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https://github.com/bevyengine/bevy
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204 commits
Author | SHA1 | Message | Date | |
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github-actions[bot]
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e7c3359c4b
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Bump Version after Release (#12020)
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> |
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Carter Anderson
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abb8c353f4
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Release 0.13.0 (#11920)
Bump Bevy crates to 0.13.0 in preparation for release. (Note that we accidentally skipped the `0.13.0-dev` step this cycle) |
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Doonv
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1c67e020f7
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Move EntityHash related types into bevy_ecs (#11498)
# Objective Reduce the size of `bevy_utils` (https://github.com/bevyengine/bevy/issues/11478) ## Solution Move `EntityHash` related types into `bevy_ecs`. This also allows us access to `Entity`, which means we no longer need `EntityHashMap`'s first generic argument. --- ## Changelog - Moved `bevy::utils::{EntityHash, EntityHasher, EntityHashMap, EntityHashSet}` into `bevy::ecs::entity::hash` . - Removed `EntityHashMap`'s first generic argument. It is now hardcoded to always be `Entity`. ## Migration Guide - Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap, EntityHashSet}` now have to be imported from `bevy::ecs::entity::hash`. - Uses of `EntityHashMap` no longer have to specify the first generic parameter. It is now hardcoded to always be `Entity`. |
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daxpedda
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2fd5d4695e
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Send SceneInstanceReady only once per scene (#11002)
# Objective Send `SceneInstanceReady` only once per scene. ## Solution I assume that this was not intentional. So I just changed it to only be sent once per scene. --- ## Changelog ### Fixed - Fixed `SceneInstanceReady` being emitted for every `Entity` in a scene. |
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SpecificProtagonist
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21aa5fe2b6
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Use TypeIdMap whenever possible (#11684)
Use `TypeIdMap<T>` instead of `HashMap<TypeId, T>` - ~~`TypeIdMap` was in `bevy_ecs`. I've kept it there because of #11478~~ - ~~I haven't swapped `bevy_reflect` over because it doesn't depend on `bevy_ecs`, but I'd also be happy with moving `TypeIdMap` to `bevy_utils` and then adding a dependency to that~~ - ~~this is a slight change in the public API of `DrawFunctionsInternal`, does this need to go in the changelog?~~ ## Changelog - moved `TypeIdMap` to `bevy_utils` - changed `DrawFunctionsInternal::indices` to `TypeIdMap` ## Migration Guide - `TypeIdMap` now lives in `bevy_utils` - `DrawFunctionsInternal::indices` now uses a `TypeIdMap`. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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Tristan Guichaoua
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694c06f3d0
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Inverse missing_docs logic (#11676)
# Objective Currently the `missing_docs` lint is allowed-by-default and enabled at crate level when their documentations is complete (see #3492). This PR proposes to inverse this logic by making `missing_docs` warn-by-default and mark crates with imcomplete docs allowed. ## Solution Makes `missing_docs` warn at workspace level and allowed at crate level when the docs is imcomplete. |
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Charles Bournhonesque
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9223201d54
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Make the MapEntities trait generic over Mappers, and add a simpler EntityMapper (#11428)
# Objective My motivation are to resolve some of the issues I describe in this [PR](https://github.com/bevyengine/bevy/issues/11415): - not being able to easily mapping entities because the current EntityMapper requires `&mut World` access - not being able to create my own `EntityMapper` because some components (`Parent` or `Children`) do not provide any public way of modifying the inner entities This PR makes the `MapEntities` trait accept a generic type that implements `Mapper` to perform the mapping. This means we don't need to use `EntityMapper` to perform our mapping, we can use any type that implements `Mapper`. Basically this change is very similar to what `serde` does. Instead of specifying directly how to map entities for a given type, we have 2 distinct steps: - the user implements `MapEntities` to define how the type will be traversed and which `Entity`s will be mapped - the `Mapper` defines how the mapping is actually done This is similar to the distinction between `Serialize` (`MapEntities`) and `Serializer` (`Mapper`). This allows networking library to map entities without having to use the existing `EntityMapper` (which requires `&mut World` access and the use of `world_scope()`) ## Migration Guide - The existing `EntityMapper` (notably used to replicate `Scenes` across different `World`s) has been renamed to `SceneEntityMapper` - The `MapEntities` trait now works with a generic `EntityMapper` instead of the specific struct `EntityMapper`. Calls to `fn map_entities(&mut self, entity_mapper: &mut EntityMapper)` need to be updated to `fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M)` - The new trait `EntityMapper` has been added to the prelude --------- Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com> |
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Giacomo Stevanato
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eff96e20a0
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Add ReflectFromWorld and replace the FromWorld requirement on ReflectComponent and ReflectBundle with FromReflect (#9623)
# Objective - `FromType<T>` for `ReflectComponent` and `ReflectBundle` currently require `T: FromWorld` for two reasons: - they include a `from_world` method; - they create dummy `T`s using `FromWorld` and then `apply` a `&dyn Reflect` to it to simulate `FromReflect`. - However `FromWorld`/`Default` may be difficult/weird/impractical to implement, while `FromReflect` is easier and also more natural for the job. - See also https://discord.com/channels/691052431525675048/1146022009554337792 ## Solution - Split `from_world` from `ReflectComponent` and `ReflectBundle` into its own `ReflectFromWorld` struct. - Replace the requirement on `FromWorld` in `ReflectComponent` and `ReflectBundle` with `FromReflect` --- ## Changelog - `ReflectComponent` and `ReflectBundle` no longer offer a `from_world` method. - `ReflectComponent` and `ReflectBundle`'s `FromType<T>` implementation no longer requires `T: FromWorld`, but now requires `FromReflect`. - `ReflectComponent::insert`, `ReflectComponent::apply_or_insert` and `ReflectComponent::copy` now take an extra `&TypeRegistry` parameter. - There is now a new `ReflectFromWorld` struct. ## Migration Guide - Existing uses of `ReflectComponent::from_world` and `ReflectBundle::from_world` will have to be changed to `ReflectFromWorld::from_world`. - Users of `#[reflect(Component)]` and `#[reflect(Bundle)]` will need to also implement/derive `FromReflect`. - Users of `#[reflect(Component)]` and `#[reflect(Bundle)]` may now want to also add `FromWorld` to the list of reflected traits in case their `FromReflect` implementation may fail. - Users of `ReflectComponent` will now need to pass a `&TypeRegistry` to its `insert`, `apply_or_insert` and `copy` methods. |
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Natalie Bonnibel Baker
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b257fffef8
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Change Entity::generation from u32 to NonZeroU32 for niche optimization (#9907)
# Objective - Implements change described in https://github.com/bevyengine/bevy/issues/3022 - Goal is to allow Entity to benefit from niche optimization, especially in the case of Option<Entity> to reduce memory overhead with structures with empty slots ## Discussion - First PR attempt: https://github.com/bevyengine/bevy/pull/3029 - Discord: https://discord.com/channels/691052431525675048/1154573759752183808/1154573764240093224 ## Solution - Change `Entity::generation` from u32 to NonZeroU32 to allow for niche optimization. - The reason for changing generation rather than index is so that the costs are only encountered on Entity free, instead of on Entity alloc - There was some concern with generations being used, due to there being some desire to introduce flags. This was more to do with the original retirement approach, however, in reality even if generations were reduced to 24-bits, we would still have 16 million generations available before wrapping and current ideas indicate that we would be using closer to 4-bits for flags. - Additionally, another concern was the representation of relationships where NonZeroU32 prevents us using the full address space, talking with Joy it seems unlikely to be an issue. The majority of the time these entity references will be low-index entries (ie. `ChildOf`, `Owes`), these will be able to be fast lookups, and the remainder of the range can use slower lookups to map to the address space. - It has the additional benefit of being less visible to most users, since generation is only ever really set through `from_bits` type methods. - `EntityMeta` was changed to match - On free, generation now explicitly wraps: - Originally, generation would panic in debug mode and wrap in release mode due to using regular ops. - The first attempt at this PR changed the behavior to "retire" slots and remove them from use when generations overflowed. This change was controversial, and likely needs a proper RFC/discussion. - Wrapping matches current release behaviour, and should therefore be less controversial. - Wrapping also more easily migrates to the retirement approach, as users likely to exhaust the exorbitant supply of generations will code defensively against aliasing and that defensive code is less likely to break than code assuming that generations don't wrap. - We use some unsafe code here when wrapping generations, to avoid branch on NonZeroU32 construction. It's guaranteed safe due to how we perform wrapping and it results in significantly smaller ASM code. - https://godbolt.org/z/6b6hj8PrM ## Migration - Previous `bevy_scene` serializations have a high likelihood of being broken, as they contain 0th generation entities. ## Current Issues - `Entities::reserve_generations` and `EntityMapper` wrap now, even in debug - although they technically did in release mode already so this probably isn't a huge issue. It just depends if we need to change anything here? --------- Co-authored-by: Natalie Baker <natalie.baker@advancednavigation.com> |
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thebluefish
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cfcb6885e3
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Change SceneSpawner::spawn_dynamic_sync to return InstanceID (#11239)
# Objective `SceneSpawner::spawn_dynamic_sync` currently returns `()` on success, which is inconsistent with the other `SceneSpawner::spawn_` methods that all return an `InstanceId`. We need this ID to do useful work with the newly-created data. ## Solution Updated `SceneSpawner::spawn_dynamic_sync` to return `Result<InstanceId, SceneSpawnError>` instead of `Result<(), SceneSpawnError>` |
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Chia-Hsiang Cheng
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93c7e7cf4d
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Rename "AddChild" to "PushChild" (#11194)
# Objective - Fixes #11187 ## Solution - Rename the `AddChild` struct to `PushChild` - Rename the `AddChildInPlace` struct to `PushChildInPlace` ## Migration Guide The struct `AddChild` has been renamed to `PushChild`, and the struct `AddChildInPlace` has been renamed to `PushChildInPlace`. |
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capt-glorypants
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ffded5b78e
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Rename ArchetypeEntity::entity into ArchetypeEntity::id (#11118)
# Objective Fixes #11050 Rename ArchetypeEntity::entity to ArchetypeEntity::id to be consistent with `EntityWorldMut`, `EntityMut` and `EntityRef`. ## Migration Guide The method `ArchetypeEntity::entity` has been renamed to `ArchetypeEntity::id` |
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Tygyh
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1568d4a415
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Reorder impl to be the same as the trait (#11076)
# Objective - Make the implementation order consistent between all sources to fit the order in the trait. ## Solution - Change the implementation order. |
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daxpedda
