# Objective
Both the shedule and winit runners use/reimplement `app_exit_manual`
even tough they can use `app_exit`
## Solution
Nuke `app_exit_manual` from orbit.
# Objective
- Be able to edit animation inside the editor and save them once
modified. This will allow bevy to modify animation assets with code.
- Fixes#13052
## Solution
- Expose the previously const getters of the Animation curves
---
# Objective
Follow up to #13062. As of async-executor 1.11, the crate reexports
FallibleTask, which is the only reason bevy_tasks has a direct
dependency on async-task. This should avoid the two dependencies getting
out of sync in the future and causing spurious compilation failures.
## Solution
Bump async-executor to 1.11, use the reexport, remove the dependency on
async-task.
# Objective
- bevy usually use `Parallel::scope` to collect items from `par_iter`,
but `scope` will be called with every satifified items. it will cause a
lot of unnecessary lookup.
## Solution
- similar to Rayon ,we introduce `for_each_init` for `par_iter` which
only be invoked when spawn a task for a group of items.
---
## Changelog
- added `for_each_init`
## Performance
`check_visibility ` in `many_foxes `
![image](https://github.com/bevyengine/bevy/assets/45868716/030c41cf-0d2f-4a36-a071-35097d93e494)
~40% performance gain in `check_visibility`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Allow `Gizmos` to work in `FixedUpdate` without any changes needed. This
changes `Gizmos` from being a purely immediate mode api, but allows the
user to use it as if it were an immediate mode API regardless of
schedule context.
Also allows for extending by other custom schedules by adding their own
`GizmoStorage<Clear>` and the requisite systems:
- `propagate_gizmos::<Clear>` before `update_gizmo_meshes`
- `stash_default_gizmos` when starting a clear context
- `pop_default_gizmos` when ending a clear context
- `collect_default_gizmos` when grabbing the requested gizmos
- `clear_gizmos` for clearing the context's gizmos
## Solution
Adds a generic to `Gizmos` that defaults to `Update` (the current way
gizmos works). When entering a new clear context the default `Gizmos`
gets swapped out for that context's duration so the context can collect
the gizmos requested.
Prior work: https://github.com/bevyengine/bevy/pull/9153
## To do
- [x] `FixedUpdate` should probably get its own First, Pre, Update,
Post, Last system sets for this. Otherwise users will need to make sure
to order their systems before `clear_gizmos`. This could alternatively
be fixed by moving the setup of this to `bevy_time::fixed`?
PR to fix this issue: https://github.com/bevyengine/bevy/pull/10977
- [x] use mem::take internally for the swaps?
- [x] Better name for the `Context` generic on gizmos? `Clear`?
---
## Changelog
- Gizmos drawn in `FixedMain` now last until the next `FixedMain`
iteration runs.
Bumps `async-task` to 4.7.0 , note this is what Cargo.lock has as well.
Building as a dependency gives the following:
```
Compiling async-channel v1.8.0
Compiling futures-lite v1.12.0
error[E0432]: unresolved import `async_task::Builder`
--> /Users/daniel/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-executor-1.8.0/src/lib.rs:46:18
|
46 | use async_task::{Builder, Runnable};
| ^^^^^^^ no `Builder` in the root
|
= help: consider importing this struct instead:
std:🧵:Builder
For more information about this error, try `rustc --explain E0432`.
error: could not compile `async-executor` (lib) due to 1 previous error
warning: build failed, waiting for other jobs to finish...
```
With this change, builds correctly
# Objective
Adds a few extra `#[doc(alias)]` entries to the
`bevy_math::primitives::WindingOrder` enum and its variants to improve
searchability.
## Solution
- Add "Orientation" for `WindingOrder` itself
- Add "AntiClockwise" for `CounterClockwise` variant
- Add "Collinear" for `Invalid` variant
These alternate terms seem to be quite common, especially in the
contexts of rendering and collision-detection.
Signed-off-by: Nullicorn <git@nullicorn.me>
# Objective
Fixes#12470
This adds a examples for `ButtonInput` with `KeyCode`, `MouseButton`,
and `GamepadButton`.
It also includes an example of checking a multi-key combination, and
checking multiple keys to mean roughly the same thing.
# Objective
Closes#13017.
## Solution
- Make `AppExit` a enum with a `Success` and `Error` variant.
- Make `App::run()` return a `AppExit` if it ever returns.
- Make app runners return a `AppExit` to signal if they encountered a
error.
---
## Changelog
### Added
- [`App::should_exit`](https://example.org/)
- [`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
to the `bevy` and `bevy_app` preludes,
### Changed
- [`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
is now a enum with 2 variants (`Success` and `Error`).
- The app's [runner
function](https://docs.rs/bevy/latest/bevy/app/struct.App.html#method.set_runner)
now has to return a `AppExit`.
-
[`App::run()`](https://docs.rs/bevy/latest/bevy/app/struct.App.html#method.run)
now also returns the `AppExit` produced by the runner function.
## Migration Guide
- Replace all usages of
[`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
with `AppExit::Success` or `AppExit::Failure`.
- Any custom app runners now need to return a `AppExit`. We suggest you
return a `AppExit::Error` if any `AppExit` raised was a Error. You can
use the new [`App::should_exit`](https://example.org/) method.
- If not exiting from `main` any other way. You should return the
`AppExit` from `App::run()` so the app correctly returns a error code if
anything fails e.g.
```rust
fn main() -> AppExit {
App::new()
//Your setup here...
.run()
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- https://github.com/rust-lang/rust/pull/123905 has been merged, so the
workaround introduced in #12913 is no longer necessary.
- Closes#12968
## Solution
- Remove unecessary `allow` attribute
- This is currently blocked until Rust beta updates.
- Last tested with `rustc 1.78.0-beta.7 (6fd191292 2024-04-12)`.
# Objective
Add support so bevy_ui can correctly handle an UI hierarchy without a
camera present.
- Fixes#12184
## Solution
As there was no default behavior for what should happen when a camera is
not present in a UI hierarchy, the solution
was based in defining that default behavior and improving the overall
handling of this "exception".
## Changelog
- Create default values to be used in upsert_node
- Add flag to control warnings about no camera present
- Create unit test no_camera_ui (to test if ui handles no camera
present)
# Objective
Allow parallel iteration over events, resolve#10766
## Solution
- Add `EventParIter` which works similarly to `QueryParIter`,
implementing a `for_each{_with_id}` operator.
I chose to not mirror `EventIteratorWithId` and instead implement both
operations on a single struct.
- Reuse `BatchingStrategy` from `QueryParIter`
## Changelog
- `EventReader` now supports parallel event iteration using
`par_read().for_each(|event| ...)`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
Makes crate module docs render correctly in the docs for the monolithic
library. Fixes https://github.com/bevyengine/bevy/issues/13055.
## Solution
Swap from
```rust
pub mod foo {
pub use bevy_foo::*;
}
```
to
```rust
pub use bevy_foo as foo;
```
Adjusted the documentation to better describe the performance cost of
`ButtonInput::any_just_pressed|any_just_released|any_pressed`.
Each function iterates the full input, but each check is expected
constant cost. It was described previously as a full input check, and a
full internal list iteration, which I believe is incorrect.
# Objective
- `MeshPipelineKey` use some bits for two things
- First commit in this PR adds an assertion that doesn't work currently
on main
- This leads to some mesh topology not working anymore, for example
`LineStrip`
- With examples `lines`, there should be two groups of lines, the blue
one doesn't display currently
## Solution
- Change the `MeshPipelineKey` to be backed by a `u64` instead, to have
enough bits
# Objective
Fix#2128. Both `Query::new_archetype` and `SystemParam::new_archetype`
do not check if the `Archetype` comes from the same World the state is
initialized from. This could result in unsoundness via invalid accesses
if called incorrectly.
## Solution
Make them `unsafe` functions and lift the invariant to the caller. This
also caught one instance of us not validating the World in
`SystemState::update_archetypes_unsafe_world_cell`'s implementation.
---
## Changelog
Changed: `QueryState::new_archetype` is now an unsafe function.
