# Objective
`prepare_uinodes` creates a new `UiBatch` whenever the texture changes,
when most often it's just queuing untextured quads. Instead of switching
textures, we can reduce the number of batches generated significantly by
adding a condition to the fragment shader so that it only multiplies by
the `textureSample` value when drawing a textured quad.
# Solution
Add a `mode` field to `UiVertex`.
In `prepare_uinodes` set `mode` to 0 if the quad is textured or 1 if
untextured.
Add a condition to the fragment shader that only multiplies by the
`color` value from `textureSample` if `mode` is set to 1.
---
## Changelog
* Added a `mode` field to `UiVertex`, and added an extra `u32` vertex
attribute to the shader and vertex buffer layout.
* In `prepare_uinodes` mode is set to 0 for the vertices of textured
quads, and 1 if untextured.
* Added a condition to the fragment shader in `ui.wgsl` that only
multiplies by the `color` value from `textureSample` if the mode is
equal to 0.
# Objective
- Fixes#8645
## Solution
Cascaded shadow maps use a technique commonly called shadow pancaking to
enhance shadow map resolution by restricting the orthographic projection
used in creating the shadow maps to the frustum slice for the cascade.
The implication of this restriction is that shadow casters can be closer
than the near plane of the projection volume.
Prior to this PR, we address clamp the depth of the prepass vertex
output to ensure that these shadow casters do not get clipped, resulting
in shadow loss. However, a flaw / bug of the prior approach is that the
depth that gets written to the shadow map isn't quite correct - the
depth was previously derived by interpolated the clamped clip position,
resulting in depths that are further than they should be. This creates
artifacts that are particularly noticeable when a very 'long' object
intersects the near plane close to perpendicularly.
The fix in this PR is to propagate the unclamped depth to the prepass
fragment shader and use that depth value directly.
A complementary solution would be to use
[DEPTH_CLIP_CONTROL](https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associatedconstant.DEPTH_CLIP_CONTROL)
to request `unclipped_depth`. However due to the relatively low support
of the feature on Vulkan (I believe it's ~38%), I went with this
solution for now to get the broadest fix out first.
---
## Changelog
- Fixed: Shadows from directional lights were sometimes incorrectly
omitted when the shadow caster was partially out of view.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.
## Solution
- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.
---
## Changelog
### Changed
- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
- Types that implement `Plugin`.
- Types that implement `PluginGroup`.
- Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.
## Migration Guide
- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Fix broken normals when the NormalPrepass is enabled
## Solution
- Don't use the normal prepass for the world_normal
- Only loadthe normal prepass
- when msaa is disabled
- for opaque or alpha mask meshes and only for use it for N not
world_normal
# Objective
- Use `AppTypeRegistry` on API defined in `bevy_ecs`
(https://github.com/bevyengine/bevy/pull/8895#discussion_r1234748418)
A lot of the API on `Reflect` depends on a registry. When it comes to
the ECS. We should use `AppTypeRegistry` in the general case.
This is however impossible in `bevy_ecs`, since `AppTypeRegistry` is
defined in `bevy_app`.
## Solution
- Move `AppTypeRegistry` resource definition from `bevy_app` to
`bevy_ecs`
- Still add the resource in the `App` plugin, since bevy_ecs itself
doesn't know of plugins
Note that `bevy_ecs` is a dependency of `bevy_app`, so nothing
revolutionary happens.
## Alternative
- Define the API as a trait in `bevy_app` over `bevy_ecs`. (though this
prevents us from using bevy_ecs internals)
- Do not rely on `AppTypeRegistry` for the API in question, requring
users to extract themselves the resource and pass it to the API methods.
---
## Changelog
- Moved `AppTypeRegistry` resource definition from `bevy_app` to
`bevy_ecs`
## Migration Guide
- If you were **not** using a `prelude::*` to import `AppTypeRegistry`,
you should update your imports:
```diff
- use bevy::app::AppTypeRegistry;
+ use bevy::ecs::reflect::AppTypeRegistry
```
# Objective
The "bevy_text" feature attributes for the `PrimaryWindow`, `Window` and
`TextureAtlas` imports in `bevy_ui::render` are used by non-text systems
(`extract_uinode_borders` and `extract_atlas_uinodes`) and need to be
removed.
For those who wish to be able to `#[reflect]` stuff using the `Uuid`
type
I'm very unfamiliar with the codebase, so please tell me if I'm missing
something
# Objective
- Providing a "noob-friendly" example since not many people are
proficient in 3D modeling / rendering concepts.
## Solution
- Adding more information to the example, with an explanation.
~~~~
_Thanks to Nocta on discord for helping out when I didn't understand the
subject well._
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- `bevy_log` writes logs to `stdout` (with ANSI formatting), which gets
in the way with program output and complicates parsing.
- Closes#8869
## Solution
- Change `bevy_log` to write to `stderr` instead of `stdout`
---
## Changelog
Changed:
- Logs write to `stderr` rather than `stdout` on desktop targets
## Migration Guide
- Capture logs from `stderr` instead of from `stdout`
- Use `2> output.log` on the command line to save `stderr` to a file
# Objective
Add a get_unclamped method to
[Axis](https://docs.rs/bevy/0.10.1/bevy/input/struct.Axis.html) to allow
it to be used in cases where being able to get a precise relative
movement is important. For example, camera zoom with the mouse wheel.
This would make it possible for libraries like leafwing input manager to
leverage `Axis` for mouse motion and mouse wheel axis mapping. I tried
to use it my PR here
https://github.com/Leafwing-Studios/leafwing-input-manager/pull/346 but
will likely have to revert that and read the mouse wheel events for now
which is what prompted this PR.
## Solution
Instead of clamping the axis value when it is set, it now stores the raw
value and clamps it in the `get` method. This allows a simple
get_unclamped method that just returns the raw value.
## Changelog
- Added a get_unclamped method to Axis that can return values outside of
-1.0 to 1.0
# Objective
Fixes#6920
## Solution
From the issue discussion:
> From looking at the `AsBindGroup` derive macro implementation, the
fallback image's `TextureView` is used when the binding's
`Option<Handle<Image>>` is `None`. Because this relies on already having
a view that matches the desired binding dimensions, I think the solution
will require creating a separate `GpuImage` for each possible
`TextureViewDimension`.
---
## Changelog
Users can now rely on `FallbackImage` to work with a texture binding of
any dimension.
# Objective
- Document android code that is currently causing clippy warnings due to
not being documented
## Solution
- Document the two previously undocumented items
# Objective
`WorldQuery::Fetch` is a type used to optimize the implementation of
queries. These types are hidden and not intended to be outside of the
engine, so there is no need to provide type aliases to make it easier to
refer to them. If a user absolutely needs to refer to one of these
types, they can always just refer to the associated type directly.
## Solution
Deprecate these type aliases.
---
## Changelog
- Deprecated the type aliases `QueryFetch` and `ROQueryFetch`.
