Commit graph

6852 commits

Author SHA1 Message Date
Rob Parrett
2c3f5a00ac
Add AnimationGraph::from_clips and simplify animated_fox example (#14853)
# Objective

Add a convenience constructor to make simple animation graphs easier to
build.

I've had some notes about attempting this since #11989 that I just
remembered after seeing #14852.

This partially addresses #14852, but I don't really know animation well
enough to write all of the documentation it's asking for.

## Solution

Add `AnimationGraph::from_clips` and use it to simplify `animated_fox`.

Do some other little bits of incidental cleanup and documentation .

## Testing

I ran `cargo run --example animated_fox`.
2024-08-25 14:16:04 +00:00
Zachary Harrold
6250698b56
Added on_unimplemented Diagnostic for IntoObserverSystem (#14840)
# Objective

- Fixes #14658.

## Solution

- Added `on_unimplemented` Diagnostic for `IntoObserverSystem` calling
out argument ordering in a `note`
- Added an example to the documentation on `App::observe` to provide
some explanation to users.

## Testing

- Ran CI locally
- Deliberately introduced a parameter order error in the
`ecs/observers.rs` example as a test.

---

## Showcase

<details>
  <summary>Error Before</summary>

```
error[E0277]: the trait bound `{closure@examples/ecs/observers.rs:19:13: 22:37}: IntoObserverSystem<_, _, _>` is not satisfied
   --> examples/ecs/observers.rs:19:13
    |
18  |           .observe(
    |            ------- required by a bound introduced by this call
19  | /             |mines: Query<&Mine>,
20  | |             trigger: Trigger<ExplodeMines>,
21  | |             index: Res<SpatialIndex>,
22  | |              mut commands: Commands| {
...   |
34  | |                 }
35  | |             },
    | |_____________^ the trait `bevy::prelude::IntoSystem<bevy::prelude::Trigger<'static, _, _>, (), _>` is not implemented for closure `{closure@examples/ecs/observers.rs:19:13: 22:37}`, which is required by `{closure@examples/ecs/observers.rs:19:13: 22:37}: IntoObserverSystem<_, _, _>`
    |
    = note: required for `{closure@examples/ecs/observers.rs:19:13: 22:37}` to implement `IntoObserverSystem<_, _, _>`
note: required by a bound in `bevy::prelude::App::observe`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:995:24
    |
993 |     pub fn observe<E: Event, B: Bundle, M>(
    |            ------- required by a bound in this associated function
994 |         &mut self,
995 |         observer: impl IntoObserverSystem<E, B, M>,
    |                        ^^^^^^^^^^^^^^^^^^^^^^^^^^^ required by this bound in `App::observe`

For more information about this error, try `rustc --explain E0277`.
error: could not compile `bevy` (example "observers") due to 1 previous error
```

</details>

<details>
  <summary>Error After</summary>

```
error[E0277]: `{closure@examples/ecs/observers.rs:19:13: 22:37}` cannot become an `ObserverSystem`
    --> examples/ecs/observers.rs:19:13
     |
18   |           .observe(
     |            ------- required by a bound introduced by this call
19   | /             |mines: Query<&Mine>,
20   | |             trigger: Trigger<ExplodeMines>,
21   | |             index: Res<SpatialIndex>,
22   | |              mut commands: Commands| {
...    |
34   | |                 }
35   | |             },
     | |_____________^ the trait `IntoObserverSystem` is not implemented
     |
     = help: the trait `bevy::prelude::IntoSystem<bevy::prelude::Trigger<'static, _, _>, (), _>` is not implemented for closure `{closure@examples/ecs/observers.rs:19:13: 22:37}`, which is required by `{closure@examples/ecs/observers.rs:19:13: 22:37}: IntoObserverSystem<_, _, _>`
     = note: for function `ObserverSystem`s, ensure the first argument is a `Trigger<T>` and any subsequent ones are `SystemParam`
     = note: required for `{closure@examples/ecs/observers.rs:19:13: 22:37}` to implement `IntoObserverSystem<_, _, _>`
note: required by a bound in `bevy::prelude::App::observe`
    --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:1025:24
     |
1023 |     pub fn observe<E: Event, B: Bundle, M>(
     |            ------- required by a bound in this associated function
1024 |         &mut self,
1025 |         observer: impl IntoObserverSystem<E, B, M>,
     |                        ^^^^^^^^^^^^^^^^^^^^^^^^^^^ required by this bound in `App::observe`

For more information about this error, try `rustc --explain E0277`.
error: could not compile `bevy` (example "observers") due to 1 previous error
```

</details>
2024-08-25 14:15:49 +00:00
IceSentry
d46a05e387
Simplify render_to_texture examples (#14855)
# Objective

- The examples use a more verbose than necessary way to initialize the
image
- The order of the camera doesn't need to be specified. At least I
didn't see a difference in my testing

## Solution

- Use `Image::new_fill()` to fill the image instead of abusing
`resize()`
- Remove the camera ordering
2024-08-25 14:15:11 +00:00
charlotte
d9527c101c
Rewrite screenshots. (#14833)
# Objective

Rewrite screenshotting to be able to accept any `RenderTarget`.

Closes #12478 

## Solution

Previously, screenshotting relied on setting a variety of state on the
requested window. When extracted, the window's `swap_chain_texture_view`
property would be swapped out with a texture_view created that frame for
the screenshot pipeline to write back to the cpu.

Besides being tightly coupled to window in a way that prevented
screenshotting other render targets, this approach had the drawback of
relying on the implicit state of `swap_chain_texture_view` being
returned from a `NormalizedRenderTarget` when view targets were
prepared. Because property is set every frame for windows, that wasn't a
problem, but poses a problem for render target images. Namely, to do the
equivalent trick, we'd have to replace the `GpuImage`'s texture view,
and somehow restore it later.

As such, this PR creates a new `prepare_view_textures` system which runs
before `prepare_view_targets` that allows a new `prepare_screenshots`
system to be sandwiched between and overwrite the render targets texture
view if a screenshot has been requested that frame for the given target.

Additionally, screenshotting itself has been changed to use a component
+ observer pattern. We now spawn a `Screenshot` component into the
world, whose lifetime is tracked with a series of marker components.
When the screenshot is read back to the CPU, we send the image over a
channel back to the main world where an observer fires on the screenshot
entity before being despawned the next frame. This allows the user to
access resources in their save callback that might be useful (e.g.
uploading the screenshot over the network, etc.).