Changed: `SystemParam::new_archetype` is now an unsafe function.
## Migration Guide
`QueryState::new_archetype` and `SystemParam::new_archetype` are now an
unsafe functions that must be sure that the provided `Archetype` is from
the same `World` that the state was initialized from. Callers may need
to add additional assertions or propagate the safety invariant upwards
through the callstack to ensure safety.
# Objective
- The docs says the WireframeColor is supposed to override the default
global color but it doesn't.
## Solution
- Use WireframeColor to override global color like docs said it was
supposed to do.
- Updated the example to document this feature
- I also took the opportunity to clean up the code a bit
Fixes#13032
# Objective
- Fixes#13024.
## Solution
- Run `cargo clippy --target wasm32-unknown-unknown` until there are no
more errors.
- I recommend reviewing one commit at a time :)
---
## Changelog
- Fixed Clippy lints for `wasm32-unknown-unknown` target.
- Updated `bevy_transform`'s `README.md`.
# Objective
- Closes#12930.
## Solution
- Add a corresponding optional field on `Window` and `ExtractedWindow`
---
## Changelog
### Added
- `wgpu`'s `desired_maximum_frame_latency` is exposed through window
creation. This can be used to override the default maximum number of
queued frames on the GPU (currently 2).
## Migration Guide
- The `desired_maximum_frame_latency` field must be added to instances
of `Window` and `ExtractedWindow` where all fields are explicitly
specified.
# Objective
Sometimes when despawning a ui node in the PostUpdate schedule it
panics. This is because both a despawn command and insert command are
being run on the same entity.
See this example code:
```rs
use bevy::{prelude::*, ui::UiSystem};
#[derive(Resource)]
struct SliceSquare(Handle<Image>);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, create_ui)
.add_systems(PostUpdate, despawn_nine_slice.after(UiSystem::Layout))
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.insert_resource(SliceSquare(asset_server.load("textures/slice_square.png")));
}
fn create_ui(mut commands: Commands, slice_square: Res<SliceSquare>) {
commands.spawn((
NodeBundle {
style: Style {
width: Val::Px(200.),
height: Val::Px(200.),
..default()
},
background_color: Color::WHITE.into(),
..default()
},
UiImage::new(slice_square.0.clone()),
ImageScaleMode::Sliced(TextureSlicer {
border: BorderRect::square(220.),
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.,
}),
));
}
fn despawn_nine_slice(mut commands: Commands, mut slices: Query<Entity, With<ImageScaleMode>>) {
for entity in slices.iter_mut() {
commands.entity(entity).despawn_recursive();
}
}
```
This code spawns a UiNode with a sliced image scale mode, and despawns
it in the same frame. The
bevy_ui::texture_slice::compute_slices_on_image_change system tries to
insert the ComputedTextureSlices component on that node, but that entity
is already despawned causing this error:
```md
error[B0003]: Could not insert a bundle (of type `bevy_ui::texture_slice::ComputedTextureSlices`) for entity Entity { index: 2, generation: 3 } because it doesn't
exist in this World. See: https://bevyengine.org/learn/errors/#b0003
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic when applying buffers for system `bevy_ui::texture_slice::compute_slices_on_image_change`!
Encountered a panic in system `bevy_ecs::schedule::executor::apply_deferred`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```
Note that you might have to run the code a few times before this error
appears.
## Solution
Use try_insert instead of insert for non critical inserts in the bevy_ui
crate.
## Some notes
In a lot of cases it does not makes much sense to despawn ui nodes after
the layout system has finished. Except maybe if you delete the root ui
node of a tree. I personally encountered this issue in bevy `0.13.2`
with a system that was running before the layout system. And in `0.13.2`
the `compute_slices_on_image_change` system was also running before the
layout system. But now it runs after the layout system. So the only way
that this bug appears now is if you despawn ui nodes after the layout
system. So I am not 100% sure if using try_insert in this system is the
best option. But personally I still think it is better then the program
panicking.
However the `update_children_target_camera` system does still run before
the layout system. So I do think it might still be able to panic when ui
nodes are despawned before the layout system. Though I haven't been able
to verify that.
# Objective
- General clenup of the primitives in `bevy_math`
- Add `eccentricity()` to `Ellipse`
## Solution
- Moved `Bounded3d` implementation for `Triangle3d` to the `bounded`
module
- Added `eccentricity()` to `Ellipse`
- `Ellipse::semi_major()` and `::semi_minor()` now accept `&self`
instead of `self`
- `Triangle3d::is_degenerate()` actually uses `f32::EPSILON` as
documented
- Added tests for `Triangle3d`-maths
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Miles Silberling-Cook <nth.tensor@gmail.com>
# Objective
Make visibility system ordering explicit. Fixes#12953.
## Solution
Specify `CheckVisibility` happens after all other `VisibilitySystems`
sets have happened.
---------
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
# Objective
Missing docs
## Solution
Add docs paraphrased from the Cart's mouth:
https://discord.com/channels/691052431525675048/691052431974465548/1172305792154738759
> It follows the natural "results" of right handed y-up. The default
camera will face "forward" in -Z, with +X being "right". The RH y-up
setup is reasonably common. Thats why I asked for existing examples.I
think we should appeal to the masses here / see how other RH Y-up 3D
packages / engines handle this
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
# Objective
When trying to be generic over `Material + Default`, the lack of a
`Default` impl for `ExtendedMaterial`, even when both of its components
implement `Default`, is problematic. I think was probably just
overlooked.
## Solution
Impl `Default` if the material and extension both impl `Default`.
---
## Changelog
## Migration Guide
# Objective
Related to #12981
Presently, there is a footgun where we allow non-normalized vectors to
be passed in the `axis` parameters of `Transform::rotate_axis` and
`Transform::rotate_local_axis`. These methods invoke
`Quat::from_axis_angle` which expects the vector to be normalized. This
PR aims to address this.
## Solution
Require `Dir3`-valued `axis` parameters for these functions so that the
vector's normalization can be enforced at type-level.
---
## Migration Guide
All calls to `Transform::rotate_axis` and `Transform::rotate_local_axis`
will need to be updated to use a `Dir3` for the `axis` parameter rather
than a `Vec3`. For a general input, this means calling `Dir3::new` and
handling the `Result`, but if the previous vector is already known to be
normalized, `Dir3::new_unchecked` can be called instead. Note that
literals like `Vec3::X` also have corresponding `Dir3` literals; e.g.
`Dir3::X`, `Dir3::NEG_Y` and so on.
---
## Discussion
This axis input is unambigiously a direction instead of a vector, and
that should probably be reflected and enforced by the function
signature. In previous cases where we used, e.g., `impl TryInto<Dir3>`,
the associated methods already implemented (and required!) additional
fall-back logic, since the input is conceptually more complicated than
merely specifying an axis. In this case, I think it's fairly
cut-and-dry, and I'm pretty sure these methods just predate our
direction types.
# Objective
As described in #12467, Bevy does not have any spans for any of the
tasks scheduled onto the IO and async compute task pools.
## Solution
Instrument all asset loads and asset processing. Since this change is
restricted to asset tasks, it does not completely solve #12467, but it
does mean we can record the asset path in the trace.
![image](https://github.com/bevyengine/bevy/assets/8494645/59faee63-1f69-40af-bf47-312c4d67d1e2)
---
## Changelog
Tracing will now include spans for asset loading and asset processing.
glTF files that contain lights currently panic when loaded into Bevy,
because Bevy tries to reflect on `Cascades`, which accidentally wasn't
registered.
`EntityHashSet` doesn't seem to implement `Reflect` which seems weird!
Especially since `EntityHashMap` implements `Reflect`.
This PR just added an extra `impl_reflect_value!` for `EntityHashSet`
and this seems to do the trick.
I left out doing the same for `StableHashSet` since it's marked as
deprecated.
---
I'm really wondering what was the issue here. If anyone can explain why
`EntityHashSet` can't use the `Reflect` impl of `bevy_utils::HashSet`
similar to how it's the case with the `...HashMap`s I'd be interested!
# Objective
- Fixes#12976
## Solution
This one is a doozy.
