# Objective
- Closes#15720
## Solution
Wrap the handle in a new wrapper component: `UiMaterialHandle`
It's not possible to match the naming convention of `MeshMaterial3d/2d`
here with the trait already being called `UiMaterial`
Should we consider renaming to `Material3d/2dHandle` and `Mesh3d/2d` to
`Mesh3d/2dHandle`?
- This shouldn't have any merge conflicts with #15591
## Testing
Tested the `ui_material` example
## Migration Guide
Let's defer the migration guide to the required component port. I just
want to yeet the `Component` impl on `Handle` in the meantime :)
# Objective
- Prepare for streaming by storing vertex data per-meshlet, rather than
per-mesh (this means duplicating vertices per-meshlet)
- Compress vertex data to reduce the cost of this
## Solution
The important parts are in from_mesh.rs, the changes to the Meshlet type
in asset.rs, and the changes in meshlet_bindings.wgsl. Everything else
is pretty secondary/boilerplate/straightforward changes.
- Positions are quantized in centimeters with a user-provided power of 2
factor (ideally auto-determined, but that's a TODO for the future),
encoded as an offset relative to the minimum value within the meshlet,
and then stored as a packed list of bits using the minimum number of
bits needed for each vertex position channel for that meshlet
- E.g. quantize positions (lossly, throws away precision that's not
needed leading to using less bits in the bitstream encoding)
- Get the min/max quantized value of each X/Y/Z channel of the quantized
positions within a meshlet
- Encode values relative to the min value of the meshlet. E.g. convert
from [min, max] to [0, max - min]
- The new max value in the meshlet is (max - min), which only takes N
bits, so we only need N bits to store each channel within the meshlet
(lossless)
- We can store the min value and that it takes N bits per channel in the
meshlet metadata, and reconstruct the position from the bitstream
- Normals are octahedral encoded and than snorm2x16 packed and stored as
a single u32.
- Would be better to implement the precise variant of octhedral encoding
for extra precision (no extra decode cost), but decided to keep it
simple for now and leave that as a followup
- Tried doing a quantizing and bitstream encoding scheme like I did for
positions, but struggled to get it smaller. Decided to go with this for
simplicity for now
- UVs are uncompressed and take a full 64bits per vertex which is
expensive
- In the future this should be improved
- Tangents, as of the previous PR, are not explicitly stored and are
instead derived from screen space gradients
- While I'm here, split up MeshletMeshSaverLoader into two separate
types
Other future changes include implementing a smaller encoding of triangle
data (3 u8 indices = 24 bits per triangle currently), and more
disk-oriented compression schemes.
References:
* "A Deep Dive into UE5's Nanite Virtualized Geometry"
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf#page=128
(also available on youtube)
* "Towards Practical Meshlet Compression"
https://arxiv.org/pdf/2404.06359
* "Vertex quantization in Omniforce Game Engine"
https://daniilvinn.github.io/2024/05/04/omniforce-vertex-quantization.html
## Testing
- Did you test these changes? If so, how?
- Converted the stanford bunny, and rendered it with a debug material
showing normals, and confirmed that it's identical to what's on main.
EDIT: See additional testing in the comments below.
- Are there any parts that need more testing?
- Could use some more size comparisons on various meshes, and testing
different quantization factors. Not sure if 4 is a good default. EDIT:
See additional testing in the comments below.
- Also did not test runtime performance of the shaders. EDIT: See
additional testing in the comments below.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Use my unholy script, replacing the meshlet example
https://paste.rs/7xQHk.rs (must make MeshletMesh fields pub instead of
pub crate, must add lz4_flex as a dev-dependency) (must compile with
meshlet and meshlet_processor features, mesh must have only positions,
normals, and UVs, no vertex colors or tangents)
---
## Migration Guide
- TBD by JMS55 at the end of the release
# Objective
The `new` constructors for our ray types currently take a `Vec2`/`Vec3`
instead of a `Dir2`/`Dir3`. This is confusing and footgunny for several
reasons.
- Which one of these is the direction? You can't see it from the type.
```rust
let ray = Ray2d::new(Vec2::X, Vec2::X);
```
- Many engines allow unnormalized rays, and this can affect ray cast
results by scaling the time of impact. However, in Bevy, rays are
*always* normalized despite what the input argument in this case
implies, and ray cast results are *not* scaled.
```rust
// The true ray direction is still normalized, unlike what you'd expect.
let ray = Ray2d::new(Vec2::X, Vec2::new(5.0, 0.0, 0.0)));
```
These cases are what the direction types are intended for, and we should
use them as such.
## Solution
Use `Dir2`/`Dir3` in the constructors.
```rust
let ray = Ray2d::new(Vec2::X, Dir2::X);
```
We *could* also use `impl TryInto<DirN>`, which would allow both vectors
and direction types, and then panic if the input is not normalized. This
could be fine for ergonomics in some cases, but especially for rays, I
think it's better to take an explicit direction type here.
---
## Migration Guide
`Ray2d::new` and `Ray3d::new` now take a `Dir2` and `Dir3` instead of
`Vec2` and `Vec3` respectively for the ray direction.
# Objective
Expose the `winit` functions
[drag_window](https://docs.rs/winit/latest/winit/window/struct.Window.html#method.drag_window)
and
[resize_window](https://docs.rs/winit/latest/winit/window/struct.Window.html#method.drag_resize_window).
Which allows implementing move & resize for windows without decorations.
## Solution
Add the functions `start_drag_move` and `start_drag_resize` to
`bevy_window::Window`, which are then assigned to fields in
`InternalWindowState`, and propagated to `winit` in the
`changed_windows` system.
## Testing
I've tested that both functions works on x11 and wayland. Not sure if
someone needs to test on windows/mac?
---
## Showcase
[Screencast from 2024-10-06 11-49-58
(trimmed).webm](https://github.com/user-attachments/assets/1cdee7b1-22bd-41d3-8a0a-6872a6ebf62c)
(The flickering in the video is some issue with resizing without
decorations on x11)
<details>
<summary>Click to view showcase</summary>
Not the same code used in the video, but simple way to test moving a
window without decorations.
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
decorations: false,
..default()
}),
..default()
}))
.add_systems(Update, move_windows)
.run();
}
fn move_windows(mut windows: Query<&mut Window>, input: Res<ButtonInput<MouseButton>>) {
if input.pressed(MouseButton::Left) {
for mut window in windows.iter_mut() {
window.start_drag_move();
}
}
}
```
</details>
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
## Objective
Add a way to stream BRP requests when the data changes.
## Solution
#### BRP Side (reusable for other transports)
Add a new method handler type that returns a optional value. This
handler is run in update and if a value is returned it will be sent on
the message channel. Custom watching handlers can be added with
`RemotePlugin::with_watching_method`.
#### HTTP Side
If a request comes in with `+watch` in the method, it will respond with
`text/event-stream` rather than a single response.
## Testing
I tested with the podman HTTP client. This client has good support for
SSE's if you want to test it too.
## Parts I want some opinions on
- For separating watching methods I chose to add a `+watch` suffix to
the end kind of like `content-type` headers. A get would be
`bevy/get+watch`.
- Should watching methods send an initial response with everything or
only respond when a change happens? Currently the later is what happens.
## Future work
- The `bevy/query` method would also benefit from this but that
condition will be quite complex so I will leave that to later.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Several of our APIs (namely gizmos and bounding) use isometries on
current Bevy main. This is nicer than separate properties in a lot of
cases, but users have still expressed usability concerns.
One problem is that in a lot of cases, you only care about e.g.
translation, so you end up with this:
```rust
gizmos.cross_2d(
Isometry2d::from_translation(Vec2::new(-160.0, 120.0)),
12.0,
FUCHSIA,
);
```
The isometry adds quite a lot of length and verbosity, and isn't really
that relevant since only the translation is important here.
It would be nice if you could use the translation directly, and only
supply an isometry if both translation and rotation are needed. This
would make the following possible:
```rust
gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA);
```
removing a lot of verbosity.
## Solution
Implement `From<Vec2>` and `From<Rot2>` for `Isometry2d`, and
`From<Vec3>`, `From<Vec3A>`, and `From<Quat>` for `Isometry3d`. These
are lossless conversions that fit the semantics of `From`.
This makes the proposed API possible! The methods must now simply take
an `impl Into<IsometryNd>`, and this works:
```rust
gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA);
```
# Objective
- As discussed on
[Discord](https://discord.com/channels/691052431525675048/1203087353850364004/1285300659746246849),
implement a `ConvexPolygon` 2D math primitive and associated mesh
builder.
- The original goal was to have a mesh builder for the simplest (i.e.
convex) polygons.
## Solution
- The `ConvexPolygon` is created from its vertices.
- The convexity of the polygon is checked when created via `new()` by
verifying that the winding order of all the triangles formed with
adjacent vertices is the same.
- The `ConvexPolygonMeshBuilder` uses an anchor vertex and goes through
every adjacent pair of vertices in the polygon to form triangles that
fill up the polygon.
## Testing
- Tested locally with my own simple `ConvexPolygonMeshBuilder` usage.
The previous fixes were breaking pretty much everything on main due to
naga-oil complaining about the OIT shader not being loaded, since
apparently webgl is a default feature. This fix is a bit messier, but
properly warns the user and is probably what we should have gone for in
the first place.
The gamepads-as-entities change caused several regressions. This patch
fixes each of them:
1. This PR introduces two new fields on `GamepadInfo`: `vendor_id`, and
`product_id`, as well as associated methods. These fields are simply
mirrored from the `gilrs` library.