## Migration Guide
The type aliases `bevy_ecs::query::QueryFetch` and `ROQueryFetch` have
been deprecated. If you need to refer to a `WorldQuery` struct's fetch
type, refer to the associated type defined on `WorldQuery` directly:
```rust
// Before:
type MyFetch<'w> = QueryFetch<'w, MyQuery>;
type MyFetchReadOnly<'w> = ROQueryFetch<'w, MyQuery>;
// After:
type MyFetch<'w> = <MyQuery as WorldQuery>::Fetch;
type MyFetchReadOnly<'w> = <<MyQuery as WorldQuery>::ReadOnly as WorldQuery>::Fetch;
```
# Objective
This adds support for using texture atlas sprites in UI. From
discussions today in the ui-dev discord it seems this is a much wanted
feature.
This was previously attempted in #5070 by @ManevilleF however that was
blocked #5103. This work can be easily modified to support #5103 changes
after that merges.
## Solution
I created a new UI bundle that reuses the existing texture atlas
infrastructure. I create a new atlas image component to prevent it from
being drawn by the existing non-UI systems and to remove unused
parameters.
In extract I added new system to calculate the required values for the
texture atlas image, this extracts into the same resource as the
existing UI Image and Text components.
This should have minimal performance impact because if texture atlas is
not present then the exact same code path is followed. Also there should
be no unintended behavior changes because without the new components the
existing systems write the extract same resulting data.
I also added an example showing the sprite working and a system to
advance the animation on space bar presses.
Naming is hard and I would accept any feedback on the bundle name!
---
## Changelog
> Added TextureAtlasImageBundle
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
# Objective
Discovered that PointLight did not implement FromReflect. Adding
FromReflect where Reflect is used. I overreached and applied this rule
everywhere there was a Reflect without a FromReflect, except from where
the compiler wouldn't allow me.
Based from question: https://github.com/bevyengine/bevy/discussions/8774
## Solution
- Adding FromReflect where Reflect was already derived
## Notes
First PR I do in this ecosystem, so not sure if this is the usual
approach, that is, to touch many files at once.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
`ParsedPath` does not need to be mut to access a field of a `Reflect`.
Be that access mutable or not. Yet `element_mut` requires a mutable
borrow on `self`.
## Solution
- Make `element_mut` take a `&self` over a `&mut self`.
#8887 fixes this, but this is a major limitation in the API and I'd
rather see it merged before 0.11.
---
## Changelog
- `ParsedPath::element_mut` and `ParsedPath::reflect_element_mut` now
accept a non-mutable `ParsedPath` (only the accessed `Reflect` needs to
be mutable)
# Objective
- Implementing reflection for Cow<'static, [T]>
- Hopefully fixes#7429
## Solution
- Implementing Reflect, Typed, GetTypeRegistration, and FromReflect for
Cow<'static, [T]>
---
## Notes
I have not used bevy_reflection much yet, so I may not fully understand
all the use cases. This is also my first attempt at contributing, so I
would appreciate any feedback or recommendations for changes. I tried to
add cases for using Cow<'static, str> and Cow<'static, [u8]> to some of
the bevy_reflect tests, but I can't guarantee those tests are
comprehensive enough.
---------
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Repetitively fetching ReflectResource and ReflectComponent from the
TypeRegistry is costly.
We want to access the underlying `fn`s. to do so, we expose the
`ReflectResourceFns` and `ReflectComponentFns` stored in ReflectResource
and ReflectComponent.
---
## Changelog
- Add the `fn_pointers` methods to `ReflectResource` and
`ReflectComponent` returning the underlying `ReflectResourceFns` and
`ReflectComponentFns`
# Objective
Make the UI code more concise.
## Solution
Add two utility methods to make manipulating `UiRect` from code more
concise:
- `UiRect::px()` create a new `UiRect` like the `new()` function, but
with values in logical pixels directly.
- `UiRect::percent()` is similar, with values as percentages.
This saves a lot of typing and makes UI code more compact while
retaining readability.
---
## Changelog
### Added
Added two new constructors `UiRect::px()` and `UiRect::percent()` to
create a new `UiRect` from values directly specified in logical pixels
and percentages, respectively. The argument order is the same as
`UiRect::new()`, but avoids having to repeat `Val::Px` and
`Val::Percent`, respectively.
# Objective
- Fixes#7811
## Solution
- I added `Has<T>` (and `HasFetch<T>` ) and implemented `WorldQuery`,
`ReadonlyWorldQuery`, and `ArchetypeFilter` it
- I also added documentation with an example and a unit test
I believe I've done everything right but this is my first contribution
and I'm not an ECS expert so someone who is should probably check my
implementation. I based it on what `Or<With<T>,>`, would do. The only
difference is that `Has` does not update component access - adding `Has`
to a query should never affect whether or not it is disjoint with
another query *I think*.
---
## Changelog
## Added
- Added `Has<T>` WorldQuery to find out whether or not an entity has a
particular component.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
# Objective
We can currently set `camera.target` to either an `Image` or `Window`.
For OpenXR & WebXR we need to be able to render to a `TextureView`.
This partially addresses #115 as with the addition we can create
internal and external xr crates.
## Solution
A `TextureView` item is added to the `RenderTarget` enum. It holds an id
which is looked up by a `ManualTextureViews` resource, much like how
`Assets<Image>` works.
I believe this approach was first used by @kcking in their [xr
fork](eb39afd51b/crates/bevy_render/src/camera/camera.rs (L322)).
The only change is that a `u32` is used to index the textures as
`FromReflect` does not support `uuid` and I don't know how to implement
that.
---
## Changelog
### Added
Render: Added `RenderTarget::TextureView` as a `camera.target` option,
enabling rendering directly to a `TextureView`.
## Migration Guide
References to the `RenderTarget` enum will need to handle the additional
field, ie in `match` statements.
---
## Comments
- The [wgpu
work](c039a74884)
done by @expenses allows us to create framebuffer texture views from
`wgpu v0.15, bevy 0.10`.
- I got the WebXR techniques from the [xr
fork](https://github.com/dekuraan/xr-bevy) by @dekuraan.
- I have tested this with a wip [external webxr
crate](018e22bb06/crates/bevy_webxr/src/bevy_utils/xr_render.rs (L50))
on an Oculus Quest 2.
![Screenshot 2023-03-11
230651](https://user-images.githubusercontent.com/25616826/224483696-c176c06f-a806-4abe-a494-b2e096ac96b7.png)
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: Paul Hansen <mail@paul.rs>
# Objective
- Cleanup the `reflect.rs` file in `bevy_ecs`, it's very large and can
get difficult to navigate
## Solution
- Split the file into 3 modules, re-export the types in the
`reflect/mod.rs` to keep a perfectly identical API.
- Add **internal** architecture doc explaining how `ReflectComponent`
works. Note that this doc is internal only, since `component.rs` is not
exposed publicly.
### Tips to reviewers
To review this change properly, you need to compare it to the previous
version of `reflect.rs`. The diff from this PR does not help at all!
