# Objective
The implementation of `System::run_unsafe` for `FunctionSystem` requires
that the world is the same one used to initialize the system. However,
the `System` trait has no requirements that the world actually matches,
which makes this implementation unsound.
This was previously mentioned in
https://github.com/bevyengine/bevy/pull/7605#issuecomment-1426491871
Fixes part of #7833.
## Solution
Add the safety invariant that
`System::update_archetype_component_access` must be called prior to
`System::run_unsafe`. Since
`FunctionSystem::update_archetype_component_access` properly validates
the world, this ensures that `run_unsafe` is not called with a
mismatched world.
Most exclusive systems are not required to be run on the same world that
they are initialized with, so this is not a concern for them. Systems
formed by combining an exclusive system with a regular system *do*
require the world to match, however the validation is done inside of
`System::run` when needed.
# Objective
This PR attempts to improve query compatibility checks in scenarios
involving `Or` filters.
Currently, for the following two disjoint queries, Bevy will throw a
panic:
```
fn sys(_: Query<&mut C, Or<(With<A>, With<B>)>>, _: Query<&mut C, (Without<A>, Without<B>)>) {}
```
This PR addresses this particular scenario.
## Solution
`FilteredAccess::with` now stores a vector of `AccessFilters`
(representing a pair of `with` and `without` bitsets), where each member
represents an `Or` "variant".
Filters like `(With<A>, Or<(With<B>, Without<C>)>` are expected to be
expanded into `A * B + A * !C`.
When calculating whether queries are compatible, every `AccessFilters`
of a query is tested for incompatibility with every `AccessFilters` of
another query.
---
## Changelog
- Improved system and query data access compatibility checks in
scenarios involving `Or` filters
---------
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
If you want to execute a schedule on the world using arbitrarily complex
behavior, you currently need to use "hokey-pokey strats": remove the
schedule from the world, do your thing, and add it back to the world.
Not only is this cumbersome, it's potentially error-prone as one might
forget to re-insert the schedule.
## Solution
Add the `World::{try}schedule_scope{ref}` family of functions, which is
a convenient abstraction over hokey pokey strats. This method
essentially works the same way as `World::resource_scope`.
### Example
```rust
// Run the schedule five times.
world.schedule_scope(MySchedule, |world, schedule| {
for _ in 0..5 {
schedule.run(world);
}
});
```
---
## Changelog
Added the `World::schedule_scope` family of methods, which provide a way
to get mutable access to a world and one of its schedules at the same
time.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
The default StandardMaterial values of `pbr_material.rs` and
`pbr_types.wgsl` are out of sync.
I think they are out of sync since
https://github.com/bevyengine/bevy/pull/7664.
## Solution
Adapt the values: `metallic = 0.0`, `perceptual_roughness = 0.5`.
# Objective
We don't have a constructor function for `UiRect` that sets uniform
horizontal and vertical values, even though it is a common pattern.
## Solution
Add a constructor function to `UiRect` called `axes`, that sets both
`left` and `right` to the same given horizontal value,
and sets both `top` and `bottom` to same given vertical value.
## Changelog
* Added a constructor function `axes` to `UiRect`.
# Objective
fixes#8348
## Solution
- Uses multi-line string with backslashes allowing rustfmt to work
properly in the surrounding area.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
The behavior of change detection within `PipeSystem` is very tricky and
subtle, and is not currently covered by any of our tests as far as I'm
aware.
# Objective
Upon closer inspection, there are a few functions in the ECS that are
not being inlined, even with the highest optimizations and LTO enabled:
- Almost all
[WorldQuery::init_fetch](9fd5f20e25/results/query_get.s (L57))
calls. Affects `Query::get` calls in hot loops. In particular, the
`WorldQuery` implementation for `()` is used *everywhere* as the default
filter and is effectively a no-op.
-
[Entities::get](9fd5f20e25/results/query_get.s (L39)).
Affects `Query::get`, `World::get`, and any component insertion or
removal.
-
[Entities::set](9fd5f20e25/results/entity_remove.s (L2487)).
Affects any component insertion or removal.
-
[Tick::new](9fd5f20e25/results/entity_insert.s (L1368)).
I've only seen this in component insertion and spawning.
- ArchetypeRow::new
- BlobVec::set_len
Almost all of these have trivial or even empty implementations or have
significant opportunity to be optimized into surrounding code when
inlined with LTO enabled.
## Solution
Inline them
# Objective
The method `World::try_run_schedule` currently panics if the `Schedules`
resource does not exist, but it should just return an `Err`. Similarly,
`World::add_schedule` panics unnecessarily if the resource does not
exist.
Also, the documentation for `World::add_schedule` is completely wrong.
## Solution
When the `Schedules` resource does not exist, we now treat it the same
as if it did exist but was empty. When calling `add_schedule`, we
initialize it if it does not exist.
# Objective
Fixes#8215 and #8152. When systems panic, it causes the main thread to
panic as well, which clutters the output.
## Solution
Resolves the panic in the multi-threaded scheduler. Also adds an extra
message that tells the user the system that panicked.
Using the example from the issue, here is what the messages now look
like:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Update, panicking_system)
.run();
}
fn panicking_system() {
panic!("oooh scary");
}
```
### Before
```
Compiling bevy_test v0.1.0 (E:\Projects\Rust\bevy_test)
Finished dev [unoptimized + debuginfo] target(s) in 2m 58s
Running `target\debug\bevy_test.exe`
2023-03-30T22:19:09.234932Z INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Windows 10 Pro", kernel: "19044", cpu: "AMD Ryzen 5 2600 Six-Core Processor", core_count: "6", memory: "15.9 GiB" }
thread 'Compute Task Pool (5)' panicked at 'oooh scary', src\main.rs:11:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
thread 'Compute Task Pool (5)' panicked at 'A system has panicked so the executor cannot continue.: RecvError', E:\Projects\Rust\bevy\crates\bevy_ecs\src\schedule\executor\multi_threaded.rs:194:60
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', E:\Projects\Rust\bevy\crates\bevy_tasks\src\task_pool.rs:376:49
error: process didn't exit successfully: `target\debug\bevy_test.exe` (exit code: 101)
```
### After
```
Compiling bevy_test v0.1.0 (E:\Projects\Rust\bevy_test)
Finished dev [unoptimized + debuginfo] target(s) in 2.39s
Running `target\debug\bevy_test.exe`
2023-03-30T22:11:24.748513Z INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Windows 10 Pro", kernel: "19044", cpu: "AMD Ryzen 5 2600 Six-Core Processor", core_count: "6", memory: "15.9 GiB" }
thread 'Compute Task Pool (5)' panicked at 'oooh scary', src\main.rs:11:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_test::panicking_system`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
error: process didn't exit successfully: `target\debug\bevy_test.exe` (exit code: 101)
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
Fix#8191.
Currently, a state transition will be triggered whenever the `NextState`
resource has a value, even if that "transition" is to the same state as
the previous one. This caused surprising/meaningless behavior, such as
the existence of an `OnTransition { from: A, to: A }` schedule.
## Solution
State transition schedules now only run if the new state is not equal to
the old state. Change detection works the same way, only being triggered
when the states compare not equal.
---
## Changelog
- State transition schedules are no longer run when transitioning to and
from the same state.
## Migration Guide
State transitions are now only triggered when the exited and entered
state differ. This means that if the world is currently in state `A`,
the `OnEnter(A)` schedule (or `OnExit`) will no longer be run if you
queue up a state transition to the same state `A`.
# Objective
Noticed while writing #7728 that we are using `trace!` logs in our event
functions. This has shown to have significant overhead, even trace level
logs are disabled globally, as seen in #7639.
## Solution
Use the `detailed_trace!` macro introduced in #7639. Also removed the
`event_trace` function that was only used in one location.
---
## Changelog
Changed: Event trace logs are now feature gated behind the
`detailed-trace` feature.
# Objective
Fix#8321
## Solution
The `old_viewport_size` that is used to detect whether the viewport has
changed was not being updated and thus always `None`.
# Objective
Adds a new resource to control a global volume.
Fixes#7690
---
## Solution
Added a new resource to control global volume, this is then multiplied
with an audio sources volume to get the output volume, individual audio
sources can opt out of this my enabling the `absolute_volume` field in
`PlaybackSettings`.
---
## Changelog
### Added
- `GlobalVolume` a resource to control global volume (in prelude).
- `global_volume` field to `AudioPlugin` or setting the initial value of
`GlobalVolume`.
- `Volume` enum that can be `Relative` or `Absolute`.
- `VolumeLevel` struct for defining a volume level.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
when a mesh uses zero for all bone weights, vertices end up in the
middle of the screen.
## Solution
we can address this by explicitly setting the first bone weight to 1
when the weights are given as zero. this is the approach taken by
[unity](https://forum.unity.com/threads/whats-the-problem-with-this-import-fbx-warning.133736/)
(although that also sets the bone index to zero) and
[three.js](94c1a4b86f/src/objects/SkinnedMesh.js (L98)),
and likely other engines.
## Alternatives
it does add a bit of overhead, and users can always fix this themselves,
though it's a bit awkward particularly with gltfs.
(note - this is for work so my sme status shouldn't apply)
---------
Co-authored-by: ira <JustTheCoolDude@gmail.com>
# Objective
- Fix#7263
This has nothing to do with #7024. This is for the case where the
user opted to **not** keep the same global transform on update.
## Solution
- Add a `RemovedComponent<Parent>` to `propagate_transforms`
- Add a `RemovedComponent<Parent>` and `Local<Vec<Entity>>` to
`sync_simple_transforms`
- Add test to make sure all of this works.
### Performance note
This should only incur a cost in cases where a parent is removed.
A minimal overhead (one look up in the `removed_components`
sparse set) per root entities without children which transform didn't
change. A `Vec` the size of the largest number of entities removed
with a `Parent` component in a single frame, and a binary search on
a `Vec` per root entities.
It could slow up considerably in situations where a lot of entities are
orphaned consistently during every frame, since
`sync_simple_transforms` is not parallel. But in this situation,
it is likely that the overhead of archetype updates overwhelms
everything.
---
## Changelog
- Fix the `GlobalTransform` not getting updated when `Parent` is removed
## Migration Guide
- If you called `bevy_transform::systems::sync_simple_transforms` and
`bevy_transform::systems::propagate_transforms` (which is not
re-exported by bevy) you need to account for the additional
`RemovedComponents<Parent>` parameter.
---------
Co-authored-by: vyb <vyb@users.noreply.github.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
Fixes#8333
# Objective
Fixes issue which causes failure to compile if using
`#![deny(missing_docs)]`.
## Solution
Added some very basic commenting to the generated read-only fields.
honestly I feel this to be up for debate since the comments are very
basic and give very little useful information but the purpose of this PR
is to fix the issue at hand.
---
## Changelog
Added comments to the derive macro and the projects now successfully
compile.
---------
Co-authored-by: lupan <kallll5@hotmail.com>
Fixes issue mentioned in PR #8285.
_Note: By mistake, this is currently dependent on #8285_
# Objective
Ensure consistency in the spelling of the documentation.
Exceptions:
`crates/bevy_mikktspace/src/generated.rs` - Has not been changed from
licence to license as it is part of a licensing agreement.
Maybe for further consistency,
https://github.com/bevyengine/bevy-website should also be given a look.
## Solution
### Changed the spelling of the current words (UK/CN/AU -> US) :
cancelled -> canceled (Breaking API changes in #8285)
behaviour -> behavior (Breaking API changes in #8285)
neighbour -> neighbor
grey -> gray
recognise -> recognize
centre -> center
metres -> meters
colour -> color
### ~~Update [`engine_style_guide.md`]~~ Moved to #8324
---
## Changelog
Changed UK spellings in documentation to US
## Migration Guide
Non-breaking changes*
\* If merged after #8285
# Objective
The clippy lint `type_complexity` is known not to play well with bevy.
It frequently triggers when writing complex queries, and taking the
lint's advice of using a type alias almost always just obfuscates the
code with no benefit. Because of this, this lint is currently ignored in
CI, but unfortunately it still shows up when viewing bevy code in an
IDE.
As someone who's made a fair amount of pull requests to this repo, I
will say that this issue has been a consistent thorn in my side. Since
bevy code is filled with spurious, ignorable warnings, it can be very
difficult to spot the *real* warnings that must be fixed -- most of the
time I just ignore all warnings, only to later find out that one of them
was real after I'm done when CI runs.
## Solution
Suppress this lint in all bevy crates. This was previously attempted in
#7050, but the review process ended up making it more complicated than
it needs to be and landed on a subpar solution.
The discussion in https://github.com/rust-lang/rust-clippy/pull/10571
explores some better long-term solutions to this problem. Since there is
no timeline on when these solutions may land, we should resolve this
issue in the meantime by locally suppressing these lints.
### Unresolved issues
Currently, these lints are not suppressed in our examples, since that
would require suppressing the lint in every single source file. They are
still ignored in CI.
# Objective
Make the coordinate systems of screen-space items (cursor position, UI,
viewports, etc.) consistent.
## Solution
Remove the weird double inversion of the cursor position's Y origin.
Once in bevy_winit to the bottom and then again in bevy_ui back to the
top.
This leaves the origin at the top left like it is in every other popular
app framework.
Update the `world_to_viewport`, `viewport_to_world`, and
`viewport_to_world_2d` methods to flip the Y origin (as they should
since the viewport coordinates were always relative to the top left).
## Migration Guide
`Window::cursor_position` now returns the position of the cursor
relative to the top left instead of the bottom left.
This now matches other screen-space coordinates like
`RelativeCursorPosition`, UI, and viewports.
The `world_to_viewport`, `viewport_to_world`, and `viewport_to_world_2d`
methods on `Camera` now return/take the viewport position relative to
the top left instead of the bottom left.
If you were using `world_to_viewport` to position a UI node the returned
`y` value should now be passed into the `top` field on `Style` instead
of the `bottom` field.
Note that this might shift the position of the UI node as it is now
anchored at the top.
If you were passing `Window::cursor_position` to `viewport_to_world` or
`viewport_to_world_2d` no change is necessary.
# Objective
Text glyphs that were clipped were not sized correctly because the
transform extracted from the `extract_text_uinodes` had a scaling on it
that wasn't accounted for.
fixes#8167
## Solution
Remove the scaling from the transform and multiply the size of the
glyphs by the inverse of the scale factor.
# Objective
Add helper functions to `UiImage` for creating flipped images.
## Changelog
* Added `with_flip_x` and `with_flip_y` methods to `UiImage` that return
the `UiImage` flipped along the respective axis.
# Objective
Exposes `empty()` method for `AudioSink`.
Based on `0.10.0`, should be a non-breaking change.
---
## Changelog
- Expose `empty()` method for `AudioSink`
- Add `AudioSink::empty()` example
---------
Co-authored-by: hank <hank@hank.co.in>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
When a `CalculatedSize` component from a UI Node entity is removed, the
corresponding Taffy measure isn't removed which will mess up the layout
in confusing, unpredictable ways.
## Solution
Iterate through all the entities with removed `CalculatedSize`
components and remove the corresponding Taffy measures.
# Objective
In the
[`Text`](3442a13d2c/crates/bevy_text/src/text.rs (L18))
struct the field is named: `linebreak_behaviour`, the British spelling
of _behavior_.
**Update**, also found:
- `FileDragAndDrop::HoveredFileCancelled`
- `TouchPhase::Cancelled`
- `Touches.just_cancelled`
The majority of all spelling is in the US but when you have a lot of
contributors across the world, sometimes
spelling differences can pop up in APIs such as in this case.
For consistency, I think it would be worth a while to ensure that the
API is persistent.
Some examples:
`from_reflect.rs` has `DefaultBehavior`
TextStyle has `color` and uses the `Color` struct.
In `bevy_input/src/Touch.rs` `TouchPhase::Cancelled` and _canceled_ are
used interchangeably in the documentation
I've found that there is also the same type of discrepancies in the
documentation, though this is a low priority but is worth checking.
