# 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
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`
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
- There are several redundant imports in the tests and examples that are
not caught by CI because additional flags need to be passed.
## Solution
- Run `cargo check --workspace --tests` and `cargo check --workspace
--examples`, then fix all warnings.
- Add `test-check` to CI, which will be run in the check-compiles job.
This should catch future warnings for tests. Examples are already
checked, but I'm not yet sure why they weren't caught.
## Discussion
- Should the `--tests` and `--examples` flags be added to CI, so this is
caught in the future?
- If so, #12818 will need to be merged first. It was also a warning
raised by checking the examples, but I chose to split off into a
separate PR.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
There are currently 2 different warning messages that are logged when
resizing on Linux with Nvidia drivers (introduced in
70c69cdd51).
Fixes#12830
## Solution
Generalize both to say:
```Couldn't get swap chain texture. This often happens with the NVIDIA drivers on Linux. It can be safely ignored.```
# Objective
- Since #12453, `DeterministicRenderingConfig` doesn't do anything
## Solution
- Remove it
---
## Migration Guide
- Removed `DeterministicRenderingConfig`. There shouldn't be any z
fighting anymore in the rendering even without setting
`stable_sort_z_fighting`
# Objective
This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).
Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.
## Solution
Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.
There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.
## Changelog
- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide
- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut` now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
# Objective
Fix crashing on Linux with latest stable Nvidia 550 driver when
resizing. The crash happens at startup with some setups.
Fixes#12199
I think this would be nice to get into 0.13.1
## Solution
Ignore `wgpu::SurfaceError::Outdated` always on this platform+driver.
It looks like Nvidia considered the previous behaviour of not returning
this error a bug:
"Fixed a bug where vkAcquireNextImageKHR() was not returning
VK_ERROR_OUT_OF_DATE_KHR when it should with WSI X11 swapchains"
(https://www.nvidia.com/Download/driverResults.aspx/218826/en-us/)
What I gather from this is that the surface was outdated on previous
drivers too, but they just didn't report it as an error. So behaviour
shouldn't change.
In the issue conversation we experimented with calling `continue` when
this error happens, but I found that it results in some small issues
like bevy_egui scale not updating with the window sometimes. Just doing
nothing seems to work better.
## Changelog
- Fixed crashing on Linux with Nvidia 550 driver when resizing the
window
## Migration Guide
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Speed up CPU-side rendering.
## Solution
Use `QueryIter::for_each` and `Mut::bypass_change_detection` to minimize
the total amount of data being written and allow autovectorization to
speed up iteration.
## Performance
Tested against the default `many_cubes`, this results in greater than
15x speed up: 281us -> 18.4us.
![image](https://github.com/bevyengine/bevy/assets/3137680/18369285-843e-4eb6-9716-c99c6f5ea4e2)
As `ViewVisibility::HIDDEN` just wraps false, this is likely just
degenerating into `memset(0)`s on the tables.
Today, we sort all entities added to all phases, even the phases that
don't strictly need sorting, such as the opaque and shadow phases. This
results in a performance loss because our `PhaseItem`s are rather large
in memory, so sorting is slow. Additionally, determining the boundaries
of batches is an O(n) process.
This commit makes Bevy instead applicable place phase items into *bins*
keyed by *bin keys*, which have the invariant that everything in the
same bin is potentially batchable. This makes determining batch
boundaries O(1), because everything in the same bin can be batched.
Instead of sorting each entity, we now sort only the bin keys. This
drops the sorting time to near-zero on workloads with few bins like
`many_cubes --no-frustum-culling`. Memory usage is improved too, with
batch boundaries and dynamic indices now implicit instead of explicit.
The improved memory usage results in a significant win even on
unbatchable workloads like `many_cubes --no-frustum-culling
--vary-material-data-per-instance`, presumably due to cache effects.
Not all phases can be binned; some, such as transparent and transmissive
phases, must still be sorted. To handle this, this commit splits
`PhaseItem` into `BinnedPhaseItem` and `SortedPhaseItem`. Most of the
logic that today deals with `PhaseItem`s has been moved to
`SortedPhaseItem`. `BinnedPhaseItem` has the new logic.
Frame time results (in ms/frame) are as follows:
| Benchmark | `binning` | `main` | Speedup |
| ------------------------ | --------- | ------- | ------- |
| `many_cubes -nfc -vpi` | 232.179 | 312.123 | 34.43% |
| `many_cubes -nfc` | 25.874 | 30.117 | 16.40% |
| `many_foxes` | 3.276 | 3.515 | 7.30% |
(`-nfc` is short for `--no-frustum-culling`; `-vpi` is short for
`--vary-per-instance`.)
