# Objective
Fixes#11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.
## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.
Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
# Objective
`FromWorld` is often used to group loading and creation of assets for
resources.
With this setup, users often end up repetitively calling
`.resource::<AssetServer>` and `.resource_mut::<Assets<T>>`, and may
have difficulties handling lifetimes of the returned references.
## Solution
Add extension methods to `World` to add and load assets, through a new
extension trait defined in `bevy_asset`.
### Other considerations
* This might be a bit too "magic", as it makes implicit the resource
access.
* We could also implement `DirectAssetAccessExt` on `App`, but it didn't
feel necessary, as `FromWorld` is the principal use-case here.
---
## Changelog
* Add the `DirectAssetAccessExt` trait, which adds the `add_asset`,
`load_asset` and `load_asset_with_settings` method to the `World` type.
# Objective
The `AssetIndex` cannot be carried across boundaries that do not allow
explicit rust types.
For context, I ran into this issue while trying to implent an
improvement for bevy_egui which leverages the not-so-new custom loader
API. Passing through a handle directly isn't possible, but instead it
requires stringified URI s. I had to work around the lack of this API s
existance using reflection, which is rather dirty.
## Solution
- Add `to_bits` and `from_bits` functions to `AssetIndex` to allow
moving this type through such boundaries.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Memory usage optimisation
## Solution
`HashMap` and `HashSet`'s keys are immutable. So using mutable types
like `String`, `Vec<T>`, or `PathBuf` as a key is a waste of memory:
they have an extra `usize` for their capacity and may have spare
capacity.
This PR replaces these types by their immutable equivalents `Box<str>`,
`Box<[T]>`, and `Box<Path>`.
For more context, I recommend watching the [Use Arc Instead of
Vec](https://www.youtube.com/watch?v=A4cKi7PTJSs) video.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fix#11845.
## Solution
Remove the `UpdateAssets` and `AssetEvents` schedules. Moved the
`UpdateAssets` systems to `PreUpdate`, and `AssetEvents` systems into
`First`. The former is meant to run before any of the event flushes.
## Future Work
It'd be ideal if we could manually flush the events for assets to avoid
needing two, sort of redundant, systems. This should at least let them
potentially run in parallel with all of the systems in the schedules
they were moved to.
---
## Changelog
Removed: `UpdateAssets` schedule from the main schedule. All systems
have been moved to `PreUpdate`.
Removed: `AssetEvents` schedule from the main schedule. All systems have
been move to `First` with the same system sets.
## Migration Guide
TODO
# Objective
- I hit an issue using the `file_watcher` feature to hot reload assets
for my game. The change in this PR allows me to now hot reload assets.
- The issue stemmed from my project being a multi crate workspace
project structured like so:
```
└── my_game
├── my_game_core
│ ├── src
│ └── assets
├── my_game_editor
│ └── src/main.rs
└── my_game
└── src/main.rs
```
- `my_game_core` is a crate that holds all my game logic and assets
- `my_game` is the crate that creates the binary for my game (depends on
the game logic and assets in `my_game_core`)
- `my_game_editor` is an editor tool for my game (it also depends on the
game logic and assets in `my_game_core`)
Whilst running `my_game` and `my_game_editor` from cargo during
development I would use `AssetPlugin` like so:
```rust
default_plugins.set(AssetPlugin {
watch_for_changes_override: Some(true),
file_path: "../my_game_core/assets".to_string(),
..Default::default()
})
```
This works fine; bevy picks up the assets. However on saving an asset I
would get the following panic from `file_watcher`. It wouldn't kill the
app, but I wouldn't see the asset hot reload:
```
thread 'notify-rs debouncer loop' panicked at /Users/ian/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_asset-0.12.1/src/io/file/file_watcher.rs:48:58:
called `Result::unwrap()` on an `Err` value: StripPrefixError(())
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
## Solution
- The solution is to collapse dot segments in the root asset path
`FileWatcher` is using
- There was already bevy code to do this in `AssetPath`, so I extracted
that code so it could be reused in `FileWatcher`
# Objective
- Sometimes, it is useful to get a `Handle<T>` from an `AssetId<T>`. For
example, when iterating `Assets` to find a specific asset. So much so
that it's possible to do so with `AssetServer::get_id_handle`
- However, `AssetServer::get_id_handle` doesn't work with assets
directly added to `Assets` using `Assets::add`.
- Fixes#12087
## Solution
- Add `Assets::get_strong_handle` to convert an `AssetId` into an
`Handle`
- Document `AssetServer::get_id_handle` to explain its limitation and
point to `get_strong_handle`.