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9249856da3
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Implement Std traits for SceneInstanceReady (#11003)
# Objective Being able to do: ```rust ev_scene_ready.read().next().unwrap(); ``` Which currently isn't possible because `SceneInstanceReady` doesn't implement `Debug`. ## Solution Implement `Debug` for `SceneInstanceReady`. --- ## Changelog ### Added - Implement Std traits for `SceneInstanceReady`. |
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Mateusz Wachowiak
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3ec1b5c323
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Mention DynamicSceneBuilder in doc comment (#10780)
# Objective Resolves #10773 ## Solution Added comment mentioning DynamicSceneBuilder |
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tygyh
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fd308571c4
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Remove unnecessary path prefixes (#10749)
# Objective - Shorten paths by removing unnecessary prefixes ## Solution - Remove the prefixes from many paths which do not need them. Finding the paths was done automatically using built-in refactoring tools in Jetbrains RustRover. |
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Ame
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8c0ce5280b
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Standardize toml format with taplo (#10594)
# Objective - Standardize fmt for toml files ## Solution - Add [taplo](https://taplo.tamasfe.dev/) to CI (check for fmt and diff for toml files), for context taplo is used by the most popular extension in VScode [Even Better TOML](https://marketplace.visualstudio.com/items?itemName=tamasfe.even-better-toml - Add contribution section to explain toml fmt with taplo. Now to pass CI you need to run `taplo fmt --option indent_string=" "` or if you use vscode have the `Even Better TOML` extension with 4 spaces for indent --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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Ame
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951c9bb1a2
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Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective - Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796 ## Solution - Use the new [lints] table that will land in 1.74 (https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints) - inherit lint to the workspace, crates and examples. ``` [lints] workspace = true ``` ## Changelog - Bump rust version to 1.74 - Enable lints table for the workspace ```toml [workspace.lints.clippy] type_complexity = "allow" ``` - Allow type complexity for all crates and examples ```toml [lints] workspace = true ``` --------- Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com> |
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Carter Anderson
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48d10e6d48
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Use handles for queued scenes in SceneSpawner (#10619)
# Objective Fixes #10482 ## Solution Store Handles instead of AssetIds for queued Scenes and DynamicScenes in SceneSpawner. |
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Joseph
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dcfae72386
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Re-export ron in bevy_scene (#10529)
# Objective Close #10504. Improve the development experience for working with scenes by not requiring the user to specify a matching version of `ron` in their `Cargo.toml` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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BD103
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04ceb46fe0
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Use EntityHashMap for EntityMapper (#10415)
# Objective - There is a specialized hasher for entities: [`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html) - [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>` - Fixes #10391 ## Solution - Replace the normal `HashMap` with the more performant `EntityHashMap` ## Questions - This does change public API. Should a system be implemented to help migrate code? - Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>` - I updated to docs for each function that I changed, but I may have missed something --- ## Changelog - Changed `EntityMapper` to use `EntityHashMap` instead of normal `HashMap` ## Migration Guide If you are using the following types, update their listed methods to use the new `EntityHashMap`. `EntityHashMap` has the same methods as the normal `HashMap`, so you just need to replace the name. ### `EntityMapper` - `get_map` - `get_mut_map` - `new` - `world_scope` ### `ReflectMapEntities` - `map_all_entities` - `map_entities` - `write_to_world` ### `InstanceInfo` - `entity_map` - This is a property, not a method. --- This is my first time contributing in a while, and I'm not familiar with the usage of `EntityMapper`. I changed the type definition and fixed all errors, but there may have been things I've missed. Please keep an eye out for me! |
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github-actions[bot]
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bf30a25efc
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Release 0.12 (#10362)
Preparing next 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> |
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Niklas Eicker
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6b070b1776
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Correct Scene loader error description (#10161)
# Objective - Correct the description of an error type for the scene loader ## Solution - Correct the description of an error type for the scene loader |
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Kanabenki
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569e2ac80f
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Make builder types take and return Self (#10001)
# Objective Closes #9955. Use the same interface for all "pure" builder types: taking and returning `Self` (and not `&mut Self`). ## Solution Changed `DynamicSceneBuilder`, `SceneFilter` and `TableBuilder` to take and return `Self`. ## Changelog ### Changed - `DynamicSceneBuilder` and `SceneBuilder` methods in `bevy_ecs` now take and return `Self`. ## Migration guide When using `bevy_ecs::DynamicSceneBuilder` and `bevy_ecs::SceneBuilder`, instead of binding the builder to a variable, directly use it. Methods on those types now consume `Self`, so you will need to re-bind the builder if you don't `build` it immediately. Before: ```rust let mut scene_builder = DynamicSceneBuilder::from_world(&world); let scene = scene_builder.extract_entity(a).extract_entity(b).build(); ``` After: ```rust let scene = DynamicSceneBuilder::from_world(&world) .extract_entity(a) .extract_entity(b) .build(); ``` |
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radiish
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262846e702
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reflect: TypePath part 2 (#8768)
# Objective
- Followup to #7184.
- ~Deprecate `TypeUuid` and remove its internal references.~ No longer
part of this PR.
- Use `TypePath` for the type registry, and (de)serialisation instead of
`std::any::type_name`.
- Allow accessing type path information behind proxies.
## Solution
- Introduce methods on `TypeInfo` and friends for dynamically querying
type path. These methods supersede the old `type_name` methods.
- Remove `Reflect::type_name` in favor of `DynamicTypePath::type_path`
and `TypeInfo::type_path_table`.
- Switch all uses of `std::any::type_name` in reflection, non-debugging
contexts to use `TypePath`.
---
## Changelog
- Added `TypePathTable` for dynamically accessing methods on `TypePath`
through `TypeInfo` and the type registry.
- Removed `type_name` from all `TypeInfo`-like structs.
- Added `type_path` and `type_path_table` methods to all `TypeInfo`-like
structs.
- Removed `Reflect::type_name` in favor of
`DynamicTypePath::reflect_type_path` and `TypeInfo::type_path`.
- Changed the signature of all `DynamicTypePath` methods to return
strings with a static lifetime.
## Migration Guide
- Rely on `TypePath` instead of `std::any::type_name` for all stability
guarantees and for use in all reflection contexts, this is used through
with one of the following APIs:
- `TypePath::type_path` if you have a concrete type and not a value.
- `DynamicTypePath::reflect_type_path` if you have an `dyn Reflect`
value without a concrete type.
- `TypeInfo::type_path` for use through the registry or if you want to
work with the represented type of a `DynamicFoo`.
- Remove `type_name` from manual `Reflect` implementations.
- Use `type_path` and `type_path_table` in place of `type_name` on
`TypeInfo`-like structs.
- Use `get_with_type_path(_mut)` over `get_with_type_name(_mut)`.
## Note to reviewers
I think if anything we were a little overzealous in merging #7184 and we
should take that extra care here.
In my mind, this is the "point of no return" for `TypePath` and while I
think we all agree on the design, we should carefully consider if the
finer details and current implementations are actually how we want them
moving forward.
For example [this incorrect `TypePath` implementation for
`String`](
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Zachary Harrold
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dd46fd3aee
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Removed anyhow (#10003)
# Objective - Fixes #8140 ## Solution - Added Explicit Error Typing for `AssetLoader` and `AssetSaver`, which were the last instances of `anyhow` in use across Bevy. --- ## Changelog - Added an associated type `Error` to `AssetLoader` and `AssetSaver` for use with the `load` and `save` methods respectively. - Changed `ErasedAssetLoader` and `ErasedAssetSaver` `load` and `save` methods to use `Box<dyn Error + Send + Sync + 'static>` to allow for arbitrary `Error` types from the non-erased trait variants. Note the strict requirements match the pre-existing requirements around `anyhow::Error`. ## Migration Guide - `anyhow` is no longer exported by `bevy_asset`; Add it to your own project (if required). - `AssetLoader` and `AssetSaver` have an associated type `Error`; Define an appropriate error type (e.g., using `thiserror`), or use a pre-made error type (e.g., `anyhow::Error`). Note that using `anyhow::Error` is a drop-in replacement. - `AssetLoaderError` has been removed; Define a new error type, or use an alternative (e.g., `anyhow::Error`) - All the first-party `AssetLoader`'s and `AssetSaver`'s now return relevant (and narrow) error types instead of a single ambiguous type; Match over the specific error type, or encapsulate (`Box<dyn>`, `thiserror`, `anyhow`, etc.) ## Notes A simpler PR to resolve this issue would simply define a Bevy `Error` type defined as `Box<dyn std::error::Error + Send + Sync + 'static>`, but I think this type of error handling should be discouraged when possible. Since only 2 traits required the use of `anyhow`, it isn't a substantive body of work to solidify these error types, and remove `anyhow` entirely. End users are still encouraged to use `anyhow` if that is their preferred error handling style. Arguably, adding the `Error` associated type gives more freedom to end-users to decide whether they want more or less explicit error handling (`anyhow` vs `thiserror`). As an aside, I didn't perform any testing on Android or WASM. CI passed locally, but there may be mistakes for those platforms I missed. |
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Ricky Taylor
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0f20cfaa57
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Only attempt to copy resources that still exist from scenes (#9984)
# Objective Avert a panic when removing resources from Scenes. ### Reproduction Steps ```rust let mut scene = Scene::new(World::default()); scene.world.init_resource::<Time>(); scene.world.remove_resource::<Time>(); scene.clone_with(&app.resource::<AppTypeRegistry>()); ``` ### Panic Message ``` thread 'Compute Task Pool (10)' panicked at 'Requested resource bevy_time::time::Time does not exist in the `World`. Did you forget to add it using `app.insert_resource` / `app.init_resource`? Resources are also implicitly added via `app.add_event`, and can be added by plugins.', .../bevy/crates/bevy_ecs/src/reflect/resource.rs:203:52 ``` ## Solution Check that the resource actually still exists before copying. --- ## Changelog - resolved a panic caused by removing resources from scenes |
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Kanabenki
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ec34fe01d1
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Finish documenting bevy_scene (#9949)
# Objective Finish documenting `bevy_scene`. ## Solution Document the remaining items and add a crate-level `warn(missing_doc)` attribute as for the other crates with completed documentation. |
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Joseph
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8eb6ccdd87
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Remove useless single tuples and trailing commas (#9720)