- Run `cargo +beta clippy --workspace --all-targets --all-features` and
fix all issues
- This includes:
- Moving inner attributes to be outer attributes, when the item in
question has both inner and outer attributes
- Use `ptr::from_ref` in more scenarios
- Extend the valid idents list used by `clippy:doc_markdown` with more
names
- Use `Clone::clone_from` when possible
- Remove redundant `ron` import
- Add backticks to **so many** identifiers and items
- I'm sorry whoever has to review this
---
## Changelog
- Added links to more identifiers in documentation.
# Objective
Improve the code quality of the multithreaded executor.
## Solution
* Remove some unused variables.
* Use `Mutex::get_mut` where applicable instead of locking.
* Use a `startup_systems` FixedBitset to pre-compute the starting
systems instead of building it bit-by-bit on startup.
* Instead of using `FixedBitset::clear` and `FixedBitset::union_with`,
use `FixedBitset::clone_from` instead, which does only a single copy and
will not allocate if the target bitset has a large enough allocation.
* Replace the `Mutex` around `Conditions` with `SyncUnsafeCell`, and add
a `Context::try_lock` that forces it to be synchronized fetched
alongside the executor lock.
This might produce minimal performance gains, but the focus here is on
the code quality improvements.
# Objective
Fixes#12408 .
Fixes#12680.
## Solution
- Recaclulated anchor from dimensions of sprite to dimension of each
part of it (each part contains its own anchor)
[Alpha to coverage] (A2C) replaces alpha blending with a
hardware-specific multisample coverage mask when multisample
antialiasing is in use. It's a simple form of [order-independent
transparency] that relies on MSAA. ["Anti-aliased Alpha Test: The
Esoteric Alpha To Coverage"] is a good summary of the motivation for and
best practices relating to A2C.
This commit implements alpha to coverage support as a new variant for
`AlphaMode`. You can supply `AlphaMode::AlphaToCoverage` as the
`alpha_mode` field in `StandardMaterial` to use it. When in use, the
standard material shader automatically applies the texture filtering
method from ["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"].
Objects with alpha-to-coverage materials are binned in the opaque pass,
as they're fully order-independent.
The `transparency_3d` example has been updated to feature an object with
alpha to coverage. Happily, the example was already using MSAA.
This is part of #2223, as far as I can tell.
[Alpha to coverage]: https://en.wikipedia.org/wiki/Alpha_to_coverage
[order-independent transparency]:
https://en.wikipedia.org/wiki/Order-independent_transparency
["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"]:
https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f
---
## Changelog
### Added
* The `AlphaMode` enum now supports `AlphaToCoverage`, to provide
limited order-independent transparency when multisample antialiasing is
in use.
# Objective
- ~~This PR adds more flexible versions of `set_if_neq` and
`replace_if_neq` to only compare and update certain fields of a
components which is not just a newtype~~
- https://github.com/bevyengine/bevy/pull/12919#issuecomment-2048049786
gave a good solution to the original problem, so let's update the docs
so that this is easier to find
## Solution
- ~~Add `set_if_neq_with` and `replace_if_neq_with` which take an
accessor closure to access the relevant field~~
---
In a recent project, a scenario emerged that required careful
consideration regarding change detection without compromising
performance. The context involves a component that maintains a
collection of `Vec<Vec2>` representing a horizontal surface, alongside a
height field. When the height is updated, there are a few approaches to
consider:
1. Clone the collection of points to utilize the existing `set_if_neq`
method.
2. Inline and adjust the `set_if_neq` code specifically for this
scenario.
3. (Consider splitting the component into more granular components.)
It's worth noting that the third option might be the most suitable in
most cases.
A similar situation arises with the Bevy internal Transform component,
which includes fields for translation, rotation, and scale. These fields
are relatively small (`Vec3` or `Quat` with 3 or 4 `f32` values), but
the creation of a single pointer (`usize`) might be more efficient than
copying the data of the other fields. This is speculative, and insights
from others could be valuable.
Questions remain:
- Is it feasible to develop a more flexible API, and what might that
entail?
- Is there general interest in this change?
There's no hard feelings if this idea or the PR is ultimately rejected.
I just wanted to put this idea out there and hope that this might be
beneficial to others and that feedback could be valuable before
abandoning the idea.
# Objective
- `cargo run --release --example bevymark -- --benchmark --waves 160
--per-wave 1000 --mode mesh2d` runs slower and slower over time due to
`no_gpu_preprocessing::write_batched_instance_buffer<bevy_sprite::mesh2d::mesh::Mesh2dPipeline>`
taking longer and longer because the `BatchedInstanceBuffer` is not
cleared
## Solution
- Split the `clear_batched_instance_buffers` system into CPU and GPU
versions
- Use the CPU version for 2D meshes
# Objective
Fixes a crash when transcoding one- or two-channel KTX2 textures
## Solution
transcoded array has been pre-allocated up to levels.len using a macros.
Rgb8 transcoding already uses that and addresses transcoded array by an
index. R8UnormSrgb and Rg8UnormSrgb were pushing on top of the
transcoded vec, resulting in first levels.len() vectors to stay empty,
and second levels.len() levels actually being transcoded, which then
resulted in out of bounds read when copying levels to gpu
# Objective
- `cargo check --workspace` appears to merge features and dependencies
together, so it does not catch some issues where dependencies are not
properly feature-gated.
- The issues **are** caught, though, by running `cd $crate && cargo
check`.
## Solution
- Manually check each crate for issues.
```shell
# Script used
for i in crates/bevy_* do
pushd $i
cargo check
popd
done
```
- `bevy_color` had an issue where it used `#[derive(Pod, Zeroable)]`
without using `bytemuck`'s `derive` feature.
- The `FpsOverlayPlugin` in `bevy_dev_tools` uses `bevy_ui`'s
`bevy_text` integration without properly enabling `bevy_text` as a
feature.
- `bevy_gizmos`'s `light` module was not properly feature-gated behind
`bevy_pbr`.
- ~~Lights appear to only be implemented in `bevy_pbr` and not
`bevy_sprite`, so I think this is the right call. Can I get a
confirmation by a gizmos person?~~ Confirmed :)
- `bevy_gltf` imported `SmallVec`, but only used it if `bevy_animation`
was enabled.
- There was another issue, but it was more challenging to solve than the
`smallvec` one. Run `cargo check -p bevy_gltf` and it will raise an
issue about `animation_roots`.
<details>
<summary><code>bevy_gltf</code> errors</summary>
```shell
error[E0425]: cannot find value `animation_roots` in this scope
--> crates/bevy_gltf/src/loader.rs:608:26
|
608 | &animation_roots,
| ^^^^^^^^^^^^^^^ not found in this scope
warning: variable does not need to be mutable
--> crates/bevy_gltf/src/loader.rs:1015:5
|
1015 | mut animation_context: Option<AnimationContext>,
| ----^^^^^^^^^^^^^^^^^
| |
| help: remove this `mut`
|
= note: `#[warn(unused_mut)]` on by default
For more information about this error, try `rustc --explain E0425`.
warning: `bevy_gltf` (lib) generated 1 warning
error: could not compile `bevy_gltf` (lib) due to 1 previous error; 1 warning emitted
```
</details>
---
## Changelog
- Fixed `bevy_color`, `bevy_dev_tools`, and `bevy_gizmos` so they can
now compile by themselves.
# Objective
i downloaded a random model from sketchfab
(https://sketchfab.com/3d-models/dragon-glass-fe00cb0ecaca4e4595874b70de7e116b)
to fiddle with bevy and encountered a panic when attempted to play
animations:
```
thread 'Compute Task Pool (3)' panicked at /home/username/code/bevy/crates/bevy_animation/src/lib.rs:848:58:
index out of bounds: the len is 40 but the index is 40
```
"Animation / Animated Fox"
(5caf085dac/examples/animation/animated_fox.rs)
example can be used for reproduction. to reproduce download a model from
sketchfab (link above) and load it instead of loading fox.glb, keep only
`dragon_glass.glb#Animation0` and remove `1` and `2` -> run and wait 1-2
seconds for crash to happen.
