## Objective
I was resolving a conflict between #16132 and my PR #15929 and thought
the `clone_entity` commands made more sense in `EntityCommands`.
## Solution
Moved `Commands::clone_entity` to `EntityCommands::clone`, moved
`Commands::clone_entity_with` to `EntityCommands::clone_with`.
## Testing
Ran the two tests that used the old methods.
## Showcase
```
// Create a new entity and keep its EntityCommands.
let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));
// Create a clone of the first entity
let mut entity_clone = entity.clone();
```
The only potential downside is that the method name is now the same as
the one from the `Clone` trait. `EntityCommands` doesn't implement
`Clone` though, so there's no actual conflict.
Maybe I'm biased because this'll work better with my PR, but I think the
UX is nicer regardless.
# Objective
On the web, it's common to attach observers to windows. As @viridia has
discovered, this can be quite a nice paradigm in bevy as well when
applied to observers. The changes here are intended to make this
possible.
+ Adds a new default picking back-end as part to the core picking plugin
(which can be disabled) that causes pointers on windows to treat the
window entity as the final hit, behind everything else. This means
clicking empty space now dispatches normal picking events to the window,
and is especially nice for drag-and-drop functionality.
+ Adds a new traversal type, specific to picking events, that causes
them to bubble up to the window entity after they reach the root of the
hierarchy.
## Solution
The window picking back-end is extremely simple, but the bubbling
changes are much more complex, since they require doing a different
traversal depending on the picking event.
To achieve this, `Traversal` has been made generic over an associated
sized data type `D`. Observer bounds have been changed such that
`Event::Traversal<D>` is required for `Trigger<D>`. A blanket
implementation has been added for `()` and `Parent` that preserves the
existing functionality. A new `PointerTraversal` traversal has been
implemented, with a blanket implementation for `Traversal<Pointer<E>>`.
It is still possible to use `Parent` as the traversal for any event,
because of the blanket implementation. It is now possible for users to
add other custom traversals, which read event data during traversal.
## Testing
I tested these changes locally on some picking UI prototypes I have been
playing with. I also tested them on the picking examples.
---------
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
# Objective
- Fixes#16208
## Solution
- Added an associated type to `Component`, `Mutability`, which flags
whether a component is mutable, or immutable. If `Mutability= Mutable`,
the component is mutable. If `Mutability= Immutable`, the component is
immutable.
- Updated `derive_component` to default to mutable unless an
`#[component(immutable)]` attribute is added.
- Updated `ReflectComponent` to check if a component is mutable and, if
not, panic when attempting to mutate.
## Testing
- CI
- `immutable_components` example.
---
## Showcase
Users can now mark a component as `#[component(immutable)]` to prevent
safe mutation of a component while it is attached to an entity:
```rust
#[derive(Component)]
#[component(immutable)]
struct Foo {
// ...
}
```
This prevents creating an exclusive reference to the component while it
is attached to an entity. This is particularly powerful when combined
with component hooks, as you can now fully track a component's value,
ensuring whatever invariants you desire are upheld. Before this would be
done my making a component private, and manually creating a `QueryData`
implementation which only permitted read access.
<details>
<summary>Using immutable components as an index</summary>
```rust
/// This is an example of a component like [`Name`](bevy::prelude::Name), but immutable.
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Component)]
#[component(
immutable,
on_insert = on_insert_name,
on_replace = on_replace_name,
)]
pub struct Name(pub &'static str);
/// This index allows for O(1) lookups of an [`Entity`] by its [`Name`].
#[derive(Resource, Default)]
struct NameIndex {
name_to_entity: HashMap<Name, Entity>,
}
impl NameIndex {
fn get_entity(&self, name: &'static str) -> Option<Entity> {
self.name_to_entity.get(&Name(name)).copied()
}
}
fn on_insert_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
let Some(&name) = world.entity(entity).get::<Name>() else {
unreachable!()
};
let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
return;
};
index.name_to_entity.insert(name, entity);
}
fn on_replace_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
let Some(&name) = world.entity(entity).get::<Name>() else {
unreachable!()
};
let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
return;
};
index.name_to_entity.remove(&name);
}
// Setup our name index
world.init_resource::<NameIndex>();
// Spawn some entities!
let alyssa = world.spawn(Name("Alyssa")).id();
let javier = world.spawn(Name("Javier")).id();
// Check our index
let index = world.resource::<NameIndex>();
assert_eq!(index.get_entity("Alyssa"), Some(alyssa));
assert_eq!(index.get_entity("Javier"), Some(javier));
// Changing the name of an entity is also fully capture by our index
world.entity_mut(javier).insert(Name("Steven"));
// Javier changed their name to Steven
let steven = javier;
// Check our index
let index = world.resource::<NameIndex>();
assert_eq!(index.get_entity("Javier"), None);
assert_eq!(index.get_entity("Steven"), Some(steven));
```
</details>
Additionally, users can use `Component<Mutability = ...>` in trait
bounds to enforce that a component _is_ mutable or _is_ immutable. When
using `Component` as a trait bound without specifying `Mutability`, any
component is applicable. However, methods which only work on mutable or
immutable components are unavailable, since the compiler must be
pessimistic about the type.