# Objective Title |
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Carter Anderson
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5eb292dc10
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Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal ## Why Does Bevy Need A New Asset System? Asset pipelines are a central part of the gamedev process. Bevy's current asset system is missing a number of features that make it non-viable for many classes of gamedev. After plenty of discussions and [a long community feedback period](https://github.com/bevyengine/bevy/discussions/3972), we've identified a number missing features: * **Asset Preprocessing**: it should be possible to "preprocess" / "compile" / "crunch" assets at "development time" rather than when the game starts up. This enables offloading expensive work from deployed apps, faster asset loading, less runtime memory usage, etc. * **Per-Asset Loader Settings**: Individual assets cannot define their own loaders that override the defaults. Additionally, they cannot provide per-asset settings to their loaders. This is a huge limitation, as many asset types don't provide all information necessary for Bevy _inside_ the asset. For example, a raw PNG image says nothing about how it should be sampled (ex: linear vs nearest). * **Asset `.meta` files**: assets should have configuration files stored adjacent to the asset in question, which allows the user to configure asset-type-specific settings. These settings should be accessible during the pre-processing phase. Modifying a `.meta` file should trigger a re-processing / re-load of the asset. It should be possible to configure asset loaders from the meta file. * **Processed Asset Hot Reloading**: Changes to processed assets (or their dependencies) should result in re-processing them and re-loading the results in live Bevy Apps. * **Asset Dependency Tracking**: The current bevy_asset has no good way to wait for asset dependencies to load. It punts this as an exercise for consumers of the loader apis, which is unreasonable and error prone. There should be easy, ergonomic ways to wait for assets to load and block some logic on an asset's entire dependency tree loading. * **Runtime Asset Loading**: it should be (optionally) possible to load arbitrary assets dynamically at runtime. This necessitates being able to deploy and run the asset server alongside Bevy Apps on _all platforms_. For example, we should be able to invoke the shader compiler at runtime, stream scenes from sources like the internet, etc. To keep deployed binaries (and startup times) small, the runtime asset server configuration should be configurable with different settings compared to the "pre processor asset server". * **Multiple Backends**: It should be possible to load assets from arbitrary sources (filesystems, the internet, remote asset serves, etc). * **Asset Packing**: It should be possible to deploy assets in compressed "packs", which makes it easier and more efficient to distribute assets with Bevy Apps. * **Asset Handoff**: It should be possible to hold a "live" asset handle, which correlates to runtime data, without actually holding the asset in memory. Ex: it must be possible to hold a reference to a GPU mesh generated from a "mesh asset" without keeping the mesh data in CPU memory * **Per-Platform Processed Assets**: Different platforms and app distributions have different capabilities and requirements. Some platforms need lower asset resolutions or different asset formats to operate within the hardware constraints of the platform. It should be possible to define per-platform asset processing profiles. And it should be possible to deploy only the assets required for a given platform. These features have architectural implications that are significant enough to require a full rewrite. The current Bevy Asset implementation got us this far, but it can take us no farther. This PR defines a brand new asset system that implements most of these features, while laying the foundations for the remaining features to be built. ## Bevy Asset V2 Here is a quick overview of the features introduced in this PR. * **Asset Preprocessing**: Preprocess assets at development time into more efficient (and configurable) representations * **Dependency Aware**: Dependencies required to process an asset are tracked. If an asset's processed dependency changes, it will be reprocessed * **Hot Reprocessing/Reloading**: detect changes to asset source files, reprocess them if they have changed, and then hot-reload them in Bevy Apps. * **Only Process Changes**: Assets are only re-processed when their source file (or meta file) has changed. This uses hashing and timestamps to avoid processing assets that haven't changed. * **Transactional and Reliable**: Uses write-ahead logging (a technique commonly used by databases) to recover from crashes / forced-exits. Whenever possible it avoids full-reprocessing / only uncompleted transactions will be reprocessed. When the processor is running in parallel with a Bevy App, processor asset writes block Bevy App asset reads. Reading metadata + asset bytes is guaranteed to be transactional / correctly paired. * **Portable / Run anywhere / Database-free**: The processor does not rely on an in-memory database (although it uses some database techniques for reliability). This is important because pretty much all in-memory databases have unsupported platforms or build complications. * **Configure Processor Defaults Per File Type**: You can say "use this processor for all files of this type". * **Custom Processors**: The `Processor` trait is flexible and unopinionated. It can be implemented by downstream plugins. * **LoadAndSave Processors**: Most asset processing scenarios can be expressed as "run AssetLoader A, save the results using AssetSaver X, and then load the result using AssetLoader B". For example, load this png image using `PngImageLoader`, which produces an `Image` asset and then save it using `CompressedImageSaver` (which also produces an `Image` asset, but in a compressed format), which takes an `Image` asset as input. This means if you have an `AssetLoader` for an asset, you are already half way there! It also means that you can share AssetSavers across multiple loaders. Because `CompressedImageSaver` accepts Bevy's generic Image asset as input, it means you can also use it with some future `JpegImageLoader`. * **Loader and Saver Settings**: Asset Loaders and Savers can now define their own settings types, which are passed in as input when an asset is loaded / saved. Each asset can define its own settings. * **Asset `.meta` files**: configure asset loaders, their settings, enable/disable processing, and configure processor settings * **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex: if an asset contains a `Handle<Image>`) are tracked by the asset server. An event is emitted when an asset and all of its dependencies have been loaded * **Unprocessed Asset Loading**: Assets do not require preprocessing. They can be loaded directly. A processed asset is just a "normal" asset with some extra metadata. Asset Loaders don't need to know or care about whether or not an asset was processed. * **Async Asset IO**: Asset readers/writers use async non-blocking interfaces. Note that because Rust doesn't yet support async traits, there is a bit of manual Boxing / Future boilerplate. This will hopefully be removed in the near future when Rust gets async traits. * **Pluggable Asset Readers and Writers**: Arbitrary asset source readers/writers are supported, both by the processor and the asset server. * **Better Asset Handles** * **Single Arc Tree**: Asset Handles now use a single arc tree that represents the lifetime of the asset. This makes their implementation simpler, more efficient, and allows us to cheaply attach metadata to handles. Ex: the AssetPath of a handle is now directly accessible on the handle itself! * **Const Typed Handles**: typed handles can be constructed in a const context. No more weird "const untyped converted to typed at runtime" patterns! * **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed `Handle<T>` is now much smaller in memory and `AssetId<T>` is even smaller. * **Weak Handle Usage Reduction**: In general Handles are now considered to be "strong". Bevy features that previously used "weak `Handle<T>`" have been ported to `AssetId<T>`, which makes it statically clear that the features do not hold strong handles (while retaining strong type information). Currently Handle::Weak still exists, but it is very possible that we can remove that entirely. * **Efficient / Dense Asset Ids**: Assets now have efficient dense runtime asset ids, which means we can avoid expensive hash lookups. Assets are stored in Vecs instead of HashMaps. There are now typed and untyped ids, which means we no longer need to store dynamic type information in the ID for typed handles. "AssetPathId" (which was a nightmare from a performance and correctness standpoint) has been entirely removed in favor of dense ids (which are retrieved for a path on load) * **Direct Asset Loading, with Dependency Tracking**: Assets that are defined at runtime can still have their dependencies tracked by the Asset Server (ex: if you create a material at runtime, you can still wait for its textures to load). This is accomplished via the (currently optional) "asset dependency visitor" trait. This system can also be used to define a set of assets to load, then wait for those assets to load. * **Async folder loading**: Folder loading also uses this system and immediately returns a handle to the LoadedFolder asset, which means folder loading no longer blocks on directory traversals. * **Improved Loader Interface**: Loaders now have a specific "top level asset type", which makes returning the top-level asset simpler and statically typed. * **Basic Image Settings and Processing**: Image assets can now be processed into the gpu-friendly Basic Universal format. The ImageLoader now has a setting to define what format the image should be loaded as. Note that this is just a minimal MVP ... plenty of additional work to do here. To demo this, enable the `basis-universal` feature and turn on asset processing. * **Simpler Audio Play / AudioSink API**: Asset handle providers are cloneable, which means the Audio resource can mint its own handles. This means you can now do `let sink_handle = audio.play(music)` instead of `let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that this might still be replaced by https://github.com/bevyengine/bevy/pull/8424. **Removed Handle Casting From Engine Features**: Ex: FontAtlases no longer use casting between handle types ## Using The New Asset System ### Normal Unprocessed Asset Loading By default the `AssetPlugin` does not use processing. It behaves pretty much the same way as the old system. If you are defining a custom asset, first derive `Asset`: ```rust #[derive(Asset)] struct Thing { value: String, } ``` Initialize the asset: ```rust app.init_asset:<Thing>() ``` Implement a new `AssetLoader` for it: ```rust #[derive(Default)] struct ThingLoader; #[derive(Serialize, Deserialize, Default)] pub struct ThingSettings { some_setting: bool, } impl AssetLoader for ThingLoader { type Asset = Thing; type Settings = ThingSettings; fn load<'a>( &'a self, reader: &'a mut Reader, settings: &'a ThingSettings, load_context: &'a mut LoadContext, ) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> { Box::pin(async move { let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; // convert bytes to value somehow Ok(Thing { value }) }) } fn extensions(&self) -> &[&str] { &["thing"] } } ``` Note that this interface will get much cleaner once Rust gets support for async traits. `Reader` is an async futures_io::AsyncRead. You can stream bytes as they come in or read them all into a `Vec<u8>`, depending on the context. You can use `let handle = load_context.load(path)` to kick off a dependency load, retrieve a handle, and register the dependency for the asset. Then just register the loader in your Bevy app: ```rust app.init_asset_loader::<ThingLoader>() ``` Now just add your `Thing` asset files into the `assets` folder and load them like this: ```rust fn system(asset_server: Res<AssetServer>) { let handle = Handle<Thing> = asset_server.load("cool.thing"); } ``` You can check load states directly via the asset server: ```rust if asset_server.load_state(&handle) == LoadState::Loaded { } ``` You can also listen for events: ```rust fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) { for event in events.iter() { if event.is_loaded_with_dependencies(&handle) { } } } ``` Note the new `AssetEvent::LoadedWithDependencies`, which only fires when the asset is loaded _and_ all dependencies (and their dependencies) have loaded. Unlike the old asset system, for a given asset path all `Handle<T>` values point to the same underlying Arc. This means Handles can cheaply hold more asset information, such as the AssetPath: ```rust // prints the AssetPath of the handle info!("{:?