## Testing


![image](https://github.com/user-attachments/assets/48f19aed-d9e1-4058-bb17-82b37f992b7b)


TODO:
- [x] Web
- [ ] Manual texture view

---

## Showcase

render to texture example:
<img
src="https://github.com/user-attachments/assets/612ac47b-8a24-4287-a745-3051837963b0"
width=200/>

web saving still works:
<img
src="https://github.com/user-attachments/assets/e2a15b17-1ff5-4006-ab2a-e5cc74888b9c"
width=200/>

## Migration Guide

`ScreenshotManager` has been removed. To take a screenshot, spawn a
`Screenshot` entity with the specified render target and provide an
observer targeting the `ScreenshotCaptured` event. See the
`window/screenshot` example to see an example.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-08-25 14:14:32 +00:00
Kumikaya
9a2eb878a2
Fix underflow panic in InitTriInfo (#14893)
# Objective

- Fix #14874

## Solution

- Change the place where a panic occurs from `t < iNrTrianglesIn - 1` to
`t + 1 < iNrTrianglesIn`.

## Testing

- After the fix, the following code runs successfully without any panic.

```rust
use bevy::prelude::Mesh;
use bevy_render::{
    mesh::{Indices, PrimitiveTopology},
    render_asset::RenderAssetUsages,
};

const POSITIONS: &[[f32; 3]] = &[[0.0, 1.0, 0.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0]];

const NORMALS: &[[f32; 3]] = &[[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [0.0, 0.0, 0.0]];

const INDICES: &[u32] = &[0, 1, 2];

const UVS: &[[f32; 2]] = &[[0.0, 1.0], [0.0, 0.0], [0.0, 1.0]];

fn main() {
    let mut mesh = Mesh::new(
        PrimitiveTopology::TriangleList,
        RenderAssetUsages::default(),
    );

    mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, POSITIONS.to_vec());
    mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, UVS.to_vec());
    mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, NORMALS.to_vec());
    mesh.insert_indices(Indices::U32(INDICES.to_vec()));
    mesh.generate_tangents().ok();

}

```

## Migration Guide

- No breaking changes introduced.
2024-08-25 14:13:23 +00:00
Chris Russell
01cce9b11c
Make the field of ParamSetBuilder pub so it's actually usable. (#14896)
# Objective

`ParamSetBuilder` is supposed to be used as a tuple constructor, but the
field was not marked `pub` so it's not actually usable outside of its
module.

## Solution

Mark the field `pub`.  

Realize one advantage of doc tests over unit tests is that they test the
public API.

Add a doc test example that uses the field so that this would have been
caught.
2024-08-25 14:12:24 +00:00
Ben Frankel
48bd810451
Rename Commands::register_one_shot_system -> register_system (#14910)
# Objective

Improve naming consistency for functions that deal with one-shot systems
via `SystemId`:

- `App::register_system`
- `SubApp::register_system`
- `World::run_system`
- `World::register_system`
- `Commands::run_system`
-  `Commands::register_one_shot_system`

## Solution

Rename `Commands::register_one_shot_system` -> `register_system`.

## Testing

Not tested besides CI.

## Migration Guide

`Commands::register_one_shot_system` has been renamed to
`register_system`.
2024-08-25 14:12:13 +00:00
Robin KAY
28faafdc41
Fix tiny seam in Annulus geometry. (#14913)
# Objective

There is a tiny seam at the top of the annulus caused by normal
floating-point error in calculating the coordinates. When generating the
last pair of triangles, given `n == i` then `(TAU / n) * i` does not
equal `TAU` exactly.

Fixes https://github.com/komadori/bevy_mod_outline/issues/42

## Solution

This can be fixed by changing the calculation so that `(TAU / n) * (i %
n) == 0.0`, which is equivalent for trigonometric purposes.

## Testing

Added the unit test
`bevy_render::mesh::primitives::dim2::tests::test_annulus`.
2024-08-25 14:11:58 +00:00
aecsocket
eb6e97c18e
Make ActiveAnimation::set_weight return &mut Self (#14914)
# Objective

Fixes #14907.

## Solution

Changes `ActiveAnimation::set_weight` to return `&mut Self`.

## Testing

Simple API change, I don't think this needs explicit testing.
2024-08-25 13:44:52 +00:00
Thomas Alban
0070bdccd8
Add helper methods on Visibility (#14898)
Fixes #14825

Edit: After feedback, these are the updated methods:

- `toggle_inherited_visible(&mut self)`
- Toggles between `Visibility::Inherited` and `Visibility::Visible`. If
the value is `Visibility::Hidden`, it remains unaffected.
- `toggle_inherited_hidden(&mut self)`
- Toggles between `Visibility::Inherited` and `Visibility::Hidden`. If
the value is `Visibility::Visible`, it remains unaffected.
- `toggle_visible_hidden(&mut self)`
- Toggles between `Visibility::Visible` and `Visibility::Hidden`. If the
value is `Visibility::Inherited`, it remains unaffected.

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2024-08-24 13:49:54 +00:00
Cian O
cccc1137b4
Remove dead links to example code in the bevy_ecs README (#14899)
We elected to remove these links instead of keeping them updated or
pinning them to latest.
Closes #14707
2024-08-24 13:43:18 +00:00
Jiří Švejda
3cf70ba4f9
Fix fog density texture offset seam (#14900)
# Objective

- There is a flaw in the implementation of `FogVolume`'s
`density_texture_offset` from #14868. Because of the way I am wrapping
the UVW coordinates in the volumetric fog shader, a seam is visible when
the 3d texture is wrapping around from one side to the other:


![density_texture_offset_seam](https://github.com/user-attachments/assets/89527ef2-5e1b-4b90-8e73-7a3e607697d4)

## Solution

- This PR fixes the issue by removing the wrapping from the shader and
instead leaving it to the user to configure the 3d noise texture to use
`ImageAddressMode::Repeat` if they want it to repeat. Using
`ImageAddressMode::Repeat` is the proper solution to avoid the obvious
seam:


![density_texture_seam_fixed](https://github.com/user-attachments/assets/06e871a6-2db1-4501-b425-4141605f9b26)

- The sampler cannot be implicitly configured to use
`ImageAddressMode::Repeat` because that's not always desirable. For
example, the `fog_volumes` example wouldn't work properly because the
texture from the edges of the volume would overflow to the other sides,
which would be bad in this instance (but it's good in the case of the
`scrolling_fog` example). So leaving it to the user to decide on their
own whether they want the density texture to repeat seems to be the best
solution.

