# Objective
Inconvenient initialization of `UiScale`
## Solution
Change `UiScale` to a tuple struct
## Migration Guide
Replace initialization of `UiScale` like ```UiScale { scale: 1.0 }```
with ```UiScale(1.0)```
# Objective
- Fixes part of #9021
## Solution
- Joint mesh are in format `Unorm8x4` in some gltf file, but Bevy
expects a `Float32x4`. Converts them. Also converts `Unorm16x4`
- According to gltf spec:
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
> WEIGHTS_n: float, or normalized unsigned byte, or normalized unsigned
short
# Objective
Fix#9089
## Solution
Don't try to draw lines with less than 2 vertices. These would not be
visible either way.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Currently, (AFAIC, accidentally) after registering an event for a
Gilrs button event, we ignore all subsequent events for the same button
in the same frame, because we don't update our filter. This is rare, but
I noticed it while adding gamepad support to a terminal app rendering at
15fps.
- Related to #4664, but does not quite fix it.
## Solution
- Move the edit to the `Axis<GamepadButton>` resource to when we read
the events from Gilrs.
# Objective
Closes#9115, replaces #9117.
## Solution
Emit event when scene is ready.
---
## Changelog
### Added
- `SceneInstanceReady` event when scene becomes ready.
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/9250
## Changelog
- Move scene spawner systems to a new SpawnScene schedule which is after
Update and before PostUpdate (schedule order:
[PreUpdate][Update][SpawnScene][PostUpdate])
## Migration Guide
- Move scene spawner systems to a new SpawnScene schedule which is after
Update and before PostUpdate (schedule order:
[PreUpdate][Update][SpawnScene][PostUpdate]), you might remove system
ordering code related to scene spawning as the execution order has been
guaranteed by bevy engine.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Updates the requirements on
[tracy-client](https://github.com/nagisa/rust_tracy_client) to permit
the latest version.
<details>
<summary>Commits</summary>
<ul>
<li><a
href="f38da93ff1"><code>f38da93</code></a>
Test with 1.63.0 for MSRV</li>
<li><a
href="3621e20ccd"><code>3621e20</code></a>
tracing-client-sys: 0.21.1</li>
<li><a
href="bccf04b152"><code>bccf04b</code></a>
tracing-tracy: 0.10.3</li>
<li><a
href="bff27b5218"><code>bff27b5</code></a>
tracy-client: 0.15.2 -> 0.16.0 + fix auto update</li>
<li><a
href="9ed943bd6b"><code>9ed943b</code></a>
Add safe GPU API</li>
<li><a
href="60443cc55c"><code>60443cc</code></a>
Benches fell out of sync</li>
<li><a
href="c346a10998"><code>c346a10</code></a>
Fix version table typo</li>
<li><a
href="0763d2d16c"><code>0763d2d</code></a>
Bump MSRV to 1.60.0</li>
<li><a
href="d483998d48"><code>d483998</code></a>
Update Tracy client bindings to v0.9.1</li>
<li><a
href="dce363444f"><code>dce3634</code></a>
client-sys: 0.20.0, client: 0.15.1, tracing: 0.10.2</li>
<li>Additional commits viewable in <a
href="https://github.com/nagisa/rust_tracy_client/compare/tracy-client-v0.15.0...tracy-client-v0.16.0">compare
view</a></li>
</ul>
</details>
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# Objective
- Significantly reduce the size of MeshUniform by only including
necessary data.
## Solution
Local to world, model transforms are affine. This means they only need a
4x3 matrix to represent them.
`MeshUniform` stores the current, and previous model transforms, and the
inverse transpose of the current model transform, all as 4x4 matrices.
Instead we can store the current, and previous model transforms as 4x3
matrices, and we only need the upper-left 3x3 part of the inverse
transpose of the current model transform. This change allows us to
reduce the serialized MeshUniform size from 208 bytes to 144 bytes,
which is over a 30% saving in data to serialize, and VRAM bandwidth and
space.
