Commit graph

4284 commits

Author SHA1 Message Date
Yoh Deadfall
22314923d9 Angle bracket annotated types to support generics (#1919)
Fixes #1873. Types should be enclosed in angular brackets to avoid ambiquity and to correctly resolve associated functions.
2021-04-15 00:16:40 +00:00
Richard Tjerngren
490a957542 Document Query.single() (#1915) 2021-04-15 00:16:39 +00:00
Alex.F
92e543d51d -Csplit-debuginfo=unpacked is default on nightly (#1913)
https://github.com/rust-lang/cargo/pull/9298
2021-04-15 00:16:37 +00:00
bg
55d6c2c34a fixing compilation error on macos aarch64 (#1905)
just so
2021-04-14 23:58:29 +00:00
Daniel McNab
a137df7d57 Fix SytemParam handling of Commands (#1899)
Fixes https://github.com/bevyengine/bevy/issues/1896
2021-04-14 23:58:27 +00:00
TehPers
e0b52079da Implement RenderResource for Box<T> (#1893)
Allows render resources to move data to the heap by boxing them. I did this as a workaround to #1892, but it seems like it'd be useful regardless. If not, feel free to close this PR.
2021-04-14 23:58:25 +00:00
Denis Laprise
d8392e7a3e Add a UV sphere implementation (#1887)
Added a UV sphere implementation
2021-04-14 23:39:58 +00:00
Philipp Mildenberger
ad546a9502 Fix pbr shader compiliation error, #version has to be in the first line (#1884)
I've had problems with compiling and running the pbr example:

```
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: Compilation("glslang_shader_preprocess:\nInfo log:\nERROR: 0:40: \'#version\' : must occur first in shader \nERROR: 0:40: \'#version\' : bad profile name; use es, core, or compatibility \nERROR: 0:40: \'#version\' : bad tokens following profile -- expected newline \nERROR: 3 compilation errors.  No code generated.\n\n\nDebug log:\n\n")', crates/bevy_render/src/pipeline/pipeline_compiler.rs:161:22
```

I've checked each shader, and only one shader hasn't had `#version` in the first line.

This change fixed my issue.
2021-04-14 23:39:57 +00:00
follower
57e3d4f1c2 Fix the left/right movement direction in state example. (#1879)
Direction of movement was reversed, previously.

(i.e. Left arrow key moved sprite to the right; Right arrow key moved sprite to the left.)

This PR changes the code to now be consistent with, for example, the breakout example: 81b53d15d4/examples/game/breakout.rs (L184-L190)

i.e. AFAICT it's not an issue with the keycode being different/wrong.
2021-04-14 23:39:56 +00:00
aloucks
294feeedc0 Add additional vertex formats (#1878)
- `Short2`
- `Short2Norm`
- `Ushort2`
- `Ushort2Norm`
- `Short4`
- `Short4Norm`
- `Ushort4`
- `Ushort4Norm`
- `Char2`
- `Char2Norm`
- `Uchar2`
- `Uchar2Norm`
- `Char4`
- `Char4Norm`
- `Uchar4`
2021-04-14 23:21:53 +00:00
therealstork
c86d490a20 More detailed errors when resource not found (#1864)
Fixes #1846

Got scared of the other "Requested resource does not exist" error at line 395 in `system_param.rs`, under `impl<'a, T: Component> SystemParamFetch<'a> for ResMutState<T> {`. Someone with better knowledge of the code might be able to go in and improve that one.
2021-04-14 22:52:43 +00:00
Yoh Deadfall
8aa22ba477 Removed frame rate updates from fixed step example (#1850)
Fixes #1751.

Output before:

```
...
update: 0.016478100000000495
update: 0.01955749999999945
fixed_update: 2.0052284
  overstep_percentage: 0.00946374999999966
update: 0.013902800000000326
update: 0.02283240000000042
...
```