- Add a test for `get_strong_handle`
- Add a `duplicate_handles` field to `Assets` to avoid dropping assets
with a live handle generated by `get_strong_handle` (more reference
counting yay…)
- Fix typos in `Assets` docs
---
## Changelog
- Add `Assets::get_strong_handle` to convert an `AssetId` into an
`Handle`
# Objective
When dealing with custom asset sources it can be a bit tricky to get
asset roots combined with relative paths correct.
It's even harder when it isn't mentioned which path was problematic.
## Solution
Mention which path failed for the file watcher.
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
# Objective
- The file asset source currently creates the `imported_assets/Default`
directory with relative path, which leads to wrongly created directories
when the executable is run with a working directory different from the
project root.
## Solution
- Use the full path instead.
Fixes#12016.
Bump version after release
This PR has been auto-generated
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
The derive macro wasn't doc-commented, so it showed up in the generated
doc as follow:
```rust
#[derive(Asset, TypePath)]
let shader = asset_server.load::<Shader>("embedded://bevy_rock/render/rock.wgsl");
```
Which is very confusing
## Solution
Comment the `derive` attribute as well
# Objective
Right now, if you call `embedded_asset` with 2 arguments as a qualified
path it doesn't work (`bevy::asset::embedded_asset!(app, "foo.wgsl")` ->
"cannot find macro `embedded_asset` in this scope")
## Solution
Use `$crate::` in expansion for 2-arg case.
# Objective
When registering and preregistering asset loaders, there would be a
`warn!` if multiple asset loaders use a given extension, and an `info!`
if multiple asset loaders load the same asset type. Since both of these
situations are individually fine, it was decided that these messages
should be removed.
## Solution
Replace both of these messages with a new `warn!` that notes that if
multiple asset loaders share the same asset type _and_ share extensions,
that the loader must be specified in the `.meta` file for those assets
in order to solve the ambiguity. This is a more useful message, since it
notes when a user must take special action / consideration.
# Objective
- Fixes#11638
- See
[here](https://github.com/bevyengine/bevy/issues/11638#issuecomment-1920508465)
for details on the cause of this issue.
## Solution
- Modified `AssetLoaders` to capture possibility of multiple
`AssetLoader` registrations operating on the same `Asset` type, but
different extensions.
- Added an algorithm which will attempt to resolve via `AssetLoader`
name, then `Asset` type, then by extension. If at any point multiple
loaders fit a particular criteria, the next criteria is used as a tie
breaker.
# Objective
Scheduling low cost systems has significant overhead due to task pool
contention and the extra machinery to schedule and run them. Following
the example of #7728, `asset_events` is good example of this kind of
system, where there is no work to be done when there are no queued asset
events.
## Solution
Put a run condition on it that checks if there are any queued events.
## Performance
Tested against `many_foxes`, we can see a slight improvement in the
total time spent in `UpdateAssets`. Also noted much less volatility due
to not being at the whim of the OS thread scheduler.
![image](https://github.com/bevyengine/bevy/assets/3137680/e0b282bf-27d0-4fe4-81b9-ecd72ab258e5)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fix https://github.com/bevyengine/bevy/issues/11657
## Solution
Add a `ReflectKind` enum, add `Reflect::reflect_kind` which returns a
`ReflectKind`, and add `kind` method implementions to `ReflectRef`,
`ReflectMut`, and `ReflectOwned`, which returns a `ReflectKind`.
I also changed `AccessError` to use this new struct instead of it's own
`TypeKind` struct.
---
## Changelog
- Added `ReflectKind`, an enumeration over the kinds of a reflected type
without its data.
- Added `Reflect::reflect_kind` (with default implementation)
- Added implementation for the `kind` method on `ReflectRef`,
`ReflectMut`, and `ReflectOwned` which gives their kind without any
information, as a `ReflectKind`
Use `TypeIdMap<T>` instead of `HashMap<TypeId, T>`
- ~~`TypeIdMap` was in `bevy_ecs`. I've kept it there because of
#11478~~
- ~~I haven't swapped `bevy_reflect` over because it doesn't depend on
`bevy_ecs`, but I'd also be happy with moving `TypeIdMap` to
`bevy_utils` and then adding a dependency to that~~
- ~~this is a slight change in the public API of
`DrawFunctionsInternal`, does this need to go in the changelog?~~
## Changelog
- moved `TypeIdMap` to `bevy_utils`
- changed `DrawFunctionsInternal::indices` to `TypeIdMap`
## Migration Guide
- `TypeIdMap` now lives in `bevy_utils`
- `DrawFunctionsInternal::indices` now uses a `TypeIdMap`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.