## Testing

- The `scrolling_fog` example still looks the same, it was just changed
to explicitly declare that the density texture should be repeating when
loading the asset. The `fog_volumes` example is unaffected.
<details>
<summary>Minimal reproduction example on current main</summary>
<pre>
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle,
TemporalAntiAliasPlugin};
use bevy::pbr::{FogVolume, VolumetricFogSettings, VolumetricLight};
use bevy::prelude::*;<br>
fn main() {
    App::new()
        .add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
        .add_systems(Startup, setup)
        .run();
}<br>
fn setup(mut commands: Commands, assets: Res&lt;AssetServer&gt;) {
    commands.spawn((
        Camera3dBundle {
            transform: Transform::from_xyz(3.5, -1.0, 0.4)
                .looking_at(Vec3::new(0.0, 0.0, 0.4), Vec3::Y),
            msaa: Msaa::Off,
            ..default()
        },
        TemporalAntiAliasBundle::default(),
        VolumetricFogSettings {
            ambient_intensity: 0.0,
            jitter: 0.5,
            ..default()
        },
    ));<br>
    commands.spawn((
        DirectionalLightBundle {
            transform: Transform::from_xyz(-6.0, 5.0, -9.0)
                .looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
            directional_light: DirectionalLight {
                illuminance: 32_000.0,
                shadows_enabled: true,
                ..default()
            },
            ..default()
        },
        VolumetricLight,
    ));<br>
    commands.spawn((
        SpatialBundle {
            visibility: Visibility::Visible,
transform: Transform::from_xyz(0.0, 0.0,
0.0).with_scale(Vec3::splat(3.0)),
            ..default()
        },
        FogVolume {
density_texture: Some(assets.load("volumes/fog_noise.ktx2")),
            density_texture_offset: Vec3::new(0.0, 0.0, 0.4),
            scattering: 1.0,
            ..default()
        },
    ));
}
</pre>
</details>
2024-08-24 00:56:39 +00:00
Jan Hohenheim
ddf466603c
Use observers for removal detection in example (#14895)
# Objective

The removal detection example shows an outdated pattern.

## Solution

Show how to do this with observers.
2024-08-23 23:45:01 +00:00
Matty
3ded59ed47
Use quaternionic smooth_nudge in the align example (#14858)
# Objective

This example previously had kind of a needlessly complex state machine
that tracked moves between its previous orientation and the new one that
was randomly generated. Using `smooth_nudge` simplifies the example in
addition to making good use of the new API.

## Solution

Use `smooth_nudge` to transition between the current transform and the
new one. This does away with the need to keep track of the move's
starting position and progress. It also just sort of looks nicer.

## Testing

Run the `align` example:
`cargo run --example align`
2024-08-23 16:21:23 +00:00
Jan Hohenheim
c92ee31779
Allow ordering variable timesteps around fixed timesteps (#14881)
# Objective

- Fixes #14873, see that issue for a whole lot of context

## Solution

- Add a blessed system set for this stuff. See [this Discord
discussion](https://discord.com/channels/691052431525675048/749335865876021248/1276262931327094908).

Note that the gizmo systems,
[LWIM](https://github.com/Leafwing-Studios/leafwing-input-manager/pull/522/files#diff-9b59ee4899ad0a5d008889ea89a124a7291316532e42f9f3d6ae842b906fb095R154)
and now a new plugin I'm working on are all already ordering against
`run_fixed_main_schedule`, so having a dedicated system set should be
more robust and hopefully also more discoverable.

---

## ~~Showcase~~

~~I can add a little video of a smooth camera later if this gets merged
:)~~
Apparently a release note is not needed, so I'll leave it out. See the
changes in the fixed timestep example for usage showcase and the video
in #14873 for a more or less accurate video of the effect (it does not
use the same solution though, so it is not quite the same)

## Migration Guide


[run_fixed_main_schedule](https://docs.rs/bevy/latest/bevy/time/fn.run_fixed_main_schedule.html)
is no longer public. If you used to order against it, use the new
dedicated `RunFixedMainLoopSystem` system set instead. You can replace
your usage of `run_fixed_main_schedule` one for one by
`RunFixedMainLoopSystem::FixedMainLoop`, but it is now more idiomatic to
place your systems in either
`RunFixedMainLoopSystem::BeforeFixedMainLoop` or
`RunFixedMainLoopSystem::AfterFixedMainLoop`

Old:
```rust
app.add_systems(
    RunFixedMainLoop,
    some_system.before(run_fixed_main_schedule)
);
```

New:
```rust
app.add_systems(
    RunFixedMainLoop,
    some_system.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop)
);
```

---------

Co-authored-by: Tau Gärtli <git@tau.garden>
2024-08-23 16:19:42 +00:00
Andrew
f1f07bec09
Fix Gizmos warnings and doc errors when a subset of features are selected (#14887)
# Objective

When trying to test a gizmos change I ran `cargo test -p bevy_gizmos`
and the output had a lot of noise from warnings and failed doc errors.
This was because I didn't have all of the features enabled.

## Solution

I admit this might be pedantic, and am happy if the concensus is to
reject it. Although it does reduce the lines of code, testing noise, and
the amount of code compiled. I don't think it affects the complexity of
public code, and it doesn't change much to the complexity of internal
code.

I've removed un-needed `bevy_render` imports in all of the gizmos docs
examples, there's probably other unnecessary ones there too, but I
haven't looked exhaustively. It isn't needed for those docs, and isn't
available except in a subset of `cfg` combinations.

I've also made several of the `use` statements slightly more specific. I
shouldn't have changed the public interfaces, except that
`GizmoMeshConfig` requires either `bevy_sprite` or `bevy_pbr`, as it
does nothing without them.

I've also avoided adding some systems and plugins in situations where
they can't work. An example of this is where the `light` module depends
on `all(feature = "bevy_pbr", feature = "bevy_render")`, but it has
`use` statements that only require `bevy_render`.