Output after:

```
...
fixed_update: 2.0053731
  overstep_percentage: 0.0031439500000001175
fixed_update: 1.9976363
  overstep_percentage: 0.0019621000000002997
fixed_update: 2.0069121999999995
  overstep_percentage: 0.005418200000000262
...
```
2021-04-14 22:38:04 +00:00
TehPers
deb9f23667 Implement Byteable and RenderResource for [T; N] (#1872)
Implements `Byteable` and `RenderResource` for any array containing `Byteable` elements. This allows `RenderResources` to be implemented on structs with arbitrarily-sized arrays, among other things:

```rust
#[derive(RenderResources, TypeUuid)]
#[uuid = "2733ff34-8f95-459f-bf04-3274e686ac5f"]
struct Foo {
    buffer: [i32; 256],
}
```
2021-04-14 22:20:25 +00:00
Patrik Buhring
df3f40afd4 Fix IcoSphere UV coordinates (#1871)
Changes made:
- Swap Y/Z when calculating UV coordinates
- Correct mapping in the UV coordinates
- Fix typo in Azimuth
2021-04-14 22:20:24 +00:00
Saverio Miroddi
b80814681a Add g++ to the Ubuntu dependencies (#1874)
The g++ package may not be preinstalled.

Also, replaced the mention of "fast" compiles, with generic instructions about how to install clang; this is because on my test system, clang didn't make any difference, and it's likely not to do any in general, as it is a relatively small part of the build.

Closes #1294.
2021-04-14 22:02:52 +00:00
François
d868d07d0b run some examples on CI using swiftshader (#1826)
From suggestion from Godot workflows: https://github.com/bevyengine/bevy/issues/1730#issuecomment-810321110

* Add a feature `bevy_debug` that will make Bevy read a debug config file to setup some debug systems
  * Currently, only one that will exit after x frames
  * Could add option to dump screen to image file once that's possible
* Add a job in CI workflow that will run a few examples using [`swiftshader`](https://github.com/google/swiftshader)
  * This job takes around 13 minutes, so doesn't add to global CI duration

|example|number of frames|duration|
|-|-|-|
|`alien_cake_addict`|300|1:50|
|`breakout`|1800|0:44|
|`contributors`|1800|0:43|
|`load_gltf`|300|2:37|
|`scene`|1800|0:44|
2021-04-14 21:40:36 +00:00
Jakob Hellermann
d119c1ce14 gltf-loader: support data url for images (#1828)
This allows the `glTF-Embedded` variants in the [sample models](https://github.com/KhronosGroup/glTF-Sample-Models/) to be used.
The data url format is relatively small, so I didn't include a crate like [docs.rs/data-url](https://docs.rs/data-url/0.1.0/data_url/).

Also fixes the 'Box With Spaces' model as URIs are now percent-decoded.

cc #1802
2021-04-13 21:30:32 +00:00
Yoh Deadfall
04a37f722a Moved events to ECS (#1823)
Fixes #1809. It makes it also possible to use `derive` for `SystemParam` inside ECS and avoid manual implementation. An alternative solution to macro changes is to use `use crate as bevy_ecs;` in `event.rs`.
2021-04-13 20:36:37 +00:00
Aaron Winter
01142a137e Many Sprites Example Fix (#1897)
This example is supposed to use frustum culling, but doesn't. :P

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-13 20:18:56 +00:00
Alice Cecile
203c7c1aca Issue template for documentation improvements (#1732)
The existing issue templates don't fit well for "the docs are not very good" and are too high friction.

This is intended as a very-low friction tool to provide the basis for more thorough docs PRs.
2021-04-13 20:18:54 +00:00
follower
50df6b61f2 Typo fix: "wit" -> "with". (#1876) 2021-04-13 20:02:20 +00:00
François
dae8357057 markdown lint on CHANGELOG.md and examples/READE.md (#1906)
new lints after #1783, fixes current CI break
2021-04-13 17:18:47 +00:00
Jonas Matser
7342d463b8 Use a sorted Map for vertex buffer attributes (#1796)
The `VertexBufferLayout` returned by `crates\bevy_render\src\mesh\mesh.rs:308` was unstable, because `HashMap.iter()` has a random order. This caused the pipeline_compiler to wrongly consider a specialization to be different (`crates\bevy_render\src\pipeline\pipeline_compiler.rs:123`), causing each mesh changed event to potentially result in a different `PipelineSpecialization`. This in turn caused `Draw` to emit a `set_pipeline` much more often than needed.

This fix shaves off a `BindPipeline` and two `BindDescriptorSets` (for the Camera and for global renderresources) for every mesh after the first that can now use the same specialization, where it didn't before (which was random).

