# Objective
- Optional dependencies were enabled by some features as a side effect. for example, enabling the `webgl` feature enables the `bevy_pbr` optional dependency
## Solution
- Use the syntax introduced in rust 1.60 to specify weak dependency features: https://blog.rust-lang.org/2022/04/07/Rust-1.60.0.html#new-syntax-for-cargo-features
> Weak dependency features tackle the second issue where the `"optional-dependency/feature-name"` syntax would always enable `optional-dependency`. However, often you want to enable the feature on the optional dependency only if some other feature has enabled the optional dependency. Starting in 1.60, you can add a ? as in `"package-name?/feature-name"` which will only enable the given feature if something else has enabled the optional dependency.
# Objective
Fix#4958
There was 4 issues:
- this is not true in WASM and on macOS: f28b921209/examples/3d/split_screen.rs (L90)
- ~~I made sure the system was running at least once~~
- I'm sending the event on window creation
- in webgl, setting a viewport has impacts on other render passes
- only in webgl and when there is a custom viewport, I added a render pass without a custom viewport
- shaderdef NO_ARRAY_TEXTURES_SUPPORT was not used by the 2d pipeline
- webgl feature was used but not declared in bevy_sprite, I added it to the Cargo.toml
- shaderdef NO_STORAGE_BUFFERS_SUPPORT was not used by the 2d pipeline
- I added it based on the BufferBindingType
The last commit changes the two last fixes to add the shaderdefs in the shader cache directly instead of needing to do it in each pipeline
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Upgrading ndk-glue (our Android interop layer) desynchronized us from winit
- This further broke Android builds, see #4905 (oops...)
- Reverting to 0.5 should help with this, until the new `winit` version releases
- Fixes#4774 and closes#4529
# Objective
Reduce the catch-all grab-bag of functionality in bevy_core by minimally splitting off time functionality into bevy_time. Functionality like that provided by #3002 would increase the complexity of bevy_time, so this is a good candidate for pulling into its own unit.
A step in addressing #2931 and splitting bevy_core into more specific locations.
## Solution
Pull the time module of bevy_core into a new crate, bevy_time.
# Migration guide
- Time related types (e.g. `Time`, `Timer`, `Stopwatch`, `FixedTimestep`, etc.) should be imported from `bevy::time::*` rather than `bevy::core::*`.
- If you were adding `CorePlugin` manually, you'll also want to add `TimePlugin` from `bevy::time`.
- The `bevy::core::CorePlugin::Time` system label is replaced with `bevy::time::TimeSystem`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
The pointer types introduced in #3001 are useful not just in `bevy_ecs`, but also in crates like `bevy_reflect` (#4475) or even outside of bevy.
## Solution
Extract `Ptr<'a>`, `PtrMut<'a>`, `OwnedPtr<'a>`, `ThinSlicePtr<'a, T>` and `UnsafeCellDeref` from `bevy_ecs::ptr` into `bevy_ptr`.
**Note:** `bevy_ecs` still reexports the `bevy_ptr` as `bevy_ecs::ptr` so that crates like `bevy_transform` can use the `Bundle` derive without needing to depend on `bevy_ptr` themselves.
# Objective
- in #3851, a feature for tracing was added to bevy_transform
- usage of that feature was moved to bevy_hierarchy, but the feature was not updated
## Solution
- add the feature to bevy_hierarchy, remove it from bevy_transform
# Objective
- Provide more information when despawning an entity
## Solution
- Add a debug log when despawning an entity
- Add spans to the recursive ways of despawning an entity
```sh
RUST_LOG=debug cargo run --example panic --features trace
# RUST_LOG=debug needed to show debug logs from bevy_ecs
# --features trace needed to have the extra spans
...
