The previous implementation of `Events::extend` iterated through each event and manually `sent` it via `Events:;send`.
However, this could be a minor performance hit since calling `Vec::push` in a loop is not optimal.
This refactors the code to use `Vec::extend`.
This new api stems from this [discord conversation](https://discord.com/channels/691052431525675048/742569353878437978/844057268172357663).
This exposes a public facing `set_changed` method on `ResMut` and `Mut`.
As a side note: `ResMut` and `Mut` have a lot of duplicated code, I have a PR I may put up later that refactors these commonalities into a trait.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
- simplified code around archetype generations a little bit, as the special case value is not actually needed
- removed unnecessary UnsafeCell around pointer value that is never updated through shared references
- fixed and added a test for correct drop behaviour when removing sparse components through remove_bundle command
While trying to figure out how to implement a `SystemParam`, I spent a
long time looking for a feature that would do exactly what `Config`
does. I ignored it at first because all the examples I could find used
`()` and I couldn't see a way to modify it.
This is documented in other places, but `Config` is a logical place to
include some breadcrumbs. I've added some text that gives a brief
overview of what `Config` is for, and links to the existing docs on
`FunctionSystem::config` for more details.
This would have saved me from embarrassing myself by filing https://github.com/bevyengine/bevy/issues/2178.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
During PR #2046 @cart suggested that the `(): ()` notation is less legible than `_input: ()`. The first notation still managed to slip in though. This PR applies the second writing.
Related to [discussion on discord](https://discord.com/channels/691052431525675048/742569353878437978/824731187724681289)
With const generics, it is now possible to write generic iterator over multiple entities at once.
This enables patterns of query iterations like
```rust
for [e1, e2, e3] in query.iter_combinations() {
// do something with relation of all three entities
}
```
The compiler is able to infer the correct iterator for given size of array, so either of those work
```rust
for [e1, e2] in query.iter_combinations() { ... }
for [e1, e2, e3] in query.iter_combinations() { ... }
```
This feature can be very useful for systems like collision detection.
When you ask for permutations of size K of N entities:
- if K == N, you get one result of all entities
- if K < N, you get all possible subsets of N with size K, without repetition
- if K > N, the result set is empty (no permutation of size K exist)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This can save users from having to type `&*X` all the time at the cost of some complexity in the type signature. For instance, this allows me to accommodate @jakobhellermann's suggestion in #1799 without requiring users to type `&*windows` 99% of the time.
Fixes the frag shader for unlit materials by correcting the scope of the `#ifndef` to include the light functions. Closes#2190, introduced in #2112.
Tested by changing materials in the the `3d_scene` example to be unlit. Unsure how to prevent future regressions without creating a test case scene that will catch these runtime panics.
This gets rid of multiple unsafe blocks that we had to maintain ourselves, and instead depends on library that's commonly used and supported by the ecosystem. We also get support for glam types for free.
There is still some things to clear up with the `Bytes` trait, but that is a bit more substantial change and can be done separately. Also there are already separate efforts to use `crevice` crate, so I've just added that as a TODO.
`ParallelSystemContainer`'s `system` pointer was extracted from box, but it was never deallocated. This change adds missing drop implementation that cleans up that memory.
The first commit monomorphizes `add_system_inner` which I think was intended to be monomorphized anyway. The second commit moves the type argument of `GraphNode` to an associated type.
Updates the requirements on [gltf](https://github.com/gltf-rs/gltf) to permit the latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a href="https://github.com/gltf-rs/gltf/blob/master/CHANGELOG.md">gltf's changelog</a>.</em></p>
<blockquote>
<h2>[0.16.0] - 2021-05-13</h2>
<h3>Added</h3>
<ul>
<li>Support for the <code>KHR_texture_transform</code> extension.</li>
<li>Support for the <code>KHR_materials_transmission_ior extension</code>.</li>
</ul>
<h3>Changed</h3>
<ul>
<li><code>Material::alpha_cutoff</code> is now optional.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>URIs with embedded data failing to import when using <code>import_slice</code>.</li>
<li>Serialization of empty primitives object being skipped.</li>
</ul>
<h2>[0.15.2] - 2020-03-29</h2>
<h3>Changed</h3>
<ul>
<li>All features are now exposed in the <a href="http://docs.rs/gltf">online documentation</a>.</li>
<li>Primary iterators now implement <code>Iterator::nth</code> explicitly for improved performance.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Compiler warnings regarding deprecation of <code>std::error::Error::description</code>.</li>
</ul>
<h2>[0.15.1] - 2020-03-15</h2>
<h3>Added</h3>
<ul>
<li>New feature <code>guess_mime_type</code> which, as the name suggests, attempts to guess
the MIME type of an image if it doesn't exactly match the standard.</li>
</ul>
<h3>Changed</h3>
<ul>
<li><code>base64</code> updated to <code>0.11</code>.</li>
<li><code>byteorder</code> updated to <code>1.3</code>.</li>
<li><code>image</code> updated to <code>0.23.0</code>.</li>
<li><code>Format</code> has additional variants for 16-bit pixel formats.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Off-by-one error when reading whole files incurring a gratuitous reallocation.</li>
</ul>
<h2>[0.15.0] - 2020-01-18</h2>
<h3>Added</h3>
<ul>
<li>Support for the <code>KHR_materials_unlit</code> extension, which adds an <code>unlit</code> field</li>
</ul>
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</blockquote>
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</details>
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<summary>Commits</summary>
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<li>See full diff in <a href="https://github.com/gltf-rs/gltf/commits">compare view</a></li>
</ul>
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There's what might be considered a proper bug in `PipelineCompiler::compile_pipeline()`, where it overwrites the `step_mode` for the passed in `VertexBufferLayout` with `InputStepMode::Vertex`. Due to this some ugly workarounds are needed to do any kind of instancing.