## Migration Guide
- When implementing `Component` manually, you must now provide a type
for `Mutability`. The type `Mutable` provides equivalent behaviour to
earlier versions of `Component`:
```rust
impl Component for Foo {
type Mutability = Mutable;
// ...
}
```
- When working with generic components, you may need to specify that
your generic parameter implements `Component<Mutability = Mutable>`
rather than `Component` if you require mutable access to said component.
- The entity entry API has had to have some changes made to minimise
friction when working with immutable components. Methods which
previously returned a `Mut<T>` will now typically return an
`OccupiedEntry<T>` instead, requiring you to add an `into_mut()` to get
the `Mut<T>` item again.
## Draft Release Notes
Components can now be made immutable while stored within the ECS.
Components are the fundamental unit of data within an ECS, and Bevy
provides a number of ways to work with them that align with Rust's rules
around ownership and borrowing. One part of this is hooks, which allow
for defining custom behavior at key points in a component's lifecycle,
such as addition and removal. However, there is currently no way to
respond to _mutation_ of a component using hooks. The reasons for this
are quite technical, but to summarize, their addition poses a
significant challenge to Bevy's core promises around performance.
Without mutation hooks, it's relatively trivial to modify a component in
such a way that breaks invariants it intends to uphold. For example, you
can use `core::mem::swap` to swap the components of two entities,
bypassing the insertion and removal hooks.
This means the only way to react to this modification is via change
detection in a system, which then begs the question of what happens
_between_ that alteration and the next run of that system?
Alternatively, you could make your component private to prevent
mutation, but now you need to provide commands and a custom `QueryData`
implementation to allow users to interact with your component at all.
Immutable components solve this problem by preventing the creation of an
exclusive reference to the component entirely. Without an exclusive
reference, the only way to modify an immutable component is via removal
or replacement, which is fully captured by component hooks. To make a
component immutable, simply add `#[component(immutable)]`:
```rust
#[derive(Component)]
#[component(immutable)]
struct Foo {
// ...
}
```
When implementing `Component` manually, there is an associated type
`Mutability` which controls this behavior:
```rust
impl Component for Foo {
type Mutability = Mutable;
// ...
}
```
Note that this means when working with generic components, you may need
to specify that a component is mutable to gain access to certain
methods:
```rust
// Before
fn bar<C: Component>() {
// ...
}
// After
fn bar<C: Component<Mutability = Mutable>>() {
// ...
}
```
With this new tool, creating index components, or caching data on an
entity should be more user friendly, allowing libraries to provide APIs
relying on components and hooks to uphold their invariants.
## Notes
- ~~I've done my best to implement this feature, but I'm not happy with
how reflection has turned out. If any reflection SMEs know a way to
improve this situation I'd greatly appreciate it.~~ There is an
outstanding issue around the fallibility of mutable methods on
`ReflectComponent`, but the DX is largely unchanged from `main` now.
- I've attempted to prevent all safe mutable access to a component that
does not implement `Component<Mutability = Mutable>`, but there may
still be some methods I have missed. Please indicate so and I will
address them, as they are bugs.
- Unsafe is an escape hatch I am _not_ attempting to prevent. Whatever
you do with unsafe is between you and your compiler.
- I am marking this PR as ready, but I suspect it will undergo fairly
major revisions based on SME feedback.
- I've marked this PR as _Uncontroversial_ based on the feature, not the
implementation.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Nuutti Kotivuori <naked@iki.fi>
## Objective
Fixes#1515
This PR implements a flexible entity cloning system. The primary use
case for it is to clone dynamically-generated entities.
Example:
```rs
#[derive(Component, Clone)]
pub struct Projectile;
#[derive(Component, Clone)]
pub struct Damage {
value: f32,
}
fn player_input(
mut commands: Commands,
projectiles: Query<Entity, With<Projectile>>,
input: Res<ButtonInput<KeyCode>>,
) {
// Fire a projectile
if input.just_pressed(KeyCode::KeyF) {
commands.spawn((Projectile, Damage { value: 10.0 }));
}
// Triplicate all active projectiles
if input.just_pressed(KeyCode::KeyT) {
for projectile in projectiles.iter() {
// To triplicate a projectile we need to create 2 more clones
for _ in 0..2{
commands.clone_entity(projectile)
}
}
}
}
```
## Solution
### Commands
Add a `clone_entity` command to create a clone of an entity with all
components that can be cloned. Components that can't be cloned will be
ignored.