2. That PR removed the methods that allowed iterating over all pressed
and released buttons, as well as the method that allowed iterating over
the axis values. (It was still technically possible to do so by using
reflection to access the private fields of `Gamepad`.)
3. The `Gamepad` component wasn't marked reflectable. This PR fixes that
problem.
These changes allowed me to forward port `leafwing-input-manager`.
# Objective
- Alpha blending can easily fail in many situations and requires sorting
on the cpu
## Solution
- Implement order independent transparency (OIT) as an alternative to
alpha blending
- The implementation uses 2 passes
- The first pass records all the fragments colors and position to a
buffer that is the size of N layers * the render target resolution.
- The second pass sorts the fragments, blends them and draws them to the
screen. It also currently does manual depth testing because early-z
fails in too many cases in the first pass.
## Testing
- We've been using this implementation at foresight in production for
many months now and we haven't had any issues related to OIT.
---
## Showcase
![image](https://github.com/user-attachments/assets/157f3e32-adaf-4782-b25b-c10313b9bc43)
![image](https://github.com/user-attachments/assets/bef23258-0c22-4b67-a0b8-48a9f571c44f)
## Future work
- Add an example showing how to use OIT for a custom material
- Next step would be to implement a per-pixel linked list to reduce
memory use
- I'd also like to investigate using a BinnedRenderPhase instead of a
SortedRenderPhase. If it works, it would make the transparent pass
significantly faster.
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
# Objective
- fix https://github.com/bevyengine/bevy/issues/15623
## Solution
- Checking field length of tuple struct before ser/der
## Testing
- CI should pass
## Migration Guide
- Reflection now will serialize and deserialize tuple struct with single
field as newtype struct. Consider this code.
```rs
#[derive(Reflect, Serialize)]
struct Test(usize);
let reflect = Test(3);
let serializer = TypedReflectSerializer::new(reflect.as_partial_reflect(), ®istry);
return serde_json::to_string(&serializer)
```
Old behavior will return `["3"]`. New behavior will return `"3"`. If you
were relying on old behavior you need to update your logic. Especially
with `serde_json`. `ron` doesn't affect from this.
# Objective
Allow curve adaptors to be reliably `Reflect` even if the curves they
hold are not `FromReflect`. This allows them, for example, to be used in
`bevy_animation`. I previously addressed this with the functional
adaptors, but I forgot to address this in the case of fields that hold
other curves and not arbitrary functions.
## Solution
Do the following on every curve adaptor that holds another curve:
```rust
// old:
#[derive(Reflect)]
```
```rust
// new:
#[derive(Reflect, FromReflect)]
#[reflect(from_reflect = false)]
```
This looks inane, but it's necessary because the default
`#[derive(Reflect)]` macro places `FromReflect` bounds on everything. To
avoid this, we opt out of deriving `FromReflect` with that macro by
adding `#[reflect(from_reflect = false)]`, then separately derive
`FromReflect`. (Of course, the latter still has the `FromReflect`
bounds, which is fine.)
# Objective
- Rename `Pickable` to `PickingBehavior` to counter the easily-made
assumption that the component is required. It is optional
- Fix and clarify documentation
- The docs in `crates/bevy_ui/src/picking_backend.rs` were incorrect
about the necessity of `Pickable`
- Plus two minor code quality changes in this commit
(7c2e75f48d)
Closes#15632
# Objective
Bevy supports feature gates for each format it supports, but several
formats that it loads via the `image` crate do not have feature gates.
Additionally, the QOI format is supported by the `image` crate and
wasn't available at all. This fixes that.
## Solution
The following feature gates are added:
* `avif`
* `ff` (Farbfeld)
* `gif`
* `ico`
* `qoi`
* `tiff`
None of these formats are enabled by default, despite the fact that all
these formats appeared to be enabled by default before. Since
`default-features` was disabled for the `image` crate, it's likely that
using any of these formats would have errored by default before this
change, although this probably needs additional testing.
## Testing
The changes seemed minimal enough that a compile test would be
sufficient.
## Migration guide
Image formats that previously weren't feature-gated are now
feature-gated, meaning they will have to be enabled if you use them:
* `avif`
* `ff` (Farbfeld)
* `gif`
* `ico`
* `tiff`
Additionally, the `qoi` feature has been added to support loading QOI
format images.
Previously, these formats appeared in the enum by default, but weren't
actually enabled via the `image` crate, potentially resulting in weird
bugs. Now, you should be able to add these features to your projects to
support them properly.
Currently, it's possible for the `collect_meshes_for_gpu_building`
system to run after `set_mesh_motion_vector_flags`. This will cause
those motion vector flags to be overwritten, which will cause the shader
to ignore the motion vectors for skinned meshes, which will cause
graphical artifacts.
This patch corrects the issue by forcing `set_mesh_motion_vector_flags`
to run after `collect_meshes_for_gpu_building`.
# Objective
The current `QueryData` derive panics when it encounters an error.
Additionally, it doesn't provide the clearest error message:
```rust
#[derive(QueryData)]
#[query_data(mut)]
struct Foo {
// ...
}
```
```
error: proc-macro derive panicked
--> src/foo.rs:16:10
|
16 | #[derive(QueryData)]
| ^^^^^^^^^
|
= help: message: Invalid `query_data` attribute format
```
## Solution
Updated the derive logic to not panic and gave a bit more detail in the
error message.
This is makes the error message just a bit clearer and maintains the
correct span:
```
error: invalid attribute, expected `mutable` or `derive`
--> src/foo.rs:17:14
|
17 | #[query_data(mut)]
| ^^^
```
## Testing
You can test locally by running the following in
`crates/bevy_ecs/compile_fail`:
```
cargo test --target-dir ../../../target
```
# Objective
Migrate `bevy_picking` to the required components API
## Solution
- Made `PointerId` require `PointerLocation`, `PointerPress`, and
`PointerInteraction`
- Removed `PointerBundle`
- Removed all engine uses of `PointerBundle`
- Added convenience constructor `PointerLocation::new(location:
Location)`
## Testing
- ran unit tests
- ran `sprite_picking` example, everything seemed fine.
## Migration Guide
This API hasn't shipped yet, so I didn't bother with a deprecation.
However, for any crates tracking main the changes are as follows:
Previous api:
```rs
commands.insert(PointerBundle::new(PointerId::Mouse));
commands.insert(PointerBundle::new(PointerId::Mouse).with_location(location));
```
New api:
```rs
commands.insert(PointerId::Mouse);
commands.insert((PointerId::Mouse, PointerLocation::new(location)));
```
# Objective
After merging retained rendering world #15320, we now have a good way of
creating a link between worlds (*HIYAA intensifies*). This means that
`get_or_spawn` is no longer necessary for that function. Entity should
be opaque as the warning above `get_or_spawn` says. This is also part of
#15459.
I'm deprecating `get_or_spawn_batch` in a different PR in order to keep
the PR small in size.
## Solution
Deprecate `get_or_spawn` and replace it with `get_entity` in most
contexts. If it's possible to query `&RenderEntity`, then the entity is
synced and `render_entity.id()` is initialized in the render world.
## Migration Guide
If you are given an `Entity` and you want to do something with it, use
`Commands.entity(...)` or `World.entity(...)`. If instead you want to
spawn something use `Commands.spawn(...)` or `World.spawn(...)`. If you
are not sure if an entity exists, you can always use `get_entity` and
match on the `Option<...>` that is returned.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Followup for #14788
- Support most usual ease function
## Solution
- Use the crate
[`interpolation`](https://docs.rs/interpolation/0.3.0/interpolation/trait.Ease.html)
which has them all
- it's already used by bevy_easings, bevy_tweening, be_tween,
bevy_tweening_captured, bevy_enoki, kayak_ui in the Bevy ecosystem for
various easing/tweening/interpolation
# Objective
- Working with hierarchies in Bevy is far too tedious due to a lack of
helper functions.
- This is the first half of #15609.
## Solution
Extend
[`HierarchyQueryExt`](https://docs.rs/bevy/latest/bevy/hierarchy/trait.HierarchyQueryExt)
with the following methods:
- `parent`
- `children`
- `root_parent`
- `iter_leaves`
- `iter_siblings`
- `iter_descendants_depth_first`
I've opted to make both `iter_leaves` and `iter_siblings` collect the
list of matching Entities for now, rather that operate by reference like
the existing `iter_descendants`. This was simpler, and in the case of
`iter_siblings` especially, the number of matching entities is likely to
be much smaller.
I've kept the generics in the type signature however, so we can go back
and optimize that freely without a breaking change whenever we want.
## Testing
I've added some basic testing, but they're currently failing. If you'd
like to help, I'd welcome suggestions or a PR to my PR over the weekend
<3
---------
Co-authored-by: Viktor Gustavsson <villor94@gmail.com>
Co-authored-by: poopy <gonesbird@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
# Objective
Following the pattern established in #15593, we can reduce the API
surface of `World` by providing a single function to grab both a
singular entity reference, or multiple entity references.
## Solution
The following functions can now also take multiple entity IDs and will
return multiple entity references back:
- `World::entity`
- `World::get_entity`
- `World::entity_mut`
- `World::get_entity_mut`
- `DeferredWorld::entity_mut`
- `DeferredWorld::get_entity_mut`
If you pass in X, you receive Y:
- give a single `Entity`, receive a single `EntityRef`/`EntityWorldMut`
(matches current behavior)
- give a `[Entity; N]`/`&[Entity; N]` (array), receive an equally-sized
`[EntityRef; N]`/`[EntityMut; N]`
- give a `&[Entity]` (slice), receive a
`Vec<EntityRef>`/`Vec<EntityMut>`
- give a `&EntityHashSet`, receive a
`EntityHashMap<EntityRef>`/`EntityHashMap<EntityMut>`
Note that `EntityWorldMut` is only returned in the single-entity case,
because having multiple at the same time would lead to UB. Also,
`DeferredWorld` receives an `EntityMut` in the single-entity case
because it does not allow structural access.
