# Objective
- While it is not safe to enable mappable primary buffers for all GPUs, it should be preferred for integrated GPUs where an integrated GPU is one that is sharing system memory.
## Solution
- Auto-disable mappable primary buffers only for discrete GPUs. If the GPU is integrated and mappable primary buffers are supported, use them.
# Objective
In order to create a glsl shader, we must provide the `naga::ShaderStage` type which is not exported by bevy, meaning a user would have to manually include naga just to access this type.
`pub fn from_glsl(source: impl Into<Cow<'static, str>>, stage: naga::ShaderStage) -> Shader {`
## Solution
Re-rexport naga::ShaderStage from `render_resources`
# Objective
- Test is failing on nightly after the merge of https://github.com/rust-lang/rust/pull/90247
- It was relying on the precision of the duration of `1.0 / 3.0`
## Solution
- Fix the test to be less reliant on float precision to have the same result
# Objective
While trying to learn how to use custom shaders, I had difficulty figuring out how to use a vertex shader. My confusion was mostly because all the other shader examples used a custom pipeline, but I didn't want a custom pipeline. After digging around I realised that I simply needed to add a function to the `impl Material` block. I also searched what was the default shader used, because it wasn't obvious to me where to find it.
## Solution
Added a few comments explaining what is going on in the example and a link to the default shader.
# Objective
Some new bevy users are unfamiliar with quaternions and have trouble working with rotations in 2D.
There has been an [issue](https://github.com/bitshifter/glam-rs/issues/226) raised with glam to add helpers to better support these users, however for now I feel could be better to provide examples of how to do this in Bevy as a starting point for new users.
## Solution
I've added a 2d_rotation example which demonstrates 3 different rotation examples to try help get people started:
- Rotating and translating a player ship based on keyboard input
- An enemy ship type that rotates to face the player ship immediately
- An enemy ship type that rotates to face the player at a fixed angular velocity
I also have a standalone version of this example here https://github.com/bitshifter/bevy-2d-rotation-example but I think it would be more discoverable if it's included with Bevy.
This PR is part of the issue #3492.
# Objective
- Add crate level docs to the bevy_log documentation to achieve a 100% documentation coverage.
- Add the #![warn(missing_docs)] lint to keep the documentation coverage for the future.
# Solution
- Add and update the bevy_log crate level docs
- Add a note about panicking from multiple `LogPlugins` per process.
- Add the #![warn(missing_docs)] lint.
# Objective
- Calling .id() has no purpose unless you use the Entity returned
- This is an easy source of confusion for beginners.
- This is easily missed during refactors.
## Solution
- Mark the appropriate methods as #[must_use]
# Objective
- Users can get confused when they ask for watching to be unsupported, then find it isn't supported
- Fixes https://github.com/bevyengine/bevy/issues/3683
## Solution
- Add a warning if the `watch_for_changes` call would do nothing
# Objective
- Fixes#3562
## Solution
- The outdated reference to `TextGlyphs` has been removed, and replaced with a more accurate docstring.
## What was `TextGlyphs`?
This is the real question of this Issue and PR. This is particulary interesting because not only is `TextGlyphs` not a type in bevy, but it _never was_. Indeed, this type never existed on main. Where did it come from?
`TextGlyphs` was originally a tuple struct wrapping a `Vec<PositionedGlyph>`. It was first introduced back in commit ec390aec4e in #765. At the time, position information was being stored on the text entities directly. However, after design review, [it was decided](https://github.com/bevyengine/bevy/pull/765#issuecomment-725047186) to instead store the glyphs in a `HashMap` owned by the `TextPipeline`. When this was done, the original type was not only removed, but abstracted behind a few layers of the `TextPipeline` API. Obviously, the original docstring wasn't updated accordingly.
Later, as part of #1122, the incorrect docstring was swept up when copy/pasting `text_system` for `text2d`. (Although I don't blame @CleanCut for this; it took me like 3 hours to track all this down to find the original context.)