**Update**: I've now checked the documentation (See #8291)
## Solution
I've only renamed the inconsistencies that have breaking changes and
documentation pertaining to them. The rest of the documentation will be
changed via #8291.
Do note that the winit API is written with UK spelling, thus this may be
a cause for confusion:
`winit::event::TouchPhase::Cancelled => TouchPhase::Canceled`
`winit::event::WindowEvent::HoveredFileCancelled` -> Related to
`FileDragAndDrop::HoveredFileCanceled`
But I'm hoping to maybe outline other spelling inconsistencies in the
API, and maybe an addition to the contribution guide.
---
## Changelog
- `Text` field `linebreak_behaviour` has been renamed to
`linebreak_behavior`.
- Event `FileDragAndDrop::HoveredFileCancelled` has been renamed to
`HoveredFileCanceled`
- Function `Touches.just_cancelled` has been renamed to
`Touches.just_canceled`
- Event `TouchPhase::Cancelled` has been renamed to
`TouchPhase::Canceled`
## Migration Guide
Update where `linebreak_behaviour` is used to `linebreak_behavior`
Updated the event `FileDragAndDrop::HoveredFileCancelled` where used to
`HoveredFileCanceled`
Update `Touches.just_cancelled` where used as `Touches.just_canceled`
The event `TouchPhase::Cancelled` is now called `TouchPhase::Canceled`
# Objective
- RenderGraphExt was merged, but only used in limited situations
## Solution
- Fix some remaining issues with the existing api
- Use the new api in the main pass and mass writeback
- Add CORE_2D and CORE_3D constant to make render_graph code shorter
# Objective
While working on #8299, I noticed that we're using a `capacity` field,
even though `wgpu::Buffer` exposes a `size` accessor that does the same
thing.
## Solution
Remove it from all buffer wrappers. Use `wgpu::Buffer::size` instead.
Default to 0 if no buffer has been allocated yet.
# Objective
Fixes#8284. `values` is being pushed to separately from the actual
scratch buffer in `DynamicUniformBuffer::push` and
`DynamicStorageBuffer::push`. In both types, `values` is really only
used to track the number of elements being added to the buffer, yet is
causing extra allocations, size increments and excess copies.
## Solution
Remove it and its remaining uses. Replace it with accesses to `scratch`
instead.
I removed the `len` accessor, as it may be non-trivial to compute just
from `scratch`. If this is still desirable to have, we can keep a `len`
member field to track it instead of relying on `scratch`.
# Objective
State requires a kind of awkward `state.0` to get the current state and
exposes the field directly to manipulation.
## Solution
Make it accessible through a getter method as well as privatize the
field to make sure false assumptions about setting the state aren't
made.
## Migration Guide
- Use `State::get` instead of accessing the tuple field directly.
# Objective
- Adding a node to the render_graph can be quite verbose and error prone
because there's a lot of moving parts to it.
## Solution
- Encapsulate this in a simple utility method
- Mostly intended for optional nodes that have specific ordering
- Requires that the `Node` impl `FromWorld`, but every internal node is
built using a new function taking a `&mut World` so it was essentially
already `FromWorld`
- Use it for the bloom, fxaa and taa, nodes.
- The main nodes don't use it because they rely more on the order of
many nodes being added
---
## Changelog
- Impl `FromWorld` for `BloomNode`, `FxaaNode` and `TaaNode`
- Added `RenderGraph::add_node_edges()`
- Added `RenderGraph::sub_graph()`
- Added `RenderGraph::sub_graph_mut()`
- Added `RenderGraphApp`, `RenderGraphApp::add_render_graph_node`,
`RenderGraphApp::add_render_graph_edges`,
`RenderGraphApp::add_render_graph_edge`
## Notes
~~This was taken out of https://github.com/bevyengine/bevy/pull/7995
because it works on it's own. Once the linked PR is done, the new
`add_node()` will be simplified a bit since the input/output params
won't be necessary.~~
This feature will be useful in most of the upcoming render nodes so it's
impact will be more relevant at that point.
Partially fixes#7985
## Future work
* Add a way to automatically label nodes or at least make it part of the
trait. This would remove one more field from the functions added in this
PR
* Use it in the main pass 2d/3d
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
The `#[derive(WorldQuery)]` macro currently only supports structs with
named fields.
Same motivation as #6957. Remove sharp edges from the derive macro, make
it just work more often.
## Solution
Support tuple structs.
---
## Changelog
+ Added support for tuple structs to the `#[derive(WorldQuery)]` macro.
# Objective
bevy-scene does not have a reason to depend on bevy-render except to
include the `Visibility` and `ComputedVisibility` components. Including
that in the dependency chain is unnecessary for people not using
`bevy_render`.
Also fixed a problem where compilation fails when the `serialize`
feature was not enabled.
## Solution
This was added in #5335 to address some of the problems caused by #5310.
Imo the user just always have to remember to include `VisibilityBundle`
when they spawn `SceneBundle` or `DynamicSceneBundle`, but that will be
a breaking change. This PR makes `bevy_render` an optional dependency of
`bevy_scene` instead to respect the existing behavior.
# Objective
While migrating the engine to use the `Tick` type in #7905, I forgot to
update `UnsafeWorldCell::increment_change_tick`.
## Solution
Update the function.
---
## Changelog
- The function `UnsafeWorldCell::increment_change_tick` is now
strongly-typed, returning a value of type `Tick` instead of a raw `u32`.
## Migration Guide
The function `UnsafeWorldCell::increment_change_tick` is now
strongly-typed, returning a value of type `Tick` instead of a raw `u32`.
# Objective
TAA, FXAA, and some other post processing effects can cause the image to
become blurry. Sharpening helps to counteract that.
## Solution
~~This is a port of AMD's Contrast Adaptive Sharpening (I ported it from
the
[SweetFX](https://github.com/CeeJayDK/SweetFX/blob/master/Shaders/CAS.fx)
version, which is still MIT licensed). CAS is a good sharpening
algorithm that is better at avoiding the full screen oversharpening
artifacts that simpler algorithms tend to create.~~
This is a port of AMD's Robust Contrast Adaptive Sharpening (RCAS) which
they developed for FSR 1 ([and continue to use in FSR
2](149cf26e12/src/ffx-fsr2-api/shaders/ffx_fsr1.h (L599))).
RCAS is a good sharpening algorithm that is better at avoiding the full
screen oversharpening artifacts that simpler algorithms tend to create.
---
## Future Work
- Consider porting this to a compute shader for potentially better
performance. (In my testing it is currently ridiculously cheap (0.01ms
in Bistro at 1440p where I'm GPU bound), so this wasn't a priority,
especially since it would increase complexity due to still needing the
non-compute version for webgl2 support).
---
## Changelog
- Added Contrast Adaptive Sharpening.
---------
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
- Closes https://github.com/bevyengine/bevy/issues/8008
## Solution
- Add a skybox plugin that renders a fullscreen triangle, and then
modifies the vertices in a vertex shader to enforce that it renders as a
skybox background.
- Skybox is run at the end of MainOpaquePass3dNode.
- In the future, it would be nice to get something like bevy_atmosphere
built-in, and have a default skybox+environment map light.
---
## Changelog
- Added `Skybox`.
- `EnvironmentMapLight` now renders in the correct orientation.
## Migration Guide
- Flip `EnvironmentMapLight` maps if needed to match how they previously
rendered (which was backwards).
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
These traits are both implemented, but not reflected, requiring user
code to do `app.register_type_data::<BloomSettings,
ReflectDefault>().register_type_data::<BloomSettings,
ReflectComponent>()` to make these usable via reflection.
# Objective
The type `&World` is currently in an awkward place, since it has two
meanings:
1. Read-only access to the entire world.
2. Interior mutable access to the world; immutable and/or mutable access
to certain portions of world data.
This makes `&World` difficult to reason about, and surprising to see in
function signatures if one does not know about the interior mutable
property.
The type `UnsafeWorldCell` was added in #6404, which is meant to
alleviate this confusion by adding a dedicated type for interior mutable
world access. However, much of the engine still treats `&World` as an
interior mutable-ish type. One of those places is `SystemParam`.
## Solution
Modify `SystemParam::get_param` to accept `UnsafeWorldCell` instead of
`&World`. Simplify the safety invariants, since the `UnsafeWorldCell`
type encapsulates the concept of constrained world access.
---
## Changelog
`SystemParam::get_param` now accepts an `UnsafeWorldCell` instead of
`&World`. This type provides a high-level API for unsafe interior
mutable world access.
## Migration Guide
For manual implementers of `SystemParam`: the function `get_item` now
takes `UnsafeWorldCell` instead of `&World`. To access world data, use:
* `.get_entity()`, which returns an `UnsafeEntityCell` which can be used
to access component data.
* `get_resource()` and its variants, to access resource data.
# Objective
Fix typo in bevy_reflect README: `MyType` is a struct and not a trait,
so `&dyn MyType` is incorrect.
## Solution
Replace `&dyn MyType` with `&dyn DoThing`
# Objective
The function `SyncUnsafeCell::from_mut` returns `&SyncUnsafeCell<T>`,
even though it could return `&mut SyncUnsafeCell<T>`. This means it is
not possible to call `get_mut` on the returned value, so you need to use
unsafe code to get exclusive access back.
## Solution
Return `&mut Self` instead of `&Self` in `SyncUnsafeCell::from_mut`.
This is consistent with my proposal for `UnsafeCell::from_mut`:
https://github.com/rust-lang/libs-team/issues/198.
Replace an unsafe pointer dereference with a safe call to `get_mut`.
---
## Changelog
+ The function `bevy_utils::SyncUnsafeCell::get_mut` now returns a value
of type `&mut SyncUnsafeCell<T>`. Previously, this returned an immutable
reference.
## Migration Guide
The function `bevy_utils::SyncUnsafeCell::get_mut` now returns a value
of type `&mut SyncUnsafeCell<T>`. Previously, this returned an immutable
reference.
# Objective
The documentation on `QueryState::for_each_unchecked` incorrectly says
that it can only be used with read-only queries.
## Solution
Remove the inaccurate sentence.
# Objective
Fix `CubicCurve::iter_samples` iteration count.
## Solution
If I understand the function and the docs correctly, this should iterate
over `0..=subdivisions` instead of `0..subdivisions`.
For example: Now the iteration returns 3 points at `subdivisions = 2`,
as indicated in the documentation.
# Objective
Follow-up to #8030.
Now that `SystemParam` and `WorldQuery` are implemented for
`PhantomData`, the `ignore` attributes are now unnecessary.
---
## Changelog
- Removed the attributes `#[system_param(ignore)]` and
`#[world_query(ignore)]`.
## Migration Guide
The attributes `#[system_param(ignore)]` and `#[world_query]` ignore
have been removed. If you were using either of these with `PhantomData`
fields, you can simply remove the attribute:
```rust
#[derive(SystemParam)]
struct MyParam<'w, 's, Marker> {
...
// Before:
#[system_param(ignore)
_marker: PhantomData<Marker>,
// After:
_marker: PhantomData<Marker>,
}
#[derive(WorldQuery)]
struct MyQuery<Marker> {
...
// Before:
#[world_query(ignore)
_marker: PhantomData<Marker>,
// After:
_marker: PhantomData<Marker>,
}
```
If you were using this for another type that implements `Default`,
consider wrapping that type in `Local<>` (this only works for
`SystemParam`):
```rust
#[derive(SystemParam)]
struct MyParam<'w, 's> {
// Before:
#[system_param(ignore)]
value: MyDefaultType, // This will be initialized using `Default` each time `MyParam` is created.
// After:
value: Local<MyDefaultType>, // This will be initialized using `Default` the first time `MyParam` is created.
}
```
If you are implementing either trait and need to preserve the exact
behavior of the old `ignore` attributes, consider manually implementing
`SystemParam` or `WorldQuery` for a wrapper struct that uses the
`Default` trait:
```rust
// Before:
#[derive(WorldQuery)
struct MyQuery {
#[world_query(ignore)]
str: String,
}
// After:
#[derive(WorldQuery)
struct MyQuery {
str: DefaultQuery<String>,
}
pub struct DefaultQuery<T: Default>(pub T);
unsafe impl<T: Default> WorldQuery for DefaultQuery<T> {
type Item<'w> = Self;
...
unsafe fn fetch<'w>(...) -> Self::Item<'w> {
Self(T::default())
}
}
```
# Objective
Our regression tests for `SystemParam` currently consist of a bunch of
loosely dispersed struct definitions. This is messy, and doesn't fully
test their functionality.
## Solution
Group the struct definitions into functions annotated with `#[test]`.
This not only makes the module more organized, but it allows us to call
`assert_is_system`, which has the potential to catch some bugs that
would have been missed with the old approach. Also, this approach is
consistent with how `WorldQuery` regression tests are organized.
# Objective
- Fixes#7659
## Solution
The idea of anonymous system sets or "implicit hidden organizational
sets" was briefly mentioned by @cart here:
https://github.com/bevyengine/bevy/pull/7634#issuecomment-1428619449.
- `Schedule::add_systems` creates an implicit, anonymous system set of
all systems in `SystemConfigs`.
- All dependencies and conditions from the `SystemConfigs` are now
applied to the implicit system set, instead of being applied to each
individual system. This should not change the behavior, AFAIU, because
`before`, `after`, `run_if` and `ambiguous_with` are transitive
properties from a set to its members.
- The newly added `AnonymousSystemSet` stores the names of its members
to provide better error messages.
- The names are stored in a reference counted slice, allowing fast
clones of the `AnonymousSystemSet`.
- However, only the pointer of the slice is used for hash and equality
operations
- This ensures that two `AnonymousSystemSet` are not equal, even if they
have the same members / member names.
- So two identical `add_systems` calls will produce two different
`AnonymousSystemSet`s.
- Clones of the same `AnonymousSystemSet` will be equal.
## Drawbacks
If my assumptions are correct, the observed behavior should stay the
same. But the number of system sets in the `Schedule` will increase with
each `add_systems` call. If this has negative performance implications,
`add_systems` could be changed to only create the implicit system set if
necessary / when a run condition was added.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
With the removal of base sets, some variants of `ScheduleBuildError` can
never occur and should be removed.
## Solution
- Remove the obsolete variants of `ScheduleBuildError`.
- Also fix a doc comment which mentioned base sets.
---
## Changelog
### Removed
- Remove `ScheduleBuildError::SystemInMultipleBaseSets` and
`ScheduleBuildError::SetInMultipleBaseSets`.
# Objective
When using `PhantomData` fields with the `#[derive(SystemParam)]` or
`#[derive(WorldQuery)]` macros, the user is required to add the
`#[system_param(ignore)]` attribute so that the macro knows to treat
that field specially. This is undesirable, since it makes the macro more
fragile and less consistent.
## Solution
Implement `SystemParam` and `WorldQuery` for `PhantomData`. This makes
the `ignore` attributes unnecessary.
Some internal changes make the derive macro compatible with types that
have invariant lifetimes, which fixes#8192. From what I can tell, this
fix requires `PhantomData` to implement `SystemParam` in order to ensure
that all of a type's generic parameters are always constrained.
---
## Changelog
+ Implemented `SystemParam` and `WorldQuery` for `PhantomData<T>`.
+ Fixed a miscompilation caused when invariant lifetimes were used with
the `SystemParam` macro.
# Objective
The type `ThinSlicePtr` has a manual implementation of `Clone` that
manually clones each field. Since this type implements `Copy`, we can
change this implementation to simply dereference `&self`.
# Objective
I ran into a case where I need to create a `CommandQueue` and push
standard `Command` actions like `Insert` or `Remove` to it manually. I
saw that `Remove` looked as follows:
```rust
struct Remove<T> {
entity: Entity,
phantom: PhantomData<T>
}
```
so naturally, I tried to use `Remove::<Foo>::from(entity)` but it didn't
exist. We need to specify the `PhantomData` explicitly when creating
this command action. The same goes for `RemoveResource` and
`InitResource`
## Solution
This PR implements the following:
- `From<Entity>` for `Remove<T>`
- `Default` for `RemoveResource` and `InitResource`
- use these traits in the implementation of methods of `Commands`
- rename `phantom` field on the structs above to `_phantom` to have a
more uniform field naming scheme for the command actions
---
## Changelog
> This section is optional. If this was a trivial fix, or has no
externally-visible impact, you can delete this section.