## Solution
correct keyframe indexing, i guess
`ExtractComponentPlugin` doesn't check to make sure the component is
actually present unless it's in the `QueryFilter`. This meant we placed
it everywhere. This regressed performance on many examples, such as
`many_cubes`.
Fixes#12956.
# Objective
The system task span is pretty consistent in how much time it uses, so
all it adds is overhead/additional bandwidth when profiling.
## Solution
Remove it.
`Sprite`, `Text`, and `Handle<MeshletMesh>` were types of renderable
entities that the new segregated visible entity system didn't handle, so
they didn't appear.
Because `bevy_text` depends on `bevy_sprite`, and the visibility
computation of text happens in the latter crate, I had to introduce a
new marker component, `SpriteSource`. `SpriteSource` marks entities that
aren't themselves sprites but become sprites during rendering. I added
this component to `Text2dBundle`. Unfortunately, this is technically a
breaking change, although I suspect it won't break anybody in practice
except perhaps editors.
Fixes#12935.
## Changelog
### Changed
* `Text2dBundle` now includes a new marker component, `SpriteSource`.
Bevy uses this internally to optimize visibility calculation.
## Migration Guide
* `Text` now requires a `SpriteSource` marker component in order to
appear. This component has been added to `Text2dBundle`.
# Objective
Improve performance scalability when adding new event types to a Bevy
app. Currently, just using Bevy in the default configuration, all apps
spend upwards of 100+us in the `First` schedule, every app tick,
evaluating if it should update events or not, even if events are not
being used for that particular frame, and this scales with the number of
Events registered in the app.
## Solution
As `Events::update` is guaranteed `O(1)` by just checking if a
resource's value, swapping two Vecs, and then clearing one of them, the
actual cost of running `event_update_system` is *very* cheap. The
overhead of doing system dependency injection, task scheduling ,and the
multithreaded executor outweighs the cost of running the system by a
large margin.
Create an `EventRegistry` resource that keeps a number of function
pointers that update each event. Replace the per-event type
`event_update_system` with a singular exclusive system uses the
`EventRegistry` to update all events instead. Update `SubApp::add_event`
to use `EventRegistry` instead.
## Performance
This speeds reduces the cost of the `First` schedule in both many_foxes
and many_cubes by over 80%. Note this is with system spans on. The
majority of this is now context-switching costs from launching
`time_system`, which should be mostly eliminated with #12869.
![image](https://github.com/bevyengine/bevy/assets/3137680/037624be-21a2-4dc2-a42f-9d0bfa3e9b4a)
The actual `event_update_system` is usually *very* short, using only a
few microseconds on average.
![image](https://github.com/bevyengine/bevy/assets/3137680/01ff1689-3595-49b6-8f09-5c44bcf903e8)
---
## Changelog
TODO
## Migration Guide
TODO
---------
Co-authored-by: Josh Matthews <josh@joshmatthews.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- I daily drive nightly Rust when developing Bevy, so I notice when new
warnings are raised by `cargo check` and Clippy.
- `cargo +nightly clippy` raises a few of these new warnings.
## Solution
- Fix most warnings from `cargo +nightly clippy`
- I skipped the docs-related warnings because some were covered by
#12692.
- Use `Clone::clone_from` in applicable scenarios, which can sometimes
avoid an extra allocation.
- Implement `Default` for structs that have a `pub const fn new() ->
Self` method.
- Fix an occurrence where generic constraints were defined in both `<C:
Trait>` and `where C: Trait`.
- Removed generic constraints that were implied by the `Bundle` trait.
---
## Changelog
- `BatchingStrategy`, `NonGenericTypeCell`, and `GenericTypeCell` now
implement `Default`.
This commit splits `VisibleEntities::entities` into four separate lists:
one for lights, one for 2D meshes, one for 3D meshes, and one for UI
elements. This allows `queue_material_meshes` and similar methods to
avoid examining entities that are obviously irrelevant. In particular,
this separation helps scenes with many skinned meshes, as the individual
bones are considered visible entities but have no rendered appearance.
Internally, `VisibleEntities::entities` is a `HashMap` from the `TypeId`
representing a `QueryFilter` to the appropriate `Entity` list. I had to
do this because `VisibleEntities` is located within an upstream crate
from the crates that provide lights (`bevy_pbr`) and 2D meshes
(`bevy_sprite`). As an added benefit, this setup allows apps to provide
their own types of renderable components, by simply adding a specialized
`check_visibility` to the schedule.
This provides a 16.23% end-to-end speedup on `many_foxes` with 10,000
foxes (24.06 ms/frame to 20.70 ms/frame).
## Migration guide
* `check_visibility` and `VisibleEntities` now store the four types of
renderable entities--2D meshes, 3D meshes, lights, and UI
elements--separately. If your custom rendering code examines
`VisibleEntities`, it will now need to specify which type of entity it's
interested in using the `WithMesh2d`, `WithMesh`, `WithLight`, and
`WithNode` types respectively. If your app introduces a new type of
renderable entity, you'll need to add an explicit call to
`check_visibility` to the schedule to accommodate your new component or
components.
## Analysis
`many_foxes`, 10,000 foxes: `main`:
![Screenshot 2024-03-31
114444](https://github.com/bevyengine/bevy/assets/157897/16ecb2ff-6e04-46c0-a4b0-b2fde2084bad)
`many_foxes`, 10,000 foxes, this branch:
![Screenshot 2024-03-31
114256](https://github.com/bevyengine/bevy/assets/157897/94dedae4-bd00-45b2-9aaf-dfc237004ddb)
`queue_material_meshes` (yellow = this branch, red = `main`):
![Screenshot 2024-03-31
114637](https://github.com/bevyengine/bevy/assets/157897/f90912bd-45bd-42c4-bd74-57d98a0f036e)
`queue_shadows` (yellow = this branch, red = `main`):
![Screenshot 2024-03-31
114607](https://github.com/bevyengine/bevy/assets/157897/6ce693e3-20c0-4234-8ec9-a6f191299e2d)
# Objective
-
[`clippy::ref_as_ptr`](https://rust-lang.github.io/rust-clippy/master/index.html#/ref_as_ptr)
prevents you from directly casting references to pointers, requiring you
to use `std::ptr::from_ref` instead. This prevents you from accidentally
converting an immutable reference into a mutable pointer (`&x as *mut
T`).
- Follow up to #11818, now that our [`rust-version` is
1.77](11817f4ba4/Cargo.toml (L14)).
## Solution
- Enable lint and fix all warnings.
I ported the two existing PCF techniques to the cubemap domain as best I
could. Generally, the technique is to create a 2D orthonormal basis
using Gram-Schmidt normalization, then apply the technique over that
basis. The results look fine, though the shadow bias often needs
adjusting.
For comparison, Unity uses a 4-tap pattern for PCF on point lights of
(1, 1, 1), (-1, -1, 1), (-1, 1, -1), (1, -1, -1). I tried this but
didn't like the look, so I went with the design above, which ports the
2D techniques to the 3D domain. There's surprisingly little material on
point light PCF.
I've gone through every example using point lights and verified that the
shadow maps look fine, adjusting biases as necessary.
Fixes#3628.
---
## Changelog
### Added
* Shadows from point lights now support percentage-closer filtering
(PCF), and as a result look less aliased.
### Changed
* `ShadowFilteringMethod::Castano13` and
`ShadowFilteringMethod::Jimenez14` have been renamed to
`ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal`
respectively.
## Migration Guide
* `ShadowFilteringMethod::Castano13` and
`ShadowFilteringMethod::Jimenez14` have been renamed to
`ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal`
respectively.
# Objective
Fixes#11996
The deprecated shape Quad's flip field role migrated to
StandardMaterial's flip/flipped methods
## Solution
flip/flipping methods of StandardMaterial is applicable to any mesh
---
## Changelog
- Added flip and flipped methods to the StandardMaterial implementation
- Added FLIP_HORIZONTAL, FLIP_VERTICAL, FLIP_X, FLIP_Y, FLIP_Z constants
## Migration Guide
Instead of using `Quad::flip` field, call `flipped(true, false)` method
on the StandardMaterial instance when adding the mesh.