## Testing

During development I ran:
```
cargo check -p bevy_gizmos && cargo check -p bevy_gizmos --features=bevy_pbr && cargo check -p bevy_gizmos --features=bevy_sprite && cargo check -p bevy_gizmos --features=bevy_render
```
Afterwards I ran this just to be sure:
```
cargo check && cargo check --features=bevy_pbr && cargo check --features=bevy_sprite && cargo check --features=bevy_render
```

Finally I ran:
```
cargo test -p bevy_gizmos && cargo test -p bevy_gizmos --features=bevy_pbr && test check -p bevy_gizmos --features=bevy_sprite && cargo test -p bevy_gizmos --features=bevy_render
```

## Migration Guide

There shouldn't be any reason to migrate, although if for some reason
you use `GizmoMeshConfig` and `bevy_render` but not `bevy_pbr` or
`bevy_sprite` (such that it does nothing), then you will get an error
that it no longer exists.
2024-08-23 16:19:06 +00:00
TrialDragon
9054d9dacb
Deprecate old contributing documentation / information (#14885)
# Objective
Fixes #14884

We have launched the new [contributing
guide](https://bevyengine.org/learn/contribute/introduction) on Bevy's
website, so these sources of information should be removed to avoid
syncing across duplicate files and maintaining a single source of truth
on contributing.
## Solution

### Remove the files:
- `docs/release_checklist.md`.
- `docs/the_bevy_organization.md`.
- `.github/contributing/engine_style_guide.md`.
- `.github/contributing/example_style_guide.md`.

#### These are replaced by:
-
`https://bevyengine.org/learn/contribute/project-information/release-process/`.
-
`https://bevyengine.org/learn/contribute/project-information/bevy-organization/`.
-
`https://bevyengine.org/learn/contribute/helping-out/opening-pull-requests/#style-guide`.
-
`https://bevyengine.org/learn/contribute/helping-out/creating-examples/#style-guide`

### Make `CONTRIBUTING.md` re-direct to Bevy's website's Contributing
Guide `https://bevyengine.org/learn/contribute/introduction`

### Change the contributing guide link in `welcome.yml` workflow to link
to Bevy's website's Contributing Guide
`https://bevyengine.org/learn/contribute/introduction`


## Testing

I looked at the markdown files in my repository's branch to make sure
they look fine. I have not tested the `welcome.yml` workflow since I
don't know how, without having a new contributor make a PR to my branch.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-08-23 11:47:02 +00:00
Andrew
e07119a0f9
Update Grid Gizmo to use Color (#14886)
# Objective

It looks like `Gizmos::grid*` was missed in the colour migration.

## Solution

This updates the `grid` methods and implementation to use `Color`
instead of `LinearRgba`.

It looks like `ExtractedPointLight` and `ExtractedDirectionalLight` also
use `LinearRgba`, although I think in extracted structures it's probably
fine to make more assumptions about what you want?

## Testing

I ran `cargo test --all -- bevy_gizmos` and it passed.

## Migration Guide

This shouldn't be adding anything that isn't already in a migration
guide? I assume as it uses `impl Into<...>` in the public interfaces
that any users of these APIs shouldn't have to make any code changes.
2024-08-23 02:54:45 +00:00
Christian Robles
35fb54fa49
Use lld for rustdoc on Linux in config_fast_builds.toml (#14839)
# Objective

Running `cargo ci` on Fedora 40 causes a system crash due to many `ld`
processes consuming all available memory when performing doc tests.

## Solution

This PR extends #13553.

- Add reference to #12207 in the CI sections of `CONTRIBUTING.md` and
`config_fast_builds.toml`.
- Add sample `rustdocflags` configurations for `lld` and `mold` to
`config_fast_builds.toml` for Linux.

## Testing

Crashing configuration

- config.toml
  ```
  [target.x86_64-unknown-linux-gnu]
  linker = "clang"
  rustflags = ["-Clink-arg=-fuse-ld=lld"]
  
  [alias]
  ci = "run --package ci --"
  ```
- Test command
  `cargo ci`

Working configuration

- config.toml
  ```
  [target.x86_64-unknown-linux-gnu]
  linker = "clang"
  rustflags = ["-Clink-arg=-fuse-ld=lld"]
  rustdocflags = ["-Clink-arg=-fuse-ld=lld"]
  
  [alias]
  ci = "run --package ci --"
  ```
- Test command
  `cargo ci`
2024-08-22 23:08:04 +00:00
Lubba64
f9fbd08f9f
Implement Reflect for std::ops::Bound (#14861)
# Objective

- Fixes #14844

## Solution

- implement reflect using the `impl_reflect_value` macro

## Testing

- I wrote a test locally to understand and learn how reflection worked
on a basic level and to confirm that yes indeed the bound struct could
use the reflection traits that have been implemented for it.

note: I did remove a line that asked for bound to not have reflect
implemented in a test, since that's the point of this PR and the test
worked without the line so I am not sure what that was about, not sure
if that uncovers a deeper issue or not.
2024-08-22 23:01:38 +00:00
Jiří Švejda
510fce9af3
Allow fog density texture to be scrolled over time with an offset (#14868)
# Objective

- The goal of this PR is to make it possible to move the density texture
of a `FogVolume` over time in order to create dynamic effects like fog
moving in the wind.
- You could theoretically move the `FogVolume` itself, but this is not
ideal, because the `FogVolume` AABB would eventually leave the area. If
you want an area to remain foggy while also creating the impression that
the fog is moving in the wind, a scrolling density texture is a better
solution.

## Solution

- The PR adds a `density_texture_offset` field to the `FogVolume`
component. This offset is in the UVW coordinates of the density texture,
meaning that a value of `(0.5, 0.0, 0.0)` moves the 3d texture by half
along the x-axis.
- Values above 1.0 are wrapped, a 1.5 offset is the same as a 0.5
offset. This makes it so that the density texture wraps around on the
other side, meaning that a repeating 3d noise texture can seamlessly
scroll forever. It also makes it easy to move the density texture over
time by simply increasing the offset every frame.

