# Objective
- meshlet example has broken since #14273
## Solution
- disable msaa in meshlet example
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
I just wanted to inspect `HashSet`s in `bevy-inspector-egui` but I
noticed that it didn't work for some reason. A few minutes later I found
myself looking into the bevy reflect impls noticing that `HashSet`s have
been covered only rudimentary up until now.
## Solution
I'm not sure if this is overkill (especially the first bullet), but
here's a list of the changes:
- created a whole new trait and enum variants for `ReflectRef` and the
like called `Set`
- mostly oriented myself at the `Map` trait and made the necessary
changes until RA was happy
- create macro `impl_reflect_for_hashset!` and call it on `std::HashSet`
and `hashbrown::HashSet`
Extra notes:
- no `get_mut` or `get_mut_at` mirroring the `std::HashSet`
- `insert[_boxed]` and `remove` return `bool` mirroring `std::HashSet`,
additionally that bool is reflect as I thought that would be how we
handle things in bevy reflect, but I'm not sure on this
- ser/de are handled via `SeqAccess`
- I'm not sure about the general deduplication property of this impl of
`Set` that is generally expected? I'm also not sure yet if `Map` does
provide this. This mainly refers to the `Dynamic[...]` structs
- I'm not sure if there are other methods missing from the `trait`, I
felt like `contains` or the set-operations (union/diff/...) could've
been helpful, but I wanted to get out the bare minimum for feedback
first
---
## Changelog
### Added
- `Set` trait for `bevy_reflect`
### Changed
- `std::collections::HashSet` and `bevy_utils::hashbrown::HashSet` now
implement a more complete set of reflect functionalities instead of
"just" `reflect_value`
- `TypeInfo` contains a new variant `Set` that contains `SetInfo`
- `ReflectKind` contains a new variant `Set`
- `ReflectRef` contains a new variant `Set`
- `ReflectMut` contains a new variant `Set`
- `ReflectOwned` contains a new variant `Set`
## Migration Guide
- The new `Set` variants on the enums listed in the change section
should probably be considered by people working with this level of the
lib
### Help wanted!
I'm not sure if this change is able to break code. From my understanding
it shouldn't since we just add functionality but I'm not sure yet if
theres anything missing from my impl that would be normally provided by
`impl_reflect_value!`
# Objective
- Fixes#14453
## Solution
- Added BorderRadius to ImageBundle
## Testing
- Did you test these changes? If so, how?
- Tested on a random picture I found in the examples and it added a
border radius.
- Are there any parts that need more testing?
- I don't fink so.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Apply a border radius to a random picture.
# Objective
When using observers you might want to know what the difference is
between `OnAdd` vs `OnReplace` vs `OnInsert` etc. It's not obvious where
to look (`component_hooks.rs`). Added intradoc links for easier
disambiguation.
# Objective
The method `World::increment_change_tick` currently takes `&self` as the
method receiver, which is semantically strange. Even though the interior
mutability is sound, the existence of this method is strange since we
tend to think of `&World` as being a read-only snapshot of a world, not
an aliasable reference to a world with mutability. For those purposes,
we have `UnsafeWorldCell`.
## Solution
Change the method signature to take `&mut self`. Use exclusive access to
remove the need for atomic adds, which makes the method slightly more
efficient. Redirect users to [`UnsafeWorldCell::increment_change_tick`]
if they need to increment the world's change tick from an aliased
context.
In practice I don't think there will be many breakages, if any. In cases
where you need to call `increment_change_tick`, you usually already have
either `&mut World` or `UnsafeWorldCell`.
---
## Migration Guide
The method `World::increment_change_tick` now requires `&mut self`
instead of `&self`. If you need to call this method but do not have
mutable access to the world, consider using
`world.as_unsafe_world_cell_readonly().increment_change_tick()`, which
does the same thing, but is less efficient than the method on `World`
due to requiring atomic synchronization.
```rust
fn my_system(world: &World) {
// Before
world.increment_change_tick();
// After
world.as_unsafe_world_cell_readonly().increment_change_tick();
}
```
# Objective
Sometimes one wants to retrieve a `&dyn Reflect` for an entity's
component, which so far required multiple, non-obvious steps and
`unsafe`-code.
