# Objective
While looking at the code of `World`, I noticed two basic functions (`get` and `get_mut`) that are probably called a lot and with simple code that are not `inline`
## Solution
- Add benchmark to check impact
- Add `#[inline]`
```
group this pr main
----- ---- ----
world_entity/50000_entities 1.00 115.9±11.90µs ? ?/sec 1.71 198.5±29.54µs ? ?/sec
world_get/50000_entities_SparseSet 1.00 409.9±46.96µs ? ?/sec 1.18 483.5±36.41µs ? ?/sec
world_get/50000_entities_Table 1.00 391.3±29.83µs ? ?/sec 1.16 455.6±57.85µs ? ?/sec
world_query_for_each/50000_entities_SparseSet 1.02 121.3±18.36µs ? ?/sec 1.00 119.4±13.88µs ? ?/sec
world_query_for_each/50000_entities_Table 1.03 13.8±0.96µs ? ?/sec 1.00 13.3±0.54µs ? ?/sec
world_query_get/50000_entities_SparseSet 1.00 666.9±54.36µs ? ?/sec 1.03 687.1±57.77µs ? ?/sec
world_query_get/50000_entities_Table 1.01 584.4±55.12µs ? ?/sec 1.00 576.3±36.13µs ? ?/sec
world_query_iter/50000_entities_SparseSet 1.01 169.7±19.50µs ? ?/sec 1.00 168.6±32.56µs ? ?/sec
world_query_iter/50000_entities_Table 1.00 26.2±1.38µs ? ?/sec 1.91 50.0±4.40µs ? ?/sec
```
I didn't add benchmarks for the mutable path but I don't see how it could hurt to make it inline too...
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.
You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.
Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
This logic was in both `remove_bundle` and ` remove_bundle_intersection` but only differed by whether we call `.._forget_missing_..` or `.._drop_missing_..`
# Objective
- There are a few random failures in CI, mostly due to contacting crates.io or checking for deadlinks
- CI can take some time, more than 20 minutes for a full status
- A clippy/format issue stops running tests on other platforms
## Solution
- Use GitHub cache for cargo artefacts
- This speeds up builds and reduce dependencies on outside world
- Reorder and add dependencies between short jobs. They are still setup to run even if one of the dependency failed
- This reduce the number of parallel jobs that are running for one PR. On GitHub free tier, we're limited to 20.
- Split CI checks (format & clippy) in its own job
- This speeds up test jobs, and allow us to not kill all platform tests for a format issue
- Retry in case of dead links check failure
- Internet is just that kind of place where things may seem dead at some point but back alive 5 seconds later
## Before
<img width="1062" alt="Screenshot 2021-07-27 at 01 18 52" src="https://user-images.githubusercontent.com/8672791/127071973-9a2c5ce8-c871-4f8d-9b17-08871824b6c4.png">
## After (with all cache live)
<img width="1063" alt="Screenshot 2021-07-27 at 01 18 28" src="https://user-images.githubusercontent.com/8672791/127071986-767a7e65-53ed-45fd-8d75-51a571f0b851.png">
# Objective
- Related to #2514 - not sure if it's a proper fix long term
- CI was complaining Error: Path `"/usr/local/lib/android/sdk/ndk-bundle/toolchains/llvm/prebuilt/linux-x86_64/bin/aarch64-linux-android31-clang"` was not found
- A lot of questions started popping up 10 days ago about ["android build tools 31 corrupted"](https://www.google.com/search?q=android+build+tools+31+corrupted)
- https://stackoverflow.com/questions/68387270/android-studio-error-installed-build-tools-revision-31-0-0-is-corrupted
- Uninstalling `"build-tools;31.0.0"` doesn't seem to work, as it removes other components even though `"build-tools;30.0.3"` are available
## Solution
- Uninstalling `"platforms;android-31"` seems to do the trick and `cargo-apk` stops trying to target `...31`
Android is not my thing, this solution was found with a lot of trials and errors. I am not sure how long term it is, I don't know the release schedule of android build tools, or if we need to target this 31 thing. I just wanted to stop all those failed ci everywhere...
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne
* cornell_box_pipelined: Remove bias tweaks
* bevy_pbr2: Simplify shadow biases by moving them to linear depth
* bevy_pbr2: Do not use DepthBiasState
* bevy_pbr2: Do not use bilinear filtering for sampling depth textures
* pbr.wgsl: Remove unnecessary comment
* bevy_pbr2: Do manual shadow map depth comparisons for more flexibility
* examples: Add shadow_biases_pipelined example
This is useful for stress testing biases.
* bevy_pbr2: Scale the point light normal bias by the shadow map texel size
This allows the normal bias to be small close to the light source where the
shadow map texel to screen texel ratio is high, but is appropriately large
further away from the light source where the shadow map texel can easily cover
multiple screen texels.
* shadow_biases_pipelined: Add support for toggling directional / point light
* shadow_biases_pipelined: Cleanup
* bevy_pbr2: Scale the directional light normal bias by the shadow map texel size
* shadow_biases_pipelined: Fit the orthographic projection around the scene
* bevy_pbr2: Directional lights should have no shadows outside their projection
Before this change, sampling a fragment position from outside the ndc volume
would result in the return sample being clamped to the edge in x,y or possibly
always casting a shadow for fragment positions past the orthographic
projection's far plane.