```rs
commands.clone_entity(entity)
```
If there is a need to configure the cloning process (like set to clone
recursively), there is a second command:
```rs
commands.clone_entity_with(entity, |builder| {
builder.recursive(true)
});
```
Both of these commands return `EntityCommands` of the cloned entity, so
the copy can be modified afterwards.
### Builder
All these commands use `EntityCloneBuilder` internally. If there is a
need to clone an entity using `World` instead, it is also possible:
```rs
let entity = world.spawn(Component).id();
let entity_clone = world.spawn_empty().id();
EntityCloneBuilder::new(&mut world).clone_entity(entity, entity_clone);
```
Builder has methods to `allow` or `deny` certain components during
cloning if required and can be extended by implementing traits on it.
This PR includes two `EntityCloneBuilder` extensions:
`CloneEntityWithObserversExt` to configure adding cloned entity to
observers of the original entity, and `CloneEntityRecursiveExt` to
configure cloning an entity recursively.
### Clone implementations
By default, all components that implement either `Clone` or `Reflect`
will be cloned (with `Clone`-based implementation preferred in case
component implements both).
This can be overriden on a per-component basis:
```rs
impl Component for SomeComponent {
const STORAGE_TYPE: StorageType = StorageType::Table;
fn get_component_clone_handler() -> ComponentCloneHandler {
// Don't clone this component
ComponentCloneHandler::Ignore
}
}
```
### `ComponentCloneHandlers`
Clone implementation specified in `get_component_clone_handler` will get
registered in `ComponentCloneHandlers` (stored in
`bevy_ecs::component::Components`) at component registration time.
The clone handler implementation provided by a component can be
overriden after registration like so:
```rs
let component_id = world.components().component_id::<Component>().unwrap()
world.get_component_clone_handlers_mut()
.set_component_handler(component_id, ComponentCloneHandler::Custom(component_clone_custom))
```
The default clone handler for all components that do not explicitly
define one (or don't derive `Component`) is
`component_clone_via_reflect` if `bevy_reflect` feature is enabled, and
`component_clone_ignore` (noop) otherwise.
Default handler can be overriden using
`ComponentCloneHandlers::set_default_handler`
### Handlers
Component clone handlers can be used to modify component cloning
behavior. The general signature for a handler that can be used in
`ComponentCloneHandler::Custom` is as follows:
```rs
pub fn component_clone_custom(
world: &mut DeferredWorld,
entity_cloner: &EntityCloner,
) {
// implementation
}
```
The `EntityCloner` implementation (used internally by
`EntityCloneBuilder`) assumes that after calling this custom handler,
the `target` entity has the desired version of the component from the
`source` entity.
### Builder handler overrides
Besides component-defined and world-overriden handlers,
`EntityCloneBuilder` also has a way to override handlers locally. It is
mainly used to allow configuration methods like `recursive` and
`add_observers`.
```rs
// From observer clone handler implementation
impl CloneEntityWithObserversExt for EntityCloneBuilder<'_> {
fn add_observers(&mut self, add_observers: bool) -> &mut Self {
if add_observers {
self.override_component_clone_handler::<ObservedBy>(ComponentCloneHandler::Custom(
component_clone_observed_by,
))
} else {
self.remove_component_clone_handler_override::<ObservedBy>()
}
}
}
```
## Testing
Includes some basic functionality tests and doctests.
Performance-wise this feature is the same as calling `clone` followed by
`insert` for every entity component. There is also some inherent
overhead due to every component clone handler having to access component
data through `World`, but this can be reduced without breaking current
public API in a later PR.
# Objective
Run this without this PR:
`cargo build -p bevy_hierarchy --no-default-features`
You'll get:
```
error[E0432]: unresolved import `bevy_reflect`
--> crates/bevy_hierarchy/src/events.rs:2:5
|
2 | use bevy_reflect::Reflect;
| ^^^^^^^^^^^^ use of undeclared crate or module `bevy_reflect`
For more information about this error, try `rustc --explain E0432`.
error: could not compile `bevy_hierarchy` (lib) due to 1 previous error
warning: build failed, waiting for other jobs to finish...
```
Because of this line:
```rs
use bevy_reflect::Reflect;
#[derive(Event, Debug, Clone, PartialEq, Eq)]
#[cfg_attr(feature = "reflect", derive(Reflect), reflect(Debug, PartialEq))]
pub enum HierarchyEvent { .. }
```
## Solution
use FQN: `derive(bevy_reflect::Reflect)`
## Testing
`cargo build -p bevy_hierarchy --no-default-features`
# Objective
Built-in observers & events should be `Reflect` so that components that
interact with them can be serialized in scenes. This is a similar pr to
#14259.
# Objective
- closes#15866
## Solution
- Simply migrate where possible.
## Testing
- Expect that CI will do most of the work. Examples is another way of
testing this, as most of the work is in that area.
---
## Notes
For now, this PR doesn't migrate `QueryState::single` and friends as for
now, this look like another issue. So for example, QueryBuilders that
used single or `World::query` that used single wasn't migrated. If there
is a easy way to migrate those, please let me know.