The docs for
[`MutUntyped`](https://docs.rs/bevy/latest/bevy/ecs/change_detection/struct.MutUntyped.html#method.map_unchanged)
contain an example of the unsafe part.
## Solution
This PR adds the two methods:
```rust
// immutable variant
World::get_reflect(&self, entity: Entity, type_id: TypeId) -> Result<&dyn Reflect, GetComponentReflectError>
// mutable variant
World::get_reflect_mut(&mut self, entity: Entity, type_id: TypeId) -> Result<Mut<'_, dyn Reflect>, GetComponentReflectError>
```
which take care of the necessary steps, check required invariants etc.,
and contain the unsafety so the caller doesn't have to deal with it.
## Testing
- Did you test these changes? If so, how?
- Added tests and a doc test, also (successfully) ran `cargo run -p ci`.
- Are there any parts that need more testing?
- Could add tests for each individual error variant, but it's not
required imo.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run `cargo test --doc --package bevy_ecs --all-features --
world::World::get_reflect --show-output` for the doctest
- Run `cargo test --package bevy_ecs --lib --all-features --
world::tests::reflect_tests --show-output` for the unittests
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- Don't think it's relevant, but tested on 64bit linux (only).
---
## Showcase
Copy of the doctest example which gives a good overview of what this
enables:
```rust
use bevy_ecs::prelude::*;
use bevy_reflect::Reflect;
use std::any::TypeId;
// define a `Component` and derive `Reflect` for it
#[derive(Component, Reflect)]
struct MyComponent;
// create a `World` for this example
let mut world = World::new();
// Note: This is usually handled by `App::register_type()`, but this example can not use `App`.
world.init_resource::<AppTypeRegistry>();
world.get_resource_mut::<AppTypeRegistry>().unwrap().write().register::<MyComponent>();
// spawn an entity with a `MyComponent`
let entity = world.spawn(MyComponent).id();
// retrieve a reflected reference to the entity's `MyComponent`
let comp_reflected: &dyn Reflect = world.get_reflect(entity, TypeId::of::<MyComponent>()).unwrap();
// make sure we got the expected type
assert!(comp_reflected.is::<MyComponent>());
```
## Migration Guide
No breaking changes, but users can use the new methods if they did it
manually before.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
Derive `Hash` for `KeyboardInput`.
## Problem
I was [writing code](https://github.com/joshka/bevy_ratatui/pull/13) to
take `crossterm` events and republish them as bevy input events. One
scenario requires I check if the same key press was happening
repeatedly; in a regular terminal we don't get key released events, so I
was simulating them.
I was surprised to find that I couldn't put `KeyboardInput` into a
`HashSet`.
## Work Around
My work around was to add a new type that implemented Hash.
```rust
#[derive(Deref, DerefMut, PartialEq, Eq)]
struct KeyInput(KeyboardInput);
impl Hash for KeyInput {
fn hash<H>(&self, state: &mut H)
where
H: Hasher,
{
self.key_code.hash(state);
self.logical_key.hash(state);
self.state.hash(state);
self.window.hash(state);
}
}
```
## Solution
A better solution since all members of `KeyboardInput` implement `Hash`
is to have it derive `Hash` as well.
## Testing
My newtype solution works for its purpose.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Josh McKinney <joshka@users.noreply.github.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- Some types here were not constructible via reflection, and some were
missing fairly obvious `Default` values.
- Some types used `#[reflect_value]` for some unstated reason, making
them opaque to reflection-based code.
## Solution
- Add and reflect some `Default` impls, and stop using
`#[reflect_value]`.
# Objective
- It's possible to have errors in a draw command, but these errors are
ignored
## Solution
- Return a result with the error
## Changelog
Renamed `RenderCommandResult::Failure` to `RenderCommandResult::Skip`
Added a `reason` string parameter to `RenderCommandResult::Failure`
## Migration Guide
If you were using `RenderCommandResult::Failure` to just ignore an error
and retry later, use `RenderCommandResult::Skip` instead.
This wasn't intentional, but this PR should also help with
https://github.com/bevyengine/bevy/issues/12660 since we can turn a few
unwraps into error messages now.
---------
Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
# Objective
Simplify Bevy-provided functions that return a condition-satisfying
closure instead of just being the condition.