## Benchmarks
On an M1 Max, running `many_cubes -- sphere`, main is in yellow, this PR
is in red:
<img width="1484" alt="Screenshot 2023-08-11 at 02 36 43"
src="https://github.com/bevyengine/bevy/assets/302146/7d99c7b3-f2bb-4004-a8d0-4c00f755cb0d">
A reduction in frame time of ~14%.
---
## Changelog
- Changed: Redefined `MeshUniform` to improve performance by using 4x3
affine transforms and reconstructing 4x4 matrices in the shader. Helper
functions were added to `bevy_pbr::mesh_functions` to unpack the data.
`affine_to_square` converts the packed 4x3 in 3x4 matrix data to a 4x4
matrix. `mat2x4_f32_to_mat3x3` converts the 3x3 in mat2x4 + f32 matrix
data back into a 3x3.
## Migration Guide
Shader code before:
```
var model = mesh[instance_index].model;
```
Shader code after:
```
#import bevy_pbr::mesh_functions affine_to_square
var model = affine_to_square(mesh[instance_index].model);
```
# Objective
- When loading gltf files during app creation (for example using a
FromWorld impl and adding that as a resource), no loader was found.
- As the gltf loader can load compressed formats, it needs to know what
the GPU supports so it's not available at app creation time.
## Solution
alternative to #9426
- add functionality to preregister the loader. loading assets with
matching extensions will block until a real loader is registered.
- preregister "gltf" and "glb".
- prereigster image formats.
the way this is set up, if a set of extensions are all registered with a
single preregistration call, then later a loader is added that matches
some of the extensions, assets using the remaining extensions will then
fail. i think that should work well for image formats that we don't know
are supported until later.
While being nobody other's issue as far I can tell, I want to create a
trait I plan to implement on `App` where more than one schedule is
modified.
My workaround so far was working with a closure that returns an
`ExecutorKind` from a match of the method variable.
It makes it easier for me to being able to clone `ExecutorKind` and I
don't see this being controversial for others working with Bevy.
I did nothing more than adding `Clone` to the derived traits, no
migration guide needed.
(If this worked out then the GitHub editor is not too shabby.)
# Objective
Bevy prefers `mod.rs` inside `module_name` files over `module_name.rs`
collocated with `module_name`. In `bevy_render`, it seems the `window`
modules didn't follow this convention
## Solution
- Follow the `mod.rs` convention.
# Objective
- Fixes#9324
- Audio sinks used to have a custom drop implementation to detach the
sinks because it was not required to keep a reference to it
- With the new audio api, a reference is kept as a component of an
entity
## Solution
- Remove that custom drop implementation, and the option wrapping that
was required for it.
# Objective
Just like
[`set_if_neq`](https://docs.rs/bevy_ecs/latest/bevy_ecs/change_detection/trait.DetectChangesMut.html#method.set_if_neq),
being able to express the "I don't want to unnecessarily trigger the
change detection" but with the ability to handle the previous value if
change occurs.
## Solution
Add `replace_if_neq` to `DetectChangesMut`.
---
## Changelog
- Added `DetectChangesMut::replace_if_neq`: like `set_if_neq` change the
value only if the new value if different from the current one, but
return the previous value if the change occurs.
# Objective
I found it very difficult to understand how bevy tasks work, and I
concluded that the documentation should be improved for beginners like
me.
## Solution
These changes to the documentation were written from my beginner's
perspective after
some extremely helpful explanations by nil on Discord.
I am not familiar enough with rustdoc yet; when looking at the source, I
found the documentation at the very top of `usages.rs` helpful, but I
don't know where they are rendered. They should probably be linked to
from the main `bevy_tasks` README.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
# Objective
In `bevy_sprite`, the `Anchor` type is not `Copy`. It makes interacting
with it more difficult than necessary.
## Solution
Derive `Copy` on it. The rust API guidelines are that you should derive
`Copy` when possible.
<https://rust-lang.github.io/api-guidelines/interoperability.html#types-eagerly-implement-common-traits-c-common-traits>
Regardless, `Anchor` is a very small `enum` which warrants `Copy`.
