# Objective
- Provide more information when despawning an entity
## Solution
- Add a debug log when despawning an entity
- Add spans to the recursive ways of despawning an entity
```sh
RUST_LOG=debug cargo run --example panic --features trace
# RUST_LOG=debug needed to show debug logs from bevy_ecs
# --features trace needed to have the extra spans
...
DEBUG bevy_app:frame:stage{name=Update}:system_commands{name="panic::despawn_parent"}:command{name="DespawnRecursive" entity=0v0}: bevy_ecs::world: Despawning entity 1v0
DEBUG bevy_app:frame:stage{name=Update}:system_commands{name="panic::despawn_parent"}:command{name="DespawnRecursive" entity=0v0}: bevy_ecs::world: Despawning entity 0v0
```
## Objective
Fixes#4122.
## Solution
Inherit the visibility of the struct being derived for the `xxItem`, `xxFetch`, `xxState` structs.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
The documentation of the `Time::last_update` and `Time::time_since_startup` methods contains typos. It uses apostrophe instead of backtick characters around `Instant` and `Duration`, so that these words are not recognized as identifiers in the generated API documentation. This should be fixed.
## Solution
Fix the typos.
# Objective
Fixes https://github.com/bevyengine/bevy/issues/3499
## Solution
Uses a `HashMap` from `RenderTarget` to sampled textures when preparing `ViewTarget`s to ensure that two passes with the same render target get sampled to the same texture.
This builds on and depends on https://github.com/bevyengine/bevy/pull/3412, so this will be a draft PR until #3412 is merged. All changes for this PR are in the last commit.
# Objective
glTF files can contain cameras. Currently the scene viewer example uses _a_ camera defined in the file if possible, otherwise it spawns a new one. It would be nice if instead it could load all the cameras and cycle through them, while also having a separate user-controller camera.
## Solution
- instead of just a camera that is already defined, always spawn a new separate user-controller camera
- maintain a list of loaded cameras and cycle through them (wrapping to the user-controller camera) when pressing `C`
This matches the behavious that https://github.khronos.org/glTF-Sample-Viewer-Release/ has.
## Implementation notes
- The gltf scene asset loader just spawns the cameras into the world, but does not return a mapping of camera index to bevy entity. So instead the scene_viewer example just collects all spawned cameras with a good old `query.iter().collect()`, so the order is unspecified and may change between runs.
## Demo
https://user-images.githubusercontent.com/22177966/161826637-40161482-5b3b-4df5-aae8-1d5e9b918393.mp4
using the virtual city glTF sample file: https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/VC
Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
Bumps [JamesIves/github-pages-deploy-action](https://github.com/JamesIves/github-pages-deploy-action) from 4.1.7 to 4.3.0.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a href="https://github.com/JamesIves/github-pages-deploy-action/releases">JamesIves/github-pages-deploy-action's releases</a>.</em></p>
<blockquote>
<h2>v4.3.0</h2>
<h2>Changes</h2>
<ul>
<li>Implements a new option available behind a flag, <code>force</code>. If set to <code>false</code> the action will no longer force push, instead attempting 3 times to resolve rejected commits when making parallel/subsequent deployments. In a future version <code>false</code> will be set as the default. Massive thanks to <a href="https://github.com/rossjrw"><code>@rossjrw</code></a> for this feature addition.</li>
<li>Modified the Node version which the action is developed/tested against from <code>14</code> to <code>16</code>.</li>
</ul>
<h2>Minor Changes</h2>
<ul>
<li>Third-party dependency updates.</li>
<li>Test coverage improvements.</li>
</ul>
<h2>v4.2.5</h2>
<h2>Minor Changes</h2>
<ul>
<li>Corrects an issue in the publishing pipeline that was causing workflow failures.</li>
</ul>
<h2>v4.2.4</h2>
