# Objective
This add a ctor to `Box` to aid the creation of non-centred boxes. The PR adopts @rezural's work on PR #3322, taking into account the feedback on that PR from @james7132.
## Solution
`Box::from_corners()` creates a `Box` from two opposing corners and automatically determines the min and max extents to ensure that the `Box` is well-formed.
Co-authored-by: rezural <rezural@protonmail.com>
# Objective
- Bevy should be usable to create 'overlay' type apps, where the input is not captured by Bevy, but passed down/into a target app, or to allow passive displays/widgets etc.
## Solution
- the `winit:🪟:Window` already has a `set_cursor_hittest()` which basically does this for mouse input events, so I've exposed it (trying to copy the style laid out in the existing wrappings, and added a simple demo.
---
## Changelog
- Added `hittest` to `WindowAttributes`
- Added the `hittest`'s setters/getters
- Modified the `WindowBuilder`
- Modifed the `WindowDescriptor`'s `Default` impl.
- Added an example `cargo run --example fallthrough`
# Objective
Fixes#4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks.
## Solution
Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration.
This also potentially also removes one blocker from autovectorization of dense queries.
EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each` where possible. Unfortunately `iter` has other blockers that prevent it.
### TODO
- [x] Microbenchmark
- [x] Check if this allows query iteration to autovectorize simple loops.
- [x] Clean up all of the spurious tuples now littered throughout the API
### Open Questions
- ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused.
- ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is.
---
## Changelog
Added: `Tick`, a wrapper around a single change detection tick.
Added: `Column::get_added_ticks`
Added: `Column::get_column_ticks`
Added: `SparseSet::get_added_ticks`
Added: `SparseSet::get_column_ticks`
Changed: `Column` now stores added and changed ticks separately internally.
Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks.
Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible.
## Migration Guide
TODO
# Objective
Fix#6453.
## Solution
Use the solution mentioned in the issue by catching the unwind and dropping the error. Wrap the `executor.try_tick` calls with `std::catch::unwind`.
Ideally this would be moved outside of the hot loop, but the mut ref to the `spawned` future is not `UnwindSafe`.
This PR only addresses the bug, we can address the perf issues (should there be any) later.
# Objective
Fix#5149
## Solution
Instead of returning the **total count** of elements in the `QueryIter` in
`size_hint`, we return the **count of remaining elements**. This
Fixes#5149 even when #5148 gets merged.
- https://github.com/bevyengine/bevy/issues/5149
- https://github.com/bevyengine/bevy/pull/5148
---
## Changelog
- Fix partially consumed `QueryIter` and `QueryCombinationIter` having invalid `size_hint`
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
Make core pipeline graphic nodes, including `BloomNode`, `FxaaNode`, `TonemappingNode` and `UpscalingNode` public.
This will allow users to construct their own render graphs with these build-in nodes.
## Solution
Make them public.
Also put node names into bevy's core namespace (`core_2d::graph::node`, `core_3d::graph::node`) which makes them consistent.
# Objective
Fix android touch events being flipped. Only removed test for android, don't have ios device to test with. Tested with emulator and physical device.
## Solution
Remove check, no longer needed with coordinate change in 0.9
# Objective
Delete `ImageMode`. It doesn't do anything except mislead people into thinking it controls the aspect ratio of images somehow.
Fixes#3933 and #6637
## Solution
Delete `ImageMode`
## Changelog
Removes the `ImageMode` enum.
Removes the `image_mode` field from `ImageBundle`
Removes the `With<ImageMode>` query filter from `image_node_system`
Renames `image_node_system` to` update_image_calculated_size_system`
# Objective
Fixes#6661
## Solution
Make `SceneSpawner::spawn_dynamic` return `InstanceId` like other functions there.
---
## Changelog
Make `SceneSpawner::spawn_dynamic` return `InstanceId` instead of `()`.