Most of the uses of `Query::single` were removed, the only other uses
that I found was related to tests of said methods, so will probably be
removed when we remove `Query::single`.
# Objective
- Working with hierarchies in Bevy is far too tedious due to a lack of
helper functions.
- This is the first half of #15609.
## Solution
Extend
[`HierarchyQueryExt`](https://docs.rs/bevy/latest/bevy/hierarchy/trait.HierarchyQueryExt)
with the following methods:
- `parent`
- `children`
- `root_parent`
- `iter_leaves`
- `iter_siblings`
- `iter_descendants_depth_first`
I've opted to make both `iter_leaves` and `iter_siblings` collect the
list of matching Entities for now, rather that operate by reference like
the existing `iter_descendants`. This was simpler, and in the case of
`iter_siblings` especially, the number of matching entities is likely to
be much smaller.
I've kept the generics in the type signature however, so we can go back
and optimize that freely without a breaking change whenever we want.
## Testing
I've added some basic testing, but they're currently failing. If you'd
like to help, I'd welcome suggestions or a PR to my PR over the weekend
<3
---------
Co-authored-by: Viktor Gustavsson <villor94@gmail.com>
Co-authored-by: poopy <gonesbird@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
# Objective
Following the pattern established in #15593, we can reduce the API
surface of `World` by providing a single function to grab both a
singular entity reference, or multiple entity references.
## Solution
The following functions can now also take multiple entity IDs and will
return multiple entity references back:
- `World::entity`
- `World::get_entity`
- `World::entity_mut`
- `World::get_entity_mut`
- `DeferredWorld::entity_mut`
- `DeferredWorld::get_entity_mut`
If you pass in X, you receive Y:
- give a single `Entity`, receive a single `EntityRef`/`EntityWorldMut`
(matches current behavior)
- give a `[Entity; N]`/`&[Entity; N]` (array), receive an equally-sized
`[EntityRef; N]`/`[EntityMut; N]`
- give a `&[Entity]` (slice), receive a
`Vec<EntityRef>`/`Vec<EntityMut>`
- give a `&EntityHashSet`, receive a
`EntityHashMap<EntityRef>`/`EntityHashMap<EntityMut>`
Note that `EntityWorldMut` is only returned in the single-entity case,
because having multiple at the same time would lead to UB. Also,
`DeferredWorld` receives an `EntityMut` in the single-entity case
because it does not allow structural access.
## Testing
- Added doc-tests on `World::entity`, `World::entity_mut`, and
`DeferredWorld::entity_mut`
- Added tests for aliased mutability and entity existence
---
## Showcase
<details>
<summary>Click to view showcase</summary>
The APIs for fetching `EntityRef`s and `EntityMut`s from the `World`
have been unified.
```rust
// This code will be referred to by subsequent code blocks.
let world = World::new();
let e1 = world.spawn_empty().id();
let e2 = world.spawn_empty().id();
let e3 = world.spawn_empty().id();
```
Querying for a single entity remains mostly the same:
```rust
// 0.14
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Option<EntityRef> = world.get_entity(e1);
let emut: Option<EntityWorldMut> = world.get_entity_mut(e1);
// 0.15
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Result<EntityRef, Entity> = world.get_entity(e1);
let emut: Result<EntityWorldMut, Entity> = world.get_entity_mut(e1);
```
Querying for multiple entities with an array has changed:
```rust
// 0.14
let erefs: [EntityRef; 2] = world.many_entities([e1, e2]);
let emuts: [EntityMut; 2] = world.many_entities_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_many_entities([e1, e2]);
let emuts: Result<[EntityMut; 2], QueryEntityError> = world.get_many_entities_mut([e1, e2]);
// 0.15
let erefs: [EntityRef; 2] = world.entity([e1, e2]);
let emuts: [EntityMut; 2] = world.entity_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_entity([e1, e2]);
let emuts: Result<[EntityMut; 2], EntityFetchError> = world.get_entity_mut([e1, e2]);
```
Querying for multiple entities with a slice has changed:
```rust
let ids = vec![e1, e2, e3]);
// 0.14
let erefs: Result<Vec<EntityRef>, Entity> = world.get_many_entities_dynamic(&ids[..]);
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_dynamic_mut(&ids[..]);
// 0.15
let erefs: Result<Vec<EntityRef>, Entity> = world.get_entity(&ids[..]);
let emuts: Result<Vec<EntityMut>, EntityFetchError> = world.get_entity_mut(&ids[..]);
let erefs: Vec<EntityRef> = world.entity(&ids[..]); // Newly possible!
let emuts: Vec<EntityMut> = world.entity_mut(&ids[..]); // Newly possible!