In the somewhat longer term, `PipelineCompiler::compile_pipeline()` should probably also handle a `Vec<VertexBufferLayout>`, but that would be a (slightly) larger PR, rather than a bugfix. And I'd love to have this fix in sooner than we can deal with a bigger PR.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Problem:
- When using the 'as_crate' attribute, if 'as_crate' was empty, the only
error you would get is 'integer underflow'.
Solution:
- Provide an explicit check for the 'as_crate' attribute's token stream
to ensure the formatting is correct.
Note:
- Also reworked 'get_meta' by not making it call 'Manifest::find' twice.
Required by #1429,
- Adds the `Ushort4` vertex attribute for joint indices
- `Mesh::ATTRIBUTE_JOINT_WEIGHT` and `Mesh::ATTRIBUTE_JOINT_INDEX` to import vertex attributes related to skinning from GLTF
- impl `Default` for `Mesh` a empty triangle mesh is created (needed by reflect)
- impl `Reflect` for `Mesh` all attributes are ignored (needed by the animation system)
For review, first iteration of bevy code documentation.
I can continue submitting docs every now and then for relevant parts.
Some challenges I found:
* plugins example had to be commented out, as adding bevy_internal (where plugins reside) would pull in too many dependencies
Co-authored-by: Mika <1299457+blaind@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
fixes#824fixes#1956
* marked asset loading methods as `must_use`
* fixed asset re-loading while asset is still loading to work as comment is describing code
* introduced a 1 frame delay between unused asset marking and actual asset removal
Updates the requirements on [rectangle-pack](https://github.com/chinedufn/rectangle-pack) to permit the latest version.
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Changes to get Bevy to compile with wgpu master.
With this, on a Mac:
* 2d examples look fine
* ~~3d examples crash with an error specific to metal about a compilation error~~
* 3d examples work fine after enabling feature `wgpu/cross`
Feature `wgpu/cross` seems to be needed only on some platforms, not sure how to know which. It was introduced in https://github.com/gfx-rs/wgpu-rs/pull/826
Hi, ran into this problem with the derive macro.
It fails trying to derive the Default trait when the asset does not implements it also. This is unnecessary because this plugin does not need that from the asset type, just needs to create the phantom data.
Fixes#2037 (and then some)
Problem:
- `TypeUuid`, `RenderResource`, and `Bytes` derive macros did not properly handle generic structs.
Solution:
- Rework the derive macro implementations to handle the generics.
While trying to reduce load time of gltf files, I noticed most of the loading time is spent transforming bytes into an actual texture.
This PR add asynchronously loading for them using io task pool in gltf loader. It reduces loading of a large glb file from 15 seconds to 6~8 on my laptop
To allow asynchronous tasks in an asset loader, I added a reference to the task pool from the asset server in the load context, which I can use later in the loader.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This alias is to aid people finding the cursor_position function, as the mouse
pressed / moved functionality and naming likely primes people for thinking
of "mouse" before "cursor" when searching the api documentation.
In response to #2023, here is a draft for a PR.
Fixes#2023
I've added an example to show how to use `WithBundle`, and also to test it out.
Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out.
Example:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:
```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
222,
)
```
I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
I'm using Bevy ECS in a project of mine and I'd like to do world changes asynchronously.
The current public API for creating entities, `Commands` , has a lifetime that restricts it from being sent across threads. `CommandQueue` on the other hand is a Vec of commands that can be later ran on a World.