---
## Changelog
- In `bevy_sprite` `Anchor` is now `Copy`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Need this for a custom `AnimationPlayer` that I tick in `FixedUpdate`
# Objective
- Need access to an animation clip's `paths` from outside the module
## Solution
- Add a getter method to return a reference to `paths`
---------
Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
Add a `RunSystem` extension trait to allow for immediate execution of
systems on a `World` for debugging and/or testing purposes.
# Objective
Fixes#6184
Initially, I made this CL as `ApplyCommands`. After a discussion with
@cart , we decided a more generic implementation would be better to
support all systems. This is the new revised CL. Sorry for the long
delay! 😅
This CL allows users to do this:
```rust
use bevy::prelude::*;
use bevy::ecs::system::RunSystem;
struct T(usize);
impl Resource for T {}
fn system(In(n): In<usize>, mut commands: Commands) -> usize {
commands.insert_resource(T(n));
n + 1
}
let mut world = World::default();
let n = world.run_system_with(1, system);
assert_eq!(n, 2);
assert_eq!(world.resource::<T>().0, 1);
```
## Solution
This is implemented as a trait extension and not included in any
preludes to ensure it's being used consciously.
Internally, it just initializes and runs a systems, and applies any
deferred parameters all "in place".
The trait has 2 functions (one of which calls the other by default):
- `run_system_with` is the general implementation, which allows user to
pass system input parameters
- `run_system` is the ergonomic wrapper for systems with no input
parameter (to avoid having the user pass `()` as input).
~~Additionally, this trait is also implemented for `&mut App`. I added
this mainly for ergonomics (`app.run_system` vs.
`app.world.run_system`).~~ (Removed based on feedback)
---------
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
# Objective
Add possibility to use the glam's swizzles traits without having to
manually import them.
```diff
use bevy::prelude::*;
- use bevy::math::Vec3Swizzles;
fn foo(x: Vec3) {
let y: Vec2 = x.xy();
}
```
## Solution
Add the swizzles traits to bevy's prelude.
---
## Changelog
- `Vec2Swizzles`, `Vec3Swizzles` and `Vec4Swizzles` are now part of the
prelude.
# Objective
Fixes#9094
## Solution
Takes a bit from
[this](https://github.com/bevyengine/bevy/issues/9094#issuecomment-1629333851)
comment as well as a
[comment](https://discord.com/channels/691052431525675048/1002362493634629796/1128024873260810271)
from @soqb.
This allows users to opt-out of the `TypePath` implementation that is
automatically generated by the `Reflect` derive macro, allowing custom
`TypePath` implementations.
```rust
#[derive(Reflect)]
#[reflect(type_path = false)]
struct Foo<T> {
#[reflect(ignore)]
_marker: PhantomData<T>,
}
struct NotTypePath;
impl<T: 'static> TypePath for Foo<T> {
fn type_path() -> &'static str {
std::any::type_name::<Self>()
}
fn short_type_path() -> &'static str {
static CELL: GenericTypePathCell = GenericTypePathCell::new();
CELL.get_or_insert::<Self, _>(|| {
bevy_utils::get_short_name(std::any::type_name::<Self>())
})
}
fn crate_name() -> Option<&'static str> {
Some("my_crate")
}
fn module_path() -> Option<&'static str> {
Some("my_crate::foo")
}
fn type_ident() -> Option<&'static str> {
Some("Foo")
}
}
// Can use `TypePath`
let _ = <Foo<NotTypePath> as TypePath>::type_path();
// Can register the type
let mut registry = TypeRegistry::default();
registry.register::<Foo<NotTypePath>>();
```
#### Type Path Stability
The stability of type paths mainly come into play during serialization.
If a type is moved between builds, an unstable type path may become
invalid.
Users that opt-out of `TypePath` and rely on something like
`std::any::type_name` as in the example above, should be aware that this
solution removes the stability guarantees. Deserialization thus expects
that type to never move. If it does, then the serialized type paths will
need to be updated accordingly.