# Objective
- Allow opting-out of the built-in frustum culling for cases where its behaviour would be incorrect
- Make use of the this in the shader_instancing example that uses a custom instancing method. The built-in frustum culling breaks the custom instancing in the shader_instancing example if the camera is moved to:
```rust
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(12.0, 0.0, 15.0)
.looking_at(Vec3::new(12.0, 0.0, 0.0), Vec3::Y),
..Default::default()
});
```
...such that the Aabb of the cube Mesh that is at the origin goes completely out of view. This incorrectly (for the purpose of the custom instancing) culls the `Mesh` and so culls all instances even though some may be visible.
## Solution
- Add a `NoFrustumCulling` marker component
- Do not compute and add an `Aabb` to `Mesh` entities without an `Aabb` if they have a `NoFrustumCulling` marker component
- Do not apply frustum culling to entities with the `NoFrustumCulling` marker component
# Objective
- There are wasm specific examples, which is misleading as now it works by default
- I saw a few people on discord trying to work through those examples that are very limited
## Solution
- Remove them and update the instructions
# Objective
- The Linux dependencies document lacks packages for Fedora with Wayland.
## Solution
- Add instructions to install packages for running Bevy apps in Fedora with Wayland.
# Objective
- Do not panic when mroe than 256 point lights are added the scene
- Fixes https://github.com/bevyengine/bevy/issues/3682
## Solution
- Only iterate the first `MAX_POINT_LIGHTS` lights instead of as many as there are
## Open questions
- Should we warn that there are more than the maximum allowed number of point lights in the scene?
# Objective
- When using `WgpuOptionsPriority::Functionality`, which is the default, wgpu::Features::MAPPABLE_PRIMARY_BUFFERS would be automatically enabled. This feature can and does have a significant negative impact on performance for discrete GPUs where resizable bar is not supported, which is a common case. As such, this feature should not be automatically enabled.
- Fixes the performance regression part of https://github.com/bevyengine/bevy/issues/3686 and at least some, if not all cases of https://github.com/bevyengine/bevy/issues/3687
## Solution
- When using `WgpuOptionsPriority::Functionality`, use the adapter-supported features, enable `TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES` and disable `MAPPABLE_PRIMARY_BUFFERS`
# Objective
Fixes#3613
[Link to issue](https://github.com/bevyengine/bevy/issues/3613)
## Solution
Changed the Deref Target to `str` and changed the `deref()` function body so that a `&str` is returned by using `as_ref() `.
Fixed doc comment where render Node input/output methods refered to using `RenderContext` for interaction instead of `RenderGraphContext`
# Objective
The doc comments for `Node` refer to `RenderContext` for slots instead of `RenderGraphContext`, which is only confusing because `Node::run` is passed both `RenderContext` and `RenderGraphContext`
## Solution
Fixed the typo
This PR is part of the issue #3492.
# Objective
- Add and update the bevy_tasks documentation to achieve a 100% documentation coverage (sans `prelude` module)
- Add the #![warn(missing_docs)] lint to keep the documentation coverage for the future.
## Solution
- Add and update the bevy_math documentation.
- Add the #![warn(missing_docs)] lint.
- Added doctest wherever there should be in the missing docs.
Closes#3497.
I added the rust API guidelines (https://rust-lang.github.io/api-guidelines/about.html) to the `CONTRIBUTING.md` file.
## Note
As noted in #3497 we should note any areas where we deliberately disagree as they arise. If we start adding these areas it might be a good idea to remove the mention of the `API guidelines` in the `CONTRIBUTING.md` file and move it to the `engine_style_guide.md`. That way we still have the connection between the `CONTRIBUTING.md` and the `API guidelines`, but we have more "space" to work with and can go into more detail about what we agree and disagree on.
For now I would leave it this way, because it's one less click to get to the guidelines.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
# Objective
Emitting compile errors produces cleaner messages than panicking in a proc-macro.
## Solution
- Replace match-with-panic code with call to new `bevy_macro_utils::get_named_struct_fields` function
- Replace one use of match-with-panic for enums with inline match
_Aside:_ I'm also the maintainer of [`darling`](https://docs.rs/darling), a crate which provides a serde-like API for parsing macro inputs. I avoided using it here because it seemed like overkill, but if there are plans to add lots more attributes/macros then that might be a good way of offloading macro error handling.