What you will need to do is compare `reflect.rs` individually with each
newly created file.
Here is how I did it:
- Adding my fork as remote `git remote add nicopap
https://github.com/nicopap/bevy.git`
- Checkout out the branch `git checkout nicopap/split_ecs_reflect`
- Checkout the old `reflect.rs` by running `git checkout HEAD~1 --
crates/bevy_ecs/src/reflect.rs`
- Compare the old with the new with `git diff --no-index
crates/bevy_ecs/src/reflect.rs crates/bevy_ecs/src/reflect/component.rs`
You could also concatenate everything into a single file and compare
against it:
- `cat
crates/bevy_ecs/src/reflect/{component,resource,map_entities,mod}.rs >
new_reflect.rs`
- `git diff --no-index crates/bevy_ecs/src/reflect.rs new_reflect.rs`
# Objective
Fix https://github.com/bevyengine/bevy/issues/1018 (Textures on the
`Plane` shape appear flipped).
This bug have been around for a very long time apparently, I tested it
was still there (see test code bellow) and sure enough, this image:
![test](https://github.com/bevyengine/bevy/assets/134181069/4cda7cf8-57d9-4677-91f5-02240d1e79b1)
... is flipped vertically when used as a texture on a plane (in main,
0.10.1 and 0.9):
![image](https://github.com/bevyengine/bevy/assets/134181069/0db4f52a-51af-4041-9c45-7bfe1f08b0cc)
I'm pretty confused because this bug is so easy to fix, it has been
around for so long, it is easy to encounter, and PRs touching this code
still didn't fix it: https://github.com/bevyengine/bevy/pull/7546 To the
point where I'm wondering if it's actually intended. If it is, please
explain why and this PR can be changed to "mention that in the doc".
## Solution
Fix the UV mapping on the Plane shape
Here is how it looks after the PR
![image](https://github.com/bevyengine/bevy/assets/134181069/e07ce641-3de8-4da3-a4f3-95a6054c86d7)
## Test code
```rust
use bevy::{
prelude::*,
};
fn main () {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
fn setup(
mut commands: Commands,
assets: ResMut<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0., 3., 0.).looking_at(Vec3::ZERO, Vec3::NEG_Z),
..default()
});
let mesh = meshes.add(Mesh::from(shape::Plane::default()));
let texture_image = assets.load("test.png");
let material = materials.add(StandardMaterial {
base_color_texture: Some(texture_image),
..default()
});
commands.spawn(PbrBundle {
mesh,
material,
..default()
});
}
```
## Changelog
Fix textures on `Plane` shapes being flipped vertically.
## Migration Guide
Flip the textures you use on `Plane` shapes.
# Objective
Resolves#7558.
Systems that are known to never modify the world implement the trait
`ReadOnlySystem`. This is a perfect place to add a safe API for running
a system with a shared reference to a World.
---
## Changelog
- Added the trait method `ReadOnlySystem::run_readonly`, which allows a
system to be run using `&World`.
# Objective
- The function `QueryParIter::for_each_unchecked` is a footgun: the only
ways to use it soundly can be done in safe code using `for_each` or
`for_each_mut`. See [this discussion on
discord](https://discord.com/channels/691052431525675048/749335865876021248/1118642977275924583).
## Solution
- Make `for_each_unchecked` private.
---
## Changelog
- Removed `QueryParIter::for_each_unchecked`. All use-cases of this
method were either unsound or doable in safe code using `for_each` or
`for_each_mut`.
## Migration Guide
The method `QueryParIter::for_each_unchecked` has been removed -- use
`for_each` or `for_each_mut` instead. If your use case can not be
achieved using either of these, then your code was likely unsound.
If you have a use-case for `for_each_unchecked` that you believe is
sound, please [open an
issue](https://github.com/bevyengine/bevy/issues/new/choose).
# Objective
`ComponentIdFor` is a type that gives you access to a component's
`ComponentId` in a system. It is currently awkward to use, since it must
be wrapped in a `Local<>` to be used.
## Solution
Make `ComponentIdFor` a proper SystemParam.
---
## Changelog
- Refactored the type `ComponentIdFor` in order to simplify how it is
used.
## Migration Guide
The type `ComponentIdFor<T>` now implements `SystemParam` instead of
`FromWorld` -- this means it should be used as the parameter for a
system directly instead of being used in a `Local`.
```rust
// Before:
fn my_system(
component_id: Local<ComponentIdFor<MyComponent>>,
) {
let component_id = **component_id;
}
// After:
fn my_system(
component_id: ComponentIdFor<MyComponent>,
) {
let component_id = component_id.get();
}
```
# Objective
Follow-up to #6404 and #8292.
Mutating the world through a shared reference is surprising, and it
makes the meaning of `&World` unclear: sometimes it gives read-only
access to the entire world, and sometimes it gives interior mutable
access to only part of it.
This is an up-to-date version of #6972.
## Solution
Use `UnsafeWorldCell` for all interior mutability. Now, `&World`
*always* gives you read-only access to the entire world.
---
## Changelog
TODO - do we still care about changelogs?
## Migration Guide
Mutating any world data using `&World` is now considered unsound -- the
type `UnsafeWorldCell` must be used to achieve interior mutability. The
following methods now accept `UnsafeWorldCell` instead of `&World`:
- `QueryState`: `get_unchecked`, `iter_unchecked`,
`iter_combinations_unchecked`, `for_each_unchecked`,
`get_single_unchecked`, `get_single_unchecked_manual`.
- `SystemState`: `get_unchecked_manual`
```rust
let mut world = World::new();
let mut query = world.query::<&mut T>();
// Before:
let t1 = query.get_unchecked(&world, entity_1);
let t2 = query.get_unchecked(&world, entity_2);
// After:
let world_cell = world.as_unsafe_world_cell();
let t1 = query.get_unchecked(world_cell, entity_1);
let t2 = query.get_unchecked(world_cell, entity_2);
```
The methods `QueryState::validate_world` and
`SystemState::matches_world` now take a `WorldId` instead of `&World`:
```rust
// Before:
query_state.validate_world(&world);
// After:
query_state.validate_world(world.id());
```
The methods `QueryState::update_archetypes` and
`SystemState::update_archetypes` now take `UnsafeWorldCell` instead of
`&World`:
```rust
// Before:
query_state.update_archetypes(&world);
// After:
query_state.update_archetypes(world.as_unsafe_world_cell_readonly());
```
# Objective
Implement borders for UI nodes.
Relevant discussion: #7785
Related: #5924, #3991
<img width="283" alt="borders"
src="https://user-images.githubusercontent.com/27962798/220968899-7661d5ec-6f5b-4b0f-af29-bf9af02259b5.PNG">
## Solution
Add an extraction function to draw the borders.
---
Can only do one colour rectangular borders due to the limitations of the
Bevy UI renderer.
Maybe it can be combined with #3991 eventually to add curved border
support.
## Changelog
* Added a component `BorderColor`.
* Added the `extract_uinode_borders` system to the UI Render App.