So far this is all public, but the commands themselves are private API. I know the intented use is with `Commands`, but that's not possible for my use case as I mentioned, and so I simply copied over the code for the commands I need and it works. Obviously, this isn't a nice solution, so I'd like to ask if it's not out of scope to make the commands public?
If a mesh without any vertex attributes is rendered (for example, one that only has indices), bevy will crash since the mesh still creates a vertex buffer even though it's empty. Later code assumes that there is vertex data, causing an index-out-of-bounds panic. This PR fixes the issue by adding a check that there is any vertex data before creating a vertex buffer.
I ran into this issue while rendering a tilemap without any vertex attributes (only indices).
Stack trace:
```
thread 'main' panicked at 'index out of bounds: the len is 0 but the index is 0', C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:346:9
stack backtrace:
0: std::panicking::begin_panic_handler
at /rustc/bb491ed23937aef876622e4beb68ae95938b3bf9\/library\std\src\panicking.rs:493
1: core::panicking::panic_fmt
at /rustc/bb491ed23937aef876622e4beb68ae95938b3bf9\/library\core\src\panicking.rs:92
2: core::panicking::panic_bounds_check
at /rustc/bb491ed23937aef876622e4beb68ae95938b3bf9\/library\core\src\panicking.rs:69
3: core::slice::index::{{impl}}::index<core::option::Option<tuple<bevy_render::renderer::render_resource::buffer::BufferId, u64>>>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\slice\index.rs:184
4: core::slice::index::{{impl}}::index<core::option::Option<tuple<bevy_render::renderer::render_resource::buffer::BufferId, u64>>,usize>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\slice\index.rs:15
5: alloc::vec::{{impl}}::index<core::option::Option<tuple<bevy_render::renderer::render_resource::buffer::BufferId, u64>>,usize,alloc::alloc::Global>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\vec\mod.rs:2386
6: bevy_render::render_graph::nodes::pass_node::DrawState::is_vertex_buffer_set
at C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:346
7: bevy_render::render_graph::nodes::pass_node::{{impl}}::update::{{closure}}<bevy_render::render_graph::base::MainPass*>
at C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:285
8: bevy_wgpu::renderer::wgpu_render_context::{{impl}}::begin_pass
at C:\Dev\Games\bevy\crates\bevy_wgpu\src\renderer\wgpu_render_context.rs:196
9: bevy_render::render_graph::nodes::pass_node::{{impl}}::update<bevy_render::render_graph::base::MainPass*>
at C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:244
10: bevy_wgpu::renderer::wgpu_render_graph_executor::WgpuRenderGraphExecutor::execute
at C:\Dev\Games\bevy\crates\bevy_wgpu\src\renderer\wgpu_render_graph_executor.rs:75
11: bevy_wgpu::wgpu_renderer::{{impl}}::run_graph::{{closure}}
at C:\Dev\Games\bevy\crates\bevy_wgpu\src\wgpu_renderer.rs:115
12: bevy_ecs::world::World::resource_scope<bevy_render::render_graph::graph::RenderGraph,tuple<>,closure-0>
at C:\Dev\Games\bevy\crates\bevy_ecs\src\world\mod.rs:715
13: bevy_wgpu::wgpu_renderer::WgpuRenderer::run_graph
at C:\Dev\Games\bevy\crates\bevy_wgpu\src\wgpu_renderer.rs:104
14: bevy_wgpu::wgpu_renderer::WgpuRenderer::update
at C:\Dev\Games\bevy\crates\bevy_wgpu\src\wgpu_renderer.rs:121
15: bevy_wgpu::get_wgpu_render_system::{{closure}}
at C:\Dev\Games\bevy\crates\bevy_wgpu\src\lib.rs:112
16: alloc::boxed::{{impl}}::call_mut<tuple<mut bevy_ecs::world::World*>,FnMut<tuple<mut bevy_ecs::world::World*>>,alloc::alloc::Global>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\boxed.rs:1553
17: bevy_ecs::system::exclusive_system::{{impl}}::run
at C:\Dev\Games\bevy\crates\bevy_ecs\src\system\exclusive_system.rs:41
18: bevy_ecs::schedule::stage::{{impl}}::run
at C:\Dev\Games\bevy\crates\bevy_ecs\src\schedule\stage.rs:812
19: bevy_ecs::schedule::Schedule::run_once
at C:\Dev\Games\bevy\crates\bevy_ecs\src\schedule\mod.rs:201
20: bevy_ecs::schedule::{{impl}}::run
at C:\Dev\Games\bevy\crates\bevy_ecs\src\schedule\mod.rs:219
21: bevy_app::app::App::update
at C:\Dev\Games\bevy\crates\bevy_app\src\app.rs:58
22: bevy_winit::winit_runner_with::{{closure}}
at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:485
23: winit::platform_impl::platform::event_loop::{{impl}}::run_return::{{closure}}<tuple<>,closure-1>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:203
24: alloc::boxed::{{impl}}::call_mut<tuple<winit::event::Event<tuple<>>, mut winit::event_loop::ControlFlow*>,FnMut<tuple<winit::event::Event<tuple<>>, mut winit::event_loop::ControlFlow*>>,alloc::alloc::Global>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\boxed.rs:1553