## Testing

- A `scrolling_fog` example has been added to demonstrate the feature.
It uses the offset to scroll a repeating 3d noise density texture to
create the impression of fog moving in the wind.
- The camera is looking at a pillar with the sun peaking behind it. This
highlights the effect the changing density has on the volumetric
lighting interactions.
- Temporal anti-aliasing combined with the `jitter` option of
`VolumetricFogSettings` is used to improve the quality of the effect.

---

## Showcase


https://github.com/user-attachments/assets/3aa50ebd-771c-4c99-ab5d-255c0c3be1a8
2024-08-22 19:43:14 +00:00
Thomas Alban
e4b740840f
Add filter_map_unchanged to Mut<T> (#14837)
Closes #14836.

`filter_map_unchanged` optionally maps to an inner value by applying a
function to the contained reference. This is useful in a situation where
you need to convert a `Mut<T>` to a `Mut<U>`, but only if `T` contains
`U`.

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2024-08-22 17:51:21 +00:00
Lubba64
b922896080
Expose bevy math ops (#14863)
# Objective

- Fixes #14796 

## Solution

- Copy docs for wrapper methods, make sure they are consistent with the
original docs except for the section on precision.
2024-08-22 17:07:00 +00:00
Gino Valente
f8ef767ab0
compile_fail_utils: Verify path exists (#14827)
# Objective

It looks like running `compile_fail_utils::test` on an invalid path just
skips the test. I'm not sure why `ui_test` doesn't fail the test, but it
seems pretty easy to accidentally cause a test to be skipped (I
experienced
[this](https://github.com/bevyengine/bevy/pull/14813#discussion_r1721880973)
while doing some refactoring on `bevy_reflect`).

## Solution

Check to make sure the given path exists before continuing on with the
tests.

Alternatively, we could look into seeing why this doesn't work properly
upstream. But I figured this solution was simple enough just to
implement directly without having to worry about updating `ui_test`.

## Testing

To verify that this works as expected `cd` into
`crates/bevy_reflect/compile_fail`. Then run the following:

```
cargo test --target-dir ../../../target
```

All compile fail tests should pass. Now edit the path used in
`crates/bevy_reflect/compile_fail/tests/derive.rs`. For example:

```diff
fn main() -> compile_fail_utils::ui_test::Result<()> {
-    compile_fail_utils::test("reflect_derive", "tests/reflect_derive")
+    compile_fail_utils::test("reflect_derive", "tests/does_not_exist")
}
```

Run the tests again:

```
cargo test --target-dir ../../../target
```

Verify the test fails with an error like:

```
Error: path does not exist: "tests/does_not_exist"
```
2024-08-22 16:54:26 +00:00
WillTheCodeWork
dbd226dc8a
Made the naming for commands parameter more consistent (#14851)
# Objective

Make the naming of a parameter more consistent.

## Solution

- Changing the name of a parameter.

## Testing

These changes can't be tested as they are documentation based.

---

I apologize if something is wrong here, this is my first PR to bevy.
2024-08-22 16:53:05 +00:00
Rob Parrett
3e86787e93
Clarify docs for RenderLayers::layer (#14871)
# Objective

`RenderLayers` was marketed as being unlimited in the Bevy 0.14 release
notes, but the most obvious constructor doesn't actually support
unlimited layers.

We should explicitly document this.

## Solution

Add some docs mentioning the limit and pointing the user to `with` or
`from_layers` if they need an arbitrary number of layers.
2024-08-22 16:37:31 +00:00
EdJoPaTo
938d810766
Apply unused_qualifications lint (#14828)
# Objective

Fixes #14782

## Solution

Enable the lint and fix all upcoming hints (`--fix`). Also tried to
figure out the false-positive (see review comment). Maybe split this PR
up into multiple parts where only the last one enables the lint, so some
can already be merged resulting in less many files touched / less
potential for merge conflicts?

Currently, there are some cases where it might be easier to read the
code with the qualifier, so perhaps remove the import of it and adapt
its cases? In the current stage it's just a plain adoption of the
suggestions in order to have a base to discuss.

## Testing

`cargo clippy` and `cargo run -p ci` are happy.
2024-08-21 12:29:33 +00:00
Kees van Beilen
7499b74bbf
Added Sprite::sized(custom_size) (#14849)
# Objective
add a quick shorthand for creating a sprite with an custom size. This is
often desired when working with custom units or scaled sprites and
allows for a cleaner syntax in those cases/

## Solution

Implemented a `sized` function on the Sprite struct which creates a
Sprite, sets the custom size and leaves the rest at their default values

---

## Changelog

- Added `Sprite::sized(custom_size: Vec2)`
2024-08-21 12:24:16 +00:00
robtfm
6e2f96f222
check sampler type in as_bind_group derives (#12637)
# Objective

currently if we use an image with the wrong sampler type in a material,
wgpu panics with an invalid texture format. turn this into a warning and
fail more gracefully.

## Solution

the expected sampler type is specified in the AsBindGroup derive, so we
can just check the image sampler is what it should be.

i am not totally sure about the mapping of image sampler type to
#[sampler(type)], i assumed:

```
    "filtering" => [ TextureSampleType::Float { filterable: true } ],
    "non_filtering" => [
        TextureSampleType::Float { filterable: false },
        TextureSampleType::Sint,
        TextureSampleType::Uint,
    ],
    "comparison" => [ TextureSampleType::Depth ],
```
2024-08-21 01:41:31 +00:00
Zachary Harrold
f59a6a971a
Added Documentation to all_tuples_with_size (#14832)
# Objective

- Fixes #14684

## Solution

- Added documentation to `all_tuples_with_size` based on existing
`all_tuples` documentation.
- Updated `all_tuples` documentation to match formatting of and link
back to `all_tuples_with_size`

## Testing

- Doctests ran locally.

## Notes

Formatting changes I have proposed make the documentation a little
cleaner in my opinion, but I am open to reverting them and amending
`all_tuples_with_size` to match if there are any reasonable objections.
2024-08-20 11:12:44 +00:00
Alice Cecile
ba2847929f
Revert "Add conversions between Visibility and bool (#14784)" (#14830)
This reverts commit e37bf18e2b, added in
#14784.

# Objective

The PR was fine, but the work was very poorly motivated and the
resulting API is not actually very nice. The actual user need is likely
better addressed by #14825.