- Added: implemented `From<Entity>` for `Remove<T>` and `Default` for
`RemoveResource` and `InitResource` for ergonomics
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- We support enabling a normal prepass, but the main pass never actually
uses it and recomputes the normals in the main pass. This isn't ideal
since it's doing redundant work.
## Solution
- Use the normal texture from the prepass in the main pass
## Notes
~~I used `NORMAL_PREPASS_ENABLED` as a shader_def because
`NORMAL_PREPASS` is currently used to signify that it is running in the
prepass while this shader_def need to indicate the prepass is done and
the normal prepass was ran before. I'm not sure if there's a better way
to name this.~~
# Objective
Fix#8179
## Solution
- Added `#![warn(missing_docs)]` and document all public items. All
methods on `Gizmos` have doc examples.
- Expanded the docs on the module/crate. Some unfortunate duplication
there :/
- Moved the methods from `GizmoBuffer` to be directly on `Gizmos` and
made `GizmoBuffer` private. This means the methods on `Gizmos` will show
up on its doc page.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
- Allow the use of the "glam _assert" feature to help catch runtime
errors and validate the arguments passed to glam.
e.g.
```rs
// Will panic if self is zero length when glam_assert is enabled.
pub fn normalize(self) -> Self {
let normalized = self.mul(self.length_recip());
glam_assert!(normalized.is_finite());
normalized
}
```
## Solution
- Re-export the optional feature glam_assert
---
## Changelog
Added: Optional feature "glam_assert"
# Objective
WebP is a modern image format developed by Google that offers a
significant reduction in file size compared to other image formats such
as PNG and JPEG, while still maintaining good image quality. This makes
it particularly useful for games with large numbers of images, such as
those with high-quality textures or detailed sprites, where file size
and loading times can have a significant impact on performance.
By adding support for WebP images in Bevy, game developers using this
engine can now take advantage of this modern image format and reduce the
memory usage and loading times of their games. This improvement can
ultimately result in a better gaming experience for players.
In summary, the objective of adding WebP image format support in Bevy is
to enable game developers to use a modern image format that provides
better compression rates and smaller file sizes, resulting in faster
loading times and reduced memory usage for their games.
## Solution
To add support for WebP images in Bevy, this pull request leverages the
existing `image` crate support for WebP. This implementation is easily
integrated into the existing Bevy asset-loading system. To maintain
compatibility with existing Bevy projects, WebP image support is
disabled by default, and developers can enable it by adding a feature
flag to their project's `Cargo.toml` file. With this feature, Bevy
becomes even more versatile for game developers and provides a valuable
addition to the game engine.
---
## Changelog
- Added support for WebP image format in Bevy game engine
## Migration Guide
To enable WebP image support in your Bevy project, add the following
line to your project's Cargo.toml file:
```toml
bevy = { version = "*", features = ["webp"]}
```
# Objective
Fixes#8089.
## Solution
Splits the MainPass3dNode into 2 nodes, one for the opaque + alpha
passes and one for the transparent pass.
---
## Changelog
- Split MainPass3dNode into MainOpaquePass3dNode and
MainTransparentPass3dNode
- Combine opaque and alpha phases in MainOpaquePass3dNode into one pass
- Create `START_MAIN_PASS` and `END_MAIN_PASS` empty nodes as labels
- Main pass becomes `START_MAIN_PASS -> MAIN_OPAQUE_PASS ->
MAIN_TRANSPARENT_PASS -> END_MAIN_PASS`
## Migration Guide
Nodes that previously added edges involving `MAIN_PASS` should now add
edges to or from `START_MAIN_PASS` or `END_MAIN_PASS` respectively.
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)
# Objective
- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663
## Solution
- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA
## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
- Historical depth based disocclusion tests, for geometry disocclusion
- Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter
---
## Changelog
- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
# Objective
Fix a bug with scene reload.
(This is a copy of #7570 but without the breaking API change, in order
to allow the bugfix to be introduced in 0.10.1)
When a scene was reloaded, it was corrupting components that weren't
native to the scene itself. In particular, when a DynamicScene was
created on Entity (A), all components in the scene without parents are
automatically added as children of Entity (A). But if that scene was
reloaded and the same ID of Entity (A) was a scene ID as well*, that
parent component was corrupted, causing the hierarchy to become
malformed and bevy to panic.
*For example, if Entity (A)'s ID was 3, and the scene contained an
entity with ID 3
This issue could affect any components that:
* Implemented `MapEntities`, basically components that contained
references to other entities
* Were added to entities from a scene file but weren't defined in the
scene file
- Fixes#7529
## Solution
The solution was to keep track of entities+components that had
`MapEntities` functionality during scene load, and only apply the entity
update behavior to them. They were tracked with a HashMap from the
component's TypeID to a vector of entity ID's. Then the
`ReflectMapEntities` struct was updated to hold a function that took a
list of entities to be applied to, instead of naively applying itself to
all values in the EntityMap.
(See this PR comment
https://github.com/bevyengine/bevy/pull/7570#issuecomment-1432302796 for
a story-based explanation of this bug and solution)
## Changelog
### Fixed
- Components that implement `MapEntities` added to scene entities after
load are not corrupted during scene reload.
# Objective
Documentation should no longer be using pre-stageless terminology to
avoid confusion.
## Solution
- update all docs referring to stages to instead refer to sets/schedules
where appropriate
- also mention `apply_system_buffers` for anything system-buffer-related
that previously referred to buffers being applied "at the end of a
stage"
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/7990.
## Solution
- Register needed types, verified pasted code in issue works.
Do I need to register more `Option<T>` types?
# Objective
Fixes#7989
Based on #7991 by @CoffeeVampir3
## Solution
There were three parts to this issue:
1. `extend_where_clause` did not account for the optionality of a where
clause's trailing comma
```rust
// OKAY
struct Foo<T> where T: Asset, {/* ... */}
// ERROR
struct Foo<T> where T: Asset {/* ... */}
```
2. `FromReflect` derive logic was not actively using
`extend_where_clause` which led to some inconsistencies (enums weren't
adding _any_ additional bounds even)
3. Using `extend_where_clause` in the `FromReflect` derive logic meant
we had to optionally add `Default` bounds to ignored fields iff the
entire item itself was not already `Default` (otherwise the definition
for `Handle<T>` wouldn't compile since `HandleType` doesn't impl
`Default` but `Handle<T>` itself does)
---
## Changelog
- Fixed issue where a missing trailing comma could break the reflection
derives
- Fixes#7965
- Code quality improvements.
- Removes the unreferenced function `dither` in pbr_functions.wgsl
introduced in 72fbcc7, but made obsolete in c069c54.
- Makes the reference to `screen_space_dither` in pbr.wgsl conditional
on `#ifdef TONEMAP_IN_SHADER`, as the required import is conditional on
the same, as deband dithering can only occur if tonemapping is also
occurring.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- `Sprite` components are not included in scene (de)serialization.
- Fixes#8206
## Solution
- Add `#[reflect(Component, Default)]` to `Sprite`
- Add `#[derive(FromReflect)]` to `Sprite` and `Anchor`
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Bevy with
```
default-features = false
features = [
"trace_tracy"
]
```
will fail due to `error: The platform you're compiling for is not
supported by winit`
## Solution
- Make bevy_winit/trace optional in trace feature
# Objective
`Or<T>` should be a new type of `PhantomData<T>` instead of `T`.
## Solution
Make `Or<T>` a new type of `PhantomData<T>`.
## Migration Guide
`Or<T>` is just used as a type annotation and shouldn't be constructed.
A `RegularPolygon` is described by the circumscribed radius, not the
inscribed radius.
## Objective
- Correct documentation for `RegularPolygon`
## Solution
- Use the correct term
---------
Co-authored-by: Paul Hüber <phueber@kernsp.in>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
When using the `#[derive(WorldQuery)]` macro, the `ReadOnly` struct
generated has default (private) visibility for each field, regardless of
the visibility of the original field.
## Solution
For each field of a read-only `WorldQuery` variant, use the visibility
of the associated field defined on the original struct.
# Objective
Fix#1727Fix#8010
Meta types generated by the `SystemParam` and `WorldQuery` derive macros
can conflict with user-defined types if they happen to have the same
name.
## Solution
In order to check if an identifier would conflict with user-defined
types, we can just search the original `TokenStream` passed to the macro
to see if it contains the identifier (since the meta types are defined
in an anonymous scope, it's only possible for them to conflict with the
struct definition itself). When generating an identifier for meta types,
we can simply check if it would conflict, and then add additional
characters to the name until it no longer conflicts with anything.
The `WorldQuery` "Item" and read-only structs are a part of a module's
public API, and thus it is intended for them to conflict with
user-defined types.
# Objective
The function `assert_is_system` is used in documentation tests to ensure
that example code actually produces valid systems. Currently,
`assert_is_system` just checks that each function parameter implements
`SystemParam`. To further check the validity of the system, we should
initialize the passed system so that it will be checked for conflicting
accesses. Not only does this enforce the validity of our examples, but
it provides a convenient way to demonstrate conflicting accesses via a
`should_panic` example, which is nicely rendered by rustdoc:
![should_panic
example](https://user-images.githubusercontent.com/21144246/226767682-d1c2f6b9-fc9c-4a4f-a4c4-c7f6070a115f.png)
## Solution
Initialize the system with an empty world to trigger its internal access
conflict checks.
---
## Changelog
The function `bevy::ecs::system::assert_is_system` now panics when
passed a system with conflicting world accesses, as does
`assert_is_read_only_system`.
## Migration Guide
The functions `assert_is_system` and `assert_is_read_only_system` (in
`bevy_ecs::system`) now panic if the passed system has invalid world
accesses. Any tests that called this function on a system with invalid
accesses will now fail. Either fix the system's conflicting accesses, or
specify that the test is meant to fail:
1. For regular tests (that is, functions annotated with `#[test]`), add
the `#[should_panic]` attribute to the function.
2. For documentation tests, add `should_panic` to the start of the code
block: ` ```should_panic`
# Objective
We're currently using an unconditional `unwrap` in multiple locations
when inserting bundles into an entity when we know it will never fail.
This adds a large amount of extra branching that could be avoided on in
release builds.
## Solution
Use `DebugCheckedUnwrap` in bundle insertion code where relevant. Add
and update the safety comments to match.
This should remove the panicking branches from release builds, which has
a significant impact on the generated code:
https://github.com/james7132/bevy_asm_tests/compare/less-panicking-bundles#diff-e55a27cfb1615846ed3b6472f15a1aed66ed394d3d0739b3117f95cf90f46951R2086
shows about a 10% reduction in the number of generated instructions for
`EntityMut::insert`, `EntityMut::remove`, `EntityMut::take`, and related
functions.
---------
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Currently, the render graph slots are only used to pass the
view_entity around. This introduces significant boilerplate for very
little value. Instead of using slots for this, make the view_entity part
of the `RenderGraphContext`. This also means we won't need to have
`IN_VIEW` on every node and and we'll be able to use the default impl of
`Node::input()`.
## Solution
- Add `view_entity: Option<Entity>` to the `RenderGraphContext`
- Update all nodes to use this instead of entity slot input
---
## Changelog
- Add optional `view_entity` to `RenderGraphContext`
## Migration Guide
You can now get the view_entity directly from the `RenderGraphContext`.
When implementing the Node:
```rust
// 0.10
struct FooNode;
impl FooNode {
const IN_VIEW: &'static str = "view";
}
impl Node for FooNode {
fn input(&self) -> Vec<SlotInfo> {
vec![SlotInfo::new(Self::IN_VIEW, SlotType::Entity)]
}
fn run(
&self,
graph: &mut RenderGraphContext,
// ...
) -> Result<(), NodeRunError> {
let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
// ...
Ok(())
}
}
// 0.11
struct FooNode;
impl Node for FooNode {
fn run(
&self,
graph: &mut RenderGraphContext,
// ...
) -> Result<(), NodeRunError> {
let view_entity = graph.view_entity();
// ...
Ok(())
}
}
```
When adding the node to the graph, you don't need to specify a slot_edge
for the view_entity.
```rust
// 0.10
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
let input_node_id = draw_2d_graph.set_input(vec![SlotInfo::new(
graph::input::VIEW_ENTITY,
SlotType::Entity,
)]);
graph.add_slot_edge(
input_node_id,
graph::input::VIEW_ENTITY,
FooNode::NAME,
FooNode::IN_VIEW,
);
// add_node_edge ...
// 0.11
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
// add_node_edge ...
```
## Notes
This PR paired with #8007 will help reduce a lot of annoying boilerplate
with the render nodes. Depending on which one gets merged first. It will
require a bit of clean up work to make both compatible.
I tagged this as a breaking change, because using the old system to get
the view_entity will break things because it's not a node input slot
anymore.
## Notes for reviewers
A lot of the diffs are just removing the slots in every nodes and graph
creation. The important part is mostly in the
graph_runner/CameraDriverNode.
# Objective
Add viewport variants to `Val` that specify a percentage length based on
the size of the window.
## Solution
Add the variants `Vw`, `Vh`, `VMin` and `VMax` to `Val`.
Add a physical window size parameter to the `from_style` function and
use it to convert the viewport variants to Taffy Points values.
One issue: It isn't responsive to window resizes. So `flex_node_system`
has to do a full update every time the window size changes. Perhaps this
can be fixed with support from Taffy.
---
## Changelog
* Added `Val` viewport unit variants `Vw`, `Vh`, `VMin` and `VMax`.
* Modified `convert` module to support the new `Val` variants.
* Changed `flex_node_system` to support the new `Val` variants.
* Perform full layout update on screen resizing, to propagate the new
viewport size to all nodes.
This MR is a rebased and alternative proposal to
https://github.com/bevyengine/bevy/pull/5602
# Objective
- https://github.com/bevyengine/bevy/pull/4447 implemented untyped
(using component ids instead of generics and TypeId) APIs for
inserting/accessing resources and accessing components, but left
inserting components for another PR (this one)
## Solution
- add `EntityMut::insert_by_id`
- split `Bundle` into `DynamicBundle` with `get_components` and `Bundle:
DynamicBundle`. This allows the `BundleInserter` machinery to be reused
for bundles that can only be written, not read, and have no statically
available `ComponentIds`
- Compared to the original MR this approach exposes unsafe endpoints and
requires the user to manage instantiated `BundleIds`. This is quite easy
for the end user to do and does not incur the performance penalty of
checking whether component input is correctly provided for the
`BundleId`.
- This MR does ensure that constructing `BundleId` itself is safe
---
## Changelog
- add methods for inserting bundles and components to:
`world.entity_mut(entity).insert_by_id`
# Objective
Add comments explaining:
* That `Val::Px` is a value in logical pixels
* That `Val::Percent` is based on the length of its parent along a
specific axis.
* How the layout algorithm determines which axis the percentage should
be based on.
# Objective
Co-Authored-By: davier
[bricedavier@gmail.com](mailto:bricedavier@gmail.com)
Fixes#3576.
Adds a `resources` field in scene serialization data to allow
de/serializing resources that have reflection enabled.
## Solution
Most of this code is taken from a previous closed PR:
https://github.com/bevyengine/bevy/pull/3580. Most of the credit goes to
@Davier , what I did was mostly getting it to work on the latest main
branch of Bevy, along with adding a few asserts in the currently
existing tests to be sure everything is working properly.
This PR changes the scene format to include resources in this way:
```
(
resources: {
// List of resources here, keyed by resource type name.
},
entities: [
// Previous scene format here
],
)
```
An example taken from the tests:
```
(
resources: {
"bevy_scene::serde::tests::MyResource": (
foo: 123,
),
},
entities: {
// Previous scene format here
},
)
```
For this, a `resources` fields has been added on the `DynamicScene` and
the `DynamicSceneBuilder` structs. The latter now also has a method
named `extract_resources` to properly extract the existing resources
registered in the local type registry, in a similar way to
`extract_entities`.