# Objective
- On Safari mobile, calling `winit_window.set_cursor_grab(true)` fails as the API is not implemented (as there is no cursor on Safari mobile, the api doesn't make sense there). I don't know about other mobile browsers
```
[Error] Unhandled Promise Rejection: TypeError: getObject(arg0).exitPointerLock is not a function. (In 'getObject(arg0).exitPointerLock()', 'getObject(arg0).exitPointerLock' is undefined)
(anonymous function) (rect.js:1089)
wasm-stub
<?>.wasm-function[web_sys::features::gen_Document::Document::exit_pointer_lock::h20ffc49be163fc45]
<?>.wasm-function[winit::platform_impl::platform::backend::canvas::Canvas::set_cursor_grab::h6a9472cf55263e98]
<?>.wasm-function[bevy_winit::winit_windows::WinitWindows::create_window::h9db5b3cbb24347c5]
<?>.wasm-function[<bevy_winit::WinitPlugin as bevy_app::plugin::Plugin>::build::ha4a7c046b80c4280]
<?>.wasm-function[bevy_app::plugin_group::PluginGroupBuilder::finish::h0e5bc78f71c37b2f]
<?>.wasm-function[rect::main::h899852fd17f2d489]
<?>.wasm-function[std::sys_common::backtrace::__rust_begin_short_backtrace::hfe38f282e8dda96b]
<?>.wasm-function[std::rt::lang_start::{{closure}}::hc2f3b555ffc58618]
<?>.wasm-function[std::rt::lang_start_internal::ha901ae30d88554f2]
<?>.wasm-function[main]
<?>.wasm-function[]
wasm-stub
21261
(anonymous function) (rect.js:1664)
asyncFunctionResume
(anonymous function)
promiseReactionJobWithoutPromise
promiseReactionJob
```
## Solution
- Do not call the api to release cursor grab on window creation, as the cursor is not grabbed anyway at this point
# Objective
- Fix incorrect iterator usage in WriteStd430 impl for [T]
- The first item was being written twice. This is correct in the WriteStd140 impl for [T].
## Solution
- See the code.
Documentation added to:
- `App::add_sub_app` (
- `App::update` (mentions that sub apps are updated here)
### Future work
- An example for `add_sub_app` would be good, but I wasn't able to come up with a simple one.
- Since `SubApp` is private, maybe the concept of sub applications could be introduced in the `App` struct-level documentation.
This adds documentation for:
- The trait methods of `Reflect` and its subtraits
- The `partial_eq` and `apply` functions for `Map` et al.
- `DynamicList` and `DynamicMap`
- `TypeRegistry` and related types & traits
- `GetPath`, including an explanation of path string syntax
among other things.
Still to be documented are the various macros and `bevy_reflect::serde`.
adds an example using UI for something more related to a game than the current UI examples.
Example with a game menu:
* new game - will display settings for 5 seconds before returning to menu
* preferences - can modify the settings, with two sub menus
* quit - will quit the game
I wanted a more complex UI example before starting the UI rewrite to have ground for comparison
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
bevy_transform needed documentation and warn(missing_docs) as requested by #3492
## Solution
warn(missing_docs) was activated and documentation was added to cover the crate
Co-authored-by: Troels Jessen <kairyuka@gmail.com>
# Objective
- Fixes#3616
## Solution
- As described in the issue, documentation for `iter_manual` was copied from `iter_combinations` and did not reflect the behavior of the method. I've pulled some information from #2351 to create a more accurate description.
# Objective
- Removes warning about accidently inserting bundles with `EntityCommands::insert`, but since a component now needs to implement `Component` it is unnecessary.
Super tiny thing. Found this while reviewing #3479.
# Objective
- Simplify code
- Fix the link in the doc comment
## Solution
- Import a single item :)
Co-authored-by: Pascal Hertleif <pascal@technocreatives.com>
# Objective
The description of NixOS dependencies is extremely long and spends entire paragraphs just for simple line changes.
With this PR it should be much simpler.