}", handle.path()) ``` ### Processed Assets Asset processing can be enabled via the `AssetPlugin`. When developing Bevy Apps with processed assets, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev())) ``` This runs the `AssetProcessor` in the background with hot-reloading. It reads assets from the `assets` folder, processes them, and writes them to the `.imported_assets` folder. Asset loads in the Bevy App will wait for a processed version of the asset to become available. If an asset in the `assets` folder changes, it will be reprocessed and hot-reloaded in the Bevy App. When deploying processed Bevy apps, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed())) ``` This does not run the `AssetProcessor` in the background. It behaves like `AssetPlugin::unprocessed()`, but reads assets from `.imported_assets`. When the `AssetProcessor` is running, it will populate sibling `.meta` files for assets in the `assets` folder. Meta files for assets that do not have a processor configured look like this: ```rust ( meta_format_version: "1.0", asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` This is metadata for an image asset. For example, if you have `assets/my_sprite.png`, this could be the metadata stored at `assets/my_sprite.png.meta`. Meta files are totally optional. If no metadata exists, the default settings will be used. In short, this file says "load this asset with the ImageLoader and use the file extension to determine the image type". This type of meta file is supported in all AssetPlugin modes. If in `Unprocessed` mode, the asset (with the meta settings) will be loaded directly. If in `ProcessedDev` mode, the asset file will be copied directly to the `.imported_assets` folder. The meta will also be copied directly to the `.imported_assets` folder, but with one addition: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 12415480888597742505, full_hash: 14344495437905856884, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` `processed_info` contains `hash` (a direct hash of the asset and meta bytes), `full_hash` (a hash of `hash` and the hashes of all `process_dependencies`), and `process_dependencies` (the `path` and `full_hash` of every process_dependency). A "process dependency" is an asset dependency that is _directly_ used when processing the asset. Images do not have process dependencies, so this is empty. When the processor is enabled, you can use the `Process` metadata config: ```rust ( meta_format_version: "1.0", asset: Process( processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>", settings: ( loader_settings: ( format: FromExtension, ), saver_settings: ( generate_mipmaps: true, ), ), ), ) ``` This configures the asset to use the `LoadAndSave` processor, which runs an AssetLoader and feeds the result into an AssetSaver (which saves the given Asset and defines a loader to load it with). (for terseness LoadAndSave will likely get a shorter/friendlier type name when [Stable Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common processor type, but arbitrary processors are supported. `CompressedImageSaver` saves an `Image` in the Basis Universal format and configures the ImageLoader to load it as basis universal. The `AssetProcessor` will read this meta, run it through the LoadAndSave processor, and write the basis-universal version of the image to `.imported_assets`. The final metadata will look like this: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 905599590923828066, full_hash: 9948823010183819117, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: Format(Basis), ), ), ) ``` To try basis-universal processing out in Bevy examples, (for example `sprite.rs`), change `add_plugins(DefaultPlugins)` to `add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run with the `basis-universal` feature enabled: `cargo run --features=basis-universal --example sprite`. To create a custom processor, there are two main paths: 1. Use the `LoadAndSave` processor with an existing `AssetLoader`. Implement the `AssetSaver` trait, register the processor using `asset_processor.register_processor::<LoadAndSave<ImageLoader, CompressedImageSaver>>(image_saver.into())`. 2. Implement the `Process` trait directly and register it using: `asset_processor.register_processor(thing_processor)`. You can configure default processors for file extensions like this: ```rust asset_processor.set_default_processor::<ThingProcessor>("thing") ``` There is one more metadata type to be aware of: ```rust ( meta_format_version: "1.0", asset: Ignore, ) ``` This will ignore the asset during processing / prevent it from being written to `.imported_assets`. The AssetProcessor stores a transaction log at `.imported_assets/log` and uses it to gracefully recover from unexpected stops. This means you can force-quit the processor (and Bevy Apps running the processor in parallel) at arbitrary times! `.imported_assets` is "local state". It should _not_ be checked into source control. It should also be considered "read only". In practice, you _can_ modify processed assets and processed metadata if you really need to test something. But those modifications will not be represented in the hashes of the assets, so the processed state will be "out of sync" with the source assets. The processor _will not_ fix this for you. Either revert the change after you have tested it, or delete the processed files so they can be re-populated. ## Open Questions There are a number of open questions to be discussed. We should decide if they need to be addressed in this PR and if so, how we will address them: ### Implied Dependencies vs Dependency Enumeration There are currently two ways to populate asset dependencies: * **Implied via AssetLoaders**: if an AssetLoader loads an asset (and retrieves a handle), a dependency is added to the list. * **Explicit via the optional Asset::visit_dependencies**: if `server.load_asset(my_asset)` is called, it will call `my_asset.visit_dependencies`, which will grab dependencies that have been manually defined for the asset via the Asset trait impl (which can be derived). This means that defining explicit dependencies is optional for "loaded assets". And the list of dependencies is always accurate because loaders can only produce Handles if they register dependencies. If an asset was loaded with an AssetLoader, it only uses the implied dependencies. If an asset was created at runtime and added with `asset_server.load_asset(MyAsset)`, it will use `Asset::visit_dependencies`. However this can create a behavior mismatch between loaded assets and equivalent "created at runtime" assets if `Assets::visit_dependencies` doesn't exactly match the dependencies produced by the AssetLoader. This behavior mismatch can be resolved by completely removing "implied loader dependencies" and requiring `Asset::visit_dependencies` to supply dependency data. But this creates two problems: * It makes defining loaded assets harder and more error prone: Devs must remember to manually annotate asset dependencies with `#[dependency]` when deriving `Asset`. For more complicated assets (such as scenes), the derive likely wouldn't be sufficient and a manual `visit_dependencies` impl would be required. * Removes the ability to immediately kick off dependency loads: When AssetLoaders retrieve a Handle, they also immediately kick off an asset load for the handle, which means it can start loading in parallel _before_ the asset finishes loading. For large assets, this could be significant. (although this could be mitigated for processed assets if we store dependencies in the processed meta file and load them ahead of time) ### Eager ProcessorDev Asset Loading I made a controversial call in the interest of fast startup times ("time to first pixel") for the "processor dev mode configuration". When initializing the AssetProcessor, current processed versions of unchanged assets are yielded immediately, even if their dependencies haven't been checked yet for reprocessing. This means that non-current-state-of-filesystem-but-previously-valid assets might be returned to the App first, then hot-reloaded if/when their dependencies change and the asset is reprocessed. Is this behavior desirable? There is largely one alternative: do not yield an asset from the processor to the app until all of its dependencies have been checked for changes. In some common cases (load dependency has not changed since last run) this will increase startup time. The main question is "by how much" and is that slower startup time worth it in the interest of only yielding assets that are true to the current state of the filesystem. Should this be configurable? I'm starting to think we should only yield an asset after its (historical) dependencies have been checked for changes + processed as necessary, but I'm curious what you all think. ### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs? In this implementation AssetPaths are the only canonical asset identifier (just like the previous Bevy Asset system and Godot). Moving assets will result in re-scans (and currently reprocessing, although reprocessing can easily be avoided with some changes). Asset renames/moves will break code and assets that rely on specific paths, unless those paths are fixed up. Do we want / need "stable asset uuids"? Introducing them is very possible: 1. Generate a UUID and include it in .meta files 2. Support UUID in AssetPath 3. Generate "asset indices" which are loaded on startup and map UUIDs to paths. 4 (maybe). Consider only supporting UUIDs for processed assets so we can generate quick-to-load indices instead of scanning meta files. The main "pro" is that assets referencing UUIDs don't need to be migrated when a path changes. The main "con" is that UUIDs cannot be "lazily resolved" like paths. They need a full view of all assets to answer the question "does this UUID exist". Which means UUIDs require the AssetProcessor to fully finish startup scans before saying an asset doesnt exist. And they essentially require asset pre-processing to use in apps, because scanning all asset metadata files at runtime to resolve a UUID is not viable for medium-to-large apps. It really requires a pre-generated UUID index, which must be loaded before querying for assets. I personally think this should be investigated in a separate PR. Paths aren't going anywhere ... _everyone_ uses filesystems (and filesystem-like apis) to manage their asset source files. I consider them permanent canonical asset information. Additionally, they behave well for both processed and unprocessed asset modes. Given that Bevy is supporting both, this feels like the right canonical ID to start with. UUIDS (and maybe even other indexed-identifier types) can be added later as necessary. ### Folder / File Naming Conventions All asset processing config currently lives in the `.imported_assets` folder. The processor transaction log is in `.imported_assets/log`. Processed assets are added to `.imported_assets/Default`, which will make migrating to processed asset profiles (ex: a `.imported_assets/Mobile` profile) a non-breaking change. It also allows us to create top-level files like `.imported_assets/log` without it being interpreted as an asset. Meta files currently have a `.meta` suffix. Do we like these names and conventions? ### Should the `AssetPlugin::processed_dev` configuration enable `watch_for_changes` automatically? Currently it does (which I think makes sense), but it does make it the only configuration that enables watch_for_changes by default. ### Discuss on_loaded High Level Interface: This PR includes a very rough "proof of concept" `on_loaded` system adapter that uses the `LoadedWithDependencies` event in combination with `asset_server.load_asset` dependency tracking to support this pattern ```rust fn main() { App::new() .init_asset::<MyAssets>() .add_systems(Update, on_loaded(create_array_texture)) .run(); } #[derive(Asset, Clone)] struct MyAssets { #[dependency] picture_of_my_cat: Handle<Image>, #[dependency] picture_of_my_other_cat: Handle<Image>, } impl FromWorld for ArrayTexture { fn from_world(world: &mut World) -> Self { picture_of_my_cat: server.load("meow.png"), picture_of_my_other_cat: server.load("meeeeeeeow.png"), } } fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) { commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_cat.clone(), ..default() }); commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_other_cat.clone(), ..default() }); } ``` The implementation is _very_ rough. And it is currently unsafe because `bevy_ecs` doesn't expose some internals to do this safely from inside `bevy_asset`. There are plenty of unanswered questions like: * "do we add a Loadable" derive? (effectively automate the FromWorld implementation above) * Should `MyAssets` even be an Asset? (largely implemented this way because it elegantly builds on `server.load_asset(MyAsset { .. })` dependency tracking). We should think hard about what our ideal API looks like (and if this is a pattern we want to support). Not necessarily something we need to solve in this PR. The current `on_loaded` impl should probably be removed from this PR before merging. ## Clarifying Questions ### What about Assets as Entities? This Bevy Asset V2 proposal implementation initially stored Assets as ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used `Entity` as the asset id and Asset values were just ECS components. There are plenty of compelling reasons to do this: 1. Easier to inline assets in Bevy Scenes (as they are "just" normal entities + components) 2. More flexible queries: use the power of the ECS to filter assets (ex: `Query<Mesh, With<Tree>>`). 