`StableHashMap` was not a good replacement, because it isn't `Clone`, so instead I replaced it with a `BTreeMap` which is OK in this instance, because there shouldn't be many insertions on `Mesh.attributes` after the mesh is created.
2021-04-13 03:31:29 +00:00
François
4c1099a77f add documentation on Input (#1781)
related to #1700 

This PR:
* documents all methods on `Input<T>`
* adds documentation on the struct about how to use it, and how to implement it for a new input type
* renames method `update` to a easier to understand `clear`
* adds two methods to check for state and clear it after, allowing easier use in the case of #1700 

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-13 03:13:48 +00:00
Jakob Hellermann
9e55d8dbb4 Error message improvements for shader compilation/gltf loading (#1786)
- prints glsl compile error message in multiple lines instead of `thread 'main' panicked at 'called Result::unwrap() on an Err value: Compilation("glslang_shader_parse:\nInfo log:\nERROR: 0:335: \'assign\' :  l-value required \"anon@7\" (can\'t modify a uniform)\nERROR: 0:335: \'\' : compilation terminated \nERROR: 2 compilation errors.  No code generated.\n\n\nDebug log:\n\n")', crates/bevy_render/src/pipeline/pipeline_compiler.rs:161:22`
- makes gltf error messages have more context

New error:
```rust
thread 'Compute Task Pool (5)' panicked at 'Shader compilation error:
glslang_shader_parse:
Info log:
ERROR: 0:12: 'assign' :  l-value required "anon@1" (can't modify a uniform)
ERROR: 0:12: '' : compilation terminated 
ERROR: 2 compilation errors.  No code generated.
', crates/bevy_render/src/pipeline/pipeline_compiler.rs:364:5
```


These changes are a bit unrelated. I can open separate PRs if someone wants that.
2021-04-13 02:56:30 +00:00
dependabot[bot]
73c8e9a596 Bump github/super-linter from v3.15.2 to v3.15.5 (#1783)
Bumps [github/super-linter](https://github.com/github/super-linter) from v3.15.2 to v3.15.5.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a href="https://github.com/github/super-linter/releases">github/super-linter's releases</a>.</em></p>
<blockquote>
<h2>Release v3.15.5</h2>
<p>No release notes provided.</p>
<h2>Release v3.15.3</h2>
<h2>Changelog</h2>
<ul>
<li>Updated Deployment scripts</li>
<li>Updated Security Scripts</li>
<li>Support <code>.env.*</code> for various <code>.env</code> files</li>
</ul>
<h2>Bugs</h2>
<ul>
<li>Various security bumps</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a href="286abe2b03"><code>286abe2</code></a> Updating action.yml with new release version</li>
<li><a href="1d0751b749"><code>1d0751b</code></a> cleanup (<a href="https://github-redirect.dependabot.com/github/super-linter/issues/1378">#1378</a>)</li>
<li><a href="be0e288e1e"><code>be0e288</code></a> Bump cljkondo/clj-kondo from 2021.03.03-alpine to 2021.03.22-alpine (<a href="https://github-redirect.dependabot.com/github/super-linter/issues/1379">#1379</a>)</li>
<li><a href="8ff48a47d3"><code>8ff48a4</code></a> Bump isort from 5.7.0 to 5.8.0 in /dependencies (<a href="https://github-redirect.dependabot.com/github/super-linter/issues/1382">#1382</a>)</li>
<li><a href="55cc19dbbc"><code>55cc19d</code></a> Bump immer from 8.0.3 to 9.0.1 in /dependencies (<a href="https://github-redirect.dependabot.com/github/super-linter/issues/1381">#1381</a>)</li>
<li><a href="a68b522bc1"><code>a68b522</code></a> Bump sql-lint from 0.0.15 to 0.0.16 in /dependencies (<a href="https://github-redirect.dependabot.com/github/super-linter/issues/1380">#1380</a>)</li>
<li><a href="701fd3b339"><code>701fd3b</code></a> Adding a11y eslint to npm dependencies (<a href="https://github-redirect.dependabot.com/github/super-linter/issues/1375">#1375</a>)</li>
<li><a href="4016de6222"><code>4016de6</code></a> Bump immer from 8.0.2 to 8.0.3 in /dependencies (<a href="https://github-redirect.dependabot.com/github/super-linter/issues/1376">#1376</a>)</li>
<li><a href="43e054faf7"><code>43e054f</code></a> Bump immer from 8.0.1 to 8.0.2 in /dependencies (<a href="https://github-redirect.dependabot.com/github/super-linter/issues/1374">#1374</a>)</li>
<li><a href="46d76783c7"><code>46d7678</code></a> Bump eslint-plugin-jest from 24.3.1 to 24.3.2 in /dependencies (<a href="https://github-redirect.dependabot.com/github/super-linter/issues/1372">#1372</a>)</li>
<li>Additional commits viewable in <a href="https://github.com/github/super-linter/compare/v3.15.2...286abe2b0349da9c074c0fed8e8ec0a86cd13279">compare view</a></li>
</ul>
</details>
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2021-04-13 02:56:29 +00:00
Carter Anderson
5bccb67aa3 Remove unused material (#1898)
This doesn't do anything and complicates the example.
2021-04-13 02:39:50 +00:00
Jonas Matser
5c4f3554f9 Rename Light => PointLight and remove unused properties (#1778)
After an inquiry on Reddit about support for Directional Lights and the unused properties on Light, I wanted to clean it up, to hopefully make it ever so slightly more clear for anyone wanting to add additional light types.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-13 02:21:24 +00:00
Julian Heinken
8f1eaa6db5 glTF: added color attribute support (#1775) 2021-04-13 01:47:25 +00:00
MinerSebas
0fce6f0406 Override size_hint for all Iterators and add ExactSizeIterator where applicable (#1734)
After #1697 I looked at all other Iterators from Bevy and added overrides for `size_hint` where it wasn't done.
Also implemented `ExactSizeIterator` where applicable.
2021-04-13 01:28:14 +00:00
Guim Caballero
b060e16f62 Add synonyms for transform relative vectors (#1667)
Fixes #1663.