## Solution
- Linking Vulkan in `build.rs` is less effective than adding it in LD_LIBRARY_PATH, so I removed the former (related to #1992);
- I put a simple comment explaining the line in the list of dependencies, instead of making entire paragraphs;
- Clang is not in an absolute path in `.cargo/config_fast_builds` anymore, so that there is no need to specify it in `docs/linux_dependencies.md` (didn't test if this breaks other distros, though I doubt it. Also, maybe it could also be done on Darwin for consistency?);
- Also added optional wayland dependencies.
A few notes:
- The x11 libraries will be linked only during the compilation phase. This means that if you use the `x11` feature without these libraries in the environment (for example because you forget to enter the nix shell before compiling), the program will still compile successfully but won't run. You'll have to `cargo clean` and recompile with the x11 libraries in the environment. I don't know if this is important enough to be added to the documentation, but it's not specified anywhere, though I don't think it's specific to NixOS;
- The wayland dependencies need to be put in LD_LIBRARY_PATH only in certain conditions (IIRC, only if using the `dynamic` feature) and the text doesn't specify it. Because putting them there doesn't increase the number of dependencies (they are already in buildInputs) or alter the performance, I doubt anyone will care;
- Should I comment out what isn't needed by default?
- ~I removed `cargo` from buildInputs. Ignoring the fact that it should be in nativeBuildInputs, having it in `shell.nix` allows to use stable Rust in case it's not in the system environment, but maybe the user wanted to use the version that was already in the system environment and will be caught by surprise. In my opinion, if someone is looking at a Bevy's documentation on NixOS, that user will either have Rust already in the system environment (eg. via rustup) or is capable to add the toolchain they want on shell.nix by themselves. This isn't exactly the place to explain how this works.~ ~EDIT: I replaced `cargo` with Rust from the [Oxalica overlay](https://github.com/oxalica/rust-overlay) in order to have the latest nightly.~ EDIT: Removed `cargo` from dependencies. See comments for details.
# Objective
CI should check for missing backticks in doc comments.
Fixes#3435
## Solution
`clippy` has a lint for this: `doc_markdown`. This enables that lint in the CI script.
Of course, enabling this lint in CI causes a bunch of lint errors, so I've gone through and fixed all of them. This was a huge edit that touched a ton of files, so I split the PR up by crate.
When all of the following are merged, the CI should pass and this can be merged.
+ [x] #3467
+ [x] #3468
+ [x] #3470
+ [x] #3469
+ [x] #3471
+ [x] #3472
+ [x] #3473
+ [x] #3474
+ [x] #3475
+ [x] #3476
+ [x] #3477
+ [x] #3478
+ [x] #3479
+ [x] #3480
+ [x] #3481
+ [x] #3482
+ [x] #3483
+ [x] #3484
+ [x] #3485
+ [x] #3486
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_render` crate.
# Objective
This PR extends the `Events` documentation by:
- informing user about the possible race condition
- explicitly explaining the unusual double buffer implementation
Fixes#3305
Co-authored-by: MiniaczQ <jakub.motyka.2000@gmail.com>
Co-authored-by: MiniaczQ <MiniaczQ@gmail.com>
# Objective
These traits are undocumented on `main`.
## Solution
Now they have docs! Included are examples for each trait and their corresponding `GetTypeField` trait. The docs also mention that `#[derive(Reflect)]` will automatically derive the correct subtrait on structs and tuple structs.
# Objective
In this PR I added the ability to opt-out graphical backends. Closes#3155.
## Solution
I turned backends into `Option` ~~and removed panicking sub app API to force users handle the error (was suggested by `@cart`)~~.
# Objective
The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d.
## Solution
I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes.
~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_
## Remaining work
- ~~don't require mesh normals~~ _out of scope_
- ~~add an example~~ _done_
- support 2d meshes & materials in the UI?
- bikeshed names (I didn't think hard about naming, please check if it's fine)
## Remaining questions
- ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_
- ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_
- ~~how to customize vertex attributes?~~ _#3120_
Co-authored-by: Carter Anderson <mcanders1@gmail.com>