Commit graph

1315 commits

Author SHA1 Message Date
davier
c79ec9cad6 Fix custom mesh pipelines (#3381)
# Objective

Fixes #3379 

## Solution

The custom mesh pipelines needed to be specialized on each mesh's primitive topology, as done in `queue_meshes()`

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-20 20:33:39 +00:00
davier
340957994d Implement the Overflow::Hidden style property for UI (#3296)
# Objective

This PR implements the `overflow` style property in `bevy_ui`. When set to `Overflow::Hidden`, the children of that node are clipped so that overflowing parts are not rendered. This is an important building block for UI widgets.

## Solution

Clipping is done on the CPU so that it does not break batching.

The clip regions update was implemented as a separate system for clarity, but it could be merged with the other UI systems to avoid doing an additional tree traversal. (I don't think it's important until we fix the layout performance issues though).

A scrolling list was added to the `ui_pipelined` example to showcase `Overflow::Hidden`. For the sake of simplicity, it can only be scrolled with a mouse.
2021-12-19 05:44:28 +00:00
Vabka
9a89295a17 Update wgpu to 0.12 and naga to 0.8 (#3375)
# Objective

Fixes #3352
Fixes #3208

## Solution

- Update wgpu to 0.12
- Update naga to 0.8
- Resolve compilation errors
- Remove [[block]] from WGSL shaders (because it is depracated and now wgpu cant parse it)
- Replace `elseif` with `else if` in pbr.wgsl
2021-12-19 03:03:06 +00:00
Hoidigan
e018ac838d Add readme as docs to relevant crates. (#2575)
Fixes #2566
Fixes #3005 

There are only READMEs in the 4 crates here (with the exception of bevy itself).
Those 4 crates are ecs, reflect, tasks, and transform.
These should each now include their respective README files.

Co-authored-by: Hoidigan <57080125+Hoidigan@users.noreply.github.com>
Co-authored-by: Daniel Nelsen <57080125+Hoidigan@users.noreply.github.com>
2021-12-18 22:59:55 +00:00
sapir
8c250919e3 Fix double drop in BlobVec::replace_unchecked (#2597) (#2848)
# Objective

I thought I'd have a go a trying to fix #2597.

Hopefully fixes #2597.

## Solution

I reused the memory pointed to by the value parameter, that is already required by `insert` to not be dropped, to contain the extracted value while dropping it.
2021-12-18 21:29:24 +00:00
Dusty DeWeese
73f524f61c Support topologies other than TriangleList (#3349)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/3346

## Solution

I've encoded the topology in the `MeshKey` similar to how MSAA samples are handled.
2021-12-18 20:55:40 +00:00
Rostyslav Toch
e48f9d8cd4 Add documentation and tests to AxisSettings (#3303)
# Objective

Fixes: #3247 

## Solution

- Added short documentation for `AxisSettings`
- Added tests for `AxisSettings` and `ButtonSettings`


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
2021-12-18 20:00:18 +00:00
Daniel McNab
ed9d45fae5 Add an example 'showcasing' using multiple windows (#3367)
# Objective

- The multiple windows example which was viciously murdered in #3175.
- cart asked me to

## Solution

- Rework the example to work on pipelined-rendering, based on the work from #2898
2021-12-18 19:38:05 +00:00
TheRawMeatball
b5a04532c5 Rename render UiSystem to RenderUiSystem (#3371)
Without this name clash makes it impossible to order relative to the ui extract systems.
2021-12-18 17:53:21 +00:00
Rob Parrett
f30f833406 Remove vestigial derives (#3343)
These derives seem to be leftover vestiges of the old renderer.