I think the directions are correct (same as [here](https://docs.godotengine.org/en/stable/classes/class_vector3.html?highlight=forward#constants)), but please double check because I might have mixed them up.

Co-authored-by: guimcaballero <guim.caballero@gmail.com>
Co-authored-by: Guim Caballero <guim.caballero@gmail.com>
2021-04-12 21:53:05 +00:00
Alessandro Re
6ce57c85d6 Example on how to draw using custom mesh and shader (#1565)
I was looking into "lower level" rendering and I saw no example on how to do that. Yet, I think it's something relevant to show, so I set up a simple example on how to do that. I hope it's welcome.

I'm not confident about the code and a review is definitely nice to have, especially because there are a few things that are not great.
Specifically, I think it would be nice to see how to render with a completely custom set of attributes (position and color, in this case), but I couldn't manage to get it working without normals and uv.

It makes sense if bevy Meshes need these two attributes, but I'm not sure about it.

Co-authored-by: Alessandro Re <ale@ale-re.net>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-12 19:47:12 +00:00
Mike
9186c4c8d2 Change breakout to use fixed timestamp (#1541)
This PR fixes https://github.com/bevyengine/bevy/issues/1240, where the ball is escaping the playing field at low framerates.  I did this by moving the movement and physics system into a Fixed Timestep system set and changing the movement steps to a constant.  So we lose the example use of delta_time for changing position, but gain a use of FixedTimestep.

If this is accepted https://github.com/bevyengine/bevy-website/pull/102 will need to be updated to match.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-12 19:29:08 +00:00
Nathan Stocks
60f286d56d Update linters.md with info about cargo ci xtask (#1507)
Update `linters.md` with info about `cargo ci` xtask as per https://github.com/bevyengine/bevy/pull/1463#pullrequestreview-593747890

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-12 19:11:40 +00:00
Jakob Hellermann
ed36c21e7e fix 'attempted to subtract with overflow' for State::inactives (#1668) 2021-04-10 16:33:35 +00:00
bjorn3
6a4051be3a Make some asset loading functions monomorphic (#1861)
This reduces the size of executables when using bevy as dylib by
ensuring that they get codegened in bevy_assets instead of the game
itself. This by extension avoids pulling in parts of bevy_tasks and
async_task.

Before this change the breakout example was 923k big after this change
it is only 775k big for cg_clif. For cg_llvm in release mode breakout
shrinks from 356k to 316k. For cg_llvm in debug mode breakout shrinks
from 3814k to 3057k.
2021-04-10 16:17:32 +00:00
Alice Cecile
100e516014 Release Checklist (#1834)
To help make the process easier and more fool-proof, aid delegation and document institutional knowledge.

