Commit graph

7636 commits

Author SHA1 Message Date
Michael Walter Van Der Velden
50e862d1ad
Merge branch 'main' into ignore_transparancy_on_sprite_picking 2024-11-22 21:45:31 +00:00
Michael Walter Van Der Velden
c64dbdf540
change floor location 2024-11-22 21:45:21 +00:00
Rob Parrett
35de45277c
Use default storage for TemporaryRenderEntity (#16462)
# Objective

`TemporaryRenderEntity` currently uses `SparseSet` storage, but doesn't
seem to fit the criteria for a component that would benefit from this.

Typical usage of `TemporaryRenderEntity` (and all current usages of it
in engine as far as I can tell) would be to spawn an entity with it once
and then iterate over it once to despawn that entity.

`SparseSet` is said to be useful for insert/removal perf at the cost of
iteration perf.

## Solution

Use the default table storage

## Testing

Possibly this could show up in stress tests like `many_buttons`. I
didn't do any benchmarking.
2024-11-22 21:01:53 +00:00
notmd
d9282486e3
Dont enable bevy_remote by default (#16464)
# Objective

- I dont think we want bevy_remote enable by default until our editor is
out.

## Solution

- Disable it
2024-11-22 19:22:12 +00:00
DAA
7ff47a111f
feat: mark some functions in bevy_math as const (#16439)
# Objective

Mark simple functions as const in `bevy_math`
https://github.com/bevyengine/bevy/issues/16124

## Solution

- Make them const

## Testing

`cargo test -p bevy_math --all-features`
2024-11-22 18:26:47 +00:00
Marco Meijer
d82bbd8370
fix: setting content size to rect size if image has a rect (#16457)
# Objective

When using a rect for a ui image, its content size is still equal to the
size of the full image instead of the size of the rect.

## Solution

Use the rect size if it is present.

## Testing

I tested it using all 4 possible combinations of having a rect and
texture atlas or not. See the showcase section.

---

## Showcase

<details>
  <summary>Click to view showcase</summary>

```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
        .add_systems(Startup, create_ui)
        .run();
}

fn create_ui(
    mut commands: Commands,
    assets: Res<AssetServer>,
    mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
    mut ui_scale: ResMut<UiScale>,
) {
    let texture = assets.load("textures/fantasy_ui_borders/numbered_slices.png");
    let layout = TextureAtlasLayout::from_grid(UVec2::splat(16), 3, 3, None, None);
    let texture_atlas_layout = texture_atlas_layouts.add(layout);

    ui_scale.0 = 2.;

    commands.spawn(Camera2d::default());

    commands
        .spawn(Node {
            display: Display::Flex,
            align_items: AlignItems::Center,
            ..default()
        })
        .with_children(|parent| {
            // nothing
            parent.spawn(ImageNode::new(texture.clone()));

            // with rect
            parent.spawn(ImageNode::new(texture.clone()).with_rect(Rect::new(0., 0., 16., 16.)));

            // with rect and texture atlas
            parent.spawn(
                ImageNode::from_atlas_image(
                    texture.clone(),
                    TextureAtlas {
                        layout: texture_atlas_layout.clone(),
                        index: 1,
                    },
                )
                .with_rect(Rect::new(0., 0., 8., 8.)),
            );

            // with texture atlas
            parent.spawn(ImageNode::from_atlas_image(
                texture.clone(),
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 2,
                },
            ));
        });
}
```

Before this change:
<img width="529" alt="Screenshot 2024-11-21 at 11 55 45"
src="https://github.com/user-attachments/assets/23196003-08ca-4049-8409-fe349bd5aa54">

After the change:
<img width="400" alt="Screenshot 2024-11-21 at 11 54 54"
src="https://github.com/user-attachments/assets/e2cd6ebf-859c-40a1-9fc4-43bb28b024e5">


</details>
2024-11-22 18:21:45 +00:00
Rob Parrett
984ff9ba88
Make render world sync marker components Copy (#16461)
# Objective

Original motivation was a bundle I am migrating that is `Copy` which
needs to be synced to the render world. It probably doesn't actually
*need* to be `Copy`, so this isn't critical or anything.