## Solution
Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
# Objective
- `AssetTransformer` provides an input asset, and output an asset, but
provides no access to the `LabeledAsset`'s created by the `AssetLoader`.
Labeled sub assets are an extremely important piece of many assets, Gltf
in particular, and without them the amount of transformation on an asset
is limited. In order for `AssetTransformer`'s to be useful, they need to
have access to these sub assets.
- LabeledAsset's loaded by `AssetLoader`s are provided to `AssetSaver`s
in the `LoadAndSave` process, but the `LoadTransformAndSave` process
drops these values in the transform stage, and so `AssetSaver` is given
none.
- Fixes#11606
Ideally the AssetTransformer should not ignore labeled sub assets, and
they should be kept at least for the AssetSaver
## Solution
- I created a new struct similar to `SavedAsset` named
`TransformedAsset` which holds the input asset, and the HashMap of
`LabeledAsset`s. The transform function now takes as input a
`TransformedAsset`, and returns a `TransformedAsset::<AssetOutput>`.
This gives the transform function access to the labeled sub assets
created by the `AssetLoader`.
- I also created `TransformedSubAsset` which holds mutable references to
a sub asset and that sub assets HashMap of `LabeledAsset`s. This allows
you to travers the Tree of `LabeledAsset`s by reference relatively
easily.
- The `LoadTransformAndSave` processor was then reworked to use the new
structs, stopping the `LabeledAsset`s from being dropped.
---
## Changelog
- Created TransformedAsset struct and TransformedSubAsset struct.
- Changed `get_untyped_handle` to return a `UntypedHandle` directly
rather than a reference and added `get_handle` as a typed variant in
SavedAsset and TransformedAsset
- Added `SavedAsset::from_transformed` as a constructor from a
`TransformedAsset`
- Switched LoadTransformAndSave process code to work with new
`TransformedAsset` type
- Added a `ProcessError` for `AssetTransformer` in process.rs
- Switched `AssetTransformer::transform` to use `TransformedAsset` as
input and output.
- Switched `AssetTransformer` to use a `BoxedFuture` like `AssetLoader`
and `AssetSaver` to allow for async transformation code.
- Updated AssetTransformer example to use new structure.
# Objective
- Addresses **Support processing and loading files without extensions**
from #9714
- Addresses **More runtime loading configuration** from #9714
- Fixes#367
- Fixes#10703
## Solution
`AssetServer::load::<A>` and `AssetServer::load_with_settings::<A>` can
now use the `Asset` type parameter `A` to select a registered
`AssetLoader` without inspecting the provided `AssetPath`. This change
cascades onto `LoadContext::load` and `LoadContext::load_with_settings`.
This allows the loading of assets which have incorrect or ambiguous file
extensions.
```rust
// Allow the type to be inferred by context
let handle = asset_server.load("data/asset_no_extension");
// Hint the type through the handle
let handle: Handle<CustomAsset> = asset_server.load("data/asset_no_extension");
// Explicit through turbofish
let handle = asset_server.load::<CustomAsset>("data/asset_no_extension");
```
Since a single `AssetPath` no longer maps 1:1 with an `Asset`, I've also
modified how assets are loaded to permit multiple asset types to be
loaded from a single path. This allows for two different `AssetLoaders`
(which return different types of assets) to both load a single path (if
requested).
```rust
// Uses GltfLoader
let model = asset_server.load::<Gltf>("cube.gltf");
// Hypothetical Blob loader for data transmission (for example)
let blob = asset_server.load::<Blob>("cube.gltf");
```
As these changes are reflected in the `LoadContext` as well as the
`AssetServer`, custom `AssetLoaders` can also take advantage of this
behaviour to create more complex assets.
---
## Change Log
- Updated `custom_asset` example to demonstrate extension-less assets.
- Added `AssetServer::get_handles_untyped` and Added
`AssetServer::get_path_ids`
## Notes
As a part of that refactor, I chose to store `AssetLoader`s (within
`AssetLoaders`) using a `HashMap<TypeId, ...>` instead of a `Vec<...>`.
My reasoning for this was I needed to add a relationship between `Asset`
`TypeId`s and the `AssetLoader`, so instead of having a `Vec` and a
`HashMap`, I combined the two, removing the `usize` index from the
adjacent maps.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- SavedAsset's iter_labels returns ```&str```, however accessing
LabeledAssets requires ```CowArc<'static, str>```
- Although SavedAsset holds UntypedHandles in its hashmap of
LabeledAssets, they are inaccessible as LabeledAssets are casted to
SavedAsset or ErasedLoadedAsset, which don't contain their
UntypedHandles
- Adresses #11609
## Solution
- Used Trait bounds to allow for either ```CowArc<'static, str>``` or
```&str``` to be used as a label in get_labeled and get_erased_labeled.
