# Objective
It's not obvious that the `AssetServerSettings` resource must be added before the `AssetPlugin`.
## Solution
Add a doc comment to this effect.
# Objective
- Reduce debugging burden when using events by telling user when they missed an event.
## Solution
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Fixes#5817.
- Removes std::vec::Vec ambiguities in derive_bundle macro
## Solution
Prepend :: to standard library full Vec qualified type name (::std::vec::Vec)
# Objective
- Document `QueryCombinationIter`
## Solution
- Describe the item, add usage and examples
- Copy notes about the number of query items generated from the corresponding query methods (they will be removed in #5742 ([motivation]))
## Additional notes
- Derived from #4989
[motivation]: https://github.com/bevyengine/bevy/pull/4989#issuecomment-1208421496
# Objective
Right now, users have to implement basic system adapters such as `Option` <-> `Result` conversions by themselves. This is slightly annoying and discourages the use of system chaining.
## Solution
Add the module `system_adapter` to the prelude, which contains a collection of common adapters. This is very ergonomic in practice.
## Examples
Convenient early returning.
```rust
use bevy::prelude::*;
App::new()
// If the system fails, just try again next frame.
.add_system(pet_dog.chain(system_adapter::ignore))
.run();
#[derive(Component)]
struct Dog;
fn pet_dog(dogs: Query<(&Name, Option<&Parent>), With<Dog>>) -> Option<()> {
let (dog, dad) = dogs.iter().next()?;
println!("You pet {dog}. He/she/they are a good boy/girl/pupper.");
let (dad, _) = dogs.get(dad?.get()).ok()?;
println!("Their dad's name is {dad}");
Some(())
}
```
Converting the output of a system
```rust
use bevy::prelude::*;
App::new()
.add_system(
find_name
.chain(system_adapter::new(String::from))
.chain(spawn_with_name),
)
.run();
fn find_name() -> &'static str { /* ... */ }
fn spawn_with_name(In(name): In<String>, mut commands: Commands) {
commands.spawn().insert(Name::new(name));
}
```
---
## Changelog
* Added the module `bevy_ecs::prelude::system_adapter`, which contains a collection of common system chaining adapters.
* `new` - Converts a regular fn to a system adapter.
* `unwrap` - Similar to `Result::unwrap`
* `ignore` - Discards the output of the previous system.
# Objective
- Adopted from #3836
- Example showcases how to request a new resolution
- Example showcases how to react to resolution changes
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
# Objective
- Allow users to change the scaling of the UI
- Adopted from #2808
## Solution
- This is an accessibility feature for fixed-size UI elements, allowing the developer to expose a range of UI scales for the player to set a scale that works for their needs.
> - The user can modify the UiScale struct to change the scaling at runtime. This multiplies the Px values by the scale given, while not touching any others.
> - The example showcases how this even allows for fluid transitions
> Here's how the example looks like:
https://user-images.githubusercontent.com/1631166/132979069-044161a9-8e85-45ab-9e93-fcf8e3852c2b.mp4
---
## Changelog
- Added a `UiScale` which can be used to scale all of UI
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Help users who are using `load_folder` in wasm builds to find a slightly shorter path to figuring out why their stuff is broken.
## Solution
Adds a warning to `read_directory` in the `WasmAssetIo`.
This is extremely similar to the warning already emitted a few lines below for `watch_for_changes`.
# Objective
Some of the reflection impls for container types had unnecessary `Clone` bounds on their generic arguments. These come from before `FromReflect` when types were instead bound by `Reflect + Clone`. With `FromReflect` this is no longer necessary.
## Solution
Removed all leftover `Clone` bounds from types that use `FromReflect` instead.
## Note
I skipped `Result<T, E>`, `HashSet<T>`, and `Range<T>` since those do not use `FromReflect`. This should probably be handled in a separate PR since it would be a breaking change.