When I was upgrading to 0.9 noticed there were some changes to the timer, mainly the `TimerMode`. When switching from the old `is_repeating()` and `set_repeating()` to the new `mode()` and `set_mode()` noticed the docs still had the old description.
# Objective
- The `contributors` example panics when attempting to generate an empty range if the window height is smaller than the sprites
- Don't do that
## Solution
- Clamp the bounce height to be 0 minimum, and generate an inclusive range when passing it to `rng.gen_range`
# Objective
BlobVec currently relies on a scratch piece of memory allocated at initialization to make a temporary copy of a component when using `swap_remove_and_{forget/drop}`. This is potentially suboptimal as it writes to a, well-known, but random part of memory instead of using the stack.
## Solution
As the `FIXME` in the file states, replace `swap_scratch` with a call to `swap_nonoverlapping::<u8>`. The swapped last entry is returned as a `OwnedPtr`.
In theory, this should be faster as the temporary swap is allocated on the stack, `swap_nonoverlapping` allows for easier vectorization for bigger types, and the same memory is used between the swap and the returned `OwnedPtr`.
# Objective
* Enable `Res` and `Query` parameter mutual exclusion
* Required for https://github.com/bevyengine/bevy/pull/5080
The `FilteredAccessSet::get_conflicts` methods didn't work properly with
`Res` and `ResMut` parameters. Because those added their access by using
the `combined_access_mut` method and directly modifying the global
access state of the FilteredAccessSet. This caused an inconsistency,
because get_conflicts assumes that ALL added access have a corresponding
`FilteredAccess` added to the `filtered_accesses` field.
In practice, that means that SystemParam that adds their access through
the `Access` returned by `combined_access_mut` and the ones that add
their access using the `add` method lived in two different universes. As
a result, they could never be mutually exclusive.
## Solution
This commit fixes it by removing the `combined_access_mut` method. This
ensures that the `combined_access` field of FilteredAccessSet is always
updated consistently with the addition of a filter. When checking for
filtered access, it is now possible to account for `Res` and `ResMut`
invalid access. This is currently not needed, but might be in the
future.
We add the `add_unfiltered_{read,write}` methods to replace previous
usages of `combined_access_mut`.
We also add improved Debug implementations on FixedBitSet so that their
meaning is much clearer in debug output.
---
## Changelog
* Fix `Res` and `Query` parameter never being mutually exclusive.
## Migration Guide
Note: this mostly changes ECS internals, but since the API is public, it is technically breaking:
* Removed `FilteredAccessSet::combined_access_mut`
* Replace _immutable_ usage of those by `combined_access`
* For _mutable_ usages, use the new `add_unfiltered_{read,write}` methods instead of `combined_access_mut` followed by `add_{read,write}`
# Objective
Make core types in ECS smaller. The column sparse set in Tables is never updated after creation.
## Solution
Create `ImmutableSparseSet` which removes the capacity fields in the backing vec's and the APIs for inserting or removing elements. Drops the size of the sparse set by 3 usizes (24 bytes on 64-bit systems)
## Followup
~~After #4809, Archetype's component SparseSet should be replaced with it.~~ This has been done.
---
## Changelog
Removed: `Table::component_capacity`
## Migration Guide
`Table::component_capacity()` has been removed as Tables do not support adding/removing columns after construction.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Archetype is a deceptively large type in memory. It stores metadata about which components are in which storage in multiple locations, which is only used when creating new Archetypes while moving entities.
## Solution
Remove the redundant `Box<[ComponentId]>`s and iterate over the sparse set of component metadata instead. Reduces Archetype's size by 4 usizes (32 bytes on 64-bit systems), as well as the additional allocations for holding these slices.
It'd seem like there's a downside that the origin archetype has it's component metadata iterated over twice when creating a new archetype, but this change also removes the extra `Vec<ArchetypeComponentId>` allocations when creating a new archetype which may amortize out to a net gain here. This change likely negatively impacts creating new archetypes with a large number of components, but that's a cost mitigated by the fact that these archetypal relationships are cached in Edges and is incurred only once for each edge created.
