Commit graph

5039 commits

Author SHA1 Message Date
Tomato
c8fd390ced
Change AxisSettings livezone default (#10090)
# Objective

While using joysticks for player aiming, I noticed that there was as
`0.05` value snap on the axis. After searching through Bevy's code, I
saw it was the default livezone being at `0.95`. This causes any value
higher to snap to `1.0`. I think `1.0` and `-1.0` would be a better
default, as it gives all values to the joystick arc.
 
This default livezone stumped me for a bit as I thought either something
was broken or I was doing something wrong.

## Solution

Change the livezone defaults to ` livezone_upperbound: 1.0` and
`livezone_lowerbound: -1.0`.

---

## Migration Guide

If the default 0.05 was relied on, the default or gamepad `AxisSettings`
on the resource `GamepadSettings` will have to be changed.
2023-10-12 17:58:32 +00:00
Zachary Harrold
bb13d065d3
Removed once_cell (#10079)
# Objective

- Fixes #8303

## Solution

- Replaced 1 instance of `OnceBox<T>` with `OnceLock<T>` in
`NonGenericTypeCell`

## Notes

All changes are in the private side of Bevy, and appear to have no
observable change in performance or compilation time. This is purely to
reduce the quantity of direct dependencies in Bevy.
2023-10-12 10:20:07 +00:00
Griffin
65d57b9824
Fix tonemapping test patten (#10092)
# Objective

- Updating to wgpu 0.17 broke the tonemapping test patten

## Solution

- Fix it
2023-10-12 05:41:39 +00:00
Nicola Papale
be8ff5d0e1
Extract common wireframe filters in type alias (#10080)
# Objective

- The filter type on the `apply_global_wireframe_material` system had
duplicate filter code and the `clippy::type_complexity` attribute.

## Solution

- Extract the common part of the filter into a type alias
2023-10-11 14:43:17 +00:00
ira
f8cbc735ba
Document that gizmo depth_bias has no effect in 2D (#10074) 2023-10-11 06:23:03 +00:00
Marco Buono
c8e1097f8c Merge branch 'main' into transmission 2023-10-11 01:27:04 -03:00
IceSentry
e05a9f9315
use Material for wireframes (#5314)
# Objective

- Use the `Material` abstraction for the Wireframes
- Right now this doesn't have many benefits other than simplifying some
of the rendering code
- We can reuse the default vertex shader and avoid rendering
inconsistencies
- The goal is to have a material with a color on each mesh so this
approach will make it easier to implement
- Originally done in https://github.com/bevyengine/bevy/pull/5303 but I
decided to split the Material part to it's own PR and then adding
per-entity colors and globally configurable colors will be a much
simpler diff.

## Solution

- Use the new `Material` abstraction for the Wireframes

## Notes

It's possible this isn't ideal since this adds a
`Handle<WireframeMaterial>` to all the meshes compared to the original
approach that didn't need anything. I didn't notice any performance
impact on my machine.

This might be a surprising usage of `Material` at first, because
intuitively you only have one material per mesh, but the way it's
implemented you can have as many different types of materials as you
want on a mesh.

## Migration Guide
`WireframePipeline` was removed. If you were using it directly, please
create an issue explaining your use case.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-10-10 18:53:22 +00:00
pablo-lua
ca873e767f
Implement serialize and deserialize for some UI types (#10044)
# Objective

- Add serde Deserialize and Serialize for structs that doesn't implement
it, even if they could benefit from it

## Solution

- Derive these traits for the structs Style, BackgroundColor,
BorderColor and Outline.

---
2023-10-10 18:52:48 +00:00
François
a52ca170ac
foxes shouldn't march in sync (#10070)
# Objective

- All foxes in `many_foxes` are running in sync
- It's scary
- It can also be a source of optimisation that won't be useful in a
general case

## Solution

- Advance the animation of each fox so that they are not synced anymore
by default
- Add a cli arg to enable them running in sync
2023-10-09 22:45:02 +00:00
Trashtalk217
e5f5ce5e97
Migrate Quat reflection strategy from "value" to "struct" (#10068)
Adopted from #8954, co-authored by @pyrotechnick 

# Objective

The Bevy ecosystem currently reflects `Quat` via "value" rather than the
more appropriate "struct" strategy. This behaviour is inconsistent to
that of similar types, i.e. `Vec3`. Additionally, employing the "value"
strategy causes instances of `Quat` to be serialised as a sequence `[x,
y, z, w]` rather than structures of shape `{ x, y, z, w }`.