---
## Changelog
Added: Reflect resources registered in the type registry used by dynamic
scenes will now be properly de/serialized in scene data.
## Migration Guide
Since the scene format has been changed, the user may not be able to use
scenes saved prior to this PR due to the `resources` scene field being
missing. ~~To preserve backwards compatibility, I will try to make the
`resources` fully optional so that old scenes can be loaded without
issue.~~
## TODOs
- [x] I may have to update a few doc blocks still referring to dynamic
scenes as mere container of entities, since they now include resources
as well.
- [x] ~~I want to make the `resources` key optional, as specified in the
Migration Guide, so that old scenes will be compatible with this
change.~~ Since this would only be trivial for ron format, I think it
might be better to consider it in a separate PR/discussion to figure out
if it could be done for binary serialization too.
- [x] I suppose it might be a good idea to add a resources in the scene
example so that users will quickly notice they can serialize resources
just like entities.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Add a convenient immediate mode drawing API for visual debugging.
Fixes#5619
Alternative to #1625
Partial alternative to #5734
Based off https://github.com/Toqozz/bevy_debug_lines with some changes:
* Simultaneous support for 2D and 3D.
* Methods for basic shapes; circles, spheres, rectangles, boxes, etc.
* 2D methods.
* Removed durations. Seemed niche, and can be handled by users.
<details>
<summary>Performance</summary>
Stress tested using Bevy's recommended optimization settings for the dev
profile with the
following command.
```bash
cargo run --example many_debug_lines \
--config "profile.dev.package.\"*\".opt-level=3" \
--config "profile.dev.opt-level=1"
```
I dipped to 65-70 FPS at 300,000 lines
CPU: 3700x
RAM Speed: 3200 Mhz
GPU: 2070 super - probably not very relevant, mostly cpu/memory bound
</details>
<details>
<summary>Fancy bloom screenshot</summary>
![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png)
</details>
## Changelog
* Added `GizmoPlugin`
* Added `Gizmos` system parameter for drawing lines and wireshapes.
### TODO
- [ ] Update changelog
- [x] Update performance numbers
- [x] Add credit to PR description
### Future work
- Cache rendering primitives instead of constructing them out of line
segments each frame.
- Support for drawing solid meshes
- Interactions. (See
[bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos))
- Fancier line drawing. (See
[bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline))
- Support for `RenderLayers`
- Display gizmos for a certain duration. Currently everything displays
for one frame (ie. immediate mode)
- Changing settings per drawn item like drawing on top or drawing to
different `RenderLayers`
Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com>
Co-Authored By: @The5-1 <agaku@hotmail.de>
Co-Authored By: @Toqozz <toqoz@hotmail.com>
Co-Authored By: @nicopap <nico@nicopap.ch>
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/6760
- adds line and position on line info to scene errors
```text
Before:
2023-03-12T22:38:59.103220Z WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected closing `)`
After:
2023-03-12T22:38:59.103220Z WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected closing `)` at scenes/test/scene.scn.ron:10:4
```
## Solution
- use span_error to get position info. This is what the ron crate does
internally to get the position info.
562963f887/src/options.rs (L158)
## Changelog
- added line numbers to scene errors
---------
Co-authored-by: Paul Hansen <mail@paul.rs>
# Objective
- @mockersf identified a performance regression of about 25% longer frame times introduced by #7784 in a complex scene with the Amazon Lumberyard bistro scene with both exterior and interior variants and a number of point lights with shadow mapping enabled
- The additional time seemed to be spent in the `ShadowPassNode`
- `ShadowPassNode` encodes the draw commands for the shadow phase. Roughly the same numbers of entities were having draw commands encoded, so something about the way they were being encoded had changed.
- One thing that definitely changed was that the pipeline used will be different depending on the alpha mode, and the scene has lots entities with opaque and blend materials. This suggested that maybe the pipeline was changing a lot so I tried a quick hack to see if it was the problem.
## Solution
- Sort the shadow phase items by their pipeline id
- This groups phase items by their pipeline id, which significantly reduces pipeline rebinding required to the point that the performance regression was gone.
# Objective
- Currently, https://github.com/vleue/bevy_bistro_playground crashes when enabling shadows, because this allocates a new buffer for the view uniforms, but the `TonemappingNode` uses a cached bind group that doesn't reference the new uniform buffer.
## Solution
- Check if the buffer id of the view uniforms buffer has changed and create a new bind group if it did.
# Objective
Fixes#7757
New function `Color::as_lcha` was added and `Color::as_lch_f32` changed name to `Color::as_lcha_f32`.
----
As a side note I did it as in every other Color function, that is I created very simillar code in `as_lcha` as was in `as_lcha_f32`. However it is totally possible to avoid this code duplication in LCHA and other color variants by doing something like :
```
pub fn as_lcha(self: &Color) -> Color {
let (lightness, chroma, hue, alpha) = self.as_lcha_f32();
return Color::Lcha { lightness, chroma, hue, alpha };
}
```
This is maybe slightly less efficient but it avoids copy-pasting this huge match expression which is error prone. Anyways since it is my first commit here I wanted to be consistent with the rest of code but can refactor all variants in separate PR if somebody thinks it is good idea.
# Objective
revert combining pipelines for AlphaMode::Blend and AlphaMode::Premultiplied & Add
the recent blend state pr changed `AlphaMode::Blend` to use a blend state of `Blend::PREMULTIPLIED_ALPHA_BLENDING`, and recovered the original behaviour by multiplying colour by alpha in the standard material's fragment shader.
this had some advantages (specifically it means more material instances can be batched together in future), but this also means that custom materials that specify `AlphaMode::Blend` now get a premultiplied blend state, so they must also multiply colour by alpha.
## Solution
revert that combination to preserve 0.9 behaviour for custom materials with AlphaMode::Blend.
This produces more accurate results for the `EmissiveStrengthTest` glTF test case.
(Requires manually setting the emission, for now)
Before: <img width="1392" alt="Screenshot 2023-03-04 at 18 21 25" src="https://user-images.githubusercontent.com/418473/222929455-c7363d52-7133-4d4e-9d6a-562098f6bbe8.png">
After: <img width="1392" alt="Screenshot 2023-03-04 at 18 20 57" src="https://user-images.githubusercontent.com/418473/222929454-3ea20ecb-0773-4aad-978c-3832353b6871.png">
Tagging @JMS55 as a co-author, since this fix is based on their experiments with emission.
# Objective
- Have more accurate results for the `EmissiveStrengthTest` glTF test case.
## Solution
- Make sure we send the emissive color as linear instead of sRGB.
---
## Changelog
- Emission strength is now correctly interpreted by the `StandardMaterial` as linear instead of sRGB.
## Migration Guide
- If you have previously manually specified emissive values with `Color::rgb()` and would like to retain the old visual results, you must now use `Color::rgb_linear()` instead;
- If you have previously manually specified emissive values with `Color::rgb_linear()` and would like to retain the old visual results, you'll need to apply a one-time gamma calculation to your channels manually to get the _actual_ linear RGB value:
- For channel values greater than `0.0031308`, use `(1.055 * value.powf(1.0 / 2.4)) - 0.055`;
- For channel values lower than or equal to `0.0031308`, use `value * 12.92`;
- Otherwise, the results should now be more consistent with other tools/engines.
# Objective
Current `Node` doc comment:
```rust
/// The size of the node as width and height in pixels
/// automatically calculated by [`super::flex::flex_node_system`]
```
It should be changed to make it clear that `Node` stores the size in logical pixels, not physical.
# Objective
- Example `transparent_window` doesn't display a transparent window on macOS
- Fixes#6330
## Solution
- Set the `composite_alpha_mode` of the window to the correct value
- Update docs
# Objective
Upgrade to Taffy 0.3.3
Fixes: #7712
## Solution
Upgrade to Taffy 0.3.3 with the `grid` feature disabled.
---
## Changelog
* Changed Taffy version to 0.3.3 and disabled its `grid` feature.
* Added the `Start` and `End` variants to `AlignItems`, `AlignSelf`, `AlignContent` and `JustifyContent`.
* Added the `SpaceEvenly` variant to `AlignContent`.
* Updated `from_style` for Taffy 0.3.3.
# Objective
the current depth bias only adjusts ordering, so it doesn't work for opaque meshes vs alpha-blend meshes, and it doesn't help when two meshes are infinitesimally offset from one another.
## Solution
pass the material's depth bias into the pipeline depth stencil `constant` field.
# Objective
- Fixes#7889.
## Solution
- Change the glTF loader to insert a `Camera3dBundle` instead of a manually constructed bundle. This might prevent future issues when new components are required for a 3D Camera to work correctly.
- Register the `ColorGrading` type because `bevy_scene` was complaining about it.
![image](https://user-images.githubusercontent.com/47158642/220197588-25e11022-02e4-45f3-b2e5-392c4ce7a025.png)
Huge credit to @StarLederer, who did almost all of the work on this. We're just reusing this PR to keep everything in one place.
# Objective
1. Make bloom more physically based.
1. Improve artistic control.
1. Allow to use bloom as screen blur.
1. Fix#6634.
1. Address #6655 (although the author makes incorrect conclusions).
## Solution
1. Set the default threshold to 0.
2. Lerp between bloom textures when `composite_mode: BloomCompositeMode::EnergyConserving`.
1. Use [a parametric function](https://starlederer.github.io/bloom) to control blend levels for each bloom texture. In the future this can be controlled per-pixel for things like lens dirt.
3. Implement BloomCompositeMode::Additive` for situations where the old school look is desired.
## Changelog
* Bloom now looks different.
* Added `BloomSettings:lf_boost`, `BloomSettings:lf_boost_curvature`, `BloomSettings::high_pass_frequency` and `BloomSettings::composite_mode`.
* `BloomSettings::scale` removed.
* `BloomSettings::knee` renamed to `BloomPrefilterSettings::softness`.
* `BloomSettings::threshold` renamed to `BloomPrefilterSettings::threshold`.
* The bloom example has been renamed to bloom_3d and improved. A bloom_2d example was added.
## Migration Guide
* Refactor mentions of `BloomSettings::knee` and `BloomSettings::threshold` as `BloomSettings::prefilter_settings` where knee is now `softness`.
* If defined without `..default()` add `..default()` to definitions of `BloomSettings` instances or manually define missing fields.
* Adapt to Bloom looking visually different (if needed).
Co-authored-by: Herman Lederer <germans.lederers@gmail.com>
# Objective
- Update `glam` to the latest version.
## Solution
- Update `glam` to version `0.23`.
Since the breaking change in `glam` only affects the `scalar-math` feature, this should cause no issues.
# Objective
- Make cubic splines more flexible and more performant
- Remove the existing spline implementation that is generic over many degrees
- This is a potential performance footgun and adds type complexity for negligible gain.
- Add implementations of:
- Bezier splines
- Cardinal splines (inc. Catmull-Rom)
- B-Splines
- Hermite splines
https://user-images.githubusercontent.com/2632925/221780519-495d1b20-ab46-45b4-92a3-32c46da66034.mp4https://user-images.githubusercontent.com/2632925/221780524-2b154016-699f-404f-9c18-02092f589b04.mp4https://user-images.githubusercontent.com/2632925/221780525-f934f99d-9ad4-4999-bae2-75d675f5644f.mp4
## Solution
- Implements the concept that splines are curve generators (e.g. https://youtu.be/jvPPXbo87ds?t=3488) via the `CubicGenerator` trait.
- Common splines are bespoke data types that implement this trait. This gives us flexibility to add custom spline-specific methods on these types, while ultimately all generating a `CubicCurve`.
- All splines generate `CubicCurve`s, which are a chain of precomputed polynomial coefficients. This means that all splines have the same evaluation cost, as the calculations for determining position, velocity, and acceleration are all identical. In addition, `CubicCurve`s are simply a list of `CubicSegment`s, which are evaluated from t=0 to t=1. This also means cubic splines of different type can be chained together, as ultimately they all are simply a collection of `CubicSegment`s.
- Because easing is an operation on a singe segment of a Bezier curve, we can simply implement easing on `Beziers` that use the `Vec2` type for points. Higher level crates such as `bevy_ui` can wrap this in a more ergonomic interface as needed.
### Performance
Measured on a desktop i5 8600K (6-year-old CPU):
- easing: 2.7x faster (19ns)
- cubic vec2 position sample: 1.5x faster (1.8ns)
- cubic vec3 position sample: 1.5x faster (2.6ns)
- cubic vec3a position sample: 1.9x faster (1.4ns)
On a laptop i7 11800H:
- easing: 16ns
- cubic vec2 position sample: 1.6ns
- cubic vec3 position sample: 2.3ns
- cubic vec3a position sample: 1.2ns
---
## Changelog
- Added a generic cubic curve trait, and implementation for Cardinal splines (including Catmull-Rom), B-Splines, Beziers, and Hermite Splines. 2D cubic curve segments also implement easing functionality for animation.
# Objective
Unfortunately, there are three issues with my changes introduced by #7784.
1. The changes left some dead code. This is already taken care of here: #7875.
2. Disabling prepass causes failures because the shadow mapping relies on the `PrepassPlugin` now.
3. Custom materials use the `prepass.wgsl` shader, but this does not always define a fragment entry point.
This PR fixes 2. and 3. and resolves#7879.
## Solution
- Add a regression test with disabled prepass.
- Split `PrepassPlugin` into two plugins:
- `PrepassPipelinePlugin` contains the part that is required for the shadow mapping to work and is unconditionally added.
- `PrepassPlugin` now only adds the systems and resources required for the "real" prepasses.
- Add a noop fragment entry point to `prepass.wgsl`, used if `NORMAL_PASS` is not defined.
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
# Objective
#7863 introduced a potential footgun. When trying to incorrectly add a user-defined type using `in_base_set`, the compiler will suggest that the user implement `BaseSystemSet` for their type. This is a reasonable-sounding suggestion, however this is not the correct way to make a base set, and will lead to a confusing panic message when a marker trait is implemented for the wrong type.
## Solution
Rewrite the documentation for these traits, making it more clear that `BaseSystemSet` is a marker for types that are already base sets, and not a way to define a base set.
# Objective
- Fixes#7874.
- The `bevy_text` dependency is optional for `bevy_ui`, but the `accessibility` module depended on it.
## Solution
- Guard the `accessibility` module behind the `bevy_text` feature and only add the plugin when it's enabled.
# Objective
- Remove dead code after #7784
# Changelog
- Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group.
# Migration Guide
- Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group.
# Objective
The trait `IntoSystemConfig<>` requires each implementer to repeat every single member method, even though they can all be implemented by just deferring to `SystemConfig`.
## Solution
Add default implementations to most member methods.
# Objective
Base sets, added in #7466 are a special type of system set. Systems can only be added to base sets via `in_base_set`, while non-base sets can only be added via `in_set`. Unfortunately this is currently guarded by a runtime panic, which presents an unfortunate toe-stub when the wrong method is used. The delayed response between writing code and encountering the error (possibly hours) makes the distinction between base sets and other sets much more difficult to learn.
## Solution
Add the marker traits `BaseSystemSet` and `FreeSystemSet`. `in_base_set` and `in_set` now respectively accept these traits, which moves the runtime panic to a compile time error.
---
## Changelog
+ Added the marker trait `BaseSystemSet`, which is distinguished from a `FreeSystemSet`. These are both subtraits of `SystemSet`.
## Migration Guide
None if merged with 0.10
# Objective
Fixes#7864
## Solution
Add the run conditions described in the issue. Also needed to add `bevy` as a dev dependency to `bevy_time` so the doctests can run.
---
## Changelog
- Add `on_timer` and `on_fixed_timer` run conditions
…or's ticker for one thread.
# Objective
- Fix debug_asset_server hang.
## Solution
- Reuse the thread_local executor for MainThreadExecutor resource, so there will be only one ThreadExecutor for main thread.
- If ThreadTickers from same executor, they are conflict with each other. Then only tick one.
# Objective
- Fixes#4372.