At least removing them doesn't seem to harm anything.

edit: thanks `@forbjok` on discord for pointing this out.
2021-12-18 00:09:24 +00:00
François
6a0008f3d3 Fix doc warnings (#3339)
# 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>
2021-12-18 00:09:23 +00:00
John
9a16a4d018 Added set_scissor_rect to tracked render pass. (#3320)
# Objective And Solution
Add `set_scissor_rect` from wgpu-rs to the `TrackedRenderPass`. wgpu documentation can be found here:
https://docs.rs/wgpu/latest/wgpu/struct.RenderPass.html#method.set_scissor_rect

The reason for adding this is to cull fragments that are outside of the given rect. For my purposes this is extremely useful for UI.
2021-12-17 22:26:59 +00:00
Branan Riley
684c821e96 Schedule gilrs system before input systems (#2989)
# Objective

Previously, the gilrs system had no explicit relationship to the input
systems. This could potentially cause it to be scheduled after the
input systems, leading to a one-frame lag in gamepad inputs.

This was a regression introduced in #1606 which removed the `PreEvent` stage

## Solution

This adds an explicit `before` relationship to the gilrs plugin,
ensuring that raw gamepad events will be processed on the same frame
that they are generated.
2021-12-16 00:04:34 +00:00
Alex
49a4009d5c re-export ClearPassNode (#3336)
Currently the `ClearPassNode` is not exported, due to an additional `use ...;` in the core pipeline's `lib.rs`. This seems unintentional, as there already is a public glob import in the file.

This just removes the explicit use. If it actually was intentional to keep the node internal, let me know.
2021-12-15 22:04:39 +00:00
MrGVSV
add1818a05 Add documentation to KeyCode for Mac users (#3331)
# Objective

`KeyCode::*Win` and `KeyCode::*Alt` might be confusing for some Mac users.

## Solution

Added some small documentation to clarify the mappings for those developing on a Mac.

## Additional Context

Related issue: #3240
2021-12-15 01:23:32 +00:00
Hennadii Chernyshchyk
70c9165886 Fix crash with disabled winit (#3330)
# Objective

This PR fixes a crash when winit is enabled when there is a camera in the world. Part of #3155

## Solution

In this PR, I removed two unwraps and added an example for regression testing.
2021-12-15 00:15:47 +00:00
Robert Swain
c061ec33c8 bevy_pbr2: Fix clustering for orthographic projections (#3316)
# Objective

PBR lighting was broken in the new renderer when using orthographic projections due to the way the depth slicing works for the clusters. Fix it.

## Solution

- The default orthographic projection near plane is 0.0. The perspective projection depth slicing does a division by the near plane which gives a floating point NaN and the clustering all breaks down.
- Orthographic projections have a linear depth mapping, so it made intuitive sense to me to do depth slicing with a linear mapping too. The alternative I saw was to try to handle the near plane being at 0.0 and using the exponential depth slicing, but that felt like a hack that didn't make sense.
- As such, I have added code that detects whether the projection is orthographic based on `projection[3][3] == 1.0` and then implemented the orthographic mapping case throughout (when computing cluster AABBs, and when mapping a view space position (or light) to a cluster id in both the rust and shader code).

## Screenshots
Before:
![before](https://user-images.githubusercontent.com/302146/145847278-5b1bca74-fbad-4cc5-8b49-384f6a377fdc.png)
After:
<img width="1392" alt="Screenshot 2021-12-13 at 16 36 53" src="https://user-images.githubusercontent.com/302146/145847314-6f3a2035-5d87-4896-8032-0c3e35e15b7d.png">
Old renderer (slightly lighter due to slight difference in configured intensity):
<img width="1392" alt="Screenshot 2021-12-13 at 16 42 23" src="https://user-images.githubusercontent.com/302146/145847391-6a5e6fe0-22da-4fc1-a6c7-440543689a63.png">
2021-12-14 23:42:35 +00:00
François
c825fda74a add default standard material in PbrBundle (#3325)
# Objective

- Fix #3323 


## Solution

- Add a default standard material that is very visible. It is similar to the previous standard material that was used

<img width="1392" alt="Screenshot 2021-12-14 at 15 39 01" src="https://user-images.githubusercontent.com/8672791/146019401-ed4b5fc1-7cce-4a8f-a511-a6f9665a51d7.png">



Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-14 23:04:26 +00:00
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
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.
2021-12-14 03:58:23 +00:00
Niklas Eicker
de8edd3165 Rename fixed timestep state and add a test (#3260)
# Objective

fixes #3234

## Solution

- rename `bevy::core::State` to `LocalFixedTimestepState`
- add a test for FixedTimestep since I am already there
2021-12-12 21:26:40 +00:00
Rostyslav Toch
172f4d6d78 Documented and tested Axis<T> (#3276)
# Objective

Fixes #3247 

## Solution

- Added docs to `Axis<T>`. This one can be extended @alice-i-cecile 
- Added unit tests
- Added `min` and `max` values to the struct. @alice-i-cecile Do we need to these variables?
- Limited `set` method usage with `min` and `max` values


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
2021-12-11 23:31:46 +00:00
Jakob Hellermann
a5ea38f75e add methods to get reads and writes of Access<T> (#3166)
This makes it possible to e.g. show resource and component access on hover in [bevy_mod_debugdump](https://github.com/jakobhellermann/bevy_mod_debugdump/):
![grafik](https://user-images.githubusercontent.com/22177966/142773962-320f6e5b-608e-4abb-88b8-78da4fefc166.png)
2021-12-11 23:16:01 +00:00
Daniel McNab
0ee4195fb0 Remove some superfluous unsafe code (#3297)
# Objective

- This `unsafe` is weird

## Solution

- Don't use `unsafe` here

Hopefully this isn't already in an open PR.
2021-12-11 22:58:46 +00:00
davier
25b62f9577 Port bevy_ui to pipelined-rendering (#2653)
# 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
2021-12-10 22:21:23 +00:00
Weasy
a2f0fe24e8 Allow String and &String as Id for AssetServer.get_handle(id) (#3280)
# Objective

Make it easier to build and use an asset path with `format!()`. This can be useful for accessing assets in a loop.

Enabled by this PR:
```rust
let monkey_handle = asset_server.get_handle(&format!("models/monkey/Monkey.gltf#Mesh0/Primitive0"));
let monkey_handle = asset_server.get_handle(format!("models/monkey/Monkey.gltf#Mesh0/Primitive0"));
```

Before this PR:
```rust
let monkey_handle = asset_server.get_handle(format!("models/monkey/Monkey.gltf#Mesh0/Primitive0").as_str());
```

It's just a tiny improvement in ergonomics, but i ran into it and was wondering why the function does not accept a `String` and Bevy is all about simplicity/ergonomics, right? 😄😉

## Solution

Implement `Into<HandleId>` for `String` and `&String`.
2021-12-09 22:40:15 +00:00
TheRawMeatball
6caa2622b0 Add despawn_children (#2903)
Adds a convenience method for despawning all the children of the entity, but not the entity itself.
2021-12-09 20:42:44 +00:00
François
92a7e16aed Update dependencies ron winit& fix cargo-deny lists (#3244)
# 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
2021-12-09 20:14:00 +00:00
Carter Anderson
7dd92e72d4 More Bevy ECS schedule spans (#3281)
Fills in some gaps we had in our Bevy ECS tracing spans:

* Exclusive systems
* System Commands (for `apply_buffers = true` cases)
* System archetype updates
* Parallel system execution prep
2021-12-08 23:43:03 +00:00
loui
3ca8844c90 Added transparency to window builder (#3105)
Applogies, had to recreate this pr because of branching issue.
Old PR: https://github.com/bevyengine/bevy/pull/3033

# Objective

Fixes #3032

Allowing a user to create a transparent window 

## Solution

I've allowed the transparent bool to be passed to the winit window builder
2021-12-08 20:53:35 +00:00
Rostyslav Toch
01e2141ce3 Add Gamepads resource (#3257)
# Objective

Fixes #3245 

## Solution

- Move GamepadLobby to lib
- Add connection_system to InputPlugin
- Updated gamepad_input example


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-08 20:28:08 +00:00
Aevyrie
38c7d5eb9e Check for NaN in Camera::world_to_screen() (#3268)
# Objective

- Checks for NaN in computed NDC space coordinates, fixing unexpected NaN in a fallible (`Option<T>`) function.

