# Objective
- Keep Taffy version up to date
Taffy 0.6 doesn't include a huge amount relevant to Bevy. But it does:
- Add the `box_sizing` style
- Expose the computed `margin` in layout
- Traitifies the `Style` struct, which opens up the possibility of using
Bevy's `Style` struct directly (although Bevy currently does some style
resolution at conversion time which would no longer be cached if it was
used directly).
- Have a few bug fixes in the layout algorithms
## Solution
- Upgrade Taffy to `0.6.0`
## Testing
- I've run the `grid` example. All looks good.
- More testing is probably warranted. We have had regressions from Taffy
upgrades before
- Having said that, most of the algorithm changes this cycle were driven
by fixing WPT tests run through the new Servo integration. So they're
possibly less likely than usual to cause regressions.
## Breaking changes
The only "breaking" change is adding a field to `Style`. Probably
doesn't bear mentioning?
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Contributes to #15460
## Solution
- Added two new features, `std` (default) and `alloc`, gating `std` and
`alloc` behind them respectively.
- Added missing `f32` functions to `std_ops` as required. These `f32`
methods have been added to the `clippy.toml` deny list to aid in
`no_std` development.
## Testing
- CI
- `cargo clippy -p bevy_math --no-default-features --features libm
--target "x86_64-unknown-none"`
- `cargo test -p bevy_math --no-default-features --features libm`
- `cargo test -p bevy_math --no-default-features --features "libm,
alloc"`
- `cargo test -p bevy_math --no-default-features --features "libm,
alloc, std"`
- `cargo test -p bevy_math --no-default-features --features "std"`
## Notes
The following items require the `alloc` feature to be enabled:
- `CubicBSpline`
- `CubicBezier`
- `CubicCardinalSpline`
- `CubicCurve`
- `CubicGenerator`
- `CubicHermite`
- `CubicNurbs`
- `CyclicCubicGenerator`
- `RationalCurve`
- `RationalGenerator`
- `BoxedPolygon`
- `BoxedPolyline2d`
- `BoxedPolyline3d`
- `SampleCurve`
- `SampleAutoCurve`
- `UnevenSampleCurve`
- `UnevenSampleAutoCurve`
- `EvenCore`
- `UnevenCore`
- `ChunkedUnevenCore`
This requirement could be relaxed in certain cases, but I had erred on
the side of gating rather than modifying. Since `no_std` is a new set of
platforms we are adding support to, and the `alloc` feature is enabled
by default, this is not a breaking change.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Matty <2975848+mweatherley@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
~Blocked on #13417~
Motivation is the same as in #13417. If users can sort `QueryIter`, to
only makes sense to also allow them to use this functionality on
`QueryManyIter`.
## Solution
Also implement the sorts on `QueryManyIter`.
The implementation of the sorts themselves are mostly the same as with
`QueryIter` in #13417.
They differ in that they re-use the `entity_iter` passed to the
`iter_many`, and internally call `iter_many_unchecked_manual` on the
lens `QueryState` with it.
These methods also return a different struct, `QuerySortedManyIter`,
because there is no longer a guarantee of unique entities.
`QuerySortedManyIter` implements the various `Iterator` traits for
read-only iteration, as `QueryManyIter` does + `DoubleEndedIterator`.
For mutable iteration, there is both a `fetch_next` and a
`fetch_next_back` method. However, they only become available after the
user calls `collect_inner` on `QuerySortedManyIter` first. This collects
the inner `entity_iter` (this is the sorted one, **not** the original
the user passed) to drop all query lens items to avoid aliasing.
When TAITs are available this `collect_inner` could be hidden away,
until then it is unfortunately not possible to elide this without either
regressing read-only iteration, or introducing a whole new type, mostly
being a copy of `QuerySortedIter`.
As a follow-up we could add a `entities_all_unique` method to check
whether the entity list consists of only unique entities, and then
return a `QuerySortedIter` from it (under opaque impl Trait if need be),
*allowing mutable `Iterator` trait iteration* over what was originally
an `iter_many` call.
Such a method can also be added to `QueryManyIter`, albeit needing a
separate, new return type.
## Testing
I've switched the third example/doc test under `sort` out for one that
shows the collect_inner/fetch_next_back functionality, otherwise the
examples are the same as in #13417, adjusted to use `iter_many` instead
of `iter`.
The `query-iter-many-sorts` test checks for equivalence to the
underlying sorts.
The test after shows that these sorts *do not* panic after
`fetch`/`fetch_next` calls.
## Changelog
Added `sort`, `sort_unstable`, `sort_by`, `sort_unstable_by`,
`sort_by_key`, `sort_by_cached_key` to `QueryManyIter`.