3. Extensible. Users can add arbitrary component data to assets. 4. Things like "component visualization tools" work out of the box to visualize asset data. However Assets as Entities has a ton of caveats right now: * We need to be able to allocate entity ids without a direct World reference (aka rework id allocator in Entities ... i worked around this in my prototypes by just pre allocating big chunks of entities) * We want asset change events in addition to ECS change tracking ... how do we populate them when mutations can come from anywhere? Do we use Changed queries? This would require iterating over the change data for all assets every frame. Is this acceptable or should we implement a new "event based" component change detection option? * Reconciling manually created assets with asset-system managed assets has some nuance (ex: are they "loaded" / do they also have that component metadata?) * "how do we handle "static" / default entity handles" (ties in to the Entity Indices discussion: https://github.com/bevyengine/bevy/discussions/8319). This is necessary for things like "built in" assets and default handles in things like SpriteBundle. * Storing asset information as a component makes it easy to "invalidate" asset state by removing the component (or forcing modifications). Ideally we have ways to lock this down (some combination of Rust type privacy and ECS validation) In practice, how we store and identify assets is a reasonably superficial change (porting off of Assets as Entities and implementing dedicated storage + ids took less than a day). So once we sort out the remaining challenges the flip should be straightforward. Additionally, I do still have "Assets as Entities" in my commit history, so we can reuse that work. I personally think "assets as entities" is a good endgame, but it also doesn't provide _significant_ value at the moment and it certainly isn't ready yet with the current state of things. ### Why not Distill? [Distill](https://github.com/amethyst/distill) is a high quality fully featured asset system built in Rust. It is very natural to ask "why not just use Distill?". It is also worth calling out that for awhile, [we planned on adopting Distill / I signed off on it](https://github.com/bevyengine/bevy/issues/708). However I think Bevy has a number of constraints that make Distill adoption suboptimal: * **Architectural Simplicity:** * Distill's processor requires an in-memory database (lmdb) and RPC networked API (using Cap'n Proto). Each of these introduces API complexity that increases maintenance burden and "code grokability". Ignoring tests, documentation, and examples, Distill has 24,237 lines of Rust code (including generated code for RPC + database interactions). If you ignore generated code, it has 11,499 lines. * Bevy builds the AssetProcessor and AssetServer using pluggable AssetReader/AssetWriter Rust traits with simple io interfaces. They do not necessitate databases or RPC interfaces (although Readers/Writers could use them if that is desired). Bevy Asset V2 (at the time of writing this PR) is 5,384 lines of Rust code (ignoring tests, documentation, and examples). Grain of salt: Distill does have more features currently (ex: Asset Packing, GUIDS, remote-out-of-process asset processor). I do plan to implement these features in Bevy Asset V2 and I personally highly doubt they will meaningfully close the 6115 lines-of-code gap. * This complexity gap (which while illustrated by lines of code, is much bigger than just that) is noteworthy to me. Bevy should be hackable and there are pillars of Distill that are very hard to understand and extend. This is a matter of opinion (and Bevy Asset V2 also has complicated areas), but I think Bevy Asset V2 is much more approachable for the average developer. * Necessary disclaimer: counting lines of code is an extremely rough complexity metric. Read the code and form your own opinions. * **Optional Asset Processing:** Not all Bevy Apps (or Bevy App developers) need / want asset preprocessing. Processing increases the complexity of the development environment by introducing things like meta files, imported asset storage, running processors in the background, waiting for processing to finish, etc. Distill _requires_ preprocessing to work. With Bevy Asset V2 processing is fully opt-in. The AssetServer isn't directly aware of asset processors at all. AssetLoaders only care about converting bytes to runtime Assets ... they don't know or care if the bytes were pre-processed or not. Processing is "elegantly" (forgive my self-congratulatory phrasing) layered on top and builds on the existing Asset system primitives. * **Direct Filesystem Access to Processed Asset State:** Distill stores processed assets in a database. This makes debugging / inspecting the processed outputs harder (either requires special tooling to query the database or they need to be "deployed" to be inspected). Bevy Asset V2, on the other hand, stores processed assets in the filesystem (by default ... this is configurable). This makes interacting with the processed state more natural. Note that both Godot and Unity's new asset system store processed assets in the filesystem. * **Portability**: Because Distill's processor uses lmdb and RPC networking, it cannot be run on certain platforms (ex: lmdb is a non-rust dependency that cannot run on the web, some platforms don't support running network servers). Bevy should be able to process assets everywhere (ex: run the Bevy Editor on the web, compile + process shaders on mobile, etc). Distill does partially mitigate this problem by supporting "streaming" assets via the RPC protocol, but this is not a full solve from my perspective. And Bevy Asset V2 can (in theory) also stream assets (without requiring RPC, although this isn't implemented yet) Note that I _do_ still think Distill would be a solid asset system for Bevy. But I think the approach in this PR is a better solve for Bevy's specific "asset system requirements". ### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the point? "True async file io" has limited / spotty platform support. async-fs (and the rust async ecosystem generally ... ex Tokio) currently use async wrappers over std::fs that offload blocking requests to separate threads. This may feel unsatisfying, but it _does_ still provide value because it prevents our task pools from blocking on file system operations (which would prevent progress when there are many tasks to do, but all threads in a pool are currently blocking on file system ops). Additionally, using async APIs for our AssetReaders and AssetWriters also provides value because we can later add support for "true async file io" for platforms that support it. _And_ we can implement other "true async io" asset backends (such as networked asset io). ## Draft TODO - [x] Fill in missing filesystem event APIs: file removed event (which is expressed as dangling RenameFrom events in some cases), file/folder renamed event - [x] Assets without loaders are not moved to the processed folder. This breaks things like referenced `.bin` files for GLTFs. This should be configurable per-non-asset-type. - [x] Initial implementation of Reflect and FromReflect for Handle. The "deserialization" parity bar is low here as this only worked with static UUIDs in the old impl ... this is a non-trivial problem. Either we add a Handle::AssetPath variant that gets "upgraded" to a strong handle on scene load or we use a separate AssetRef type for Bevy scenes (which is converted to a runtime Handle on load). This deserves its own discussion in a different pr. - [x] Populate read_asset_bytes hash when run by the processor (a bit of a special case .. when run by the processor the processed meta will contain the hash so we don't need to compute it on the spot, but we don't want/need to read the meta when run by the main AssetServer) - [x] Delay hot reloading: currently filesystem events are handled immediately, which creates timing issues in some cases. For example hot reloading images can sometimes break because the image isn't finished writing. We should add a delay, likely similar to the [implementation in this PR](https://github.com/bevyengine/bevy/pull/8503). - [x] Port old platform-specific AssetIo implementations to the new AssetReader interface (currently missing Android and web) - [x] Resolve on_loaded unsafety (either by removing the API entirely or removing the unsafe) - [x] Runtime loader setting overrides - [x] Remove remaining unwraps that should be error-handled. There are number of TODOs here - [x] Pretty AssetPath Display impl - [x] Document more APIs - [x] Resolve spurious "reloading because it has changed" events (to repro run load_gltf with `processed_dev()`) - [x] load_dependency hot reloading currently only works for processed assets. If processing is disabled, load_dependency changes are not hot reloaded. - [x] Replace AssetInfo dependency load/fail counters with `loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from (potentially) breaking counters. Storing this will also enable "dependency reloaded" events (see [Next Steps](#next-steps)) - [x] Re-add filesystem watcher cargo feature gate (currently it is not optional) - [ ] Migration Guide - [ ] Changelog ## Followup TODO - [ ] Replace "eager unchanged processed asset loading" behavior with "don't returned unchanged processed asset until dependencies have been checked". - [ ] Add true `Ignore` AssetAction that does not copy the asset to the imported_assets folder. - [ ] Finish "live asset unloading" (ex: free up CPU asset memory after uploading an image to the GPU), rethink RenderAssets, and port renderer features. The `Assets` collection uses `Option<T>` for asset storage to support its removal. (1) the Option might not actually be necessary ... might be able to just remove from the collection entirely (2) need to finalize removal apis - [ ] Try replacing the "channel based" asset id recycling with something a bit more efficient (ex: we might be able to use raw atomic ints with some cleverness) - [ ] Consider adding UUIDs to processed assets (scoped just to helping identify moved assets ... not exposed to load queries ... see [Next Steps](#next-steps)) - [ ] Store "last modified" source asset and meta timestamps in processed meta files to enable skipping expensive hashing when the file wasn't changed - [ ] Fix "slow loop" handle drop fix - [ ] Migrate to TypeName - [x] Handle "loader preregistration". See #9429 ## Next Steps * **Configurable per-type defaults for AssetMeta**: It should be possible to add configuration like "all png image meta should default to using nearest sampling" (currently this hard-coded per-loader/processor Settings::default() impls). Also see the "Folder Meta" bullet point. * **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical asset ids" discussion in [Open Questions](#open-questions) and the relevant bullet point in [Draft TODO](#draft-todo). Even without canonical ids, folder renames could avoid reprocessing in some cases. * **Multiple Asset Sources**: Expand AssetPath to support "asset source names" and support multiple AssetReaders in the asset server (ex: `webserver://some_path/image.png` backed by an Http webserver AssetReader). The "default" asset reader would use normal `some_path/image.png` paths. Ideally this works in combination with multiple AssetWatchers for hot-reloading * **Stable Type Names**: this pr removes the TypeUuid requirement from assets in favor of `std::any::type_name`. This makes defining assets easier (no need to generate a new uuid / use weird proc macro syntax). It also makes reading meta files easier (because things have "friendly names"). We also use type names for components in scene files. If they are good enough for components, they are good enough for assets. And consistency across Bevy pillars is desirable. However, `std::any::type_name` is not guaranteed to be stable (although in practice it is). We've developed a [stable type path](https://github.com/bevyengine/bevy/pull/7184) to resolve this, which should be adopted when it is ready. * **Command Line Interface**: It should be possible to run the asset processor in a separate process from the command line. This will also require building a network-server-backed AssetReader to communicate between the app and the processor. We've been planning to build a "bevy cli" for awhile. This seems like a good excuse to build it. * **Asset Packing**: This is largely an additive feature, so it made sense to me to punt this until we've laid the foundations in this PR. * **Per-Platform Processed Assets**: It should be possible to generate assets for multiple platforms by supporting multiple "processor profiles" per asset (ex: compress with format X on PC and Y on iOS). I think there should probably be arbitrary "profiles" (which can be separate from actual platforms), which are then assigned to a given platform when generating the final asset distribution for that platform. Ex: maybe devs want a "Mobile" profile that is shared between iOS and