## Testing
- Added doc-tests on `World::entity`, `World::entity_mut`, and
`DeferredWorld::entity_mut`
- Added tests for aliased mutability and entity existence
---
## Showcase
<details>
<summary>Click to view showcase</summary>
The APIs for fetching `EntityRef`s and `EntityMut`s from the `World`
have been unified.
```rust
// This code will be referred to by subsequent code blocks.
let world = World::new();
let e1 = world.spawn_empty().id();
let e2 = world.spawn_empty().id();
let e3 = world.spawn_empty().id();
```
Querying for a single entity remains mostly the same:
```rust
// 0.14
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Option<EntityRef> = world.get_entity(e1);
let emut: Option<EntityWorldMut> = world.get_entity_mut(e1);
// 0.15
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Result<EntityRef, Entity> = world.get_entity(e1);
let emut: Result<EntityWorldMut, Entity> = world.get_entity_mut(e1);
```
Querying for multiple entities with an array has changed:
```rust
// 0.14
let erefs: [EntityRef; 2] = world.many_entities([e1, e2]);
let emuts: [EntityMut; 2] = world.many_entities_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_many_entities([e1, e2]);
let emuts: Result<[EntityMut; 2], QueryEntityError> = world.get_many_entities_mut([e1, e2]);
// 0.15
let erefs: [EntityRef; 2] = world.entity([e1, e2]);
let emuts: [EntityMut; 2] = world.entity_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_entity([e1, e2]);
let emuts: Result<[EntityMut; 2], EntityFetchError> = world.get_entity_mut([e1, e2]);
```
Querying for multiple entities with a slice has changed:
```rust
let ids = vec![e1, e2, e3]);
// 0.14
let erefs: Result<Vec<EntityRef>, Entity> = world.get_many_entities_dynamic(&ids[..]);
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_dynamic_mut(&ids[..]);
// 0.15
let erefs: Result<Vec<EntityRef>, Entity> = world.get_entity(&ids[..]);
let emuts: Result<Vec<EntityMut>, EntityFetchError> = world.get_entity_mut(&ids[..]);
let erefs: Vec<EntityRef> = world.entity(&ids[..]); // Newly possible!
let emuts: Vec<EntityMut> = world.entity_mut(&ids[..]); // Newly possible!
```
Querying for multiple entities with an `EntityHashSet` has changed:
```rust
let set = EntityHashSet::from_iter([e1, e2, e3]);
// 0.14
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_from_set_mut(&set);
// 0.15
let emuts: Result<EntityHashMap<EntityMut>, EntityFetchError> = world.get_entity_mut(&set);
let erefs: Result<EntityHashMap<EntityRef>, EntityFetchError> = world.get_entity(&set); // Newly possible!
let emuts: EntityHashMap<EntityMut> = world.entity_mut(&set); // Newly possible!
let erefs: EntityHashMap<EntityRef> = world.entity(&set); // Newly possible!
```
</details>
## Migration Guide
- `World::get_entity` now returns `Result<_, Entity>` instead of
`Option<_>`.
- Use `world.get_entity(..).ok()` to return to the previous behavior.
- `World::get_entity_mut` and `DeferredWorld::get_entity_mut` now return
`Result<_, EntityFetchError>` instead of `Option<_>`.
- Use `world.get_entity_mut(..).ok()` to return to the previous
behavior.
- Type inference for `World::entity`, `World::entity_mut`,
`World::get_entity`, `World::get_entity_mut`,
`DeferredWorld::entity_mut`, and `DeferredWorld::get_entity_mut` has
changed, and might now require the input argument's type to be
explicitly written when inside closures.
- The following functions have been deprecated, and should be replaced
as such:
- `World::many_entities` -> `World::entity::<[Entity; N]>`
- `World::many_entities_mut` -> `World::entity_mut::<[Entity; N]>`
- `World::get_many_entities` -> `World::get_entity::<[Entity; N]>`
- `World::get_many_entities_dynamic` -> `World::get_entity::<&[Entity]>`
- `World::get_many_entities_mut` -> `World::get_entity_mut::<[Entity;
N]>`
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_dynamic_mut` ->
`World::get_entity_mut::<&[Entity]>1
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_from_set_mut` ->
`World::get_entity_mut::<&EntityHashSet>`
- The equivalent return type has changed from `Result<Vec<EntityMut>,
QueryEntityError>` to `Result<EntityHashMap<EntityMut>,
EntityFetchError>`. If necessary, you can still convert the
`EntityHashMap` into a `Vec`.
# Objective
If you want to draw / generate images from the CPU, such as:
- to create procedurally-generated assets
- for games whose artstyle is best implemented by poking pixels directly
from the CPU, instead of using shaders
It is currently very unergonomic to do in Bevy, because you have to deal
with the raw bytes inside `image.data`, take care of the pixel format,
etc.
## Solution
This PR adds some helper methods to `Image` for pixel manipulation.
These methods allow you to use Bevy's user-friendly `Color` struct to
read and write the colors of pixels, at arbitrary coordinates (specified
as `UVec3` to support any texture dimension). They handle
encoding/decoding to the `Image`s `TextureFormat`, incl. any sRGB
conversion.
While we are at it, also add methods to help with direct access to the
raw bytes. It is now easy to compute the offset where the bytes of a
specific pixel coordinate are found, or to just get a Rust slice to
access them.
Caveat: `Color` roundtrips are obviously going to be lossy for non-float
`TextureFormat`s. Using `set_color_at` followed by `get_color_at` will
return a different value, due to the data conversions involved (such as
`f32` -> `u8` -> `f32` for the common `Rgba8UnormSrgb` texture format).
Be careful when comparing colors (such as checking for a color you wrote
before)!
Also adding a new example: `cpu_draw` (under `2d`), to showcase these
new APIs.
---
## Changelog
### Added
- `Image` APIs for easy access to the colors of specific pixels.
---------
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: ltdk <usr@ltdk.xyz>
Updates the requirements on
[sysinfo](https://github.com/GuillaumeGomez/sysinfo) to permit the
latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/GuillaumeGomez/sysinfo/blob/master/CHANGELOG.md">sysinfo's
changelog</a>.</em></p>
<blockquote>
<h1>0.32.0</h1>
<ul>
<li>Add new <code>Disk::is_read_only</code> API.</li>
<li>Add new <code>remove_dead_processes</code> argument to
<code>System::refresh_processes</code> and
<code>System::refresh_processes_specifics</code>.</li>
<li>macOS: Fix memory leak in disk refresh.</li>
</ul>
<h1>0.31.4</h1>
<ul>
<li>macOS: Force memory cleanup in disk list retrieval.</li>
</ul>
<h1>0.31.3</h1>
<ul>
<li>Raspberry Pi: Fix temperature retrieval.</li>
</ul>
<h1>0.31.2</h1>
<ul>
<li>Remove <code>bstr</code> dependency (needed for rustc
development).</li>
</ul>
<h1>0.31.1</h1>
<ul>
<li>Downgrade version of <code>memchr</code> (needed for rustc
development).</li>
</ul>
<h1>0.31.0</h1>
<ul>
<li>Split crate in features to only enable what you need.</li>
<li>Remove <code>System::refresh_process</code>,
<code>System::refresh_process_specifics</code> and
<code>System::refresh_pids</code>
methods.</li>
<li>Add new argument of type <code>ProcessesToUpdate</code> to
<code>System::refresh_processes</code> and
<code>System::refresh_processes_specifics</code> methods.</li>
<li>Add new <code>NetworkData::ip_networks</code> method.</li>
<li>Add new <code>System::refresh_cpu_list</code> method.</li>
<li>Global CPU now only contains CPU usage.</li>
<li>Rename <code>TermalSensorType</code> to
<code>ThermalSensorType</code>.</li>
<li>Process names is now an <code>OsString</code>.</li>
<li>Remove <code>System::global_cpu_info</code>.</li>
<li>Add <code>System::global_cpu_usage</code>.</li>
<li>macOS: Fix invalid CPU computation when single processes are
refreshed one after the other.</li>
<li>Windows: Fix virtual memory computation.</li>
<li>Windows: Fix WoW64 parent process refresh.</li>
<li>Linux: Retrieve RSS (Resident Set Size) memory for cgroups.</li>
</ul>
<h1>0.30.13</h1>
<ul>
<li>macOS: Fix segfault when calling
<code>Components::refresh_list</code> multiple times.</li>
<li>Windows: Fix CPU arch retrieval.</li>
</ul>
<h1>0.30.12</h1>
<ul>
<li>FreeBSD: Fix network interfaces retrieval (one was always
missing).</li>
</ul>
<h1>0.30.11</h1>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="e022ae4fd1"><code>e022ae4</code></a>
Merge pull request <a
href="https://redirect.github.com/GuillaumeGomez/sysinfo/issues/1354">#1354</a>
from GuillaumeGomez/update</li>
<li><a
href="0c5ca6af60"><code>0c5ca6a</code></a>
Update migration guide for 0.32</li>
<li><a
href="9f14cba660"><code>9f14cba</code></a>
Update crate version to 0.32.0</li>
<li><a
href="eb7f147b27"><code>eb7f147</code></a>
Update CHANGELOG for 0.32.0</li>
<li><a
href="9c86e253dd"><code>9c86e25</code></a>
Fix new clippy lints</li>
<li><a
href="2fb2903272"><code>2fb2903</code></a>
Merge pull request <a
href="https://redirect.github.com/GuillaumeGomez/sysinfo/issues/1353">#1353</a>
from GuillaumeGomez/rm-dead-processes</li>
<li><a
href="7452b8d828"><code>7452b8d</code></a>
Update <code>System::refresh_processes</code> API to give control over
when to remove de...</li>
<li><a
href="6f1d382276"><code>6f1d382</code></a>
Merge pull request <a
href="https://redirect.github.com/GuillaumeGomez/sysinfo/issues/1348">#1348</a>
from kevinbaker/master</li>
<li><a
href="6d5ea97ade"><code>6d5ea97</code></a>
add dependency on windows SystemServices for disk</li>
<li><a
href="1c87f50f1c"><code>1c87f50</code></a>
win: add correct location of FILE_READ_ONLY_VOLUME, correct call</li>
<li>Additional commits viewable in <a
href="https://github.com/GuillaumeGomez/sysinfo/compare/v0.31.0...v0.32.0">compare
view</a></li>
</ul>
</details>
<br />
Dependabot will resolve any conflicts with this PR as long as you don't
alter it yourself. You can also trigger a rebase manually by commenting
`@dependabot rebase`.