<h2>Minor Changes</h2>
<ul>
<li>Modified how workflow notices get displayed. (<a href="https://github-redirect.dependabot.com/JamesIves/github-pages-deploy-action/issues/1033">#1033</a> Thanks to <a href="https://github.com/hemberger"><code>@hemberger</code></a>)</li>
<li>Dependency upgrades.</li>
</ul>
<h2>v4.2.3</h2>
<h2>Minor Changes</h2>
<ul>
<li>Improved action logging. This is part 1 or 2 updates that will make the logs easier to traverse. Warnings and notices are now provided so you don't need to expand the logs to get the termination message.</li>
<li>Dependency bumps across the board.</li>
</ul>
<h2>v4.2.2</h2>
<h2>Minor Changes</h2>
<ul>
<li>Introduces major version tags. You can now point your workflow to <code>JamesIves/github-pages-deploy-action@v4</code> if you'd like to always have the most cutting edge changes outside of using the release branch directly.</li>
<li>The version tags for this project now include a <code>v</code> to be consistent with other officially provided actions by GitHub. You can use <code>JamesIves/github-pages-deploy-action@v4.2.2</code> for instance. Dependabot should pick up this change automatically.</li>
</ul>
<h2>4.2.1</h2>
<h2>Minor Changes</h2>
<ul>
<li>Resolves an issue where the operating system warning was showing incorrectly.</li>
</ul>
<h2>4.2.0</h2>
<h1>Happy New Year 2022!</h1>
<p><img src="https://media.giphy.com/media/pYhFb0kn2GhQQ/giphy.gif" alt="London" /></p>
<h2>Minor Changes</h2>
<ul>
<li>Implements a warning if you're using an unsupported operating system. This will occur if the workflow runs within MacOS or Windows. The workflow will not be cancelled.</li>
<li>The action is now case insensitive, allowing you to make casing changes to files so long as you commit them using the <code>git mv</code> command prior to the workflow running. (<a href="https://github-redirect.dependabot.com/JamesIves/github-pages-deploy-action/issues/895">#895</a>)</li>
<li>Fixes an issue that was causing <code>single-commit</code> to fail when using <code>repository-name</code> if the branch name was equal from the origin to destination. (<a href="https://github-redirect.dependabot.com/JamesIves/github-pages-deploy-action/issues/665">#665</a>)</li>
<li>Enabled Dependabot updates for the GitHub Actions that are used as part of the projects integration tests.</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a href="360c8e75d0"><code>360c8e7</code></a> Merge branch 'dev' into releases/v4</li>
<li><a href="6ae2891783"><code>6ae2891</code></a> Update integration.yml</li>
<li><a href="e6c302f297"><code>e6c302f</code></a> Update README.md</li>
<li><a href="cf0ab8fab5"><code>cf0ab8f</code></a> Deploy Production Code for Commit 7598e9b3fc39a35565f529abe095d4dfe75d52e4 🚀</li>
<li><a href="7598e9b3fc"><code>7598e9b</code></a> Merge branch 'dev' into releases/v4</li>
<li><a href="36e9415933"><code>36e9415</code></a> Improe coverage</li>
<li><a href="e71f256f1c"><code>e71f256</code></a> Bump prettier from 2.6.1 to 2.6.2 (<a href="https://github-redirect.dependabot.com/JamesIves/github-pages-deploy-action/issues/1068">#1068</a>)</li>
<li><a href="95f8a2cd05"><code>95f8a2c</code></a> Resolve simultaneous deployments with rebase (<a href="https://github-redirect.dependabot.com/JamesIves/github-pages-deploy-action/issues/1054">#1054</a>)</li>
<li><a href="cd846deedd"><code>cd846de</code></a> Bump <code>@actions/github</code> from 5.0.0 to 5.0.1 (<a href="https://github-redirect.dependabot.com/JamesIves/github-pages-deploy-action/issues/1067">#1067</a>)</li>
<li><a href="7117b56a56"><code>7117b56</code></a> Bump prettier from 2.6.0 to 2.6.1 (<a href="https://github-redirect.dependabot.com/JamesIves/github-pages-deploy-action/issues/1065">#1065</a>)</li>
<li>Additional commits viewable in <a href="https://github.com/JamesIves/github-pages-deploy-action/compare/4.1.7...v4.3.0">compare view</a></li>
</ul>
</details>
<br />
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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`.