## Solution
- Use the prepass shaders for the shadow passes.
- Move `DEPTH_CLAMP_ORTHO` from `ShadowPipelineKey` to `MeshPipelineKey` and the associated clamp operation from `depth.wgsl` to `prepass.wgsl`.
- Remove `depth.wgsl` .
- Replace `ShadowPipeline` with `ShadowSamplers`.
Instead of running the custom `ShadowPipeline` we run the `PrepassPipeline` with the `DEPTH_PREPASS` flag and additionally the `DEPTH_CLAMP_ORTHO` flag for directional lights as well as the `ALPHA_MASK` flag for materials that use `AlphaMode::Mask(_)`.
# Objective
Fixes#7797
## Solution
This **seems** like a simple fix, but I'm not 100% confident and I may have messed up the math in some way. In particular, I'm not sure what I should be using for an FOV value.
However, this seems to be producing similar results to 0.9.
Here's the `orthographic` example with a default directional light.
edit: better screen grab below.
# Objective
Fixes#6780
## Solution
- record the asset path of each watched file
- call `AssetIo::watch_for_changes` in `LoadContext::read_asset_bytes`
---
## Changelog
### Fixed
- fixed hot reloading for `LoadContext::read_asset_bytes`
### Changed
- `AssetIo::watch_path_for_changes` allows watched path and path to reload to differ
## Migration Guide
- for custom `AssetIo`s, differentiate paths to watch and asset paths to reload as a consequence
Co-authored-by: Vincent Junge <specificprotagonist@posteo.org>
# Objective
- Use the prepass textures in webgl
## Solution
- Bind the prepass textures even when using webgl, but only if msaa is disabled
- Also did some refactors to centralize how textures are bound, similar to the EnvironmentMapLight PR
- ~~Also did some refactors of the example to make it work in webgl~~
- ~~To make the example work in webgl, I needed to use a sampler for the depth texture, the resulting code looks a bit weird, but it's simple enough and I think it's worth it to show how it works when using webgl~~
# Objective
UIs created for Bevy cannot currently be made accessible. This PR aims to address that.
## Solution
Integrate AccessKit as a dependency, adding accessibility support to existing bevy_ui widgets.
## Changelog
### Added
* Integrate with and expose [AccessKit](https://accesskit.dev) for platform accessibility.
* Add `Label` for marking text specifically as a label for UI controls.
# Objective
Alternative to #7490. I wrote all of the code in this PR, but I have added @robtfm as co-author on commits that build on ideas from #7490. I would not have been able to solve these problems on my own without much more time investment and I'm largely just rephrasing the ideas from that PR.
Fixes#7435Fixes#7361Fixes#5721
## Solution
This implements the solution I [outlined here](https://github.com/bevyengine/bevy/pull/7490#issuecomment-1426580633).
* Adds "msaa writeback" as an explicit "msaa camera feature" and default to msaa_writeback: true for each camera. If this is true, a camera has MSAA enabled, and it isn't the first camera for the target, add a writeback before the main pass for that camera.
* Adds a CameraOutputMode, which can be used to configure if (and how) the results of a camera's rendering will be written to the final RenderTarget output texture (via the upscaling node). The `blend_state` and `color_attachment_load_op` are now configurable, giving much more control over how a camera will write to the output texture.
* Made cameras with the same target share the same main_texture tracker by using `Arc<AtomicUsize>`, which ensures continuity across cameras. This was previously broken / could produce weird results in some cases. `ViewTarget::main_texture()` is now correct in every context.
* Added a new generic / specializable BlitPipeline, which the new MsaaWritebackNode uses internally. The UpscalingPipelineNode now uses BlitPipeline instead of its own pipeline. We might ultimately need to fork this back out if we choose to add more configurability to the upscaling, but for now this will save on binary size by not embedding the same shader twice.
* Moved the "camera sorting" logic from the camera driver node to its own system. The results are now stored in the `SortedCameras` resource, which can be used anywhere in the renderer. MSAA writeback makes use of this.
---
## Changelog
- Added `Camera::msaa_writeback` which can enable and disable msaa writeback.
- Added specializable `BlitPipeline` and ported the upscaling node to use this.
- Added SortedCameras, exposing information that was previously internal to the camera driver node.
- Made cameras with the same target share the same main_texture tracker, which ensures continuity across cameras.
# Objective
The `ScheduleBuildError` type has a `Display` implementation which beautifully formats the error. However, schedule build errors are currently reported using `unwrap()`, which uses the `Debug` implementation and makes the error message look unfished.
## Solution
Use `unwrap_or_else` so we can customize the formatting of the error message.
# Objective
Several `Query` methods unnecessarily place the call to `Query::update_archetypes` inside of unsafe blocks.
## Solution
Move the method calls out of the unsafe blocks.
# Objective
Text2d entity's text needs to be recomputed when their bounds are changed, but it isn't.
# Solution
Change `update_text2d_layout` to query for `Ref<Text2dBounds>` and recompute the text if the bounds have changed.
# Objective
There is a panic that occurs when creating a run condition that accesses `NonSend` resources, but it refers to them as 'thread-local' resources instead.
## Solution
Correct the terminology.
# Objective
This is a follow-up to #7745. An unbounded `async_channel` occasionally allocates whenever it exceeds the capacity of the current buffer in it's internal linked list. This is avoidable.
This also used to be a bounded channel before stageless, which was introduced in #4919.
## Solution
Use a bounded channel to avoid allocations on system completion.
This shouldn't conflict with #7745, as it's impossible for the scheduler to exceed the channel capacity, even if somehow every system completed at the same time.
# Objective
Implement `Reflect` for `std::collections::HashMap<K, V, S>` as well as `hashbrown::HashMap<K, V, S>` rather than just for `hashbrown::HashMap<K, V, RandomState>`. Fixes#7739.
## Solution
Rather than implementing on `HashMap<K, V>` I instead implemented most of the related traits on `HashMap<K, V, S> where S: BuildHasher + Send + Sync + 'static` and then `FromReflect` also needs the extra bound `S: Default` because it needs to use `with_capacity_and_hasher` so needs to be able to generate a default hasher.
As the API of `hashbrown::HashMap` is identical to `collections::HashMap` making them both work just required creating an `impl_reflect_for_hashmap` macro like the `impl_reflect_for_veclike` above and then applying this to both HashMaps.
---
## Changelog
`std::collections::HashMap` can now be reflected. Also more `State` generics than just `RandomState` can now be reflected for both `hashbrown::HashMap` and `collections::HashMap`
# Objective
Fix#7544. Update docs for `Window::transparent` regarding Windows 11 platform support. Following the update to winit 0.28, this has been fixed.
## Solution
Remove the mention in the docs.
`EntityMut::move_entity_from_remove` had two soundness bugs:
- When removing the entity from the archetype, the swapped entity had its table row updated to the same as the removed entity's
- When removing the entity from the table, the swapped entity did not have its table row updated
`BundleInsert::insert` had two/three soundness bugs
- When moving an entity to a new archetype from an `insert`, the swapped entity had its table row set to a different entities
- When moving an entity to a new table from an `insert`, the swapped entity did not have its table row updated
See added tests for examples that trigger those bugs
`EntityMut::despawn` had two soundness bugs
- When despawning an entity, the swapped entity had its table row set to a different entities even if the table didnt change
- When despawning an entity, the swapped entity did not have its table row updated
# Objective
- A more intuitive distinction between the two. `remove_intersection` is verbose and unclear.
- `EntityMut::remove` and `Commands::remove` should match.
## Solution
- What the title says.
---
## Migration Guide
Before
```rust
fn clear_children(parent: Entity, world: &mut World) {
if let Some(children) = world.entity_mut(parent).remove::<Children>() {
for &child in &children.0 {
world.entity_mut(child).remove_intersection::<Parent>();
}
}
}
```
After
```rust
fn clear_children(parent: Entity, world: &mut World) {
if let Some(children) = world.entity_mut(parent).take::<Children>() {
for &child in &children.0 {
world.entity_mut(child).remove::<Parent>();
}
}
}
```
# Objective
Common run conditions can be very useful for quick and ergonomic changes to when a system runs.
Specifically what I'd like to be able to do is
```rust
use bevy::prelude::*;
use bevy::input::common_conditions::input_toggle_active;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(
bevy_inspector_egui::quick::WorldInspectorPlugin::default()
.run_if(input_toggle_active(true, KeyCode::Escape)
)
.run();
}
```
## Solution
- add `bevy_input::common_conditions` module with `input_toggle_active`, `input_pressed`, `input_just_pressed`, `input_just_released`
## Changelog
- added common run conditions for `bevy_input`
- you can now use `.add_system(jump.run_if(input_just_pressed(KeyCode::Space)))`
# Objective
There were a couple primitive types missing from the default `TypeRegistry` constructor.
## Solution
Added the missing registrations for `char` and `String`.
# Objective
A couple of places in `bevy_app` use a scoped block that doesn't do anything. I imagine these are a relic from when `Mut<T>` implemented `Drop` in the early days of bevy.
## Solution
Remove the scopes.
# Objective
Support the following syntax for adding systems:
```rust
App::new()
.add_system(setup.on_startup())
.add_systems((
show_menu.in_schedule(OnEnter(GameState::Paused)),
menu_ssytem.in_set(OnUpdate(GameState::Paused)),
hide_menu.in_schedule(OnExit(GameState::Paused)),
))
```
## Solution
Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.
---
## Changelog
+ Added the extension methods `in_schedule(label)` and `on_startup()` for configuring the schedule a system belongs to.
## Future Work
* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
Alternative to #7804
Allows other instances of the `sync_simple_transforms` and `propagate_transforms` systems to be added.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
While working on #7784, I noticed that a `#define VAR` in a `.wgsl` file is always effective, even if it its scope is not accepting lines.
Example:
```c
#define A
#ifndef A
#define B
#endif
```
Currently, `B` will be defined although it shouldn't. This PR fixes that.
## Solution
Move the branch responsible for `#define` lines into the last else branch, which is only evaluated if the current scope is accepting lines.
# Objective
- `bevy_text` used to be "optional". the feature could be disabled, which meant that the systems were not added but `bevy_text` was still compiled because of a hard dependency in `bevy_ui`
- Running something without `bevy_text` enabled and with `bevy_ui` enabled now crashes:
```
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', /bevy/crates/bevy_ecs/src/schedule/schedule.rs:1147:34
```
- This is because `bevy_ui` declares some of its systems in ambiguity sets with systems from `bevy_text`, which were not added if `bevy_text` is disabled
## Solution
- Make `bevy_text` completely optional
## Migration Guide
- feature `bevy_text` now completely removes `bevy_text` from the dependencies when not enabled. Enable feature `bevy_text` if you use Bevy to render text
# Objective
While we use `#[doc(hidden)]` to try and hide marker generics from the user, these types reveal themselves in compiler errors, adding visual noise and confusion.
## Solution
Replace the `AlreadyWasSystem` marker generic with `()`, to reduce visual noise in error messages. This also makes it possible to return `impl Condition<()>` from combinators.
For function systems, use their function signature as the marker type. This should drastically improve the legibility of some error messages.
The `InputMarker` type has been removed, since it is unnecessary.
# Objective
Several places in the ECS use marker generics to avoid overlapping trait implementations, but different places alternately refer to it as `Params` and `Marker`. This is potentially confusing, since it might not be clear that the same pattern is being used. Additionally, users might be misled into thinking that the `Params` type corresponds to the `SystemParam`s of a system.
## Solution
Rename `Params` to `Marker`.
# Objective
There was PR that introduced support for storage buffer is `AsBindGroup` macro [#6129](https://github.com/bevyengine/bevy/pull/6129), but it does not give more granular control over storage buffer, it will always copy all the data no matter which part of it was updated. There is also currently another open PR #6669 that tries to achieve exactly that, it is just not up to date and seems abandoned (Sorry if that is not right). In this PR I'm proposing a solution for both of these approaches to co-exist using `#[storage(n, buffer)]` and `#[storage(n)]` to distinguish between the cases.
We could also discuss in this PR if there is a need to extend this support to DynamicBuffers as well.
# Objective
Fixes#3980
## Solution
Added examples to show how to run a `Schedule`, one with a unique system, and another with several systems
---
## Changelog
- Added: examples in docs to show how to run a `Schedule`
Co-authored-by: remiCzn <77072160+remiCzn@users.noreply.github.com>
# Objective
The `BoxedCondition` type alias does not require the underlying system to be read-only.
## Solution
Define the type alias using `ReadOnlySystem` instead of `System`.
Graph theory make head hurty. Closes#7367.
Basically, when we topologically sort the dependency graph, we already find its strongly-connected components (a really [neat algorithm][1]). This PR adds an algorithm that can dissect those into simple cycles, giving us more useful error reports.
test: `system_build_errors::dependency_cycle`
```
schedule has 1 before/after cycle(s):
cycle 1: system set 'A' must run before itself
system set 'A'
... which must run before system set 'B'
... which must run before system set 'A'
```
```
schedule has 1 before/after cycle(s):
cycle 1: system 'foo' must run before itself
system 'foo'
... which must run before system 'bar'
... which must run before system 'foo'
```
test: `system_build_errors::hierarchy_cycle`
```
schedule has 1 in_set cycle(s):
cycle 1: system set 'A' contains itself
system set 'A'
... which contains system set 'B'
... which contains system set 'A'
```
[1]: https://en.wikipedia.org/wiki/Tarjan%27s_strongly_connected_components_algorithm
# Objective
`cargo run -p ci` is currently failing locally for me.
```
error: variables can be used directly in the `format!` string
--> crates/bevy_reflect/bevy_reflect_derive/src/type_uuid.rs:106:69
|
106 | let uuid = Uuid::parse_str(&uuid).map_err(|err| input.error(format!("{}", err)))?;
```
It's not clear to me why CI/clippy didn't pick this up in #6633.
Add some more useful common run conditions.
Some of these existed in `iyes_loopless`. I know people used them, and it would be a regression for those users, when they try to migrate to new Bevy stageless, if they are missing.
I also took the opportunity to add a few more new ones.
---
## Changelog
### Added
- More "common run conditions": on_event, resource change detection, state_changed, any_with_component
# Objective
`TextBundle` should have a `BackgroundColor` component.
Apart from adding emphasis etc to text, adding a background color to text nodes can be extremely useful for understanding how Bevy aligns, sizes and positions text, and identifying and debugging problems.
It's easy for users to insert the `BackgroundColor` component themselves but not immediately obvious or discoverable that it's possible. A `BackgroundColor` component allows us to add a `with_background_color` helper function to `TextBundle`.
related issue: #5935
## Solution
Add a `BackgroundColor` component to `TextBundle`.
---
## Changelog
* Added a `BackgroundColor` component to `TextBundle`.
* Added a helper method `with_background_color` to `TextBundle`.
## Migration Guide
`TextBundle` now has a `BackgroundColor` component.
Use `TextBundle`'s `background_color` field or the `with_background_color` method to set a background color for text when spawning a text node, in place of manual insertion of a `BackgroundColor` component.
# Objective
When working on #7750 I noticed that `CoreSchedule::Main` was explicitly used to get the schedule for the `OnUpdate` set. This can lead to failures or weird behavior if `add_state` is used with a differently configured `default_schedule_label`, because the other systems are added to the default schedule. This PR fixes that.
## Solution
Use `default_schedule_label` to retrieve a single schedule to which all systems are added.
# Objective
Fix#5026.
## Solution
Only make a `trace!` log if the event count changed.
---
## Changelog
Changed: `EventWriter::send_batch` will only log a TRACE level log if the batch is non-empty.
# Objective
- Adds foundational math for Bezier curves, useful for UI/2D/3D animation and smooth paths.
https://user-images.githubusercontent.com/2632925/218883143-e138f994-1795-40da-8c59-21d779666991.mp4
## Solution
- Adds the generic `Bezier` type, and a `Point` trait. The `Point` trait allows us to use control points of any dimension, as long as they support vector math. I've implemented it for `f32`(1D), `Vec2`(2D), and `Vec3`/`Vec3A`(3D).