* Added the UI example `borders`
---------
Co-authored-by: Nico Burns <nico@nicoburns.com>
# Objective
The method `UnsafeWorldCell::read_change_tick` was renamed in #8588, but
I forgot to update a usage of this method in a doctest.
## Solution
Update the method call.
# Objective
To mirror the `Ref` added as `WorldQuery`, and the `Mut` in
`EntityMut::get_mut`, we add `EntityRef::get_ref`, which retrieves `T`
with tick information, but *immutably*.
## Solution
- Add the method in question, also add it to`UnsafeEntityCell` since
this seems to be the best way of getting that information.
Also update/add safety comments to neighboring code.
---
## Changelog
- Add `EntityRef::get_ref` to get an `Option<Ref<T>>` from `EntityRef`
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
The method `QueryState::par_iter` does not currently force the query to
be read-only. This means you can unsoundly mutate a world through an
immutable reference in safe code.
```rust
fn bad_system(world: &World, mut query: Local<QueryState<&mut T>>) {
query.par_iter(world).for_each_mut(|mut x| *x = unsoundness);
}
```
## Solution
Use read-only versions of the `WorldQuery` types.
---
## Migration Guide
The function `QueryState::par_iter` now forces any world accesses to be
read-only, similar to how `QueryState::iter` works. Any code that
previously mutated the world using this method was *unsound*. If you
need to mutate the world, use `par_iter_mut` instead.
# Objective
Make a combined system cloneable if both systems are cloneable on their
own. This is necessary for using chained conditions (e.g
`cond1.and_then(cond2)`) with `distributive_run_if()`.
## Solution
Implement `Clone` for `CombinatorSystem<Func, A, B>` where `A, B:
Clone`.
# Objective
- Fixes#8782
## Solution
- Call `init_resource` on `register_diagnostic` so that a
`DiagnosticStore` gets initialized if it does not exist.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
The `extract` function is given the main app world, and the subapp, not
vice versa as the comment would lead us to believe.
## Solution
Fix the doc.
# Objective
- Rename the `render::primitives::Plane` struct as to not confuse it
with `bevy_render::mesh::shape::Plane`
- Fixes https://github.com/bevyengine/bevy/issues/8730
## Solution
- Refactor the `render::primitives::Plane` struct to
`render::primitives::HalfSpace`
- Modify documentation to reflect this change
## Changelog
- Renamed `Plane` to `HalfSpace` to more accurately represent it's use
- Renamed `planes` member in `Frustum` to `half_spaces` to reflect
changes
## Migration Guide
- `Plane` has been renamed to `HalfSpace`
- `planes` member in `Frustum` has been renamed to `half_spaces`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
When browsing the bevy source code to try and learn about
`bevy_core_pipeline`, I noticed that the `DrawFunctions` resources,
`sort_phase_system`s and texture preparation for the `Opaque3d` and
`AlphaMask3d` phase items are all set up in `bevy_core_pipeline`, while
the `Opaque3dPrepass` and `AlphaMask3dPrepass` phase items are only
*declared* in `bevy_core_pipeline`, and actually registered properly
with the renderer in `bevy_pbr`.
This means that, if I am trying to make crate that replaces `bevy_pbr`,
I need to make sure I manually fix this unfinished setup the same way
that `bevy_pbr` does. Worse, it means that if I try to use the
`PrepassNode` `bevy_core_pipeline` adds *without* fixing this, the
engine will simply crash because the `DrawFunctions<T>` resources cannot
be accessed.
The only advantage I can think of for bevy doing it this way is an
ambiguous performance save due to the prepass render phases not being
present unless you are using prepass materials with PBR.
## Solution
I have moved the registration of `DrawFunctions<T>`,
`sort_phase_system::<T>`, camera `RenderPhase` extraction, and texture
preparation for prepass's phase items into `bevy_core_pipeline`
alongside the equivalent code that sets up the `Opaque3d`, `AlphaMask3d`
and `Transparent3d` phase items.
Am open to tweaking this to improve the performance impact of prepass
things being around if the app doesn't use them if needed.
I've tested that the `shader_prepass` example still works with this
change.
# Objective
EntityRef::get_change_ticks mentions that ComponentTicks is useful to
create change detection for your own runtime.
However, ComponentTicks doesn't even expose enough data to create
something that implements DetectChanges. Specifically, we need to be
able to extract the last change tick.
## Solution
We add a method to get the last change tick. We also add a method to get
the added tick.
## Changelog
- Add `last_changed_tick` and `added_tick` to `ComponentTicks`
# Objective
- Fixes#8811 .
## Solution
- Rename "write" method to "apply" in Command trait definition.
- Rename other implementations of command trait throughout bevy's code
base.
---
## Changelog
- Changed: `Command::write` has been changed to `Command::apply`
- Changed: `EntityCommand::write` has been changed to
`EntityCommand::apply`
## Migration Guide
- `Command::write` implementations need to be changed to implement
`Command::apply` instead. This is a mere name change, with no further
actions needed.
- `EntityCommand::write` implementations need to be changed to implement
`EntityCommand::apply` instead. This is a mere name change, with no
further actions needed.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- I can't map unsized type using `Ref::map` (for example `dyn Reflect`)
## Solution
- Allow unsized types (this is possible because `Ref` stores a reference
to `T`)
# Objective
`QueryState` exposes a `get_manual` and `iter_manual` method. However,
there is now `iter_many_manual`.
`iter_many_manual` is useful when you have a `&World` (eg: the `world`
in a `Scene`) and want to run a query several times on it (eg:
iteratively navigate a hierarchy by calling `iter_many` on `Children`
component).
`iter_many`'s need for a `&mut World` makes the API much less flexible.
The exclusive access pattern requires doing some very funky dance and
excludes a category of algorithms for hierarchy traversal.
## Solution
- Add a `iter_many_manual` method to `QueryState`
### Alternative
My current workaround is to use `get_manual`. However, this doesn't
benefit from the optimizations on `QueryManyIter`.
---
## Changelog
- Add a `iter_many_manual` method to `QueryState`
# Objective
Title.
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
`Ref` is a useful way of accessing change detection data.
However, unlike `Mut`, it doesn't expose a constructor or even a way to
go from `Ref<A>` to `Ref<B>`.
Such methods could be useful, for example, to 3rd party crates that want
to expose change detection information in a clean way.
My use case is to map a `Ref<T>` into a `Ref<dyn Reflect>`, and keep
change detection info to avoid running expansive routines.
## Solution
We add the `new` and `map` methods. Since similar methods exist on `Mut`
where they are much more footgunny to use, I judged that it was
acceptable to create such methods.
## Workaround
Currently, it's not possible to create/project `Ref`s. One can define
their own `Ref` and implement `ChangeDetection` on it. One would then
use `ChangeTrackers` to populate the custom `Ref` with tick data.
---
## Changelog
- Added the `Ref::map` and `Ref::new` methods for more ergonomic `Ref`s
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Some reflect components weren't properly registered.
