# Objective
- Reduce time spent in the `check_visibility` system
## Solution
- Use `Vec3A` for all bounding volume types to leverage SIMD optimisations and to avoid repeated runtime conversions from `Vec3` to `Vec3A`
- Inline all bounding volume intersection methods
- Add on-the-fly calculated `Aabb` -> `Sphere` and do `Sphere`-`Frustum` intersection tests before `Aabb`-`Frustum` tests. This is faster for `many_cubes` but could be slower in other cases where the sphere test gives a false-positive that the `Aabb` test discards. Also, I tested precalculating the `Sphere`s and inserting them alongside the `Aabb` but this was slower.
- Do not test meshes against the far plane. Apparently games don't do this anymore with infinite projections, and it's one fewer plane to test against. I made it optional and still do the test for culling lights but that is up for discussion.
- These collectively reduce `check_visibility` execution time in `many_cubes -- sphere` from 2.76ms to 1.48ms and increase frame rate from ~42fps to ~44fps
Tracing added support for "inline span entering", which cuts down on a lot of complexity:
```rust
let span = info_span!("my_span").entered();
```
This adapts our code to use this pattern where possible, and updates our docs to recommend it.
This produces equivalent tracing behavior. Here is a side by side profile of "before" and "after" these changes.
![image](https://user-images.githubusercontent.com/2694663/158912137-b0aa6dc8-c603-425f-880f-6ccf5ad1b7ef.png)
# Objective
Context: [Discord Discussion](https://discord.com/channels/691052431525675048/745355529777315850/950532143325519902)
Improve the PR template by adding "Changelog" and "Migration Guide" sections. These sections should hopefully help speed up the review/merge process, as well as help make release notes and migration guides.
## Solution
Added the "Changelog" section template which suggests listing out the changes of the PR. This also acts as a sort of tl;dr for reviewers (especially for larger PRs).
Added the "Migration Guide" section template which suggests describing how a user might need to migrate their codebase to account for the changes by the PR. This also helps authors/contributors keep the end-user in mind when adding or changing the API.
Both sections are optional— an author does not _need_ to fill these out. Hopefully they will, though, as it provides a handful of really great benefits.
Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Make the example a little easier to follow by removing unnecessary steps.
## Solution
- `Assets<Image>` will give us a handle for our render texture if we call `add()` instead of `set()`. No need to set it manually; one less thing to think about while reading the example.
# Objective
Partially address #407 by setting up automated deployments of `bevy`'s API reference to GitHub Pages.
## Solution
Set up a GitHub Actions workflow that builds the docs on every push to `main` and pushes a new commit to a `gh-pages` (or `docs` branch).
A few smaller additions to better address #407:
- A top level redirect was added to take "docs.bevyengine.org" directly to the `bevy` crate docs.
- A GitHub Pages CNAME file for supporting a publicly viewable domain instead of `github.io`
- A robots.txt file is added to disable all search engine crawlers that respect it from crawling it (avoid having conflicting Google search results)
- A .nojekyl file to speed up deployments since there is no Jekyll templating in the output.
This may require configuration of the `GITHUB_TOKEN` of the CI to successfully run this.
## Followup
For this to completely resolve#407, a subdomain of https://bevyengine.org/ needs to be set up to point to the CNAME location. This is initially set to "dev-docs.bevyengine.org".
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Support compressed textures including 'universal' formats (ETC1S, UASTC) and transcoding of them to
- Support `.dds`, `.ktx2`, and `.basis` files
## Solution
- Fixes https://github.com/bevyengine/bevy/issues/3608 Look there for more details.
- Note that the functionality is all enabled through non-default features. If it is desirable to enable some by default, I can do that.
- The `basis-universal` crate, used for `.basis` file support and for transcoding, is built on bindings against a C++ library. It's not feasible to rewrite in Rust in a short amount of time. There are no Rust alternatives of which I am aware and it's specialised code. In its current state it doesn't support the wasm target, but I don't know for sure. However, it is possible to build the upstream C++ library with emscripten, so there is perhaps a way to add support for web too with some shenanigans.
- There's no support for transcoding from BasisLZ/ETC1S in KTX2 files as it was quite non-trivial to implement and didn't feel important given people could use `.basis` files for ETC1S.
# Add Transform Examples
- Adding examples for moving/rotating entities (with its own section) to resolve#2400
I've stumbled upon this project and been fiddling around a little. Saw the issue and thought I might just add some examples for the proposed transformations.
Mind to check if I got the gist correctly and suggest anything I can improve?