[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)
---
<details>
<summary>Dependabot commands and options</summary>
<br />
You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits
that have been made to it
- `@dependabot merge` will merge this PR after your CI passes on it
- `@dependabot squash and merge` will squash and merge this PR after
your CI passes on it
- `@dependabot cancel merge` will cancel a previously requested merge
and block automerging
- `@dependabot reopen` will reopen this PR if it is closed
- `@dependabot close` will close this PR and stop Dependabot recreating
it. You can achieve the same result by closing it manually
- `@dependabot show <dependency name> ignore conditions` will show all
of the ignore conditions of the specified dependency
- `@dependabot ignore this major version` will close this PR and stop
Dependabot creating any more for this major version (unless you reopen
the PR or upgrade to it yourself)
- `@dependabot ignore this minor version` will close this PR and stop
Dependabot creating any more for this minor version (unless you reopen
the PR or upgrade to it yourself)
- `@dependabot ignore this dependency` will close this PR and stop
Dependabot creating any more for this dependency (unless you reopen the
PR or upgrade to it yourself)
</details>
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
# Objective
Fix a couple of substantial errors found during the development of
#15665:
- `AnimationCurveEvaluator::add` was secretly unreachable. In other
words, additive blending never actually occurred.
- Weights from the animation graph nodes were ignored, and only
`ActiveAnimation`'s weights were used.
## Solution
Made additive blending reachable and included the graph node weight in
the weight of the stack elements appended in the curve application loop
of `animate_targets`.
## Testing
Tested on existing examples and on the new example added in #15665.
# Objective
I completely forgot that animation events are triggered in two separate
systems (sorry). The issue ~~fixed~~ by #15677, can still happen if the
animation event is not targeting a specific bone.
## Solution
_Realy_ don't trigger animation events for paused animations.
# Objective
Pausing the `animated_fox` example perfectly as one of the feet hits the
ground causes the event to be triggered every frame.
Context: #15538
## Solution
Don't trigger animation events if the animation is paused.
## Testing
Ran the example, I no longer see the issue.
# Objective
- `bevy_render` should not depend on `bevy_winit`
- Fixes#15565
## Solution
- `bevy_render` no longer depends on `bevy_winit`
- The following is behind the `custom_cursor` feature
- Move custom cursor code from `bevy_render` to `bevy_winit` behind the
`custom_cursor` feature
- `bevy_winit` now depends on `bevy_render` (for `Image` and
`TextureFormat`)
- `bevy_winit` now depends on `bevy_asset` (for `Assets`, `Handle` and
`AssetId`)
- `bevy_winit` now depends on `bytemuck` (already in tree)
- Custom cursor code in `bevy_winit` reworked to use `AssetId` (other
than that it is taken over 1:1)
- Rework `bevy_winit` custom cursor interface visibility now that the
logic is all contained in `bevy_winit`
## Testing
- I ran the screenshot and window_settings examples
- Tested on linux wayland so far
---
## Migration Guide
`CursorIcon` and `CustomCursor` previously provided by
`bevy::render::view::cursor` is now available from `bevy::winit`.
A new feature `custom_cursor` enables this functionality (default
feature).
# Objective
- bevy_render is gargantuan
## Solution
- Split out bevy_mesh
## Testing
- Ran some examples, everything looks fine
## Migration Guide
`bevy_render::mesh::morph::inherit_weights` is now
`bevy_render::mesh::inherit_weights`
if you were using `Mesh::compute_aabb`, you will need to `use
bevy_render::mesh::MeshAabb;` now
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
- fulfill the needs presented in this issue, which requires the ability
to set custom HTTP headers for responses in the Bevy Remote Protocol
server. #15551
## Solution
- Created a `Headers` struct to store custom HTTP headers as key-value
pairs.
- Added a `headers` field to the `RemoteHttpPlugin` struct.
- Implemented a `with_headers` method in `RemoteHttpPlugin` to allow
users to set custom headers.
- Passed the headers into the processing chain.
## Testing
- I added cors_headers in example/remote/server.rs and tested it with a
static html
[file](https://github.com/spacemen0/bevy/blob/test_file/test.html)
---
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes#15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
I noticed a weird break in a doc comment, I assume it must be a typo.
## Solution
Put the missing doc comment in there.
## Testing
It looks better in my IDE now
# Objective
Fixes#13832
## Solution
Additively blend quaternions like this:
```rust
rotation = Quat::slerp(Quat::IDENTITY, incoming_rotation, weight) * rotation;
```
## Testing
Ran `animation_masks`, which behaves the same as before. (In the context
of an animation being blended only onto the base pose, there is no
difference.)
We should create some examples that actually exercise more of the
capabilities of the `AnimationGraph` so that issues like this can become
more visible in general. (On the other hand, I'm quite certain this was
wrong before.)
## Migration Guide
This PR changes the implementation of `Quat: Animatable`, which was not
used internally by Bevy prior to this release version. If you relied on
the old behavior of additive quaternion blending in manual applications,
that code will have to be updated, as the old behavior was incorrect.
# Objective
Yet another PR for migrating stuff to required components. This time,
cameras!
## Solution
As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.
Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.
## Testing
I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.
---
## Migration Guide
`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
# Objective
Fixes#15617
## Solution
The original author confirmed it was not intentional that both these
methods exist.
They do the same, one has the better implementation and the other the
better name.
## Testing
I just ran the unit tests of the module.
---
## Migration Guide
- Change usages of `Events::oldest_id` to `Events::oldest_event_count`
- If `Events::oldest_id` was used to get the actual oldest
`EventId::id`, note that the deprecated method never reliably did that
in the first place as the buffers may contain no id currently.
# Objective
Fixes#15525
The deferred and mesh pipelines tonemapping LUT bindings were
accidentally out of sync, breaking deferred rendering.
As noted in the issue it's still broken on wasm due to hitting a texture
limit.
## Solution
Add constants for these instead of hardcoding them.
## Testing
Test with `cargo run --example deferred_rendering` and see it works, run
the same on main and see it crash.
*Additive blending* is an ubiquitous feature in game engines that allows
animations to be concatenated instead of blended. The canonical use case
is to allow a character to hold a weapon while performing arbitrary
poses. For example, if you had a character that needed to be able to
walk or run while attacking with a weapon, the typical workflow is to
have an additive blend node that combines walking and running animation
clips with an animation clip of one of the limbs performing a weapon
attack animation.
This commit adds support for additive blending to Bevy. It builds on top
of the flexible infrastructure in #15589 and introduces a new type of
node, the *add node*. Like blend nodes, add nodes combine the animations
of their children according to their weights. Unlike blend nodes,
however, add nodes don't normalize the weights to 1.0.
The `animation_masks` example has been overhauled to demonstrate the use
of additive blending in combination with masks. There are now controls
to choose an animation clip for every limb of the fox individually.
This patch also fixes a bug whereby masks were incorrectly accumulated
with `insert()` during the graph threading phase, which could cause
corruption of computed masks in some cases.
Note that the `clip` field has been replaced with an `AnimationNodeType`
enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset
has been updated to the new format.
Closes#14395.
## Showcase
https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33
## Migration Guide
* The `animgraph.ron` format has changed to accommodate the new
*additive blending* feature. You'll need to change `clip` fields to
instances of the new `AnimationNodeType` enum.
# Objective
- Another step towards #15558
## Solution
- Instead of allocating a Vec and then having wgpu copy it into a
staging buffer, write directly into the staging buffer.
- gets rid of another hidden copy, in `pad_to_alignment`.
future work:
- why is there a gcd implementation in here (and its subpar, use
binary_gcd. its in the hot path, run twice for every mesh, every frame i
think?) make it better and put it in bevy_math
- zero-copy custom mesh api to avoid having to write out a Mesh from a
custom rep
## Testing
- lighting and many_cubes run fine (and slightly faster. havent
benchmarked though)
---
## Showcase
- look ma... no copies
at least when RenderAssetUsage is GPU only :3
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
# Objective
- Contributes to #15460
## Solution
- Made `web-time` a `wasm32`-only dependency.
- Moved time-related exports to its own module for clarity.
- Feature-gated allocator requirements for `hashbrown` behind `alloc`.
- Enabled compile-time RNG for `ahash` (runtime RNG will preferentially
used in `std` environments)
- Made `thread_local` optional by feature-gating the `Parallel` type.
## Testing
- Ran CI locally.