- Added method get_untyped_handle to get UntypedHandle from the
LabeledAsset.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Revert the changes to type parameter bounds introduced in #9046,
improves the `#[reflect(where)]` attribute (also from #9046), and adds
the ability to opt out of field bounds.
This is based on suggestions by @soqb and discussion on
[Discord](https://discord.com/channels/691052431525675048/1002362493634629796/1201227833826103427).
## Solution
Reverts the changes to type parameter bounds when deriving `Reflect`,
introduced in #9046. This was originally done as a means of fixing a
recursion issue (#8965). However, as @soqb pointed out, we could achieve
the same result by simply making an opt-out attribute instead of messing
with the type parameter bounds.
This PR has four main changes:
1. Reverts the type parameter bounds from #9046
2. Includes `TypePath` as a default bound for active fields
3. Changes `#reflect(where)]` to be strictly additive
4. Adds `#reflect(no_field_bounds)]` to opt out of field bounds
Change 1 means that, like before, type parameters only receive at most
the `TypePath` bound (if `#[reflect(type_path = false)]` is not present)
and active fields receive the `Reflect` or `FromReflect` bound. And with
Change 2, they will also receive `TypePath` (since it's indirectly
required by `Typed` to construct `NamedField` and `UnnamedField`
instances).
Change 3 was made to make room for Change 4. By splitting out the
responsibility of `#reflect(where)]`, we can use it with or without
`#reflect(no_field_bounds)]` for various use cases.
For example, if we hadn't done this, the following would have failed:
```rust
// Since we're not using `#reflect(no_field_bounds)]`,
// `T::Assoc` is automatically given the required bounds
// of `FromReflect + TypePath`
#[derive(Reflect)]
#[reflect(where T::Assoc: OtherTrait)]
struct Foo<T: MyTrait> {
value: T::Assoc,
}
```
This provides more flexibility to the user while still letting them add
or remove most trait bounds.
And to solve the original recursion issue, we can do:
```rust
#[derive(Reflect)]
#[reflect(no_field_bounds)] // <-- Added
struct Foo {
foo: Vec<Foo>
}
```
#### Bounds
All in all, we now have four sets of trait bounds:
- `Self` gets the bounds `Any + Send + Sync`
- Type parameters get the bound `TypePath`. This can be opted out of
with `#[reflect(type_path = false)]`
- Active fields get the bounds `TypePath` and `FromReflect`/`Reflect`
bounds. This can be opted out of with `#reflect(no_field_bounds)]`
- Custom bounds can be added with `#[reflect(where)]`
---
## Changelog
- Revert some changes #9046
- `#reflect(where)]` is now strictly additive
- Added `#reflect(no_field_bounds)]` attribute to opt out of automatic
field trait bounds when deriving `Reflect`
- Made the `TypePath` requirement on fields when deriving `Reflect` more
explicit
## Migration Guide
> [!important]
> This PR shouldn't be a breaking change relative to the current version
of Bevy (v0.12). And since it removes the breaking parts of #9046, that
PR also won't need a migration guide.
# Objective
- Closes#11490.
- Allow retrieving the current asset watch behavior from the
`AssetServer`.
## Solution
- Add the corresponding getter. (also fixes some trailing whitespace).
A corresponding helper could also be added on the `AssetPlugin` struct
(returning `self.watch_for_changes_override.unwrap_or(cfg!(feature =
"watch"))`), but it seems it isn't a current practice to have actual
methods on the plugin structs appart from the `Plugin` impl.
---
## Changelog
### Added
Added `watching_for_changes` getter on `AssetServer`.
---------
Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
# Objective
Fixes#8965.
#### Background
For convenience and to ensure everything is setup properly, we
automatically add certain bounds to the derived types. The current
implementation does this by taking the types from all active fields and
adding them to the where-clause of the generated impls. I believe this
method was chosen because it won't add bounds to types that are
otherwise ignored.
```rust
#[derive(Reflect)]
struct Foo<T, U: SomeTrait, V> {
t: T,
u: U::Assoc,
#[reflect(ignore)]
v: [V; 2]
}
// Generates something like:
impl<T, U: SomeTrait, V> for Foo<T, U, V>
where
// Active:
T: Reflect,
U::Assoc: Reflect,
// Ignored:
[V; 2]: Send + Sync + Any
{
// ...
}
```
The self-referential type fails because it ends up using _itself_ as a
type bound due to being one of its own active fields.