I am continuing to use this bundle while bundles still exist to give
users an easier migration path.

## Solution

These ZSTs might as well be `Copy`. Add `Copy` derives.
2024-11-22 18:18:59 +00:00
Patrick Walton
d80b809ea1
Only use the AABB center for mesh visibility range testing if specified. (#16468)
PR #15164 made Bevy consider the center of the mesh to be the center of
the axis-aligned bounding box (AABB). Unfortunately, this breaks
crossfading in many cases. LODs may have different AABBs and so the
center of the AABB may differ for different LODs of the same mesh. The
crossfading, however, relies on all LODs having *precisely* the same
position.

To address this problem, this PR adds a new field, `use_aabb`, to
`VisibilityRange`, which makes the AABB center point behavior opt-in.

@BenjaminBrienen first noticed this issue when reviewing PR #16286. That
PR contains a video showing the effects of this regression on the
`visibility_range` example. This commit fixes that example.

## Migration Guide

* The `VisibilityRange` component now has an extra field, `use_aabb`.
Generally, you can safely set it to false.
2024-11-22 18:18:20 +00:00
Patrick Walton
9fed566cf7
Refresh RenderVisibilityRanges when a visibility range is removed from the scene. (#16467)
We have an early-out to avoid updating `RenderVisibilityRanges` when a
`VisibilityRange` component is *modified*, but not when one is
*removed*. This means that removing `VisibilityRange` from an entity
might not update the rendering.

This PR fixes the issue by adding a check for removed
`VisibilityRange`s.
2024-11-22 18:17:17 +00:00
andriyDev
2fea36c1ad
Add flags to SpritePlugin and UiPlugin to allow disabling their picking backend (without needing to disable features). (#16473)
# Objective

- Fixes #16472.

## Solution

- Add flags to `SpritePlugin` and `UiPlugin` to disable their picking
backends.

## Testing

- The change is pretty trivial, so not much to test!

---

## Migration Guide

- `UiPlugin` now contains an extra `add_picking` field if
`bevy_ui_picking_backend` is enabled.
- `SpritePlugin` is no longer a unit struct, and has one field if
`bevy_sprite_picking_backend` is enabled (otherwise no fields).
2024-11-22 18:16:34 +00:00
andriyDev
1e0d98d53e
Allow Unicode-3.0 license in addition to Unicode-DFS-2016 for unicode-ident crate. (#16471)
# Objective

- Fixes #16451.

## Solution

- Just allows the new license.

## Notes

According to the [Open Source
Initiative](https://opensource.org/license/unicode-inc-license-agreement-data-files-and-software),
the UNICODE-DFS-**2015** is superseded by UNICODE-3.0. I'm not sure
whether 2015 vs 2016 matters, and whether these are 3.0 and DFS-2016 are
materially different.
2024-11-22 18:15:31 +00:00
andriyDev
2fbad7d845
Fix off-by-one error on Image::get_color_at and Image::set_color_at. (#16475)
# Objective

- Fixes #16474.

## Solution

- Check that the pixel x,y,z is less than width,height,depth.
    - Classic off-by-one.

## Testing

- Added a test.
2024-11-22 18:14:53 +00:00
andriyDev
b1e4512648
Fix the picking backend features not actually disabling the features (#16470)
# Objective

- Fixes #16469.

## Solution

- Make the picking backend features not enabled by default in each
sub-crate.
- Make features in `bevy_internal` to set the backend features
- Make the root `bevy` crate set the features by default.