The [comments surrounding the applicable
code](bec299fa6e/crates/bevy_reflect/src/impls/glam.rs (L254))
give context and historical reasons for this discrepancy:

```
// Quat fields are read-only (as of now), and reflection is currently missing
// mechanisms for read-only fields. I doubt those mechanisms would be added,
// so for now quaternions will remain as values. They are represented identically
// to Vec4 and DVec4, so you may use those instead and convert between.
```

This limitation has [since been lifted by the upstream
crate](374625163e),
glam.

## Solution

Migrating the reflect strategy of Quat from "value" to "struct" via
replacing `impl_reflect_value` with `impl_reflect_struct` resolves the
issue.

## Changelog

Migrated `Quat` reflection strategy to "struct" from "value"
Migration Guide

Changed Quat serialization/deserialization from sequences `[x, y, z, w]`
to structures `{ x, y, z, w }`.

---------

Co-authored-by: pyrotechnick <13998+pyrotechnick@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-10-09 22:01:42 +00:00
Elabajaba
665dbcbb21
wgpu 0.17 (#9302)
~~Currently blocked on an upstream bug that causes crashes when
minimizing/resizing on dx12 https://github.com/gfx-rs/wgpu/issues/3967~~
wgpu 0.17.1 is out which fixes it

# Objective

Keep wgpu up to date.

## Solution

Update wgpu and naga_oil.

Currently this depends on an unreleased (and unmerged) branch of
naga_oil, and hasn't been properly tested yet.

The wgpu side of this seems to have been an extremely trivial upgrade
(all the upgrade work seems to be in naga_oil). This also lets us remove
the workarounds for pack/unpack4x8unorm in the SSAO shaders.

Lets us close the dx12 part of
https://github.com/bevyengine/bevy/issues/8888

related: https://github.com/bevyengine/bevy/issues/9304

---

## Changelog

Update to wgpu 0.17 and naga_oil 0.9
2023-10-09 20:15:24 +00:00
Marco Buono
12a2f83edd
Add consuming builder methods for more ergonomic Mesh creation (#10056)
# Objective

- This PR aims to make creating meshes a little bit more ergonomic,
specifically by removing the need for intermediate mutable variables.

## Solution

- We add methods that consume the `Mesh` and return a mesh with the
specified changes, so that meshes can be entirely constructed via
builder-style calls, without intermediate variables;
- Methods are flagged with `#[must_use]` to ensure proper use;
- Examples are updated to use the new methods where applicable. Some
examples are kept with the mutating methods so that users can still
easily discover them, and also where the new methods wouldn't really be
an improvement.

## Examples

Before:

```rust
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns);
mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts);
mesh.set_indices(Some(Indices::U32(tris)));
mesh
```

After:

```rust
Mesh::new(PrimitiveTopology::TriangleList)
    .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs)
    .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns)
    .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts)
    .with_indices(Some(Indices::U32(tris)))
```

Before:

```rust
let mut cube = Mesh::from(shape::Cube { size: 1.0 });

cube.generate_tangents().unwrap();

PbrBundle {
    mesh: meshes.add(cube),
    ..default()
}
```

After:

```rust
PbrBundle {
    mesh: meshes.add(
        Mesh::from(shape::Cube { size: 1.0 })
            .with_generated_tangents()
            .unwrap(),
    ),
    ..default()
}
```

---

## Changelog

- Added consuming builder methods for more ergonomic `Mesh` creation:
`with_inserted_attribute()`, `with_removed_attribute()`,
`with_indices()`, `with_duplicated_vertices()`,
`with_computed_flat_normals()`, `with_generated_tangents()`,
`with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
Kanabenki
569e2ac80f
Make builder types take and return Self (#10001)
# Objective

Closes #9955.

Use the same interface for all "pure" builder types: taking and
returning `Self` (and not `&mut Self`).

## Solution

Changed `DynamicSceneBuilder`, `SceneFilter` and `TableBuilder` to take
and return `Self`.

## Changelog

### Changed

- `DynamicSceneBuilder` and `SceneBuilder` methods in `bevy_ecs` now
take and return `Self`.