```rust
#[derive(Reflect)]
struct Foo {
foo: Vec<Foo>
}
// Foo where Vec<Foo>: Reflect -> Vec<T> where T: Reflect -> Foo where Vec<Foo>: Reflect -> ...
```
## Solution
We can't simply parse all field types for the name of our type. That
would be both complex and prone to errors and false-positives. And even
if it wasn't, what would we replace the bound with?
Instead, I opted to go for a solution that only adds the bounds to what
really needs it: the type parameters. While the bounds on concrete types
make errors a bit cleaner, they aren't strictly necessary. This means we
can change our generated where-clause to only add bounds to generic type
parameters.
Doing this, though, returns us back to the problem of over-bounding
parameters that don't need to be bounded. To solve this, I added a new
container attribute (based on
[this](https://github.com/dtolnay/syn/issues/422#issuecomment-406882925)
comment and @nicopap's
[comment](https://github.com/bevyengine/bevy/pull/9046#issuecomment-1623593780))
that allows us to pass in a custom where clause to modify what bounds
are added to these type parameters.
This allows us to do stuff like:
```rust
trait Trait {
type Assoc;
}
// We don't need `T` to be reflectable since we only care about `T::Assoc`.
#[derive(Reflect)]
#[reflect(where T::Assoc: FromReflect)]
struct Foo<T: Trait>(T::Assoc);
#[derive(TypePath)]
struct Bar;
impl Trait for Bar {
type Assoc = usize;
}
#[derive(Reflect)]
struct Baz {
a: Foo<Bar>,
}
```
> **Note**
> I also
[tried](dc139ea34c)
allowing `#[reflect(ignore)]` to be used on the type parameters
themselves, but that proved problematic since the derive macro does not
consume the attribute. This is why I went with the container attribute
approach.
### Alternatives
One alternative could possibly be to just not add reflection bounds
automatically (i.e. only add required bounds like `Send`, `Sync`, `Any`,
and `TypePath`).
The downside here is we add more friction to using reflection, which
already comes with its own set of considerations. This is a potentially
viable option, but we really need to consider whether or not the
ergonomics hit is worth it.
If we did decide to go the more manual route, we should at least
consider something like #5772 to make it easier for users to add the
right bounds (although, this could still become tricky with
`FromReflect` also being automatically derived).
### Open Questions
1. Should we go with this approach or the manual alternative?
2. ~~Should we add a `skip_params` attribute to avoid the `T: 'static`
trick?~~ ~~Decided to go with `custom_where()` as it's the simplest~~
Scratch that, went with a normal where clause
3. ~~`custom_where` bikeshedding?~~ No longer needed since we are using
a normal where clause
### TODO
- [x] Add compile-fail tests
---
## Changelog
- Fixed issue preventing recursive types from deriving `Reflect`
- Changed how where-clause bounds are generated by the `Reflect` derive
macro
- They are now only applied to the type parameters, not to all active
fields
- Added `#[reflect(where T: Trait, U::Assoc: Trait, ...)]` container
attribute
## Migration Guide
When deriving `Reflect`, generic type params that do not need the
automatic reflection bounds (such as `Reflect`) applied to them will
need to opt-out using a custom where clause like: `#[reflect(where T:
Trait, U::Assoc: Trait, ...)]`.
The attribute can define custom bounds only used by the reflection
impls. To simply opt-out all the type params, we can pass in an empty
where clause: `#[reflect(where)]`.
```rust
// BEFORE:
#[derive(Reflect)]
struct Foo<T>(#[reflect(ignore)] T);
// AFTER:
#[derive(Reflect)]
#[reflect(where)]
struct Foo<T>(#[reflect(ignore)] T);
```
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
Fixes#11533
When `AssetPath`s are created from a string type, they are parsed into
an `AssetSource`, a `Path`, and a `Label`.
The current method of parsing has some unnecessary quirks:
- The presence of a `:` character is assumed to be the start of an asset
source indicator.
- This is not necessarily true. There are valid uses of a `:` character
in an asset path, for example an http source's port such as
`localhost:80`.
- If there are multiple instances of `://`, the last one is assumed to
be the asset source deliminator.
- This has some unexpected behavior. Even in a fully formed path, such
as `http://localhost:80`, the `:` between `localhost` and `80` is
assumed to be the start of an asset source, causing an error since it
does not form the full sequence `://`.
## Solution
Changes the `AssetPath`'s `parse_internal` method to be more permissive.
- Only the exact sequence `://` is taken to be the asset source
deliminator, and only the first one if there are multiple.