## Solution
Become the condition.
## Testing
I did not test. Game jamming. Hopefully CI passes.
---
## Migration Guide
Some run conditions have been simplified.
```rust
// Before:
app.add_systems(Update, (
system_0.run_if(run_once()),
system_1.run_if(resource_changed_or_removed::<T>()),
system_2.run_if(resource_removed::<T>()),
system_3.run_if(on_event::<T>()),
system_4.run_if(any_component_removed::<T>()),
));
// After:
app.add_systems(Update, (
system_0.run_if(run_once),
system_1.run_if(resource_changed_or_removed::<T>),
system_2.run_if(resource_removed::<T>),
system_3.run_if(on_event::<T>),
system_4.run_if(any_component_removed::<T>),
));
```
# Objective
- `bevy_ui` does not build without the `bevy_text` feature due to
improper feature gating.
- Specifically, `MeasureArgs<'a>` had an unused lifetime `'a` without
`bevy_text` enabled. This is because it stores a reference to a
`cosmic_text::FontSystem`.
- This was caught by `flag-frenzy` in [this
run](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/10024258523/job/27706132250).
## Solution
- Add a `PhantomData` to `MeasureArgs<'a>` in order to maintain its
lifetime argument.
- I also named it `font_system`, after the feature-gated argument that
actually needs a lifetime, for usability. Please comment if you have a
better solution!
- Move some unused imports to be behind the `bevy_text` feature gate.
## Testing
```bash
# Fails on main.
cargo check -p bevy_ui --no-default-features
# Succeeds on main.
cargo check -p bevy_ui --no-default-features -F bevy_text
```
---
## Migration Guide
**This is not a breaking change for users migrating from 0.14, since
`MeasureArgs` did not exist then.**
When the `bevy_text` feature is disabled for `bevy_ui`, the type of the
`MeasureArgs::font_system` field is now a `PhantomData` instead of being
removed entirely. This is in order to keep the lifetime parameter, even
though it is unused without text being enabled.
# Objective
Fixes#13910
When a transition is over, the animation is stopped. There was a race
condition; if an animation was started while it also had an active
transition, the transition ending would then incorrectly stop the newly
added animation.
## Solution
When starting an animation, cancel any previous transition for the same
animation.
## Testing
The changes were tested manually, mainly by using the `animated_fox`
example. I also tested with changes from
https://github.com/bevyengine/bevy/pull/13909.
I'd like to have an unit test for this as well, but it seems quite
complex to do, as I'm not sure how I would detect an incorrectly paused
animation.
Reviewers can follow the instructions in #13910 to reproduce.
Tested on macos 14.4 (M3 processor) Should be platform-independent,
though.
Currently `TextureFormat::Astc` can't be programmatically constructed
without importing wgpu in addition to bevy.
# Objective
Allow programmatic construction of `TextureFormat::Astc` with no
additional imports required.
## Solution
Exported the two component enums `AstcBlock` and `AstcChannel` used in
`TextureFormat::Astc` construction.
## Testing
I did not test this, the change seemed pretty safe. :)
# Objective
- Enables use cases where third-party crates would want to use the
default font as well [see linebender's
use](https://github.com/linebender/bevy_vello/pull/66)
## Solution
- Uses `include_bytes` macro and make it `pub`
---------
Co-authored-by: Spencer C. Imbleau <spencer@imbleau.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
Fixes a performance issue when you have 1000s of entities in a bevy
hierarchy without transforms.
This was prominently happening in `bevy_ecs_tilemap`.
## Solution
Filter out entities that don't have a global transform.
## Testing
CI
We should test some other way...
## Migration Guide
- To avoid surprising performance pitfalls, `Transform` /
`GlobalTransform` propagation is no longer performed down through
hierarchies where intermediate parent are missing a `GlobalTransform`.
To restore the previous behavior, add `GlobalTransform::default` to
intermediate entities.
The "uberbuffers" PR #14257 caused some examples to fail intermittently
for different reasons:
1. `morph_targets` could fail because vertex displacements for morph
targets are keyed off the vertex index. With buffer packing, the vertex
index can vary based on the position in the buffer, which caused the
morph targets to be potentially incorrect. The solution is to include
the first vertex index with the `MeshUniform` (and `MeshInputUniform` if
GPU preprocessing is in use), so that the shader can calculate the true
vertex index before performing the morph operation. This results in
wasted space in `MeshUniform`, which is unfortunate, but we'll soon be
filling in the padding with the ID of the material when bindless
textures land, so this had to happen sooner or later anyhow.
