Commit graph

5589 commits

Author SHA1 Message Date
pablo-lua
397d111ea7
Insert Gizmos config instead of Init (#11580)
# Objective

- Fixes #11569 

## Solution

- Add new methods to the Ext Trait 

---

## Changelog

### Added
- Added new methods to the trait `AppGizmoBuilder`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-28 15:00:09 +00:00
NiseVoid
755917fe4b
Derive PartialEq, Serialize, Deserialize and Reflect on primitives (#11514)
# Objective

- Implement common traits on primitives

## Solution

- Derive PartialEq on types that were missing it.
- Derive Copy on small types that were missing it.
- Derive Serialize/Deserialize if the feature on bevy_math is enabled.
- Add a lot of cursed stuff to the bevy_reflect `impls` module.
2024-01-28 14:55:30 +00:00
Alice Cecile
01ce75d7bf
Derive Debug for Framecount (#11573)
# Objective

- I wanted this for an example, and I think it's a fundamentally handy
debugging tool (with already public fields).

## Solution

-  `derive(Debug)` for `FrameCount`
2024-01-28 13:25:49 +00:00
Mateusz Wachowiak
59b4921827
Add Accessibility plugin to default plugins docs (#11512)
# Objective

- Fixes #11453

This is a temporary fix. There is PR fixing it (#11460), but I'm not
sure if it's going to be merged before the 0.13 release.
2024-01-28 10:04:43 +00:00
dependabot[bot]
72727909bb
Bump actions/cache from 3 to 4 (#11469)
Bumps [actions/cache](https://github.com/actions/cache) from 3 to 4.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/actions/cache/releases">actions/cache's
releases</a>.</em></p>
<blockquote>
<h2>v4.0.0</h2>
<h2>What's Changed</h2>
<ul>
<li>Update action to node20 by <a
href="https://github.com/takost"><code>@​takost</code></a> in <a
href="https://redirect.github.com/actions/cache/pull/1284">actions/cache#1284</a></li>
<li>feat: save-always flag by <a
href="https://github.com/to-s"><code>@​to-s</code></a> in <a
href="https://redirect.github.com/actions/cache/pull/1242">actions/cache#1242</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a href="https://github.com/takost"><code>@​takost</code></a> made
their first contribution in <a
href="https://redirect.github.com/actions/cache/pull/1284">actions/cache#1284</a></li>
<li><a href="https://github.com/to-s"><code>@​to-s</code></a> made their
first contribution in <a
href="https://redirect.github.com/actions/cache/pull/1242">actions/cache#1242</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/actions/cache/compare/v3...v4.0.0">https://github.com/actions/cache/compare/v3...v4.0.0</a></p>
<h2>v3.3.3</h2>
<h2>What's Changed</h2>
<ul>
<li>Cache v3.3.3 by <a
href="https://github.com/robherley"><code>@​robherley</code></a> in <a
href="https://redirect.github.com/actions/cache/pull/1302">actions/cache#1302</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a href="https://github.com/robherley"><code>@​robherley</code></a>
made their first contribution in <a
href="https://redirect.github.com/actions/cache/pull/1302">actions/cache#1302</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/actions/cache/compare/v3...v3.3.3">https://github.com/actions/cache/compare/v3...v3.3.3</a></p>
<h2>v3.3.2</h2>
<h2>What's Changed</h2>
<ul>
<li>Fixed readme with new segment timeout values by <a
href="https://github.com/kotewar"><code>@​kotewar</code></a> in <a
href="https://redirect.github.com/actions/cache/pull/1133">actions/cache#1133</a></li>
<li>Readme fixes by <a
href="https://github.com/kotewar"><code>@​kotewar</code></a> in <a
href="https://redirect.github.com/actions/cache/pull/1134">actions/cache#1134</a></li>
<li>Updated description of the lookup-only input for main action by <a
href="https://github.com/kotewar"><code>@​kotewar</code></a> in <a
href="https://redirect.github.com/actions/cache/pull/1130">actions/cache#1130</a></li>
<li>Change two new actions mention as quoted text by <a
href="https://github.com/bishal-pdMSFT"><code>@​bishal-pdMSFT</code></a>
in <a
href="https://redirect.github.com/actions/cache/pull/1131">actions/cache#1131</a></li>
<li>Update Cross-OS Caching tips by <a
href="https://github.com/pdotl"><code>@​pdotl</code></a> in <a
href="https://redirect.github.com/actions/cache/pull/1122">actions/cache#1122</a></li>
<li>Bazel example (Take <a
href="https://redirect.github.com/actions/cache/issues/2">#2</a>️⃣) by
<a href="https://github.com/vorburger"><code>@​vorburger</code></a> in
<a
href="https://redirect.github.com/actions/cache/pull/1132">actions/cache#1132</a></li>
<li>Remove actions to add new PRs and issues to a project board by <a
href="https://github.com/jorendorff"><code>@​jorendorff</code></a> in <a
href="https://redirect.github.com/actions/cache/pull/1187">actions/cache#1187</a></li>
<li>Consume latest toolkit and fix dangling promise bug by <a
href="https://github.com/chkimes"><code>@​chkimes</code></a> in <a
href="https://redirect.github.com/actions/cache/pull/1217">actions/cache#1217</a></li>
<li>Bump action version to 3.3.2 by <a
href="https://github.com/bethanyj28"><code>@​bethanyj28</code></a> in <a
href="https://redirect.github.com/actions/cache/pull/1236">actions/cache#1236</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a href="https://github.com/vorburger"><code>@​vorburger</code></a>