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Currently, `MeshUniform`s are rather large: 160 bytes. They're also
somewhat expensive to compute, because they involve taking the inverse
of a 3x4 matrix. Finally, if a mesh is present in multiple views, that
mesh will have a separate `MeshUniform` for each and every view, which
is wasteful.
This commit fixes these issues by introducing the concept of a *mesh
input uniform* and adding a *mesh uniform building* compute shader pass.
The `MeshInputUniform` is simply the minimum amount of data needed for
the GPU to compute the full `MeshUniform`. Most of this data is just the
transform and is therefore only 64 bytes. `MeshInputUniform`s are
computed during the *extraction* phase, much like skins are today, in
order to avoid needlessly copying transforms around on CPU. (In fact,
the render app has been changed to only store the translation of each
mesh; it no longer cares about any other part of the transform, which is
stored only on the GPU and the main world.) Before rendering, the
`build_mesh_uniforms` pass runs to expand the `MeshInputUniform`s to the
full `MeshUniform`.
The mesh uniform building pass does the following, all on GPU:
1. Copy the appropriate fields of the `MeshInputUniform` to the
`MeshUniform` slot. If a single mesh is present in multiple views, this
effectively duplicates it into each view.
2. Compute the inverse transpose of the model transform, used for
transforming normals.
3. If applicable, copy the mesh's transform from the previous frame for
TAA. To support this, we double-buffer the `MeshInputUniform`s over two
frames and swap the buffers each frame. The `MeshInputUniform`s for the
current frame contain the index of that mesh's `MeshInputUniform` for
the previous frame.
This commit produces wins in virtually every CPU part of the pipeline:
`extract_meshes`, `queue_material_meshes`,
`batch_and_prepare_render_phase`, and especially
`write_batched_instance_buffer` are all faster. Shrinking the amount of
CPU data that has to be shuffled around speeds up the entire rendering
process.
| Benchmark | This branch | `main` | Speedup |
|------------------------|-------------|---------|---------|
| `many_cubes -nfc` | 17.259 | 24.529 | 42.12% |
| `many_cubes -nfc -vpi` | 302.116 | 312.123 | 3.31% |
| `many_foxes` | 3.227 | 3.515 | 8.92% |
Because mesh uniform building requires compute shader, and WebGL 2 has
no compute shader, the existing CPU mesh uniform building code has been
left as-is. Many types now have both CPU mesh uniform building and GPU
mesh uniform building modes. Developers can opt into the old CPU mesh
uniform building by setting the `use_gpu_uniform_builder` option on
`PbrPlugin` to `false`.
Below are graphs of the CPU portions of `many-cubes
--no-frustum-culling`. Yellow is this branch, red is `main`.
`extract_meshes`:
![Screenshot 2024-04-02
124842](https://github.com/bevyengine/bevy/assets/157897/a6748ea4-dd05-47b6-9254-45d07d33cb10)
It's notable that we get a small win even though we're now writing to a
GPU buffer.
`queue_material_meshes`:
![Screenshot 2024-04-02
124911](https://github.com/bevyengine/bevy/assets/157897/ecb44d78-65dc-448d-ba85-2de91aa2ad94)
There's a bit of a regression here; not sure what's causing it. In any
case it's very outweighed by the other gains.
`batch_and_prepare_render_phase`:
![Screenshot 2024-04-02
125123](https://github.com/bevyengine/bevy/assets/157897/4e20fc86-f9dd-4e5c-8623-837e4258f435)
There's a huge win here, enough to make batching basically drop off the
profile.
`write_batched_instance_buffer`:
![Screenshot 2024-04-02
125237](https://github.com/bevyengine/bevy/assets/157897/401a5c32-9dc1-4991-996d-eb1cac6014b2)
There's a massive improvement here, as expected. Note that a lot of it
simply comes from the fact that `MeshInputUniform` is `Pod`. (This isn't
a maintainability problem in my view because `MeshInputUniform` is so
simple: just 16 tightly-packed words.)
## Changelog
### Added
* Per-mesh instance data is now generated on GPU with a compute shader
instead of CPU, resulting in rendering performance improvements on
platforms where compute shaders are supported.
## Migration guide
* Custom render phases now need multiple systems beyond just
`batch_and_prepare_render_phase`. Code that was previously creating
custom render phases should now add a `BinnedRenderPhasePlugin` or
`SortedRenderPhasePlugin` as appropriate instead of directly adding
`batch_and_prepare_render_phase`.
# Objective
- Fixes#12905.
## Solution
- Use proper code `` tags for `TaskPoolBuilder::thread_name`.
- Remove leftover documentation in `TaskPool` referencing the deleted
`TaskPoolInner` struct.
- It may be possible to rephrase this, but I do not know enough about
the task pool to write something. (cc @james7132 who made the change
removing `TaskPoolInner`.)
- Ignore a buggy rustdoc lint that thinks `App` is already in scope for
`UpdateMode` doc. (Extracted from #12692.)
# Objective
- All gizmos APIs besides `gizmos.primitive_3d` use `impl Into<Color>`
as their type for `color`.
## Solution
- This PR changes `primitive_3d()` to use `impl Into<Color>` aswell.
# Objective
- Replace `RenderMaterials` / `RenderMaterials2d` / `RenderUiMaterials`
with `RenderAssets` to enable implementing changes to one thing,
`RenderAssets`, that applies to all use cases rather than duplicating
changes everywhere for multiple things that should be one thing.
- Adopts #8149
## Solution
- Make RenderAsset generic over the destination type rather than the
source type as in #8149
- Use `RenderAssets<PreparedMaterial<M>>` etc for render materials
---
## Changelog
- Changed:
- The `RenderAsset` trait is now implemented on the destination type.
Its `SourceAsset` associated type refers to the type of the source
asset.
- `RenderMaterials`, `RenderMaterials2d`, and `RenderUiMaterials` have
been replaced by `RenderAssets<PreparedMaterial<M>>` and similar.
## Migration Guide
- `RenderAsset` is now implemented for the destination type rather that
the source asset type. The source asset type is now the `RenderAsset`
trait's `SourceAsset` associated type.
# Objective
- Ongoing work for #10572
- Implement the `Meshable` trait for `Triangle3d`, allowing 3d triangle
primitives to produce meshes.
## Solution
The `Meshable` trait for `Triangle3d` directly produces a `Mesh`, much
like that of `Triangle2d`. The mesh consists only of a single triangle
(the triangle itself), and its vertex data consists of:
- Vertex positions, which are the triangle's vertices themselves (i.e.
the triangle provides its own coordinates in mesh space directly)
- Normals, which are all the normal of the triangle itself
- Indices, which are directly inferred from the vertex order (note that
this is slightly different than `Triangle2d` which, because of its lower
dimension, has an orientation which can be corrected for so that it
always faces "the right way")
- UV coordinates, which are produced as follows:
1. The first coordinate is coincident with the `ab` direction of the
triangle.
2. The second coordinate maps to be perpendicular to the first in mesh
space, so that the UV-mapping is skew-free.
3. The UV-coordinates map to the smallest rectangle possible containing
the triangle, given the preceding constraints.
Here is a visual demonstration; here, the `ab` direction of the triangle
is horizontal, left to right — the point `c` moves, expanding the
bounding rectangle of the triangle when it pushes past `a` or `b`:
<img width="1440" alt="Screenshot 2024-03-23 at 5 36 01 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/bef4d786-7b82-4207-abd4-ac4557d0f8b8">
<img width="1440" alt="Screenshot 2024-03-23 at 5 38 12 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/c0f72b8f-8e70-46fa-a750-2041ba6dfb78">
<img width="1440" alt="Screenshot 2024-03-23 at 5 37 15 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/db287e4f-2b0b-4fd4-8d71-88f4e7a03b7c">
The UV-mapping of `Triangle2d` has also been changed to use the same
logic.
---
## Changelog
- Implemented `Meshable` for `Triangle3d`.
- Changed UV-mapping of `Triangle2d` to match that of `Triangle3d`.