25: winit::platform_impl::platform::event_loop:🏃:{{impl}}::call_event_handler::{{closure}}<tuple<>>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:245
26: std::panic::{{impl}}::call_once<tuple<>,closure-0>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:344
27: std::panicking::try::do_call<std::panic::AssertUnwindSafe<closure-0>,tuple<>>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:379
28: hashbrown::set::HashSet<mut winapi::shared::windef::HWND__*, std::collections:#️⃣:map::RandomState, alloc::alloc::Global>::iter<mut winapi::shared::windef::HWND__*,std::collections:#️⃣:map::RandomState,alloc::alloc::Global>
29: std::panicking::try<tuple<>,std::panic::AssertUnwindSafe<closure-0>>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:343
30: std::panic::catch_unwind<std::panic::AssertUnwindSafe<closure-0>,tuple<>>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:431
31: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::catch_unwind<tuple<>,tuple<>,closure-0>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:152
32: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::call_event_handler<tuple<>>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:239
33: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::move_state_to<tuple<>>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:341
34: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::main_events_cleared<tuple<>>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:227
35: winit::platform_impl::platform::event_loop::flush_paint_messages<tuple<>>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:676
36: winit::platform_impl::platform::event_loop::thread_event_target_callback::{{closure}}<tuple<>>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:1967
37: std::panic::{{impl}}::call_once<isize,closure-0>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:344
38: std::panicking::try::do_call<std::panic::AssertUnwindSafe<closure-0>,isize>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:379
39: hashbrown::set::HashSet<mut winapi::shared::windef::HWND__*, std::collections:#️⃣:map::RandomState, alloc::alloc::Global>::iter<mut winapi::shared::windef::HWND__*,std::collections:#️⃣:map::RandomState,alloc::alloc::Global>
40: std::panicking::try<isize,std::panic::AssertUnwindSafe<closure-0>>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:343
41: std::panic::catch_unwind<std::panic::AssertUnwindSafe<closure-0>,isize>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:431
42: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::catch_unwind<tuple<>,isize,closure-0>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:152
43: winit::platform_impl::platform::event_loop::thread_event_target_callback<tuple<>>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:2151
44: DefSubclassProc
45: DefSubclassProc
46: CallWindowProcW
47: DispatchMessageW
48: SendMessageTimeoutW
49: KiUserCallbackDispatcher
50: NtUserDispatchMessage
51: DispatchMessageW
52: winit::platform_impl::platform::event_loop::EventLoop<tuple<>>::run_return<tuple<>,closure-1>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:218
53: winit::platform_impl::platform::event_loop::EventLoop<tuple<>>::run<tuple<>,closure-1>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:188
54: winit::event_loop::EventLoop<tuple<>>::run<tuple<>,closure-1>
at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\event_loop.rs:154
55: bevy_winit::run<closure-1>
at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:171
56: bevy_winit::winit_runner_with
at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:493
57: bevy_winit::winit_runner
at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:211
58: core::ops::function::Fn::call<fn(bevy_app::app::App),tuple<bevy_app::app::App>>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:70
59: alloc::boxed::{{impl}}::call<tuple<bevy_app::app::App>,Fn<tuple<bevy_app::app::App>>,alloc::alloc::Global>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\boxed.rs:1560
60: bevy_app::app::App::run
at C:\Dev\Games\bevy\crates\bevy_app\src\app.rs:68
61: bevy_app::app_builder::AppBuilder::run
at C:\Dev\Games\bevy\crates\bevy_app\src\app_builder.rs:54
62: game_main::main
at .\crates\game_main\src\main.rs:23
63: core::ops::function::FnOnce::call_once<fn(),tuple<>>
at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:227
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
Apr 27 21:51:01.026 ERROR gpu_descriptor::allocator: `DescriptorAllocator` is dropped while some descriptor sets were not deallocated
error: process didn't exit successfully: `target/cargo\debug\game_main.exe` (exit code: 0xc000041d)
```