Added `QuerySortedManyIter`.
# Objective
- dont depend on wgpu if we dont have to
## Solution
- works towards this, but doesnt fully accomplish it. the remaining
types stopping us from doing this need to be moved upstream, i will PR
this
## Testing
- 3d_scene runs
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Fix outdated link in README.md
Perhaps the link name should be updated as well since the article is no
longer labelled as "Contributor's Guide"?
Either way better to avoid making users click twice.
# Objective
Add support for multiple box shadows on a single `Node`.
## Solution
* Rename `BoxShadow` to `ShadowStyle` and remove its `Component` derive.
* Create a new `BoxShadow` component that newtypes a `Vec<ShadowStyle>`.
* Add a `new` constructor method to `BoxShadow` for single shadows.
* Change `extract_shadows` to iterate through a list of shadows per
node.
Render order is determined implicitly from the order of the shadows
stored in the `BoxShadow` component, back-to-front.
Might be more efficient to use a `SmallVec<[ShadowStyle; 1]>` for the
list of shadows but not sure if the extra friction is worth it.
## Testing
Added a node with four differently coloured shadows to the `box_shadow`
example.
---
## Showcase
```
cargo run --example box_shadow
```
<img width="460" alt="four-shadow"
src="https://github.com/user-attachments/assets/2f728c47-33b4-42e1-96ba-28a774b94b24">
## Migration Guide
Bevy UI now supports multiple shadows per node. A new struct
`ShadowStyle` is used to set the style for each shadow. And the
`BoxShadow` component is changed to a tuple struct wrapping a vector
containing a list of `ShadowStyle`s. To spawn a node with a single
shadow you can use the `new` constructor function:
```rust
commands.spawn((
Node::default(),
BoxShadow::new(
Color::BLACK.with_alpha(0.8),
Val::Percent(offset.x),
Val::Percent(offset.y),
Val::Percent(spread),
Val::Px(blur),
)
));
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes: #15663
## Solution
- Add an `is_forward_plane` method to `Aabb`, and a `contains_aabb`
method to `Frustum`.
## Test
- I have created a frustum with an offset along with three unit tests to
evaluate the `contains_aabb` algorithm.
## Explanation for the Test Cases
- To facilitate the code review, I will explain how the frustum is
created. Initially, we create a frustum without any offset and then
create a cuboid that is just contained within it.
<img width="714" alt="image"
src="https://github.com/user-attachments/assets/a9ac53a2-f8a3-4e09-b20b-4ee71b27a099">
- Secondly, we move the cuboid by 2 units along both the x-axis and the
y-axis to make it more general.
## Reference
- [Frustum
Culling](https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling#)
- [AABB Plane
intersection](https://gdbooks.gitbooks.io/3dcollisions/content/Chapter2/static_aabb_plane.html)
---------
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# Objective
- I got tired of calling `enable_state_scoped_entities`, and though it
would make more sense to define that at the place where the state is
defined
## Solution
- add a derive attribute `#[states(scoped_entities)]` when derive
`States` or `SubStates` that enables it automatically when adding the
state
## Testing
- Ran the examples using it, they still work
# Objective
There is currently no way of getting `QueryState` from `&World`, so it
is hard to, for example, iterate over all entities with a component,
only having `&World`.
## Solution
Add `try_new` function to `QueryState` that internally uses
`WorldQuery`'s `get_state`.
## Testing
No testing
# Objective
Combine the `Option<_>` state in `FunctionSystem` into a single `Option`
to provide clarity and save space.
## Solution
Simplifies `FunctionSystem`'s layout by using a single
`Option<FunctionSystemState>` for state that must be initialized before
running, and saves a byte by removing the need to store an enum tag.
Additionally, calling `System::run` on an uninitialized `System` will
now give a more descriptive message prior to verifying the `WorldId`.
## Testing
Ran CI checks locally.
# Objective
In c5742ff43e ZIndex::Local() and
ZIndex::Global() were replaced with ZIndex() and GlobalZIndex().
A comment was likely forgotten.
## Solution
- Remove the deprecated "::Local" in the comment.
# Objective
See title.
## Solution
Move `bevy_animation` import to where it is used.
## Testing
Compiled with and without `bevy_animation` feature enabled.
# Objective
- Avoid recreating the monitor every loop (temp fix until it's done
properly on winit side)
- Add a new `WinitSettings` preset for mobile that makes the winit loop
wait more and recommend its usage
Co-authored by: @BenjaminBrienen
# Objective
Fixes#16494. Closes#16539, which this replaces. Suggestions alone
weren't enough, so now we have a new PR!
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
- In 0.14, ZIndex and GlobalZIndex where split from a shared enum into
separate components. There have been a few people confused by the
behavior of ZIndex when they really needed GlobalZIndex.