## Migration Guide
The UV-mapping of `Triangle2d` has changed with this PR; the main
difference is that the UVs are no longer dependent on the triangle's
absolute coordinates, but instead follow translations of the triangle
itself in its definition. If you depended on the old UV-coordinates for
`Triangle2d`, then you will have to update affected areas to use the new
ones which, briefly, can be described as follows:
- The first coordinate is parallel to the line between the first two
vertices of the triangle.
- The second coordinate is orthogonal to this, pointing in the direction
of the third point.
Generally speaking, this means that the first two points will have
coordinates `[_, 0.]`, while the third coordinate will be `[_, 1.]`,
with the exact values depending on the position of the third point
relative to the first two. For acute triangles, the first two vertices
always have UV-coordinates `[0., 0.]` and `[1., 0.]` respectively. For
obtuse triangles, the third point will have coordinate `[0., 1.]` or
`[1., 1.]`, with the coordinate of one of the two other points shifting
to maintain proportionality.
For example:
- The default `Triangle2d` has UV-coordinates `[0., 0.]`, `[0., 1.]`,
[`0.5, 1.]`.
- The triangle with vertices `vec2(0., 0.)`, `vec2(1., 0.)`, `vec2(2.,
1.)` has UV-coordinates `[0., 0.]`, `[0.5, 0.]`, `[1., 1.]`.
- The triangle with vertices `vec2(0., 0.)`, `vec2(1., 0.)`, `vec2(-2.,
1.)` has UV-coordinates `[2./3., 0.]`, `[1., 0.]`, `[0., 1.]`.
## Discussion
### Design considerations
1. There are a number of ways to UV-map a triangle (at least two of
which are fairly natural); for instance, we could instead declare the
second axis to be essentially `bc` so that the vertices are always `[0.,
0.]`, `[0., 1.]`, and `[1., 0.]`. I chose this method instead because it
is skew-free, so that the sampling from textures has only bilinear
scaling. I think this is better for cases where a relatively "uniform"
texture is mapped to the triangle, but it's possible that we might want
to support the other thing in the future. Thankfully, we already have
the capability of easily expanding to do that with Builders if the need
arises. This could also allow us to provide things like barycentric
subdivision.
2. Presently, the mesh-creation code for `Triangle3d` is set up to never
fail, even in the case that the triangle is degenerate. I have mixed
feelings about this, but none of our other primitive meshes fail, so I
decided to take the same approach. Maybe this is something that could be
worth revisiting in the future across the board.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jakub Marcowski <37378746+Chubercik@users.noreply.github.com>
# Objective
Minimize the number of dependencies low in the tree.
## Solution
* Remove the dependency on rustc-hash in bevy_ecs (not used) and
bevy_macro_utils (only used in one spot).
* Deduplicate the dependency on `sha1_smol` with the existing blake3
dependency already being used for bevy_asset.
* Remove the unused `ron` dependency on `bevy_app`
* Make the `serde` dependency for `bevy_ecs` optional. It's only used
for serializing Entity.
* Change the `wgpu` dependency to `wgpu-types`, and make it optional for
`bevy_color`.
* Remove the unused `thread-local` dependency on `bevy_render`.
* Make multiple dependencies for `bevy_tasks` optional and enabled only
when running with the `multi-threaded` feature. Preferably they'd be
disabled all the time on wasm, but I couldn't find a clean way to do
this.
---
## Changelog
TODO
## Migration Guide
TODO
Fixed a bug where skybox ddsfile would crash from wgpu while trying to
read past the file buffer.
Added a unit-test to prevent regression.
Bumped ddsfile dependency version to 0.5.2
# Objective
Prevents a crash when loading dds skybox.
## Solution
ddsfile already automatically sets array layers to be 6 for skyboxes.
Removed bevy's extra *= 6 multiplication.
---
This is a copy of
[#12598](https://github.com/bevyengine/bevy/pull/12598) ... I made that
one off of main and wasn't able to make more pull requests without
making a new branch.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Fix a potential out-of-bounds access in the `pbr_functions.wgsl`
shader.
## Solution
- Correctly compute the `GpuLights::directional_lights` array length.
## Comments
I think this solves this comment in the code, but need someone to test
it:
```rust
//NOTE: When running bevy on Adreno GPU chipsets in WebGL, any value above 1 will result in a crash
// when loading the wgsl "pbr_functions.wgsl" in the function apply_fog.
```
# Objective
- Attempts to solve two items from
https://github.com/bevyengine/bevy/issues/11478.
## Solution
- Moved `intern` module from `bevy_utils` into `bevy_ecs` crate and
updated all relevant imports.
- Moved `label` module from `bevy_utils` into `bevy_ecs` crate and
updated all relevant imports.
---
## Migration Guide
- Replace `bevy_utils::define_label` imports with
`bevy_ecs::define_label` imports.
- Replace `bevy_utils:🏷️:DynEq` imports with
`bevy_ecs:🏷️:DynEq` imports.
- Replace `bevy_utils:🏷️:DynHash` imports with
`bevy_ecs:🏷️:DynHash` imports.
- Replace `bevy_utils::intern::Interned` imports with
`bevy_ecs::intern::Interned` imports.
- Replace `bevy_utils::intern::Internable` imports with
`bevy_ecs::intern::Internable` imports.
- Replace `bevy_utils::intern::Interner` imports with
`bevy_ecs::intern::Interner` imports.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
- Make `ReflectComponent::apply`, `ReflectComponent::reflect_mut` and
`ReflectBundle::apply` work with `EntityMut` too (currently they only
work with the more restricting `EntityWorldMut`);
- Note: support for the `Filtered*` variants has been left out since the
conversion in that case is more expensive. Let me know if I should add
support for them too.
## Solution
- Make `ReflectComponent::apply`, `ReflectComponent::reflect_mut` and
`ReflectBundle::apply` take an `impl Into<EntityMut<'a>>`;
- Make the corresponding `*Fns` function pointers take a `EntityMut`.
---
## Changelog
- `ReflectComponent::apply`, `ReflectComponent::reflect_mut` and
`ReflectBundle::apply` now accept `EntityMut` as well
## Migration Guide
- `ReflectComponentFns`'s `apply` and `reflect_mut` fields now take
`EntityMut` instead of `&mut EntityWorldMut`
- `ReflectBundleFns`'s `apply` field now takes `EntityMut` instead of
`&mut EntityWorldMut`
# Objective
- Upload previous frame's inverse_view matrix to the GPU for use with
https://github.com/bevyengine/bevy/pull/12898.
---
## Changelog
- Added `prepass_bindings::previous_view_uniforms.inverse_view`.
- Renamed `prepass_bindings::previous_view_proj` to
`prepass_bindings::previous_view_uniforms.view_proj`.
- Renamed `PreviousViewProjectionUniformOffset` to
`PreviousViewUniformOffset`.
- Renamed `PreviousViewProjection` to `PreviousViewData`.
## Migration Guide
- Renamed `prepass_bindings::previous_view_proj` to
`prepass_bindings::previous_view_uniforms.view_proj`.
- Renamed `PreviousViewProjectionUniformOffset` to
`PreviousViewUniformOffset`.
- Renamed `PreviousViewProjection` to `PreviousViewData`.
# Objective
make morph targets and tonemapping more tolerant of delayed image
loading.
neither of these actually fail currently unless using a bespoke loader
(and even then it would be rare), but i am working on adding throttling
for asset gpu uploads (as a stopgap until we can do proper asset
streaming) and they break with that.
## Solution
when a mesh with morph targets is uploaded to the gpu, the prepare
function uploads the morph target texture if it's available, otherwise
it uploads without morph targets. this is generally fine as long as
morph targets are typically loaded from bytes (in gltf loader), but may
fail for a custom loader if the asset server async-loads the target
texture and the texture is not available yet. the mesh fails to render
and doesn't update when the image is loaded
-> if morph targets are specified but not ready yet, retry mesh upload
next frame
tonemapping `unwrap`s on the lookup table image. this is never a problem
since the image is added via `include_bytes!`, but could be a problem in
future with asset gpu throttling/streaming.