## Testing

- The mesh and sprite picking examples still work correctly.
2024-11-22 18:14:16 +00:00
Patrick Walton
8bbc6b0139
Fix dynamic linking failures from the AnimationEventFn change. (#16476)
I'm not sure why, but somehow `#[derive(Reflect)]` on a tuple struct
with a boxed trait object can result in linker errors when dynamic
linking is used on Windows using `rust-lld`:

```
  = note: rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..reflect..PartialReflect$u20$for$u20$bevy_animation..AnimationEventFn$GT$::reflect_partial_eq::hc4cce1dc55e42e0b␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..from_reflect..FromReflect$u20$for$u20$bevy_animation..AnimationEventFn$GT$::from_reflect::hc2b1d575b8491092␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..tuple_struct..TupleStruct$u20$for$u20$bevy_animation..AnimationEventFn$GT$::clone_dynamic::hab42a4edc8d6b5c2␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..tuple_struct..TupleStruct$u20$for$u20$bevy_animation..AnimationEventFn$GT$::field::h729a3d6dd6a27a43␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..tuple_struct..TupleStruct$u20$for$u20$bevy_animation..AnimationEventFn$GT$::field_mut::hde1c34846d77344b␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..type_registry..GetTypeRegistration$u20$for$u20$bevy_animation..AnimationEventFn$GT$::get_type_registration::hb96eb543e403a132␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..type_registry..GetTypeRegistration$u20$for$u20$bevy_animation..AnimationEventFn$GT$::register_type_dependencies::hcf1a4b69bcfea6ae␍
          rust-lld: error: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..reflect..PartialReflect$u20$for$u20$bevy_animation..AnimationEventFn$GT$::reflect_partial_eq::hc4cce1dc55e42e0b␍
```

etc.

Adding `#[reflect(opaque)]` to the `Reflect` derive fixes the problem,
and that's what this patch does. I think that adding
`#[reflect(opaque)]` is harmless, as there's little that reflection
allows with a boxed trait object anyhow.
2024-11-22 13:14:15 +00:00
Michael Walter Van Der Velden
513a934fa6
Merge branch 'main' into ignore_transparancy_on_sprite_picking 2024-11-22 10:18:03 +00:00
Michael Walter Van Der Velden
c246fba556
improve accuracy and stop out of range error 2024-11-22 10:08:34 +00:00
andriyDev
6741e01dfa
Fix adding a subtree of required components to an existing tree replacing shallower required component constructors (#16441)
# Objective

- Fixes #16406 even more. The previous implementation did not take into
account the depth of the requiree when setting the depth relative to the
required_by component.

## Solution

- Add the depth of the requiree!

## Testing

- Added a test.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-22 00:52:17 +00:00
ickshonpe
8a3a8b5cfb
Only use physical coords internally in bevy_ui (#16375)
# Objective

We switch back and forwards between logical and physical coordinates all
over the place. Systems have to query for cameras and the UiScale when
they shouldn't need to. It's confusing and fragile and new scale factor
bugs get found constantly.

## Solution

* Use physical coordinates whereever possible in `bevy_ui`. 
* Store physical coords in `ComputedNode` and tear out all the unneeded
scale factor calculations and queries.
* Add an `inverse_scale_factor` field to `ComputedNode` and set nodes
changed when their scale factor changes.

## Migration Guide

`ComputedNode`'s fields and methods now use physical coordinates.
`ComputedNode` has a new field `inverse_scale_factor`. Multiplying the
physical coordinates by the `inverse_scale_factor` will give the logical
values.

---------

Co-authored-by: atlv <email@atlasdostal.com>
2024-11-22 00:45:07 +00:00
Carter Anderson
513be52505
AnimationEvent -> Event and other improvements (#16440)
# Objective

Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.

The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.

Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.

## Solution

- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary

This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
Michael Walter Van Der Velden
c9fff8954a
fix double backticks 2024-11-21 14:58:03 +00:00
Michael Walter Van Der Velden
f0a90950ee
add missing backticks 2024-11-21 14:57:45 +00:00
Michael Walter Van Der Velden
3afc5ca87b
switch to using bevy internal get_color_at 2024-11-21 14:54:20 +00:00
Illus1on
a54d85bb2d
Correcting misspellings (#16443)
When I browsed the source code I found suspicious misspellings

# Objective

- Correcting misspelling

# Solution
- Change `doesnn't` to `doesn't`
2024-11-21 14:42:56 +00:00
Chris Russell
4362b52a01
Add a note to the on_unimplemented message for QueryData recommending &T and &mut T. (#16449)
# Objective

A new user is likely to try `Query<Component>` instead of
`Query<&Component>`. The error message should guide them to the right
solution.