```
Querying for multiple entities with an `EntityHashSet` has changed:
```rust
let set = EntityHashSet::from_iter([e1, e2, e3]);
// 0.14
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_from_set_mut(&set);
// 0.15
let emuts: Result<EntityHashMap<EntityMut>, EntityFetchError> = world.get_entity_mut(&set);
let erefs: Result<EntityHashMap<EntityRef>, EntityFetchError> = world.get_entity(&set); // Newly possible!
let emuts: EntityHashMap<EntityMut> = world.entity_mut(&set); // Newly possible!
let erefs: EntityHashMap<EntityRef> = world.entity(&set); // Newly possible!
```
</details>
## Migration Guide
- `World::get_entity` now returns `Result<_, Entity>` instead of
`Option<_>`.
- Use `world.get_entity(..).ok()` to return to the previous behavior.
- `World::get_entity_mut` and `DeferredWorld::get_entity_mut` now return
`Result<_, EntityFetchError>` instead of `Option<_>`.
- Use `world.get_entity_mut(..).ok()` to return to the previous
behavior.
- Type inference for `World::entity`, `World::entity_mut`,
`World::get_entity`, `World::get_entity_mut`,
`DeferredWorld::entity_mut`, and `DeferredWorld::get_entity_mut` has
changed, and might now require the input argument's type to be
explicitly written when inside closures.
- The following functions have been deprecated, and should be replaced
as such:
- `World::many_entities` -> `World::entity::<[Entity; N]>`
- `World::many_entities_mut` -> `World::entity_mut::<[Entity; N]>`
- `World::get_many_entities` -> `World::get_entity::<[Entity; N]>`
- `World::get_many_entities_dynamic` -> `World::get_entity::<&[Entity]>`
- `World::get_many_entities_mut` -> `World::get_entity_mut::<[Entity;
N]>`
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_dynamic_mut` ->
`World::get_entity_mut::<&[Entity]>1
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_from_set_mut` ->
`World::get_entity_mut::<&EntityHashSet>`
- The equivalent return type has changed from `Result<Vec<EntityMut>,
QueryEntityError>` to `Result<EntityHashMap<EntityMut>,
EntityFetchError>`. If necessary, you can still convert the
`EntityHashMap` into a `Vec`.
# Objective
Fixes#14511.
`despawn` allows you to remove entities from the world. However, if the
entity does not exist, it emits a warning. This may not be intended
behavior for many users who have use cases where they need to call
`despawn` regardless of if the entity actually exists (see the issue),
or don't care in general if the entity already doesn't exist.
(Also trying to gauge interest on if this feature makes sense, I'd
personally love to have it, but I could see arguments that this might be
a footgun. Just trying to help here 😄 If there's no contention I could
also implement this for `despawn_recursive` and `despawn_descendants` in
the same PR)
## Solution
Add `try_despawn`, `try_despawn_recursive` and
`try_despawn_descendants`.
Modify `World::despawn_with_caller` to also take in a `warn` boolean
argument, which is then considered when logging the warning. Set
`log_warning` to `true` in the case of `despawn`, and `false` in the
case of `try_despawn`.
## Testing
Ran `cargo run -p ci` on macOS, it seemed fine.
# Objective
- Provide a generic and _reflectable_ way to iterate over contained
entities
## Solution
Adds two new traits:
* `VisitEntities`: Reflectable iteration, accepts a closure rather than
producing an iterator. Implemented by default for `IntoIterator`
implementing types. A proc macro is also provided.
* A `Mut` variant of the above. Its derive macro uses the same field
attribute to avoid repetition.
## Testing
Added a test for `VisitEntities` that also transitively tests its derive
macro as well as the default `MapEntities` impl.
# Objective
- Fixes#6370
- Closes#6581
## Solution
- Added the following lints to the workspace:
- `std_instead_of_core`
- `std_instead_of_alloc`
- `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.
## Testing
- Ran CI locally
## Migration Guide
The MSRV is now 1.81. Please update to this version or higher.
## Notes
- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Fixes#14331
## Solution
- Make `Traversal` a subtrait of `ReadOnlyQueryData`
- Update implementations and usages
## Testing
- Updated unit tests
## Migration Guide
Update implementations of `Traversal`.
---------
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
# Objective
Fixes#15351
## Solution
- Created new external crate and ported over the code
## Testing
- CI
## Migration guide
Replace references to `bevy_utils::ShortName` with
`disqualified::ShortName`.
# Objective
- Goal is to minimize bevy_utils #11478
## Solution
- Move the file short_name wholesale into bevy_reflect
## Testing
- Unit tests
- CI
## Migration Guide
- References to `bevy_utils::ShortName` should instead now be
`bevy_reflect::ShortName`.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
`ShortName` is lazily evaluated and does not allocate, instead providing
`Display` and `Debug` implementations which write directly to a
formatter using the original algorithm. When using `ShortName` in format
strings (`panic`, `dbg`, `format`, etc.) you can directly use the
`ShortName` type. If you require a `String`, simply call
`ShortName(...).to_string()`.