---
## Changelog
### Changed
* Render phases have been split into binned and sorted phases. Binned
phases, such as the common opaque phase, achieve improved CPU
performance by avoiding the sorting step.
## Migration Guide
- `PhaseItem` has been split into `BinnedPhaseItem` and
`SortedPhaseItem`. If your code has custom `PhaseItem`s, you will need
to migrate them to one of these two types. `SortedPhaseItem` requires
the fewest code changes, but you may want to pick `BinnedPhaseItem` if
your phase doesn't require sorting, as that enables higher performance.
## Tracy graphs
`many-cubes --no-frustum-culling`, `main` branch:
<img width="1064" alt="Screenshot 2024-03-12 180037"
src="https://github.com/bevyengine/bevy/assets/157897/e1180ce8-8e89-46d2-85e3-f59f72109a55">
`many-cubes --no-frustum-culling`, this branch:
<img width="1064" alt="Screenshot 2024-03-12 180011"
src="https://github.com/bevyengine/bevy/assets/157897/0899f036-6075-44c5-a972-44d95895f46c">
You can see that `batch_and_prepare_binned_render_phase` is a much
smaller fraction of the time. Zooming in on that function, with yellow
being this branch and red being `main`, we see:
<img width="1064" alt="Screenshot 2024-03-12 175832"
src="https://github.com/bevyengine/bevy/assets/157897/0dfc8d3f-49f4-496e-8825-a66e64d356d0">
The binning happens in `queue_material_meshes`. Again with yellow being
this branch and red being `main`:
<img width="1064" alt="Screenshot 2024-03-12 175755"
src="https://github.com/bevyengine/bevy/assets/157897/b9b20dc1-11c8-400c-a6cc-1c2e09c1bb96">
We can see that there is a small regression in `queue_material_meshes`
performance, but it's not nearly enough to outweigh the large gains in
`batch_and_prepare_binned_render_phase`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fixes#12727. All parts that `PersistentGpuBuffer` interact with should
be 100% safe both on the CPU and the GPU: `Queue::write_buffer_with`
zeroes out the slice being written to and when uploading to the GPU, and
all slice writes are bounds checked on the CPU side.
## Solution
Make `PersistentGpuBufferable` a safe trait. Enforce it's correct
implementation via assertions. Re-enable `forbid(unsafe_code)` on
`bevy_pbr`.
# Objective
- Closes https://github.com/bevyengine/bevy/pull/12415
## Solution
- Refactored code that was changed/deprecated in `image` 0.25.
- Please review this PR carefully since I'm just making the changes
without any context or deep knowledge of the module.
---------
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Resolves#3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.
## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.
* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
* bevy_render - due to needing to integrate with wgpu
* bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
* bevy_reflect - Required for the unsafe type casting it's doing.
* bevy_transform - for the parallel transform propagation
* bevy_gizmos - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.
Several uses of unsafe were rewritten, as they did not need to be using
them:
* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
# Objective
CI is currently broken because of `DiagnosticsRecorder` not being Send
and Sync as required by Resource.
## Solution
Wrap `DiagnosticsRecorder` internally with a `WgpuWrapper`.
# Objective
This gets Bevy building on Wasm when the `atomics` flag is enabled. This
does not yet multithread Bevy itself, but it allows Bevy users to use a
crate like `wasm_thread` to spawn their own threads and manually
parallelize work. This is a first step towards resolving #4078 . Also
fixes#9304.
This provides a foothold so that Bevy contributors can begin to think
about multithreaded Wasm's constraints and Bevy can work towards changes
to get the engine itself multithreaded.
Some flags need to be set on the Rust compiler when compiling for Wasm
multithreading. Here's what my build script looks like, with the correct
flags set, to test out Bevy examples on web:
```bash
set -e
RUSTFLAGS='-C target-feature=+atomics,+bulk-memory,+mutable-globals' \
cargo build --example breakout --target wasm32-unknown-unknown -Z build-std=std,panic_abort --release
wasm-bindgen --out-name wasm_example \
--out-dir examples/wasm/target \
--target web target/wasm32-unknown-unknown/release/examples/breakout.wasm
devserver --header Cross-Origin-Opener-Policy='same-origin' --header Cross-Origin-Embedder-Policy='require-corp' --path examples/wasm
```
A few notes:
1. `cpal` crashes immediately when the `atomics` flag is set. That is
patched in https://github.com/RustAudio/cpal/pull/837, but not yet in
the latest crates.io release.