## Solution

Add a note to the on_unimplemented message for `QueryData` recommending
`&T` and `&mut T`.

The full error message now looks like: 

```
error[E0277]: `A` is not valid to request as data in a `Query`
   --> crates\bevy_ecs\src\query\world_query.rs:260:18
    |
260 | fn system(query: Query<A>) {}
    |                  ^^^^^^^^ invalid `Query` data
    |
    = help: the trait `fetch::QueryData` is not implemented for `A`
    = note: if `A` is a component type, try using `&A` or `&mut A`
    = help: the following other types implement trait `fetch::QueryData`:
              &'__w mut T
              &Archetype
              &T
              ()
              (F,)
              (F0, F1)
              (F0, F1, F2)
              (F0, F1, F2, F3)
            and 41 others
note: required by a bound in `system::query::Query`
   --> crates\bevy_ecs\src\system\query.rs:362:37
    |
362 | pub struct Query<'world, 'state, D: QueryData, F: QueryFilter = ()> {
    |                                     ^^^^^^^^^ required by this bound in `Query`
```
2024-11-21 03:52:10 +00:00
Carter Anderson
deda3f2522
Fix detailed_trace! (#16452)
Alternative to #16450 

# Objective

detailed_trace! in its current form does not work  (and breaks CI)

## Solution

Fix detailed_trace by checking for the feature properly, adding it to
the correct crates, and removing it from the incorrect crates
2024-11-20 22:01:33 +00:00
andriyDev
4a6b686832
Fix runtime required components not registering correctly (#16436)
# Objective

- Fixes #16406 
- Fixes an issue where registering a "deeper" required component, then a
"shallower" required component, would result in the wrong required
constructor being used for the root component.

## Solution

- Make `register_required_components` add any "parent" of a component as
`required_by` to the new "child".
- Assign the depth of the `requiree` plus 1 as the depth of a new
runtime required component.

## Testing

- Added two new tests.
2024-11-19 16:31:00 +00:00
Michael Walter Van Der Velden
71f9383a8b
Merge branch 'main' into ignore_transparancy_on_sprite_picking 2024-11-19 09:59:16 +00:00
Martín Maita
4dd805a003
Adds some helpful methods to TextFont (#16370)
# Objective

- Add methods to facilitate `TextFont` component creation and insertion.

## Solution

- Added `from_font` and `from_font_size` which return a new `TextFont`
with said attributes provided as parameters.
- Added `with_font` and `with_font_size` which return an existing
`TextFont` modifying said attributes with the values provided as
parameters.

## Testing

- CI Checks.
- Tested methods locally by changing values and running the `text_debug`
example.
2024-11-19 01:30:39 +00:00
aecsocket
81db6ec70a
Fix bevy_hierarchy failing to compile without reflect feature (#16428)
# Objective

Run this without this PR:
`cargo build -p bevy_hierarchy --no-default-features`

You'll get:
```
error[E0432]: unresolved import `bevy_reflect`
 --> crates/bevy_hierarchy/src/events.rs:2:5
  |
2 | use bevy_reflect::Reflect;
  |     ^^^^^^^^^^^^ use of undeclared crate or module `bevy_reflect`

For more information about this error, try `rustc --explain E0432`.
error: could not compile `bevy_hierarchy` (lib) due to 1 previous error
warning: build failed, waiting for other jobs to finish...
```

Because of this line:
```rs
use bevy_reflect::Reflect;

#[derive(Event, Debug, Clone, PartialEq, Eq)]
#[cfg_attr(feature = "reflect", derive(Reflect), reflect(Debug, PartialEq))]
pub enum HierarchyEvent { .. }
```

## Solution

use FQN: `derive(bevy_reflect::Reflect)`

## Testing

`cargo build -p bevy_hierarchy --no-default-features`
2024-11-19 01:28:42 +00:00
Asier Illarramendi
1006a528d0
Rename box shadow rendering variable names (#16393)
# Objective

It looks like this file was created based on the `ui_texture_slice`
rendering code and some variable names weren't updated.