made their first contribution in <a
href="https://redirect.github.com/actions/cache/pull/1132">actions/cache#1132</a></li>
<li><a
href="https://github.com/jorendorff"><code>@​jorendorff</code></a> made
their first contribution in <a
href="https://redirect.github.com/actions/cache/pull/1187">actions/cache#1187</a></li>
<li><a href="https://github.com/chkimes"><code>@​chkimes</code></a> made
their first contribution in <a
href="https://redirect.github.com/actions/cache/pull/1217">actions/cache#1217</a></li>
<li><a
href="https://github.com/bethanyj28"><code>@​bethanyj28</code></a> made
their first contribution in <a
href="https://redirect.github.com/actions/cache/pull/1236">actions/cache#1236</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/actions/cache/compare/v3...v3.3.2">https://github.com/actions/cache/compare/v3...v3.3.2</a></p>
<h2>v3.3.1</h2>
<h2>What's Changed</h2>
<ul>
<li>Reduced download segment size to 128 MB and timeout to 10 minutes by
<a href="https://github.com/kotewar"><code>@​kotewar</code></a> in <a
href="https://redirect.github.com/actions/cache/pull/1129">actions/cache#1129</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/actions/cache/compare/v3...v3.3.1">https://github.com/actions/cache/compare/v3...v3.3.1</a></p>
<h2>v3.3.0</h2>
<h2>What's Changed</h2>
<ul>
<li>Bug: Permission is missing in cache delete example by <a
href="https://github.com/kotokaze"><code>@​kotokaze</code></a> in <a
href="https://redirect.github.com/actions/cache/pull/1123">actions/cache#1123</a></li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/actions/cache/blob/main/RELEASES.md">actions/cache's
changelog</a>.</em></p>
<blockquote>
<h1>Releases</h1>
<h3>3.0.0</h3>
<ul>
<li>Updated minimum runner version support from node 12 -&gt; node
16</li>
</ul>
<h3>3.0.1</h3>
<ul>
<li>Added support for caching from GHES 3.5.</li>
<li>Fixed download issue for files &gt; 2GB during restore.</li>
</ul>
<h3>3.0.2</h3>
<ul>
<li>Added support for dynamic cache size cap on GHES.</li>
</ul>
<h3>3.0.3</h3>
<ul>
<li>Fixed avoiding empty cache save when no files are available for
caching. (<a
href="https://redirect.github.com/actions/cache/issues/624">issue</a>)</li>
</ul>
<h3>3.0.4</h3>
<ul>
<li>Fixed tar creation error while trying to create tar with path as
<code>~/</code> home folder on <code>ubuntu-latest</code>. (<a
href="https://redirect.github.com/actions/cache/issues/689">issue</a>)</li>
</ul>
<h3>3.0.5</h3>
<ul>
<li>Removed error handling by consuming actions/cache 3.0 toolkit, Now
cache server error handling will be done by toolkit. (<a
href="https://redirect.github.com/actions/cache/pull/834">PR</a>)</li>
</ul>
<h3>3.0.6</h3>
<ul>
<li>Fixed <a
href="https://redirect.github.com/actions/cache/issues/809">#809</a> -
zstd -d: no such file or directory error</li>
<li>Fixed <a
href="https://redirect.github.com/actions/cache/issues/833">#833</a> -
cache doesn't work with github workspace directory</li>
</ul>
<h3>3.0.7</h3>
<ul>
<li>Fixed <a
href="https://redirect.github.com/actions/cache/issues/810">#810</a> -
download stuck issue. A new timeout is introduced in the download
process to abort the download if it gets stuck and doesn't finish within
an hour.</li>
</ul>
<h3>3.0.8</h3>
<ul>
<li>Fix zstd not working for windows on gnu tar in issues <a
href="https://redirect.github.com/actions/cache/issues/888">#888</a> and
<a
href="https://redirect.github.com/actions/cache/issues/891">#891</a>.</li>
<li>Allowing users to provide a custom timeout as input for aborting
download of a cache segment using an environment variable
<code>SEGMENT_DOWNLOAD_TIMEOUT_MINS</code>. Default is 60 minutes.</li>
</ul>
<h3>3.0.9</h3>
<ul>
<li>Enhanced the warning message for cache unavailablity in case of
GHES.</li>
</ul>
<h3>3.0.10</h3>
<ul>
<li>Fix a bug with sorting inputs.</li>
<li>Update definition for restore-keys in README.md</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="13aacd865c"><code>13aacd8</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/cache/issues/1242">#1242</a>
from to-s/main</li>
<li><a
href="53b35c5439"><code>53b35c5</code></a>
Merge branch 'main' into main</li>
<li><a
href="65b8989fab"><code>65b8989</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/cache/issues/1284">#1284</a>
from takost/update-to-node-20</li>
<li><a
href="d0be34d544"><code>d0be34d</code></a>
Fix dist</li>
<li><a
href="66cf064d47"><code>66cf064</code></a>
Merge branch 'main' into update-to-node-20</li>
<li><a
href="1326563738"><code>1326563</code></a>
Merge branch 'main' into main</li>
<li><a
href="e71876755e"><code>e718767</code></a>
Fix format</li>
<li><a
href="01229828ff"><code>0122982</code></a>
Apply workaround for earlyExit</li>
<li><a
href="3185ecfd61"><code>3185ecf</code></a>
Update &quot;only-&quot; actions to node20</li>
<li><a
href="25618a0a67"><code>25618a0</code></a>
Bump version</li>
<li>Additional commits viewable in <a
href="https://github.com/actions/cache/compare/v3...v4">compare
view</a></li>
</ul>
</details>
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2024-01-28 09:59:48 +00:00
Stepan Koltsov
335c3ff17d
Rustdoc links in bevy_ui (#11555)
# Objective

No links between types make create rustdoc harder to understand.