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---
<details>
<summary>Dependabot commands and options</summary>
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You can trigger Dependabot actions by commenting on this PR:
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</details>
# Objective
- Several examples are useful for qualitative tests of Bevy's performance
- By contrast, these are less useful for learning material: they are often relatively complex and have large amounts of setup and are performance optimized.
## Solution
- Move bevymark, many_sprites and many_cubes into the new stress_tests example folder
- Move contributors into the games folder: unlike the remaining examples in the 2d folder, it is not focused on demonstrating a clear feature.
# Objective
- While playing with volume, I noticed that when setting the volume just after playback start, I still get a few milliseconds at normal volume
## Solution
- Replace `play_in_loop` with `play_with_settings` that allows from more controls
- Adds a `PlaybackSettings` to specify the settings from start. Can be used: `PlaybackSettings::LOOP.with_volume(0.75)`
Currently `tracy` interprets the entire trace as one frame because the marker for frames isn't being recorded.
~~When an event with `tracy.trace_marker=true` is recorded, `tracing-tracy` will mark the frame as finished:
<aa0b96b2ae/tracing-tracy/src/lib.rs (L240)>~~
~~Unfortunately this leads to~~
```rs
INFO bevy_app:frame: bevy_app::app: finished frame tracy.frame_mark=true
```
~~being printed every frame (we can't use DEBUG because bevy_log sets `max_release_level_info`.~~
Instead of emitting an event that gets logged every frame, we can depend on tracy-client itself and call `finish_continuous_frame!();`
# Objective
- Fixes the issue with orthographic camera imported from glTF not displaying anything (mentioned in #4005).
## Solution
- This was due to wrong scaling mode being used. This PR simply changes WindowSize scaling mode to FixedHorizontal.
## Important Note
Currently, othographic scale in Blender, three.js, and possibly other software does not translate to Bevy (via glTF) because their developers have [misinterpreted the spec](https://github.com/KhronosGroup/glTF/issues/1663#issuecomment-618194015). The camera parameters have been clarified in glTF 2.0, which was released on October of 2021. In Blender 3.0.1 this issue has **not** been fixed yet. If you are importing orthographic cameras from Blender, you have to divide the scale by 2.
# Objective
- Previously, `iter_combinations()` does not work on queries that have filters.
- Fixes#3651
## Solution
- Derived Copy on all `*Fetch<T>` structs, and manually implemented `Clone` to allow the test to pass (`.count()` does not work on `QueryCombinationIter` when `Clone` is derived)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Make `set_active_camera` system correctly respond to camera deletion, while preserving its correct behavior on first ever frame and any consequent frame, and with multiple cameras of the same type available in the world.
- Fixes#4227
## Solution
- Add a check that the entity referred to by `ActiveCamera` still exists in the world.
# Objective
- In glTF, mesh can be named. This named is used to be able to reference the mesh, but not as a component on the entity
- Bevy only added the node name to the parent node.
## Solution
- Also adds the name on the mesh entity if there is one.
Limitation: In glTF, it's possible to have one mesh (which can be named) corresponding to several primitives (which can't, but are the actual mesh). I added the mesh name to the entity with the `PbrBundle` matching the primitives, which means that a mesh with several primitives would all have the same name. I think this is acceptable...
# Objective
- Make it possible to use `System`s outside of the scheduler/executor without having to define logic to track new archetypes and call `System::add_archetype()` for each.
## Solution
- Replace `System::add_archetype(&Archetype)` with `System::update_archetypes(&World)`, making systems responsible for tracking their own most recent archetype generation the way that `SystemState` already does.