DEBUG bevy_app:frame:stage{name=Update}:system_commands{name="panic::despawn_parent"}:command{name="DespawnRecursive" entity=0v0}: bevy_ecs::world: Despawning entity 1v0
DEBUG bevy_app:frame:stage{name=Update}:system_commands{name="panic::despawn_parent"}:command{name="DespawnRecursive" entity=0v0}: bevy_ecs::world: Despawning entity 0v0
```
Currently `tracy` interprets the entire trace as one frame because the marker for frames isn't being recorded.
~~When an event with `tracy.trace_marker=true` is recorded, `tracing-tracy` will mark the frame as finished:
<aa0b96b2ae/tracing-tracy/src/lib.rs (L240)>~~
~~Unfortunately this leads to~~
```rs
INFO bevy_app:frame: bevy_app::app: finished frame tracy.frame_mark=true
```
~~being printed every frame (we can't use DEBUG because bevy_log sets `max_release_level_info`.~~
Instead of emitting an event that gets logged every frame, we can depend on tracy-client itself and call `finish_continuous_frame!();`
# Objective
A common pattern in Rust is the [newtype](https://doc.rust-lang.org/rust-by-example/generics/new_types.html). This is an especially useful pattern in Bevy as it allows us to give common/foreign types different semantics (such as allowing it to implement `Component` or `FromWorld`) or to simply treat them as a "new type" (clever). For example, it allows us to wrap a common `Vec<String>` and do things like:
```rust
#[derive(Component)]
struct Items(Vec<String>);
fn give_sword(query: Query<&mut Items>) {
query.single_mut().0.push(String::from("Flaming Poisoning Raging Sword of Doom"));
}
```
> We could then define another struct that wraps `Vec<String>` without anything clashing in the query.
However, one of the worst parts of this pattern is the ugly `.0` we have to write in order to access the type we actually care about. This is why people often implement `Deref` and `DerefMut` in order to get around this.
Since it's such a common pattern, especially for Bevy, it makes sense to add a derive macro to automatically add those implementations.
## Solution
Added a derive macro for `Deref` and another for `DerefMut` (both exported into the prelude). This works on all structs (including tuple structs) as long as they only contain a single field:
```rust
#[derive(Deref)]
struct Foo(String);
#[derive(Deref, DerefMut)]
struct Bar {
name: String,
}
```
This allows us to then remove that pesky `.0`:
```rust
#[derive(Component, Deref, DerefMut)]
struct Items(Vec<String>);
fn give_sword(query: Query<&mut Items>) {
query.single_mut().push(String::from("Flaming Poisoning Raging Sword of Doom"));
}
```
### Alternatives
There are other alternatives to this such as by using the [`derive_more`](https://crates.io/crates/derive_more) crate. However, it doesn't seem like we need an entire crate just yet since we only need `Deref` and `DerefMut` (for now).
### Considerations
One thing to consider is that the Rust std library recommends _not_ using `Deref` and `DerefMut` for things like this: "`Deref` should only be implemented for smart pointers to avoid confusion" ([reference](https://doc.rust-lang.org/std/ops/trait.Deref.html)). Personally, I believe it makes sense to use it in the way described above, but others may disagree.
### Additional Context
Discord: https://discord.com/channels/691052431525675048/692572690833473578/956648422163746827 (controversiality discussed [here](https://discord.com/channels/691052431525675048/692572690833473578/956711911481835630))
---
## Changelog
- Add `Deref` derive macro (exported to prelude)
- Add `DerefMut` derive macro (exported to prelude)
- Updated most newtypes in examples to use one or both derives
Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Make visible how much time is spent building the Opaque3d, AlphaMask3d, and Transparent3d passes
## Solution
- Add a `trace` feature to `bevy_core_pipeline`
- Add tracy spans around the three passes
- I didn't do this for shadows, sprites, etc as they are only one pass in the node. Perhaps it should be split into 3 nodes to allow insertion of other nodes between...?
# Objective
- Support compressed textures including 'universal' formats (ETC1S, UASTC) and transcoding of them to
- Support `.dds`, `.ktx2`, and `.basis` files
## Solution
- Fixes https://github.com/bevyengine/bevy/issues/3608 Look there for more details.