-> if the lookup texture is not yet available, use a fallback
-> in the node, check if the fallback was used before caching the bind
group
# Objective
- Implement `From<&'w mut EntityMut>` for `EntityMut<'w>`;
- Make it possible to pass `&mut EntityMut` where `impl Into<EntityMut>`
is required;
- Helps with #12895.
## Solution
- Implement `From<&'w mut EntityMut>` for `EntityMut<'w>`
---
## Changelog
- `EntityMut<'w>` now implements `From<&'w mut EntityMut>`
# Objective
- When viewport is set to the same size as the window on creation, when
adjusting to SizedFullscreen, the window may be smaller than the
viewport for a moment, which caused the arguments to be invalid and
panic.
- Fixes#12000.
## Solution
- The fix consists of matching the size of the viewport to the lower
size of the window ( if the x value of the window is lower, I update
only the x value of the viewport, same for the y value). Also added a
test to show that it does not panic anymore.
---
# Objective
- #12791 broke example `irradiance_volumes`
- Fixes#12876
```
wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline
note: label = `pbr_opaque_mesh_pipeline`
Color state [0] is invalid
Sample count 8 is not supported by format Rgba8UnormSrgb on this device. The WebGPU spec guarentees [1, 4] samples are supported by this format. With the TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES feature your device supports [1, 2, 4].
```
## Solution
- Shift bits a bit more
# Objective
- Add a way to easily get currently waiting pipelines IDs.
## Solution
- Added a method to get waiting pipelines `CachedPipelineId`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Since BufferVec was first introduced, `bytemuck` has added additional
traits with fewer restrictions than `Pod`. Within BufferVec, we only
rely on the constraints of `bytemuck::cast_slice` to a `u8` slice, which
now only requires `T: NoUninit` which is a strict superset of `Pod`
types.
## Solution
Change out the `Pod` generic type constraint with `NoUninit`. Also
taking the opportunity to substitute `cast_slice` with
`must_cast_slice`, which avoids a runtime panic in place of a compile
time failure if `T` cannot be used.
---
## Changelog
Changed: `BufferVec` now supports working with types containing
`NoUninit` but not `Pod` members.
Changed: `BufferVec` will now fail to compile if used with a type that
cannot be safely read from. Most notably, this includes ZSTs, which
would previously always panic at runtime.
# Objective
Augment Bevy's random sampling capabilities by providing good tools for
producing random directions and rotations.
## Solution
The `rand` crate has a natural tool for providing `Distribution`s whose
output is a type that doesn't require any additional data to sample
values — namely,
[`Standard`](https://docs.rs/rand/latest/rand/distributions/struct.Standard.html).
Here, our existing `ShapeSample` implementations have been put to good
use in providing these, resulting in patterns like the following:
```rust
// Using thread-local rng
let random_direction1: Dir3 = random();
// Using an explicit rng
let random_direction2: Dir3 = rng.gen();
// Using an explicit rng coupled explicitly with Standard
let random_directions: Vec<Dir3> = rng.sample_iter(Standard).take(5).collect();
```
Furthermore, we have introduced a trait `FromRng` which provides sugar
for `rng.gen()` that is more namespace-friendly (in this author's
opinion):
```rust
let random_direction = Dir3::from_rng(rng);
```
The types this has been implemented for are `Dir2`, `Dir3`, `Dir3A`, and
`Quat`. Notably, `Quat` uses `glam`'s implementation rather than an
in-house one, and as a result, `bevy_math`'s "rand" feature now enables
that of `glam`.
---
## Changelog
- Created `standard` submodule in `sampling` to hold implementations and
other items related to the `Standard` distribution.
- "rand" feature of `bevy_math` now enables that of `glam`.
---
## Discussion
From a quick glance at `Quat`'s distribution implementation in `glam`, I
am a bit suspicious, since it is simple and doesn't match any algorithm
that I came across in my research. I will do a little more digging as a
follow-up to this and see if it's actually uniform (maybe even using
those tools I wrote — what a thrill).
As an aside, I'd also like to say that I think
[`Distribution`](https://docs.rs/rand/latest/rand/distributions/trait.Distribution.html)
is really, really good. It integrates with distributions provided
externally (e.g. in `rand` itself and its extensions) along with doing a
good job of isolating the source of randomness, so that output can be
reliably reproduced if need be. Finally, `Distribution::sample_iter` is
quite good for ergonomically acquiring lots of random values. At one
point I found myself writing traits to describe random sampling and
essentially reinvented this one. I just think it's good, and I think
it's worth centralizing around to a significant extent.
# Objective
See https://github.com/gfx-rs/wgpu/issues/5488 for context and
rationale.
## Solution
- Disables `wgpu::Features::RAY_QUERY` and
`wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE` by default. They
must be explicitly opted into now.
---
## Changelog
- Disables `wgpu::Features::RAY_QUERY` and
`wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE` by default. They
must be explicitly opted into now.
## Migration Guide
- If you need `wgpu::Features::RAY_QUERY` or
`wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE`, enable them
explicitly using `WgpuSettings::features`
# Objective
- Fix#7303
- bevy would spawn a lot of tasks in parallel iteration when it matchs a
large storage and many small storage ,it significantly increase the
overhead of schedule.
## Solution
- collect small storage into one task
# Objective
Fix#11931
## Solution
- Make stepping a non-default feature
- Adjust documentation and examples
- In particular, make the breakout example not show the stepping prompt
if compiled without the feature (shows a log message instead)
---
## Changelog
- Removed `bevy_debug_stepping` from default features
## Migration Guide
The system-by-system stepping feature is now disabled by default; to use
it, enable the `bevy_debug_stepping` feature explicitly:
```toml
[dependencies]
bevy = { version = "0.14", features = ["bevy_debug_stepping"] }
```
Code using
[`Stepping`](https://docs.rs/bevy/latest/bevy/ecs/schedule/struct.Stepping.html)
will still compile with the feature disabled, but will print a runtime
error message to the console if the application attempts to enable
stepping.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
A help thread on discord asked how to use signed URLs for assets. This
currently fails because the query parameters are included in the
extension, which causes no suitable loader to be found:
```
Failed to load asset 'http://localhost:4566/dev/1711921849174.jpeg?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=%2F20240331%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20240331T230145Z&X-Amz-Expires=900&X-Amz-Signature=64855e731c279fa01063568e37095562ef74e09387c881bd3e3604181d0cc108&X-Amz-SignedHeaders=host&x-id=GetObject' with asset loader 'bevy_render::texture::image_loader::ImageLoader':
Could not load texture file: Error reading image file localhost:4566/dev/1711921849174.jpeg?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=%2F20240331%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20240331T230145Z&X-Amz-Expires=900&X-Amz-Signature=64855e731c279fa01063568e37095562ef74e09387c881bd3e3604181d0cc108&X-Amz-SignedHeaders=host&x-id=GetObject: invalid image extension: jpeg?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=%2F20240331%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20240331T230145Z&X-Amz-Expires=900&X-Amz-Signature=64855e731c279fa01063568e37095562ef74e09387c881bd3e3604181d0cc108&X-Amz-SignedHeaders=host&x-id=GetObject, this is an error in `bevy_render`.
```
## Solution
Make `get_full_extension` remove everything after the first `?`
character.
If this is accepted then it should also be documented in `AssetPath`
that extensions cannot include question marks.
An alternative is to special case this handling only for wasm, but that
would be annoying for the
[bevy_web_asset](https://github.com/johanhelsing/bevy_web_asset) plugin,
and in my opinion also just more confusing overall.
# Objective
- Remove `close_on_esc`
- For context about why we are removing it see:
[discord](https://discordapp.com/channels/691052431525675048/692572690833473578/1225075194524073985)
## Migration Guide
- Users who added `close_on_esc` in their application will have to
replace it with their own solution.