That can be temporarily worked around by patching Cpal like so:
```toml
[patch.crates-io]
cpal = { git = "https://github.com/RustAudio/cpal" }
```
2. When testing out `wasm_thread` you need to enable the `es_modules`
feature.
## Solution
The largest obstacle to compiling Bevy with `atomics` on web is that
`wgpu` types are _not_ Send and Sync. Longer term Bevy will need an
approach to handle that, but in the near term Bevy is already configured
to be single-threaded on web.
Therefor it is enough to wrap `wgpu` types in a
`send_wrapper::SendWrapper` that _is_ Send / Sync, but panics if
accessed off the `wgpu` thread.
---
## Changelog
- `wgpu` types that are not `Send` are wrapped in
`send_wrapper::SendWrapper` on Wasm + 'atomics'
- CommandBuffers are not generated in parallel on Wasm + 'atomics'
## Questions
- Bevy should probably add CI checks to make sure this doesn't regress.
Should that go in this PR or a separate PR? **Edit:** Added checks to
build Wasm with atomics
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: daxpedda <daxpedda@gmail.com>
Co-authored-by: François <francois.mockers@vleue.com>
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.
## Solution
Reproduce the docs attributes for every crate that Bevy publishes.
Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
# Objective
- Add serialize feature to bevy_color
- "Fixes #12527".
## Solution
- Added feature for serialization
---
## Changelog
- Serde serialization is now optional, with flag 'serialize'
## Migration Guide
- If user wants color data structures to be serializable, then
application needs to be build with flag 'serialize'
# Objective
* Adopted #12025 to fix merge conflicts
* In some cases we used manual impls for certain types, though they are
(at least, now) unnecessary.
## Solution
* Use macros and reflecting-by-value to avoid this clutter.
* Though there were linker issues with Reflect and the CowArc in
AssetPath (see https://github.com/bevyengine/bevy/issues/9747), I
checked these are resolved by using #[reflect_value].
---------
Co-authored-by: soqb <cb.setho@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Fixes#12600
## Solution
Removed Into<AssetId<T>> for Handle<T> as proposed in Issue
conversation, fixed dependent code
## Migration guide
If you use passing Handle by value as AssetId, you should pass reference
or call .id() method on it
Before (0.13):
`assets.insert(handle, value);`
After (0.14):
`assets.insert(&handle, value);`
or
`assets.insert(handle.id(), value);`
# Objective
- Many types in bevy_render doesn't reflect Default even if it could.
## Solution
- Reflect it.
---
---------
Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
# Objective
Simplify implementing some asset traits without Box::pin(async move{})
shenanigans.
Fixes (in part) https://github.com/bevyengine/bevy/issues/11308
## Solution
Use async-fn in traits when possible in all traits. Traits with return
position impl trait are not object safe however, and as AssetReader and
AssetWriter are both used with dynamic dispatch, you need a Boxed
version of these futures anyway.
In the future, Rust is [adding
](https://blog.rust-lang.org/2023/12/21/async-fn-rpit-in-traits.html)proc
macros to generate these traits automatically, and at some point in the
future dyn traits should 'just work'. Until then.... this seemed liked
the right approach given more ErasedXXX already exist, but, no clue if
there's plans here! Especially since these are public now, it's a bit of
an unfortunate API, and means this is a breaking change.
In theory this saves some performance when these traits are used with
static dispatch, but, seems like most code paths go through dynamic
dispatch, which boxes anyway.
I also suspect a bunch of the lifetime annotations on these function
could be simplified now as the BoxedFuture was often the only thing
returned which needed a lifetime annotation, but I'm not touching that
for now as traits + lifetimes can be so tricky.
This is a revival of
[pull/11362](https://github.com/bevyengine/bevy/pull/11362) after a
spectacular merge f*ckup, with updates to the latest Bevy. Just to recap
some discussion:
- Overall this seems like a win for code quality, especially when
implementing these traits, but a loss for having to deal with ErasedXXX
variants.
- `ConditionalSend` was the preferred name for the trait that might be
Send, to deal with wasm platforms.
- When reviewing be sure to disable whitespace difference, as that's 95%
of the PR.
## Changelog
- AssetReader, AssetWriter, AssetLoader, AssetSaver and Process now use
async-fn in traits rather than boxed futures.
