters (#11952)
# Objective

`update_archetype_component_access` was removed from queries in #9774,
but some documentation still refers to it.

## Solution

Update the documentation. Since a bunch of these were in SAFETY comments
it would be nice if someone who knows the details better could check
that the rest of those comments are still valid.
2024-02-18 21:58:26 +00:00