Including the vertex index in the `MeshInputUniform` caused an ordering
problem. The `MeshInputUniform` was created during the extraction phase,
before the allocations occurred, so the extraction logic didn't know
where the mesh vertex data was going to end up. The solution is to move
the `MeshInputUniform` creation (the `collect_meshes_for_gpu_building`
system) to after the allocations phase. This should be better for
parallelism anyhow, because it allows the extraction phase to finish
quicker. It's also something we'll have to do for bindless in any event.
2. The `lines` and `fog_volumes` examples could fail because their
custom drawing nodes weren't updated to supply the vertex and index
offsets in their `draw_indexed` and `draw` calls. This commit fixes this
oversight.
Fixes#14366.
# Objective
- Optimize the `propagate_recursive` function in the transform system to
reduce CPU usage.
- Addresses performance bottleneck in transform propagation, especially
for scenes with complex hierarchies.
## Solution
- Avoided unnecessary cloning of `global_transform` when creating the
tuple in the `propagate_recursive` function.
- Used `as_ref()` method on `Mut<GlobalTransform>` when passing it to
the recursive call, avoiding an extra dereference.
- These changes significantly reduced the CPU usage of this function
from 4.91% to 1.16% of self function time.
## Testing
- Performance testing was conducted using the Hotspot GUI tool,
comparing CPU usage before and after the changes.
- `cargo run --release --example many_foxes`
- Tested on Fedora Linux.
---
## Showcase
Here are the PERF GUI results showing the improvement in CPU usage:
### Before
![image](https://github.com/user-attachments/assets/b5c52800-710b-4793-bf75-33e3eb1d2083)
### After
![image](https://github.com/user-attachments/assets/654a4feb-924c-41c8-8ff9-3a1027bd28b9)
As we can see, the CPU usage for the `propagate_recursive` function has
been reduced from 4.91% to 1.16%, resulting in a significant performance
improvement.
## Migration Guide
This change does not introduce any breaking changes. Users of the Bevy
engine will automatically benefit from this performance improvement
without needing to modify their code.
# Objective
- The `RenderTarget` type wasn't being registered, and the `target`
field of `Camera` was marked as ignored, so it wasn't inspectable by
editors.
## Solution
- Remove `#[reflect(ignore)]` from the field
- I've also reordered the `Default` impl of `RenderTarget` because it
looked like it belonged to a different type
# Objective
- The default values hard coded in the showcase script may not make
sense depending on your hardware
## Solution
- Let them be customised from the CLI
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Switches `Msaa` from being a globally configured resource to a per
camera view component.
Closes#7194
# Objective
Allow individual views to describe their own MSAA settings. For example,
when rendering to different windows or to different parts of the same
view.
## Solution
Make `Msaa` a component that is required on all camera bundles.
## Testing
Ran a variety of examples to ensure that nothing broke.
TODO:
- [ ] Make sure android still works per previous comment in
`extract_windows`.
---
## Migration Guide
`Msaa` is no longer configured as a global resource, and should be
specified on each spawned camera if a non-default setting is desired.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Some types are missing reflection attributes, which means we can't use
them in scene serialization etc.
- Effected types
- `BorderRadius`
- `AnimationTransitions`
- `OnAdd`
- `OnInsert`
- `OnRemove`
- My use-case for `OnAdd` etc to derive reflect is 'Serializable
Observer Components'. Add the component, save the scene, then the
observer is re-added on scene load.