## Migration guide

When using `bevy_ecs::DynamicSceneBuilder` and `bevy_ecs::SceneBuilder`,
instead of binding the builder to a variable, directly use it. Methods
on those types now consume `Self`, so you will need to re-bind the
builder if you don't `build` it immediately.

Before:
```rust
let mut scene_builder = DynamicSceneBuilder::from_world(&world);
let scene = scene_builder.extract_entity(a).extract_entity(b).build();
```

After:
 ```rust
let scene = DynamicSceneBuilder::from_world(&world)
    .extract_entity(a)
    .extract_entity(b)
    .build();
```
2023-10-09 19:46:17 +00:00
Rob Parrett
39c68e3f92
More ergonomic spatial audio (#9800)
# Objective

Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.

Hopefully the migration guide entry speaks for itself.

## Solution

Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.

## Changelog

`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.

## Migration Guide

Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.

If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.

```rust

// Old

commands.spawn(
    SpatialAudioBundle {
        source: asset_server.load("sounds/Windless Slopes.ogg"),
        settings: PlaybackSettings::LOOP,
        spatial: SpatialSettings::new(listener_position, gap, emitter_position),
    },
);

fn update(
    emitter_query: Query<(&Transform, &SpatialAudioSink)>,
    listener_query: Query<&Transform, With<Listener>>,
) {
    let listener = listener_query.single();

    for (transform, sink) in &emitter_query {
        sink.set_emitter_position(transform.translation);
        sink.set_listener_position(*listener, gap);
    }
}

// New

commands.spawn((
    SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
    AudioBundle {
        source: asset_server.load("sounds/Windless Slopes.ogg"),
        settings: PlaybackSettings::LOOP.with_spatial(true),
    },
));

commands.spawn((
    SpatialBundle::from_transform(Transform::from_translation(listener_position)),
    SpatialListener::new(gap),
));
```

## Discussion

I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.

`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.

Let me know what you think about these things / everything else.

---------

Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
radiish
262846e702
reflect: TypePath part 2 (#8768)
# Objective

- Followup to #7184.
- ~Deprecate `TypeUuid` and remove its internal references.~ No longer
part of this PR.
- Use `TypePath` for the type registry, and (de)serialisation instead of
`std::any::type_name`.
- Allow accessing type path information behind proxies.

## Solution
- Introduce methods on `TypeInfo` and friends for dynamically querying
type path. These methods supersede the old `type_name` methods.
- Remove `Reflect::type_name` in favor of `DynamicTypePath::type_path`
and `TypeInfo::type_path_table`.
- Switch all uses of `std::any::type_name` in reflection, non-debugging
contexts to use `TypePath`.

---

## Changelog

- Added `TypePathTable` for dynamically accessing methods on `TypePath`
through `TypeInfo` and the type registry.
- Removed `type_name` from all `TypeInfo`-like structs.
- Added `type_path` and `type_path_table` methods to all `TypeInfo`-like
structs.
- Removed `Reflect::type_name` in favor of
`DynamicTypePath::reflect_type_path` and `TypeInfo::type_path`.
- Changed the signature of all `DynamicTypePath` methods to return
strings with a static lifetime.

## Migration Guide

- Rely on `TypePath` instead of `std::any::type_name` for all stability
guarantees and for use in all reflection contexts, this is used through
with one of the following APIs:
  - `TypePath::type_path` if you have a concrete type and not a value.
- `DynamicTypePath::reflect_type_path` if you have an `dyn Reflect`
value without a concrete type.
- `TypeInfo::type_path` for use through the registry or if you want to
work with the represented type of a `DynamicFoo`.
  
- Remove `type_name` from manual `Reflect` implementations.
- Use `type_path` and `type_path_table` in place of `type_name` on
`TypeInfo`-like structs.
- Use `get_with_type_path(_mut)` over `get_with_type_name(_mut)`.

## Note to reviewers

I think if anything we were a little overzealous in merging #7184 and we
should take that extra care here.

In my mind, this is the "point of no return" for `TypePath` and while I
think we all agree on the design, we should carefully consider if the
finer details and current implementations are actually how we want them
moving forward.