## Additional Context
There are several other in-flight PRs that shrink Archetype:
- #4800 merges the entities and rows Vecs together (shaves off 24 bytes per archetype)
- #4809 removes unique_components and moves it to it's own dedicated storage (shaves off 72 bytes per archetype)
---
## Changelog
Changed: `Archetype::table_components` and `Archetype::sparse_set_components` return iterators instead of slices. `Archetype::new` requires iterators instead of parallel slices/vecs.
## Migration Guide
Do I still need to do this? I really hope people were not relying on the public facing APIs changed here.
# Objective
`ComputedVisibility` could afford to be smaller/faster. Optimizing the size and performance of operations on the component will positively benefit almost all extraction systems.
This was listed as one of the potential pieces of future work for #5310.
## Solution
Merge both internal booleans into a single `u8` bitflag field. Rely on bitmasks to evaluate local, hierarchical, and general visibility.
Pros:
- `ComputedVisibility::is_visible` should be a single bitmask test instead of two.
- `ComputedVisibility` is now only 1 byte. Should be able to fit 100% more per cache line when using dense iteration.
Cons:
- Harder to read.
- Setting individual values inside `ComputedVisiblity` require bitmask mutations.
This should be a non-breaking change. No public API was changed. The only publicly visible effect is that `ComputedVisibility` is now 1 byte instead of 2.
# Objective
Fixes#6594
## Solution
- `New` function for `Size` is now a `const` function :)
## Changelog
- `New` function for `Size` is now a `const` function
## Migration Guide
- Nothing has been changed
# Objective
In bevy 0.8 you could list all resources using `world.archetypes().resource().components()`. As far as I can tell the resource archetype has been replaced with the `Resources` storage, and it would be nice if it could be used to iterate over all resource component IDs as well.
## Solution
- add `fn Resources::iter(&self) -> impl Iterator<Item = (ComponentId, &ResourceData)>`
# Objective
- Derive Clone and Debug for `AssetPlugin`
- Make it possible to log asset server settings
- And get an owned instance if wrapping `AssetPlugin` in another plugin. See: 129224ef72/src/web_asset_plugin.rs (L45)
# Objective
> Part of #6573
`Children` was not being properly deserialized in scenes. This was due to a missing registration on `SmallVec<[Entity; 8]>`, which is used by `Children`.
## Solution
Register `SmallVec<[Entity; 8]>`.
---
## Changelog
- Registered `SmallVec<[Entity; 8]>`
# Objective
Fixes#6030, making ``serde`` optional.
## Solution
This was solved by making a ``serialize`` feature that can activate ``serde``, which is now optional.
When ``serialize`` is deactivated, the ``Plugin`` implementation for ``ScenePlugin`` does nothing.
Co-authored-by: Linus Käll <linus.kall.business@gmail.com>
# Objective
Currently, `Ptr` and `PtrMut` can only be constructed via unsafe code. This means that downgrading a reference to an untyped pointer is very cumbersome, despite being a very simple operation.
## Solution
Define conversions for easily and safely constructing untyped pointers. This is the non-owned counterpart to `OwningPtr::make`.
Before:
```rust
let ptr = unsafe { PtrMut::new(NonNull::from(&mut value).cast()) };
```
After:
```rust
let ptr = PtrMut::from(&mut value);
```
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
I needed a window which is always on top, to create a overlay app.
## Solution
expose the `always_on_top` property of winit in bevy's `WindowDescriptor` as a boolean flag
---
## Changelog
### Added
- add `WindowDescriptor.always_on_top` which configures a window to stay on top.
# Objective
`ScalingMode::Auto` for cameras only targets min_height and min_width, or as the docs say it `Use minimal possible viewport size while keeping the aspect ratio.`
But there is no ScalingMode that targets max_height and Max_width or `Use maximal possible viewport size while keeping the aspect ratio.`
## Solution
Added `ScalingMode::AutoMax` that does the exact opposite of `ScalingMode::Auto`
---
## Changelog
Renamed `ScalingMode::Auto` to `ScalingMode::AutoMin`.