## Solution

Add links. Also tweak some sentences.
2024-01-28 02:21:39 +00:00
Robert Walter
bcae8e9a8b
Implement Arc3D for Gizmos (#11540)
# Objective

- Implement an arc3d API for gizmos
- Solves #11536

## Solution

### `arc_3d`

- The current `arc3d` method on gizmos only takes an angle
- It draws an "standard arc" by default, this is an arc starting at
`Vec3::X`, in the XZ plane, in counter clockwise direction with a normal
that is facing up
- The "standard arc" can be customized with the usual gizmo builder
pattern. This way you'll be able to draw arbitrary arcs

### `short/long_arc_3d_between`

- Given `center`, `from`, `to` draws an arc between `from` and `to`

---

## Changelog

> This section is optional. If this was a trivial fix, or has no
externally-visible impact, you can delete this section.

- Added: `Gizmos::arc3d(&mut self, angle)` method
- Added: `Gizmos::long_arc_3d_between(&mut self, center, from, to)`
method
- Added: `Gizmos::short_arc_3d_between(&mut self, center, from, to)`
method

---

This PR factors out an orthogonal part of another PR as mentioned in
[this
comment](https://github.com/bevyengine/bevy/pull/11072#issuecomment-1883859573)
2024-01-28 02:13:17 +00:00
Lane Kolbly
9fcf862114
bevy_ecs: Add doc example for par_iter_mut (#11311) (#11499)
# Objective

Fixes #11311 

## Solution

Adds an example to the documentation for `par_iter_mut`. I didn't add
any examples to `par_iter`, because I couldn't think of a good example
and I figure users can infer that `par_iter` and `par_iter_mut` are
similar.
2024-01-28 02:13:03 +00:00
poopy
2391e44fa0
added ability to get Res<T> from World with World::get_resource_ref (#11561)
# Objective

It's sometimes desirable to get a `Res<T>` rather than `&T` from
`World::get_resource`.
Alternative to #9940, partly adresses #9926

## Solution

added additional methods to `World` and `UnsafeWorldCell` to retrieve a
resource wrapped in a `Res`.
- `UnsafeWorldCell::get_resource_ref`
- `World::get_resource_ref`
- `World::resource_ref`

I can change it so `World::resource_mut` returns `ResMut` instead of
`Mut` as well if that's desired, but that could also be added later in a
seperate pr.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
2024-01-28 01:38:21 +00:00
Ame
56c3079586
fix link to tracy (#11521)
# Objective

#11331 move the tracy dependency, this remove the line number to avoid
keeping the link in sync

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-27 19:23:37 +00:00
vero
886a2560d2
Fix warnings in bevy_reflect (#11556)
# Objective

- Address junk leftover by TypeUuid removal

## Solution

- Get rid of unused deps and imports

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-27 17:34:35 +00:00
pablo-lua
1e241fb6b4
Allow user to choose default ui camera (#11436)
# Objective

- Resolves #11377 

## Solution

- Add marker component `IsDefaultUiCamera` that will be choosen first as
the default camera.

If you want the IsDefaultUiCamera default camera to be in another
window, thats now possible.
- `IsDefaultUiCamera` is expected to be within a single Camera, if that
assertion fails, one PrimaryWindow Camera will be choosen.

---

## Changelog

### Added
- Added `IsDefaultUiCamera` marker component.

---------

Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
2024-01-27 17:27:24 +00:00
Bude
3851679173
Allow TextureAtlasBuilder in AssetLoader (#11548)
# Objective

Allow TextureAtlasBuilder in AssetLoader.
Fixes #2987

## Solution

- TextureAtlasBuilder no longer hold just AssetIds that are used to
retrieve the actual image data in `finish`, but &Image instead.
- TextureAtlasBuilder now required AssetId only optionally (and it is
only used to retrieve the index from the AssetId in TextureAtlasLayout),

## Issues

- The issue mentioned here
https://github.com/bevyengine/bevy/pull/11474#issuecomment-1904676937
now also extends to the actual atlas texture. In short: Calling
add_texture multiple times for the same texture will lead to duplicate
image data in the atlas texture and additional indices.
If you provide an AssetId we can probably do something to de-duplicate
the entries while keeping insertion order (suggestions welcome on how
exactly). But if you don't then we are out of luck (unless we can and
want to hash the image, which I do not think we want).