```rust
#[derive(Reflect)]
struct MySerializeableObserver<T: Event>(#[reflect(ignore)]PhantomData<T>);
impl<T: Event> Component for MySerializeableObserver<T> {
const STORAGE_TYPE: StorageType = StorageType::Table;
fn register_component_hooks(hooks: &mut ComponentHooks) {
hooks.on_add(|mut world, entity, _| {
world
.commands()
.entity(entity)
.observe(|_trigger: Trigger<T>| {
println!("it triggered etc.");
});
});
}
}
```
## Solution
- Add the missing traits
---
# Problem
Division by zero in `crates/bevy_color/src/hsva.rs` when `blackness` is
`1`:
```rust
impl From<Hwba> for Hsva {
fn from(
Hwba {
hue,
whiteness,
blackness,
alpha,
}: Hwba,
) -> Self {
// Based on https://en.wikipedia.org/wiki/HWB_color_model#Conversion
let value = 1. - blackness;
let saturation = 1. - (whiteness / value);
Hsva::new(hue, saturation, value, alpha)
}
}
```
## Solution
With `Hsva` colors if the `value` component is set to `0.` the output
will be pure black regardless of the values of the `hue` or `saturation`
components.
So if `value` is `0`, we don't need to calculate a `saturation` value
and can just set it to `0`:
```rust
impl From<Hwba> for Hsva {
fn from(
Hwba {
hue,
whiteness,
blackness,
alpha,
}: Hwba,
) -> Self {
// Based on https://en.wikipedia.org/wiki/HWB_color_model#Conversion
let value = 1. - blackness;
let saturation = if value != 0. {
1. - (whiteness / value)
} else {
0.
};
Hsva::new(hue, saturation, value, alpha)
}
}
```
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
We currently cannot iterate from the back of `QueryManyIter`.
## Solution
Implement `DoubleEndedIterator` for `QueryManyIter` and add a
`fetch_next_back` method. These impls are bounded on the underlying
`entity_iter` implementing `DoubleEndedIterator`.
## Changelog
Added `DoubleEndedIterator` implementation for `QueryManyIter`.
Added the `fetch_next_back` method to `QueryManyIter`.
# Objective
- Replacing CAS with Cas in CASPlugin
- Closes#14341
## Solution
- Simple replace
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Building bevy_gltf with feature dds fails:
```
> cargo build -p bevy_gltf --features dds
Compiling bevy_core_pipeline v0.15.0-dev (crates/bevy_core_pipeline)
error[E0061]: this function takes 7 arguments but 6 arguments were supplied
--> crates/bevy_core_pipeline/src/tonemapping/mod.rs:442:5
|
442 | Image::from_buffer(
| ^^^^^^^^^^^^^^^^^^
...
445 | bytes,
| ----- an argument of type `std::string::String` is missing
|
note: associated function defined here
--> crates/bevy_render/src/texture/image.rs:709:12
|
709 | pub fn from_buffer(
| ^^^^^^^^^^^
help: provide the argument
|
442 | Image::from_buffer(/* std::string::String */, bytes, image_type, CompressedImageFormats::NONE, false, image_sampler, RenderAssetUsages::RENDER_WORLD)
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For more information about this error, try `rustc --explain E0061`.
error: could not compile `bevy_core_pipeline` (lib) due to 1 previous error
```
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- enable dds feature in bevy_core_pipeline
## Testing
- `cargo build -p bevy_gltf --features dds`
## Objective
Make the docs say the right thing.
## Solution
Edit the docs so they say the right thing.
Seems like overtime the example has changed but the comment did not
change with it. It originally was a AND but is now an OR.
# Objective
When the user renders multiple cameras to the same output texture, it
can sometimes be confusing what `ClearColorConfig` is necessary for each
camera to avoid overwriting the previous camera's output. This is
particular true in cases where the user uses mixed HDR cameras, which
means that their scene is being rendered to different internal textures.
## Solution
When a view has a configured viewport, set the GPU scissor in the
upscaling node so we don't overwrite areas that were written to by other
cameras.
## Testing
Ran the `split_screen` example.
# Objective
Fixes#7433
Alternative to #14323
## Solution
Add `DefaultPlugins` so we actually have tracing spans when using
`trace_tracy` or `trace_chrome`.
## Testing
```
cargo run --release --features trace_tracy --example transform_hierarchy large_tree
```
This now connects to Tracy and sends a bunch of data.
# Objective
- The current default viewport crashes bevy due to a wgpu validation
error, this PR fixes that
- Fixes https://github.com/bevyengine/bevy/issues/14355
## Solution
- `Viewport::default()` now returns a 1x1 viewport
## Testing
- I modified the `3d_viewport_to_world` example to use
`Viewport::default()`, and it works as expected (only the top-left pixel
is rendered)
# Objective
- Fixes: https://github.com/bevyengine/bevy/issues/14036
## Solution
- Add a world space transformation for the environment sample direction.