- Adds `CubicBezierEasing` on top of `Bezier` with the addition of an implementation of cubic Bezier easing, which is a foundational tool for UI animation.
- This involves solving for $t$ in the parametric Bezier function $B(t)$ using the Newton-Raphson method to find a value with error $\leq$ 1e-7, capped at 8 iterations.
- Added type aliases for common Bezier curves: `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d`. These types use `Vec3A` to represent control points, as this was found to have an 80-90% speedup over using `Vec3`.
- Benchmarking shows quadratic/cubic Bezier evaluations $B(t)$ take \~1.8/2.4ns respectively. Easing, which requires an iterative solve takes \~50ns for cubic Beziers.
---
## Changelog
- Added `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d` types with methods for sampling position, velocity, and acceleration. The generic `Bezier` type is also available, and generic over any degree of Bezier curve.
- Added `CubicBezierEasing`, with additional methods to allow for smooth easing animations.
# Objective
Fix#7584.
## Solution
Add an abstraction for creating custom system combinators with minimal boilerplate. Use this to implement AND/OR combinators. Use this to simplify the implementation of `PipeSystem`.
## Example
Feel free to bikeshed on the syntax.
I chose the names `and_then`/`or_else` to emphasize the fact that these short-circuit, while I chose method syntax to empasize that the arguments are *not* treated equally.
```rust
app.add_systems((
my_system.run_if(resource_exists::<R>().and_then(resource_equals(R(0)))),
our_system.run_if(resource_exists::<R>().or_else(resource_exists::<S>())),
));
```
---
## Todo
- [ ] Decide on a syntax
- [x] Write docs
- [x] Write tests
## Changelog
+ Added the extension methods `.and_then(...)` and `.or_else(...)` to run conditions, which allows combining run conditions with short-circuiting behavior.
+ Added the trait `Combine`, which can be used with the new `CombinatorSystem` to create system combinators with custom behavior.
# Objective
- Fixes#7636.
## Solution
`apply_state_transitions::<S>` runs in `CoreSet::StateTransitions` which is already scheduled before `CoreSet::Update`. Therefore explicitly scheduling `OnUpdate` after `apply_state_transitions::<S>` is not necessary.
# Objective
- Fixes#7442.
## Solution
- Added `report_sets` option to `ScheduleBuildSettings` like described in the linked issue.
The output of the `3d_scene` example when reporting ambiguities with `report_sets` and `use_shortnames` set to `true` (and with #7755 applied) now looks like this:
```
82 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
-- filesystem_watcher_system (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<DynamicScene> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<Scene> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<Shader> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<Mesh> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<SkinnedMeshInverseBindposes> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<Image> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<TextureAtlas> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<ColorMaterial> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<Font> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<FontAtlasSet> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<StandardMaterial> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<Gltf> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<GltfNode> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<GltfPrimitive> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<GltfMesh> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<AudioSource> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<AudioSink> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- update_asset_storage_system<AnimationClip> (LoadAssets) and apply_system_buffers (FirstFlush)
conflict on: bevy_ecs::world::World
-- scene_spawner_system (Update) and close_when_requested (Update)
conflict on: bevy_ecs::world::World
-- exit_on_all_closed (PostUpdate) and apply_system_buffers (CalculateBoundsFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- exit_on_all_closed (PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- camera_system<Projection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (CalculateBoundsFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- camera_system<Projection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- camera_system<OrthographicProjection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (CalculateBoundsFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- camera_system<OrthographicProjection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- camera_system<PerspectiveProjection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (CalculateBoundsFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- camera_system<PerspectiveProjection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- calculate_bounds (CalculateBounds, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and visibility_propagate_system (PostUpdate, VisibilityPropagate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_text2d_layout (PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and ui_stack_system (PostUpdate, Stack)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and text_system (PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_image_calculated_size_system (PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and flex_node_system (Flex, PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and add_clusters (AddClusters, PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and play_queued_audio_system<AudioSource> (PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and animation_player (PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and propagate_transforms (PostUpdate, TransformPropagate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and sync_simple_transforms (PostUpdate, TransformPropagate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_directional_light_cascades (PostUpdate, UpdateDirectionalLightCascades)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_clipping_system (PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_frusta<Projection> (PostUpdate, UpdateProjectionFrusta)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_frusta<PerspectiveProjection> (PostUpdate, UpdatePerspectiveFrusta)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_frusta<OrthographicProjection> (PostUpdate, UpdateOrthographicFrusta)
conflict on: bevy_ecs::world::World
-- visibility_propagate_system (PostUpdate, VisibilityPropagate) and apply_system_buffers (AddClustersFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- update_text2d_layout (PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- ui_stack_system (PostUpdate, Stack) and apply_system_buffers (AddClustersFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- text_system (PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- update_image_calculated_size_system (PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- flex_node_system (Flex, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
conflict on: bevy_ecs::world::World
-- flex_node_system (Flex, PostUpdate) and animation_player (PostUpdate)
conflict on: ["bevy_transform::components::transform::Transform"]
-- apply_system_buffers (AddClustersFlush, PostUpdate) and play_queued_audio_system<AudioSource> (PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (AddClustersFlush, PostUpdate) and animation_player (PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (AddClustersFlush, PostUpdate) and propagate_transforms (PostUpdate, TransformPropagate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (AddClustersFlush, PostUpdate) and sync_simple_transforms (PostUpdate, TransformPropagate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (AddClustersFlush, PostUpdate) and update_directional_light_cascades (PostUpdate, UpdateDirectionalLightCascades)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (AddClustersFlush, PostUpdate) and update_clipping_system (PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (AddClustersFlush, PostUpdate) and update_frusta<Projection> (PostUpdate, UpdateProjectionFrusta)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (AddClustersFlush, PostUpdate) and update_frusta<PerspectiveProjection> (PostUpdate, UpdatePerspectiveFrusta)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (AddClustersFlush, PostUpdate) and update_frusta<OrthographicProjection> (PostUpdate, UpdateOrthographicFrusta)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (AddClustersFlush, PostUpdate) and check_visibility (CheckVisibility, PostUpdate)
conflict on: bevy_ecs::world::World
-- apply_system_buffers (AddClustersFlush, PostUpdate) and update_directional_light_frusta (PostUpdate, UpdateLightFrusta)
conflict on: bevy_ecs::world::World
-- Assets<Scene>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<Shader>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<Mesh>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<SkinnedMeshInverseBindposes>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<Image>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<TextureAtlas>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<ColorMaterial>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<Font>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<FontAtlasSet>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<StandardMaterial>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<Gltf>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<GltfNode>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<GltfPrimitive>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<GltfMesh>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<AudioSource>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<AudioSink>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<AnimationClip>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
-- Assets<DynamicScene>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
conflict on: bevy_ecs::world::World
```
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
# Objective
While working on #7442 i discovered that `get_short_name` does not work well with sub paths after closing brackets. It currently turns `bevy_asset::assets::Assets<bevy_scene::dynamic_scene::DynamicScene>::asset_event_system` into `Assets<DynamicScene>asset_event_system`. This PR fixes that.
## Solution
- Retain `::` after a closing bracket like `>`, `)` or `]`.
- Add a test for all sub path after closing bracket cases.
# Objective
- Add basic spatial audio support to Bevy
- this is what rodio supports, so no HRTF, just simple stereo channel manipulation
- no "built-in" ECS support: `Emitter` and `Listener` should be components that would automatically update the positions
This PR goal is to just expose rodio functionality, made possible with the recent update to rodio 0.16. A proper ECS integration opens a lot more questions, and would probably require an RFC
Also updates rodio and fixes#6122
# Objective
Allow using `Local<WorldId>` in systems.
## Solution
- Describe the solution used to achieve the objective above.
---
## Changelog
+ `WorldId` now implements the `FromWorld` trait.
# Objective
- Nothing render
```
ERROR bevy_render::render_resource::pipeline_cache: failed to process shader: Invalid shader def definition for '_import_path': bevy_pbr
```
## Solution
- Fix define regex so that it must have one whitespace after `define`
# Objective
- Fixes#7494
- It is now possible to define a ShaderDef from inside a shader. This can be useful to centralise a value, or making sure an import is only interpreted once
## Solution
- Support `#define <SHADERDEF_NAME> <optional value>`
# Objective
- ambiguities bad
## Solution
- solve ambiguities
- by either ignoring (e.g. on `queue_mesh_view_bind_groups` since `LightMeta` access is different)
- by introducing a dependency (`prepare_windows -> prepare_*` because the latter use the fallback Msaa)
- make `prepare_assets` public so that we can do a proper `.after`
# Objective
Currently, it is quite awkward to use the `pbr` function in a custom shader without binding a mesh bind group.
This is because the `pbr` function depends on the `MESH_FLAGS_SHADOW_RECEIVER_BIT` flag.
## Solution
I have removed this dependency by adding the flag as a parameter to the `PbrInput` struct.
I am not sure if this is the ideal solution since the mesh flag indicates both `MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT` and `MESH_FLAGS_SHADOW_RECEIVER_BIT`.
The former seems to be unrelated to PBR. Maybe the flag should be split.
# Objective
- Fix the environment map shader not working under webgl due to textureNumLevels() not being supported
- Fixes https://github.com/bevyengine/bevy/issues/7722
## Solution
- Instead of using textureNumLevels(), put an extra field in the GpuLights uniform to store the mip count
# Objective
Splits tone mapping from https://github.com/bevyengine/bevy/pull/6677 into a separate PR.
Address https://github.com/bevyengine/bevy/issues/2264.
Adds tone mapping options:
- None: Bypasses tonemapping for instances where users want colors output to match those set.
- Reinhard
- Reinhard Luminance: Bevy's exiting tonemapping
- [ACES](https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl) (Fitted version, based on the same implementation that Godot 4 uses) see https://github.com/bevyengine/bevy/issues/2264
- [AgX](https://github.com/sobotka/AgX)
- SomewhatBoringDisplayTransform
- TonyMcMapface
- Blender Filmic
This PR also adds support for EXR images so they can be used to compare tonemapping options with reference images.
## Migration Guide
- Tonemapping is now an enum with NONE and the various tonemappers.
- The DebandDither is now a separate component.
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
…top sort. reduce mem alloc
# Objective
- Reduce alloc count.
- Improve code quality.
## Solution
- use `TarjanScc::run` directly, which calls a closure with each scc, in closure, we can detect cycles and flatten nodes
# Objective
`ChangeTrackers<>` is a `WorldQuery` type that lets you access the change ticks for a component. #7097 has added `Ref<>`, which gives access to a component's value in addition to its change ticks. Since bevy's access model does not separate a component's value from its change ticks, there is no benefit to using `ChangeTrackers<T>` over `Ref<T>`.
## Solution
Deprecate `ChangeTrackers<>`.
---
## Changelog
* `ChangeTrackers<T>` has been deprecated. It will be removed in Bevy 0.11.
## Migration Guide
`ChangeTrackers<T>` has been deprecated, and will be removed in the next release. Any usage should be replaced with `Ref<T>`.
```rust
// Before (0.9)
fn my_system(q: Query<(&MyComponent, ChangeTrackers<MyComponent>)>) {
for (value, trackers) in &q {
if trackers.is_changed() {
// Do something with `value`.
}
}
}
// After (0.10)
fn my_system(q: Query<Ref<MyComponent>>) {
for value in &q {
if value.is_changed() {
// Do something with `value`.
}
}
}
```
# Objective
- Updates list of plugins and feature information in `DefaultPlugins` doc comment
- Solve the short term issue of https://github.com/bevyengine/bevy/issues/7332
## Solution
- Update doc comment to reflect current implementation
- Sort plugins by appearance in implementation
# Objective
Fixes#7736
## Solution
Implement the `SystemParam` trait for `WorldId`
## Changelog
- `WorldId` can now be taken as a system parameter and will return the id of the world the system is running in
# Objective
Closes#7573
- Make `StartupSet` a base set
## Solution
- Add `#[system_set(base)]` to the enum declaration
- Replace `.in_set(StartupSet::...)` with `.in_base_set(StartupSet::...)`
**Note**: I don't really know what I'm doing and what exactly the difference between base and non-base sets are. I mostly opened this PR based on discussion in Discord. I also don't really know how to test that I didn't break everything. Your reviews are appreciated!
---
## Changelog
- `StartupSet` is now a base set
## Migration Guide
`StartupSet` is now a base set. This means that you have to use `.in_base_set` instead of `.in_set`:
### Before
```rs
app.add_system(foo.in_set(StartupSet::PreStartup))
```
### After
```rs
app.add_system(foo.in_base_set(StartupSet::PreStartup))
```
# Objective
-0.0 should typically be treated exactly the same as 0.0, but this assertion was rejecting it while allowing 0.0. The `Duration` API handles this correctly (on recent Rust versions) and returns a zero `Duration` for both -0.0 and 0.0.
## Solution
Check for `ratio >= 0.0`, which is true if `ratio` is `-0.0`.
---
## Changelog
Allow relative speed of -0.0 in the `Time::set_relative_speed_fXX` methods.
# Objective
- Fixes#7659.
## Solution
- This PR extracted the `distributive_run_if` part of #7676, because it does not require the controversial introduction of anonymous system sets.
- The distinctive name should make the user aware about the differences between `IntoSystemConfig::run_if` and `IntoSystemConfigs::distributive_run_if`.
- The documentation explains in detail the consequences of using the API and possible pit falls when using it.
- A test demonstrates the possibility of changing the condition result, resulting in some of the systems not being run.
---
## Changelog
### Added
- Add `distributive_run_if` to `IntoSystemConfigs` to enable adding a run condition to each system when using `add_systems`.
# Objective
`bevy_reflect` can be a moderately complex crate to try and understand. It has many moving parts, a handful of gotchas, and a few subtle contracts that aren't immediately obvious to users and even other contributors.
The current README does an okay job demonstrating how the crate can be used. However, the crate's actual documentation should give a better overview of the crate, its inner-workings, and show some of its own examples.
## Solution
Added crate-level documentation that attempts to summarize the main parts of `bevy_reflect` into small sections.
This PR also updates the documentation for:
- `Reflect`
- `FromReflect`
- The reflection subtraits
- Other important types and traits
- The reflection macros (including the derive macros)
- Crate features
### Open Questions
1. ~~Should I update the docs for the Dynamic types? I was originally going to, but I'm getting a little concerned about the size of this PR 😅~~ Decided to not do this in this PR. It'll be better served from its own PR.
2. Should derive macro documentation be moved to the trait itself? This could improve visibility and allow for better doc links, but could also clutter up the trait's documentation (as well as not being on the actual derive macro's documentation).
### TODO
- [ ] ~~Document Dynamic types (?)~~ I think this should be done in a separate PR.
- [x] Document crate features
- [x] Update docs for `GetTypeRegistration`
- [x] Update docs for `TypeRegistration`
- [x] Update docs for `derive_from_reflect`
- [x] Document `reflect_trait`
- [x] Document `impl_reflect_value`
- [x] Document `impl_from_reflect_value`
---
## Changelog
- Updated documentation across the `bevy_reflect` crate
- Removed `#[module]` helper attribute for `Reflect` derives (this is not currently used)
## Migration Guide
- Removed `#[module]` helper attribute for `Reflect` derives. If your code is relying on this attribute, please replace it with either `#[reflect]` or `#[reflect_value]` (dependent on use-case).
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
follow-up to https://github.com/bevyengine/bevy/pull/7716
# Objective
System access is only populated in `System::initialize`, so without calling `initialize` it's actually impossible to see most ambiguities.
## Solution
- make `initialize` public. The method is idempotent, so calling it multiple times doesn't hurt
# Objective
Continuation of https://github.com/bevyengine/bevy/pull/5719
Now that we have a definable type for the iterator.
---
## Changelog
- Implemented IntoIterator for EventReader so you can now do `&mut reader` instead of `reader.iter()` for events.
# Objective
- bevy_ggrs uses `reflect_hash` in order to produce checksums for its world snapshots. These checksums are sent between clients in order to detect desyncronization.