## Solution

Revert the offending PR.
2024-08-20 11:08:46 +00:00
charlotte
99ab0285e4
Fix mesh2_manual exapmle. (#14831)
Fix `mesh2d_manual` example from changes in #13069.

```
wgpu error: Validation Error

Caused by:
  In RenderPass::end
    In a set_pipeline command
      Render pipeline targets are incompatible with render pass
        Incompatible depth-stencil attachment format: the RenderPass uses a texture with format Some(Depth32Float) but the RenderPipeline with 'colored_mesh2d_pipeline' label uses an attachment with format None
```
2024-08-20 00:51:15 +00:00
Zachary Harrold
491aec8e5b
Generalized Into<AssetSourceId> and Into<AssetPath> Implementations over Lifetime (#10823)
# Objective

- Fixes #10478

## Solution

Generalised `From/Into` implementations over `&str` and `Option<&str>`
for `AssetSourceId` and `AssetPath` across all lifetimes, not just
static. To maintain access to the `'static`-only specialisation, these
types (and `CowArc`) now include an `as_static` method which will apply
the specialisation.

```rust
// Snipped from `AssetApp`
fn register_asset_source(
    &mut self,
    id: impl Into<AssetSourceId<'static>>,
    //                          ^^^^^^^
    //                          | as_static is only available for 'static lifetimes
    source: AssetSourceBuilder,
) -> &mut Self {
    let id = id.into().as_static();
    //          ^^^^^^ ^^^^^^^^^
    //          |      | Specialized (internally storing CowArc::Static)
    //          | Generic Into (internally storing CowArc::Borrowed)
    
    // ...
}
```

This post-fix specialisation is available here because the actual
specialisation performed is only a marker for if/when modification or
ownership is required, making the transform a very cheap operation. For
cleanliness, I've also added `from_static`, which wraps this behaviour
in a clean shorthand designed to replace `from` calls.

---

## Changelog

- Generalised the following implementations over a generic lifetime:
  - `From<&'static str> for AssetSourceId<'static>`
  - `From<Option<&'static str>> for AssetSourceId<'static>`
  - `From<&'static str> for AssetPath<'static>`
  - `From<&'static Path> for AssetPath<'static>`
- Added `as_static` specialisation to:
  - `CowArc`
  - `AssetSourceId`
  - `AssetPath`
- Added `from_static` specialised constructor to:
  - `AssetSourceId`
  - `AssetPath`

## Migration Guide

In areas where these implementations where being used, you can now add
`from_static` in order to get the original specialised implementation
which avoids creating an `Arc` internally.

```rust
// Before
let asset_path = AssetPath::from("my/path/to/an/asset.ext");

// After
let asset_path = AssetPath::from_static("my/path/to/an/asset.ext");
```

To be clear, this is only required if you wish to maintain the
performance benefit that came with the specialisation. Existing code is
_not_ broken by this change.
2024-08-19 23:41:46 +00:00
Gino Valente
035fb78d6c
compile_fail_utils: Ignore target directory (#14829)
# Objective

The `target` directory in `/tools/compile_fail_utils` was not being
ignored by Git.

## Solution

Added `/tools/compile_fail_utils/target` to the root `.gitignore` in the
same spirit as the other top-level, workspace-excluded crate: `benches`.
2024-08-19 23:37:29 +00:00
Gino Valente
2b4180ca8f
bevy_reflect: Function reflection terminology refactor (#14813)
# Objective

One of the changes in #14704 made `DynamicFunction` effectively the same
as `DynamicClosure<'static>`. This change meant that the de facto
function type would likely be `DynamicClosure<'static>` instead of the
intended `DynamicFunction`, since the former is much more flexible.

We _could_ explore ways of making `DynamicFunction` implement `Copy`
using some unsafe code, but it likely wouldn't be worth it. And users
would likely still reach for the convenience of
`DynamicClosure<'static>` over the copy-ability of `DynamicFunction`.

The goal of this PR is to fix this confusion between the two types.

## Solution

Firstly, the `DynamicFunction` type was removed. Again, it was no
different than `DynamicClosure<'static>` so it wasn't a huge deal to
remove.

Secondly, `DynamicClosure<'env>` and `DynamicClosureMut<'env>` were
renamed to `DynamicFunction<'env>` and `DynamicFunctionMut<'env>`,
respectively.

Yes, we still ultimately kept the naming of `DynamicFunction`, but
changed its behavior to that of `DynamicClosure<'env>`. We need a term
to refer to both functions and closures, and "function" was the best
option.


[Originally](https://discord.com/channels/691052431525675048/1002362493634629796/1274091992162242710),
I was going to go with "callable" as the replacement term to encompass
both functions and closures (e.g. `DynamciCallable<'env>`). However, it
was
[suggested](https://discord.com/channels/691052431525675048/1002362493634629796/1274653581777047625)
by @SkiFire13 that the simpler "function" term could be used instead.

While "callable" is perhaps the better umbrella term—being truly
ambiguous over functions and closures— "function" is more familiar, used
more often, easier to discover, and is subjectively just
"better-sounding".

## Testing

Most changes are purely swapping type names or updating documentation,
but you can verify everything still works by running the following
command:

```
cargo test --package bevy_reflect
```
2024-08-19 21:52:36 +00:00
robtfm
75738ed80f
catch asset loader panics (#14809)
# Objective

currently if an asset loader panics, the asset is left in a perpetual
`Loading` state. this can occur with external crates (eg the image crate
panics on bad data). catch this panic and resolve the asset to `Failed`

## Solution

`AssertUnwindSafe(loader.load).catch_unwind()` and map the panic to an
`AssetLoadError`

separated out from #13170
2024-08-19 21:50:39 +00:00
Ramon Bernardo
80028d1323
Fix error when closing window in 2d_viewport_to_world example (#14804)
# Objective

- Fix error when closing window in 2d_viewport_to_world example.