---
## Changelog
- Remove unnecessary `Clone` bounds on reflected containers
# Objective
#5658 made it so that `FromReflect` was used as the bound for `T` in `Option<T>`. However, it did not use this change effectively for the implementation of `Reflect::apply` (it was still using `take`, which would fail for Dynamic types).
Additionally, the changes were not consistent with other methods within the file, such as the ones for `Vec<T>` and `HashMap<K, V>`.
## Solution
Update `Option<T>` to fallback on `FromReflect` if `take` fails, instead of wholly relying on one or the other.
I also chose to update the error messages, as they weren't all too descriptive before.
---
## Changelog
- Use `FromReflect::from_reflect` as a fallback in the `Reflect::apply` implementation for `Option<T>`
# Objective
`SmallVec<T>` was missing a `GetTypeRegistration` impl.
## Solution
Added a `GetTypeRegistration` impl.
---
## Changelog
* Added a `GetTypeRegistration` impl for `SmallVec<T>`
Type registrations were only present for some of the `bevy_math` types, and missing for others. This is a very strange inconsistency, given that they all impl `Reflect` and `FromReflect`. In practice, this means these types cannot be used in scenes.
In particular, this is especially problematic, because `Affine3A` is one of the missing types, and it is now used in `GlobalTransform`. Trying to create a bevy scene that contains `GlobalTransform`s results in an error due to the missing type registration.
# Objective
- While generating https://github.com/jakobhellermann/bevy_reflect_ts_type_export/blob/main/generated/types.ts, I noticed that some types that implement `Reflect` did not register themselves
- `Viewport` isn't reflect but can be (there's a TODO)
## Solution
- register all reflected types
- derive `Reflect` for `Viewport`
## Changelog
- more types are not registered in the type registry
- remove `Serialize`, `Deserialize` impls from `Viewport`
I also decided to remove the `Serialize, Deserialize` from the `Viewport`, since they were (AFAIK) only used for reflection, which now is done without serde. So this is technically a breaking change for people who relied on that impl directly.
Personally I don't think that every bevy type should implement `Serialize, Deserialize`, as that would lead to a ton of code generation that mostly isn't necessary because we can do the same with `Reflect`, but if this is deemed controversial I can remove it from this PR.
## Migration Guide
- `KeyCode` now implements `Reflect` not as `reflect_value`, but with proper struct reflection. The `Serialize` and `Deserialize` impls were removed, now that they are no longer required for scene serialization.
# Objective
Fix a nasty system ordering bug between `update_frusta` and `camera_system` that lead to incorrect frustum s, leading to excessive culling and extremely hard-to-debug visual glitches
## Solution
- add explicit system ordering
# Objective
Very small convenience constructors added to `Size`.
Does not change current examples too much but I'm working on a rather complex UI use-case where this cuts down on some extra typing :)
# Objective
- Fixes#4451
## Solution
- Conditionally compile entity ID cursor as `AtomicI32` when compiling on a platform that does not support 64-bit atomics.
- This effectively raises the MSRV to 1.60 as it uses a `#[cfg]` that was only just stabilized there. (should this be noted in changelog?)
---
## Changelog
- Added `bevy_ecs` support for platforms without 64-bit atomic ints
## Migration Guide
N/A
# Objective
- Morten Mikkelsen clarified that the world normal and tangent must be normalized in the vertex stage and the interpolated values must not be normalized in the fragment stage. This is in order to match the mikktspace approach exactly.
- Fixes#5514 by ensuring the tangent basis matrix (TBN) is orthonormal
## Solution
- Normalize the world normal in the vertex stage and not the fragment stage
- Normalize the world tangent xyz in the vertex stage
- Take into account the sign of the determinant of the local to world matrix when calculating the bitangent
---
## Changelog
- Fixed - scaling a model that uses normal mapping now has correct lighting again
# Objective
- Fixes#5365
- The `assert!()` when the resource from `World::resource_scope` is inserted into the world is not descriptive.
## Solution
- Add more context to the assert inside of `World::resource_scope` when the `FnOnce` param inserts the resource.