Android. Or a "LowEnd" profile shared between web and mobile. * **Versioning and Migrations**: Assets, Loaders, Savers, and Processors need to have versions to determine if their schema is valid. If an asset / loader version is incompatible with the current version expected at runtime, the processor should be able to migrate them. I think we should try using Bevy Reflect for this, as it would allow us to load the old version as a dynamic Reflect type without actually having the old Rust type. It would also allow us to define "patches" to migrate between versions (Bevy Reflect devs are currently working on patching). The `.meta` file already has its own format version. Migrating that to new versions should also be possible. * **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write type) currently used by AssetPath can still result in String clones that aren't actually necessary (cloning an Owned Cow clones the contents). Bevy's asset system requires cloning AssetPaths in a number of places, which result in actual clones of the internal Strings. This is not efficient. AssetPath internals should be reworked to exhibit truer cow-like-behavior that reduces String clones to the absolute minimum. * **Consider processor-less processing**: In theory the AssetServer could run processors "inline" even if the background AssetProcessor is disabled. If we decide this is actually desirable, we could add this. But I don't think its a priority in the short or medium term. * **Pre-emptive dependency loading**: We could encode dependencies in processed meta files, which could then be used by the Asset Server to kick of dependency loads as early as possible (prior to starting the actual asset load). Is this desirable? How much time would this save in practice? * **Optimize Processor With UntypedAssetIds**: The processor exclusively uses AssetPath to identify assets currently. It might be possible to swap these out for UntypedAssetIds in some places, which are smaller / cheaper to hash and compare. * **One to Many Asset Processing**: An asset source file that produces many assets currently must be processed into a single "processed" asset source. If labeled assets can be written separately they can each have their own configured savers _and_ they could be loaded more granularly. Definitely worth exploring! * **Automatically Track "Runtime-only" Asset Dependencies**: Right now, tracking "created at runtime" asset dependencies requires adding them via `asset_server.load_asset(StandardMaterial::default())`. I think with some cleverness we could also do this for `materials.add(StandardMaterial::default())`, making tracking work "everywhere". There are challenges here relating to change detection / ensuring the server is made aware of dependency changes. This could be expensive in some cases. * **"Dependency Changed" events**: Some assets have runtime artifacts that need to be re-generated when one of their dependencies change (ex: regenerate a material's bind group when a Texture needs to change). We are generating the dependency graph so we can definitely produce these events. Buuuuut generating these events will have a cost / they could be high frequency for some assets, so we might want this to be opt-in for specific cases. * **Investigate Storing More Information In Handles**: Handles can now store arbitrary information, which makes it cheaper and easier to access. How much should we move into them? Canonical asset load states (via atomics)? (`handle.is_loaded()` would be very cool). Should we store the entire asset and remove the `Assets<T>` collection? (`Arc<RwLock<Option<Image>>>`?) * **Support processing and loading files without extensions**: This is a pretty arbitrary restriction and could be supported with very minimal changes. * **Folder Meta**: It would be nice if we could define per folder processor configuration defaults (likely in a `.meta` or `.folder_meta` file). Things like "default to linear filtering for all Images in this folder". * **Replace async_broadcast with event-listener?** This might be approximately drop-in for some uses and it feels more light weight * **Support Running the AssetProcessor on the Web**: Most of the hard work is done here, but there are some easy straggling TODOs (make the transaction log an interface instead of a direct file writer so we can write a web storage backend, implement an AssetReader/AssetWriter that reads/writes to something like LocalStorage). * **Consider identifying and preventing circular dependencies**: This is especially important for "processor dependencies", as processing will silently never finish in these cases. * **Built-in/Inlined Asset Hot Reloading**: This PR regresses "built-in/inlined" asset hot reloading (previously provided by the DebugAssetServer). I'm intentionally punting this because I think it can be cleanly implemented with "multiple asset sources" by registering a "debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset paths) in combination with an AssetWatcher for that asset source and support for "manually loading pats with asset bytes instead of AssetReaders". The old DebugAssetServer was quite nasty and I'd love to avoid that hackery going forward. * **Investigate ways to remove double-parsing meta files**: Parsing meta files currently involves parsing once with "minimal" versions of the meta file to extract the type name of the loader/processor config, then parsing again to parse the "full" meta. This is suboptimal. We should be able to define custom deserializers that (1) assume the loader/processor type name comes first (2) dynamically looks up the loader/processor registrations to deserialize settings in-line (similar to components in the bevy scene format). Another alternative: deserialize as dynamic Reflect objects and then convert. * **More runtime loading configuration**: Support using the Handle type as a hint to select an asset loader (instead of relying on AssetPath extensions) * **More high level Processor trait implementations**: For example, it might be worth adding support for arbitrary chains of "asset transforms" that modify an in-memory asset representation between loading and saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by a `flip_normals` transform, then save the mesh to an efficient compressed format). * **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO item](#draft-todo) for context) * **Explore High Level Load Interfaces**: See [this discussion](#discuss-on_loaded-high-level-interface) for one prototype. * **Asset Streaming**: It would be great if we could stream Assets (ex: stream a long video file piece by piece) * **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than they need to be because they have a Uuid enum variant. If we implement an "id exchanging" system that trades Uuids for "efficient runtime ids", we can cut down on the size of AssetIds, making them more efficient. This has some open design questions, such as how to spawn entities with "default" handle values (as these wouldn't have access to the exchange api in the current system). * **Asset Path Fixup Tooling**: Assets that inline asset paths inside them will break when an asset moves. The asset system provides the functionality to detect when paths break. We should build a framework that enables formats to define "path migrations". This is especially important for scene files. For editor-generated files, we should also consider using UUIDs (see other bullet point) to avoid the need to migrate in these cases. --------- Co-authored-by: BeastLe9enD <beastle9end@outlook.de> Co-authored-by: Mike <mike.hsu@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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Félix Lescaudey de Maneville
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a2b5d7a198
|
Fix some nightly warnings (#9672)
# Objective Fix some nightly warnings found by running `cargo +nightly clippy` ## Solution Fix the following warnings: - [x] [elided_lifetimes_in_associated_constant](https://github.com/rust-lang/rust/issues/115010) |
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Joseph
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02b520b4e8
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Split ComputedVisibility into two components to allow for accurate change detection and speed up visibility propagation (#9497)
# Objective Fix #8267. Fixes half of #7840. The `ComputedVisibility` component contains two flags: hierarchy visibility, and view visibility (whether its visible to any cameras). Due to the modular and open-ended way that view visibility is computed, it triggers change detection every single frame, even when the value does not change. Since hierarchy visibility is stored in the same component as view visibility, this means that change detection for inherited visibility is completely broken. At the company I work for, this has become a real issue. We are using change detection to only re-render scenes when necessary. The broken state of change detection for computed visibility means that we have to to rely on the non-inherited `Visibility` component for now. This is workable in the early stages of our project, but since we will inevitably want to use the hierarchy, we will have to either: 1. Roll our own solution for computed visibility. 2. Fix the issue for everyone. ## Solution Split the `ComputedVisibility` component into two: `InheritedVisibilty` and `ViewVisibility`. This allows change detection to behave properly for `InheritedVisibility`. View visiblity is still erratic, although it is less useful to be able to detect changes for this flavor of visibility. Overall, this actually simplifies the API. Since the visibility system consists of self-explaining components, it is much easier to document the behavior and usage. This approach is more modular and "ECS-like" -- one could strip out the `ViewVisibility` component entirely if it's not needed, and rely only on inherited visibility. --- ## Changelog - `ComputedVisibility` has been removed in favor of: `InheritedVisibility` and `ViewVisiblity`. ## Migration Guide The `ComputedVisibilty` component has been split into `InheritedVisiblity` and `ViewVisibility`. Replace any usages of `ComputedVisibility::is_visible_in_hierarchy` with `InheritedVisibility::get`, and replace `ComputedVisibility::is_visible_in_view` with `ViewVisibility::get`. ```rust // Before: commands.spawn(VisibilityBundle { visibility: Visibility::Inherited, computed_visibility: ComputedVisibility::default(), }); // After: commands.spawn(VisibilityBundle { visibility: Visibility::Inherited, inherited_visibility: InheritedVisibility::default(), view_visibility: ViewVisibility::default(), }); ``` ```rust // Before: fn my_system(q: Query<&ComputedVisibilty>) { for vis in &q { if vis.is_visible_in_hierarchy() { // After: fn my_system(q: Query<&InheritedVisibility>) { for inherited_visibility in &q { if inherited_visibility.get() { ``` ```rust // Before: fn my_system(q: Query<&ComputedVisibilty>) { for vis in &q { if vis.is_visible_in_view() { // After: fn my_system(q: Query<&ViewVisibility>) { for view_visibility in &q { if view_visibility.get() { ``` ```rust // Before: fn my_system(mut q: Query<&mut ComputedVisibilty>) { for vis in &mut q { vis.set_visible_in_view(); // After: fn my_system(mut q: Query<&mut ViewVisibility>) { for view_visibility in &mut q { view_visibility.set(); ``` --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> |
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lelo
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42e6dc8987
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Refactor EventReader::iter to read (#9631)
# Objective - The current `EventReader::iter` has been determined to cause confusion among new Bevy users. It was suggested by @JoJoJet to rename the method to better clarify its usage. - Solves #9624 ## Solution - Rename `EventReader::iter` to `EventReader::read`. - Rename `EventReader::iter_with_id` to `EventReader::read_with_id`. - Rename `ManualEventReader::iter` to `ManualEventReader::read`. - Rename `ManualEventReader::iter_with_id` to `ManualEventReader::read_with_id`. --- ## Changelog - `EventReader::iter` has been renamed to `EventReader::read`. - `EventReader::iter_with_id` has been renamed to `EventReader::read_with_id`. - `ManualEventReader::iter` has been renamed to `ManualEventReader::read`. - `ManualEventReader::iter_with_id` has been renamed to `ManualEventReader::read_with_id`. - Deprecated `EventReader::iter` - Deprecated `EventReader::iter_with_id` - Deprecated `ManualEventReader::iter` - Deprecated `ManualEventReader::iter_with_id` ## Migration Guide - Existing usages of `EventReader::iter` and `EventReader::iter_with_id` will have to be changed to `EventReader::read` and `EventReader::read_with_id` respectively. - Existing usages of `ManualEventReader::iter` and `ManualEventReader::iter_with_id` will have to be changed to `ManualEventReader::read` and `ManualEventReader::read_with_id` respectively. |
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Zachary Harrold
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394e2b0c91
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Replaced EntityMap with HashMap (#9461)