If a user depends on stability, they will need to implement that
stability logic manually (probably by looking at the expanded output of
a typical `Reflect`/`TypePath` derive). This could be difficult for type
parameters that don't/can't implement `TypePath`, and will need to make
heavy use of string parsing and manipulation to achieve the same effect
(alternatively, they can choose to simply exclude any type parameter
that doesn't implement `TypePath`).
---
## Changelog
- Added the `#[reflect(type_path = false)]` attribute to opt out of the
`TypePath` impl when deriving `Reflect`
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Update a camera's frustum only when needed.
- Maybe a performance gain from not having to compute frusta when not
needed, at the cost of change detection (?)
- Making "fighting" with `update_frusta` less tedious, see
https://github.com/bevyengine/bevy/issues/9077 and
https://discord.com/channels/691052431525675048/743663924229963868/1127566087966433322
## Solution
Add change detection filter for `GlobalTransform` or `T:
CameraProjection` in `update_frusta`, since those are the cases when the
frustum needs to be updated.
## Note
I don't think a migration guide and changelog are needed, but I'm not
100% sure, I could put something like "if you're fighting against
`update_frusta`, you can do it only when there is a change to
`GlobalTransform` or `CameraProjection` now", what do you think? It's
not really a breaking change with a normal use case.
naga and wgpu should polyfill WGSL instance_index functionality where it
is not available in GLSL. Until that is done, we can work around it in
bevy using a push constant which is converted to a uniform by naga and
wgpu.
# Objective
- Fixes#9375
## Solution
- Use a push constant to pass in the base instance to the shader on
WebGL2 so that base instance + gl_InstanceID is used to correctly
represent the instance index.
## TODO
- [ ] Benchmark vs per-object dynamic offset MeshUniform as this will
now push a uniform value per-draw as well as update the dynamic offset
per-batch.
- [x] Test on DX12 AMD/NVIDIA to check that this PR does not regress any
problems that were observed there. (@Elabajaba @robtfm were testing that
last time - help appreciated. <3 )
---
## Changelog
- Added: `bevy_render::instance_index` shader import which includes a
workaround for the lack of a WGSL `instance_index` polyfill for WebGL2
in naga and wgpu for the time being. It uses a push_constant which gets
converted to a plain uniform by naga and wgpu.
## Migration Guide
Shader code before:
```
struct Vertex {
@builtin(instance_index) instance_index: u32,
...
}
@vertex
fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
...
var model = mesh[vertex_no_morph.instance_index].model;
```
After:
```
#import bevy_render::instance_index
struct Vertex {
@builtin(instance_index) instance_index: u32,
...
}
@vertex
fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
...
var model = mesh[bevy_render::instance_index::get_instance_index(vertex_no_morph.instance_index)].model;
```
# Objective
The default for `ContentSize` should have the `measure_func` field set
to `None`, instead of a fixed size of zero. This means that until a
measure func is set the size of the UI node will be determined by its
`Style` constraints. This is preferable as it allows users to specify
the space the Node should take up in the layout while waiting for
content to load.
## Solution
Derive `Default` for `ContentSize`.
The PR also adds a `fixed_size` helper function to make it a bit easier
to access the old behaviour.
## Changelog
* Derived `Default` for `ContentSize`
* Added a `fixed_size` helper function to `ContentSize` that creates a
new `ContentSize` with a `MeasureFunc` that always returns the same
value, regardless of layout constraints.
## Migration Guide
The default for `ContentSize` now sets its `measure_func` to `None`,
instead of a fixed size measure that returns `Vec2::ZERO`.
The helper function `fixed_size` can be called with
`ContentSize::fixed_size(Vec2::ZERO)` to get the previous behaviour.
# Objective
It seems the behavior of field attributes was accidentally broken at
some point. Take the following code:
```rust
#[derive(Reflect)]
struct Foo {
#[reflect(ignore, default)]
value: usize
}
```
The above code should simply mark `value` as ignored and specify a
default behavior. However, what this actually does is discard both.