- However, since we currently use `async::AHasher` with the `std` feature, this means that hashes will always be different for different peers, even if the state is identical.
- This means bevy_ggrs needs a way to get a deterministic (fixed) hash.
## Solution
- ~~Add a feature to use `bevy_utils::FixedState` for the hasher used by bevy_reflect.~~
- Always use `bevy_utils::FixedState` for initializing the bevy_reflect hasher.
---
## Changelog
- bevy_reflect now uses a fixed state for its hasher, which means the output of `Reflect::reflect_hash` is now deterministic across processes.
# Objective
Fix#7440. Fix#7441.
## Solution
* Remove builder functions on `ScheduleBuildSettings` in favor of public fields, move docs to the fields.
* Add `use_shortnames` and use it in `get_node_name` to feed it through `bevy_utils::get_short_name`.
# Objective
Allow for creating pipelines that use push constants. To be able to use push constants. Fixes#4825
As of right now, trying to call `RenderPass::set_push_constants` will trigger the following error:
```
thread 'main' panicked at 'wgpu error: Validation Error
Caused by:
In a RenderPass
note: encoder = `<CommandBuffer-(0, 59, Vulkan)>`
In a set_push_constant command
provided push constant is for stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT, however the pipeline layout has no push constant range for the stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT
```
## Solution
Add a field push_constant_ranges to` RenderPipelineDescriptor` and `ComputePipelineDescriptor`.
This PR supersedes #4908 which now contains merge conflicts due to significant changes to `bevy_render`.
Meanwhile, this PR also made the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor` non-optional. If the user do not need to specify the bind group layouts, they can simply supply an empty vector here. No need for it to be optional.
---
## Changelog
- Add a field push_constant_ranges to RenderPipelineDescriptor and ComputePipelineDescriptor
- Made the `layout` field of RenderPipelineDescriptor and ComputePipelineDescriptor non-optional.
## Migration Guide
- Add push_constant_ranges: Vec::new() to every `RenderPipelineDescriptor` and `ComputePipelineDescriptor`
- Unwrap the optional values on the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor`. If the descriptor has no layout, supply an empty vector.
Co-authored-by: Zhixing Zhang <me@neoto.xin>
# Objective
Fixes#7295
Should we maybe default to 4x if 2x/8x is selected but not supported?
---
## Changelog
- Added 2x and 8x sample counts for MSAA.
# Objective
- Environment maps use these formats, and in the future rendering LUTs will need textures loaded by default in the engine
## Solution
- Make ktx2 and zstd part of the default feature
- Let examples assume these features are enabled
---
## Changelog
- `ktx2` and `zstd` are now party of bevy's default enabled features
## Migration Guide
- If you used the `ktx2` or `zstd` features, you no longer need to explicitly enable them, as they are now part of bevy's default enabled features
# Objective
The type `SyncCell<T>` (added in #5483) is used to force any wrapped type to be `Sync`, by only allowing exclusive access to the wrapped value. This restriction is unnecessary for types which are already `Sync`.
---
## Changelog
+ Added the method `read` to `SyncCell`, which allows shared access to values that already implement the `Sync` trait.
# Objective
Web builds do not support running on multiple threads right now. Defaulting to the multi-threaded executor has significant overhead without any benefit.
## Solution
Default to the single threaded executor on wasm32 builds.
# Objective
- other tools (bevy_mod_debugdump) would like to have access to the ambiguities so that they can do their own reporting/visualization
## Solution
- store `conflicting_systems` in `ScheduleGraph` after calling `build_schedule`
The solution isn't very pretty and as pointed out it https://github.com/bevyengine/bevy/pull/7522, there may be a better way of exposing this, but this is the quick and dirty way if we want to have this functionality exposed in 0.10.
# Objective
- RemovedComponents is just a thin wrapper around Events/ManualEventReader which is the same as an EventReader, so most usecases that of an EventReader will probably be useful for RemovedComponents too.
I was thinking of making a trait for this but I don't think it is worth the overhead currently.
## Solution
- Mirror the api surface of EventReader
# Objective
Motivated by #7469.
`EventReader` iterators use the default implementations for `.nth()` and `.last()`, which includes iterating over and throwing out all events before the desired one.
## Solution
Add specialized implementations for these methods that directly updates the unread event counter and returns a reference to the desired event.
TODO:
- [x] Add a unit test.
- [x] ~~Add a benchmark, to see if the compiler was doing this automatically already.~~ *On second thought, this doesn't feel like a very useful thing to include in the benchmark suite.*
# Objective
- it would be nice to be able to associate a `NodeId` of a system type set to the `NodeId` of the actual system (used in bevy_mod_debugdump)
## Solution
- make `system_type` return the type id of the system
- that way you can check if a `dyn SystemSet` is the system type set of a `dyn System`
- I don't know if this information is already present somewhere else in the scheduler or if there is a better way to expose it
# Objective
Fixes#7702.
## Solution
- Added an test that ensures that no error is returned if a system or set is inside two different sets that share the same base set.
- Added an check to only return an error if the two base sets are not equal.
# Objective
The `ScheduleGraph` should be expose so that crates like [bevy_mod_debugdump](https://github.com/jakobhellermann/bevy_mod_debugdump/blob/stageless/docs/README.md) can access useful information.
## Solution
- expose `ScheduleGraph`, `NodeId`, `BaseSetMembership`, `Dag`
- add accessor functions for sets and systems
## Changelog
- expose `ScheduleGraph` for use in third party tools
This does expose our use of `petgraph` as a graph library, so we can only change that as a breaking change.
# Objective
- Fixes#5432
- Fixes#6680
## Solution
- move code responsible for generating the `impl TypeUuid` from `type_uuid_derive` into a new function, `gen_impl_type_uuid`.
- this allows the new proc macro, `impl_type_uuid`, to call the code for generation.
- added struct `TypeUuidDef` and implemented `syn::Parse` to allow parsing of the input for the new macro.
- finally, used the new macro `impl_type_uuid` to implement `TypeUuid` for the standard library (in `crates/bevy_reflect/src/type_uuid_impl.rs`).
- fixes#6680 by doing a wrapping add of the param's index to its `TYPE_UUID`
Co-authored-by: dis-da-moe <84386186+dis-da-moe@users.noreply.github.com>
# Objective
The trait `Condition<>` is implemented for any type that can be converted into a `ReadOnlySystem` which takes no inputs and returns a bool. However, due to the current implementation, consumers of the trait cannot rely on the fact that `<T as Condition>::System` implements `ReadOnlySystem`. In cases such as the `not` combinator (added in #7559), we are required to add redundant `T::System: ReadOnlySystem` trait bounds, even though this should be implied by the `Condition<>` trait.
## Solution
Add a hidden associated type which allows the compiler to figure out that the `System` associated type implements `ReadOnlySystem`.
…able like Table. Rename clear to clear_entities to clarify that metadata keeps, only value cleared
# Objective
- Provide some inspectability for SparseSets.
## Solution
- `Tables` has these three methods, len, is_empty and iter too. Add these methods to `SparseSets`, so user can print the shape of storage.
---
## Changelog
> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.
- Add `len`, `is_empty`, `iter` methods on SparseSets.
- Rename `clear` to `clear_entities` to clarify its purpose.
- Add `new_for_test` on `ComponentInfo` to make test code easy.
- Add test case covering new methods.
## Migration Guide
> This section is optional. If there are no breaking changes, you can delete this section.
- Simply adding new functionality is not a breaking change.
# Objective
This PR improves message that caused by duplicate components in bundle.
## Solution
Show names of duplicate components.
The solution is not very elegant, in my opinion, I will be happy to listen to suggestions for improving it
Co-authored-by: Саня Череп <41489405+SDesya74@users.noreply.github.com>
# Objective
While porting my crate `bevy_trait_query` to bevy 0.10, I ran into an issue with the `DetectChangesMut` trait. Due to the way that the `set_if_neq` method (added in #6853) is implemented, you are forced to write a nonsense implementation of it for dynamically sized types. This edge case shows up when implementing trait queries, since `DetectChangesMut` is implemented for `Mut<dyn Trait>`.
## Solution
Simplify the generics for `set_if_neq` and add the `where Self::Target: Sized` trait bound to it. Add a default implementation so implementers don't need to implement a method with nonsensical trait bounds.
# Objective
The `SystemParamFunction` (and `ExclusiveSystemParamFunction`) trait is very cumbersome to use, due to it requiring four generic type parameters. These are currently all used as marker parameters to satisfy rust's trait coherence rules.
### Example (before)
```rust
pub fn pipe<AIn, Shared, BOut, A, AParam, AMarker, B, BParam, BMarker>(
mut system_a: A,
mut system_b: B,
) -> impl FnMut(In<AIn>, ParamSet<(AParam, BParam)>) -> BOut
where
A: SystemParamFunction<AIn, Shared, AParam, AMarker>,
B: SystemParamFunction<Shared, BOut, BParam, BMarker>,
AParam: SystemParam,
BParam: SystemParam,
```
## Solution
Turn the `In`, `Out`, and `Param` generics into associated types. Merge the marker types together to retain coherence.
### Example (after)
```rust
pub fn pipe<A, B, AMarker, BMarker>(
mut system_a: A,
mut system_b: B,
) -> impl FnMut(In<A::In>, ParamSet<(A::Param, B::Param)>) -> B::Out
where
A: SystemParamFunction<AMarker>,
B: SystemParamFunction<BMarker, In = A::Out>,
```
---
## Changelog
+ Simplified the `SystemParamFunction` and `ExclusiveSystemParamFunction` traits.
## Migration Guide
For users of the `SystemParamFunction` trait, the generic type parameters `In`, `Out`, and `Param` have been turned into associated types. The same has been done with the `ExclusiveSystemParamFunction` trait.
# Objective
The current doc comment for `flex-basis` states that it is "The initial size of the item", which is a bit confusing since size in Bevy is mostly used to refer to two-dimensional extents but `flex-basis` is a one-dimensional value.
It also needs to explain that:
* `flex-basis` sets the initial length of the main axis.
* Overrides `size` on the main axis.
* Obeys the `min_size` and `max_size` constraints.
# Objective
- #6402 changed `World::fetch_table` (now `UnsafeWorldCell::fetch_table`) to access the archetype in order to get the `table_id` and `table_row` of the entity involved. However this is useless since those were already present in the `EntityLocation`
- Moreover it's useless for `UnsafeWorldCell::fetch_table` to return the `TableRow` too, since the caller must already have access to the `EntityLocation` which contains the `TableRow`.
- The result is that `UnsafeWorldCell::fetch_table` now only does 2 memory fetches instead of 4.
## Solution
- Revert the changes to the implementation of `UnsafeWorldCell::fetch_table` made in #6402
…u64, so hash safety is not a concern
# Objective
- While reading the code, just noticed the BundleInfo's HashMap is std::collections::HashMap, which uses a slow but safe hasher.
## Solution
- Use bevy_utils::HashMap instead
benchmark diff (I run several times in a linux box, the perf improvement is consistent, though numbers varies from time to time, I paste my last run result here):
``` bash
cargo bench -- spawn
Compiling bevy_ecs v0.9.0 (/home/lishuo/developer/pr/bevy/crates/bevy_ecs)
Compiling bevy_app v0.9.0 (/home/lishuo/developer/pr/bevy/crates/bevy_app)
Compiling benches v0.1.0 (/home/lishuo/developer/pr/bevy/benches)
Finished bench [optimized] target(s) in 1m 17s
Running benches/bevy_ecs/change_detection.rs (/home/lishuo/developer/pr/bevy/benches/target/release/deps/change_detection-86c5445d0dc34529)
Gnuplot not found, using plotters backend
Running benches/bevy_ecs/benches.rs (/home/lishuo/developer/pr/bevy/benches/target/release/deps/ecs-e49b3abe80bfd8c0)
Gnuplot not found, using plotters backend
spawn_commands/2000_entities
time: [153.94 µs 159.19 µs 164.37 µs]
change: [-14.706% -11.050% -6.9633%] (p = 0.00 < 0.05)
Performance has improved.
spawn_commands/4000_entities
time: [328.77 µs 339.11 µs 349.11 µs]
change: [-7.6331% -3.9932% +0.0487%] (p = 0.06 > 0.05)
No change in performance detected.
spawn_commands/6000_entities
time: [445.01 µs 461.29 µs 477.36 µs]
change: [-16.639% -13.358% -10.006%] (p = 0.00 < 0.05)
Performance has improved.
spawn_commands/8000_entities
time: [657.94 µs 677.71 µs 696.95 µs]
change: [-8.8708% -5.2591% -1.6847%] (p = 0.01 < 0.05)
Performance has improved.
get_or_spawn/individual time: [452.02 µs 466.70 µs 482.07 µs]
change: [-17.218% -14.041% -10.728%] (p = 0.00 < 0.05)
Performance has improved.
get_or_spawn/batched time: [291.12 µs 301.12 µs 311.31 µs]
change: [-12.281% -8.9163% -5.3660%] (p = 0.00 < 0.05)
Performance has improved.
spawn_world/1_entities time: [81.668 ns 84.284 ns 86.860 ns]
change: [-12.251% -6.7872% -1.5402%] (p = 0.02 < 0.05)
Performance has improved.
spawn_world/10_entities time: [789.78 ns 821.96 ns 851.95 ns]
change: [-19.738% -14.186% -8.0733%] (p = 0.00 < 0.05)
Performance has improved.
spawn_world/100_entities
time: [7.9906 µs 8.2449 µs 8.5013 µs]
change: [-12.417% -6.6837% -0.8766%] (p = 0.02 < 0.05)
Change within noise threshold.
spawn_world/1000_entities
time: [81.602 µs 84.161 µs 86.833 µs]
change: [-13.656% -8.6520% -3.0491%] (p = 0.00 < 0.05)
Performance has improved.
Found 1 outliers among 100 measurements (1.00%)
1 (1.00%) high mild
Benchmarking spawn_world/10000_entities: Warming up for 500.00 ms
Warning: Unable to complete 100 samples in 4.0s. You may wish to increase target time to 4.0s, enable flat sampling, or reduce sample count to 70.
spawn_world/10000_entities
time: [813.02 µs 839.76 µs 865.41 µs]
change: [-12.133% -6.1970% -0.2302%] (p = 0.05 < 0.05)
Change within noise threshold.
```
---
## Changelog
> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.
- use bevy_utils::HashMap for Bundles::bundle_ids
## Migration Guide
> This section is optional. If there are no breaking changes, you can delete this section.
- Not a breaking change, hashmap is internal impl.
# Objective
We have a few old system labels that are now system sets but are still named or documented as labels. Documentation also generally mentioned system labels in some places.
## Solution
- Clean up naming and documentation regarding system sets
## Migration Guide
`PrepareAssetLabel` is now called `PrepareAssetSet`
# Objective
- Improve readability of the run condition for systems only running in a certain state
## Solution
- Rename `state_equals` to `in_state` (see [comment by cart](https://github.com/bevyengine/bevy/pull/7634#issuecomment-1428740311) in #7634 )
- `.run_if(state_equals(variant))` now is `.run_if(in_state(variant))`
This breaks the naming pattern a bit with the related conditions `state_exists` and `state_exists_and_equals` but I could not think of better names for those and think the improved readability of `in_state` is worth it.
# Objective
- Fixes#7612
- Since #7493, windows started as unfocused
## Solution
- Creating the window at the end of the event loop after the resume event instead of at the beginning of the loop of the next event fixes the focus
# Objective
The text contained by a text node is only recomputed when its `Style` or `Text` components change, or when the scale factor changes. Not when the geometry of the text node is modified.
Make it so that any change in text node size triggers a text recomputation.
## Solution
Change `text_system` so that it queries for text nodes with changed `Node` components and recomputes their text.
---
Most users won't notice any difference but it should fix some confusing edge cases in more complicated and interactive layouts.
## Changelog
* Added `Changed<Node>` to the change detection query of `text_system`. This ensures that any change in the size of a text node will cause any text it contains to be recomputed.
# Objective
Standard material defaults are currently strange, and the docs are wrong re: metallic.