# Objective
- Fixes#3300
- `RunSystem` is messy
## Solution
- Adds the trick theorised in https://github.com/bevyengine/bevy/issues/3300#issuecomment-991791234
P.S. I also want this for an experimental refactoring of `Assets`, to remove the duplication of `Events<AssetEvent<T>>`
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Hierarchy tools are not just used for `Transform`: they are also used for scenes.
- In the future there's interest in using them for other features, such as visiibility inheritance.
- The fact that these tools are found in `bevy_transform` causes a great deal of user and developer confusion
- Fixes#2758.
## Solution
- Split `bevy_transform` into two!
- Make everything work again.
Note that this is a very tightly scoped PR: I *know* there are code quality and docs issues that existed in bevy_transform that I've just moved around. We should fix those in a seperate PR and try to merge this ASAP to reduce the bitrot involved in splitting an entire crate.
## Frustrations
The API around `GlobalTransform` is a mess: we have massive code and docs duplication, no link between the two types and no clear way to extend this to other forms of inheritance.
In the medium-term, I feel pretty strongly that `GlobalTransform` should be replaced by something like `Inherited<Transform>`, which lives in `bevy_hierarchy`:
- avoids code duplication
- makes the inheritance pattern extensible
- links the types at the type-level
- allows us to remove all references to inheritance from `bevy_transform`, making it more useful as a standalone crate and cleaning up its docs
## Additional context
- double-blessed by @cart in https://github.com/bevyengine/bevy/issues/4141#issuecomment-1063592414 and https://github.com/bevyengine/bevy/issues/2758#issuecomment-913810963
- preparation for more advanced / cleaner hierarchy tools: go read https://github.com/bevyengine/rfcs/pull/53 !
- originally attempted by @finegeometer in #2789. It was a great idea, just needed more discussion!
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- CI is giving a warning about duplicate dependency because of a differing versions between `winit` and `ahash` of https://github.com/bytecodealliance/wasi
- PRs that are mergeable look like they're not.
## Solution
- Add this crate to the list of ignored duplicates
**Problem**
- whenever you want more than one of the builtin cameras (for example multiple windows, split screen, portals), you need to add a render graph node that executes the correct sub graph, extract the camera into the render world and add the correct `RenderPhase<T>` components
- querying for the 3d camera is annoying because you need to compare the camera's name to e.g. `CameraPlugin::CAMERA_3d`
**Solution**
- Introduce the marker types `Camera3d`, `Camera2d` and `CameraUi`
-> `Query<&mut Transform, With<Camera3d>>` works
- `PerspectiveCameraBundle::new_3d()` and `PerspectiveCameraBundle::<Camera3d>::default()` contain the `Camera3d` marker
- `OrthographicCameraBundle::new_3d()` has `Camera3d`, `OrthographicCameraBundle::new_2d()` has `Camera2d`
- remove `ActiveCameras`, `ExtractedCameraNames`
- run 2d, 3d and ui passes for every camera of their respective marker
-> no custom setup for multiple windows example needed
**Open questions**
- do we need a replacement for `ActiveCameras`? What about a component `ActiveCamera { is_active: bool }` similar to `Visibility`?
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Make insertion of uniform components faster
## Solution
- Use batch insertion in the prepare_uniform_components system
- Improves `many_cubes -- sphere` from ~42fps to ~43fps
Co-authored-by: François <mockersf@gmail.com>
# Objective
fix cluster tilesize and tilecount calculations.
Fixes https://github.com/bevyengine/bevy/issues/4127 & https://github.com/bevyengine/bevy/issues/3596
## Solution
- calculate tilesize as smallest integers such that dimensions.xy() tiles will cover the screen
- calculate final dimensions as smallest integers such that final dimensions * tilesize will cover the screen
there is more cleanup that could be done in these functions. a future PR will likely remove the tilesize completely, so this is just a minimal change set to fix the current bug at small screen sizes
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Use the low power, reactive rendering settings for UI examples.
- Make the feature more discoverable by using it in an applicable context.
# Objective
Fixes#4036
## Solution
- Use `VertexBufferLayout::from_vertex_formats`
- Actually put a u32 into `ATTRIBUTE_COLOR` and convert it in the shader
I'm not 100% sure about the color stuff. It seems like `ATTRIBUTE_COLOR` has been `Uint32` this whole time, but this example previously worked with `[f32; 4]` somehow, perhaps because the vertex layout was manually specified.
Let me know if that can be improved, or feel free to close for an alternative fix.