# Objective - Fixes #9321 ## Solution - `EntityMap` has been replaced by a simple `HashMap<Entity, Entity>`. --- ## Changelog - `EntityMap::world_scope` has been replaced with `World::world_scope` to avoid creating a new trait. This is a public facing change to the call semantics, but has no effect on results or behaviour. - `EntityMap`, as a `HashMap`, now operates on `&Entity` rather than `Entity`. This changes many standard access functions (e.g, `.get`) in a public-facing way. ## Migration Guide - Calls to `EntityMap::world_scope` can be directly replaced with the following: `map.world_scope(&mut world)` -> `world.world_scope(&mut map)` - Calls to legacy `EntityMap` methods such as `EntityMap::get` must explicitly include de/reference symbols: `let entity = map.get(parent);` -> `let &entity = map.get(&parent);` |
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Hennadii Chernyshchyk
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d60b715411
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Add SceneInstanceReady (#9313)
# Objective Closes #9115, replaces #9117. ## Solution Emit event when scene is ready. --- ## Changelog ### Added - `SceneInstanceReady` event when scene becomes ready. |
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张林伟
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55a710995c
|
Move scene spawner systems to SpawnScene schedule (#9260)
# Objective - Fixes https://github.com/bevyengine/bevy/issues/9250 ## Changelog - Move scene spawner systems to a new SpawnScene schedule which is after Update and before PostUpdate (schedule order: [PreUpdate][Update][SpawnScene][PostUpdate]) ## Migration Guide - Move scene spawner systems to a new SpawnScene schedule which is after Update and before PostUpdate (schedule order: [PreUpdate][Update][SpawnScene][PostUpdate]), you might remove system ordering code related to scene spawning as the execution order has been guaranteed by bevy engine. --------- Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com> |
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Carter Anderson
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7c3131a761
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Bump Version after Release (#9106)
CI-capable version of #9086 --------- Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: François <mockersf@gmail.com> |
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Carter Anderson
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8ba9571eed
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Release 0.11.0 (#9080)
I created this manually as Github didn't want to run CI for the workflow-generated PR. I'm guessing we didn't hit this in previous releases because we used bors. Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com> |
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Gino Valente
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d96933ad9c
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bevy_scene: Add SceneFilter (#6793)
# Objective Currently, `DynamicScene`s extract all components listed in the given (or the world's) type registry. This acts as a quasi-filter of sorts. However, it can be troublesome to use effectively and lacks decent control. For example, say you need to serialize only the following component over the network: ```rust #[derive(Reflect, Component, Default)] #[reflect(Component)] struct NPC { name: Option<String> } ``` To do this, you'd need to: 1. Create a new `AppTypeRegistry` 2. Register `NPC` 3. Register `Option<String>` If we skip Step 3, then the entire scene might fail to serialize as `Option<String>` requires registration. Not only is this annoying and easy to forget, but it can leave users with an impossible task: serializing a third-party type that contains private types. Generally, the third-party crate will register their private types within a plugin so the user doesn't need to do it themselves. However, this means we are now unable to serialize _just_ that type— we're forced to allow everything! ## Solution Add the `SceneFilter` enum for filtering components to extract. This filter can be used to optionally allow or deny entire sets of components/resources. With the `DynamicSceneBuilder`, users have more control over how their `DynamicScene`s are built. To only serialize a subset of components, use the `allow` method: ```rust let scene = builder .allow::<ComponentA>() .allow::<ComponentB>() .extract_entity(entity) .build(); ``` To serialize everything _but_ a subset of components, use the `deny` method: ```rust let scene = builder .deny::<ComponentA>() .deny::<ComponentB>() .extract_entity(entity) .build(); ``` Or create a custom filter: ```rust let components = HashSet::from([type_id]); let filter = SceneFilter::Allowlist(components); // let filter = SceneFilter::Denylist(components); let scene = builder .with_filter(Some(filter)) .extract_entity(entity) .build(); ``` Similar operations exist for resources: <details> <summary>View Resource Methods</summary> To only serialize a subset of resources, use the `allow_resource` method: ```rust let scene = builder .allow_resource::<ResourceA>() .extract_resources() .build(); ``` To serialize everything _but_ a subset of resources, use the `deny_resource` method: ```rust let scene = builder .deny_resource::<ResourceA>() .extract_resources() .build(); ``` Or create a custom filter: ```rust let resources = HashSet::from([type_id]); let filter = SceneFilter::Allowlist(resources); // let filter = SceneFilter::Denylist(resources); let scene = builder .with_resource_filter(Some(filter)) .extract_resources() .build(); ``` </details> ### Open Questions - [x] ~~`allow` and `deny` are mutually exclusive. Currently, they overwrite each other. Should this instead be a panic?~~ Took @soqb's suggestion and made it so that the opposing method simply removes that type from the list. - [x] ~~`DynamicSceneBuilder` extracts entity data as soon as `extract_entity`/`extract_entities` is called. Should this behavior instead be moved to the `build` method to prevent ordering mixups (e.g. `.allow::<Foo>().extract_entity(entity)` vs `.extract_entity(entity).allow::<Foo>()`)? The tradeoff would be iterating over the given entities twice: once at extraction and again at build.~~ Based on the feedback from @Testare it sounds like it might be better to just keep the current functionality (if anything we can open a separate PR that adds deferred methods for extraction, so the choice/performance hit is up to the user). - [ ] An alternative might be to remove the filter from `DynamicSceneBuilder` and have it as a separate parameter to the extraction methods (either in the existing ones or as added `extract_entity_with_filter`-type methods). Is this preferable? - [x] ~~Should we include constructors that include common types to allow/deny? For example, a `SceneFilter::standard_allowlist` that includes things like `Parent` and `Children`?~~ Consensus suggests we should. I may split this out into a followup PR, though. - [x] ~~Should we add the ability to remove types from the filter regardless of whether an allowlist or denylist (e.g. `filter.remove::<Foo>()`)?~~ See the first list item - [x] ~~Should `SceneFilter` be an enum? Would it make more sense as a struct that contains an `is_denylist` boolean?~~ With the added `SceneFilter::None` state (replacing the need to wrap in an `Option` or rely on an empty `Denylist`), it seems an enum is better suited now - [x] ~~Bikeshed: Do we like the naming convention? Should we instead use `include`/`exclude` terminology?~~ Sounds like we're sticking with `allow`/`deny`! - [x] ~~Does this feature need a new example? Do we simply include it in the existing one (maybe even as a comment?)? Should this be done in a followup PR instead?~~ Example will be added in a followup PR ### Followup Tasks - [ ] Add a dedicated `SceneFilter` example - [ ] Possibly add default types to the filter (e.g. deny things like `ComputedVisibility`, allow `Parent`, etc) --- ## Changelog - Added the `SceneFilter` enum for filtering components and resources when building a `DynamicScene` - Added methods: - `DynamicSceneBuilder::with_filter` - `DynamicSceneBuilder::allow` - `DynamicSceneBuilder::deny` - `DynamicSceneBuilder::allow_all` - `DynamicSceneBuilder::deny_all` - `DynamicSceneBuilder::with_resource_filter` - `DynamicSceneBuilder::allow_resource` - `DynamicSceneBuilder::deny_resource` - `DynamicSceneBuilder::allow_all_resources` - `DynamicSceneBuilder::deny_all_resources` - Removed methods: - `DynamicSceneBuilder::from_world_with_type_registry` - `DynamicScene::from_scene` and `DynamicScene::from_world` no longer require an `AppTypeRegistry` reference ## Migration Guide - `DynamicScene::from_scene` and `DynamicScene::from_world` no longer require an `AppTypeRegistry` reference: ```rust // OLD let registry = world.resource::<AppTypeRegistry>(); let dynamic_scene = DynamicScene::from_world(&world, registry); // let dynamic_scene = DynamicScene::from_scene(&scene, registry); // NEW let dynamic_scene = DynamicScene::from_world(&world); // let dynamic_scene = DynamicScene::from_scene(&scene); ``` - Removed `DynamicSceneBuilder::from_world_with_type_registry`. Now the registry is automatically taken from the given world: ```rust // OLD let registry = world.resource::<AppTypeRegistry>(); let builder = DynamicSceneBuilder::from_world_with_type_registry(&world, registry); // NEW let builder = DynamicSceneBuilder::from_world(&world); ``` |
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Gino Valente
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aeeb20ec4c
|
bevy_reflect: FromReflect Ergonomics Implementation (#6056)
# Objective **This implementation is based on https://github.com/bevyengine/rfcs/pull/59.** --- Resolves #4597 Full details and motivation can be found in the RFC, but here's a brief summary. `FromReflect` is a very powerful and important trait within the reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to be formed into Real ones (e.g., `Vec<i32>`, etc.). This mainly comes into play concerning deserialization, where the reflection deserializers both return a `Box<dyn Reflect>` that almost always contain one of these Dynamic representations of a Real type. To convert this to our Real type, we need to use `FromReflect`. It also sneaks up in other ways. For example, it's a required bound for `T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`. It's also required by all fields of an enum as it's used as part of the `Reflect::apply` implementation. So in other words, much like `GetTypeRegistration` and `Typed`, it is very much a core reflection trait. The problem is that it is not currently treated like a core trait and is not automatically derived alongside `Reflect`. This makes using it a bit cumbersome and easy to forget. ## Solution Automatically derive `FromReflect` when deriving `Reflect`. Users can then choose to opt-out if needed using the `#[reflect(from_reflect = false)]` attribute. ```rust #[derive(Reflect)] struct Foo; #[derive(Reflect)] #[reflect(from_reflect = false)] struct Bar; fn test<T: FromReflect>(value: T) {} test(Foo); // <-- OK test(Bar); // <-- Panic! Bar does not implement trait `FromReflect` ``` #### `ReflectFromReflect` This PR also automatically adds the `ReflectFromReflect` (introduced in #6245) registration to the derived `GetTypeRegistration` impl— if the type hasn't opted out of `FromReflect` of course. <details> <summary><h4>Improved Deserialization</h4></summary> > **Warning** > This section includes changes that have since been descoped from this PR. They will likely be implemented again in a followup PR. I am mainly leaving these details in for archival purposes, as well as for reference when implementing this logic again. And since we can do all the above, we might as well improve deserialization. We can now choose to deserialize into a Dynamic type or automatically convert it using `FromReflect` under the hood. `[Un]TypedReflectDeserializer::new` will now perform the conversion and return the `Box`'d Real type. `[Un]TypedReflectDeserializer::new_dynamic` will work like what we have now and simply return the `Box`'d Dynamic type. ```rust // Returns the Real type let reflect_deserializer = UntypedReflectDeserializer::new(®istry); let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?; let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; // Returns the Dynamic type let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry); let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?; let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; ``` </details> --- ## Changelog * `FromReflect` is now automatically derived within the `Reflect` derive macro * This includes auto-registering `ReflectFromReflect` in the derived `GetTypeRegistration` impl * ~~Renamed `TypedReflectDeserializer::new` and `UntypedReflectDeserializer::new` to `TypedReflectDeserializer::new_dynamic` and `UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped** * ~~Changed `TypedReflectDeserializer::new` and `UntypedReflectDeserializer::new` to automatically convert the deserialized output using `FromReflect`~~ **Descoped** ## Migration Guide * `FromReflect` is now automatically derived within the `Reflect` derive macro. Items with both derives will need to remove the `FromReflect` one. ```rust // OLD #[derive(Reflect, FromReflect)] struct Foo; // NEW #[derive(Reflect)] struct Foo; ``` If using a manual implementation of `FromReflect` and the `Reflect` derive, users will need to opt-out of the automatic implementation. ```rust // OLD #[derive(Reflect)] struct Foo; impl FromReflect for Foo {/* ... */} // NEW #[derive(Reflect)] #[reflect(from_reflect = false)] struct Foo; impl FromReflect for Foo {/* ... */} ``` <details> <summary><h4>Removed Migrations</h4></summary> > **Warning** > This section includes changes that have since been descoped from this PR. They will likely be implemented again in a followup PR. I am mainly leaving these details in for archival purposes, as well as for reference when implementing this logic again. * The reflect deserializers now perform a `FromReflect` conversion internally. The expected output of `TypedReflectDeserializer::new` and `UntypedReflectDeserializer::new` is no longer a Dynamic (e.g., `DynamicList`), but its Real counterpart (e.g., `Vec<i32>`). ```rust let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry); let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?; // OLD let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; // NEW let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?; ``` Alternatively, if this behavior isn't desired, use the `TypedReflectDeserializer::new_dynamic` and `UntypedReflectDeserializer::new_dynamic` methods instead: ```rust // OLD let reflect_deserializer = UntypedReflectDeserializer::new(®istry); // NEW let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry); ``` </details> --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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Nicola Papale
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0294bb191d