- As a consequence, it is no longer possible to detect a malformed asset
source deliminator, and so the corresponding error was removed.
# Objective
One of a few Bevy Asset improvements I would like to make: #11216.
Currently asset processing and asset saving are handled by the same
trait, `AssetSaver`. This makes it difficult to reuse saving
implementations and impossible to have a single "universal" saver for a
given asset type.
## Solution
This PR splits off the processing portion of `AssetSaver` into
`AssetTransformer`, which is responsible for transforming assets. This
change involves adding the `LoadTransformAndSave` processor, which
utilizes the new API. The `LoadAndSave` still exists since it remains
useful in situations where no "transformation" of the asset is done,
such as when compressing assets.
## Notes:
As an aside, Bikeshedding is welcome on the names. I'm not entirely
convinced by `AssetTransformer`, which was chosen mostly because
`AssetProcessor` is taken. Additionally, `LoadTransformSave` may be
sufficient instead of `LoadTransformAndSave`.
---
## Changelog
### Added
- `AssetTransformer` which is responsible for transforming Assets.
- `LoadTransformAndSave`, a `Process` implementation.
### Changed
- Changed `AssetSaver`'s responsibilities from processing and saving to
just saving.
- Updated `asset_processing` example to use new API.
- Old asset .meta files regenerated with new processor.
# Objective
- Fix documentation for `AssetReader::is_directory` (it is currently
exactly the same as docs for `read_directory`)
---------
Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
# Objective
TypeUuid is deprecated, remove it.
## Migration Guide
Convert any uses of `#[derive(TypeUuid)]` with `#[derive(TypePath]` for
more complex uses see the relevant
[documentation](https://docs.rs/bevy/latest/bevy/prelude/trait.TypePath.html)
for more information.
---------
Co-authored-by: ebola <dev@axiomatic>
# Objective
- Fixes a hurdle encountered when debugging a panic caused by the file
watcher loading a `.gitignore` file, which was hard to debug because
there was no file name in the report, only `asset paths must have
extensions`
## Solution
- Panic with a formatted message that includes the asset path, e.g.
`missing expected extension for asset path .gitignore`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Doonv <58695417+doonv@users.noreply.github.com>
# Objective
- `AssetPath` implements reflection, but is not registered as a type in
the plugin.
- Fixes#11481.
## Solution
- Register the `AssetPath` type when `AssetPlugin::build` is called.
---
## Changelog
- Registered `AssetPath` type for use in reflection.
# Objective
- Since #11218, example `asset_processing` fails:
```
thread 'main' panicked at crates/bevy_asset/src/io/source.rs:489:18:
Failed to create file watcher: Error { kind: PathNotFound, paths: ["examples/asset/processing/imported_assets/Default"] }
```
start from a fresh git clone or delete the folder before running to
reproduce, it is in gitignore and should not be present on a fresh run
a657478675/.gitignore (L18)
## Solution
- Auto create the `imported_assets` folder if it is configured
---------
Co-authored-by: Kyle <37520732+nvdaz@users.noreply.github.com>
# Objective
This adds events for assets that fail to load along with minor utility
methods to make them useful. This paves the way for users writing their
own error handling and retry systems, plus Bevy including robust retry
handling: #11349.
* Addresses #11288
* Needed for #11349
# Solution
```rust
/// An event emitted when a specific [`Asset`] fails to load.
#[derive(Event, Clone, Debug)]
pub struct AssetLoadFailedEvent<A: Asset> {
pub id: AssetId<A>,
/// The original handle returned when the asset load was requested.
pub handle: Option<Handle<A>>,
/// The asset path that was attempted.
pub path: AssetPath<'static>,
/// Why the asset failed to load.
pub error: AssetLoadError,
}
```
I started implementing `AssetEvent::Failed` like suggested in #11288,
but decided it was better as its own type because:
* I think it makes sense for `AssetEvent` to only refer to assets that
actually exist.
* In order to return `AssetLoadError` in the event (which is useful
information for error handlers that might attempt a retry) we would have
to remove `Copy` from `AssetEvent`.
* There are numerous places in the render app that match against
`AssetEvent`, and I don't think it's worth introducing extra noise about
assets that don't exist.
I also introduced `UntypedAssetLoadErrorEvent`, which is very useful in
places that need to support type flexibility, like an Asset-agnostic
retry plugin.
# Changelog
* **Added:** `AssetLoadFailedEvent<A>`
* **Added**: `UntypedAssetLoadFailedEvent`
* **Added:** `AssetReaderError::Http` for status code information on
HTTP errors. Before this, status codes were only available by parsing
the error message of generic `Io` errors.