## Solution
- We register them
- I also sorted the register lines in `Plugin::build` in `bevy_ui`
### Note
How I did I find them:
- I picked up the list of `Component`s from the `Component` trait page
in rustdoc.
- Then I tried to register all of them. Removing the registration when
it doesn't implement `Reflect` to pass compilation.
- Then I added `app.register_type_data::<T, Foo>()`, for all Reflect
components. It panics if `T` is not registered.
- I repeated the last line N times until bevy stopped panicking at
startup
---
## Changelog
- Register the following components: `PrimaryWindow` `Fxaa`
`FogSettings` `NotShadowCaster` `NotShadowReceiver` `CalculatedClip`
`RelativeCursorPosition`
`AlphaMode` is not used as a component anywhere in the engine. It
shouldn't implement `Component`. It might mislead users into thinking it
has any effect as a component.
---
## Changelog
- Remove `Component` implementation for `AlphaMode`. It wasn't used by
anything.
## Migration Guide
`AlphaMode` is not a component anymore.
It wasn't used anywhere in the engine. If you were using it as a
component for your own purposes, you should use a newtype instead, as
follow:
```rust
#[derive(Component, Deref)]
struct MyAlphaMode(AlphaMode);
```
Then replace uses of `AlphaMode` with `MyAlphaMode`
```diff
- Query<&AlphaMode, …>,
+ Query<&MyAlphaMode, …>,
```
# Objective
- When a window is closed, the associated camera keeps rendering even if
the RenderTarget isn't valid anymore.
- This is essentially just wasting a lot of performance.
## Solution
- Detect the window close event and disable any camera that used the
window has a RenderTarget.
## Notes
It's possible a similar thing could be done for camera that use an image
handle, but I would fix that in a separate PR.
# Objective
`NoFrustumCulling` doesn't implement `Reflect`, while nothing prevents
it from implementing it.
## Solution
Implement `Reflect` for it.
---
## Changelog
- Add `Reflect` derive to `NoFrustrumCulling`.
- Add `FromReflect` derive to `Visibility`.
# Objective
This calculation is performed componentwise but all the values are
vectors so it should be using vector operations.
Works correctly with the `relative_cursor_position` example.
# Objective
To upgrade winit's dependency, it's useful to reuse SmolStr, which
replaces/improves the too restrictive Key letter enums.
As Input<Key> is a resource it should implement Reflect through all its
fields.
## Solution
Add smol_str to bevy_reflect supported types, behind a feature flag.
This PR blocks winit's upgrade PR:
https://github.com/bevyengine/bevy/pull/8745.
# Current state
- I'm discovering bevy_reflect, I appreciate all feedbacks, and send me
your nitpicks!
- Lacking more tests
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
The goal of this PR is to receive touchpad magnification and rotation
events.
## Solution
Implement pendants for winit's `TouchpadMagnify` and `TouchpadRotate`
events.
Adjust the `mouse_input_events.rs` example to debug magnify and rotate
events.
Since winit only reports these events on macOS, the Bevy events for
touchpad magnification and rotation are currently only fired on macOS.
Updates the requirements on
[notify](https://github.com/notify-rs/notify) to permit the latest
version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/notify-rs/notify/blob/main/CHANGELOG.md">notify's
changelog</a>.</em></p>
<blockquote>
<h2>notify 6.0.0 (2023-05-17)</h2>
<ul>
<li>CHANGE: files and directories moved into a watch folder on Linux
will now be reported as <code>rename to</code> events instead of
<code>create</code> events <a
href="https://redirect.github.com/notify-rs/notify/issues/480">#480</a></li>
<li>CHANGE: on Linux <code>rename from</code> events will be emitted
immediately without starting a new thread <a
href="https://redirect.github.com/notify-rs/notify/issues/480">#480</a></li>
<li>CHANGE: raise MSRV to 1.60 <a
href="https://redirect.github.com/notify-rs/notify/issues/480">#480</a></li>
</ul>
<h2>debouncer-mini 0.3.0 (2023-05-17)</h2>
<ul>
<li>CHANGE: upgrade to notify 6.0.0, pushing MSRV to 1.60 <a
href="https://redirect.github.com/notify-rs/notify/issues/480">#480</a></li>
</ul>
<h2>debouncer-full 0.1.0 (2023-05-17)</h2>
<p>Newly introduced alternative debouncer with more features. <a
href="https://redirect.github.com/notify-rs/notify/issues/480">#480</a></p>
<ul>
<li>FEATURE: only emit a single <code>rename</code> event if the rename
<code>From</code> and <code>To</code> events can be matched</li>
<li>FEATURE: merge multiple <code>rename</code> events</li>
<li>FEATURE: keep track of the file system IDs all files and stiches
rename events together (FSevents, Windows)</li>
<li>FEATURE: emit only one <code>remove</code> event when deleting a
directory (inotify)</li>
<li>FEATURE: don't emit duplicate create events</li>
<li>FEATURE: don't emit <code>Modify</code> events after a
<code>Create</code> event</li>
</ul>
<p><a
href="https://redirect.github.com/notify-rs/notify/issues/480">#480</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/480">notify-rs/notify#480</a></p>
<h2>notify 5.2.0 (2023-05-17)</h2>
<ul>
<li>CHANGE: implement <code>Copy</code> for <code>EventKind</code> and
<code>ModifyKind</code> <a
href="https://redirect.github.com/notify-rs/notify/issues/481">#481</a></li>
</ul>
<p><a
href="https://redirect.github.com/notify-rs/notify/issues/481">#481</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/481">notify-rs/notify#481</a></p>
<h2>notify 5.1.0 (2023-01-15)</h2>
<ul>
<li>CHANGE: switch from winapi to windows-sys <a
href="https://redirect.github.com/notify-rs/notify/issues/457">#457</a></li>
<li>FIX: kqueue-backend: batch file-watching together to improve
performance <a
href="https://redirect.github.com/notify-rs/notify/issues/454">#454</a></li>
<li>DOCS: include license file in crate again <a
href="https://redirect.github.com/notify-rs/notify/issues/461">#461</a></li>
<li>DOCS: typo and examples fixups</li>
</ul>
<p><a
href="https://redirect.github.com/notify-rs/notify/issues/454">#454</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/454">notify-rs/notify#454</a>
<a
href="https://redirect.github.com/notify-rs/notify/issues/461">#461</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/461">notify-rs/notify#461</a>
<a
href="https://redirect.github.com/notify-rs/notify/issues/457">#457</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/457">notify-rs/notify#457</a></p>
<h2>debouncer-mini 0.2.1 (2022-09-05)</h2>
<ul>
<li>DOCS: correctly document the <code>crossbeam</code> feature <a
href="https://redirect.github.com/notify-rs/notify/issues/440">#440</a></li>
</ul>
<p><a
href="https://redirect.github.com/notify-rs/notify/issues/440">#440</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/440">notify-rs/notify#440</a></p>
<h2>debouncer-mini 0.2.0 (2022-08-30)</h2>
<p>Upgrade notify dependency to 5.0.0</p>
<!-- raw HTML omitted -->
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Updates the requirements on
[ruzstd](https://github.com/KillingSpark/zstd-rs) to permit the latest
version.