## Migration Guide
- Custom implementations of AssetReader, AssetWriter, AssetLoader,
AssetSaver and Process should switch to async fn rather than returning a
bevy_utils::BoxedFuture.
- Simultaniously, to use dynamic dispatch on these traits you should
instead use dyn ErasedXXX.
# Objective
prevent gpu buffer allocations when running `as_bind_group` for assets
with texture dependencies that are not yet available.
## Solution
reorder the binding creation so that fallible items are created first.
# Objective
It's useful to have access to render pipeline statistics, since they
provide more information than FPS alone. For example, the number of
drawn triangles can be used to debug culling and LODs. The number of
fragment shader invocations can provide a more stable alternative metric
than GPU elapsed time.
See also: Render node GPU timing overlay #8067, which doesn't provide
pipeline statistics, but adds a nice overlay.
## Solution
Add `RenderDiagnosticsPlugin`, which enables collecting pipeline
statistics and CPU & GPU timings.
---
## Changelog
- Add `RenderDiagnosticsPlugin`
- Add `RenderContext::diagnostic_recorder` method
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
assets that don't load before they get removed are retried forever,
causing buffer churn and slowdown.
## Solution
stop trying to prepare dead assets.
# Objective
Fixes#12480
by removing the explicit mention of equally sized triangles from the doc
for icospheres
Co-authored-by: Emi <emanuel.boehm@gmail.com>
Updates the requirements on
[ruzstd](https://github.com/KillingSpark/zstd-rs) to permit the latest
version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/KillingSpark/zstd-rs/releases">ruzstd's
releases</a>.</em></p>
<blockquote>
<h2>Send + Sync for FrameDecoder and optional checksum calculation</h2>
<ul>
<li>The FrameDecoder is now Send + Sync (RingBuffer impls these traits
now)</li>
<li>Hashing content and checking the result against the frame header is
now optional</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/KillingSpark/zstd-rs/blob/master/Changelog.md">ruzstd's
changelog</a>.</em></p>
<blockquote>
<h1>After 0.6.0</h1>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="abc01fa186"><code>abc01fa</code></a>
prepare changelog after version 0.6.0 released</li>
<li><a
href="943f96c97a"><code>943f96c</code></a>
we had a breaking change, bump version to 0.6.0</li>
<li><a
href="e0d32e83b4"><code>e0d32e8</code></a>
bump version to 0.5.1 and update criterion dependency</li>
<li><a
href="a16e38be5c"><code>a16e38b</code></a>
make RingBuffer Send + Sync so that the FrameDecoder is Send + Sync</li>
<li><a
href="4688f442da"><code>4688f44</code></a>
Merge pull request <a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/54">#54</a>
from a1phyr/add_metadata</li>
<li><a
href="6ab76d53c7"><code>6ab76d5</code></a>
Add crate category and keywords</li>
<li><a
href="f7e99753b9"><code>f7e9975</code></a>
try avoiding node12 github actions</li>
<li><a
href="86f97b84f5"><code>86f97b8</code></a>
fix naming</li>
<li><a
href="ea26ea140a"><code>ea26ea1</code></a>
use cargo-hack to test feature powerset</li>
<li><a
href="1ec35d2a3b"><code>1ec35d2</code></a>
add a changelog</li>
<li>Additional commits viewable in <a
href="https://github.com/KillingSpark/zstd-rs/compare/v0.5.0...v0.6.0">compare
view</a></li>
</ul>
</details>
<br />
Dependabot will resolve any conflicts with this PR as long as you don't
alter it yourself. You can also trigger a rebase manually by commenting
`@dependabot rebase`.
[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)
---
<details>
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You can trigger Dependabot actions by commenting on this PR:
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# Objective
Remove Bevy internals from backtraces
## Solution
Executors insert `__rust_begin_short_backtrace` into the callstack
before running a system.