- `cargo build -p bevy_utils --target "x86_64-unknown-none"
--no-default-features`
# Objective
Someone (let's not name names here) might've been a bit of a goofball,
and happened to forget that "playing audio" should cause this thing
called "sound" to be emitted! That someone might not have realized that
queries should be updated to account for audio using wrapper components
instead of raw asset handles after #15573.
## Solution
Update systems, and listen to the relaxing soundscapes of `Windless
Slopes.ogg` 🎵
# Objective
Allow required component default values to be provided in-line.
```rust
#[derive(Component)]
#[require(
FocusPolicy(block_focus_policy)
)]
struct SomeComponent;
fn block_focus_policy() -> FocusPolicy {
FocusPolicy::Block
}
```
May now be expressed as:
```rust
#[derive(Component)]
#[require(
FocusPolicy(|| FocusPolicy::Block)
)]
struct SomeComponent;
```
## Solution
Modified the #[require] proc macro to accept a closure.
## Testing
Tested using my branch as a dependency, and switching between the inline
closure syntax and function syntax for a bunch of different components.
## Objective
The new Required Components feature (#14791) in Bevy allows spawning a
fixed set of components with a single method with cool require macro.
However, there's currently no corresponding method to remove all those
components together. This makes it challenging to keep insertion and
removal code in sync, especially for simple using cases.
```rust
#[derive(Component)]
#[require(Y)]
struct X;
#[derive(Component, Default)]
struct Y;
world.entity_mut(e).insert(X); // Spawns both X and Y
world.entity_mut(e).remove::<X>();
world.entity_mut(e).remove::<Y>(); // We need to manually remove dependencies without any sync with the `require` macro
```
## Solution
Simplifies component management by providing operations for removal
required components.
This PR introduces simple 'footgun' methods to removes all components of
this bundle and its required components.
Two new methods are introduced:
For Commands:
```rust
commands.entity(e).remove_with_requires::<B>();
```
For World:
```rust
world.entity_mut(e).remove_with_requires::<B>();
```
For performance I created new field in Bundels struct. This new field
"contributed_bundle_ids" contains cached ids for dynamic bundles
constructed from bundle_info.cintributed_components()
## Testing
The PR includes three test cases:
1. Removing a single component with requirements using World.
2. Removing a bundle with requirements using World.
3. Removing a single component with requirements using Commands.
4. Removing a single component with **runtime** requirements using
Commands
These tests ensure the feature works as expected across different
scenarios.
## Showcase
Example:
```rust
use bevy_ecs::prelude::*;
#[derive(Component)]
#[require(Y)]
struct X;
#[derive(Component, Default)]
#[require(Z)]
struct Y;
#[derive(Component, Default)]
struct Z;
#[derive(Component)]
struct W;
let mut world = World::new();
// Spawn an entity with X, Y, Z, and W components
let entity = world.spawn((X, W)).id();
assert!(world.entity(entity).contains::<X>());
assert!(world.entity(entity).contains::<Y>());
assert!(world.entity(entity).contains::<Z>());
assert!(world.entity(entity).contains::<W>());
// Remove X and required components Y, Z
world.entity_mut(entity).remove_with_requires::<X>();
assert!(!world.entity(entity).contains::<X>());
assert!(!world.entity(entity).contains::<Y>());
assert!(!world.entity(entity).contains::<Z>());
assert!(world.entity(entity).contains::<W>());
```
## Motivation for PR
#15580
## Performance
I made simple benchmark
```rust
let mut world = World::default();
let entity = world.spawn_empty().id();
let steps = 100_000_000;
let start = std::time::Instant::now();
for _ in 0..steps {
world.entity_mut(entity).insert(X);
world.entity_mut(entity).remove::<(X, Y, Z, W)>();
}
let end = std::time::Instant::now();
println!("normal remove: {:?} ", (end - start).as_secs_f32());
println!("one remove: {:?} micros", (end - start).as_secs_f64() / steps as f64 * 1_000_000.0);
let start = std::time::Instant::now();
for _ in 0..steps {
world.entity_mut(entity).insert(X);
world.entity_mut(entity).remove_with_requires::<X>();
}
let end = std::time::Instant::now();
println!("remove_with_requires: {:?} ", (end - start).as_secs_f32());
println!("one remove_with_requires: {:?} micros", (end - start).as_secs_f64() / steps as f64 * 1_000_000.0);
```
Output:
CPU: Amd Ryzen 7 2700x
```bash
normal remove: 17.36135
one remove: 0.17361348299999999 micros
remove_with_requires: 17.534006
one remove_with_requires: 0.17534005400000002 micros
```
NOTE: I didn't find any tests or mechanism in the repository to update
BundleInfo after creating new runtime requirements with an existing
BundleInfo. So this PR also does not contain such logic.
## Future work (outside this PR)
Create cache system for fast removing components in "safe" mode, where
"safe" mode is remove only required components that will be no longer
required after removing root component.
---------
Co-authored-by: a.yamaev <a.yamaev@smartengines.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
> Alice 🌹 — Today at 3:43 PM
bevy_dev_tools::ci_testing::systems::send_events
This system should be marked as ambiguous with everything I think
## Solution
- Mark it as `ambiguous_with_all`
# Objective
Currently, sample-interpolated curves (such as those used by the glTF
loader for animations) do unnecessary extra work when `sample_clamped`
is called, since their implementations of `sample_unchecked` are already
clamped. Eliminating this redundant sampling is a small, easy
performance win which doesn't compromise on the animation system's
internal usage of `sample_clamped`, which guarantees that it never
samples curves out-of-bounds.
## Solution
For sample-interpolated curves, define `sample_clamped` in the way
`sample_unchecked` is currently defined, and then redirect
`sample_unchecked` to `sample_clamped`. This is arguably a more
idiomatic way of using the `cores` as well, which is nice.
## Testing
Ran `many_foxes` to make sure I didn't break anything.
# Objective
Support accessing dynamic resources in a dynamic system, including
accessing them by component id. This is similar to how dynamic
components can be queried using `Query<FilteredEntityMut>`.
## Solution
Create `FilteredResources` and `FilteredResourcesMut` types that act
similar to `FilteredEntityRef` and `FilteredEntityMut` and that can be
used as system parameters.
## Example
```rust
// Use `FilteredResourcesParamBuilder` to declare access to resources.
let system = (FilteredResourcesParamBuilder::new(|builder| {
builder.add_read::<B>().add_read::<C>();
}),)
.build_state(&mut world)
.build_system(resource_system);
world.init_resource::<A>();
world.init_resource::<C>();
fn resource_system(res: FilteredResources) {
// The resource exists, but we have no access, so we can't read it.
assert!(res.get::<A>().is_none());
// The resource doesn't exist, so we can't read it.
assert!(res.get::<B>().is_none());
// The resource exists and we have access, so we can read it.
let c = res.get::<C>().unwrap();
// The type parameter can be left out if it can be determined from use.
let c: Res<C> = res.get().unwrap();
}
```
## Future Work
As a follow-up PR, `ReflectResource` can be modified to take `impl
Into<FilteredResources>`, similar to how `ReflectComponent` takes `impl
Into<FilteredEntityRef>`. That will allow dynamic resources to be
accessed using reflection.
# Objective
The current observers have some unfortunate footguns where you can end
up confused about what is actually being observed. For apps you can
chain observe like `app.observe(..).observe(..)` which works like you
would expect, but if you try the same with world the first `observe()`
will return the `EntityWorldMut` for the created observer, and the
second `observe()` will only observe on the observer entity. It took
several hours for multiple people on discord to figure this out, which
is not a great experience.
## Solution
Rename `observe` on entities to `observe_entity`. It's slightly more
verbose when you know you have an entity, but it feels right to me that
observers for specific things have more specific naming, and it prevents
this issue completely.
Another possible solution would be to unify `observe` on `App` and
`World` to have the same kind of return type, but I'm not sure exactly
what that would look like.
## Testing
Simple name change, so only concern is docs really.
---
## Migration Guide
The `observe()` method on entities has been renamed to
`observe_entity()` to prevent confusion about what is being observed in
some cases.
# Objective
Fixes#14511.
`despawn` allows you to remove entities from the world. However, if the
entity does not exist, it emits a warning. This may not be intended
behavior for many users who have use cases where they need to call
`despawn` regardless of if the entity actually exists (see the issue),
or don't care in general if the entity already doesn't exist.
(Also trying to gauge interest on if this feature makes sense, I'd
personally love to have it, but I could see arguments that this might be
a footgun. Just trying to help here 😄 If there's no contention I could
also implement this for `despawn_recursive` and `despawn_descendants` in
the same PR)
## Solution
Add `try_despawn`, `try_despawn_recursive` and
`try_despawn_descendants`.
Modify `World::despawn_with_caller` to also take in a `warn` boolean
argument, which is then considered when logging the warning. Set
`log_warning` to `true` in the case of `despawn`, and `false` in the
case of `try_despawn`.
## Testing
Ran `cargo run -p ci` on macOS, it seemed fine.
# Objective
System param validation warnings should be configurable and default to
"warn once" (per system).
Fixes: #15391
## Solution
`SystemMeta` is given a new `ParamWarnPolicy` field.
The policy decides whether warnings will be emitted by each system param
when it fails validation.
The policy is updated by the system after param validation fails.
Example warning:
```
2024-09-30T18:10:04.740749Z WARN bevy_ecs::system::function_system: System fallible_params::do_nothing_fail_validation will not run because it requested inaccessible system parameter Single<(), (With<Player>, With<Enemy>)>
```
Currently, only the first invalid parameter is displayed.
Warnings can be disabled on function systems using
`.param_never_warn()`.
(there is also `.with_param_warn_policy(policy)`)
## Testing
Ran `fallible_params` example.