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Move AppTypeRegistry to bevy_ecs (#8901)
# Objective - Use `AppTypeRegistry` on API defined in `bevy_ecs` (https://github.com/bevyengine/bevy/pull/8895#discussion_r1234748418) A lot of the API on `Reflect` depends on a registry. When it comes to the ECS. We should use `AppTypeRegistry` in the general case. This is however impossible in `bevy_ecs`, since `AppTypeRegistry` is defined in `bevy_app`. ## Solution - Move `AppTypeRegistry` resource definition from `bevy_app` to `bevy_ecs` - Still add the resource in the `App` plugin, since bevy_ecs itself doesn't know of plugins Note that `bevy_ecs` is a dependency of `bevy_app`, so nothing revolutionary happens. ## Alternative - Define the API as a trait in `bevy_app` over `bevy_ecs`. (though this prevents us from using bevy_ecs internals) - Do not rely on `AppTypeRegistry` for the API in question, requring users to extract themselves the resource and pass it to the API methods. --- ## Changelog - Moved `AppTypeRegistry` resource definition from `bevy_app` to `bevy_ecs` ## Migration Guide - If you were **not** using a `prelude::*` to import `AppTypeRegistry`, you should update your imports: ```diff - use bevy::app::AppTypeRegistry; + use bevy::ecs::reflect::AppTypeRegistry ``` |
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Natanael Mojica
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f135535cd6
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Rename Command's "write" method to "apply" (#8814)
# Objective - Fixes #8811 . ## Solution - Rename "write" method to "apply" in Command trait definition. - Rename other implementations of command trait throughout bevy's code base. --- ## Changelog - Changed: `Command::write` has been changed to `Command::apply` - Changed: `EntityCommand::write` has been changed to `EntityCommand::apply` ## Migration Guide - `Command::write` implementations need to be changed to implement `Command::apply` instead. This is a mere name change, with no further actions needed. - `EntityCommand::write` implementations need to be changed to implement `EntityCommand::apply` instead. This is a mere name change, with no further actions needed. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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radiish
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1efc762924
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reflect: stable type path v2 (#7184)
# Objective
- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.
## Solution
- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.
---
## Changelog
- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.
## Migration Guide
- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.
## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?](
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Testare
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a29d328fe5
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Rename map_entities and map_specific_entities (#7570)
# Objective After fixing dynamic scene to only map specific entities, we want map_entities to default to the less error prone behavior and have the previous behavior renamed to "map_all_entities." As this is a breaking change, it could not be pushed out with the bug fix. ## Solution Simple rename and refactor. ## Changelog ### Changed - `map_entities` now accepts a list of entities to apply to, with `map_all_entities` retaining previous behavior of applying to all entities in the map. ## Migration Guide - In `bevy_ecs`, `ReflectMapEntities::map_entites` now requires an additional `entities` parameter to specify which entities it applies to. To keep the old behavior, use the new `ReflectMapEntities::map_all_entities`, but consider if passing the entities in specifically might be better for your use case to avoid bugs. |
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Illiux
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eebc92a7d4
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Make scene handling of entity references robust (#7335)
# Objective - Handle dangling entity references inside scenes - Handle references to entities with generation > 0 inside scenes - Fix a latent bug in `Parent`'s `MapEntities` implementation, which would, if the parent was outside the scene, cause the scene to be loaded into the new world with a parent reference potentially pointing to some random entity in that new world. - Fixes #4793 and addresses #7235 ## Solution - DynamicScenes now identify entities with a `Entity` instead of a u32, therefore including generation - `World` exposes a new `reserve_generations` function that despawns an entity and advances its generation by some extra amount. - `MapEntities` implementations have a new `get_or_reserve` function available that will always return an `Entity`, establishing a new mapping to a dead entity when the entity they are called with is not in the `EntityMap`. Subsequent calls with that same `Entity` will return the same newly created dead entity reference, preserving equality semantics. - As a result, after loading a scene containing references to dead entities (or entities otherwise outside the scene), those references will all point to different generations on a single entity id in the new world. --- ## Changelog ### Changed - In serialized scenes, entities are now identified by a u64 instead of a u32. - In serialized scenes, components with entity references now have those references serialize as u64s instead of structs. ### Fixed - Scenes containing components with entity references will now deserialize and add to a world reliably. ## Migration Guide - `MapEntities` implementations must change from a `&EntityMap` parameter to a `&mut EntityMapper` parameter and can no longer return a `Result`. Finally, they should switch from calling `EntityMap::get` to calling `EntityMapper::get_or_reserve`. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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robtfm
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deba3806d6
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avoid panic with parented scenes on deleted entities (#8512)
# Objective after calling `SceneSpawner::spawn_as_child`, the scene spawner system will always try to attach the scene instance to the parent once it is loaded, even if the parent has been deleted, causing a panic. ## Solution check if the parent is still alive, and don't spawn the scene instance if not. |
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Wybe Westra
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abf12f3b3b
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Fixed several missing links in docs. (#8117)
Links in the api docs are nice. I noticed that there were several places where structs / functions and other things were referenced in the docs, but weren't linked. I added the links where possible / logical. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com> |
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JoJoJet
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3ead10a3e0
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Suppress the clippy::type_complexity lint (#8313)
# Objective The clippy lint `type_complexity` is known not to play well with bevy. It frequently triggers when writing complex queries, and taking the lint's advice of using a type alias almost always just obfuscates the code with no benefit. Because of this, this lint is currently ignored in CI, but unfortunately it still shows up when viewing bevy code in an IDE. As someone who's made a fair amount of pull requests to this repo, I will say that this issue has been a consistent thorn in my side. Since bevy code is filled with spurious, ignorable warnings, it can be very difficult to spot the *real* warnings that must be fixed -- most of the time I just ignore all warnings, only to later find out that one of them was real after I'm done when CI runs. ## Solution Suppress this lint in all bevy crates. This was previously attempted in #7050, but the review process ended up making it more complicated than it needs to be and landed on a subpar solution. The discussion in https://github.com/rust-lang/rust-clippy/pull/10571 explores some better long-term solutions to this problem. Since there is no timeline on when these solutions may land, we should resolve this issue in the meantime by locally suppressing these lints. ### Unresolved issues Currently, these lints are not suppressed in our examples, since that would require suppressing the lint in every single source file. They are still ignored in CI. |
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Zhixing Zhang
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2aaaed7f69
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Make bevy_render an optional dependency of bevy_scene (#8136)
# Objective bevy-scene does not have a reason to depend on bevy-render except to include the `Visibility` and `ComputedVisibility` components. Including that in the dependency chain is unnecessary for people not using `bevy_render`. Also fixed a problem where compilation fails when the `serialize` feature was not enabled. ## Solution This was added in #5335 to address some of the problems caused by #5310. Imo the user just always have to remember to include `VisibilityBundle` when they spawn `SceneBundle` or `DynamicSceneBundle`, but that will be a breaking change. This PR makes `bevy_render` an optional dependency of `bevy_scene` instead to respect the existing behavior. |
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Testare
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3d8c7681a7
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Bugfix: Scene reload fix (nonbreaking) (#7951)
# Objective Fix a bug with scene reload. (This is a copy of #7570 but without the breaking API change, in order to allow the bugfix to be introduced in 0.10.1) When a scene was reloaded, it was corrupting components that weren't native to the scene itself. In particular, when a DynamicScene was created on Entity (A), all components in the scene without parents are automatically added as children of Entity (A). But if that scene was reloaded and the same ID of Entity (A) was a scene ID as well*, that parent component was corrupted, causing the hierarchy to become malformed and bevy to panic. *For example, if Entity (A)'s ID was 3, and the scene contained an entity with ID 3 This issue could affect any components that: * Implemented `MapEntities`, basically components that contained references to other entities * Were added to entities from a scene file but weren't defined in the scene file - Fixes #7529 ## Solution The solution was to keep track of entities+components that had `MapEntities` functionality during scene load, and only apply the entity update behavior to them. They were tracked with a HashMap from the component's TypeID to a vector of entity ID's. Then the `ReflectMapEntities` struct was updated to hold a function that took a list of entities to be applied to, instead of naively applying itself to all values in the EntityMap. (See this PR comment https://github.com/bevyengine/bevy/pull/7570#issuecomment-1432302796 for a story-based explanation of this bug and solution) ## Changelog ### Fixed - Components that implement `MapEntities` added to scene entities after load are not corrupted during scene reload. |