<details>
<summary>Example current output</summary>
```
thread 'Compute Task Pool (3)' panicked at src/main.rs:7:33:
Foo
stack backtrace:
0: rust_begin_unwind
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:647:5
1: core::panicking::panic_fmt
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panicking.rs:72:14
2: foo::main::{{closure}}
at ./src/main.rs:7:33
3: core::ops::function::impls::<impl core::ops::function::FnMut<A> for &mut F>::call_mut
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/ops/function.rs:294:13
4: <Func as bevy_ecs::system::function_system::SystemParamFunction<fn() .> Out>>::run::call_inner
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:661:21
5: <Func as bevy_ecs::system::function_system::SystemParamFunction<fn() .> Out>>::run
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:664:17
6: <bevy_ecs::system::function_system::FunctionSystem<Marker,F> as bevy_ecs::system::system::System>::run_unsafe
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:504:19
7: bevy_ecs::schedule::executor::multi_threaded::ExecutorState::spawn_system_task::{{closure}}::{{closure}}
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/schedule/executor/multi_threaded.rs:621:26
8: core::ops::function::FnOnce::call_once
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/ops/function.rs:250:5
9: <core::panic::unwind_safe::AssertUnwindSafe<F> as core::ops::function::FnOnce<()>>::call_once
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panic/unwind_safe.rs:272:9
10: std::panicking::try::do_call
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:554:40
11: __rust_try
12: std::panicking::try
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:518:19
13: std::panic::catch_unwind
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panic.rs:142:14
14: bevy_ecs::schedule::executor::multi_threaded::ExecutorState::spawn_system_task::{{closure}}
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/schedule/executor/multi_threaded.rs:614:23
15: <core::panic::unwind_safe::AssertUnwindSafe<F> as core::future::future::Future>::poll
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panic/unwind_safe.rs:297:9
16: <futures_lite::future::CatchUnwind<F> as core::future::future::Future>::poll::{{closure}}
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:588:42
17: <core::panic::unwind_safe::AssertUnwindSafe<F> as core::ops::function::FnOnce<()>>::call_once
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panic/unwind_safe.rs:272:9
18: std::panicking::try::do_call
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:554:40
19: __rust_try
20: std::panicking::try
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:518:19
21: std::panic::catch_unwind
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panic.rs:142:14
22: <futures_lite::future::CatchUnwind<F> as core::future::future::Future>::poll
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:588:9
23: async_executor::Executor::spawn::{{closure}}
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-executor-1.8.0/src/lib.rs:158:20
24: async_task::raw::RawTask<F,T,S,M>::run::{{closure}}
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-task-4.7.0/src/raw.rs:550:21
25: core::ops::function::FnOnce::call_once
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/ops/function.rs:250:5
26: <core::panic::unwind_safe::AssertUnwindSafe<F> as core::ops::function::FnOnce<()>>::call_once
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panic/unwind_safe.rs:272:9
27: std::panicking::try::do_call
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:554:40
28: __rust_try
29: std::panicking::try
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:518:19
30: std::panic::catch_unwind
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panic.rs:142:14
31: async_task::raw::RawTask<F,T,S,M>::run
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-task-4.7.0/src/raw.rs:549:23
32: async_task::runnable::Runnable<M>::run
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-task-4.7.0/src/runnable.rs:781:18
33: async_executor::Executor::run::{{closure}}::{{closure}}
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-executor-1.8.0/src/lib.rs:254:21
34: <futures_lite::future::Or<F1,F2> as core::future::future::Future>::poll
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:449:33
35: async_executor::Executor::run::{{closure}}
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-executor-1.8.0/src/lib.rs:261:32
36: futures_lite::future::block_on::{{closure}}
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:99:19
37: std:🧵:local::LocalKey<T>::try_with
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/thread/local.rs:286:16
38: std:🧵:local::LocalKey<T>::with
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/thread/local.rs:262:9
39: futures_lite::future::block_on
at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:78:5
40: bevy_tasks::task_pool::TaskPool::new_internal::{{closure}}::{{closure}}::{{closure}}::{{closure}}
at /home/vj/workspace/rust/bevy/crates/bevy_tasks/src/task_pool.rs:180:37
41: std::panicking::try::do_call
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:554:40
42: __rust_try
43: std::panicking::try
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:518:19
44: std::panic::catch_unwind
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panic.rs:142:14
45: bevy_tasks::task_pool::TaskPool::new_internal::{{closure}}::{{closure}}::{{closure}}
at /home/vj/workspace/rust/bevy/crates/bevy_tasks/src/task_pool.rs:174:43
46: std:🧵:local::LocalKey<T>::try_with
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/thread/local.rs:286:16
47: std:🧵:local::LocalKey<T>::with
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/thread/local.rs:262:9
48: bevy_tasks::task_pool::TaskPool::new_internal::{{closure}}::{{closure}}
at /home/vj/workspace/rust/bevy/crates/bevy_tasks/src/task_pool.rs:167:25
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
Encountered a panic in system `foo::main::{{closure}}`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
get on your knees and beg mommy for forgiveness you pervert~ 💖
```
</details>
<details>
<summary>Example output with this PR</summary>
```
Panic at src/main.rs:7:33:
Foo
stack backtrace:
0: rust_begin_unwind
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:647:5
1: core::panicking::panic_fmt
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panicking.rs:72:14
2: foo::main::{{closure}}
at ./src/main.rs:7:59
3: core::ops::function::impls::<impl core::ops::function::FnMut<A> for &mut F>::call_mut
at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/ops/function.rs:294:13
4: <Func as bevy_ecs::system::function_system::SystemParamFunction<fn() .> Out>>::run::call_inner
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:661:21
5: <Func as bevy_ecs::system::function_system::SystemParamFunction<fn() .> Out>>::run
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:664:17
6: <bevy_ecs::system::function_system::FunctionSystem<Marker,F> as bevy_ecs::system::system::System>::run_unsafe
at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:504:19
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
Encountered a panic in system `foo::main::{{closure}}`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```
</details>
Full backtraces (`RUST_BACKTRACE=full`) are unchanged.