---------
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- The capsule gizmo uses straight lines for the upper and lower circle
which looks pretty ugly.
## Solution
- Use the circle gizmo instead
---
## Showcase
**BEFORE**
![3d_gizmos_sy3CmKUvKO](https://github.com/user-attachments/assets/be014de4-751e-4b40-b814-b5b97bb72031)
**AFTER**
![3d_gizmos_nyADBAUJHg](https://github.com/user-attachments/assets/539ff765-f9d8-4afe-9ac6-41fe83e94e94)
(the circles are red for demonstration purposes only)
# Notes
I also tried using 3d arcs instead of circles but it looks like arcs
need a lot more computation for an almost identical end result. Circles
seem much simpler. The only thing I'm unsure about is if the rotation
stuff is correct. It worked in my testing though.
# Objective
The `queue()` method is an optional trait method which is necessary for
deferred operations (such as command queues) to work properly in the
context of an observer.
This method was omitted from the proc_macro blanket implementation of
`ParamSet` for tuples; as a result, SystemParams with deferred
application (such as Commands) would not work in observers if they were
part of a ParamSet.
This appears to have been a simple omission, as `queue()` was already
implemented for the separate blanket implementation of `ParamSet` for
`Vec<T>`. In both cases, it is a simple pass-through to the component
SystemParams.
## Solution
Add the `queue()` method implementation to the `impl_param_set` proco
macro.
## Testing
Added a unit test which clearly demonstrates the issue. It fails before
the fix, and passes afterwards.
---
# Objective
It is somewhat unlikely we will actually be able to support
`TransformCurve` (introduced in #15434) after the `AnimationGraph`
evaluation order changes in the immediate future. This is because
correctly blending overlapping animation properties is nontrivial, and
`Transform` overlaps with all of its own fields. We could still
potentially create something like this in the future, but it's likely to
require significant design and implementation work. By way of contrast,
the single-property wrappers `TranslationCurve`, `ScaleCurve`, and
`RotationCurve` should work perfectly fine, since they are
non-overlapping.
In this version release, creating `TransformCurve` in userspace is also
quite easy if desired (see the deletions from this PR).
## Solution
Delete `TransformCurve`.
## Migration Guide
There is no released version that contains this, but we should make sure
that `TransformCurve` is excluded from the release notes for #15434 if
we merge this pull request.
# Objective
- I'm building a streaming plugin for `bevy_remote` and accessing to
builtin method will be very valuable
## Solution
- Add a method to allow access a handler by method name.
## Testing
- CI should pass
# Objective
- Closes#15577
## Solution
The following functions can now also take multiple component IDs and
return multiple pointers back:
- `EntityRef::get_by_id`
- `EntityMut::get_by_id`
- `EntityMut::into_borrow_by_id`
- `EntityMut::get_mut_by_id`
- `EntityMut::into_mut_by_id`
- `EntityWorldMut::get_by_id`
- `EntityWorldMut::into_borrow_by_id`
- `EntityWorldMut::get_mut_by_id`
- `EntityWorldMut::into_mut_by_id`
If you pass in X, you receive Y:
- give a single `ComponentId`, receive a single `Ptr`/`MutUntyped`
- give a `[ComponentId; N]` (array), receive a `[Ptr; N]`/`[MutUntyped;
N]`
- give a `&[ComponentId; N]` (array), receive a `[Ptr; N]`/`[MutUntyped;
N]`
- give a `&[ComponentId]` (slice), receive a
`Vec<Ptr>`/`Vec<MutUntyped>`
- give a `&HashSet<ComponentId>`, receive a `HashMap<ComponentId,
Ptr>`/`HashMap<ComponentId, MutUntyped>`
## Testing
- Added 4 new tests.
---
## Migration Guide
- The following functions now return an `Result<_,
EntityComponentError>` instead of a `Option<_>`: `EntityRef::get_by_id`,
`EntityMut::get_by_id`, `EntityMut::into_borrow_by_id`,
`EntityMut::get_mut_by_id`, `EntityMut::into_mut_by_id`,
`EntityWorldMut::get_by_id`, `EntityWorldMut::into_borrow_by_id`,
`EntityWorldMut::get_mut_by_id`, `EntityWorldMut::into_mut_by_id`
# Objective
Citing @mweatherley
> There is a lot of shortfall for simple cases— e.g., we should have
library functions for making a curve connecting two points, eased
versions of that, and so on.
## Solution
This PR implements
- a simple `Easing` trait which is implemented for all `impl Curve<f32>`
types. We can't really guarantee that these curves have unit interval
domain, which some people would probably expect, but it is documented
that this isn't the case for these types and we redirect to
`EasingCurve` which is used for that purpose
- an `EasingCurve` struct, which is used to interpolate between two
values `start` and `end` using a `impl Easing` curve where the curve
will be guaranteed to be reparametrized
- a `LinearCurve` which linearly interpolates between two values `start`
and `end`
- a `CubicBezierCurve` which interpolates between `start` and `end`
values using a `CubicSegment`
- a `StepCurve` which interpolates between `start` and `end` with an
step-function with `n` steps
- an `ElasticCurve` which interpolates between `start` and `end` with
spring like behavior where the elasticity of the spring is configurable
- some `FunctionCurve` easing curves for different popular functions
including: `quadratic_ease_in`, `quadratic_ease_out`, `smoothstep`,
`identity`
## Testing
- there are a few new tests for all of these in the main module
---------
Co-authored-by: eckz <567737+eckz@users.noreply.github.com>
Co-authored-by: Miles Silberling-Cook <NthTensor@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Early implementation. I still have to fix the documentation and consider
writing a small migration guide.
Questions left to answer:
* [x] should thickness be an overridable constant?
* [x] is there a better way to implement `Eq`/`Hash` for `SSAOMethod`?
* [x] do we want to keep the linear sampler for the depth texture?
* [x] is there a better way to separate the logic than preprocessor
macros?
![vbao](https://github.com/bevyengine/bevy/assets/4136413/2a8a0389-2add-4c2e-be37-e208e52dcd25)
## Migration guide
SSAO algorithm was changed from GTAO to VBAO (visibility bitmasks). A
new field, `constant_object_thickness`, was added to
`ScreenSpaceAmbientOcclusion`. `ScreenSpaceAmbientOcclusion` also lost
its `Eq` and `Hash` implementations.
---------
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
Relevant: #15208
## Solution
I went ahead and added the variadics documentation in all applicable
locations.
## Testing
- I built the documentation and inspected it to see whether the feature
is there.
As discussed in #15521
- Partial revert of #14897, reverting the change to the methods to
consume `self`
- The `insert_if` method is kept
The migration guide of #14897 should be removed
Closes#15521
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Remove dependency in bevy_asset to bevy_winit
- First step for #15565
## Solution
- the static `ANDROID_APP` and the `android_activity` reexport are now
in `bevy_window`
## Migration Guide
If you use the `android_activity` reexport from
`bevy::winit::android_activity`, it is now in
`bevy:🪟:android_activity`. Same for the `ANDROID_APP` static
## Objective
I am using BRP for a web inspector. To get components from a entity is
first do a `bevy/list` on the specific entity and then use the result in
a `bevy/get` request. The problem with this is `bevy/list` returns all
components even if they aren't reflect-able (which is what I expect) but
when I then do a `bevy/get` request even if all bar one of the
components are reflect-able the request will fail.
## Solution
Update the `bevy/get` response to include a map of components like it
did for successful request and a map of errors. This means if one or
more components are not present on the entity or cannot be reflected it
will not fail the entire request.
I also only did `bevy/get` as I don't think any of the other methods
would benefit from this.
## Testing
I tested this with my inspector and with a http client and it worked as
expected.
---------
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
### The Problem
Currently, the reflection deserializers give little control to users for
how a type is deserialized. The most control a user can have is to
register `ReflectDeserialize`, which will use a type's `Deserialize`
implementation.
However, there are times when a type may require slightly more control.
For example, let's say we want to make Bevy's `Mesh` easier to
deserialize via reflection (assume `Mesh` actually implemented
`Reflect`). Since we want this to be extensible, we'll make it so users
can use their own types so long as they satisfy `Into<Mesh>`. The end
result should allow users to define a RON file like:
```rust
{
"my_game::meshes::Sphere": (
radius: 2.5
)
}
```
### The Current Solution
Since we don't know the types ahead of time, we'll need to use
reflection. Luckily, we can access type information dynamically via the
type registry. Let's make a custom type data struct that users can
register on their types:
```rust
pub struct ReflectIntoMesh {
// ...
}
impl<T: FromReflect + Into<Mesh>> FromType<T> for ReflectIntoMesh {
fn from_type() -> Self {
// ...
}
}
```
Now we'll need a way to use this type data during deserialization.
Unfortunately, we can't use `Deserialize` since we need access to the
registry. This is where `DeserializeSeed` comes in handy:
```rust
pub struct MeshDeserializer<'a> {
pub registry: &'a TypeRegistry
}
impl<'a, 'de> DeserializeSeed<'de> for MeshDeserializer<'a> {
type Value = Mesh;
fn deserialize<D>(self, deserializer: D) -> Result<Self::Value, D::Error>
where
D: serde::Deserializer<'de>,
{
struct MeshVisitor<'a> {
registry: &'a TypeRegistry
}
impl<'a, 'de> Visitor<'de> for MeshVisitor<'a> {
fn expecting(&self, formatter: &mut Formatter) -> std::fmt::Result {
write!(formatter, "map containing mesh information")
}
fn visit_map<A>(self, mut map: A) -> Result<Self::Value, serde:🇩🇪:Error> where A: MapAccess<'de> {
// Parse the type name
let type_name = map.next_key::<String>()?.unwrap();
// Deserialize the value based on the type name
let registration = self.registry
.get_with_name(&type_name)
.expect("should be registered");
let value = map.next_value_seed(TypedReflectDeserializer {
registration,
registry: self.registry,
})?;
// Convert the deserialized value into a `Mesh`
let into_mesh = registration.data::<ReflectIntoMesh>().unwrap();
Ok(into_mesh.into(value))
}
}
}
}
```
### The Problem with the Current Solution
The solution above works great when all we need to do is deserialize
`Mesh` directly. But now, we want to be able to deserialize a struct
like this:
```rust
struct Fireball {
damage: f32,
mesh: Mesh,
}
```
This might look simple enough and should theoretically be no problem for
the reflection deserializer to handle, but this is where our
`MeshDeserializer` solution starts to break down.