Before
```
2024-08-17T22:51:47.690252Z  INFO bevy_winit::system: Creating new window "App" (0v1#4294967296)
2024-08-17T22:52:22.062959Z  INFO bevy_window::system: No windows are open, exiting
2024-08-17T22:52:22.064045Z  INFO bevy_winit::system: Closing window 0v1#4294967296
thread 'Compute Task Pool (5)' panicked at examples/2d/2d_viewport_to_world.rs:20:41:
called `Result::unwrap()` on an `Err` value: NoEntities("bevy_ecs::query::state::QueryState<&bevy_window:🪟:Window>")
```

After
```
2024-08-17T22:57:31.623499Z  INFO bevy_winit::system: Creating new window "App" (0v1#4294967296)
2024-08-17T22:57:32.990058Z  INFO bevy_window::system: No windows are open, exiting
2024-08-17T22:57:32.991152Z  INFO bevy_winit::system: Closing window 0v1#4294967296
2024-08-17T22:57:32.994426Z  INFO bevy_window::system: No windows are open, exiting
 *  Terminal will be reused by tasks, press any key to close it. 
```

## Solution

- Check if the window still exists before drawing the cursor
2024-08-19 21:48:32 +00:00
EdJoPaTo
a6d233981d
Fix ecs example thread_rng duplicate creation (#14795)
# Objective

While looking through the changes #14782 will create I noticed this.

## Solution

Reuse the existing thread_rng. As this is a code change I would like to
not include it in a pure lint enable PR.

## Testing

I did not test this change (other than the automated CI with this PR). I
think it should be a fairly simple change that can be reviewed only by
the code.
2024-08-19 21:46:42 +00:00
Rob Parrett
618cf7f51d
Remove useless Direction field (#14793)
# Objective

Delete some code that isn't actually doing anything. This was actually
discovered way back in this obsolete PR: #5513.

Also Fixes #6286

## Solution

Delete it

## Alternatives

Make `Direction` do things. But it's not totally clear to me if it's
possible to override cosmic-text's unicode bidi stuff.

## Migration Guide

`Style` no longer has a `direction` field, and `Direction` has been
deleted. They didn't do anything, so you can delete any references to
them as well.
2024-08-19 21:45:28 +00:00
Stanisław Kawulok
e37bf18e2b
Add conversions between Visibility and bool (#14784)
# Objective

Fixes #14521. 

## Solution

Added to methods to the VIsibility. 
```rs
is_visible() -> Result<bool, String>
```
 and 
```rs
visbility_from_bool(bool) -> Visibility
```

## Testing

Ran 
* `cargo run -p ci -- lints`
* `cargo run -p ci -- test`
* `cargo run -p ci -- compile`
it seems to be working. 
However I got few error messages :`ERROR bevy_log: could not set global
logger and tracing subscriber as they are already set. Consider
disabling LogPlugin` in `cargo run -p ci -- test`, even though all test
passed. I'm not sure if that's expected behaviour

Ps. I'm new to contributing, please correct me if anything is wrong
2024-08-19 21:40:54 +00:00
Robert Walter
d2fa55db6b
New utility methods on InfinitePlane3d (#14651)
# Objective

Some algorithms don't really work well or are not efficient in 3D space.
When we know we have points on an `InfinitePlane3d` it would be helpful
to have some utility methods to reversibly transform points on the plane
to 2D space to apply some algorithms there.

## Solution

This PR adds a few of methods to project 3D points on a plane to 2D
points and inject them back. Additionally there are some other small
common helper methods.

## Testing

- added some tests that cover the new methods

---------

Co-authored-by: Matty <weatherleymatthew@gmail.com>
2024-08-19 21:36:18 +00:00
Periwink
eaa805102d
add docs explaining the two accesses of a System meta (#14580)
# Objective

When reading the ECS code it is sometimes confusing to understand why we
have 2 accesses, one of ComponentId and one of ArchetypeComponentId


## Solution

Make the usage of these 2 accesses more explicit

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-08-19 21:32:45 +00:00
Luca Della Vedova
6d3b2faf8a
Fix commands not being Send / Sync in 0.14 (#14392)
# Objective

Fixes Commands not being `Send` or `Sync` anymore in 0.14 by
implementing `Send` and `Sync` for `RawCommandQueue`.

## Solution

Reference discussion in
[discord](https://discord.com/channels/691052431525675048/691052431974465548/1259464518539411570).
It seems that in https://github.com/bevyengine/bevy/pull/13249, when
adding a `RawCommandQueue` variant to the `InternalQueue`, the `Send /
Sync` traits were not implemented for it, which bubbled up all the way
to `Commands` not being `Send / Sync` anymore.
I am not very familiar with the ECS internals so I can't say whether the
`RawCommandQueue` is safe to be shared between threads, but I know for
sure that before the linked PR `Commands` were indeed `Send` and `Sync`
so that PR broke "some workflows" (mandatory
[xkcd](https://xkcd.com/1172/)).

## Testing

This PR itself includes a compile test to make sure `Commands` will
implement `Send` and `Sync`. The test itself fails without the
implementation and succeeds with it.
Furthermore, if I cherry pick the test to a previous release (i.e. 0.13)
it indeed succeeds, showing that this is a regression specific to 0.14.

---------

Signed-off-by: Luca Della Vedova <lucadv@intrinsic.ai>
2024-08-19 21:29:30 +00:00
Robin KAY
defeeb375b
Fix size of MeshVertexAttributeId to be platform independent (#6624)
# Objective

`MeshVertexAttributeId` is currently a wrapper type around a `usize`.
Application developers are exposed to the `usize` whenever they need to
define a new custom vertex attribute, which requires them to generate a
random `usize` ID to avoid clashes with any other custom vertex
attributes in the same application. As the range of a `usize` is
platform dependent, developers on 64-bit machines may inadvertently
generate random values which will fail to compile for a 32-bit target.
The use of a `usize` here encourages non-portable behaviour and should
be replaced with a fixed width type.

## Solution

In this PR I have changed the ID type from `usize` to `u64`, but equally
a `u32` could be used at the risk of breaking some extant non-portable
programs and increasing the chance of an ID collision.
2024-08-19 21:09:20 +00:00
mgi388
bd8faa7ae1
Fix key bindings in 3d_gizmos example after camera controller (#14812)
# Objective

Fixes #14811

## Solution

- Switch `D` to `T`: `T` for "on top of"
- Switch `A` to `B`: `B` in "AABB", or "boxes"

## Testing

- Ran the example locally
- Checked the key bindings that the camera controller uses and made sure
we're not using them in the 3d_gizmos example anymore

After:

<img width="1278" alt="image"
src="https://github.com/user-attachments/assets/4f558d09-5acf-4eb8-8ece-6d4297e62c9f">
2024-08-19 00:20:38 +00:00
Gino Valente
423285cf1c
bevy_reflect: Store functions as DynamicClosure<'static> in FunctionRegistry (#14704)
# Objective

#14098 added the `FunctionRegistry` for registering functions such that
they can be retrieved by name and used dynamically. One thing we chose
to leave out in that initial PR is support for closures.