# Objective
`FromReflect` is a commonly used component to the Reflect API. It's required as a bound for reflecting things like `Vec<T>` and `HashMap<K, V>` and is generally useful (if not necessary) to derive on most structs or enums.
Currently, however, it is not exported in `bevy_reflect`'s prelude. This means a module that uses `bevy_reflect` might have the following two lines:
```rust
use bevy_reflect::prelude::*;
use bevy_reflect::FromReflect;
```
Additionally, users of the full engine might need to put:
```rust
use bevy::prelude::*;
use bevy::reflect::FromReflect;
```
## Solution
Add `FromReflect` to the prelude of `bevy_reflect`.
---
## Changelog
- Added `FromReflect` to the prelude of `bevy_reflect`
# Objective
- Similar to `SystemChangeTick`, probably somewhat useful for debugging messages.
---
## Changelog
- Added `SystemName` which copies the `SystemMeta::name` field so it can be accessed within a system.
Probably a copy-paste error, but `Add<Color>` and `AddAssign<Color>` should use `rhs.as_hlsa_f32()` instead of `rhs.as_linear_rgba_f32()` when the LHS is a `Color::Hsla`. Fixes#5543.
Co-authored-by: Verte <105466627+vertesians@users.noreply.github.com>
# Objective
The reflection impls on `Option<T>` have the bound `T: Reflect + Clone`. This means that using `FromReflect` requires `Clone` even though we can normally get away with just `FromReflect`.
## Solution
Update the bounds on `Option<T>` to match that of `Vec<T>`, where `T: FromReflect`.
This helps remove a `Clone` implementation that may be undesired but added for the sole purpose of getting the code to compile.
---
## Changelog
* Reflection on `Option<T>` now has `T` bound by `FromReflect` rather than `Reflect + Clone`
* Added a `FromReflect` impl for `Instant`
## Migration Guide
If using `Option<T>` with Bevy's reflection API, `T` now needs to implement `FromReflect` rather than just `Clone`. This can be achieved easily by simply deriving `FromReflect`:
```rust
// OLD
#[derive(Reflect, Clone)]
struct Foo;
let reflected: Box<dyn Reflect> = Box::new(Some(Foo));
// NEW
#[derive(Reflect, FromReflect)]
struct Foo;
let reflected: Box<dyn Reflect> = Box::new(Some(Foo));
```
> Note: You can still derive `Clone`, but it's not required in order to compile.
# Objective
Rust 1.63 resolved [an issue](https://github.com/rust-lang/rust/issues/83701) that prevents you from combining explicit generic arguments with `impl Trait` arguments.
Now, we no longer need to use dynamic dispatch to work around this.
## Migration Guide
The methods `Schedule::get_stage` and `get_stage_mut` now accept `impl StageLabel` instead of `&dyn StageLabel`.
### Before
```rust
let stage = schedule.get_stage_mut::<SystemStage>(&MyLabel)?;
```
### After
```rust
let stage = schedule.get_stage_mut::<SystemStage>(MyLabel)?;
```
# Objective
- Replace the square with a circle in the breakout example.
- Fixes#4324, adopted from #4682 by @shaderduck.
## Solution
- Uses the Mesh2D APIs to draw a circle. The collision still uses the AABB algorithm, but it seems to be working fine, and I haven't seen any odd looking cases.
# Objective
This PR changes it possible to use vertex colors without a texture using the bevy_sprite ColorMaterial.
Fixes#5679
## Solution
- Made multiplication of the output color independent of the COLOR_MATERIAL_FLAGS_TEXTURE_BIT bit
- Extended mesh2d_vertex_color_texture example to show off both vertex colors and tinting
Not sure if extending the existing example was the right call but it seems to be reasonable to me.
I couldn't find any tests for the shaders and I think adding shader testing would be beyond the scope of this PR. So no tests in this PR. 😬
Co-authored-by: Jonas Wagner <jonas@29a.ch>
# Objective
While poking around the hierarchy code, I wondered why some asserts in tests were duplicated.