In order to use `MeshDeserializer`, we need to have access to the
registry. The reflection deserializers have access to that, but we have
no way of borrowing it for our own deserialization since they have no
way of knowing about `MeshDeserializer`.
This means we need to implement _another_ `DeserializeSeed`— this time
for `Fireball`!
And if we decided to put `Fireball` inside another type, well now we
need one for that type as well.
As you can see, this solution does not scale well and results in a lot
of unnecessary boilerplate for the user.
## Solution
> [!note]
> This PR originally only included the addition of
`DeserializeWithRegistry`. Since then, a corresponding
`SerializeWithRegistry` trait has also been added. The reasoning and
usage is pretty much the same as the former so I didn't bother to update
the full PR description.
Created the `DeserializeWithRegistry` trait and
`ReflectDeserializeWithRegistry` type data.
The `DeserializeWithRegistry` trait works like a standard `Deserialize`
but provides access to the registry. And by registering the
`ReflectDeserializeWithRegistry` type data, the reflection deserializers
will automatically use the `DeserializeWithRegistry` implementation,
just like it does for `Deserialize`.
All we need to do is make the following changes:
```diff
#[derive(Reflect)]
+ #[reflect(DeserializeWithRegistry)]
struct Mesh {
// ...
}
- impl<'a, 'de> DeserializeSeed<'de> for MeshDeserializer<'a> {
- type Value = Mesh;
- fn deserialize<D>(self, deserializer: D) -> Result<Self::Value, D::Error>
+ impl<'de> DeserializeWithRegistry<'de> for Mesh {
+ fn deserialize<D>(deserializer: D, registry: &TypeRegistry) -> Result<Self, D::Error>
where
D: serde::Deserializer<'de>,
{
// ...
}
}
```
Now, any time the reflection deserializer comes across `Mesh`, it will
opt to use its `DeserializeWithRegistry` implementation. And this means
we no longer need to create a whole slew of `DeserializeSeed` types just
to deserialize `Mesh`.
### Why not a trait like `DeserializeSeed`?
While this would allow for anyone to define a deserializer for `Mesh`,
the problem is that it means __anyone can define a deserializer for
`Mesh`.__ This has the unfortunate consequence that users can never be
certain that their registration of `ReflectDeserializeSeed` is the one
that will actually be used.
We could consider adding something like that in the future, but I think
this PR's solution is much safer and follows the example set by
`ReflectDeserialize`.
### What if we made the `TypeRegistry` globally available?
This is one potential solution and has been discussed before (#6101).
However, that change is much more controversial and comes with its own
set of disadvantages (can't have multiple registries such as with
multiple worlds, likely some added performance cost with each access,
etc.).
### Followup Work
Once this PR is merged, we should consider merging `ReflectDeserialize`
into `DeserializeWithRegistry`. ~~There is already a blanket
implementation to make this transition generally pretty
straightforward.~~ The blanket implementations were removed for the sake
of this PR and will need to be re-added in the followup. I would propose
that we first mark `ReflectDeserialize` as deprecated, though, before we
outright remove it in a future release.
---
## Changelog
- Added the `DeserializeReflect` trait and `ReflectDeserializeReflect`
type data
- Added the `SerializeReflect` trait and `ReflectSerializeReflect` type
data
- Added `TypedReflectDeserializer::of` convenience constructor
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
# Objective
- Fixes#14826
- For context, see #15238
## Solution
Add a `GhostNode` component to `bevy_ui` and update all the relevant
systems to use it to traverse for UI children.
- [x] `ghost_hierarchy` module
- [x] Add `GhostNode`
- [x] Add `UiRootNodes` system param for iterating (ghost-aware) UI root
nodes
- [x] Add `UiChildren` system param for iterating (ghost-aware) UI
children
- [x] Update `layout::ui_layout_system`
- [x] Use ghost-aware root nodes for camera updates
- [x] Update and remove children in taffy
- [x] Initial spawn
- [x] Detect changes on nested UI children
- [x] Use ghost-aware children traversal in
`update_uinode_geometry_recursive`
- [x] Update the rest of the UI systems to use the ghost hierarchy
- [x] `stack::ui_stack_system`
- [x] `update::`
- [x] `update_clipping_system`
- [x] `update_target_camera_system`
- [x] `accessibility::calc_name`
## Testing
- [x] Added a new example `ghost_nodes` that can be used as a testbed.
- [x] Added unit tests for _some_ of the traversal utilities in
`ghost_hierarchy`
- [x] Ensure this fulfills the needs for currently known use cases
- [x] Reactivity libraries (test with `bevy_reactor`)
- [ ] Text spans (mentioned by koe [on
discord](https://discord.com/channels/691052431525675048/1285371432460881991/1285377442998915246))
---
## Performance
[See comment
below](https://github.com/bevyengine/bevy/pull/15341#issuecomment-2385456820)
## Migration guide
Any code that previously relied on `Parent`/`Children` to iterate UI
children may now want to use `bevy_ui::UiChildren` to ensure ghost nodes
are skipped, and their first descendant Nodes included.
UI root nodes may now be children of ghost nodes, which means
`Without<Parent>` might not query all root nodes. Use
`bevy_ui::UiRootNodes` where needed to iterate root nodes instead.
## Potential future work
- Benchmarking/optimizations of hierarchies containing lots of ghost
nodes
- Further exploration of UI hierarchies and markers for root nodes/leaf
nodes to create better ergonomics for things like `UiLayer` (world-space
ui)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
- Prepare `TextPipeline` to work with multi-entity text blocks. See
https://github.com/bevyengine/bevy/discussions/15014
## Solution
- Refactor `TextPipeline::update_buffer` to accept an iterator instead
of slice. Adjust `update_buffer` implementation to only iterate spans
once instead of three times (which would require iterating a hierarchy
three times with multi-entity blocks).
## Testing
- Tested with `text_debug` example.
# Objective
Again, a step forward in the migration to required components: a bunch
of camera rendering cormponents!
Note that this does not include the camera components themselves yet,
because the naming and API for `Camera` hasn't been fully decided yet.
## Solution
As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FpiqD9GOdSFKZZGzzh3C7Uw):
- Deprecate `MotionBlurBundle` in favor of the `MotionBlur` component
- Deprecate `TemporalAntiAliasBundle` in favor of the
`TemporalAntiAliasing` component
- Deprecate `ScreenSpaceAmbientOcclusionBundle` in favor of the
`ScreenSpaceAmbientOcclusion` component
- Deprecate `ScreenSpaceReflectionsBundle` in favor of the
`ScreenSpaceReflections` component
---
## Migration Guide
`MotionBlurBundle`, `TemporalAntiAliasBundle`,
`ScreenSpaceAmbientOcclusionBundle`, and `ScreenSpaceReflectionsBundle`
have been deprecated in favor of the `MotionBlur`,
`TemporalAntiAliasing`, `ScreenSpaceAmbientOcclusion`, and
`ScreenSpaceReflections` components instead. Inserting them will now
also insert the other components required by them automatically.
# Objective
What's that? Another PR for the grand migration to required components?
This time, audio!
## Solution
Deprecate `AudioSourceBundle`, `AudioBundle`, and `PitchBundle`, as per
the [chosen
proposal](https://hackmd.io/@bevy/required_components/%2Fzxgp-zMMRUCdT7LY1ZDQwQ).
However, we cannot call the component `AudioSource`, because that's what
the stored asset is called. I deliberated on a few names, like
`AudioHandle`, or even just `Audio`, but landed on `AudioPlayer`, since
it's probably the most accurate and "nice" name for this. Open to
alternatives though.
---
## Migration Guide
Replace all insertions of `AudioSoucreBundle`, `AudioBundle`, and
`PitchBundle` with the `AudioPlayer` component. The other components
required by it will now be inserted automatically.
In cases where the generics cannot be inferred, you may need to specify
them explicitly. For example:
```rust
commands.spawn(AudioPlayer::<AudioSource>(asset_server.load("sounds/sick_beats.ogg")));
```
# Objective
A step in the migration to required components: scenes!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.
## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.
Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.
Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn(SceneBundle {
scene: model_scene,
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn((
SceneRoot(model_scene),
Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
# Objective
- Improve code quality in preparation for
https://github.com/bevyengine/bevy/discussions/15014
## Solution
- Rename BreakLineOn to LineBreak.
## Migration Guide
`BreakLineOn` was renamed to `LineBreak`, and paramters named
`linebreak_behavior` were renamed to `linebreak`.
# Objective
Add two features to switch bevy to use `NativeActivity` or
`GameActivity` on Android, use `GameActivity` by default.
Also close #12058 and probably #12026 .
## Solution
Add two features to the corresponding crates so you can toggle it, like
what `winit` and `android-activity` crate did.
---
## Changelog
Removed default `NativeActivity` feature implementation for Android,
added two new features to enable `NativeActivity` and `GameActivity`,
and use `GameActivity` by default.