---

## Changelog

### Changed
- TextureAtlasBuilder `add_texture` can be called without providing an
AssetId
- TextureAtlasBuilder `finish` no longer takes Assets<Image> and no
longer returns a Handle<Image>

## Migration Guide

- For `add_texture` you need to wrap your AssetId in Some
- `finish` now returns the atlas texture image directly instead of a
handle. Provide the atlas texture to `add` on Assets<Texture> to get a
Handle<Image>
2024-01-27 16:16:44 +00:00
robtfm
b35b9e5005
normalize joint weights (#10539)
# Objective

allow automatic fixing of bad joint weights.
fix #10447 

## Solution

- remove automatic normalization of vertexes with all zero joint
weights.
- add `Mesh::normalize_joint_weights` which fixes zero joint weights,
and also ensures that all weights sum to 1. this is a manual call as it
may be slow to apply to large skinned meshes, and is unnecessary if you
have control over the source assets.

note: this became a more significant problem with 0.12, as weights that
are close to, but not exactly 1 now seem to use `Vec3::ZERO` for the
unspecified weight, where previously they used the entity translation.
2024-01-27 16:13:38 +00:00
Trashtalk217
a955d65ffa
Exclusive systems can now be used for one-shot systems (#11560)
Joy notified me that exclusive systems should now work (they may have
always worked, I don't know), so here's a quick change to the
documentation.
2024-01-27 16:10:39 +00:00
Rob Parrett
7da144bc3d
Refactor tonemapping example's image viewer update into two systems (#11519)
# Objective

Alternative to #11515.

Fixes change detection being triggered on the "image viewer image
material" every frame.

## Solution

- Split the megasystem into two separate systems: one to handle drop
events, and one to handle asset change events.
- Move the event reader iteration "outside." so that we're only doing
stuff when there are events.
- Flatten some of the more extreme nesting
- Other bits of cleanup, removing an unnecessary clone and unused
variable.

I think these systems can even run in parallel now, not that it
particularly matters.
2024-01-27 16:06:34 +00:00
Elabajaba
45e920c2e1
Workaround for ICE in the DXC shader compiler in debug builds with an EnvironmentMapLight (#11487)
# Objective

DXC+DX12 debug builds with an environment map have been broken since
https://github.com/bevyengine/bevy/pull/11366 merged due to an internal
compiler error in DXC. I tracked it down to a single `break` statement
and reported it upstream
(https://github.com/microsoft/DirectXShaderCompiler/issues/6183)

## Solution

Workaround the ICE by setting the for loop index variable to the max
value of the loop to avoid the `break` that's causing the ICE.

This works because it's the last thing in the for loop.

The `reflection_probes` and `pbr` examples both appear to still work
correctly.
2024-01-27 13:37:08 +00:00
Brian Reavis
c227fc9fad
Fix infinite asset preparation due to undrained AssetEvent events (#11383)
# Objective

After #10520, I was experiencing seriously degraded performance that
ended up being due to never-drained `AssetEvent` events causing havoc
inside `extract_render_asset::<A>`. The same events being read over and
over again meant the same assets were being prepared every frame for
eternity. For what it's worth, I was noticing this on a static scene
about every 3rd or so time running my project.

* References #10520
* Fixes #11240

Why these events aren't sometimes drained between frames is beyond me
and perhaps worthy of another investigation, but the approach in this PR
effectively restores the original cached `EventReader` behavior (which
fixes it).

## Solution

I followed the [`CachedSystemState`
example](3a666cab23/crates/bevy_ecs/src/system/function_system.rs (L155))
to make sure that the `EventReader` state is cached between frames like
it used to be when it was an argument of `extract_render_asset::<A>`.
2024-01-27 03:16:57 +00:00
Joseph
d66c868e6f
Expressively define plugins using functions (#11080)
# Objective

Plugins are an incredible tool for encapsulating functionality. They are
low-key one of Bevy's best features. Combined with rust's module and
privacy system, it's a match made in heaven.

The one downside is that they can be a little too verbose to define. 90%
of all plugin definitions look something like this:

```rust
pub struct MyPlugin;

impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.init_resource::<CameraAssets>()
           .add_event::<SetCamera>()
           .add_systems(Update, (collect_set_camera_events, drive_camera).chain());
    }
}
```

Every so often it gets a little spicier:

```rust
pub struct MyGenericPlugin<T>(PhantomData<T>);

impl<T> Default for MyGenericPlugin<T> { 
    fn default() -> Self { ... }
 }

impl<T> Plugin for MyGenericPlugin<T> { ... }
```

This is an annoying amount of boilerplate. Ideally, plugins should be
focused and small in scope, which means any app is going to have a *lot*
of them. Writing a plugin should be as easy as possible, and the *only*
part of this process that carries any meaning is the body of `fn build`.

## Solution

Implement `Plugin` for functions that take `&mut App` as a parameter.

The two examples above now look like this:

```rust
pub fn my_plugin(app: &mut App) {
    app.init_resource::<CameraAssets>()
       .add_event::<SetCamera>()
       .add_systems(Update, (collect_set_camera_events, drive_camera).chain());
} 

pub fn my_generic_plugin<T>(app: &mut App) {
    // No need for PhantomData, it just works.
}
```

Almost all plugins can be written this way, which I believe will make
bevy code much more attractive. Less boilerplate and less meaningless
indentation. More plugins with smaller scopes.

---

## Changelog

The `Plugin` trait is now implemented for all functions that take `&mut
App` as their only parameter. This is an abbreviated way of defining
plugins with less boilerplate than manually implementing the trait.