For example [this incorrect `TypePath` implementation for
`String`](3fea3c6c0b/crates/bevy_reflect/src/impls/std.rs (L90))
(note that `String` is in the default Rust prelude) snuck in completely
under the radar.
2023-10-09 19:33:03 +00:00
dependabot[bot]
92294de08d
Update toml_edit requirement from 0.19 to 0.20 (#10058)
Updates the requirements on [toml_edit](https://github.com/toml-rs/toml)
to permit the latest version.
<details>
<summary>Commits</summary>
<ul>
<li><a
href="ed597ebad1"><code>ed597eb</code></a>
chore: Release</li>
<li><a
href="257a0fdc59"><code>257a0fd</code></a>
docs: Update changelog</li>
<li><a
href="4b44f53a31"><code>4b44f53</code></a>
Merge pull request <a
href="https://redirect.github.com/toml-rs/toml/issues/617">#617</a> from
epage/update</li>
<li><a
href="7eaf286110"><code>7eaf286</code></a>
fix(parser): Failed on mixed inline tables</li>
<li><a
href="e1f20378a2"><code>e1f2037</code></a>
test: Verify with latest data</li>
<li><a
href="2f9253c9eb"><code>2f9253c</code></a>
chore: Update toml-test</li>
<li><a
href="c9b481cab5"><code>c9b481c</code></a>
test(toml): Ensure tables are used for validation</li>
<li><a
href="43d7f29cfd"><code>43d7f29</code></a>
Merge pull request <a
href="https://redirect.github.com/toml-rs/toml/issues/615">#615</a> from
toml-rs/renovate/actions-checkout-4.x</li>
<li><a
href="ef9b8372c8"><code>ef9b837</code></a>
chore(deps): update actions/checkout action to v4</li>
<li><a
href="d308188db7"><code>d308188</code></a>
chore: Release</li>
<li>Additional commits viewable in <a
href="https://github.com/toml-rs/toml/compare/v0.19.0...v0.20.2">compare
view</a></li>
</ul>
</details>
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2023-10-09 11:55:16 +00:00
Marco Buono
6b76ada1f5 Allow clippy::type_complexity in transmission example 2023-10-08 23:30:47 -03:00
Marco Buono
21cddc6f44 Fix shader compilation error when running with pbr_transmission_textures flag enabled 2023-10-08 21:12:29 -03:00
Marco Buono
29691dbe86 Rename more instances of transmission to specular transmission 2023-10-08 21:11:12 -03:00
Marco Buono
4a36cb7b0f Update features documentation 2023-10-08 21:03:51 -03:00
Marco Buono
8cab96948f Use a smaller shadow map resolution 2023-10-08 21:02:56 -03:00
Marco Buono
5d317f4f95 Do not override shadow map size 2023-10-08 21:01:25 -03:00
Marco Buono
32e9a9cc62 Merge branch 'main' into transmission 2023-10-08 21:00:43 -03:00
Marco Buono
c8b1923796 Replace Option<With<T>> with Has<T> 2023-10-08 20:45:04 -03:00
Marco Buono
6742c5dc66 Do not prepare transmission texture if there are not transmissive items to render 2023-10-08 20:42:10 -03:00
Marco Buono
1099a4243f Improve camera initial position, limit distance 2023-10-08 20:36:07 -03:00
Marco Buono
3b6a8cad15 Consolidate controls and display in the same UI element 2023-10-08 20:22:20 -03:00
Marco Buono
7231b0c6ff Apply feedback to demo 2023-10-08 20:09:10 -03:00
robtfm
d2dad4eed2
fix orthographic cluster aabb for spotlight culling (#9614)
# Objective

fix #9605

spotlight culling uses an incorrect cluster aabb for orthographic
projections: it does not take into account the near and far cluster
bounds at all.

## Solution

use z_near and z_far to determine cluster aabb in orthographic mode.

i'm not 100% sure this is the only change that's needed, but i am sure
this change is needed, and the example seems to work well now
(CLUSTERED_FORWARD_DEBUG_CLUSTER_LIGHT_COMPLEXITY shows good bounds
around the cone for a variety of orthographic setups).
2023-10-08 22:53:09 +00:00
Marco Buono
f8db1a6d4b Use De Morgan's laws to make #[cfg()] more readable 2023-10-08 19:49:47 -03:00
Marco Buono
402518fd57 Improve comment about switch statement 2023-10-08 19:31:48 -03:00
Elabajaba
78e4bb2c2a
fix webgl2 crash (#10053)
# Objective

Webgl2 broke when pcf was merged.