# Objective
- Remove the requirement for allocation when using `get_short_name`
## Solution
- Added new type `ShortName` which wraps a name and provides its own
`Debug` and `Display` implementations, using the original
`get_short_name` algorithm without the need for allocating.
- Removed `get_short_name`, as `ShortName(...)` is more performant and
ergonomic.
- Added `ShortName::of::<T>` method to streamline the common use-case
for name shortening.
## Testing
- CI
## Migration Guide
### For `format!`, `dbg!`, `panic!`, etc.
```rust
// Before
panic!("{} is too short!", get_short_name(name));
// After
panic!("{} is too short!", ShortName(name));
```
### Need a `String` Value
```rust
// Before
let short: String = get_short_name(name);
// After
let short: String = ShortName(name).to_string();
```
## Notes
`ShortName` lazily evaluates, and directly writes to a formatter via
`Debug` and `Display`, which removes the need to allocate a `String`
when printing a shortened type name. Because the implementation has been
moved into the `fmt` method, repeated printing of the `ShortName` type
may be less performant than converting it into a `String`. However, no
instances of this are present in Bevy, and the user can get the original
behaviour by calling `.to_string()` at no extra cost.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Fixes#15106
## Solution
- Trivial refactor to rename the method. The duplicate method `push` was
removed as well. This will simpify the API and make the semantics more
clear. `Add` implies that the action happens immediately, whereas in
reality, the command is queued to be run eventually.
- `ChildBuilder::add_command` has similarly been renamed to
`queue_command`.
## Testing
Unit tests should suffice for this simple refactor.
---
## Migration Guide
- `Commands::add` and `Commands::push` have been replaced with
`Commnads::queue`.
- `ChildBuilder::add_command` has been renamed to
`ChildBuilder::queue_command`.
# Objective
- Makes naming between add_child and add_children more consistent
- Fixes#15101
## Solution
renamed push_children to add_children
## Testing
- Did you test these changes? If so, how?
Ran tests + grep search for any instance of `push_child`
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
ran tests on WSL2
---
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
rename any use of `push_children()` to the updated `add_children()`
# Objective
- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!
## Solution
Format all preludes based on the following rules:
1. All preludes should have brief documentation in the format of:
> The _name_ prelude.
>
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)
## Testing
- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
The `Parent` component holds a reference to the parent entity of the
entity it is inserted onto. The `with_child` function erroneously
forgets to insert this component onto the child entity that it spawns,
causing buggy behaviour when the function is used instead of the other
child-spawning functions.
## Solution
Ensure `with_child` inserts the `Parent` component, the same as all the
other child-spawning functions.
## Testing
Checked before/after with a bevy_ui layout where this patch fixed buggy
behaviour I was seeing in parent/child UI nodes.
# Objective
This idea came up in the context of a hypothetical "text sections as
entities" where text sections are children of a text bundle.
```rust
commands
.spawn(TextBundle::default())
.with_children(|parent} {
parent.spawn(TextSection::from("Hello"));
});
```
This is a bit cumbersome (but powerful and probably the way things are
headed). [`bsn!`](https://github.com/bevyengine/bevy/discussions/14437)
will eventually make this nicer, but in the mean time, this might
improve ergonomics for the common case where there is only one
`TextSection`.
## Solution
Add a `with_child` method to the `BuildChildren` trait that spawns a
single bundle and adds it as a child to the entity.
```rust
commands
.spawn(TextBundle::default())
.with_child(TextSection::from("Hello"));
```
## Testing
I added some tests, and modified the `button` example to use the new
method.
If any potential co-authors want to improve the tests, that would be
great.
## Alternatives
- Some sort of macro. See
https://github.com/tigregalis/bevy_spans_ent/blob/main/examples/macro.rs#L20.
I don't love this, personally, and it would probably be obsoleted by
`bsn!`.
- Wait for `bsn!`
- Add `with_children_batch` that takes an `Into<Iterator>` of bundles.
```rust
with_children_batch(vec![TextSection::from("Hello")])
```
This is maybe not as useful as it sounds -- it only works with
homogeneous bundles, so no marker components or styles.
- If this doesn't seem valuable, doing nothing is cool with me.
# Objective
- Fix issue #2611
## Solution
- Add `--generate-link-to-definition` to all the `rustdoc-args` arrays
in the `Cargo.toml`s (for docs.rs)
- Add `--generate-link-to-definition` to the `RUSTDOCFLAGS` environment
variable in the docs workflow (for dev-docs.bevyengine.org)
- Document all the workspace crates in the docs workflow (needed because
otherwise only the source code of the `bevy` package will be included,
making the argument useless)
- I think this also fixes#3662, since it fixes the bug on
dev-docs.bevyengine.org, while on docs.rs it has been fixed for a while
on their side.
---
## Changelog
- The source code viewer on docs.rs now includes links to the
definitions.
# Objective
Add basic bubbling to observers, modeled off `bevy_eventlistener`.