---------

Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
2024-01-27 02:40:15 +00:00
Miles Silberling-Cook
8f25805b66
Added documentation explaining the difference between lumens and luxes (#11551)
# Objective

- Fix https://github.com/bevyengine/bevy/issues/9809

## Solution

- Describe the difference between lumens and luxes, and why some
lightsources use one and some the other.
2024-01-27 00:32:14 +00:00
thepackett
182c21dc58
AssetPath source parse fix (#11543)
# Objective


Fixes #11533 


When `AssetPath`s are created from a string type, they are parsed into
an `AssetSource`, a `Path`, and a `Label`.
The current method of parsing has some unnecessary quirks:

- The presence of a `:` character is assumed to be the start of an asset
source indicator.
- This is not necessarily true. There are valid uses of a `:` character
in an asset path, for example an http source's port such as
`localhost:80`.
- If there are multiple instances of `://`, the last one is assumed to
be the asset source deliminator.
- This has some unexpected behavior. Even in a fully formed path, such
as `http://localhost:80`, the `:` between `localhost` and `80` is
assumed to be the start of an asset source, causing an error since it
does not form the full sequence `://`.


## Solution
Changes the `AssetPath`'s `parse_internal` method to be more permissive.
- Only the exact sequence `://` is taken to be the asset source
deliminator, and only the first one if there are multiple.
- As a consequence, it is no longer possible to detect a malformed asset
source deliminator, and so the corresponding error was removed.
2024-01-26 21:23:06 +00:00
Doonv
7ae36a99c8
Fix bug where Sprite::rect was ignored (#11480)
# Objective

https://github.com/bevyengine/bevy/pull/5103 caused a bug where
`Sprite::rect` was ignored by the engine. (Did nothing)

## Solution

My solution changes the way how Bevy calculates the rect, based on this
table:

| `atlas_rect` | `Sprite::rect` | Result |

|--------------|----------------|------------------------------------------------------|
| `None` | `None` | `None` |
| `None` | `Some` | `Sprite::rect` |
| `Some` | `None` | `atlas_rect` |
| `Some` | `Some` | `Sprite::rect` is used, relative to `atlas_rect.min`
|
2024-01-26 20:48:41 +00:00
thepackett
76682fdcb7
AssetSaver and AssetTransformer split (#11260)
# Objective
One of a few Bevy Asset improvements I would like to make: #11216.

Currently asset processing and asset saving are handled by the same
trait, `AssetSaver`. This makes it difficult to reuse saving
implementations and impossible to have a single "universal" saver for a
given asset type.

## Solution
This PR splits off the processing portion of `AssetSaver` into
`AssetTransformer`, which is responsible for transforming assets. This
change involves adding the `LoadTransformAndSave` processor, which
utilizes the new API. The `LoadAndSave` still exists since it remains
useful in situations where no "transformation" of the asset is done,
such as when compressing assets.

## Notes:
As an aside, Bikeshedding is welcome on the names. I'm not entirely
convinced by `AssetTransformer`, which was chosen mostly because
`AssetProcessor` is taken. Additionally, `LoadTransformSave` may be
sufficient instead of `LoadTransformAndSave`.


---

## Changelog
### Added 
- `AssetTransformer` which is responsible for transforming Assets.
- `LoadTransformAndSave`, a `Process` implementation.
### Changed
- Changed `AssetSaver`'s responsibilities from processing and saving to
just saving.
- Updated `asset_processing` example to use new API.
- Old asset .meta files regenerated with new processor.
2024-01-26 20:20:58 +00:00
Elabajaba
35ac1b152e
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280)
# Objective

Keep core dependencies up to date.

## Solution

Update the dependencies.

wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was
included in this.

The rwh 0.6 version bump is just the simplest way of doing it. There
might be a way we can take advantage of wgpu's new safe surface creation
api, but I'm not familiar enough with bevy's window management to
untangle it and my attempt ended up being a mess of lifetimes and rustc
complaining about missing trait impls (that were implemented). Thanks to
@MiniaczQ for the (much simpler) rwh 0.6 version bump code.

Unblocks https://github.com/bevyengine/bevy/pull/9172 and
https://github.com/bevyengine/bevy/pull/10812

~~This might be blocked on cpal and oboe updating their ndk versions to
0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested
on android, and everything seems to work correctly (audio properly stops
when minimized, and plays when re-focusing the app).

---

## Changelog

- `wgpu` has been updated to 0.19! The long awaited arcanization has
been merged (for more info, see
https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan
should now be working again on Intel GPUs.
- Targeting WebGPU now requires that you add the new `webgpu` feature
(setting the `RUSTFLAGS` environment variable to
`--cfg=web_sys_unstable_apis` is still required). This feature currently
overrides the `webgl2` feature if you have both enabled (the `webgl2`
feature is enabled by default), so it is not recommended to add it as a
default feature to libraries without putting it behind a flag that
allows library users to opt out of it! In the future we plan on
supporting wasm binaries that can target both webgl2 and webgpu now that
wgpu added support for doing so (see
https://github.com/bevyengine/bevy/issues/11505).
- `raw-window-handle` has been updated to version 0.6.