Fixes #10048

## Solution

Change the `textureSampleCompareLevel` in shadow_sampling.wgsl to
`textureSampleCompare` to make it work again.
2023-10-08 22:07:16 +00:00
Marco Buono
02960236b5 Additional improvements and PR feedback on comments 2023-10-08 19:04:49 -03:00
Marco Buono
94e155765d Update name left behind by previous refactor 2023-10-08 18:54:12 -03:00
Marco Buono
1d68885680 Apply feedback to comments 2023-10-08 18:53:23 -03:00
Marco Buono
30eec56e81 Use SCREEN_SPACE_SPECULAR_TRANSMISSION_* name (kinda verbose?) 2023-10-08 18:52:22 -03:00
Marco Buono
14e3753751 Simplify blur taps code to use a nested match expression 2023-10-08 18:47:37 -03:00
Marco Buono
5c4f00b120 Rename the blur taps shader def 2023-10-08 18:40:53 -03:00
Marco Buono
e4d133a420 Apply additional renames for consistency 2023-10-08 18:39:08 -03:00
Marco Buono
5fe0258e79 Apply additional feedback on names and comments 2023-10-08 18:22:16 -03:00
Marco Buono
3925745870 Use full channel names instead o R/G/B/A 2023-10-08 18:22:10 -03:00
Marco Buono
fd58c77f82 Apply PR feedback to documentation 2023-10-08 18:21:48 -03:00
Niklas Eicker
46f3b26724
Improve selection of iOS device in mobile example (#9282)
# Objective

- Make sure that users can "just run" the mobile example
- Device descriptions like `iPhone SE (3rd generation)
(F647334F-D7C1-4BD6-9B5F-0E3D9713C02B) (Shutdown)` currently fail
([issue
found](https://github.com/NiklasEi/bevy_game_template/pull/61#discussion_r1269747507)
by @CleanCut)

## Solution

- Improve the script that grabs the device UUID from the device list
2023-10-08 20:57:41 +00:00
Robert Swain
b6286cf570
Fix 2d_shapes and general 2D mesh instancing (#10051)
# Objective

- Fix #10050 

## Solution

- Push constants needed to be defined in the pipeline layout and
`bevy_sprite` needed to have a `webgl` feature.
2023-10-08 20:17:01 +00:00
Patrick Walton
e67d63aa79
Refactor the render instance logic in #9903 so that it's easier for other components to adopt. (#10002)
# Objective

Currently, the only way for custom components that participate in
rendering to opt into the higher-performance extraction method in #9903
is to implement the `RenderInstances` data structure and the extraction
logic manually. This is inconvenient compared to the `ExtractComponent`
API.

## Solution

This commit creates a new `RenderInstance` trait that mirrors the
existing `ExtractComponent` method but uses the higher-performance
approach that #9903 uses. Additionally, `RenderInstance` is more
flexible than `ExtractComponent`, because it can extract multiple
components at once. This makes high-performance rendering components
essentially as easy to write as the existing ones based on component
extraction.

---

## Changelog

### Added

A new `RenderInstance` trait is available mirroring `ExtractComponent`,
but using a higher-performance method to extract one or more components
to the render world. If you have custom components that rendering takes
into account, you may consider migration from `ExtractComponent` to
`RenderInstance` for higher performance.
2023-10-08 10:34:44 +00:00
JMS55
1f95a484ed
PCF For DirectionalLight/SpotLight Shadows (#8006)
# Objective

- Improve antialiasing for non-point light shadow edges.
- Very partially addresses
https://github.com/bevyengine/bevy/issues/3628.

## Solution

- Implements "The Witness"'s shadow map sampling technique.
  - Ported from @superdump's old branch, all credit to them :)
- Implements "Call of Duty: Advanced Warfare"'s stochastic shadow map
sampling technique when the velocity prepass is enabled, for use with
TAA.
- Uses interleaved gradient noise to generate a random angle, and then
averages 8 samples in a spiral pattern, rotated by the random angle.
- I also tried spatiotemporal blue noise, but it was far too noisy to be
filtered by TAA alone. In the future, we should try spatiotemporal blue
noise + a specialized shadow denoiser such as
https://gpuopen.com/fidelityfx-denoiser/#shadow. This approach would
also be useful for hybrid rasterized applications with raytraced
shadows.
- The COD presentation has an interesting temporal dithering of the
noise for use with temporal supersampling that we should revisit when we
get DLSS/FSR/other TSR.