## Migration Guide
just rename `ScalingMode::Auto` to `ScalingMode::AutoMin` if you are using it.
Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Add a method to get the focused window.
Use this instead of `WindowFocused` events in `close_on_esc`.
Seems that the OS/window manager might not always send focused events on application startup.
Sadly, not a fix for #5646.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Fixes #3225, Allow for flippable UI Images
## Solution
Add flip_x and flip_y fields to UiImage, and swap the UV coordinates accordingly in ui_prepare_nodes.
## Changelog
* Changes UiImage to a struct with texture, flip_x, and flip_y fields.
* Adds flip_x and flip_y fields to ExtractedUiNode.
* Changes extract_uinodes to extract the flip_x and flip_y values from UiImage.
* Changes prepare_uinodes to swap the UV coordinates as required.
* Changes UiImage derefs to texture field accesses.
# Objective
Fixes#6615.
`BlobVec` does not respect alignment for zero-sized types, which results in UB whenever a ZST with alignment other than 1 is used in the world.
## Solution
Add the fn `bevy_ptr::dangling_with_align`.
---
## Changelog
+ Added the function `dangling_with_align` to `bevy_ptr`, which creates a well-aligned dangling pointer to a type whose alignment is not known at compile time.
# Objective
- Implements removal of entries from a `dyn Map`
- Fixes#6563
## Solution
- Adds a `remove` method to the `Map` trait which takes in a `&dyn Reflect` key and returns the value removed if it was present.
---
## Changelog
- Added `Map::remove`
## Migration Guide
- Implementors of `Map` will need to implement the `remove` method.
Co-authored-by: radiish <thesethskigamer@gmail.com>
# Objective
The [documentation for `ButtonSettingsError`](https://docs.rs/bevy/0.9.0/bevy/input/gamepad/enum.ButtonSettingsError.html) incorrectly describes the valid range of values as `0.0..=2.0`, probably because it was copied from `AxisSettingsError`. The actual range, as seen in the functions that return it and in its own `thiserror` description, is `0.0..=1.0`.
## Solution
Update the doc comments to reflect the correct range.
Co-authored-by: Sol Toder <ajaxgb@gmail.com>
# Objective
Fix#6548. Most of these methods were already made `const` in #5688. `Entity::to_bits` is the only one that remained.
## Solution
Make it const.
# Objective
- Using the instancing example as reference, I found it was breaking when enabling HDR on the camera. I found that this was because, unlike in internal code, this was not updating the specialization key with `view.hdr`.
## Solution
- Add the missing HDR bit.
# Objective
- Fix#3606
- Fix#4579
- Fix#3380
## Solution
When running on a Linux machine with some AMD or Intel device, when calling
`surface.get_current_texture()`, ignore `wgpu::SurfaceError::Timeout` errors.
## Alternative
An alternative solution found in the `wgpu` examples is:
```rust
let frame = surface
.get_current_texture()
.or_else(|_| {
render_device.configure_surface(surface, &swap_chain_descriptor);
surface.get_current_texture()
})
.expect("Error reconfiguring surface");
window.swap_chain_texture = Some(TextureView::from(frame));
```
See: <94ce76391b/wgpu/examples/framework.rs (L362-L370)>
Veloren [handles the Timeout error the way this PR proposes to handle it](https://github.com/gfx-rs/wgpu/issues/1218#issuecomment-1092056971).
The reason I went with this PR's solution is that `configure_surface` seems to be quite an expensive operation, and it would run every frame with the wgpu framework solution, despite the fact it works perfectly fine without `configure_surface`.
I know this looks super hacky with the linux-specific line and the AMD check, but my understanding is that the `Timeout` occurrence is specific to a quirk of some AMD drivers on linux, and if otherwise met should be considered a bug.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>