## Solution
- Update ZIndex docs to improve discoverability of GlobalZIndex.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
Run `testbed_ui` example:
```
cargo run --example testbed_ui
```
The scroll list is non-scrollable because it's blocked by the front
four-icon node.
## Solution
Add `PickingBehavior::IGNORE` for the front node
## Testing
- Did you test these changes? If so, how?
Yes.
- Are there any parts that need more testing?
No, I guess.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
```
cargo run --example testbed_ui
```
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
macOS.
# Objective
Fixes#16531
I also added change detection when creating the pipeline, which
technically isn't needed but it felt weird leaving it as is.
## Solution
Remove the pipeline if CAS is disabled. The uniform was already being
removed, which caused flickering / weirdness.
## Testing
Tested the anti_alias example by toggling CAS a bunch on/off.
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The documentation for `bevy_app::App.world()` (and its mut variant)
could confuse some into thinking that this is the only World that the
App will contain.
## Solution
Clarify the documentation for `bevy_app::App.world()` (and its mut
variant), to say that it returns the main subapp's world. This helps
imply that Apps can contain more than one world (albeit, only one per
SubApp).
## Testing
This is a documentation change, with no changes to doctests. Thus,
testing is not necessary beyond ensuring the link syntax is correct.
# Objective
Fixes#16521
## Solution
If an empty span is encountered (such as the default `Text` value), we
skip it entirely when updating buffers. This prevents unnecessarily
bailing when the font doesn't exist (ex: when the default font is
disabled)
This reverts commit 3476a9f3a658fe7c8326ca0e618ad543914ca7f4.
# Objective
#16517 makes it impossible to select a libc version, now that the
"breaking" libc release was yanked
## Solution
Revert the version bump so we can select a version of sysinfo that
builds (the previous version)
# Objective
- Fixes#16363
- Ensure that someone using minimum version doesn't get the bugs that
were fixed in the 23.0.1 patch
## Solution
- Use wgpu 23.0.1
# Objective
This older PR from `Wcubed` seemed well worth saving, adopted from
#7314. See also tracking issue #2896 for ongoing discussion of Bevy
testability. Thanks `Wcubed`!
## Solution
- Updated for 0.15
- Added the `expected`/`actual` pattern
- Switched to function plugin
- Tweaked a bit of description
## Testing
Green.
---------
Co-authored-by: Wybe Westra <dev@wwestra.nl>
Co-authored-by: Wybe Westra <wybe.westra@protonmail.com>
# Objective
In the [*Similar parameters* section of
`Query`](https://dev-docs.bevyengine.org/bevy/ecs/prelude/struct.Query.html#similar-parameters),
the doc link for `Single` actually links to `Query::single`, and
`Option<Single>` just links to `Option`. They should both link to
`Single`!
The first link is broken because there is a reference-style link defined
for `single`, but not for `Single`, and rustdoc treats the link as
case-insensitive for some reason.
## Solution
Fix the links!
## Testing
I built the docs locally with `cargo doc` and tested the links.
# Objective
- Rendering on Windows in CI is unreliable
- Screenshots are compared but results are not usable
- Related to #15918
## Solution
- Remove the check on windows screenshots
# Objective
- Progress towards #15918
- Add test on UI
## Solution
- Get a single screenshot from the UI testbed example
- Remove older examples from runs in CI as they're covered by the
testbed to reduce CI duration
# Objective
- Improve reproducibility of examples
## Solution
- Use seeded rng when needed
- Use fixed z-ordering when needed
## Testing
```sh
steps=5;
echo "cpu_draw\nparallel_query\nanimated_fox\ntransparency_2d" > test
cargo run -p example-showcase -- run --stop-frame 250 --screenshot-frame 100 --fixed-frame-time 0.05 --example-list test --in-ci;
mv screenshots base;
for prefix in `seq 0 $steps`;
do
echo step $prefix;
cargo run -p example-showcase -- run --stop-frame 250 --screenshot-frame 100 --fixed-frame-time 0.05 --example-list test;
mv screenshots $prefix-screenshots;
done;
mv base screenshots
for prefix in `seq 0 $steps`;
do
echo check $prefix
for file in screenshots/*/*;
do
echo $file;
diff $file $prefix-$file;
done;
done;
```
# Objective
- Refactor
## Solution
- Refactor
## Testing
- Ran 3d_scene
---
## Migration Guide
`RenderCreation::Manual` variant fields are now wrapped in a struct
called `RenderResources`
# Objective
`TemporaryRenderEntity` currently uses `SparseSet` storage, but doesn't
seem to fit the criteria for a component that would benefit from this.