* **Added:** `asset_server.get_path_id(path)`. This method simply gets
the asset id for the path. Without this, one was left using
`get_path_handle(path)`, which has the overhead of returning a strong
handle.
* **Fixed**: Made `AssetServer` loads return the same handle for assets
that already exist in a failed state. Now, when you attempt a `load`
that's in a `LoadState::Failed` state, it'll re-use the original asset
id. The advantage of this is that any dependent assets created using the
original handle will "unbreak" if a retry succeeds.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Tried using "embedded_watcher" feature and `embedded_asset!()` from
another crate. The assets embedded fine but were not "watched." The
problem appears to be that checking for the feature was done inside the
macro, so rather than checking if "embedded_watcher" was enabled for
bevy, it would check if it was enabled for the current crate.
## Solution
I extracted the checks for the "embedded_watcher" feature into its own
function called `watched_path()`. No external changes.
### Alternative Solution
An alternative fix would be to not do any feature checking in
`embedded_asset!()` or an extracted function and always send the
full_path to `insert_asset()` where it's promptly dropped when the
feature isn't turned on. That would be simpler.
```
($app: ident, $source_path: expr, $path: expr) => {{
let mut embedded = $app
.world
.resource_mut::<$crate::io::embedded::EmbeddedAssetRegistry>();
let path = $crate::embedded_path!($source_path, $path);
//#[cfg(feature = "embedded_watcher")]
let full_path = std::path::Path::new(file!()).parent().unwrap().join($path);
//#[cfg(not(feature = "embedded_watcher"))]
//let full_path = std::path::PathBuf::new();
embedded.insert_asset(full_path, &path, include_bytes!($path));
}};
```
## Changelog
> Fix embedded_watcher feature to work with external crates
# Objective
When you have no idea what to put after `#` when loading an asset, error
message may help.
## Solution
Add all labels to the error message.
## Test plan
Modified `anti_alias` example to put incorrect label, the error is:
```
2024-01-08T07:41:25.462287Z ERROR bevy_asset::server: The file at 'models/FlightHelmet/FlightHelmet.gltf' does not contain the labeled asset 'Rrrr'; it contains the following 25 assets: 'Material0', 'Material1', 'Material2', 'Material3', 'Material4', 'Material5', 'Mesh0', 'Mesh0/Primitive0', 'Mesh1', 'Mesh1/Primitive0', 'Mesh2', 'Mesh2/Primitive0', 'Mesh3', 'Mesh3/Primitive0', 'Mesh4', 'Mesh4/Primitive0', 'Mesh5', 'Mesh5/Primitive0', 'Node0', 'Node1', 'Node2', 'Node3', 'Node4', 'Node5', 'Scene0'
```
# Motivation
When spawning entities into a scene, it is very common to create assets
like meshes and materials and to add them via asset handles. A common
setup might look like this:
```rust
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial::from(Color::RED)),
..default()
});
}
```
Let's take a closer look at the part that adds the assets using `add`.
```rust
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial::from(Color::RED)),
```
Here, "mesh" and "material" are both repeated three times. It's very
explicit, but I find it to be a bit verbose. In addition to being more
code to read and write, the extra characters can sometimes also lead to
the code being formatted to span multiple lines even though the core
task, adding e.g. a primitive mesh, is extremely simple.
A way to address this is by using `.into()`:
```rust
mesh: meshes.add(shape::Cube { size: 1.0 }.into()),
material: materials.add(Color::RED.into()),
```
This is fine, but from the names and the type of `meshes`, we already
know what the type should be. It's very clear that `Cube` should be
turned into a `Mesh` because of the context it's used in. `.into()` is
just seven characters, but it's so common that it quickly adds up and
gets annoying.
It would be nice if you could skip all of the conversion and let Bevy
handle it for you:
```rust
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::RED),
```
# Objective
Make adding assets more ergonomic by making `Assets::add` take an `impl
Into<A>` instead of `A`.
## Solution
`Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this
works:
```rust
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::RED),
..default()
});
```
I also changed all examples to use this API, which increases consistency
as well because `Mesh::from` and `into` were being used arbitrarily even
in the same file. This also gets rid of some lines of code because
formatting is nicer.