## Solution

- Adds a NaN check, in addition to the existing NDC bounds checks.
- This is a helper function, and should have no performance impact to the engine itself.
- This will help prevent hard-to-trace NaN propagation in user code, by returning `None` instead of `Some(NaN)`.


Depends on https://github.com/bevyengine/bevy/pull/3269 for CI error fix.
2021-12-08 01:31:31 +00:00
Rostyslav Toch
bf96f266d7 Added tests to ButtonAxisSettings (#3272)
# Objective

`ButtonAxisSettings` wasn't tested properly.

## Solution

I added tests and fixed issue with `filter` method


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
2021-12-08 01:12:49 +00:00
Alex Helfet
5e516ab398 Made Time::time_since_startup return from last tick. (#3264)
Also added unit tests for it.

# Objective

- Fixes #3259 

## Solution

- As discussed in #3259

Co-authored-by: Alex Helfet <alex.helfet@gmail.com>
2021-12-07 01:30:08 +00:00
Rostyslav Toch
a4e85536c1 Fix clippy errors related to IntoIter::new (#3269)
# Objective

Fixes recent pipeline errors:
```
error: use of deprecated associated function `std::array::IntoIter::<T, N>::new`: use `IntoIterator::into_iter` instead
   --> crates/bevy_render/src/mesh/mesh.rs:467:54
    |
467 |             .flat_map(|normal| std::array::IntoIter::new([normal, normal, normal]))
    |                                                      ^^^
    |
    = note: `-D deprecated` implied by `-D warnings`

   Compiling bevy_render2 v0.5.0 (/home/runner/work/bevy/bevy/pipelined/bevy_render2)
error: use of deprecated associated function `std::array::IntoIter::<T, N>::new`: use `IntoIterator::into_iter` instead
   --> pipelined/bevy_render2/src/mesh/mesh/mod.rs:287:54
    |
287 |             .flat_map(|normal| std::array::IntoIter::new([normal, normal, normal]))
    |                                                      ^^^
    |
    = note: `-D deprecated` implied by `-D warnings`

error: could not compile `bevy_render` due to previous error
```

## Solution

- Replaced `IntoIter::new` with `IntoIterator::into_iter`

## Suggestions

For me it looks like two equivalent `Mesh` structs with the same methods. Should we refactor it? Or, they will be different in the near future?


Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
2021-12-06 22:26:35 +00:00
François
c6fec1f0c2 Fix clippy lints for 1.57 (#3238)
# Objective

- New clippy lints with rust 1.57 are failing

## Solution

- Fixed clippy lints following suggestions
- I ignored clippy in old renderer because there was many and it will be removed soon
2021-12-02 23:40:37 +00:00
Joshua Chapman
274ace790b Implement iter() for mutable Queries (#2305)
A sample implementation of how to have `iter()` work on mutable queries without breaking aliasing rules.

# Objective

- Fixes #753

## Solution

- Added a ReadOnlyFetch to WorldQuery that is the `&T` version of `&mut T` that is used to specify the return type for read only operations like `iter()`.
- ~~As the comment suggests specifying the bound doesn't work due to restrictions on defining recursive implementations (like `Or`). However bounds on the functions are fine~~ Never mind I misread how `Or` was constructed, bounds now exist.
- Note that the only mutable one has a new `Fetch` for readonly as the `State` has to be the same for any of this to work


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-01 23:28:10 +00:00
Dimitri Bobkov
bab4ee962d Added documentation to WindowMode to better document what 'use_size' … (#3216)
This pull request aims to solve the issue of a lack of documentation in the enum WindowMode

# Objective

- Fixes #3136

## Solution

- Added a few lines of documentation that should document what the enum does better
2021-11-30 23:51:11 +00:00
Jonathan Cornaz
1b8453d9a0 Fix path used by macro not considering that we can use a sub-crate (#3178)
# Problem

Let's say I am writting a simple bevy plugin, and I want to depend on `bevy_ecs` crate instead of depending on the full `bevy`. 