## Alternative solutions
Write a custom panic hook. This could potentially let use exclude a few
more callstack frames but requires a dependency on `backtrace` and is
incompatible with user-provided panic hooks.
---
## Changelog
- Backtraces now exclude many Bevy internals (unless
`RUST_BACKTRACE=full` is used)
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fix missing `TextBundle` (and many others) which are present in the main
crate as default features but optional in the sub-crate. See:
- https://docs.rs/bevy/0.13.0/bevy/ui/node_bundles/index.html
- https://docs.rs/bevy_ui/0.13.0/bevy_ui/node_bundles/index.html
~~There are probably other instances in other crates that I could track
down, but maybe "all-features = true" should be used by default in all
sub-crates? Not sure.~~ (There were many.) I only noticed this because
rust-analyzer's "open docs" features takes me to the sub-crate, not the
main one.
## Solution
Add "all-features = true" to docs.rs metadata for crates that use
features.
## Changelog
### Changed
- Unified features documented on docs.rs between main crate and
sub-crates
# Objective
- Fix#12356
- better isolation of ci testing tools in dev tools instead of being in
various crates
## Solution
- Move the parts doing the work of ci testing to the dev tools
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.
## Solution
* Move all of the directly reexported dependencies and move them to
where they're actually used.
* Remove the UUID utilities that have gone unused since `TypePath` took
over for `TypeUuid`.
* There was also a extraneous bytemuck dependency on `bevy_core` that
has not been used for a long time (since `encase` became the primary way
to prepare GPU buffers).
* Remove the `all_tuples` macro reexport from bevy_ecs since it's
accessible from `bevy_utils`.
---
## Changelog
Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax,
smallvec, and thiserror).
Removed: bevy_core's reexports of bytemuck.
## Migration Guide
bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror
have been removed.
bevy_core' reexports of bytemuck's types has been removed.
Add them as dependencies in your own crate instead.
# Objective
Fixes#12353
When only `webp` was selected, `ImageLoader` would not be initialized.
That is, users using `default-features = false` would need to add `png`
or `bmp` or something in addition to `webp` in order to use `webp`.
This was also the case for `pnm`.
## Solution
Add `webp` and `pnm` to the list of features that trigger the
initialization of `ImageLoader`.
# Objective
- Resolves#11309
## Solution
- Add `bevy_dev_tools` crate as a default feature.
- Add `DevToolsPlugin` and add it to an app if the `bevy_dev_tools`
feature is enabled.
`bevy_dev_tools` is reserved by @alice-i-cecile, should we wait until it
gets transferred to cart before merging?
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
Fix#12304. Remove unnecessary type registrations thanks to #4154.
## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
# Objective
Resolves#4154
Currently, registration must all be done manually:
```rust
#[derive(Reflect)]
struct Foo(Bar);
#[derive(Reflect)]
struct Bar(Baz);
#[derive(Reflect)]
struct Baz(usize);
fn main() {
// ...
app
.register_type::<Foo>()
.register_type::<Bar>()
.register_type::<Baz>()
// .register_type::<usize>() <- This one is handled by Bevy, thankfully
// ...
}
```
This can grow really quickly and become very annoying to add, remove,
and update as types change. It would be great if we could help reduce
the number of types that a user must manually implement themselves.
## Solution
As suggested in #4154, this PR adds automatic recursive registration.