Some git blame later, I found out that commit ( 8eb0440f1e ) added already existing asserts while removing others.
## Solution
Remove the duplicated asserts.
# Objective
When an invalid attribute is inserted and the LogPlugin is not enabled the full error is not printed which means makes it hard to diagnose.
## Solution
- Always print the full message in the panic.
## Notes
I originally had a separate error log because I wanted to make it clearer for users, but this is probably causing more issues than necessary.
# Objective
Remove unused `enum DepthCalculation` and its usages. This was used to compute visible entities in the [old renderer](db665b96c0/crates/bevy_render/src/camera/visible_entities.rs), but is now unused.
## Solution
`sed 's/DepthCalculation//g'`
---
## Changelog
### Changed
Removed `bevy_render:📷:DepthCalculation`.
## Migration Guide
Remove references to `bevy_render:📷:DepthCalculation`, such as `use bevy_render:📷:DepthCalculation`. Remove `depth_calculation` fields from Projections.
# Objective
The `deny.toml` file defines some crates that are skipped for duplicate dependency detection, because the issues are deeper in the dependency tree and not easily fixable.
However, two of those exceptions are no longer necessary.
## Solution
Remove `hashbrown` and `mio` from the skipped crates, according to `cargo deny check` this is no longer needed.
# Objective
Fixes#5668.
The Rust version used in the CI `build` step previously depended on the default Rust version defined by GitHub in the Ubuntu image: <https://github.com/actions/runner-images/blob/main/images/linux/Ubuntu2004-Readme.md#rust-tools>
This currently doesn't allow us to use Rust 1.63 features until this version is updated.
## Solution
We now use the `actions-rs/toolchain@v1` action to always use the latest stable Rust version.
This is already used for other CI jobs that we have.
# Objective
Make CI pass on bevy main.
Update to rust-1.63, updated clippy to 1.63 which introduced the following enhancements:
- [undocumented_unsafe_blocks](https://rust-lang.github.io/rust-clippy/master/index.html#undocumented_unsafe_blocks): Now also lints on unsafe trait implementations
This caught two incorrectly written ( but existing) safety comments for unsafe traits.
## Solution
Fix the comment to use `SAFETY:`
# Objective
While trying out the lint `unsafe_op_in_unsafe_fn` I noticed that `insert_resource_by_id` didn't drop the old value if it already existed, and reimplemented `Column::replace` manually for no apparent reason.
## Solution
- use `Column::replace` and add a test expecting the correct drop count
---
## Changelog
- `World::insert_resource_by_id` will now correctly drop the old resource value, if one already existed
# Objective
- The `Display` impl for `ReflectPathError` is pretty unspecific (e.g. `the current struct doesn't have a field with the given name`
- it has info for better messages available
## Solution
- make the display impl more descriptive by including values from the type
# Objective
- `ReflectMut` served no purpose that wasn't met by `Mut<dyn Reflect>` which is easier to understand since you have to deal with fewer types
- there is another `ReflectMut` type that could be confused with this one
## Solution/Changelog
- relax `T: ?Sized` bound in `Mut<T>`
- replace all instances of `ReflectMut` with `Mut<dyn Reflect>`
# Objective
Provide a safe API to access an `EntityMut`'s `World`.
## Solution
* Add `EntityMut::into_world_mut` for safe access to the entity's world.
---
## Changelog
* Add `EntityMut::into_world_mut` for safe access to the entity's world.
# Objective
`ShaderData` is marked as public, but is an internal type only used by one other
internal type, so it should be made private.
## Solution
`ShaderData` is only used in `ShaderCache`, and the latter is private,
so there is no need to make the former public. This change removes the
`pub` keyword from `ShaderData`, hidding it as the implementation detail
it is.
Split from #5600
# Objective
- I often have UI nodes that are completely transparent and just for organisation
- Don't render them
- I doesn't bring a lot of improvements, but it doesn't add a lot of complexity either