So I write the following:

*Cargo.toml*:
```toml
[dependencies]
bevy_ecs = { git = "https://github.com/bevyengine/bevy.git", rev = "94db0176fecfac7e7e9763f2dc7458a54c105886" }
```

*lib.rs*:
```rust
use bevy_ecs::prelude::*;

#[derive(Debug, Default, Component)
pub struct MyFancyComponent;
```

So far, so good. Everything works. But let's say I want to write some examples for using my plugin. And for theses I'd like to use the `bevy` crate, so that I can write complete examples (rendering stuff, etc.) that are simple and look like what the consumer of my plugin will do (`use bevy::prelude::*` and `DefaultPlugins`)

So I amend my *Cargo.toml*:
```toml
[dependencies]
bevy_ecs = { git = "https://github.com/bevyengine/bevy.git", rev = "94db0176fecfac7e7e9763f2dc7458a54c105886" }

[dev-dependencies]
bevy = { git = "https://github.com/bevyengine/bevy.git", rev = "94db0176fecfac7e7e9763f2dc7458a54c105886", default-features = false }
```

And that  leads to a complilation error 

```
error[E0433]: failed to resolve: use of undeclared crate or module `bevy`
```

Basically, because `bevy` is in the `dev-dependencies`, the macro (of the production code) decides to use the `bevy::ecs` path instead of `bevy_ecs`. But `bevy` is not available there.

## Solution

This PR fixes the problem. I amend the macro utility responsible of finding the path of a module.

If we try to find a path, we first test if this correspond to a crate that the user directly depend on. (Like, if we search for `bevy_ecs`, we first check if there is a `bevy_ecs` dependency). If yes, we can depend on that directly. Otherwise, we proceed with the existing logic (testing `bevy` and `bevy_internal`)
2021-11-29 23:10:31 +00:00
Minghao Liu
73fd6a6f6f fix: as_rgba_linear used wrong variant (#3192)
# Objective

as_rgba_linear used wrong variant

## Solution

Fixed it.
2021-11-26 12:57:05 +00:00
Carter Anderson
8009af3879 Merge New Renderer 2021-11-22 23:57:42 -08:00
Carter Anderson
2e79951659 Shader Imports. Decouple Mesh logic from PBR (#3137)
## Shader Imports

This adds "whole file" shader imports. These come in two flavors:

### Asset Path Imports

```rust
// /assets/shaders/custom.wgsl

#import "shaders/custom_material.wgsl"

[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
    return get_color();
}
```

```rust
// /assets/shaders/custom_material.wgsl

[[block]]
struct CustomMaterial {
    color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CustomMaterial;
```

### Custom Path Imports

Enables defining custom import paths. These are intended to be used by crates to export shader functionality:

```rust
// bevy_pbr2/src/render/pbr.wgsl

#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_bind_group

[[block]]
struct StandardMaterial {
    base_color: vec4<f32>;
    emissive: vec4<f32>;
    perceptual_roughness: f32;
    metallic: f32;
    reflectance: f32;
    flags: u32;
};

/* rest of PBR fragment shader here */
```

```rust
impl Plugin for MeshRenderPlugin {
    fn build(&self, app: &mut bevy_app::App) {
        let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
        shaders.set_untracked(
            MESH_BIND_GROUP_HANDLE,
            Shader::from_wgsl(include_str!("mesh_bind_group.wgsl"))
                .with_import_path("bevy_pbr::mesh_bind_group"),
        );
        shaders.set_untracked(
            MESH_VIEW_BIND_GROUP_HANDLE,
            Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl"))
                .with_import_path("bevy_pbr::mesh_view_bind_group"),
        );
```

By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention.

Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that.

## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin

This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials.

## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache

This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`.