## Testing
- I have tested the newly added `transform` field using the newly added
`rotate_environment_map` example.
https://github.com/user-attachments/assets/2de77c65-14bc-48ee-b76a-fb4e9782dbdb
## Migration Guide
- Since we have added a new filed to the `EnvironmentMapLight` struct,
users will need to include `..default()` or some rotation value in their
initialization code.
# Objective
Fixes#14386
## Solution
- Added the `#[deprecate]` attribute to the `is_playing_animation`
function.
## Testing
The project successfully builds.
---
## Migration Guide
The user will just need to replace functions named
`is_playing_animation` with `animation_is_playing`.
Due to a bug in `load_gltf`, the `GltfNode::children` links of each node
actually point to the node itself, rather than to the node's children.
This commit fixes that bug.
Note that this didn't affect the scene hierarchy of the instantiated
glTF, only the hierarchy as present in the `GltfNode` assets. This is
likely why the bug was never noticed until now.
# Objective
- The event propagation benchmark is largely derived from
bevy_eventlistener. However, it doesn't accurately reflect performance
of bevy side, as our event bubble propagation is based on observer.
## Solution
- added several new benchmarks that focuse on observer itself rather
than event bubble
# Objective
When using tracing or
[`bevy_mod_debugdump`](https://github.com/jakobhellermann/bevy_mod_debugdump),
the names of function systems produced by closures are either ambiguous
(like `game::mainapp::{closure}` when tracing) or too long
(`bevy_mod_debugdump` includes full type signature if no name given),
which makes debugging with tracing difficult.
## Solution
Add a function `with_name` to rename a system. The proposed API can be
used in the following way:
```rust
app
.add_systems(Startup, IntoSystem::into_system(|name: SystemName| {
println!("System name: {}", name.name().to_owned());
}).with_name("print_test_system"));
```
## Testing
- There is a test in
`bevy_ecs::system:system_name::test_closure_system_name_regular_param`
Progress towards https://github.com/bevyengine/bevy/issues/7386.
Following discussion
https://discord.com/channels/691052431525675048/1253260494538539048/1253387942311886960
This Pull Request adds an example to detect system order ambiguities,
and also asserts none exist.
A lot of schedules are ignored in ordered to have the test passing, we
should thrive to make them pass, but in other pull requests.
<details><summary>example output <b>summary</b>, without ignored
schedules</summary>
<p>
```txt
$ cargo run --example ambiguity_detection 2>&1 | grep -C 1 "pairs of syst"
2024-06-21T13:17:55.776585Z WARN bevy_ecs::schedule::schedule: Schedule First has ambiguities.
1 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
-- bevy_time::time_system (in set TimeSystem) and bevy_ecs::event::event_update_system (in set EventUpdates)
--
2024-06-21T13:17:55.782265Z WARN bevy_ecs::schedule::schedule: Schedule PreUpdate has ambiguities.
11 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
-- bevy_pbr::prepass::update_mesh_previous_global_transforms and bevy_asset::server::handle_internal_asset_events
--
2024-06-21T13:17:55.809516Z WARN bevy_ecs::schedule::schedule: Schedule PostUpdate has ambiguities.
63 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
-- bevy_ui::accessibility::image_changed and bevy_ecs::schedule::executor::apply_deferred
--
2024-06-21T13:17:55.816287Z WARN bevy_ecs::schedule::schedule: Schedule Last has ambiguities.
3 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
-- bevy_gizmos::update_gizmo_meshes<bevy_gizmos::aabb::AabbGizmoConfigGroup> (in set UpdateGizmoMeshes) and bevy_gizmos::update_gizmo_meshes<bevy_gizmos::light::LightGizmoConfigGroup> (in set UpdateGizmoMeshes)
--
2024-06-21T13:17:55.831074Z WARN bevy_ecs::schedule::schedule: Schedule ExtractSchedule has ambiguities.