<details>
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Followup to #7184
This makes `Reflect: DynamicTypePath` which allows us to remove
`Reflect::get_type_path`, reducing unnecessary codegen and simplifying
`Reflect` implementations.
# Objective
Be consistent with `Resource`s and `Components` and have `Event` types
be more self-documenting.
Although not susceptible to accidentally using a function instead of a
value due to `Event`s only being initialized by their type, much of the
same reasoning for removing the blanket impl on `Resource` also applies
here.
* Not immediately obvious if a type is intended to be an event
* Prevent invisible conflicts if the same third-party or primitive types
are used as events
* Allows for further extensions (e.g. opt-in warning for missed events)
## Solution
Remove the blanket impl for the `Event` trait. Add a derive macro for
it.
---
## Changelog
- `Event` is no longer implemented for all applicable types. Add the
`#[derive(Event)]` macro for events.
## Migration Guide
* Add the `#[derive(Event)]` macro for events. Third-party types used as
events should be wrapped in a newtype.
# Objective
It was accidentally found that rustc is unable to parse certain
constructs in `where` clauses properly. `bevy_reflect::Reflect`'s habit
of copying and pasting the field types in a type's definition to its
`where` clauses made it very easy to accidentally run into this
behaviour - particularly with the construct
```rust
where
for<'a> fn(&'a T) -> &'a T: Trait1 + Trait2
```
which was incorrectly parsed as
```rust
where
for<'a> (fn(&'a T) -> &'a T: Trait1 + Trait2)
^ ^ incorrect syntax grouping
```
instead of
```rust
where
(for<'a> fn(&'a T) -> &'a T): Trait1 + Trait2
^ ^ correct syntax grouping
```
Fixes#8759
## Solution
This commit fixes the issue by inserting explicit parentheses to
disambiguate types from their bound lists.
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/8586.
## Solution
- Add `preferred_theme` field to `Window` and set it when window
creation
- Add `window_theme` field to `InternalWindowState` to store current
window theme
- Expose winit `WindowThemeChanged` event
---------
Co-authored-by: hate <15314665+hate@users.noreply.github.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
Fixes#8751
## Solution
The doc string for the `primary_window` field on `Window` now mentions
that the default spawned primary window is spawned with the
`PrimaryWindow` marker component.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Fix#8658
- `without_winit` example panics `thread 'Compute Task Pool (2)'
panicked at 'called `Option::unwrap()` on a `None` value',
crates/bevy_render/src/pipelined_rendering.rs:134:84`
## Solution
- In the default runner method `run_once`, correctly finish the
initialisation of the plugins. `run_once` can't be called twice so it's
ok to do it there
# Objective
I was trying to add some `Diagnostics` to have a better break down of
performance but I noticed that the current implementation uses a
`ResMut` which forces the functions to all run sequentially whereas
before they could run in parallel. This created too great a performance
penalty to be usable.
## Solution
This PR reworks how the diagnostics work with a couple of breaking
changes. The idea is to change how `Diagnostics` works by changing it to
a `SystemParam`. This allows us to hold a `Deferred` buffer of
measurements that can be applied later, avoiding the need for multiple
mutable references to the hashmap. This means we can run systems that
write diagnostic measurements in parallel.
Firstly, we rename the old `Diagnostics` to `DiagnosticsStore`. This
clears up the original name for the new interface while allowing us to
preserve more closely the original API.
Then we create a new `Diagnostics` struct which implements `SystemParam`
and contains a deferred `SystemBuffer`. This can be used very similar to
the old `Diagnostics` for writing new measurements.
```rust
fn system(diagnostics: ResMut<Diagnostics>) { diagnostics.new_measurement(ID, || 10.0)}
// changes to
fn system(mut diagnostics: Diagnostics) { diagnostics.new_measurement(ID, || 10.0)}
```
For reading the diagnostics, the user needs to change from `Diagnostics`
to `DiagnosticsStore` but otherwise the function calls are the same.
Finally, we add a new method to the `App` for registering diagnostics.
This replaces the old method of creating a startup system and adding it
manually.
Testing it, this PR does indeed allow Diagnostic systems to be run in
parallel.
## Changelog
- Change `Diagnostics` to implement `SystemParam` which allows
diagnostic systems to run in parallel.
## Migration Guide
- Register `Diagnostic`'s using the new
`app.register_diagnostic(Diagnostic::new(DIAGNOSTIC_ID,
"diagnostic_name", 10));`
- In systems for writing new measurements, change `mut diagnostics:
ResMut<Diagnostics>` to `mut diagnostics: Diagnostics` to allow the
systems to run in parallel.
- In systems for reading measurements, change `diagnostics:
Res<Diagnostics>` to `diagnostics: Res<DiagnosticsStore>`.
# Objective
- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.
## Solution
- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.
---
## Changelog
- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.
## Migration Guide
- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.
## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?](2afbd85532 (r961067892))
# Objective
- Continue with #8685 to make `TonyMcMapface` the default tonemapping
## Solution
- Change the default value `Camera3dBundle::tonemapping` from
`Tonemapping::ReinhardLuminance` to `Default::default()`
(`Tonemapping::TonyMcMapface`)
# Objective
- `apply_system_buffers` is an unhelpful name: it introduces a new
internal-only concept
- this is particularly rough for beginners as reasoning about how
commands work is a critical stumbling block
## Solution
- rename `apply_system_buffers` to the more descriptive `apply_deferred`
- rename related fields, arguments and methods in the internals fo
bevy_ecs for consistency
- update the docs
## Changelog
`apply_system_buffers` has been renamed to `apply_deferred`, to more
clearly communicate its intent and relation to `Deferred` system
parameters like `Commands`.
## Migration Guide
- `apply_system_buffers` has been renamed to `apply_deferred`
- the `apply_system_buffers` method on the `System` trait has been
renamed to `apply_deferred`
- the `is_apply_system_buffers` function has been replaced by
`is_apply_deferred`
- `Executor::set_apply_final_buffers` is now
`Executor::set_apply_final_deferred`
- `Schedule::apply_system_buffers` is now `Schedule::apply_deferred`
---------
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
# Objective
Fixes#8596
## Solution
Change interface of the trait Map. Adjust implementations of this trait
---
## Changelog
### Changed
- Interface of Map trait
### Added
- `Map::get_at_mut`
## Migration Guide
Every implementor of Map trait would need to implement `get_at_mut`.
Which, judging by changes in this PR, should be fairly trivial.
- Supress false positive `redundant_clone` lints.
- Supress inactionable `result_large_err` lint.