That's especially a problem when we don't want the field to be be given
a `Reflect` or `FromReflect` bound (which is why we ignore it in the
first place).
This only happens when the attributes are combined into one. The
following code works properly:
```rust
#[derive(Reflect)]
struct Foo {
#[reflect(ignore)]
#[reflect(default)]
value: usize
}
```
## Solution
Cleaned up the field attribute parsing logic to support combined field
attributes.
---
## Changelog
- Fixed a bug where `Reflect` derive attributes on fields are not able
to be combined into a single attribute
# Objective
- Follow up to #8887
- The parsing code in `bevy_reflect/src/path/mod.rs` could also do with
some cleanup
## Solution
- Create the `parse.rs` module, move all parsing code to this module
- The parsing errors also now keep track of the whole parsed string, and
are much more fine-grained
### Detailed changes
- Move `PathParser` to `parse.rs` submodule
- Rename `token_to_access` to `access_following` (yep, goes from 132
lines to 16)
- Move parsing tests into the `parse.rs` file
# Objective
The doc comment for `text_system` is not quite correct. It implies that
a new `TextLayoutInfo` is generated on changes to `Text` and `Style`.
While changes to those components might indirectly trigger a
regeneration of the text layout, `text_system` itself only queries for
changes to `Node`
Also added details to `measure_text_system`'s doc comments explaining
how it reacts to changes.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- `bevy_tasks` emits warnings under certain conditions
When I run `cargo clippy -p bevy_tasks` the warning doesn't show up,
while if I run it with `cargo clippy -p bevy_asset` the warning shows
up.
## Solution
- Fix the warnings.
## Longer term solution
We should probably fix CI so that those warnings do not slip through.
But that's not the goal of this PR.
# Objective
This doc comment for the `set` method of `ContentSize`:
```
Set a `Measure` for this function
```
doesn't seem to make sense, `ContentSize` is not a function.
# Solution
Replace it.
# Objective
When an `AudioSink` is removed from an entity, the audio player will
automatically start any `AudioSource` still attached, which normally is
the one used to start playback in the first place.
## Solution
Long story short, the default behavior is restarting the audio, and this
commit documents that.
---
## Changelog
Fixed documentation on `AudioSink` to clarify removal behavior.
# Objective
shader defs associated with a shader via `load_internal_asset!` or
`Shader::from_xxx_with_defs` were being accidentally ignored for
top-level shaders.
## Solution
include the defs for top level shaders.
# Objective
- Fixes#9114
## Solution
Inside `ScheduleGraph::build_schedule()` the variable `node_count =
self.systems.len() + self.system_sets.len()` is used to calculate the
indices for the `reachable` bitset derived from `self.hierarchy.graph`.
However, the number of nodes inside `self.hierarchy.graph` does not
always correspond to `self.systems.len() + self.system_sets.len()` when
`ambiguous_with` is used, because an ambiguous set is added to
`system_sets` (because we need an `NodeId` for the ambiguity graph)
without adding a node to `self.hierarchy`.
In this PR, we rename `node_count` to the more descriptive name
`hg_node_count` and set it to `self.hierarchy.graph.node_count()`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fixes#9113
## Solution
disable `multi-threaded` default feature
## Migration Guide
The `multi-threaded` feature in `bevy_ecs` and `bevy_tasks` is no longer
enabled by default. However, this remains a default feature for the
umbrella `bevy` crate. If you depend on `bevy_ecs` or `bevy_tasks`
directly, you should consider enabling this to allow systems to run in
parallel.
Fixes#5856. Fixes#8080. Fixes#9040.
# Objective
We need to limit the update rate of games whose windows are not visible
(minimized or completely occluded). Compositors typically ignore the
VSync settings of windows that aren't visible. That, combined with the
lack of rendering work, results in a scenario where an app becomes
completely CPU-bound and starts updating without limit.
There are currently three update modes.
- `Continuous` updates an app as often as possible.
- `Reactive` updates when new window or device events have appeared, a
timer expires, or a redraw is requested.