## Migration Guide

- `bevy_render::instance_index::get_instance_index()` has been removed
as the webgl2 workaround is no longer required as it was fixed upstream
in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed.
- WebGPU now requires the new `webgpu` feature to be enabled. The
`webgpu` feature currently overrides the `webgl2` feature so you no
longer need to disable all default features and re-add them all when
targeting `webgpu`, but binaries built with both the `webgpu` and
`webgl2` features will only target the webgpu backend, and will only
work on browsers that support WebGPU.
- Places where you conditionally compiled things for webgl2 need to be
updated because of this change, eg:
- `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]`
becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"),
feature = "webgpu"))]`
- `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes
`#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))]`
- `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if
cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))`
- `create_texture_with_data` now also takes a `TextureDataOrder`. You
can probably just set this to `TextureDataOrder::default()`
- `TextureFormat`'s `block_size` has been renamed to `block_copy_size`
- See the `wgpu` changelog for anything I might've missed:
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
Joona Aalto
dd4d07dc9c
Add new constructors for Circle and Sphere (#11526)
# Objective

Make APIs more consistent and ergonomic by adding a `new` constructor
for `Circle` and `Sphere`.

This could be seen as a redundant "trivial constructor", but in
practise, it seems valuable to me. I have lots of cases where formatting
becomes ugly because of the lack of a constructor, like this:

```rust
Circle {
    radius: self.radius(),
}
.contains_local_point(centered_pt)
```

With `new`, it'd be formatted much nicer:

```rust
Circle::new(self.radius()).contains_local_point(centered_pt)
```

Of course, this is just one example, but my circle/sphere definitions
very frequently span three or more lines when they could fit on one.

Adding `new` also increases consistency. `Ellipse` has `new` already,
and so does the mesh version of `Circle`.

## Solution

Add a `new` constructor for `Circle` and `Sphere`.
2024-01-26 16:00:59 +00:00
Ensar Sarajčić
10f95956a6
Fix documentation for AssetReader::is_directory function (#11538)
# Objective

- Fix documentation for `AssetReader::is_directory` (it is currently
exactly the same as docs for `read_directory`)

---------

Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
2024-01-26 13:55:36 +00:00
vero
fb367dac72
Add Animated Material example (#11524)
# Objective

- Fixes #11516

## Solution

- Add Animated Material example (colors are hue-cycling smoothly
per-mesh)


![image](https://github.com/bevyengine/bevy/assets/11307157/c75b9e66-0019-41b8-85ec-647559c6ba01)

Note: this example reproduces the perf issue found in #10610 pretty
consistently, with and without the changes from that PR included. Frame
time is sometimes around 4.3ms, other times around 12-14ms. Its pretty
random per run. I think this clears #10610 for merge.
2024-01-26 13:34:46 +00:00
Kanabenki
86e91f4368
Reuse sampler when creating cached bind groups (#10610)
# Objective

- Some passes recreate a sampler when creating a bind group to be
cached, even if the sampler is always the same.

## Solution

- Store the sampler in the corresponding pipeline resource.
2024-01-26 13:34:29 +00:00
Manuel Fuchs
bfb8e9978a
Rename Schedule::name to Schedule::label (#11531)
# Objective

While working on #11527 I spotted that the internal field for the label
of a `Schedule` is called `name`. Using `label` seems more in line with
the other naming across Bevy.

## Solution

Renaming the field was straightforward since it's not exposed outside of
the module. This also means a changelog or migration guide isn't
necessary.
2024-01-25 19:13:23 +00:00
Doonv
a93cefe2cf
Improve config_fast_builds.toml (#11529)
# Objective

Theres no explaination for what the compiler flags
`config_fast_builds.toml` do

## Solution

Explain what the flags in `config_fast_builds.toml` do.
2024-01-25 19:07:51 +00:00
Manuel Fuchs
79b4f26158
Add custom schedule example (#11527)
# Objective

Fixes #11411

## Solution

- Added a simple example how to create and configure custom schedules
that are run by the `Main` schedule.
- Spot checked some of the API docs used, fixed `App::add_schedule` docs
that referred to a function argument that was removed by #9600.

## Open Questions

- While spot checking the docs, I noticed that the `Schedule` label is
stored in a field called `name` instead of `label`. This seems
unintuitive since the term label is used everywhere else. Should we
change that field name? It was introduced in #9600. If so, I do think
this change would be out of scope for this PR that mainly adds the
example.
2024-01-25 17:51:53 +00:00
Elabajaba
cd8dccb8b2
Fix cyclic dep (#11523)
# Objective

Rust analyzer kept complaining about a cyclic dependency due to
`bevy_input` having a dev-dependency on `bevy`.

`bevy_input` was also missing `bevy_reflect`'s "smol_str" feature which
it needs to compile on its own.

Fixes #10256

## Solution

Remove the dev-dependency on `bevy` from `bevy_input` since it was only
used to reduce imports for 1 test and 3 doc examples by 1 line each, as
`bevy_input` already has dependencies on everything needed for those
tests and doctests to work.

Add `bevy_reflect`'s "smol_str" feature to `bevy_input`'s dependency
list as it needs it to actually compile.
2024-01-25 17:44:32 +00:00
Rob Parrett
29224768e4
Optional override for global spatial scale (#10419)
# Objective

Fixes #10414.

That issue and its comments do a great job of laying out the case for
this.

## Solution

Added an optional `spatial_scale` field to `PlaybackSettings`, which
overrides the default value set on `AudioPlugin`.

## Changelog

- `AudioPlugin::spatial_scale` has been renamed to
`default_spatial_scale`.
- `SpatialScale` is no longer a resource and is wrapped by
`DefaultSpatialScale`.
- Added an optional `spatial_scale` to `PlaybackSettings`.