---

## Changelog

* Added `ShadowFilteringMethod`. Improved directional light and
spotlight shadow edges to be less aliased.

## Migration Guide

* Shadows cast by directional lights or spotlights now have smoother
edges. To revert to the old behavior, add
`ShadowFilteringMethod::Hardware2x2` to your cameras.

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-07 17:13:29 +00:00
François
154a490445
fix example mesh2d_manual (#9941)
# Objective

- After https://github.com/bevyengine/bevy/pull/9903, example
`mesh2d_manual` doesn't render anything

## Solution

- Fix the example using the new `RenderMesh2dInstances`
2023-10-06 20:13:09 +00:00
s-puig
a31ebdc1a6
Fix TextureAtlasBuilder padding (#10031)
# Objective

- Fix TextureAtlasBuilder padding issue

TextureAtlasBuilder padding is reserved during add_texture() but can
still be changed afterwards. This means that changing padding after the
textures will be wrongly applied, either distorting the textures or
panicking if new padding is higher than texture+old padding.


## Solution

- Delay applying padding until finish()
2023-10-06 15:33:57 +00:00
Torstein Grindvik
8b21ee45c0
Allow Bevy to start from non-main threads on supported platforms (#10020)
# Objective

Allow Bevy apps to run without requiring to start from the main thread.
This allows other projects and applications to do things like spawning a
normal or scoped
thread and run Bevy applications there.

The current behaviour if you try this is a panic.

## Solution

Allow this by default on platforms winit supports this behaviour on
(x11, Wayland, Windows).

---

## Changelog

### Added

- Added the ability to start Bevy apps outside of the main thread on
x11, Wayland, Windows

---------

Signed-off-by: Torstein Grindvik <torstein.grindvik@nordicsemi.no>
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-10-06 13:26:06 +00:00
Zachary Harrold
dd46fd3aee
Removed anyhow (#10003)
# Objective

- Fixes #8140

## Solution

- Added Explicit Error Typing for `AssetLoader` and `AssetSaver`, which
were the last instances of `anyhow` in use across Bevy.

---

## Changelog

- Added an associated type `Error` to `AssetLoader` and `AssetSaver` for
use with the `load` and `save` methods respectively.
- Changed `ErasedAssetLoader` and `ErasedAssetSaver` `load` and `save`
methods to use `Box<dyn Error + Send + Sync + 'static>` to allow for
arbitrary `Error` types from the non-erased trait variants. Note the
strict requirements match the pre-existing requirements around
`anyhow::Error`.

## Migration Guide

- `anyhow` is no longer exported by `bevy_asset`; Add it to your own
project (if required).
- `AssetLoader` and `AssetSaver` have an associated type `Error`; Define
an appropriate error type (e.g., using `thiserror`), or use a pre-made
error type (e.g., `anyhow::Error`). Note that using `anyhow::Error` is a
drop-in replacement.
- `AssetLoaderError` has been removed; Define a new error type, or use
an alternative (e.g., `anyhow::Error`)
- All the first-party `AssetLoader`'s and `AssetSaver`'s now return
relevant (and narrow) error types instead of a single ambiguous type;
Match over the specific error type, or encapsulate (`Box<dyn>`,
`thiserror`, `anyhow`, etc.)

## Notes

A simpler PR to resolve this issue would simply define a Bevy `Error`
type defined as `Box<dyn std::error::Error + Send + Sync + 'static>`,
but I think this type of error handling should be discouraged when
possible. Since only 2 traits required the use of `anyhow`, it isn't a
substantive body of work to solidify these error types, and remove
`anyhow` entirely. End users are still encouraged to use `anyhow` if
that is their preferred error handling style. Arguably, adding the
`Error` associated type gives more freedom to end-users to decide
whether they want more or less explicit error handling (`anyhow` vs
`thiserror`).

As an aside, I didn't perform any testing on Android or WASM. CI passed
locally, but there may be mistakes for those platforms I missed.
2023-10-06 07:20:13 +00:00