296 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
-- bevy_render::extract_component::extract_components<bevy_sprite::SpriteSource> and bevy_render::render_asset::extract_render_asset<bevy_sprite::mesh2d::material::PreparedMaterial2d<bevy_sprite::mesh2d::color_material::ColorMaterial>>
```
</p>
</details>
To try locally:
```sh
CI_TESTING_CONFIG="./.github/example-run/ambiguity_detection.ron" cargo run --example ambiguity_detection --features "bevy_ci_testing,trace,trace_chrome"
```
---------
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
- `CameraRenderGraph` is not inspectable via reflection, but should be
(the name of the configured render graph should be visible in editors,
etc.)
## Solution
- Derive and reflect `Debug` for `CameraRenderGraph`
# Objective
Fill a gap in the functionality of our curve constructions by allowing
users to easily build cyclic curves from control data.
## Solution
Here I opted for something lightweight and discoverable. There is a new
`CyclicCubicGenerator` trait with a method `to_curve_cyclic` which uses
splines' control data to create curves that are cyclic. For now, its
signature is exactly like that of `CubicGenerator` — `to_curve_cyclic`
just yields a `CubicCurve`:
```rust
/// Implement this on cubic splines that can generate a cyclic cubic curve from their spline parameters.
///
/// This makes sense only when the control data can be interpreted cyclically.
pub trait CyclicCubicGenerator<P: VectorSpace> {
/// Build a cyclic [`CubicCurve`] by computing the interpolation coefficients for each curve segment.
fn to_curve_cyclic(&self) -> CubicCurve<P>;
}
```
This trait has been implemented for `CubicHermite`,
`CubicCardinalSpline`, `CubicBSpline`, and `LinearSpline`:
<img width="753" alt="Screenshot 2024-07-01 at 8 58 27 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/69ae0802-3b78-4fb9-b73a-6f842cf3b33c">
<img width="628" alt="Screenshot 2024-07-01 at 9 00 14 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/2992175a-a96c-40fc-b1a1-5206c3572cde">
<img width="606" alt="Screenshot 2024-07-01 at 8 59 36 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/9e99eb3a-dbe6-42da-886c-3d3e00410d03">
<img width="603" alt="Screenshot 2024-07-01 at 8 59 01 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/d037bc0c-396a-43af-ab5c-fad9a29417ef">
(Each type pictured respectively with the control points rendered as
green spheres; tangents not pictured in the case of the Hermite spline.)
These curves are all parametrized so that the output of `to_curve` and
the output of `to_curve_cyclic` are similar. For instance, in
`CubicCardinalSpline`, the first output segment is a curve segment
joining the first and second control points in each, although it is
constructed differently. In the other cases, the segments from
`to_curve` are a subset of those in `to_curve_cyclic`, with the new
segments appearing at the end.
## Testing
I rendered cyclic splines from control data and made sure they looked
reasonable. Existing tests are intact for splines where previous code
was modified. (Note that the coefficient computation for cyclic spline
segments is almost verbatim identical to that of their non-cyclic
counterparts.)
The Bezier benchmarks also look fine.
---
## Changelog
- Added `CyclicCubicGenerator` trait to `bevy_math::cubic_splines` for
creating cyclic curves from control data.
- Implemented `CyclicCubicGenerator` for `CubicHermite`,
`CubicCardinalSpline`, `CubicBSpline`, and `LinearSpline`.
- `bevy_math` now depends on `itertools`.
---
## Discussion
### Design decisions
The biggest thing here is just the approach taken in the first place:
namely, the cyclic constructions use new methods on the same old
structs. This choice was made to reduce friction and increase
discoverability but also because creating new ones just seemed
unnecessary: the underlying data would have been the same, so creating
something like "`CyclicCubicBSpline`" whose internally-held control data
is regarded as cyclic in nature doesn't really accomplish much — the end
result for the user is basically the same either way.
Similarly, I don't presently see a pressing need for `to_curve_cyclic`
to output something other than a `CubicCurve`, although changing this in
the future may be useful. See below.
A notable omission here is that `CyclicCubicGenerator` is not
implemented for `CubicBezier`. This is not a gap waiting to be filled —
`CubicBezier` just doesn't have enough data to join its start with its
end without just making up the requisite control points wholesale. In
all the cases where `CyclicCubicGenerator` has been implemented here,
the fashion in which the ends are connected is quite natural and follows
the semantics of the associated spline construction.