## Migration Guide

`AudioPlugin::spatial_scale` has been renamed to `default_spatial_scale`
and the default spatial scale can now be overridden on individual audio
sources with `PlaybackSettings::spatial_scale`.

If you were modifying or reading `SpatialScale` at run time, use
`DefaultSpatialScale` instead.

```rust
// before
app.add_plugins(DefaultPlugins.set(AudioPlugin {
    spatial_scale: SpatialScale::new(AUDIO_SCALE),
    ..default()
}));

// after
app.add_plugins(DefaultPlugins.set(AudioPlugin {
    default_spatial_scale: SpatialScale::new(AUDIO_SCALE),
    ..default()
}));
```
2024-01-25 16:29:35 +00:00
AxiomaticSemantics
2ebf5a303e
Remove TypeUuid (#11497)
# Objective
TypeUuid is deprecated, remove it.

## Migration Guide
Convert any uses of `#[derive(TypeUuid)]` with `#[derive(TypePath]` for
more complex uses see the relevant
[documentation](https://docs.rs/bevy/latest/bevy/prelude/trait.TypePath.html)
for more information.

---------

Co-authored-by: ebola <dev@axiomatic>
2024-01-25 16:16:58 +00:00
Mark Nevill
d974b8210e
Include asset path in get_meta_path panic message (#11504)
# Objective

- Fixes a hurdle encountered when debugging a panic caused by the file
watcher loading a `.gitignore` file, which was hard to debug because
there was no file name in the report, only `asset paths must have
extensions`

## Solution

- Panic with a formatted message that includes the asset path, e.g.
`missing expected extension for asset path .gitignore`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Doonv <58695417+doonv@users.noreply.github.com>
2024-01-25 08:00:36 +00:00
François
95b92307b4
UI and unloaded assets: don't filter out nodes with an unloaded image (#11205)
# Objective

- after #10520, UI can't display images or text with a background color

## Solution

- don't filter out UI nodes with an unloaded image
2024-01-24 22:15:43 +00:00
Rob Parrett
bcbab18f37
Fix panic in examples using argh on the web (#11513)
# Objective

Fixes #11503

## Solution

Use an empty set of args on the web.

## Discussion

Maybe in the future we could wrap this so that we can use query args on
the web or something, but this was the minimum changeset I could think
of to keep the functionality and make them not panic on the web.
2024-01-24 21:16:10 +00:00
François
143066de63
documentation in CI: remove lock file (#11507)
# Objective

- Try to fix deploying docs in CI
- Alternative to https://github.com/bevyengine/bevy/pull/11502

## Solution

- The only issue I could find is the lock file with invalid permissions,
try to remove it
- upload action was doing permissions cleanup in v1, that was removed in
v2. we're now using v3
2024-01-24 17:28:29 +00:00
Doonv
99449931d2
Add README to benches (#11508)
# Objective

It is unclear how to run Bevy's benchmarks

## Solution

Add a README to the benches, with documentation that tells you what the
benchmarks are, and how to run them.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-01-24 17:11:28 +00:00
Doonv
98087139a1
Add .toml extension to .cargo/config_fast_builds (#11506)
# Objective

`config_fast_builds` has no highlighting.

## Solution

Add `.toml` extension to `.cargo/config_fast_builds` so it has
highlighting
2024-01-24 15:20:34 +00:00
Jan Hohenheim
02bf4efe64
Fix minor typo (#11491)
"it's type." -> "its type."
2024-01-23 21:00:57 +00:00
Rob Parrett
2951ddf3d8
Tweak gamepad viewer example style (#11484)
# Objective

Since #10339, the contrast in this example has been very low. While I
was in there, I made a few other tweaks to the style.

Alternative to #10102.

## Solution

- Increase brightness of inactive buttons for higher contrast on the new
clear color
- Combine `DEAD_COLOR` and `EXTENT_COLOR`. These were using the same
value, and combining them might make the intent a little clearer. (This
is the single color for "not the live zone.")
- Make the "stick buttons" slightly smaller, so it's a bit more obvious
that they are sitting inside of the default dead zone.
- Remove explicit text color -- it was the same as the default
- Add top-left margin to the text in the top left, and change the font
size to better match other examples with text in the corner.

## Screenshots

<details>
  <summary>With Bevy's default dead / live zones.</summary>
Before / After


![default](https://github.com/bevyengine/bevy/assets/200550/67bf1f5c-7fc9-4e74-87cf-2a94fcf59a50)
</details>

<details>
<summary>With Bevy's old dead / live zones. (with the upper live zone
boundary != 1.0)</summary>
Before / After