## Solution
Change the defaults to be similar to [Godot](https://github.com/godotengine/godot/pull/62756).
---
## Changelog
#### Changed
- `StandardMaterial` now defaults to a dielectric material (0.0 `metallic`) with 0.5 `perceptual_roughness`.
## Migration Guide
`StandardMaterial`'s default have now changed to be a fully dielectric material with medium roughness. If you want to use the old defaults, you can set `perceptual_roughness = 0.089` and `metallic = 0.01` (though metallic should generally only be set to 0.0 or 1.0).
# Objective
Fixes#7632.
As discussed in #7634, it can be quite challenging for users to intuit the mental model of how states now work.
## Solution
Rather than change the behavior of the `OnUpdate` system set, instead work on making sure it's easy to understand what's going on.
Two things have been done:
1. Remove the `.on_update` method from our bevy of system building traits. This was special-cased and made states feel much more magical than they need to.
2. Improve the docs for the `OnUpdate` system set.
# Objective
Resolves#7121
## Solution
Decouples `List` and `Array` by removing `Array` as a supertrait of `List`. Additionally, similar methods from `Array` have been added to `List` so that their usages can remain largely unchanged.
#### Possible Alternatives
##### `Sequence`
My guess for why we originally made `List` a subtrait of `Array` is that they share a lot of common operations. We could potentially move these overlapping methods to a `Sequence` (name taken from #7059) trait and make that a supertrait of both. This would allow functions to contain logic that simply operates on a sequence rather than "list vs array".
However, this means that we'd need to add methods for converting to a `dyn Sequence`. It also might be confusing since we wouldn't add a `ReflectRef::Sequence` or anything like that. Is such a trait worth adding (either in this PR or a followup one)?
---
## Changelog
- Removed `Array` as supertrait of `List`
- Added methods to `List` that were previously provided by `Array`
## Migration Guide
The `List` trait is no longer dependent on `Array`. Implementors of `List` can remove the `Array` impl and move its methods into the `List` impl (with only a couple tweaks).
```rust
// BEFORE
impl Array for Foo {
fn get(&self, index: usize) -> Option<&dyn Reflect> {/* ... */}
fn get_mut(&mut self, index: usize) -> Option<&mut dyn Reflect> {/* ... */}
fn len(&self) -> usize {/* ... */}
fn is_empty(&self) -> bool {/* ... */}
fn iter(&self) -> ArrayIter {/* ... */}
fn drain(self: Box<Self>) -> Vec<Box<dyn Reflect>> {/* ... */}
fn clone_dynamic(&self) -> DynamicArray {/* ... */}
}
impl List for Foo {
fn insert(&mut self, index: usize, element: Box<dyn Reflect>) {/* ... */}
fn remove(&mut self, index: usize) -> Box<dyn Reflect> {/* ... */}
fn push(&mut self, value: Box<dyn Reflect>) {/* ... */}
fn pop(&mut self) -> Option<Box<dyn Reflect>> {/* ... */}
fn clone_dynamic(&self) -> DynamicList {/* ... */}
}
// AFTER
impl List for Foo {
fn get(&self, index: usize) -> Option<&dyn Reflect> {/* ... */}
fn get_mut(&mut self, index: usize) -> Option<&mut dyn Reflect> {/* ... */}
fn insert(&mut self, index: usize, element: Box<dyn Reflect>) {/* ... */}
fn remove(&mut self, index: usize) -> Box<dyn Reflect> {/* ... */}
fn push(&mut self, value: Box<dyn Reflect>) {/* ... */}
fn pop(&mut self) -> Option<Box<dyn Reflect>> {/* ... */}
fn len(&self) -> usize {/* ... */}
fn is_empty(&self) -> bool {/* ... */}
fn iter(&self) -> ListIter {/* ... */}
fn drain(self: Box<Self>) -> Vec<Box<dyn Reflect>> {/* ... */}
fn clone_dynamic(&self) -> DynamicList {/* ... */}
}
```
Some other small tweaks that will need to be made include:
- Use `ListIter` for `List::iter` instead of `ArrayIter` (the return type from `Array::iter`)
- Replace `array_hash` with `list_hash` in `Reflect::reflect_hash` for implementors of `List`
# Objective
- rebased version of #6155
The `MaterialPipeline` cannot be integrated into other pipelines like the `MeshPipeline`.
## Solution
Implement `Clone` for `MaterialPipeline`. Expose systems and resources part of the `MaterialPlugin` to allow custom assembly - especially combining existing systems and resources with a custom `queue_material_meshes` system.
# Changelog
## Added
- Clone impl for MaterialPipeline
## Changed
- ExtractedMaterials, extract_materials and prepare_materials are now public
# Objective
- Fixes: #7187
Since avoiding the `SRes::into_inner` call does not seem to be possible, this PR tries to at least document its usage.
I am not sure if I explained the lifetime issue correctly, please let me know if something is incorrect.
## Solution
- Add information about the `SRes::into_inner` usage on both `RenderCommand` and `Res`
# Objective
Add doc tests for the `Size` constructor functions.
Also changed the function descriptions so they explicitly state the values that elided values are given.
## Changelog
* Added doc tests for the `Size` constructor functions.
# Objective
The `size` field of `CalculatedSize` shouldn't be a `Size` as it only ever stores (unscaled) pixel values. By default its fields are `Val::Auto` but these are converted to `0`s before being sent to Taffy.
## Solution
Change the `size` field of `CalculatedSize` to a Vec2.
## Changelog
* Changed the `size` field of `CalculatedSize` to a Vec2.
* Removed the `Val` <-> `f32` conversion code for `CalculatedSize`.
## Migration Guide
* The size field of `CalculatedSize` has been changed to a `Vec2`.
Profiles show that in extremely hot loops, like the draw loops in the renderer, invoking the trace! macro has noticeable overhead, even if the trace log level is not enabled.
Solve this by introduce a 'wrapper' detailed_trace macro around trace, that wraps the trace! log statement in a trivially false if statement unless a cargo feature is enabled
# Objective
- Eliminate significant overhead observed with trace-level logging in render hot loops, even when trace log level is not enabled.
- This is an alternative solution to the one proposed in #7223
## Solution
- Introduce a wrapper around the `trace!` macro called `detailed_trace!`. This macro wraps the `trace!` macro with an if statement that is conditional on a new cargo feature, `detailed_trace`. When the feature is not enabled (the default), then the if statement is trivially false and should be optimized away at compile time.
- Convert the observed hot occurrences of trace logging in `TrackedRenderPass` with this new macro.
Testing the results of
```
cargo run --profile stress-test --features bevy/trace_tracy --example many_cubes -- spheres
```
![image](https://user-images.githubusercontent.com/1222141/218298552-38551717-b062-4c64-afdc-a60267ac984d.png)
shows significant improvement of the `main_opaque_pass_3d` of the renderer, a median time decrease from 6.0ms to 3.5ms.
---
## Changelog
- For performance reasons, some detailed renderer trace logs now require the use of cargo feature `detailed_trace` in addition to setting the log level to `TRACE` in order to be shown.
## Migration Guide
- Some detailed bevy trace events now require the use of the cargo feature `detailed_trace` in addition to enabling `TRACE` level logging to view. Should you wish to see these logs, please compile your code with the bevy feature `detailed_trace`. Currently, the only logs that are affected are the renderer logs pertaining to `TrackedRenderPass` functions
# Objective
Related to #7530.
`EventReader` iterators currently use the default impl for `.count()`, which unnecessarily loops over all unread events.
# Solution
Add specialized impls that mark the `EventReader` as consumed and return the number of unread events.
# Objective
There was issue #191 requesting subdivisions on the shape::Plane.
I also could have used this recently. I then write the solution.
Fixes #191
## Solution
I changed the shape::Plane to include subdivisions field and the code to create the subdivisions. I don't know how people are counting subdivisions so as I put in the doc comments 0 subdivisions results in the original geometry of the Plane.
Greater then 0 results in the number of lines dividing the plane.
I didn't know if it would be better to create a new struct that implemented this feature, say SubdivisionPlane or change Plane. I decided on changing Plane as that was what the original issue was.
It would be trivial to alter this to use another struct instead of altering Plane.
The issues of migration, although small, would be eliminated if a new struct was implemented.
## Changelog
### Added
Added subdivisions field to shape::Plane
## Migration Guide
All the examples needed to be updated to initalize the subdivisions field.
Also there were two tests in tests/window that need to be updated.
A user would have to update all their uses of shape::Plane to initalize the subdivisions field.
# Objective
- While working on scope recently, I ran into a missing invariant for the transmutes in scope. The references passed into Scope are active for the rest of the scope function, but rust doesn't know this so it allows using the owned `spawned` and `scope` after `f` returns.
## Solution
- Update the safety comment
- Shadow the owned values so they can't be used.
# Objective
In our project we parse `GltfNode` from `*.gltf` file, and we need extra properties information from Blender. Right now there is no way to get this properties from GltfNode (only through query when you spawn scene), so objective of this PR is to add extra properties to `GltfNode`
## Solution
Store extra properties inside `Gltf` structs
---
## Changelog
- Add pub field `extras` to `GltfNode`/`GltfMesh`/`GltfPrimitive` which store extras
- Add pub field `material_extras` to `GltfPrimitive` which store material extras
# Objective
`Size::width` sets the `height` field to `Val::DEFAULT` which is `Val::Undefined`, but the default for `Size` `height` is `Val::Auto`.
`Size::height` has the same problem, but with the `width` field.
The UI examples specify numeric values in many places where they could either be elided or replaced by composition of the Flex enum properties.
related: https://github.com/bevyengine/bevy/pull/7468
fixes: https://github.com/bevyengine/bevy/issues/6498
## Solution
Change `Size::width` so it sets `height` to `Val::AUTO` and change `Size::height` so it sets `width` to `Val::AUTO`.
Added some tests so this doesn't happen again.
## Changelog
Changed `Size::width` so it sets the `height` to `Val::AUTO`.
Changed `Size::height` so it sets the `width` to `Val::AUTO`.
Added tests to `geometry.rs` for `Size` and `UiRect` to ensure correct behaviour.
Simplified the UI examples. Replaced numeric values with the Flex property enums or elided them where possible, and removed the remaining use of auto margins.
## Migration Guide
The `Size::width` constructor function now sets the `height` to `Val::Auto` instead of `Val::Undefined`.
The `Size::height` constructor function now sets the `width` to `Val::Auto` instead of `Val::Undefined`.
# Objective
Make the name less verbose without sacrificing clarity.
---
## Migration Guide
*Note for maintainers:* This PR has no breaking changes relative to bevy 0.9. Instead of this PR having its own migration guide, we should just edit the changelog for #6404.
The type `UnsafeWorldCellEntityRef` has been renamed to `UnsafeEntityCell`.
# Objective
Continuation of #7560.
`MutUntyped::last_changed` and `set_last_changed` do not behave as described in their docs.
## Solution
Fix them using the same approach that was used for `Mut<>` in #7560.
fixes#6799
# Objective
We should be able to reuse the `Globals` or `View` shader struct definitions from anywhere (including third party plugins) without needing to worry about defining unrelated shader defs.
Also we'd like to refactor these structs to not be repeatedly defined.
## Solution
Refactor both `Globals` and `View` into separate importable shaders.
Use the imports throughout.
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
# Objective
- This makes code a little more readable now.
## Solution
- Use `position` provided by `Iter` instead of `enumerating` indices and `map`ping to the index.
This was missed in #7205.
Should be fixed now. 😄
## Migration Guide
- `SpecializedComputePipelines::specialize` now takes a `&PipelineCache` instead of a `&mut PipelineCache`
# Objective
The current `AlignSelf` doc comments:
```rust
pub enum AlignSelf {
/// Use the value of [`AlignItems`]
Auto,
/// If the parent has [`AlignItems::Center`] only this item will be at the start
FlexStart,
/// If the parent has [`AlignItems::Center`] only this item will be at the end
FlexEnd,
/// If the parent has [`AlignItems::FlexStart`] only this item will be at the center
Center,
/// If the parent has [`AlignItems::Center`] only this item will be at the baseline
Baseline,
/// If the parent has [`AlignItems::Center`] only this item will stretch along the whole cross axis
Stretch,
}
```
Actual behaviour of `AlignSelf` in Bevy main:
<img width="642" alt="align_self" src="https://user-images.githubusercontent.com/27962798/217795178-7a82638f-118d-4474-b7f9-ca27f204731d.PNG">
The white label at the top of each column is the parent node's `AlignItems` setting.
`AlignSelf` is always applied, not (as the documentation states) only when the parent has `AlignItems::Center` or `AlignItems::FlexStart` set.
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn(NodeBundle {
style: Style {
justify_content: JustifyContent::SpaceAround,
align_items: AlignItems::Center,
size: Size::new(Val::Percent(100.), Val::Percent(100.)),
..Default::default()
},
background_color: BackgroundColor(Color::NAVY),
..Default::default()
}).with_children(|builder| {
for align_items in [
AlignItems::Baseline,
AlignItems::FlexStart,
AlignItems::Center,
AlignItems::FlexEnd,
AlignItems::Stretch,
] {
builder.spawn(NodeBundle {
style: Style {
align_items,
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::SpaceBetween,
size: Size::new(Val::Px(150.), Val::Px(500.)),
..Default::default()
},
background_color: BackgroundColor(Color::DARK_GRAY),
..Default::default()
}).with_children(|builder| {
builder.spawn((
TextBundle {
text: Text::from_section(
format!("AlignItems::{align_items:?}"),
TextStyle {
font: asset_server.load("fonts/FiraSans-Regular.ttf"),
font_size: 16.0,
color: Color::BLACK,
},
),
style: Style {
align_self: AlignSelf::Stretch,
..Default::default()
},
..Default::default()
},
BackgroundColor(Color::WHITE),
));
for align_self in [
AlignSelf::Auto,
AlignSelf::FlexStart,
AlignSelf::Center,
AlignSelf::FlexEnd,
AlignSelf::Baseline,
AlignSelf::Stretch,
] {
builder.spawn((
TextBundle {
text: Text::from_section(
format!("AlignSelf::{align_self:?}"),
TextStyle {
font: asset_server.load("fonts/FiraSans-Regular.ttf"),
font_size: 16.0,
color: Color::WHITE,
},
),
style: Style {
align_self,
..Default::default()
},
..Default::default()
},
BackgroundColor(Color::BLACK),
));
}
});
}
});
}
```
# Objective
Make `last_changed` behave as described in its docs.
## Solution
- Return `changed` instead of `last_change_tick`. `last_change_tick` is the system's previous tick and is just used for comparison.
- Update the docs of the similarly named `set_last_changed` (which does correctly interact with `last_change_tick`) to clarify that the two functions touch different data. (I advocate for renaming one or the other if anyone has any good suggestions).
It also might make sense to return a cloned `Tick` instead of `u32`.
---
## Changelog
- Fixed `DetectChanges::last_changed` returning the wrong value.
- Fixed `DetectChangesMut::set_last_changed` not actually updating the `changed` tick.
## Migration Guide
- The incorrect value that was being returned by `DetectChanges::last_changed` was the previous run tick of the system checking for changed values. If you depended on this value, you can get it from the `SystemChangeTick` `SystemParam` instead.
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)
# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.
## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.
## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
- For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy.
---
## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Clarify what the function is actually calculating.
The `Tick::is_older_than` function is actually calculating whether the tick is newer than the system's `last_change_tick`, not older. As far as I can tell, the engine was using it correctly everywhere already.
## Solution
- Rename the function.
---
## Changelog
- `Tick::is_older_than` was renamed to `Tick::is_newer_than`. This is not a functional change, since that was what was always being calculated, despite the wrong name.
## Migration Guide
- Replace usages of `Tick::is_older_than` with `Tick::is_newer_than`.
# Objective
Closes#7202
## Solution
~~Introduce a `not` helper to pipe conditions. Opened mostly for discussion. Maybe create an extension trait with `not` method? Please, advice.~~
Introduce `not(condition)` condition that inverses the result of the passed.
---
## Changelog
### Added
- `not` condition.