### Future direction
There are two main things here:
1. We should investigate whether we should do something similar for
NURBS. I just don't know that much about NURBS at the moment, so I
regarded this as out of scope for the PR.
2. We may eventually want to change the output type of
`CyclicCubicGenerator::to_curve_cyclic` to a type which reifies the
cyclic nature of the curve output. This wasn't done in this PR because
I'm unsure how much value a type-level guarantee of cyclicity actually
has, but if some useful features make sense only in the case of cyclic
curves, this might be worth pursuing.
# Objective
- Fixes#14333
## Solution
- Updated `trigger_observers` signature to operate over a slice instead
of an `Iterator`.
- Updated calls to `trigger_observers` to match the new signature.
---
## Migration Guide
- TBD
This commit uses the [`offset-allocator`] crate to combine vertex and
index arrays from different meshes into single buffers. Since the
primary source of `wgpu` overhead is from validation and synchronization
when switching buffers, this significantly improves Bevy's rendering
performance on many scenes.
This patch is a more flexible version of #13218, which also used slabs.
Unlike #13218, which used slabs of a fixed size, this commit implements
slabs that start small and can grow. In addition to reducing memory
usage, supporting slab growth reduces the number of vertex and index
buffer switches that need to happen during rendering, leading to
improved performance. To prevent pathological fragmentation behavior,
slabs are capped to a maximum size, and mesh arrays that are too large
get their own dedicated slabs.
As an additional improvement over #13218, this commit allows the
application to customize all allocator heuristics. The
`MeshAllocatorSettings` resource contains values that adjust the minimum
and maximum slab sizes, the cutoff point at which meshes get their own
dedicated slabs, and the rate at which slabs grow. Hopefully-sensible
defaults have been chosen for each value.
Unfortunately, WebGL 2 doesn't support the *base vertex* feature, which
is necessary to pack vertex arrays from different meshes into the same
buffer. `wgpu` represents this restriction as the downlevel flag
`BASE_VERTEX`. This patch detects that bit and ensures that all vertex
buffers get dedicated slabs on that platform. Even on WebGL 2, though,
we can combine all *index* arrays into single buffers to reduce buffer
changes, and we do so.
The following measurements are on Bistro:
Overall frame time improves from 8.74 ms to 5.53 ms (1.58x speedup):
![Screenshot 2024-07-09
163521](https://github.com/bevyengine/bevy/assets/157897/5d83c824-c0ee-434c-bbaf-218ff7212c48)
Render system time improves from 6.57 ms to 3.54 ms (1.86x speedup):
![Screenshot 2024-07-09
163559](https://github.com/bevyengine/bevy/assets/157897/d94e2273-c3a0-496a-9f88-20d394129610)
Opaque pass time improves from 4.64 ms to 2.33 ms (1.99x speedup):
![Screenshot 2024-07-09
163536](https://github.com/bevyengine/bevy/assets/157897/e4ef6e48-d60e-44ae-9a71-b9a731c99d9a)
## Migration Guide
### Changed
* Vertex and index buffers for meshes may now be packed alongside other
buffers, for performance.
* `GpuMesh` has been renamed to `RenderMesh`, to reflect the fact that
it no longer directly stores handles to GPU objects.
* Because meshes no longer have their own vertex and index buffers, the
responsibility for the buffers has moved from `GpuMesh` (now called
`RenderMesh`) to the `MeshAllocator` resource. To access the vertex data
for a mesh, use `MeshAllocator::mesh_vertex_slice`. To access the index
data for a mesh, use `MeshAllocator::mesh_index_slice`.
[`offset-allocator`]: https://github.com/pcwalton/offset-allocator
# Objective
The robots.txt file for the [dev docs](https://dev-docs.bevyengine.org)
looks like this `User-Agent: *\nDisallow: /`
It should look like this
```
User-Agent: *
Disallow: /
```
## Solution
Use
[`ANSI-C`](https://www.gnu.org/software/bash/manual/bash.html#ANSI_002dC-Quoting)
quoting to properly handle the `\n`
## Testing
- [x] Run the fixed echo command in local terminal.
- [ ] Wait for the dev doces to deploy and observe if the mistake has
been fixed