## Solution
- Introduce a new `Traversal` trait for components which point to other
entities.
- Provide a default `TraverseNone: Traversal` component which cannot be
constructed.
- Implement `Traversal` for `Parent`.
- The `Event` trait now has an associated `Traversal` which defaults to
`TraverseNone`.
- Added a field `bubbling: &mut bool` to `Trigger` which can be used to
instruct the runner to bubble the event to the entity specified by the
event's traversal type.
- Added an associated constant `SHOULD_BUBBLE` to `Event` which
configures the default bubbling state.
- Added logic to wire this all up correctly.
Introducing the new associated information directly on `Event` (instead
of a new `BubblingEvent` trait) lets us dispatch both bubbling and
non-bubbling events through the same api.
## Testing
I have added several unit tests to cover the common bugs I identified
during development. Running the unit tests should be enough to validate
correctness. The changes effect unsafe portions of the code, but should
not change any of the safety assertions.
## Changelog
Observers can now bubble up the entity hierarchy! To create a bubbling
event, change your `Derive(Event)` to something like the following:
```rust
#[derive(Component)]
struct MyEvent;
impl Event for MyEvent {
type Traverse = Parent; // This event will propagate up from child to parent.
const AUTO_PROPAGATE: bool = true; // This event will propagate by default.
}
```
You can dispatch a bubbling event using the normal
`world.trigger_targets(MyEvent, entity)`.
Halting an event mid-bubble can be done using
`trigger.propagate(false)`. Events with `AUTO_PROPAGATE = false` will
not propagate by default, but you can enable it using
`trigger.propagate(true)`.
If there are multiple observers attached to a target, they will all be
triggered by bubbling. They all share a bubbling state, which can be
accessed mutably using `trigger.propagation_mut()` (`trigger.propagate`
is just sugar for this).
You can choose to implement `Traversal` for your own types, if you want
to bubble along a different structure than provided by `bevy_hierarchy`.
Implementers must be careful never to produce loops, because this will
cause bevy to hang.
## Migration Guide
+ Manual implementations of `Event` should add associated type `Traverse
= TraverseNone` and associated constant `AUTO_PROPAGATE = false`;
+ `Trigger::new` has new field `propagation: &mut Propagation` which
provides the bubbling state.
+ `ObserverRunner` now takes the same `&mut Propagation` as a final
parameter.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#14248 and other URL issues.
## Solution
- Describe the solution used to achieve the objective above.
Removed the random #s in the URL. Led users to the wrong page. For
example, https://bevyengine.org/learn/errors/#b0003 takes users to
https://bevyengine.org/learn/errors/introduction, which is not the right
page. Removing the #s fixes it.
## Testing
- Did you test these changes? If so, how?
I pasted the URL into my address bar and it took me to the right place.
- Are there any parts that need more testing?
No
Bump version after release
This PR has been auto-generated
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
The Bevy API around manipulating hierarchies removes `Children` if the
operation results in an entity having no children. This means that
`Children` is guaranteed to hold actual children. However, the following
code unexpectedly inserts empty `Children`:
```rust
commands.entity(entity).with_children(|_| {});
```
This was discovered by @Jondolf:
https://discord.com/channels/691052431525675048/1124043933886976171/1257660865625325800
## Solution
- `with_children` is now a noop when no children were passed
## Testing
- Added a regression test
# Objective
The `BuildChildren` and `BuildWorldChildren` traits are mostly
identical, so I decided to try and merge them. I'm not sure of the
history, maybe they were added before GATs existed.
## Solution
- Add an associated type to `BuildChildren` which reflects the prior
differences between the `BuildChildren` and `BuildWorldChildren` traits.
- Add `ChildBuild` trait that is the bounds for
`BuildChildren::Builder`, with impls for `ChildBuilder` and
`WorldChildBuilder`.
- Remove `BuildWorldChildren` trait and replace it with an impl of
`BuildChildren` for `EntityWorldMut`.
## Testing
I ran several of the examples that use entity hierarchies, mainly UI.
---
## Changelog
n/a
## Migration Guide
n/a
# Objective
The `EntityCommands::despawn` method was previously changed from
panicking behavior to a warning, but the docs continue to state that it
panics.
## Solution
- Removed panic section, copied warning blurb from `World::despawn`
- Adds a similar warning blurb to
`DespawnRecursiveExt::despawn_recursive` and
`DespawnRecursiveExt::despawn_descendants`
# Objective
- `README.md` is a common file that usually gives an overview of the
folder it is in.
- When on <https://crates.io>, `README.md` is rendered as the main
description.
- Many crates in this repository are lacking `README.md` files, which
makes it more difficult to understand their purpose.
<img width="1552" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/78ebf91d-b0c4-4b18-9874-365d6310640f">
- There are also a few inconsistencies with `README.md` files that this
PR and its follow-ups intend to fix.
## Solution
- Create a `README.md` file for all crates that do not have one.