## Solution

Rename "texture slice" variable names to "box shadow".
2024-11-19 01:28:34 +00:00
Carter Anderson
00c2edf7b2
Revert most of #16222 and add gamepad accessors (#16425)
# Objective

#16222 regressed the user experience of actually using gamepads:

```rust
// Before 16222
gamepad.just_pressed(GamepadButton::South)

// After 16222
gamepad.digital.just_pressed(GamepadButton::South)

// Before 16222
gamepad.get(GamepadButton::RightTrigger2)

// After 16222
gamepad.analog.get(GamepadButton::RighTrigger2)
```

Users shouldn't need to think about "digital vs analog" when checking if
a button is pressed. This abstraction was intentional and I strongly
believe it is in our users' best interest. Buttons and Axes are _both_
digital and analog, and this is largely an implementation detail. I
don't think reverting this will be controversial.

## Solution

- Revert most of #16222
- Add the `Into<T>` from #16222 to the internals
- Expose read/write `digital` and `analog` accessors on gamepad, in the
interest of enabling the mocking scenarios covered in #16222 (and
allowing the minority of users that care about the "digital" vs "analog"
distinction in this context to make that distinction)

---------

Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-11-19 00:00:16 +00:00
Michael Walter Van Der Velden
e35c25d89e
Merge branch 'main' into ignore_transparancy_on_sprite_picking 2024-11-18 12:33:54 +00:00
Michael Walter Van Der Velden
0acb495ec9
fix typo 2024-11-18 10:21:59 +00:00
Michael Walter Van Der Velden
07376313bc
rename Sprite Picking Mode 2024-11-18 09:50:46 +00:00
atlv
701ccdec51
add docs to clip_from_view (#16373)
more docs
2024-11-18 00:33:37 +00:00
atlv
c6fe275b21
add docs to view uniform frustum field (#16369)
just some docs to save future me some clicking around
2024-11-18 00:33:24 +00:00
atlv
1cb5604a17
remove gcd impl from bevy_render (#16419)
# Objective

- bevy_render (poorly) implements gcd (which should be in bevy_math but
theres not enough justification to have it there either anyways cus its
just one usage)

## Solution

- hardcoded LUT replacement for the one usage

## Testing

- verified the alternative implementation of 4/gcd(4,x) agreed with
original for 0..200
2024-11-17 21:37:41 +00:00
Arnold Loubriat
59863d3e8c
Properly set accessible value on label nodes (#16418)
# Objective

https://github.com/AccessKit/accesskit/pull/475 changed how text content
should be set for AccessKit nodes with a role of `Label`. This was
unfortunately missing from #16234.

## Solution

When building an `accesskit::Node` with `Role::Label`, calls `set_value`
instead of `set_label` on the node to set its content.

## Testing

I can't test this right now on my Windows machine due to a compilation
error with wgpu-hal I have no idea how to resolve.
2024-11-17 18:10:41 +00:00
aecsocket
17c4b070ab
bevy_reflect: Add ReflectSerializerProcessor (#15548)
**NOTE: This is based on, and should be merged alongside,
https://github.com/bevyengine/bevy/pull/15482.** I'll leave this in
draft until that PR is merged.

# Objective

Equivalent of https://github.com/bevyengine/bevy/pull/15482 but for
serialization. See that issue for the motivation.

Also part of this tracking issue:
https://github.com/bevyengine/bevy/issues/15518

This PR is non-breaking, just like the deserializer PR (because the new
type parameter `P` has a default `P = ()`).

## Solution

Identical solution to the deserializer PR.

## Testing

Added unit tests and a very comprehensive doc test outlining a clear
example and use case.
2024-11-17 14:05:39 +00:00
Joona Aalto
ded5ce27ae
Fix bubbling of runtime requirements for #[require(...)] attribute (#16410)
# Objective

Fixes #16406.