---
## Changelog
- `Assets::add` now takes an `impl Into<A>` instead of `A`
- Examples don't use `T::from(K)` or `K.into()` when adding assets
## Migration Guide
Some `into` calls that worked previously might now be broken because of
the new trait bounds. You need to either remove `into` or perform the
conversion explicitly with `from`:
```rust
// Doesn't compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()),
// These compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }),
let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
```
## Concerns
I believe the primary concerns might be:
1. Is this too implicit?
2. Does this increase codegen bloat?
Previously, the two APIs were using `into` or `from`, and now it's
"nothing" or `from`. You could argue that `into` is slightly more
explicit than "nothing" in cases like the earlier examples where a
`Color` gets converted to e.g. a `StandardMaterial`, but I personally
don't think `into` adds much value even in this case, and you could
still see the actual type from the asset type.
As for codegen bloat, I doubt it adds that much, but I'm not very
familiar with the details of codegen. I personally value the user-facing
code reduction and ergonomics improvements that these changes would
provide, but it might be worth checking the other effects in more
detail.
Another slight concern is migration pain; apps might have a ton of
`into` calls that would need to be removed, and it did take me a while
to do so for Bevy itself (maybe around 20-40 minutes). However, I think
the fact that there *are* so many `into` calls just highlights that the
API could be made nicer, and I'd gladly migrate my own projects for it.
# Objective
- No point in keeping Meshes/Images in RAM once they're going to be sent
to the GPU, and kept in VRAM. This saves a _significant_ amount of
memory (several GBs) on scenes like bistro.
- References
- https://github.com/bevyengine/bevy/pull/1782
- https://github.com/bevyengine/bevy/pull/8624
## Solution
- Augment RenderAsset with the capability to unload the underlying asset
after extracting to the render world.
- Mesh/Image now have a cpu_persistent_access field. If this field is
RenderAssetPersistencePolicy::Unload, the asset will be unloaded from
Assets<T>.
- A new AssetEvent is sent upon dropping the last strong handle for the
asset, which signals to the RenderAsset to remove the GPU version of the
asset.
---
## Changelog
- Added `AssetEvent::NoLongerUsed` and
`AssetEvent::is_no_longer_used()`. This event is sent when the last
strong handle of an asset is dropped.
- Rewrote the API for `RenderAsset` to allow for unloading the asset
data from the CPU.
- Added `RenderAssetPersistencePolicy`.
- Added `Mesh::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `Image::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `ImageLoaderSettings::cpu_persistent_access`.
- Added `ExrTextureLoaderSettings`.
- Added `HdrTextureLoaderSettings`.
## Migration Guide
- Asset loaders (GLTF, etc) now load meshes and textures without
`cpu_persistent_access`. These assets will be removed from
`Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and
`RenderAssets<Image>` contain the GPU versions of these assets, in order
to reduce memory usage. If you require access to the asset data from the
CPU in future frames after the GLTF asset has been loaded, modify all
dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to
`RenderAssetPersistencePolicy::Keep`.
- `Mesh` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `Image` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `MorphTargetImage::new()` now requires a new `cpu_persistent_access`
parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the
previous behavior.
- `DynamicTextureAtlasBuilder::add_texture()` now requires that the
`TextureAtlas` you pass has an `Image` with `cpu_persistent_access:
RenderAssetPersistencePolicy::Keep`. Ensure you construct the image
properly for the texture atlas.
- The `RenderAsset` trait has significantly changed, and requires
adapting your existing implementations.
- The trait now requires `Clone`.
- The `ExtractedAsset` associated type has been removed (the type itself
is now extracted).
- The signature of `prepare_asset()` is slightly different
- A new `persistence_policy()` method is now required (return
RenderAssetPersistencePolicy::Unload to match the previous behavior).
- Match on the new `NoLongerUsed` variant for exhaustive matches of
`AssetEvent`.
# Objective
There are a lot of doctests that are `ignore`d for no documented reason.
And that should be fixed.
## Solution
I searched the bevy repo with the regex ` ```[a-z,]*ignore ` in order to
find all `ignore`d doctests. For each one of the `ignore`d doctests, I
did the following steps:
1. Attempt to remove the `ignored` attribute while still passing the
test. I did this by adding hidden dummy structs and imports.
2. If step 1 doesn't work, attempt to replace the `ignored` attribute
with the `no_run` attribute while still passing the test.
3. If step 2 doesn't work, keep the `ignored` attribute but add
documentation for why the `ignored` attribute was added.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Make the implementation order consistent between all sources to fit
the order in the trait.
## Solution
- Change the implementation order.
# Objective
- Update winit dependency to 0.29
## Changelog
### KeyCode changes
- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.
KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.
In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.
### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)
## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔
## Follow up
I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
- blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
- fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
- [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
- we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide
This PR should have one.
# Objective
- Reduce nesting in `process_handle_drop_internal()`.
- Related to #10896.
## Solution
- Use early returns when possible.
- Reduced from 9 levels of indents to 4.