Most of the size(50 out of 68 bytes) is coming from
`naga::WithSpan<naga::valid::ValidationError>`
# Objective
- Make the dependency job successful again
## Solution
- Update the list of duplicates
- Remove a security issue exception not needed anymore
- Also update a dependency that was missed by dependabot
# Objective
Right now it's impossible to construct a MapIter outside of the
bevy_reflect crate, making it impossible to implement the Map trait for
custom map types.
## Solution
Addition of a pub constructor to MapIter.
Updates the requirements on
[android_log-sys](https://github.com/nercury/android_log-sys-rs) to
permit the latest version.
<details>
<summary>Commits</summary>
<ul>
<li>See full diff in <a
href="https://github.com/nercury/android_log-sys-rs/commits">compare
view</a></li>
</ul>
</details>
<br />
You can trigger a rebase of this PR by commenting `@dependabot rebase`.
[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)
---
<details>
<summary>Dependabot commands and options</summary>
<br />
You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits
that have been made to it
- `@dependabot merge` will merge this PR after your CI passes on it
- `@dependabot squash and merge` will squash and merge this PR after
your CI passes on it
- `@dependabot cancel merge` will cancel a previously requested merge
and block automerging
- `@dependabot reopen` will reopen this PR if it is closed
- `@dependabot close` will close this PR and stop Dependabot recreating
it. You can achieve the same result by closing it manually
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Dependabot creating any more for this major version (unless you reopen
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Dependabot creating any more for this minor version (unless you reopen
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Dependabot creating any more for this dependency (unless you reopen the
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</details>> **Note**
> Automatic rebases have been disabled on this pull request as it has
been open for over 30 days.
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
# Objective
The `Condition` trait is only implemented for systems and system
functions that take no input. This can make it awkward to write
conditions that are intended to be used with system piping.
## Solution
Add an `In` generic to the trait. It defaults to `()`.
---
## Changelog
- Made the `Condition` trait generic over system inputs.
# Objective
- Fix Wayland window client side decorations issue on Gnome Wayland,
fixes#3301.
## Solution
- One simple one line solution: Add winit's `wayland-csd-adwaita`
feature to Bevy's `wayland` feature.
Copied from
https://github.com/bevyengine/bevy/issues/3301#issuecomment-1569611257:
### Investigation
1. Gnome forced Wayland apps to implement CSD, whether on their own or
using some libraries like Gnome's official solution
[libdecor](https://gitlab.freedesktop.org/libdecor/libdecor). Many Linux
apps do this with libdecor, like blender, kitty... I think it's not
comfortable for Bevy to fix this problem this way.
2. Winit has support for CSD on
wayland(8bb004a1d9/Cargo.toml (L42)),
but Bevy disabled Winit's default features, thus no winit's
`wayland-csd-adwaita` feature. And Bevy's `wayland` feature doesn't
include winit's `wayland-csd-adwaita` feature so users can't get window
decorations on Wayland even with Bevy's `wayland` feature enabled.
3. Many rust UI toolkit, like iced, doesn't disable winit's
`wayland-csd-adwaita` feature.
### Conclusion and one Possible solution
Bevy disabled `winit`'s default features in order to decrease package
size. But I think it's acceptable to add `winit`'s `wayland-csd-adwaita`
feature to Bevy's `wayland` feature gate to fix this issue easily for
this only add on crate: sctk-adwaita.
# Objective
Several of our built-in `Command` types are too public:
- `GetOrSpawn` is public, even though it only makes sense to call it
from within `Commands::get_or_spawn`.
- `Remove` and `RemoveResource` contain public `PhantomData` marker
fields.
## Solution
Remove `GetOrSpawn` and use an anonymous command. Make the marker fields
private.
---
## Migration Guide
The `Command` types `Remove` and `RemoveResource` may no longer be
constructed manually.
```rust
// Before:
commands.add(Remove::<T> {
entity: id,
phantom: PhantomData,
});
// After:
commands.add(Remove::<T>::new(id));
// Before:
commands.add(RemoveResource::<T> { phantom: PhantomData });
// After:
commands.add(RemoveResource::<T>::new());
```
The command type `GetOrSpawn` has been removed. It was not possible to
use this type outside of `bevy_ecs`.
## Objective
- Provide a way to use `CubicCurve` non-iter methods
- Accept a `FnMut` over a `fn` pointer on `iter_samples`
- Improve `build_*_cubic_100_points` benchmark by -45% (this means they
are twice as fast)
### Solution
Previously, the only way to iterate over an evenly spaced set of points
on a `CubicCurve` was to use one of the `iter_*` methods.
The return value of those methods were bound by `&self` lifetime, making
them unusable in certain contexts.
Furthermore, other `CubicCurve` methods (`position`, `velocity`,
`acceleration`) required normalizing `t` over the `CubicCurve`'s
internal segment count.
There were no way to access this segment count, making those methods
pretty much unusable.
The newly added `segment_count` allows accessing the segment count.
`iter_samples` used to accept a `fn`, a function pointer. This is
surprising and contrary to the rust stdlib APIs, which accept `Fn`
traits for `Iterator` combinators.
`iter_samples` now accepts a `FnMut`.
I don't trust a bit the bevy benchmark suit, but according to it, this
doubles (-45%) the performance on the `build_pos_cubic_100_points` and
`build_accel_cubic_100_points` benchmarks.
---
## Changelog
- Added the `CubicCurve::segments` method to access the underlying
segments of a cubic curve
- Allow closures as `CubicCurve::iter_samples` `sample_function`
argument.
# Objective
Add documentation to `Query` and `QueryState` errors in bevy_ecs
(`QuerySingleError`, `QueryEntityError`, `QueryComponentError`)
## Solution
- Change display message for `QueryEntityError::QueryDoesNotMatch`: this
error can also happen when the entity has a component which is filtered
out (with `Without<C>`)
- Fix wrong reference in the documentation of `Query::get_component` and
`Query::get_component_mut` from `QueryEntityError` to
`QueryComponentError`
- Complete the documentation of the three error enum variants.
- Add examples for `QueryComponentError::MissingReadAccess` and
`QueryComponentError::MissingWriteAccess`
- Add reference to `QueryState` in `QueryEntityError`'s documentation.
---
## Migration Guide
Expect `QueryEntityError::QueryDoesNotMatch`'s display message to
change? Not sure that counts.
---------
Co-authored-by: harudagondi <giogdeasis@gmail.com>
# Objective
- Make #8015 easier to review;
## Solution
- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.
---
## Changelog
### Fixed
- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;
### Added
- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;
### Changed
- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;
## Migration Guide
- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
Change the default tonemapping method from ReinhardLuminance to
TonyMcMapface, which generally looks nicer and works out of the box with
bloom.
---
## Changelog
- TonyMcMapface is now the default tonemapper, instead of
ReinhardLuminance.
## Migration Guide
- The default tonemapper has been changed from ReinhardLuminance to
TonyMcMapface. Explicitly set ReinhardLuminance on your cameras to get
back the previous look.
# Objective
When using `FromReflect`, fields can be optionally left out if they are
marked with `#[reflect(default)]`. This is very handy for working with
serialized data as giant structs only need to list a subset of defined
fields in order to be constructed.