* bevy_pbr2: Fix the default directional light normal bias
* Revert "bevy_pbr2: Do manual shadow map depth comparisons for more flexibility"
This reverts commit 7df1bab38a42d8a33bc50ca583d4be37bd9c9f0d.
* shadow_biases_pipelined: Adjust directional light normal bias in 0.1 increments
* pbr.wgsl: Add a couple of clarifying comments
* Revert "bevy_pbr2: Do not use bilinear filtering for sampling depth textures"
This reverts commit f53baab0232ce218866a45cad6902b470f4cf2c4.
* shadow_biases_pipelined: Print usage to terminal
* 3d_scene_pipelined: Use a shallower directional light angle to provoke acne
* cornell_box_pipelined: Remove bias tweaks
* bevy_pbr2: Simplify shadow biases by moving them to linear depth
* bevy_pbr2: Add support for most of the StandardMaterial textures
Normal maps are not included here as they require tangents in a vertex attribute.
* bevy_pbr2: Ensure RenderCommandQueue is ready for PbrShaders init
* texture_pipelined: Add a light to the scene so we can see stuff
* WIP bevy_pbr2: back to front sorting hack
* bevy_pbr2: Uniform control flow for texture sampling in pbr.frag
From 'fintelia' on the Bevy Render Rework Round 2 discussion:
"My understanding is that GPUs these days never use the "execute both branches
and select the result" strategy. Rather, what they do is evaluate the branch
condition on all threads of a warp, and jump over it if all of them evaluate to
false. If even a single thread needs to execute the if statement body, however,
then the remaining threads are paused until that is completed."
* bevy_pbr2: Simplify texture and sampler names
The StandardMaterial_ prefix is no longer needed
* bevy_pbr2: Match default 'AmbientColor' of current bevy_pbr for now
* bevy_pbr2: Convert from non-linear to linear sRGB for the color uniform
* bevy_pbr2: Add pbr_pipelined example
* Fix view vector in pbr frag to work in ortho
* bevy_pbr2: Use a 90 degree y fov and light range projection for lights
* bevy_pbr2: Add AmbientLight resource
* bevy_pbr2: Convert PointLight color to linear sRGB for use in fragment shader
* bevy_pbr2: pbr.frag: Rename PointLight.projection to view_projection
The uniform contains the view_projection matrix so this was incorrect.
* bevy_pbr2: PointLight is an OmniLight as it has a radius
* bevy_pbr2: Factoring out duplicated code
* bevy_pbr2: Implement RenderAsset for StandardMaterial
* Remove unnecessary texture and sampler clones
* fix comment formatting
* remove redundant Buffer:from
* Don't extract meshes when their material textures aren't ready
* make missing textures in the queue step an error
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373.
* Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons:
* Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive.
* People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach.
* I like keeping the root clean and noise free
* There is precedent for putting the apache and mit license text in sub folders (amethyst)
* Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach).
* Updates crates to use the new "MIT OR Apache-2.0" license value
* Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies.
* Added a License section to the main readme
* Updated our Bevy Plugin licensing guidelines.
As a follow-up we should update the website to properly describe the new license.
Closes#2373
# Objective
- CI is failing because of an android issue
- This is blocking bors
## Solution
- Bors can ignore android failures
- Keep android job in CI to check its status
I'm not android enough to debug this one, this is a temp fix until someone knows how to fix it or it get fixed by itself with updates?
# Objective
@TomBebb (other account being @TomBebbington ) proved unreachable for #2373, so we need to revert their changes for the relicense.
## Solution
Revert their changes. This is only linux distro docs, so it's not critical code.
If someone else wants to test `bevy` on solus to work out the set of packages independently, then we'll probably accept a PR to add these. One suggestsion would be to consider the packages required on other systems, since there is likely to be some overlap.
## Alternatives
Link to this old version in the `linux_dependencies.md` file.
This obsoletes #1111 and #2445, since @ColonisationCaptain and @temhotaokeaha haven't replied to #2373.
I believe that both of those PRs would be fine to keep, but they're even more fine to keep now :)
# Objective
- Continue work of #2398 and friends.
- Make `.system()` optional in chaining.
## Solution
- Slight change to `IntoChainSystem` signature and implementation.
- Remove some usages of `.system()` in the chaining example, to verify the implementation.
---
I swear, I'm not splitting these up on purpose, I just legit forgot about most of the things where `System` appears in public API, and my trait usage explorer mingles that with the gajillion internal uses.
In case you're wondering what happened to part 5, #2446 ate it.
# Objective
Currently we can sometimes allow PRs by people who haven't agreed to the relicense to get merged into main.
E.g. https://github.com/bevyengine/bevy/pull/2445
## Solution
This adds a check to ensure that this doesn't happen, by ensuring that bors doesn't relicense said PRs.
As a bonus, it also adds config to automatically label new PRs as needing checking, to ensure that we do the verification until we merge the new license.
# Objective
- Currently `Commands` are quite slow due to the need to allocate for each command and wrap it in a `Box<dyn Command>`.
- For example:
```rust
fn my_system(mut cmds: Commands) {
cmds.spawn().insert(42).insert(3.14);
}
```
will have 3 separate `Box<dyn Command>` that need to be allocated and ran.
## Solution
- Utilize a specialized data structure keyed `CommandQueueInner`.
- The purpose of `CommandQueueInner` is to hold a collection of commands in contiguous memory.
- This allows us to store each `Command` type contiguously in memory and quickly iterate through them and apply the `Command::write` trait function to each element.