Essentially, when a type is registered, it may now also choose to
register additional types along with it using the new
`GetTypeRegistration::register_type_dependencies` trait method.
The `Reflect` derive macro now automatically does this for all fields in
structs, tuple structs, struct variants, and tuple variants. This is
also done for tuples, arrays, `Vec<T>`, `HashMap<K, V>`, and
`Option<T>`.
This allows us to simplify the code above like:
```rust
#[derive(Reflect)]
struct Foo(Bar);
#[derive(Reflect)]
struct Bar(Baz);
#[derive(Reflect)]
struct Baz(usize);
fn main() {
// ...
app.register_type::<Foo>()
// ...
}
```
This automatic registration only occurs if the type has not yet been
registered. If it has been registered, we simply skip it and move to the
next one. This reduces the cost of registration and prevents overwriting
customized registrations.
## Considerations
While this does improve ergonomics on one front, it's important to look
at some of the arguments against adopting a PR like this.
#### Generic Bounds
~~Since we need to be able to register the fields individually, we need
those fields to implement `GetTypeRegistration`. This forces users to
then add this trait as a bound on their generic arguments. This
annoyance could be relieved with something like #5772.~~
This is no longer a major issue as the `Reflect` derive now adds the
`GetTypeRegistration` bound by default. This should technically be okay,
since we already add the `Reflect` bound.
However, this can also be considered a breaking change for manual
implementations that left out a `GetTypeRegistration` impl ~~or for
items that contain dynamic types (e.g. `DynamicStruct`) since those also
do not implement `GetTypeRegistration`~~.
#### Registration Assumptions
By automatically registering fields, users might inadvertently be
relying on certain types to be automatically registered. If `Foo`
auto-registers `Bar`, but `Foo` is later removed from the code, then
anywhere that previously used or relied on `Bar`'s registration would
now fail.
---
## Changelog
- Added recursive type registration to structs, tuple structs, struct
variants, tuple variants, tuples, arrays, `Vec<T>`, `HashMap<K, V>`, and
`Option<T>`
- Added a new trait in the hidden `bevy_reflect::__macro_exports` module
called `RegisterForReflection`
- Added `GetTypeRegistration` impl for
`bevy_render::render_asset::RenderAssetUsages`
## Migration Guide
All types that derive `Reflect` will now automatically add
`GetTypeRegistration` as a bound on all (unignored) fields. This means
that all reflected fields will need to also implement
`GetTypeRegistration`.
If all fields **derive** `Reflect` or are implemented in `bevy_reflect`,
this should not cause any issues. However, manual implementations of
`Reflect` that excluded a `GetTypeRegistration` impl for their type will
need to add one.
```rust
#[derive(Reflect)]
struct Foo<T: FromReflect> {
data: MyCustomType<T>
}
// OLD
impl<T: FromReflect> Reflect for MyCustomType<T> {/* ... */}
// NEW
impl<T: FromReflect + GetTypeRegistration> Reflect for MyCustomType<T> {/* ... */}
impl<T: FromReflect + GetTypeRegistration> GetTypeRegistration for MyCustomType<T> {/* ... */}
```
---------
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: radiish <cb.setho@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# 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
While mucking around with batch_and_prepare systems, it became apparent
that `GpuArrayBufferIndex::index` doesn't need to be a NonMaxU32.
## Solution
Replace it with a normal u32.
This likely has some potential perf benefit by avoiding panics and the
NOT operations, but I haven't been able to find any substantial gains,
so this is primarily for code quality.
---
## Changelog
Changed: `GpuArrayBufferIndex::index` is now a u32.
## Migration Guide
`GpuArrayBuferIndex::index` is now a u32 instead of a `NonMaxU32`.
Remove any calls to `NonMaxU32::get` on the member.
# Objective
This PR unpins `web-sys` so that unrelated projects that have
`bevy_render` in their workspace can finally update their `web-sys`.
More details in and fixes#12246.
## Solution
* Update `wgpu` from 0.19.1 to 0.19.3.
* Remove the `web-sys` pin.
* Update docs and wasm helper to remove the now-stale
`--cfg=web_sys_unstable_apis` Rust flag.
---
## Changelog
Updated `wgpu` to v0.19.3 and removed `web-sys` pin.
This is an implementation within `bevy_window::window` that fixes
#12229.