- This file only contains the title of the crate (underscores removed,
proper capitalization, acronyms expanded) and the <https://shields.io>
badges.
- Remove the `readme` field in `Cargo.toml` for `bevy` and
`bevy_reflect`.
- This field is redundant because [Cargo automatically detects
`README.md`
files](https://doc.rust-lang.org/cargo/reference/manifest.html#the-readme-field).
The field is only there if you name it something else, like `INFO.md`.
- Fix capitalization of `bevy_utils`'s `README.md`.
- It was originally `Readme.md`, which is inconsistent with the rest of
the project.
- I created two commits renaming it to `README.md`, because Git appears
to be case-insensitive.
- Expand acronyms in title of `bevy_ptr` and `bevy_utils`.
- In the commit where I created all the new `README.md` files, I
preferred using expanded acronyms in the titles. (E.g. "Bevy Developer
Tools" instead of "Bevy Dev Tools".)
- This commit changes the title of existing `README.md` files to follow
the same scheme.
- I do not feel strongly about this change, please comment if you
disagree and I can revert it.
- Add <https://shields.io> badges to `bevy_time` and `bevy_transform`,
which are the only crates currently lacking them.
---
## Changelog
- Added `README.md` files to all crates missing it.
# Objective
- I daily drive nightly Rust when developing Bevy, so I notice when new
warnings are raised by `cargo check` and Clippy.
- `cargo +nightly clippy` raises a few of these new warnings.
## Solution
- Fix most warnings from `cargo +nightly clippy`
- I skipped the docs-related warnings because some were covered by
#12692.
- Use `Clone::clone_from` in applicable scenarios, which can sometimes
avoid an extra allocation.
- Implement `Default` for structs that have a `pub const fn new() ->
Self` method.
- Fix an occurrence where generic constraints were defined in both `<C:
Trait>` and `where C: Trait`.
- Removed generic constraints that were implied by the `Bundle` trait.
---
## Changelog
- `BatchingStrategy`, `NonGenericTypeCell`, and `GenericTypeCell` now
implement `Default`.
# Objective
Resolves#3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.
## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.
* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
* bevy_render - due to needing to integrate with wgpu
* bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
* bevy_reflect - Required for the unsafe type casting it's doing.
* bevy_transform - for the parallel transform propagation
* bevy_gizmos - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.
Several uses of unsafe were rewritten, as they did not need to be using
them:
* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.
## Solution
Reproduce the docs attributes for every crate that Bevy publishes.
Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
# Objective
Fix Pr CI failing over dead code in tests and main branch CI failing
over a missing semicolon. Fixes#12620.
## Solution
Add dead_code annotations and a semicolon.
# Objective
Fix missing `TextBundle` (and many others) which are present in the main
crate as default features but optional in the sub-crate. See:
- https://docs.rs/bevy/0.13.0/bevy/ui/node_bundles/index.html
- https://docs.rs/bevy_ui/0.13.0/bevy_ui/node_bundles/index.html
~~There are probably other instances in other crates that I could track
down, but maybe "all-features = true" should be used by default in all
sub-crates? Not sure.~~ (There were many.) I only noticed this because
rust-analyzer's "open docs" features takes me to the sub-crate, not the
main one.
## Solution
Add "all-features = true" to docs.rs metadata for crates that use
features.
## Changelog
### Changed
- Unified features documented on docs.rs between main crate and
sub-crates
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.
## Solution
* Move all of the directly reexported dependencies and move them to
where they're actually used.
* Remove the UUID utilities that have gone unused since `TypePath` took
over for `TypeUuid`.
* There was also a extraneous bytemuck dependency on `bevy_core` that
has not been used for a long time (since `encase` became the primary way
to prepare GPU buffers).
* Remove the `all_tuples` macro reexport from bevy_ecs since it's
accessible from `bevy_utils`.
---
## Changelog
Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax,
smallvec, and thiserror).
Removed: bevy_core's reexports of bytemuck.
## Migration Guide
bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror
have been removed.
bevy_core' reexports of bytemuck's types has been removed.
Add them as dependencies in your own crate instead.
# Objective
Fix#12304. Remove unnecessary type registrations thanks to #4154.
## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
# Objective
Fixes https://github.com/bevyengine/bevy/issues/11628
## Migration Guide
`Command` and `CommandQueue` have migrated from `bevy_ecs::system` to
`bevy_ecs::world`, so `use bevy_ecs::world::{Command, CommandQueue};`
when necessary.
# Objective
Fixes#11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.
## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.
Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
# Objective
- #12165 recently added links to Bevy errors in error messages.
- The links were in the form of `See:
https://bevyengine.org/learn/errors/#b000N`
- B0004 does not have the colon separating `See` and the link, unlike
the rest of the error messages
## Solution
- Add a colon, for consistency :)
Fixes#12016.
Bump version after release
This PR has been auto-generated
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>