<details>
<summary>Example</summary>
Take the following struct:
```rust
#[derive(Reflect, FromReflect)]
struct Foo {
#[reflect(default)]
a: usize,
#[reflect(default)]
b: usize,
#[reflect(default)]
c: usize,
#[reflect(default)]
d: usize,
}
```
Since all the fields are default-able, we can successfully call
`FromReflect` on deserialized data like:
```rust
(
"foo::Foo": (
// Only set `b` and default the rest
b: 123
)
)
```
</details>
Unfortunately, this does not work with fields in enum variants. Marking
a variant field as `#[reflect(default)]` does nothing when calling
`FromReflect`.
## Solution
Allow enum variant fields to define a default value using
`#[reflect(default)]`.
### `#[reflect(Default)]`
One thing that structs and tuple structs can do is use their `Default`
implementation when calling `FromReflect`. Adding `#[reflect(Default)]`
to the struct or tuple struct both registers `ReflectDefault` and alters
the `FromReflect` implementation to use `Default` to generate any
missing fields.
This works well enough for structs and tuple structs, but for enums it's
not as simple. Since the `Default` implementation for an enum only
covers a single variant, it's not as intuitive as to what the behavior
will be. And (imo) it feels weird that we would be able to specify
default values in this way for one variant but not the others.
Because of this, I chose to not implement that behavior here. However,
I'm open to adding it in if anyone feels otherwise.
---
## Changelog
- Allow enum variant fields to define a default value using
`#[reflect(default)]`
# Objective
Fix#7833.
Safety comments in the multi-threaded executor don't really talk about
system world accesses, which makes it unclear if the code is actually
valid.
## Solution
Update the `System` trait to use `UnsafeWorldCell`. This type's API is
written in a way that makes it much easier to cleanly maintain safety
invariants. Use this type throughout the multi-threaded executor, with a
liberal use of safety comments.
---
## Migration Guide
The `System` trait now uses `UnsafeWorldCell` instead of `&World`. This
type provides a robust API for interior mutable world access.
- The method `run_unsafe` uses this type to manage world mutations
across multiple threads.
- The method `update_archetype_component_access` uses this type to
ensure that only world metadata can be used.
```rust
let mut system = IntoSystem::into_system(my_system);
system.initialize(&mut world);
// Before:
system.update_archetype_component_access(&world);
unsafe { system.run_unsafe(&world) }
// After:
system.update_archetype_component_access(world.as_unsafe_world_cell_readonly());
unsafe { system.run_unsafe(world.as_unsafe_world_cell()) }
```
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
- Right now we can't really benefit from [early depth
testing](https://www.khronos.org/opengl/wiki/Early_Fragment_Test) in our
PBR shader because it includes codepaths with `discard`, even for
situations where they are not necessary.
## Solution
- This PR introduces a new `MeshPipelineKey` and shader def,
`MAY_DISCARD`;
- All possible material/mesh options that that may result in `discard`s
being needed must set `MAY_DISCARD` ahead of time:
- Right now, this is only `AlphaMode::Mask(f32)`, but in the future
might include other options/effects; (e.g. one effect I'm personally
interested in is bayer dither pseudo-transparency for LOD transitions of
opaque meshes)
- Shader codepaths that can `discard` are guarded by an `#ifdef
MAY_DISCARD` preprocessor directive:
- Right now, this is just one branch in `alpha_discard()`;
- If `MAY_DISCARD` is _not_ set, the `@early_depth_test` attribute is
added to the PBR fragment shader. This is a not yet documented, possibly
non-standard WGSL extension I found browsing Naga's source code. [I
opened a PR to document it
there](https://github.com/gfx-rs/naga/pull/2132). My understanding is
that for backends where this attribute is supported, it will force an
explicit opt-in to early depth test. (e.g. via
`layout(early_fragment_tests) in;` in GLSL)
## Caveats
- I included `@early_depth_test` for the sake of us being explicit, and
avoiding the need for the driver to be “smart” about enabling this
feature. That way, if we make a mistake and include a `discard`
unguarded by `MAY_DISCARD`, it will either produce errors or noticeable
visual artifacts so that we'll catch early, instead of causing a
performance regression.
- I'm not sure explicit early depth test is supported on the naga Metal
backend, which is what I'm currently using, so I can't really test the
explicit early depth test enable, I would like others with Vulkan/GL
hardware to test it if possible;
- I would like some guidance on how to measure/verify the performance
benefits of this;
- If I understand it correctly, this, or _something like this_ is needed
to fully reap the performance gains enabled by #6284;
- This will _most definitely_ conflict with #6284 and #6644. I can fix
the conflicts as needed, depending on whether/the order they end up
being merging in.
---
## Changelog
### Changed
- Early depth tests are now enabled whenever possible for meshes using
`StandardMaterial`, reducing the number of fragments evaluated for
scenes with lots of occlusions.
# Objective
Fix#8604
## Solution
Use `.add_srgb_suffix()` when creating the screenshot texture.
Allow converting `Bgra8Unorm` images.
Only a two line change for the fix, the `screenshot.rs` changes are just
a bit of cleanup.
# Objective
Fix warnings:
```rs
warning: variable does not need to be mutable
--> /bevy/crates/bevy_app/src/plugin_group.rs:147:13
|
147 | let mut plugin_entry = self
| ----^^^^^^^^^^^^
| |
| help: remove this `mut`
|
= note: `#[warn(unused_mut)]` on by default
warning: variable does not need to be mutable
--> /bevy/crates/bevy_app/src/plugin_group.rs:161:13
|
161 | let mut plugin_entry = self
| ----^^^^^^^^^^^^
| |
| help: remove this `mut`
warning: `bevy_app` (lib) generated 2 warnings (run `cargo fix --lib -p bevy_app` to apply 2 suggestions)
warning: variable does not need to be mutable
--> /bevy/crates/bevy_render/src/view/window.rs:126:13
|
126 | ... let mut extracted_window = extracted_windows.entry(entity).or_insert(Extracte...
| ----^^^^^^^^^^^^^^^^
|
= note: `#[warn(unused_mut)]` on by default
warning: `bevy_render` (lib) generated 1 warning (run `cargo fix --lib -p bevy_render` to apply 1 suggestion)
```
## Solution
- Remove the mut keyword in those variables.
# Objective
Reduce missing docs warning noise when building examples for wasm
## Solution
Added "#[allow(missing_docs)]" on the wasm specific version of
BoxedFuture
# Objective
- Allow for directly call methods on states without first calling
`state.get().my_method()`
## Solution
- Implement `Deref` for `State<S>` with `Target = S`
---
*I did not implement `DerefMut` because states hold no data and should
only be changed via `NextState::set()`*
# Objective
- If I understand correctly, forward points in `direction`, so the
negative of `direction` should be back.
## Migration Guide
- `Transform::look_to` method changed default value of
`direction.try_normalize()` from `Vec3::Z` to `Vec3::NEG_Z`