- Note that the functionality is all enabled through non-default features. If it is desirable to enable some by default, I can do that.
- The `basis-universal` crate, used for `.basis` file support and for transcoding, is built on bindings against a C++ library. It's not feasible to rewrite in Rust in a short amount of time. There are no Rust alternatives of which I am aware and it's specialised code. In its current state it doesn't support the wasm target, but I don't know for sure. However, it is possible to build the upstream C++ library with emscripten, so there is perhaps a way to add support for web too with some shenanigans.
- There's no support for transcoding from BasisLZ/ETC1S in KTX2 files as it was quite non-trivial to implement and didn't feel important given people could use `.basis` files for ETC1S.
# Objective
- Hierarchy tools are not just used for `Transform`: they are also used for scenes.
- In the future there's interest in using them for other features, such as visiibility inheritance.
- The fact that these tools are found in `bevy_transform` causes a great deal of user and developer confusion
- Fixes#2758.
## Solution
- Split `bevy_transform` into two!
- Make everything work again.
Note that this is a very tightly scoped PR: I *know* there are code quality and docs issues that existed in bevy_transform that I've just moved around. We should fix those in a seperate PR and try to merge this ASAP to reduce the bitrot involved in splitting an entire crate.
## Frustrations
The API around `GlobalTransform` is a mess: we have massive code and docs duplication, no link between the two types and no clear way to extend this to other forms of inheritance.
In the medium-term, I feel pretty strongly that `GlobalTransform` should be replaced by something like `Inherited<Transform>`, which lives in `bevy_hierarchy`:
- avoids code duplication
- makes the inheritance pattern extensible
- links the types at the type-level
- allows us to remove all references to inheritance from `bevy_transform`, making it more useful as a standalone crate and cleaning up its docs
## Additional context
- double-blessed by @cart in https://github.com/bevyengine/bevy/issues/4141#issuecomment-1063592414 and https://github.com/bevyengine/bevy/issues/2758#issuecomment-913810963
- preparation for more advanced / cleaner hierarchy tools: go read https://github.com/bevyengine/rfcs/pull/53 !
- originally attempted by @finegeometer in #2789. It was a great idea, just needed more discussion!
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.
```rust
use bevy::prelude::*;
#[derive(Default)]
struct Foo {
bar: usize,
baz: usize,
}
// Normally you would do this:
let foo = Foo {
bar: 10,
..Default::default()
};
// But now you can do this:
let foo = Foo {
bar: 10,
..default()
};
```
The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
# Objective
- Help debug panics
## Solution
- Insert a custom panic hook when trace is enabled that will log spans
example when running a command on a despawned entity
before:
```
thread 'main' panicked at 'Could not add a component (of type `panic::Marker`) to entity 1v0 because it doesn't exist in this World.
If this command was added to a newly spawned entity, ensure that you have not despawned that entity within the same stage.
This may have occurred due to system order ambiguity, or if the spawning system has multiple command buffers', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:664:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
after:
```
0: bevy_ecs::schedule::stage::system_commands
with name="panic::my_bad_system"
at crates/bevy_ecs/src/schedule/stage.rs:871
1: bevy_ecs::schedule::stage
with name=Update
at crates/bevy_ecs/src/schedule/mod.rs:340
2: bevy_app::app::frame
at crates/bevy_app/src/app.rs:111
3: bevy_app::app::bevy_app
at crates/bevy_app/src/app.rs:126
thread 'main' panicked at 'Could not add a component (of type `panic::Marker`) to entity 1v0 because it doesn't exist in this World.
If this command was added to a newly spawned entity, ensure that you have not despawned that entity within the same stage.
This may have occurred due to system order ambiguity, or if the spawning system has multiple command buffers', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:664:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access.
This is accomplished via the following:
* Add a new `debug_asset_server` feature flag
* When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions.
* Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events.
This is an alternative to #3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code.
This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation.
Fixes#3660
# Objective
- `WgpuOptions` is mutated to be updated with the actual device limits and features, but this information is readily available to both the main and render worlds through the `RenderDevice` which has .limits() and .features() methods
- Information about the adapter in terms of its name, the backend in use, etc were not being exposed but have clear use cases for being used to take decisions about what rendering code to use. For example, if something works well on AMD GPUs but poorly on Intel GPUs. Or perhaps something works well in Vulkan but poorly in DX12.
## Solution
- Stop mutating `WgpuOptions `and don't insert the updated values into the main and render worlds
- Return `AdapterInfo` from `initialize_renderer` and insert it into the main and render worlds
- Use `RenderDevice` limits in the lighting code that was using `WgpuOptions.limits`.
- Renamed `WgpuOptions` to `WgpuSettings`
# Objective
CI should check for missing backticks in doc comments.
Fixes#3435
## Solution
`clippy` has a lint for this: `doc_markdown`. This enables that lint in the CI script.
Of course, enabling this lint in CI causes a bunch of lint errors, so I've gone through and fixed all of them. This was a huge edit that touched a ton of files, so I split the PR up by crate.
When all of the following are merged, the CI should pass and this can be merged.
+ [x] #3467
+ [x] #3468
+ [x] #3470
+ [x] #3469
+ [x] #3471
+ [x] #3472
+ [x] #3473
+ [x] #3474
+ [x] #3475
+ [x] #3476
+ [x] #3477
+ [x] #3478
+ [x] #3479
+ [x] #3480
+ [x] #3481
+ [x] #3482
+ [x] #3483
+ [x] #3484
+ [x] #3485
+ [x] #3486
# Objective
This contributes documentation that should cover the entirety of bevy_internal as requested in #3492
## Solution
warn(missing_docs) has been activated and documentation has been added to missing parts so that no warnings appear from this setting
# Objective
- 3d examples fail to run in webgl2 because of unsupported texture formats or texture too large
## Solution
- switch to supported formats if a feature is enabled. I choose a feature instead of a build target to not conflict with a potential webgpu support
Very inspired by 6813b2edc5, and need #3290 to work.
I named the feature `webgl2`, but it's only needed if one want to use PBR in webgl2. Examples using only 2D already work.
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
- There are a few warnings when building Bevy docs for dead links
- CI seems to not catch those warnings when it should
## Solution
- Enable doc CI on all Bevy workspace
- Fix warnings
- Also noticed plugin GilrsPlugin was not added anymore when feature was enabled
First commit to check that CI would actually fail with it: https://github.com/bevyengine/bevy/runs/4532652688?check_suite_focus=true
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
# Objective
Port bevy_ui to pipelined-rendering (see #2535 )
## Solution
I did some changes during the port:
- [X] separate color from the texture asset (as suggested [here](https://discord.com/channels/691052431525675048/743663924229963868/874353914525413406))
- [X] ~give the vertex shader a per-instance buffer instead of per-vertex buffer~ (incompatible with batching)
Remaining features to implement to reach parity with the old renderer:
- [x] textures
- [X] TextBundle
I'd also like to add these features, but they need some design discussion:
- [x] batching
- [ ] separate opaque and transparent phases
- [ ] multiple windows
- [ ] texture atlases
- [ ] (maybe) clipping
# Objective
- there are a few new versions for `ron`, `winit`, `ndk`, `raw-window-handle`
- `cargo-deny` is failing due to new security issues / duplicated dependencies
## Solution
- Update our dependencies
- Note all new security issues, with which of Bevy direct dependency it comes from
- Update duplicate crate list, with which of Bevy direct dependency it comes from
`notify` is not updated here as it's in #2993
# Objective
- `bevy_ecs` exposes as an optional feature `bevy_reflect`. Disabling it doesn't compile.