Typical usage of `TemporaryRenderEntity` (and all current usages of it
in engine as far as I can tell) would be to spawn an entity with it once
and then iterate over it once to despawn that entity.
`SparseSet` is said to be useful for insert/removal perf at the cost of
iteration perf.
## Solution
Use the default table storage
## Testing
Possibly this could show up in stress tests like `many_buttons`. I
didn't do any benchmarking.
# Objective
When using a rect for a ui image, its content size is still equal to the
size of the full image instead of the size of the rect.
## Solution
Use the rect size if it is present.
## Testing
I tested it using all 4 possible combinations of having a rect and
texture atlas or not. See the showcase section.
---
## Showcase
<details>
<summary>Click to view showcase</summary>
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
.add_systems(Startup, create_ui)
.run();
}
fn create_ui(
mut commands: Commands,
assets: Res<AssetServer>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
mut ui_scale: ResMut<UiScale>,
) {
let texture = assets.load("textures/fantasy_ui_borders/numbered_slices.png");
let layout = TextureAtlasLayout::from_grid(UVec2::splat(16), 3, 3, None, None);
let texture_atlas_layout = texture_atlas_layouts.add(layout);
ui_scale.0 = 2.;
commands.spawn(Camera2d::default());
commands
.spawn(Node {
display: Display::Flex,
align_items: AlignItems::Center,
..default()
})
.with_children(|parent| {
// nothing
parent.spawn(ImageNode::new(texture.clone()));
// with rect
parent.spawn(ImageNode::new(texture.clone()).with_rect(Rect::new(0., 0., 16., 16.)));
// with rect and texture atlas
parent.spawn(
ImageNode::from_atlas_image(
texture.clone(),
TextureAtlas {
layout: texture_atlas_layout.clone(),
index: 1,
},
)
.with_rect(Rect::new(0., 0., 8., 8.)),
);
// with texture atlas
parent.spawn(ImageNode::from_atlas_image(
texture.clone(),
TextureAtlas {
layout: texture_atlas_layout.clone(),
index: 2,
},
));
});
}
```
Before this change:
<img width="529" alt="Screenshot 2024-11-21 at 11 55 45"
src="https://github.com/user-attachments/assets/23196003-08ca-4049-8409-fe349bd5aa54">
After the change:
<img width="400" alt="Screenshot 2024-11-21 at 11 54 54"
src="https://github.com/user-attachments/assets/e2cd6ebf-859c-40a1-9fc4-43bb28b024e5">
</details>
# Objective
Original motivation was a bundle I am migrating that is `Copy` which
needs to be synced to the render world. It probably doesn't actually
*need* to be `Copy`, so this isn't critical or anything.
I am continuing to use this bundle while bundles still exist to give
users an easier migration path.
## Solution
These ZSTs might as well be `Copy`. Add `Copy` derives.
PR #15164 made Bevy consider the center of the mesh to be the center of
the axis-aligned bounding box (AABB). Unfortunately, this breaks
crossfading in many cases. LODs may have different AABBs and so the
center of the AABB may differ for different LODs of the same mesh. The
crossfading, however, relies on all LODs having *precisely* the same
position.
To address this problem, this PR adds a new field, `use_aabb`, to
`VisibilityRange`, which makes the AABB center point behavior opt-in.
@BenjaminBrienen first noticed this issue when reviewing PR #16286. That
PR contains a video showing the effects of this regression on the
`visibility_range` example. This commit fixes that example.
## Migration Guide
* The `VisibilityRange` component now has an extra field, `use_aabb`.
Generally, you can safely set it to false.
We have an early-out to avoid updating `RenderVisibilityRanges` when a
`VisibilityRange` component is *modified*, but not when one is
*removed*. This means that removing `VisibilityRange` from an entity
might not update the rendering.
This PR fixes the issue by adding a check for removed
`VisibilityRange`s.
# Objective
- Fixes#16472.
## Solution
- Add flags to `SpritePlugin` and `UiPlugin` to disable their picking
backends.
## Testing
- The change is pretty trivial, so not much to test!
---
## Migration Guide
- `UiPlugin` now contains an extra `add_picking` field if
`bevy_ui_picking_backend` is enabled.
- `SpritePlugin` is no longer a unit struct, and has one field if
`bevy_sprite_picking_backend` is enabled (otherwise no fields).
# Objective
- Fixes#16451.
## Solution
- Just allows the new license.
## Notes
According to the [Open Source
Initiative](https://opensource.org/license/unicode-inc-license-agreement-data-files-and-software),
the UNICODE-DFS-**2015** is superseded by UNICODE-3.0. I'm not sure
whether 2015 vs 2016 matters, and whether these are 3.0 and DFS-2016 are
materially different.