# Objective
Lets say we need to rotate stretched object for this purpose we can created stretched `Child` and add as child to `Parent`, later we can rotate `Parent`, `Child` in this situation should rotate keeping it form, it is not the case with `SpriteBundle` currently. If you try to do it with `SpriteBundle` it will deform.
## Solution
My pull request fixes order of transformations to scale -> rotate -> translate, with this fix `SpriteBundle` behaves as expected in described rotation, without deformation. Here is quote from "Essential Mathematics for Games":
> Generally, the desired order we wish to use for these transforms is to scale first, then rotate, then translate. Scaling first gives us the scaling along the axes we expect. We can then rotate around the origin of the frame, and then translate it into place.
I'm must say when I was using `MaterialMesh2dBundle` it behaves correctly in both cases with `bevy main` and with my fix, don't know why, was not able to figure it out why there is difference.
here is code I was using for testing:
```rust
use bevy::{
prelude::*,
render::render_resource::{Extent3d, TextureDimension, TextureFormat},
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
};
fn main() {
let mut app = App::new();
app.insert_resource(ClearColor(Color::rgb(0.1, 0.2, 0.3)))
.add_plugins(DefaultPlugins)
.add_startup_system(setup);
app.run();
}
fn setup(
mut commands: Commands,
mut images: ResMut<Assets<Image>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let mut c = OrthographicCameraBundle::new_2d();
c.orthographic_projection.scale = 1.0 / 10.0;
commands.spawn_bundle(c);
// note: mesh somehow works for both variants
// let quad: Mesh2dHandle = meshes.add(Mesh::from(shape::Quad::default())).into();
// let child = commands
// .spawn_bundle(MaterialMesh2dBundle {
// mesh: quad.clone(),
// transform: Transform::from_translation(Vec3::new(0.0, 0.0, -1.0))
// .with_scale(Vec3::new(10.0, 1.0, 1.0)),
// material: materials.add(ColorMaterial::from(Color::BLACK)),
// ..Default::default()
// })
// .id();
// commands
// .spawn_bundle(MaterialMesh2dBundle {
// mesh: quad,
// transform: Transform::from_rotation(Quat::from_rotation_z(0.78))
// .with_translation(Vec3::new(0.0, 0.0, 10.0)),
// material: materials.add(ColorMaterial::from(Color::WHITE)),
// ..Default::default()
// })
// .push_children(&[child]);
let white = images.add(get_image(Color::rgb(1.0, 1.0, 1.0)));
let black = images.add(get_image(Color::rgb(0.0, 0.0, 0.0)));
let child = commands
.spawn_bundle(SpriteBundle {
texture: black,
transform: Transform::from_translation(Vec3::new(0.0, 0.0, -1.0))
.with_scale(Vec3::new(10.0, 1.0, 1.0)),
..Default::default()
})
.id();
commands
.spawn_bundle(SpriteBundle {
texture: white,
transform: Transform::from_rotation(Quat::from_rotation_z(0.78))
.with_translation(Vec3::new(0.0, 0.0, 10.0)),
..Default::default()
})
.push_children(&[child]);
}
fn get_image(color: Color) -> Image {
let mut bytes = Vec::with_capacity((1 * 1 * 4 * 4) as usize);
let color = color.as_rgba_f32();
bytes.extend(color[0].to_le_bytes());
bytes.extend(color[1].to_le_bytes());
bytes.extend(color[2].to_le_bytes());
bytes.extend(1.0_f32.to_le_bytes());
Image::new(
Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
TextureDimension::D2,
bytes,
TextureFormat::Rgba32Float,
)
}
```
here is screenshot with `bevy main` and my fix:
![examples](https://user-images.githubusercontent.com/816292/151708304-c07c891e-da70-43f4-9c41-f85fa166a96d.png)
# Objective
provide some customisation for default cluster setup
avoid "cluster index lists is full" in all cases (using a strategy outlined by @superdump)
## Solution
Add ClusterConfig enum (which can be inserted into a view at any time) to allow specifying cluster setup with variants:
- None (do not do any light assignment - for views which do not require light info, e.g. minimaps etc)
- Single (one cluster)
- XYZ (explicit cluster counts in each dimension)
- FixedZ (most similar to current - specify Z-slices and total, then x and y counts are dynamically determined to give approximately square clusters based on current aspect ratio)
Defaults to FixedZ { total: 4096, z: 24 } which is similar to the current setup.