# Objective
Fixes#12229, allow users to retrieve the window's size and physical
size as Vectors without having to manually construct them using
`height()` and `width()` or `physical_height()` and `physical_width()`
## Solution
As suggested in #12229, created two public functions within `window`:
`size() -> Vec` and `physical_size() -> UVec` that return the needed
Vectors ready-to-go.
### Discussion
My first FOSS PRQ ever, so bear with me a bit. I'm new to this.
- I replaced instances of ```Vec2::new(window.width(),
window.height());``` or `UVec2::new(window.physical_width(),
window.physical_height());` within bevy examples be replaced with their
`size()`/`physical_size()` counterparts?
- Discussion within #12229 still holds: should these also be added to
WindowResolution?
Although we cached hashes of `MeshVertexBufferLayout`, we were paying
the cost of `PartialEq` on `InnerMeshVertexBufferLayout` for every
entity, every frame. This patch changes that logic to place
`MeshVertexBufferLayout`s in `Arc`s so that they can be compared and
hashed by pointer. This results in a 28% speedup in the
`queue_material_meshes` phase of `many_cubes`, with frustum culling
disabled.
Additionally, this patch contains two minor changes:
1. This commit flattens the specialized mesh pipeline cache to one level
of hash tables instead of two. This saves a hash lookup.
2. The example `many_cubes` has been given a `--no-frustum-culling`
flag, to aid in benchmarking.
See the Tracy profile:
<img width="1064" alt="Screenshot 2024-02-29 144406"
src="https://github.com/bevyengine/bevy/assets/157897/18632f1d-1fdd-4ac7-90ed-2d10306b2a1e">
## Migration guide
* Duplicate `MeshVertexBufferLayout`s are now combined into a single
object, `MeshVertexBufferLayoutRef`, which contains an
atomically-reference-counted pointer to the layout. Code that was using
`MeshVertexBufferLayout` may need to be updated to use
`MeshVertexBufferLayoutRef` instead.
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes#12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
- Cull 2D text outside the view frustum.
- Part of #11081.
## Solution
- Compute AABBs for entities with a `Text2DBundle` to enable culling
them.
`text2d` example with AABB gizmos on the text entities:
https://github.com/bevyengine/bevy/assets/18357657/52ed3ddc-2274-4480-835b-a7cf23338931
---
## Changelog
### Added
- 2D text outside the view are now culled with the
`calculate_bounds_text2d` system adding the necessary AABBs.
# Objective
Split up from #12017, rename Bevy's direction types.
Currently, Bevy has the `Direction2d`, `Direction3d`, and `Direction3dA`
types, which provide a type-level guarantee that their contained vectors
remain normalized. They can be very useful for a lot of APIs for safety,
explicitness, and in some cases performance, as they can sometimes avoid
unnecessary normalizations.
However, many consider them to be inconvenient to use, and opt for
standard vector types like `Vec3` because of this. One reason is that
the direction type names are a bit long and can be annoying to write (of
course you can use autocomplete, but just typing `Vec3` is still nicer),
and in some intances, the extra characters can make formatting worse.
The naming is also inconsistent with Glam's shorter type names, and
results in names like `Direction3dA`, which (in my opinion) are
difficult to read and even a bit ugly.
This PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`.
These names are nice and easy to write, consistent with Glam, and work
well for variants like the SIMD aligned `Dir3A`. As a bonus, it can also
result in nicer formatting in a lot of cases, which can be seen from the
diff of this PR.
Some examples of what it looks like: (copied from #12017)
```rust
// Before
let ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0);
// After
let ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0);
```
```rust
// Before (an example using Bevy XPBD)
let hit = spatial_query.cast_ray(
Vec3::ZERO,
Direction3d::X,
f32::MAX,
true,
SpatialQueryFilter::default(),
);
// After
let hit = spatial_query.cast_ray(
Vec3::ZERO,
Dir3::X,
f32::MAX,
true,
SpatialQueryFilter::default(),
);
```
```rust
// Before
self.circle(
Vec3::new(0.0, -2.0, 0.0),
Direction3d::Y,
5.0,
Color::TURQUOISE,
);
// After (formatting is collapsed in this case)
self.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE);
```
## Solution
Rename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`,
`Dir3`, and `Dir3A`.
---
## Migration Guide
The `Direction2d` and `Direction3d` types have been renamed to `Dir2`
and `Dir3`.
## Additional Context
This has been brought up on the Discord a few times, and we had a small
[poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158)
on this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best
option, but of course it was a very small poll and inconclusive, so
other opinions are certainly welcome too.
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>