- `ReactiveLowPower` is the same as `Reactive` except it ignores device
events (e.g. general mouse movement).
The problem is that the default "game" settings are set to `Contiuous`
even when no windows are visible.
### More Context
- https://github.com/libsdl-org/SDL/issues/1871
- https://github.com/glfw/glfw/issues/680
- https://github.com/godotengine/godot/issues/19741
- https://github.com/godotengine/godot/issues/64708
## Solution
Change the default "unfocused" `UpdateMode` for games to
`ReactiveLowPower` just like desktop apps. This way, even when the
window is occluded, the app still updates at a sensible rate or if
something about the window changes. I chose 20Hz arbitrarily.
# Objective
The `lifetimeless` module has been a source of confusion for bevy users
for a while now.
## Solution
Add a couple paragraph explaining that, yes, you can use one of the type
alias safely, without ever leaking any memory.
Redo of #7590 since I messed up my branch.
# Objective
- Revise docs.
- Refactor event loop code a little bit to make it easier to follow.
## Solution
- Do the above.
---
### Migration Guide
- `UpdateMode::Reactive { max_wait: .. }` -> `UpdateMode::Reactive {
wait: .. }`
- `UpdateMode::ReactiveLowPower { max_wait: .. }` ->
`UpdateMode::ReactiveLowPower { wait: .. }`
---------
Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
# Objective
Remove the `With<Parent>` query filter from the `parent_node_query`
parameter of the `bevy_ui::render::extract_uinode_borders` function.
This is a bug, the query is only used to retrieve the size of the
current node's parent. We don't care if that parent node has a `Parent`
or not.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Fixes#9138
## Solution
- Calling `Camera2dBundle::default()` will now result in a
`Camera2dBundle` with `Vec3::ZERO` transform, `far` value of `1000.` and
`near` value of `-1000.`.
- This will enable the rendering of 2d entities in negative z space by
default.
- I did not modify `new_with_far` as moving the camera to `Vec3::ZERO`
in that function will cause entities in the positive z space to become
hidden without further changes. And the further changes cannot be
applied without it being a breaking change.
# Objective
Glam 0.24 added new glam types (```I64Vec``` and ```U64Vec```). However
these are not reflectable unlike the other glam types
## Solution
Implement reflect for these new types
---
## Changelog
Implements reflect with the impl_reflect_struct macro on ```I64Vec2```,
```I64Vec3```, ```I64Vec4```, ```U64Vec2```, ```U64Vec3```, and
```U64Vec4``` types
# Objective
- Repeat in `Gizmos` that they are drawned in immediate mode, which is
said at the module level but not here, and detail what it means.
- Clarify for every method of `Gizmos` that they should be called for
every frame.
- Clarify which methods belong to 3D or 2D space (kinda obvious for 2D
but still)
The first time I used gizmos I didn't understand how they work and was
confused as to why nothing showed up.
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- In bevy_polyline, we discovered an issue that happens when line width
is smaller than 1.0 and using perspective. It would sometimes end up
negative or NaN. I'm not entirely sure _why_ it happens.
## Solution
- Make sure the width doesn't go below 0 before multiplying it with the
alpha
# Notes
Here's a link to the bevy_polyline issue
https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/issues/46
I'm not sure if the solution is correct but it solved the issue in my
testing.
Co-authored-by: François <mockersf@gmail.com>
# Objective
This PR continues https://github.com/bevyengine/bevy/pull/8885
It aims to improve the `Mesh` documentation in the following ways:
- Put everything at the "top level" instead of the "impl".
- Explain better what is a Mesh, how it can be created, and that it can
be edited.
- Explain it can be used with a `Material`, and mention
`StandardMaterial`, `PbrBundle`, `ColorMaterial`, and
`ColorMesh2dBundle` since those cover most cases
- Mention the glTF/Bevy vocabulary discrepancy for "Mesh"
- Add an image for the example
- Various nitpicky modifications
## Note
- The image I added is 90.3ko which I think is small enough?