Per frame, estimate the number of indices that would be required for the current config and decrease the cluster counts / increase the cluster sizes in the x and y dimensions if the index list would be too small.
notes:
- I didn't put ClusterConfig in the camera bundles to avoid introducing a dependency from bevy_render to bevy_pbr. the ClusterConfig enum comes with a pbr-centric impl block so i didn't want to move that into bevy_render either.
- ~Might want to add None variant to cluster config for views that don't care about lights?~
- Not well tested for orthographic
- ~there's a cluster_muck branch on my repo which includes some diagnostics / a modified lighting example which may be useful for tyre-kicking~ (outdated, i will bring it up to date if required)
anecdotal timings:
FPS on the lighting demo is negligibly better (~5%), maybe due to a small optimisation constraining the light aabb to be in front of the camera
FPS on the lighting demo with 100 extra lights added is ~33% faster, and also renders correctly as the cluster index count is no longer exceeded
# Objective
- Fix#2163
- Allow configuration of thread pools through `DefaultTaskPoolOptions`
## Solution
- `TaskPoolThreadAssignmentPolicy` was already public but not exported. Export it.
# Objective
Fixes#4133
## Solution
Add comparisons to make sure we don't dereference `Mut<>` in the two places where `Transform` is being mutated. `GlobalTransform` implementation already works properly so fixing Transform automatically fixed that as well.
## Objective
Currently, all directional and point lights have their viewing frusta recalculated every frame, even if they have not moved or been disabled/enabled.
## Solution
The relevant systems now make use of change detection to only update those lights whose viewing frusta may have changed.
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 1 to 3.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a href="https://github.com/actions/upload-artifact/releases">actions/upload-artifact's releases</a>.</em></p>
<blockquote>
<h2>v3.0.0</h2>
<h2>What's Changed</h2>
<ul>
<li>Update default runtime to node16 (<a href="https://github-redirect.dependabot.com/actions/upload-artifact/issues/293">#293</a>)</li>
<li>Update package-lock.json file version to 2 (<a href="https://github-redirect.dependabot.com/actions/upload-artifact/issues/302">#302</a>)</li>
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<h3>Breaking Changes</h3>
<p>With the update to Node 16, all scripts will now be run with Node 16 rather than Node 12.</p>
<h2>v2.3.1</h2>
<p>Fix for empty fails on Windows failing on upload <a href="https://github-redirect.dependabot.com/actions/upload-artifact/issues/281">#281</a></p>
<h2>v2.3.0 Upload Artifact</h2>
<ul>
<li>Optimizations for faster uploads of larger files that are already compressed</li>
<li>Significantly improved logging when there are chunked uploads</li>
<li>Clarifications in logs around the upload size and prohibited characters that aren't allowed in the artifact name or any uploaded files</li>
<li>Various other small bugfixes & optimizations</li>
</ul>
<h2>v2.2.4</h2>
<ul>
<li>Retry on HTTP 500 responses from the service</li>
</ul>
<h2>v2.2.3</h2>
<ul>
<li>Fixes for proxy related issues</li>
</ul>
<h2>v2.2.2</h2>
<ul>
<li>Improved retryability and error handling</li>
</ul>
<h2>v2.2.1</h2>
<ul>
<li>Update used actions/core package to the latest version</li>
</ul>
<h2>v2.2.0</h2>
<ul>
<li>Support for artifact retention</li>
</ul>
<h2>v2.1.4</h2>
<ul>
<li>Add Third Party License Information</li>
</ul>
<h2>v2.1.3</h2>
<ul>
<li>Use updated version of the <code>@action/artifact</code> NPM package</li>
</ul>
<h2>v2.1.2</h2>
<ul>
<li>Increase upload chunk size from 4MB to 8MB</li>
<li>Detect case insensitive file uploads</li>
</ul>
<h2>v2.1.1</h2>
<ul>
<li>Fix for certain symlinks not correctly being identified as directories before starting uploads</li>
</ul>
<h2>v2.1.0</h2>
<ul>
<li>Support for uploading artifacts with multiple paths</li>
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<li>Updates to dependencies</li>
</ul>
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</details>
# Objective
- Improve documentation.
- Provide helper functions for common uses of `Windows` relating to getting the primary `Window`.
- Reduce repeated `Window` code.
# Solution
- Adds infallible `primary()` and `primary_mut()` functions with standard error text. This replaces the commonly used `get_primary().unwrap()` seen throughout bevy which has inconsistent or nonexistent error messages.
- Adds `scale_factor(WindowId)` to replace repeated code blocks throughout.
# Considerations
- The added functions can panic if the primary window does not exist.