- `bevy_asset` exposes as an optional feature `filesystem_watcher`. Disabling it doesn't compile. It is also not possible to disable this feature from Bevy
## Solution
- Fix compilation errors when disabling the default features. Make it possible to disable the feature `filesystem_watcher` from Bevy
- Requires #2997
- Removes `wasm_audio` feature as discussed in #2397
- Closes only task in #2479
Open questions:
Should we enable wasm audio by default or only when building for wasm using `cfg`?
Maybe there should be a global wasm feature for bevy?
# Objective
Make possible to use wgpu gles backend on in the browser (wasm32 + WebGL2).
## Solution
It is built on top of old @cart patch initializing windows before wgpu. Also:
- initializes wgpu with `Backends::GL` and proper `wgpu::Limits` on wasm32
- changes default texture format to `wgpu::TextureFormat::Rgba8UnormSrgb`
Co-authored-by: Mariusz Kryński <mrk@sed.pl>
Objective
During work on #3009 I've found that not all jobs use actions-rs, and therefore, an previous version of Rust is used for them. So while compilation and other stuff can pass, checking markup and Android build may fail with compilation errors.
Solution
This PR adds `action-rs` for any job running cargo, and updates the edition to 2021.
# Objective
[Tracy](https://github.com/wolfpld/tracy) is:
> A real time, nanosecond resolution, remote telemetry, hybrid frame and sampling profiler for games and other applications.
With the `trace_tracy` feature enabled, you run your bevy app and either a headless server (`capture`) or a live, interactive profiler UI (`Tracy`), and connect that to your bevy application to then stream the metric data and events, and save it or inspect it live/offline.
Previously when I implemented the spans across systems and stages and I was trying out different profiling tools, Tracy was too unstable on macOS to use. But now, quite some months later, it is working stably with Tracy 0.7.8. You can see timelines, aggregate statistics of mean system/stage execution times, and much more. It's very useful!
![Screenshot_2021-09-15_at_18 07 19](https://user-images.githubusercontent.com/302146/133554920-350d3d45-fbb8-479f-91f7-7a7a4f9f5873.png)
## Solution
- Use the `tracing-tracy` crate which supports our tracing spans
- Expose via the non-default feature `trace_tracy` for consistency with other `trace*` features
# Objective
- We currently depends on ndk 0.2, 0.3, 0.4
- Only 0.2 dependencies comes from Bevy itself
## Solution
- Replace #1371
- Update Bevy to ndk-glue 0.4
- Also fixes duplicate dependency CI issue
I didn't know about MinimalPlugins for way too long. This should increase visibility for others.
# Objective
Improve visibility and discover in the docs for Default and Minimal Plugins.
## Solution
Links the two Docs pages.
Co-authored-by: Mirko Rainer <52899592+mirkoRainer@users.noreply.github.com>
# Objective
Port bevy_gltf to the pipelined-rendering branch.
## Solution
crates/bevy_gltf has been copied and pasted into pipelined/bevy_gltf2 and modifications were made to work with the pipelined-rendering branch. Notably vertex tangents and vertex colours are not supported.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This decouples the opinionated "core pipeline" from the new (less opinionated) bevy_render crate. The "core pipeline" is intended to be used by crates like bevy_sprites, bevy_pbr, bevy_ui, and 3rd party crates that extends core rendering functionality.
This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373.
* Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons:
* Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive.
* People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach.
* I like keeping the root clean and noise free
* There is precedent for putting the apache and mit license text in sub folders (amethyst)
* Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach).
* Updates crates to use the new "MIT OR Apache-2.0" license value
* Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies.
* Added a License section to the main readme
* Updated our Bevy Plugin licensing guidelines.
As a follow-up we should update the website to properly describe the new license.
Closes#2373
This obsoletes #1111 and #2445, since @ColonisationCaptain and @temhotaokeaha haven't replied to #2373.
I believe that both of those PRs would be fine to keep, but they're even more fine to keep now :)