Why support closures? Mainly, we don't want to prohibit users from
injecting environmental data into their registered functions. This
allows these functions to not leak their internals to the public API.

For example, let's say we're writing a library crate that allows users
to register callbacks for certain actions. We want to perform some
actions before invoking the user's callback so we can't just call it
directly. We need a closure for this:

```rust
registry.register("my_lib::onclick", move |event: ClickEvent| {
    // ...other work...

    user_onclick.call(event); // <-- Captured variable
});
```

We could have made our callback take a reference to the user's callback.
This would remove the need for the closure, but it would change our
desired API to place the burden of fetching the correct callback on the
caller.

## Solution

Modify the `FunctionRegistry` to store registered functions as
`DynamicClosure<'static>` instead of `DynamicFunction` (now using
`IntoClosure` instead of `IntoFunction`).

Due to limitations in Rust and how function reflection works,
`DynamicClosure<'static>` is functionally equivalent to
`DynamicFunction`. And a normal function is considered a subset of
closures (it's a closure that doesn't capture anything), so there
shouldn't be any difference in usage: all functions that satisfy
`IntoFunction` should satisfy `IntoClosure`.

This means that the registration API introduced in #14098 should require
little-to-no changes on anyone following `main`.

### Closures vs Functions

One consideration here is whether we should keep closures and functions
separate.

This PR unifies them into `DynamicClosure<'static>`, but we can consider
splitting them up. The reasons we might want to do so are:

- Simplifies mental model and terminology (users don't have to
understand that functions turn into closures)
- If Rust ever improves its function model, we may be able to add
additional guarantees to `DynamicFunction` that make it useful to
separate the two
- Adding support for generic functions may be less confusing for users
since closures in Rust technically can't be generic

The reasons behind this PR's unification approach are:

- Reduces the number of methods needed on `FunctionRegistry`
- Reduces the number of lookups a user may have to perform (i.e.
"`get_function` or else `get_closure`")
- Establishes `DynamicClosure<'static>` as the de facto dynamic callable
(similar to how most APIs in Rust code tend to prefer `impl Fn() ->
String` over `fn() -> String`)

I'd love to hear feedback on this matter, and whether we should continue
with this PR's approach or switch to a split model.

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect
```

---

## Showcase

Closures can now be registered into the `FunctionRegistry`:

```rust
let punct = String::from("!!!");

registry.register_with_name("my_crate::punctuate", move |text: String| {
  format!("{}{}", text, punct)
});
```
2024-08-17 00:20:47 +00:00
Alice Cecile
da529ff09e
Ignore PipelineCache ambiguities (#14772)
# Objective

The `prepare_view_upscaling_pipelines` system has dozens of ambiguities,
which makes it harder to spot and prevent new ambiguities.

Closes https://github.com/bevyengine/bevy/issues/14770.

## Solution

Just exclude the system from ambiguity detection. See the linked issue
for more context on why this resolution was chosen.

## Testing

Running the `ambiguity_detection` example now reports dozens fewer
`Render` app ambiguities.
2024-08-16 23:43:40 +00:00
Vitaliy Sapronenko
bc445bb5c6
Add feature requirement info to image loading docs (#13712)
# Objective

- Add "Available on crate feature <image format> only." for docs of
image format related types/functions
- Add warning "WARN bevy_render::texture::image: feature "<image
format>" is not enabled" on load attempt
- Fixes #13468 .

## Solution

- Added #[cfg(feature = "<image format>")] for types and warn!("feature
\"<image format>\" is not enabled"); for ImageFormat enum conversions

## Testing

ran reproducing example from issue #13468 and saw in logs
`WARN bevy_render::texture::image: feature "exr" is not enabled`

generated docs with command `RUSTDOCFLAGS="-Zunstable-options
--cfg=docsrs" cargo +nightly doc --workspace --all-features --no-deps
--document-private-items --open` and saw

![image](https://github.com/bevyengine/bevy/assets/17225606/820262bb-b4e6-4a5e-a306-bddbe9c40852)
that docs contain `Available on crate feature <image format> only.`
marks

![image](https://github.com/bevyengine/bevy/assets/17225606/57463440-a2ea-435f-a2c2-50d34f7f55a9)

## Migration Guide
Image format related entities are feature gated, if there are
compilation errors about unknown names there are some of features in
list (`exr`, `hdr`, `basis-universal`, `png`, `dds`, `tga`, `jpeg`,
`bmp`, `ktx2`, `webp` and `pnm`) should be added.
2024-08-16 23:43:20 +00:00
Robert Walter
d7cb781977
Switch rotation & translation in grid gizmos (#14656)
# Objective

- Fixes #14655

## Solution

Rotation should happen first as this is more easier to conceptualize in
the mind: We rotate around the coordinate origin `Vec3::ZERO` and then
we just shift the geometry so that its center is exactly on the
specified position

## Testing && Showcase

Code:

```rust
    gizmos.grid(
        Vec3::ONE * 10.0,
        Quat::from_rotation_x(PI / 3. * 2.),
        UVec2::splat(20),
        Vec2::new(2., 2.),
        PURPLE,
    );
    gizmos.sphere(Vec3::ONE * 10.0, Quat::default(), 1.0, PURPLE);
```

Before picture:


![image](https://github.com/user-attachments/assets/7fea2e71-e62b-4763-9f9f-7a1ecd630ada)

After picture:


![image](https://github.com/user-attachments/assets/899dad64-010a-4e4b-86ae-53b85fef0bbc)


## Migration Guide

- Users might have to double check their already existing calls to all
the `grid` methods. It should be more intuitive now though.
2024-08-16 23:40:06 +00:00
nsarlin
313db39912
Add try_insert_with_new (#14787)
# Objective
Fix #14771 by adding a `try_insert_if_new` method to the
`EntityCommands`

## Solution
This simply calls the  `try_insert` function with `InsertMode::Keep`

## Testing
I did not add any test because `EntityCommands::try_insert` does not
seem to be tested either. I can add some if needed.
2024-08-16 21:25:11 +00:00