This has minimal (or simplifying) effect on most of the code with the exception of `FunctionSystem`, which must now track the latest `ArchetypeGeneration` it saw instead of relying on the executor to do it.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#4193
## Solution
When resetting a node's `Interaction` to `None`, ignore any `Clicked` node because that should be handled by the mouse release check exclusively.
Remove the 'chaining' api, as it's peculiar
~~Implement the label traits for `Box<dyn ThatTrait>` (n.b. I'm not confident about this change, but it was the quickest path to not regressing)~~
Remove the need for '`.system`' when using run criteria piping
# Objective
- While animating 501 https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/BrainStem, I noticed things were getting a little slow
- Looking in tracy, the system `extract_skinned_meshes` is taking a lot of time, with a mean duration of 15.17ms
## Solution
- ~~Use `Vec` instead of a `SmallVec`~~
- ~~Don't use an temporary variable~~
- Compute the affine matrix as an `Affine3A` instead
- Remove the `temp` vec
| |mean|
|---|---|
|base|15.17ms|
|~~vec~~|~~9.31ms~~|
|~~no temp variable~~|~~11.31ms~~|
|removing the temp vector|8.43ms|
|affine|13.21ms|
|all together|7.23ms|
# Objective
- Make use of storage buffers, where they are available, for clustered forward bindings to support far more point lights in a scene
- Fixes#3605
- Based on top of #4079
This branch on an M1 Max can keep 60fps with about 2150 point lights of radius 1m in the Sponza scene where I've been testing. The bottleneck is mostly assigning lights to clusters which grows faster than linearly (I think 1000 lights was about 1.5ms and 5000 was 7.5ms). I have seen papers and presentations leveraging compute shaders that can get this up to over 1 million. That said, I think any further optimisations should probably be done in a separate PR.
## Solution
- Add `RenderDevice` to the `Material` and `SpecializedMaterial` trait `::key()` functions to allow setting flags on the keys depending on feature/limit availability
- Make `GpuPointLights` and `ViewClusterBuffers` into enums containing `UniformVec` and `StorageBuffer` variants. Implement the necessary API on them to make usage the same for both cases, and the only difference is at initialisation time.
- Appropriate shader defs in the shader code to handle the two cases
## Context on some decisions / open questions
- I'm using `max_storage_buffers_per_shader_stage >= 3` as a check to see if storage buffers are supported. I was thinking about diving into 'binding resource management' but it feels like we don't have enough use cases to understand the problem yet, and it is mostly a separate concern to this PR, so I think it should be handled separately.
- Should `ViewClusterBuffers` and `ViewClusterBindings` be merged, duplicating the count variables into the enum variants?
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Changing animation mid animation can leave the model not in its original position
- ~~The movement speed is fixed, no matter the size of the model~~
## Solution
- when changing animation, set it to its initial state and wait for one frame before changing the animation
- ~~when settings the camera controller, use the camera transform to know how far it is from the origin and use the distance for the speed~~
# Objective
The `bevy_app` crate has a lot of inconsistencies in the documentation (formatting, spelling, phrasing, consistency).
## Solution
Make it more consistent.
# Objective
- Fix#4416
- The scene has two root nodes, with the second one being the animation root
## Solution
- Check all scene root nodes, and add the `AnimationPlayer` component to nodes that are also animation roots
The scene viewer example doesn't run on wasm because it sets the asset folder to `std::env::var("CARGO_MANIFEST_DIR").unwrap()`, which isn't supported on the web.
Solution: set the asset folder to `"."` instead.
# Objective
Make `FromWorld` more useful for abstractions with a form similar to
```rs
trait FancyAbstraction {
type PreInitializedData: FromWorld;
}
```
## Solution
Add a `FromWorld` implementation for `SystemState` as well as a way to group together multiple `FromWorld` implementing types as one.
Note: I plan to follow up this PR with another to add `Local` support to exclusive systems, which should get a fair amount of use from the `FromWorld` implementation on `SystemState`.
# Objective
Avoid crashing if `RenderDevice` doesn't exist (required for headless mode).