I'm not entirely sure where this belongs.
2021-04-08 21:33:46 +00:00
Grindv1k
9ac9088933 Remove leftover pbr_textures example (#1845)
`examples/3d/pbr_textures.rs` was missing in both `Cargo.toml` and in the examples
`README.md`.
2021-04-08 17:42:15 +00:00
r00ster
bc13d11c78 Update old docs mentioning Camera2dBundle (#1836)
This replaces some outdated mentions of the `Camera2dBundle` that is removed now with 0.5.
2021-04-06 21:05:08 +00:00
Carter Anderson
97d8e4e179 Release 0.5.0 (#1835) 2021-04-06 18:48:48 +00:00
Jakob Hellermann
aaf204cbac remove active camera entity when despawned (#1825)
fixes #1452

This should probably be in 0.5, as the previous workaround isn't possible after dd4a196329 because the hashmap is now private.
2021-04-06 17:09:28 +00:00
Carter Anderson
3118ebdfd3
update changelog (#1829) 2021-04-06 09:58:34 -07:00
François
3e285d5c0b allow deriving bundle for struct with generics with where clause (#1811)
fixes #1777 

Seems the `_where_clause` parameter to lost somewhere, adding it back
2021-04-03 23:30:30 +00:00
François
9098df3034 make pbr shader std140 compatible (#1798)
In shaders, `vec3` should be avoided for `std140` layout, as they take the size of a `vec4` and won't support manual padding by adding an additional `float`.

This change is needed for 3D to work in WebGL2. With it, I get PBR to render
<img width="1407" alt="Screenshot 2021-04-02 at 02 57 14" src="https://user-images.githubusercontent.com/8672791/113368551-5a3c2780-935f-11eb-8c8d-e9ba65b5ee98.png">

Without it, nothing renders... @cart Could this be considered for 0.5 release?

Also, I learned shaders 2 days ago, so don't hesitate to correct any issue or misunderstanding I may have

bevy_webgl2 PR in progress for Bevy 0.5 is here if you want to test: https://github.com/rparrett/bevy_webgl2/pull/1
2021-04-03 23:30:28 +00:00
François
276a81cc30 allow up to 16 parameters for systems (#1805)
fixes #1772 

1st commit: the limit was at 11 as the macro was not using a range including the upper end. I changed that as it feels the purpose of the macro is clearer that way.

2nd commit: as suggested in the `// TODO`, I added a `Config` trait to go to 16 elements tuples. This means that if someone has a custom system parameter with a config that is not a tuple or an `Option`, they will have to implement `Config` for it instead of the standard `Default`.
2021-04-03 23:13:54 +00:00
Jakob Hellermann
1df3b74d38 fix attempt to modify emissive uniform (#1771)
Previously loading the boom box gltf file panic'd with `ERROR: 0:335: 'assign' :  l-value required "anon@7" (can't modify a uniform)`
2021-04-03 22:51:52 +00:00
Carter Anderson
f520a341d5 flip resource scope order (#1793)
I think [collection, thing_removed_from_collection] is a more natural order than [thing_removed_from_collection, collection]. Just a small tweak that I think we should include in 0.5.
2021-04-01 02:24:42 +00:00
TheRawMeatball
b657a9b39f Add on_in_stack_update to SystemSet (#1792) 2021-03-31 20:24:04 +00:00
Carter Anderson
d6bc414bf0 check for duplicate archetypes in QueryState::new_archetype (#1789)
Fixes #1788

See discussion in that issue for details.
2021-03-30 21:21:47 +00:00
François
9193fc57d0 CI break: fix syn version (#1787)
This is a temporary fix for the CI (and anyone building for wasm) break until `wgpu` can update

* `syn` released a version that fixed a bug in how they parsed attributes
* `wasm_bindgen` released a version that uses that fix
* but we're stuck with old `wasm_bindgen` as `wgpu` uses a fixed version: c5ee9cd983/Cargo.toml (L118)

So, to fix this, either we update everyone to latest version of `wasm_bindgen` or we keep using old version of `syn`.

On Bevy side, it should be faster to fix the version of `syn` to one that works.

More details: https://github.com/rustwasm/wasm-bindgen/pull/2510 & https://github.com/rustwasm/wasm-bindgen/issues/2508
2021-03-30 18:34:53 +00:00