Currently, the `#[require(...)]` attribute internally registers
component requirements using `register_required_components_manual`. This
is done recursively in a way where every requirement in the "inheritance
tree" is added into a flat `RequiredComponents` hash map with component
constructors and inheritance depths stored.

However, this does not consider runtime requirements: if a plugins has
already registered `C` as required by `B`, and a component `A` requires
`B` through the macro attribute, spawning an entity with `A` won't add
`C`. The `required_by` hash set for `C` doesn't have `A`, and the
`RequiredComponents` of `A` don't have `C`.

Intuitively, I would've thought that the macro attribute's requirements
were always added *before* runtime requirements, and in that case I
believe this shouldn't have been an issue. But the macro requirements
are based on `Component::register_required_components`, which in a lot
of cases (I think) is only called *after* the first time a bundle with
the component is inserted. So if a runtime requirement is defined
*before* this (as is often the case, during `Plugin::build`), the macro
may not take it into account.

## Solution

Register requirements inherited from the `required` component in
`register_required_components_manual_unchecked`.

## Testing

I added a test, essentially the same as in #16406, and it now passes. I
also ran some of the tests in #16409, and they seem to work as expected.
All the existing tests for required components pass.
2024-11-17 13:51:39 +00:00
Christian Hughes
d3e9ecbb8c
Add missing exports in bevy_ecs (#16415)
# Objective

Seemed to have missed the export of `DynamicComponentFetch` from #15593.
`TryFromFilteredError` which is returned by `impl
TryFrom<FiliteredEntityMut/Ref> for EntityRef/Mut` also seemed to have
been missing.

## Solution

Export both of them.
2024-11-17 09:47:33 +00:00
Benjamin Brienen
8dfd076982
Fix MSRVs for standalone crates (#16333)
# Objective

MSRV in the standalone crates should be accurate

## Solution

Determine the msrv of each crate and set it

## Testing

Adding better msrv checks to the CI is a next-step.
2024-11-17 09:38:13 +00:00
Michael Walter Van Der Velden
26f4511c43
update comments 2024-11-17 09:18:36 +00:00
Michael Walter Van Der Velden
38eb82352e
update comments 2024-11-17 09:16:26 +00:00
Michael Walter Van Der Velden
16f8654631
Merge branch 'main' into ignore_transparancy_on_sprite_picking 2024-11-17 09:12:48 +00:00
JMS55
ed6508363e
Bind only the written parts of storage buffers. (#16405)
# Objective
- Fix part of #15920

## Solution

- Keep track of the last written amount of bytes, and bind only that
much of the buffer.

## Testing

- Did you test these changes? If so, how? No
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

---

## Migration Guide

- Fixed a bug with StorageBuffer and DynamicStorageBuffer binding data
from the previous frame(s) due to caching GPU buffers between frames.
2024-11-17 09:11:26 +00:00
Michael Walter Van Der Velden
5ee14485a8
improve comments 2024-11-17 09:11:17 +00:00
Michael Walter Van Der Velden
1f48ff20c1
Add AlphaPassthrough enum and change default to on 2024-11-17 09:10:00 +00:00
Viktor Gustavsson
9f04fc030b
Expose BRP system scheduling and add system set (#16400)
# Objective
When adding custom BRP methods one might need to:
- Run custom systems in the `RemoteLast` schedule.
- Order those systems before/after request processing and cleanup.

For example in `bevy_remote_inspector` we need a way to perform some
preparation _before_ request processing. And to perform cleanup
_between_ request processing and watcher cleanup.

## Solution

- Make `RemoteLast` public
- Add `RemoteSet` with `ProcessRequests` and `Cleanup` variants.
2024-11-16 23:34:06 +00:00
JMS55
3ec09582c6
Fix meshlet private item regression (#16404)
I didn't mean to make this item private, fixing it for the 0.15 release
to be consistent with 0.14.

(maintainers: please make sure this gets merged into the 0.15 release
branch as well as main)
2024-11-16 22:06:26 +00:00