```rust
pub fn close_on_esc(
mut commands: Commands,
focused_windows: Query<(Entity, &Window)>,
input: Res<ButtonInput<KeyCode>>,
) {
for (window, focus) in focused_windows.iter() {
if !focus.focused {
continue;
}
if input.just_pressed(KeyCode::Escape) {
commands.entity(window).despawn();
}
}
}
```
# Objective
- Add `remove_by_id` method to `EntityWorldMut` and `EntityCommands`
- This is a duplicate of the awesome work by @mateuseap, last updated
04/09/23 - #9663
- I'm opening a second one to ensure the feature makes it into `0.14`
- Fixes#9261
## Solution
Almost identical to #9663 with three exceptions
- Uses a closure instead of struct for commands, consistent with other
similar commands
- Does not refactor `EntityCommands::insert`, so no migration guide
- `EntityWorldMut::remove_by_id` is now safe containing unsafe blocks, I
think thats what @SkiFire13 was indicating should happen [in this
comment](https://github.com/bevyengine/bevy/pull/9663#discussion_r1314307525)
## Changelog
- Added `EntityWorldMut::remove_by_id` method and its tests.
- Added `EntityCommands::remove_by_id` method and its tests.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
- Closes#12019
- Related to #4955
- Useful for dev_tools and networking
## Solution
- Create `World::iter_resources()` and `World::iter_resources_mut()`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
Just updating docs for the arc gizmo so that the argument documentation
matches the order of the function arguments.
Also added docs for the color argument.
# Objective
- Improve docs
## Solution
- Moved the radius argument to the end of the argument list to match the
function
---
## Changelog
> N/A
## Migration Guide
> N/A
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- As @james7132 said [on
Discord](https://discord.com/channels/691052431525675048/692572690833473578/1224626740773523536),
the `close_on_esc` system is forcing `bevy_window` to depend on
`bevy_input`.
- `close_on_esc` is not likely to be used in production, so it arguably
does not have a place in `bevy_window`.
## Solution
- As suggested by @afonsolage, move `close_on_esc` into
`bevy_dev_tools`.
- Add an example to the documentation too.
- Remove `bevy_window`'s dependency on `bevy_input`.
- Add `bevy_reflect`'s `smol_str` feature to `bevy_window` because it
was implicitly depended upon with `bevy_input` before it was removed.
- Remove any usage of `close_on_esc` from the examples.
- `bevy_dev_tools` is not enabled by default. I personally find it
frustrating to run examples with additional features, so I opted to
remove it entirely.
- This is up for discussion if you have an alternate solution.
---
## Changelog
- Moved `bevy_window::close_on_esc` to `bevy_dev_tools::close_on_esc`.
- Removed usage of `bevy_dev_tools::close_on_esc` from all examples.
## Migration Guide
`bevy_window::close_on_esc` has been moved to
`bevy_dev_tools::close_on_esc`. You will first need to enable
`bevy_dev_tools` as a feature in your `Cargo.toml`:
```toml
[dependencies]
bevy = { version = "0.14", features = ["bevy_dev_tools"] }
```
Finally, modify any imports to use `bevy_dev_tools` instead:
```rust
// Old:
// use bevy:🪟:close_on_esc;
// New:
use bevy::dev_tools::close_on_esc;
App::new()
.add_systems(Update, close_on_esc)
// ...
.run();
```
# Objective
- Since #10811,Bevy uses `assert `in the hot path of iteration. The
`for_each `method has an assert in the outer loop to help the compiler
remove unnecessary branching in the internal loop.
- However , ` for` style iterations do not receive the same treatment.
it still have a branch check in the internal loop, which could
potentially hurt performance.
## Solution
- use `TableRow::from_u32 ` instead of ` TableRow::from_usize` to avoid
unnecessary branch.
Before
![image](https://github.com/bevyengine/bevy/assets/45868716/f6d2a1ac-2129-48ff-97bf-d86713ddeaaf)
After
----------------------------------------------------------------------------
![image](https://github.com/bevyengine/bevy/assets/45868716/bfe5a9ee-ba6c-4a80-85b0-1c6d43adfe8c)
# Objective
`AspectRatio` is a newtype of `f32`, so it can implement basic traits;
`Copy`, `Clone`, `Debug`, `PartialEq` and `PartialOrd`.
## Solution
Derive basic traits for `AspectRatio`.
This is 1 of 5 iterative PR's that affect bevy_ui/layout
---
# Objective
- Extract `UiSurface` into its own file to make diffs in future PR's
easier to digest
## Solution
- Moved `UiSurface` to its own file
This commit makes the following optimizations:
## `MeshPipelineKey`/`BaseMeshPipelineKey` split
`MeshPipelineKey` has been split into `BaseMeshPipelineKey`, which lives
in `bevy_render` and `MeshPipelineKey`, which lives in `bevy_pbr`.
Conceptually, `BaseMeshPipelineKey` is a superclass of
`MeshPipelineKey`. For `BaseMeshPipelineKey`, the bits start at the
highest (most significant) bit and grow downward toward the lowest bit;
for `MeshPipelineKey`, the bits start at the lowest bit and grow upward
toward the highest bit. This prevents them from colliding.
The goal of this is to avoid having to reassemble bits of the pipeline
key for every mesh every frame. Instead, we can just use a bitwise or
operation to combine the pieces that make up a `MeshPipelineKey`.
## `specialize_slow`
Previously, all of `specialize()` was marked as `#[inline]`. This
bloated `queue_material_meshes` unnecessarily, as a large chunk of it
ended up being a slow path that was rarely hit. This commit refactors
the function to move the slow path to `specialize_slow()`.
Together, these two changes shave about 5% off `queue_material_meshes`:
![Screenshot 2024-03-29
130002](https://github.com/bevyengine/bevy/assets/157897/a7e5a994-a807-4328-b314-9003429dcdd2)
## Migration Guide
- The `primitive_topology` field on `GpuMesh` is now an accessor method:
`GpuMesh::primitive_topology()`.
- For performance reasons, `MeshPipelineKey` has been split into
`BaseMeshPipelineKey`, which lives in `bevy_render`, and
`MeshPipelineKey`, which lives in `bevy_pbr`. These two should be
combined with bitwise-or to produce the final `MeshPipelineKey`.
# Objective
Related to #10572
Allow the `Annulus` primitive to be meshed.
## Solution
We introduce a `Meshable` structure, `AnnulusMeshBuilder`, which allows
the `Annulus` primitive to be meshed, leaving optional configuration of
the number of angular sudivisions to the user. Here is a picture of the
annulus's UV-mapping:
<img width="1440" alt="Screenshot 2024-03-26 at 10 39 48 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/b170291d-cba7-441b-90ee-2ad6841eaedb">
Other features are essentially identical to the implementations for
`Circle`/`Ellipse`.
---
## Changelog
- Introduced `AnnulusMeshBuilder`
- Implemented `Meshable` for `Annulus` with `Output =
AnnulusMeshBuilder`
- Implemented `From<Annulus>` and `From<AnnulusMeshBuilder>` for `Mesh`
- Added `impl_reflect!` declaration for `Annulus` and `Triangle3d` in
`bevy_reflect`
---
## Discussion
### Design considerations
The only interesting wrinkle here is that the existing UV-mapping of
`Ellipse` (and hence of `Circle` and `RegularPolygon`) is non-radial
(it's skew-free, created by situating the mesh in a bounding rectangle),
so the UV-mapping of `Annulus` doesn't limit to that of `Circle` as its
inner radius tends to zero, for instance. I don't see this as a real
issue for `Annulus`, which should almost certainly have this kind of
UV-mapping, but I think we ought to at least consider allowing mesh
configuration for `Circle`/`Ellipse` that performs radial UV-mapping
instead. (In these cases in particular, it would be especially easy,
since we wouldn't need a different parameter set in the builder.)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- #10572
There is no 3D primitive available for the common shape of a tetrahedron
(3-simplex).
## Solution
This PR introduces a new type to the existing math primitives:
- `Tetrahedron`: a polyhedron composed of four triangular faces, six
straight edges, and four vertices
---
## Changelog
### Added
- `Tetrahedron` primitive to the `bevy_math` crate
- `Tetrahedron` tests (`area`, `volume` methods)
- `impl_reflect!` declaration for `Tetrahedron` in the `bevy_reflect`
crate