- Since rustdoc doesn't allow cross-reference not in dependencies of a
subcrate [yet](https://github.com/rust-lang/rust/issues/74481), I have a
lot of backtick references that are not links :(
- Since rustdoc doesn't allow linking to code in the crate (?) I put
link to github directly.
- Since rustdoc doesn't allow embed images in doc
[yet](https://github.com/rust-lang/rust/issues/32104), maybe
[soon](https://github.com/rust-lang/rfcs/pull/3397), I had to put only a
link to the image. I don't think it's worth adding
[embed_doc_image](https://docs.rs/embed-doc-image/latest/embed_doc_image/)
as a dependency for this.
# Objective
- Fix shader_material_glsl example
## Solution
- Expose the `PER_OBJECT_BUFFER_BATCH_SIZE` shader def through the
default `MeshPipeline` specialization.
- Make use of it in the `custom_material.vert` shader to access the mesh
binding.
---
## Changelog
- Added: Exposed the `PER_OBJECT_BUFFER_BATCH_SIZE` shader def through
the default `MeshPipeline` specialization to use in custom shaders not
using bevy_pbr::mesh_bindings that still want to use the mesh binding in
some way.
# Objective
- The `path` module was getting fairly large.
- The code in `AccessRef::read_element` and mut equivalent was very
complex and difficult to understand.
- The `ReflectPathError` had a lot of variants, and was difficult to
read.
## Solution
- Split the file in two, `access` now has its own module
- Rewrite the `read_element` methods, they were ~200 lines long, they
are now ~70 lines long — I didn't change any of the logic. It's really
just the same code, but error handling is separated.
- Split the `ReflectPathError` error
- Merge `AccessRef` and `Access`
- A few other changes that aim to reduce code complexity
### Fully detailed change list
- `Display` impl of `ParsedPath` now includes prefix dots — this allows
simplifying its implementation, and IMO `.path.to.field` is a better way
to express a "path" than `path.to.field` which could suggest we are
reading the `to` field of a variable named `path`
- Add a test to check that dot prefixes and other are correctly parsed —
Until now, no test contained a prefixing dot
- Merge `Access` and `AccessRef`, using a `Cow<'a, str>`. Generated code
seems to agree with this decision (`ParsedPath::parse` sheds 5% of
instructions)
- Remove `Access::as_ref` since there is no such thing as an `AccessRef`
anymore.
- Rename `AccessRef::to_owned` into `AccessRef::into_owned()` since it
takes ownership of `self` now.
- Add a `parse_static` that doesn't allocate new strings for named
fields!
- Add a section about path reflection in the `bevy_reflect` crate root
doc — I saw a few people that weren't aware of path reflection, so I
thought it was pertinent to add it to the root doc
- a lot of nits
- rename `index` to `offset` when it refers to offset in the path string
— There is no more confusion with the other kind of indices in this
context, also it's a common naming convention for parsing.
- Make a dedicated enum for parsing errors
- rename the `read_element` methods to `element` — shorter, but also
`read_element_mut` was a fairly poor name
- The error values now not only contain the expected type but also the
actual type.
- Remove lifetimes that could be inferred from the `GetPath` trait
methods.
---
## Change log
- Added the `ParsedPath::parse_static` method, avoids allocating when
parsing `&'static str`.
## Migration Guide
If you were matching on the `Err(ReflectPathError)` value returned by
`GetPath` and `ParsedPath` methods, now only the parse-related errors
and the offset are publicly accessible. You can always use the
`fmt::Display` to get a clear error message, but if you need
programmatic access to the error types, please open an issue.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
- attempt to clarify with better docstrings the default behaviour of
WindowPlugin and the component type it accepts.
# Objective
- I'm new to Rust and Bevy, I got a bit confused about how to customise
some window parameters (title, height, width etc) and while the docs do
show the struct code for that field `Option<Window>` I was a bit of a
doofus and skipped that to read the docstring entry for `primary_window`
and then the `Window` component directly which aren't linked together.
This is a minor improvement which I think will help in-case others, like
me, have a doofus moment.
---------
Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>