Fixes#4392.
## Solution
Use `CompressedImageFormats::all()` if there is no `RenderDevice`.
# Objective
- Revert #4410
- `Input<T>.clear()` is the method call at the end of each frame for inputs. Clearing `pressed` in it mean that checking if a key is pressed will always return false
# Objective
- Fixes#1616, fixes#2225
- Let user specify an anchor for a sprite
## Solution
- Add an enum for an anchor point for most common values, with a variant for a custom point
- Defaults to Center to not change current behaviour
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Fixes#3408#3001 also solves this but I dont see it getting merged any time soon so...
# Objective
make bevy ecs a lil bit less unsound
## Solution
make `EntityMut::get_component_mut` return borrows from self instead of `'w`
# Objective
- `Local`s can no longer be accessed outside of their creating system, but these docs say they can be.
- There's also little reason to have a pure wrapper type for `Local`s; they can just use the real type. The parameter name should be sufficiently documenting.
# Objective
- Animation is using `Name` to be able to address nodes in an entity free way
- When loading random animated gltf files, I noticed some had animations without names sometimes
## Solution
- Add default names to all nodes
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/2096
## Solution
- This PR enables the drag-and-drop feature for winit on windows again, as the collision issue between cpal and winit has been fixed in https://github.com/RustAudio/cpal/pull/597. I confirmed the drag and drop example working on windows 10 with this change.
- ~~It also bumps the rodio version, though this is not strictly necessary.~~
# Objective
- While playing with animated models, I noticed some were a little off
## Solution
- Some animations curves only have one keyframe, they are used to set a transform to a given value
- Those were ignored as we're never exactly at the ts 0.0 of an animation. going there explicitly (`.set_elapsed(0.0).pause()`) would crash
- Special case this as there isn't much to animate in this case
https://en.wikipedia.org/wiki/HSL_and_HSV#From_RGB
# Objective
Fixes#4382
## Solution
- Describe the solution used to achieve the objective above.
Fixed conversion formula to account for red and green component being max and equal
---
## Changelog
Fixed RGB -> HSL colorspace conversion
## Migration Guide
Co-authored-by: Francesco Giordana <fgiordana@netflix.com>
# Objective
- Only move the camera when explicitly wanted, otherwise the camera goes crazy if the cursor isn't already in the middle of the window when it opens.
## Solution
- Check if the Left mouse button is pressed before updating the mouse delta
- Input is configurable
# Objective
- Part of the splitting process of #3503.
## Solution
- Remove the `face_toward.rs` file containing the `FaceToward` trait.
## Reasons
- It is unused inside of `bevy`.
- The method `Mat4::face_toward` of the trait is identical to `Mat4::look_at_rh` (see https://docs.rs/glam/latest/glam/f32/struct.Mat4.html#method.look_at_rh).
- Discussion in #3503.
## Changelog
### Removed
- The `FaceToward` trait got removed.
## Migration Guide
- The `FaceToward` trait got removed. To migrate you just have to change every occurrence of `Mat4::face_toward` to `Mat4::look_at_rh`.
The example was broken in #3635 when the `ActiveCamera` logic was introduced, after which there could only be one active `Camera3d` globally.
Ideally there could be one `Camera3d` per render target, not globally, but that isn't the case yet.
To fix the example, we need to
- don't use `Camera3d` twice, add a new `SecondWindowCamera3d` marker
- add the `CameraTypePlugin::<SecondWindowCamera3d>`
- extract the correct `RenderPhase`s
- add a 3d pass driver node for the secondary camera
Fixes#4378
Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
# Objective
- Since #4224, using labels which only refer to one system doesn't make sense.
## Solution
- Remove some of those.
## Future work
- We should remove the ability to use strings as system labels entirely. I haven't in this PR because there are tests which use this, and that's a lot of code to change.
- The only use cases for labels are either intra-crate, which use #4224, or inter-crate, which should either use #4224 or explicit types. Neither of those should use strings.