- It is very uncommon for the primary window to not exist, as seen by the regular use of `get_primary().unwrap()`. Most users will have a single window and will need to reference the primary window in their code multiple times.
- The panic provides a consistent error message to make this class of error easy to spot from the panic text.
- This follows the established standard of short names for infallible-but-unlikely-to-panic functions in bevy.
- Removes line noise for common usage of `Windows`.
# Objective
Fixes#3744
## Solution
The old code used the formula `normal . center + d + radius <= 0` to determine if the sphere with center `center` and radius `radius` is outside the plane with normal `normal` and distance from origin `d`. This only works if `normal` is normalized, which is not necessarily the case. Instead, `normal` and `d` are both multiplied by some factor that `radius` isn't multiplied by. So the additional code multiplied `radius` by that factor.
## Objective
A step towards `f64` `Transform`s (#1680). For now, I am rolling my own `Transform`. But in order to derive Reflect, I specifically need `DQuat` to be reflectable.
```rust
#[derive(Component, Reflect, Copy, Clone, PartialEq, Debug)]
#[reflect(Component, PartialEq)]
pub struct Transform {
pub translation: DVec3,
pub rotation: DQuat, // error: the trait `bevy::prelude::Reflect` is not implemented for `DQuat`
pub scale: DVec3,
}
```
## Solution
I have added a `DQuat` impl for `Reflect` alongside the other glam impls. I've also added impls for `DMat3` and `DMat4` to match.
# Objective
- Reduce power usage for games when not focused.
- Reduce power usage to ~0 when a desktop application is minimized (opt-in).
- Reduce power usage when focused, only updating on a `winit` event, or the user sends a redraw request. (opt-in)
https://user-images.githubusercontent.com/2632925/156904387-ec47d7de-7f06-4c6f-8aaf-1e952c1153a2.mp4
Note resource usage in the Task Manager in the above video.
## Solution
- Added a type `UpdateMode` that allows users to specify how the winit event loop is updated, without exposing winit types.
- Added two fields to `WinitConfig`, both with the `UpdateMode` type. One configures how the application updates when focused, and the other configures how the application behaves when it is not focused. Users can modify this resource manually to set the type of event loop control flow they want.
- For convenience, two functions were added to `WinitConfig`, that provide reasonable presets: `game()` (default) and `desktop_app()`.
- The `game()` preset, which is used by default, is unchanged from current behavior with one exception: when the app is out of focus the app updates at a minimum of 10fps, or every time a winit event is received. This has a huge positive impact on power use and responsiveness on my machine, which will otherwise continue running the app at many hundreds of fps when out of focus or minimized.
- The `desktop_app()` preset is fully reactive, only updating when user input (winit event) is supplied or a `RedrawRequest` event is sent. When the app is out of focus, it only updates on `Window` events - i.e. any winit event that directly interacts with the window. What this means in practice is that the app uses *zero* resources when minimized or not interacted with, but still updates fluidly when the app is out of focus and the user mouses over the application.
- Added a `RedrawRequest` event so users can force an update even if there are no events. This is useful in an application when you want to, say, run an animation even when the user isn't providing input.
- Added an example `low_power` to demonstrate these changes
## Usage
Configuring the event loop:
```rs
use bevy::winit::{WinitConfig};
// ...
.insert_resource(WinitConfig::desktop_app()) // preset
// or
.insert_resource(WinitConfig::game()) // preset
// or
.insert_resource(WinitConfig{ .. }) // manual
```
Requesting a redraw:
```rs
use bevy:🪟:RequestRedraw;
// ...
fn request_redraw(mut event: EventWriter<RequestRedraw>) {
event.send(RequestRedraw);
}
```
## Other details
- Because we have a single event loop for multiple windows, every time I've mentioned "focused" above, I more precisely mean, "if at least one bevy window is focused".
- Due to a platform bug in winit (https://github.com/rust-windowing/winit/issues/1619), we can't simply use `Window::request_redraw()`. As a workaround, this PR will temporarily set the window mode to `Poll` when a redraw is requested. This is then reset to the user's `WinitConfig` setting on the next frame.
# Objective
Currently, errors in the render graph runner are exposed via a `Result::unwrap()` panic message, which dumps the debug representation of the error.