##  RenderCommands are now fallible

This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet". 

# Next Steps

* Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct)
* Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders
* Move shader import logic into the asset preprocessor once bevy gets support for that.

Fixes #3132
2021-11-18 03:45:02 +00:00
dataphract
1076a8f2b5 Document the new pipelined renderer (#3094)
This is a squash-and-rebase of @Ku95's documentation of the new renderer onto the latest `pipelined-rendering` branch.

Original PR is #2884.

Co-authored-by: dataphract <dataphract@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-11-16 03:37:48 +00:00
Niklas Eicker
94db0176fe Add readme to errors crate and clean up cargo files (#3125)
# Objective

- Document that the error codes will be rendered on the bevy website (see bevyengine/bevy-website#216)
- Some Cargo.toml files did not include the license or a description field

## Solution

- Readme for the errors crate
- Mark internal/development crates with `publish = false`
- Add missing license/descriptions to some crates

- [x] merge bevyengine/bevy-website#216
2021-11-13 23:06:48 +00:00
Niklas Eicker
d0f423d653 Assert compiler errors for compile_fail tests (#3067)
# Objective

bevy_ecs has several compile_fail tests that assert lifetime safety. In the past, these tests have been green for the wrong reasons (see e.g. #2984). This PR makes sure, that they will fail if the compiler error changes.

## Solution

Use [trybuild](https://crates.io/crates/trybuild) to assert the compiler errors.

The UI tests are in a separate crate that is not part of the Bevy workspace. This is to ensure that they do not break Bevy's crater builds. The tests get executed by the CI workflow on the stable toolchain.
2021-11-13 22:43:19 +00:00
Jerome Humbert
94f5d194f4 Doc AssetServer::load() is async (#3129)
# Objective

Document that `AssetServer::load()` is asynchronous.

## Solution

Document that `AssetServer::load()` is asynchronous, and that the asset
will not be immediately available once the call returns. Instead,
explain that the user must call `AssetServer::get_load_state()` to
monitor the loading state of an asset.
2021-11-13 22:07:19 +00:00
François
ac06ea3d17 default features from bevy_asset and bevy_ecs can actually be disabled (#3097)
# 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
2021-11-13 21:15:22 +00:00
MiniaczQ
8b30dc6354 iter_mut() for Assets type (#3118)
# Objective

Fixes #3117 

## Solution

I took `get_mut()` and did it for all the elements 😏 


Co-authored-by: MiniaczQ <jakub.motyka.2000@gmail.com>
2021-11-13 04:26:42 +00:00
François
5127274b31 Update tracing-subscriber requirement from 0.2.22 to 0.3.1 (#3076)
# Objective

- Fix #3058 opened by dependabot

## Solution

- A new feature need to be added to `tracing-subscriber`
2021-11-12 03:08:27 +00:00
François
290b7dd9ab Update vendored Crevice to 0.8.0 + PR for arrays (#3059)
# Objective

- Update vendor crevice to have the latest update from crevice 0.8.0
- Using https://github.com/ElectronicRU/crevice/tree/arrays which has the changes to make arrays work

## Solution

- Also updated glam and hexasphere to only have one version of glam
- From the original PR, using crevice to write GLSL code containing arrays would probably not work but it's not something used by Bevy
2021-11-12 01:39:25 +00:00
Jay Oster
76cb662be1 Fix MIME type support for glTF buffer Data URIs (#3101)
# Objective

- The glTF 2.0 spec requires that Data URIs use one of two valid MIME types. `bevy_gltf` only supports one of these.
- See:
  - https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_media_type_registrations
  - https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#file-extensions-and-media-types
  - https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#binary-data-storage

> Buffer data **MAY** alternatively be embedded in the glTF file via `data:` URI with base64 encoding. When `data:` URI is used for buffer storage, its mediatype field **MUST** be set to `application/octet-stream` or `application/gltf-buffer`.

(Emphasis in original.)

## Solution

- Check for both MIME types.
2021-11-11 01:58:57 +00:00