![old](https://github.com/bevyengine/bevy/assets/200550/3aab6a2a-ad57-4749-b2e5-51ed34072b2c)
</details>
2024-01-23 06:27:43 +00:00
dependabot[bot]
f7c498824f
Update ruzstd requirement from 0.4.0 to 0.5.0 (#11467)
Updates the requirements on
[ruzstd](https://github.com/KillingSpark/zstd-rs) to permit the latest
version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/KillingSpark/zstd-rs/releases">ruzstd's
releases</a>.</em></p>
<blockquote>
<h2>Even better no_std</h2>
<p>Switching from thiserror to derive_more allows for no_std builds on
stable rust</p>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/KillingSpark/zstd-rs/blob/master/Changelog.md">ruzstd's
changelog</a>.</em></p>
<blockquote>
<h1>After 0.5.0</h1>
<ul>
<li>Make the hashing checksum optional (thanks to <a
href="https://github.com/tamird"><code>@​tamird</code></a>)
<ul>
<li>breaking change as the public API changes based on features</li>
</ul>
</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="e620d2a856"><code>e620d2a</code></a>
Merge pull request <a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/50">#50</a>
from KillingSpark/remove_thiserror</li>
<li><a
href="9e9d204c63"><code>9e9d204</code></a>
make clippy happy</li>
<li><a
href="f4a6fc0cc1"><code>f4a6fc0</code></a>
bump the version, this is an incompatible change</li>
<li><a
href="64d65b5c4f"><code>64d65b5</code></a>
fix test compile...</li>
<li><a
href="07bbda98c8"><code>07bbda9</code></a>
remove the error_in_core feature and switch the io_nostd to use the
Display t...</li>
<li><a
href="e15eb1e568"><code>e15eb1e</code></a>
Merge pull request <a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/49">#49</a>
from tamird/clippy</li>
<li><a
href="92a3f2e6b2"><code>92a3f2e</code></a>
Avoid unnecessary cast</li>
<li><a
href="f588d5c362"><code>f588d5c</code></a>
Avoid slow zero-filling initialization</li>
<li><a
href="e79f09876f"><code>e79f098</code></a>
Avoid single-match expression</li>
<li><a
href="c75cc2fbb9"><code>c75cc2f</code></a>
Remove useless assertion</li>
<li>Additional commits viewable in <a
href="https://github.com/KillingSpark/zstd-rs/compare/v0.4.0...v0.5.0">compare
view</a></li>
</ul>
</details>
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2024-01-23 05:39:00 +00:00
BD103
3cfcebcf74
Register AssetPath as type for reflection (#11483)
# Objective

- `AssetPath` implements reflection, but is not registered as a type in
the plugin.
- Fixes #11481.

## Solution

- Register the `AssetPath` type when `AssetPlugin::build` is called.

---

## Changelog

- Registered `AssetPath` type for use in reflection.
2024-01-23 04:30:44 +00:00
BD103
593d41ce58
Fix typo in comment (#11486)
# Objective

- `World::get_resource`'s comment on it's `unsafe` usage meant to say
"mutably" but instead said "immutably."
- Fixes #11430.

## Solution

- Replace "immutably" with "mutably."
2024-01-23 02:50:06 +00:00
Alice Cecile
1d17453697
Unpin nightly for miri (#11462)
# Objective

- Using the latest nightly for `miri` is generally desirable as we want
to catch regressions upstream or new problems quickly
- https://github.com/rust-lang/rust/pull/120123 should be merged now, so
it should work.

## Solution

- Revert #11421.

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-22 19:32:44 +00:00
Joona Aalto
6a3b059db9
Implement bounding volume intersections (#11439)
# Objective

#10946 added bounding volume types and an `IntersectsVolume` trait, but
didn't actually implement intersections between bounding volumes.

This PR implements AABB-AABB, circle-circle / sphere-sphere, and
AABB-circle / AABB-sphere intersections.

## Solution

Implement `IntersectsVolume` for bounding volume pairs. I also added
`closest_point` methods to return the closest point on the surface /
inside of bounding volumes. This is used for AABB-circle / AABB-sphere
intersections.

---------

Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-01-22 17:55:59 +00:00
Pixelstorm
df063ab1ef
Implement Debug for CommandQueue (#11444)
# Objective

Allow users to impl Debug on types containing `CommandQueue`s

## Solution

Derive Debug on `CommandQueue`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-22 15:45:17 +00:00
Bude
b2e2f8d9e3
TextureAtlasBuilder now respects insertion order (#11474)
# Objective

TextureAtlases are commonly used to drive animations described as a
consecutive range of indices. The current TextureAtlasBuilder uses the
AssetId of the image to determine the index of the texture in the
TextureAtlas. The AssetId of an Image Asset can change between runs.
The TextureAtlas exposes
[`get_texture_index`](https://docs.rs/bevy/latest/bevy/sprite/struct.TextureAtlas.html#method.get_texture_index)
to get the index from a given AssetId, but this needlessly complicates
the process of creating a simple TextureAtlas animation.
Fixes #2459

## Solution

- Use the (ordered) image_ids of the 'texture to place' vector to
retrieve the packed locations and compose the textures of the
TextureAtlas.
2024-01-22 15:44:56 +00:00
James O'Brien
f8191bebfb
Fix memory leak in dynamic ECS example (#11461)
# Objective

- Fix a memory leak in the dynamic ECS example mentioned in #11459

## Solution

- Rather than allocate the memory manually instead store a collection of
`Vec` that will be dropped after it is used.

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I must have misinterpreted `OwningPtr`s semantics when initially writing
this example. I believe we should be able to provide better APIs here
for inserting dynamic components that don't require the user to wrangle
so much unsafety. We have no other examples using `insert_by_ids` and
our only tests show it being used for 1 or 2 values with nested calls to
`OwningPtr::make` despite the function taking an iterator. Rust's type
system is quite restrictive here but we could at least let
`OwningPtr::new` take non u8 `NonNull`.

I also agree with #11459 that we should generally be trying to simplify
and clarify this example.
2024-01-22 15:41:32 +00:00