## Solution
This PR updates `render_system` to log the chain of errors, followed by an explicit panic:
```
ERROR bevy_render::renderer: Error running render graph:
ERROR bevy_render::renderer: > encountered an error when running a sub-graph
ERROR bevy_render::renderer: > tried to pass inputs to sub-graph "outline_graph", which has no input slots
thread 'main' panicked at 'Error running render graph: encountered an error when running a sub-graph', /[redacted]/bevy/crates/bevy_render/src/renderer/mod.rs:44:9
```
Some errors' `Display` impls (via `thiserror`) have also been updated to provide more detail about the cause of the error.
# Objective
- `Assets<T>::iter_mut` sends `Modified` event for all assets first, then returns the iterator
- This means that events could be sent for assets that would not have been mutated if iteration was stopped before
## Solution
- Send `Modified` event when assets are iterated over.
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
- Make the many_cubes example more interesting (and look more like many_sprites)
## Solution
- Actually display many cubes
- Move the camera around
Not sure if this is the new format, but quickly looking I couldn't wind a easy way to update it in the book
# Objective
* For sample project to compile after first pages of book
got:
```
= note: clang: error: invalid linker name in argument '-fuse-ld=/usr/local/bin/zld'
error: linking with `cc` failed: exit status: 1
```
## Solution
FIx to correct zld path
This makes it possible for materials to configure front or
back face culling, or disable culling.
Initially I looked at specializing the Mesh which currently
controls this state but conceptually it seems more appropriate
to control this at the material level, not the mesh level.
_Just for reference this also seems to be consistent with Unity
where materials/shaders can configure the culling mode between
front/back/off - as opposed to configuring any culling state
when importing a mesh._
After some archaeology, trying to understand how this might
relate to the existing 'double_sided' option, it was determined
that double_sided is a more high level lighting option originally
from Filament that will cause the normals for back faces to be
flipped.
For sake of avoiding complexity, but keeping control this
currently keeps the options orthogonal, and adds some clarifying
documentation for `double_sided`. This won't affect any existing
apps since there hasn't been a way to disable backface culling
up until now, so the option was essentially redundant.
double_sided support could potentially be updated to imply
disabling of backface culling.
For reference https://github.com/bevyengine/bevy/pull/3734/commits also looks at exposing cull mode control. I think the main difference here is that this patch handles RenderPipelineDescriptor specialization directly within the StandardMaterial implementation instead of communicating info back to the Mesh via the `queue_material_meshes` system.
With the way material.rs builds up the final RenderPipelineDescriptor first by calling specialize for the MeshPipeline followed by specialize for the material then it seems like we have a natural place to override anything in the descriptor that's first configured for the mesh state.
# Objective
Add Visibility for lights
## Solution
- add Visibility to PointLightBundle and DirectionLightBundle
- filter lights used by Visibility.is_visible
note: includes changes from #3916 due to overlap, will be cleaner after that is merged
# Objective
When developing plugins, I very often come up to the need to have logging information printed out. The exact syntax is a bit cryptic, and takes some time to find the documentation.
Also a minor typo fix in `It has the same syntax as` part
## Solution
Adding a direct example in the module level information for both:
1. Enabling a specific level (`trace` in the example) for a module and all its subsystems at App init
2. Doing the same from console, when launching the application
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.
```rust
use bevy::prelude::*;
#[derive(Default)]
struct Foo {
bar: usize,
baz: usize,
}
// Normally you would do this:
let foo = Foo {
bar: 10,
..Default::default()
};
// But now you can do this:
let foo = Foo {
bar: 10,
..default()
};
```
The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
# Objective
fix#3915
## Solution
the issues are caused by
- lights are assigned to clusters before being filtered down to MAX_POINT_LIGHTS, leading to cluster counts potentially being too high
- after fixing the above, packing the count into 8 bits still causes overflow with exactly 256 lights affecting a cluster
to fix:
```assign_lights_to_clusters```
- limit extracted lights to MAX_POINT_LIGHTS, selecting based on shadow-caster & intensity (if required)
- warn if MAX_POINT_LIGHT count is exceeded
```prepare_lights```
- limit the lights assigned to a cluster to CLUSTER_COUNT_MASK (which is 1 less than MAX_POINT_LIGHTS) to avoid overflowing into the offset bits
notes:
- a better solution to the overflow may be to use more than 8 bits for cluster_count (the comment states only 14 of the remaining 24 bits are used for the offset). this would touch more of the code base but i'm happy to try if it has some benefit.
- intensity is only one way to select lights. it may be worth allowing user configuration of the light filtering, but i can't see a clean way to do that
# Objective
- Add ways to control how audio is played
## Solution
- playing a sound will return a (weak) handle to an asset that can be used to control playback
- if the asset is dropped, it will detach the sink (same behaviour as now)