## Migration Guide
Because `cargo-apk` is not compatible with `GameActivity`,
building/running using `cargo apk build/run -p bevy_mobile_example` is
no longer possible.
Users should follow the new workflow described in document.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Rich Churcher <rich.churcher@gmail.com>
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Another part of the migration to required components: fog volumes!
## Solution
Deprecate `FogVolumeBundle` and make `FogVolume` require `Transform` and
`Visibility`, as per the [chosen
proposal](https://hackmd.io/@bevy/required_components/%2FcO7JPSAQR5G0J_j5wNwtOQ).
---
## Migration Guide
Replace all insertions of `FogVolumeBundle` with the `Visibility`
component. The other components required by it will now be inserted
automatically.
Previous PR https://github.com/bevyengine/bevy/pull/14549 was closed in
error and couldn't be reopened since I had updated the branch
😿
# Objective
Fixes#14465
## Solution
`ReflectMapEntities` now works similarly to `MapEntities` in that it
works on the reflected value itself rather than the component in the
world after insertion. This makes it so that observers see the remapped
entities on insertion rather than the entity IDs from the scene.
`ReflectMapEntities` now works for both components and resources, so we
only need the one.
## Testing
* New unit test for `Observer`s + `DynamicScene`s
* New unit test for `Observer`s + `Scene`s
* Open to suggestions for other tests!
---
## Migration Guide
- Consumers of `ReflectMapEntities` will need to call `map_entities` on
values prior to inserting them into the world.
- Implementors of `MapEntities` will need to remove the `mappings`
method, which is no longer needed for `ReflectMapEntities` and has been
removed from the trait.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
# Objective
- First step towards #15558
## Solution
- Rename `get_vertex_buffer_data` to `create_packed_vertex_buffer_data`
to make it clear that it is not "free" and actually allocates
- Compute length analytically for preallocation instead of creating the
buffer to get its length and immediately discard it
- Use existing vertex attribute size calculation method to reduce code
duplication
- Fix a bug where mesh index data was being replaced by unnecessarily
newly created mesh vertex data in some cases
- Overall reduces mesh copies by two. We still have plenty to go, but
these were the easy ones.
## Testing
- I ran 3d_scene, lighting, and many_cubes, they look fine.
- Benchmarks would be nice, but this is very obviously a win in perf and
correctness.
---
## Migration Guide
- `Mesh::create_packed_vertex_buffer_data` has been renamed
`Mesh::create_packed_vertex_buffer_data` to reflect the fact that it
copies data and allocates.
## Showcase
- look mom, less copies
# Objective
The `NestedLoader` API as it stands right now is somewhat lacking:
- It consists of several types `NestedLoader`, `UntypedNestedLoader`,
`DirectNestedLoader`, and `UntypedDirectNestedLoader`, where a typestate
pattern on `NestedLoader` would be make it more obvious what it does,
and allow centralising the documentation
- The term "untyped" in the asset loader code is overloaded. It can mean
either:
- we have literally no idea what the type of this asset will be when we
load it (I dub this "unknown type")
- we know what type of asset it will be, but we don't know it statically
- we only have a TypeId (I dub this "dynamic type" / "erased")
- There is no way to get an `UntypedHandle` (erased) given a `TypeId`
## Solution
Changes `NestedLoader` into a type-state pattern, adding two type
params:
- `T` determines the typing
- `StaticTyped`, the default, where you pass in `A` statically into `fn
load<A>() -> ..`
- `DynamicTyped`, where you give a `TypeId`, giving you a
`UntypedHandle`
- `UnknownTyped`, where you have literally no idea what type of asset
you're loading, giving you a `Handle<LoadedUntypedAsset>`
- `M` determines the "mode" (bikeshedding TBD, I couldn't come up with a
better name)
- `Deferred`, the default, won't load the asset when you call `load`,
but it does give you a `Handle` to it (this is nice since it can be a
sync fn)
- `Immediate` will load the asset as soon as you call it, and give you
access to it, but you must be in an async context to call it
Changes some naming of internals in `AssetServer` to fit the new
definitions of "dynamic type" and "unknown type". Note that I didn't do
a full pass over this code to keep the diff small. That can probably be
done in a new PR - I think the definiton I laid out of unknown type vs.
erased makes it pretty clear where each one applies.
<details>
<summary>Old issue</summary>
The only real problem I have with this PR is the requirement to pass in
`type_name` (from `core::any::type_name`) into Erased. Users might not
have that type name, only the ID, and it just seems sort of weird to
*have* to give an asset type name. However, the reason we need it is
because of this:
```rs
pub(crate) fn get_or_create_path_handle_erased(
&mut self,
path: AssetPath<'static>,
type_id: TypeId,
type_name: &str,
loading_mode: HandleLoadingMode,
meta_transform: Option<MetaTransform>,
) -> (UntypedHandle, bool) {
let result = self.get_or_create_path_handle_internal(
path,
Some(type_id),
loading_mode,
meta_transform,
);
// it is ok to unwrap because TypeId was specified above
unwrap_with_context(result, type_name).unwrap()
}
pub(crate) fn unwrap_with_context<T>(
result: Result<T, GetOrCreateHandleInternalError>,
type_name: &str,
) -> Option<T> {
match result {
Ok(value) => Some(value),
Err(GetOrCreateHandleInternalError::HandleMissingButTypeIdNotSpecified) => None,
Err(GetOrCreateHandleInternalError::MissingHandleProviderError(_)) => {
panic!("Cannot allocate an Asset Handle of type '{type_name}' because the asset type has not been initialized. \
Make sure you have called app.init_asset::<{type_name}>()")
}
}
}
```
This `unwrap_with_context` is literally the only reason we need the
`type_name`. Potentially, this can be turned into an `impl
Into<Option<&str>>`, and output a different error message if the type
name is missing. Since if we are loading an asset where we only know the
type ID, by definition we can't output that error message, since we
don't have the type name. I'm open to suggestions on this.
</details>
## Testing
Not sure how to test this, since I kept most of the actual NestedLoader
logic the same. The only new API is loading an `UntypedHandle` when in
the `DynamicTyped, Immediate` state.
## Migration Guide
Code which uses `bevy_asset`'s `LoadContext::loader` / `NestedLoader`
will see some naming changes:
- `untyped` is replaced by `with_unknown_type`
- `with_asset_type` is replaced by `with_static_type`
- `with_asset_type_id` is replaced by `with_dynamic_type`
- `direct` is replaced by `immediate` (the opposite of "immediate" is
"deferred")
# Objective
- This PR fixes#12488
## Solution
- This PR adds a new property to `Camera` that emulates the
functionality of the
[setViewOffset()](https://threejs.org/docs/#api/en/cameras/PerspectiveCamera.setViewOffset)
API in three.js.
- When set, the perspective and orthographic projections will restrict
the visible area of the camera to a part of the view frustum defined by
`offset` and `size`.
## Testing
- In the new `camera_sub_view` example, a fixed, moving and control sub
view is created for both perspective and orthographic projection
- Run the example with `cargo run --example camera_sub_view`
- The code can be tested by adding a `SubCameraView` to a camera
---
## Showcase
![image](https://github.com/user-attachments/assets/75ac45fc-d75d-4664-8ef6-ff7865297c25)
- Left Half: Perspective Projection
- Right Half: Orthographic Projection
- Small boxes in order:
- Sub view of the left half of the full image
- Sub view moving from the top left to the bottom right of the full
image
- Sub view of the full image (acting as a control)
- Large box: No sub view
<details>
<summary>Shortened camera setup of `camera_sub_view` example</summary>
```rust
// Main perspective Camera
commands.spawn(Camera3dBundle {
transform,
..default()
});
// Perspective camera left half
commands.spawn(Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(250, 500),
}),
order: 1,
..default()
},
transform,
..default()
});
// Perspective camera moving
commands.spawn((
Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(100, 100),
}),
order: 2,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Perspective camera control
commands.spawn(Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view to the full image, to ensure that it matches
// the projection without sub view
full_size: uvec2(450, 450),
offset: ivec2(0, 0),
size: uvec2(450, 450),
}),
order: 3,
..default()
},
transform,
..default()
});
// Main orthographic camera
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
order: 4,
..default()
},
transform,
..default()
});
// Orthographic camera left half
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(250, 500),
}),
order: 5,
..default()
},
transform,
..default()
});
// Orthographic camera moving
commands.spawn((
Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(100, 100),
}),
order: 6,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Orthographic camera control
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view to the full image, to ensure that it matches
// the projection without sub view
full_size: uvec2(450, 450),
offset: ivec2(0, 0),
size: uvec2(450, 450),
}),
order: 7,
..default()
},
transform,
..default()
});
```
</details>
# Objective
- Fixes#9968
## Solution
- Uses
[open_dir](https://docs.rs/ndk/latest/ndk/asset/struct.AssetManager.html#method.open_dir)
to read directories and collects child list, since it can't be shared
across threads.
- For `is_directory`, uses result of
[open](https://docs.rs/ndk/latest/ndk/asset/struct.AssetManager.html#method.open),
which will fail for directories. I tried using the result of `open_dir`
for this, but it was successful for files too, which made loading
folders return empty lists, since `open_dir` was successful and treated
all files as empty directories.
- Ignoring `meta` files was copied from filesystem implementation
---
## Changelog
- Fixed: Android's AssetReader implementation now supports
read_directory and is_directory.
## Notes
I noticed late that there was the #9968 issue (I only noticed #9591), so
I have also missed that a PR was already open (#9969). Feel free to copy
over the fixes from this one over there.
The only difference I notice between these 2, is that I have used `open`
instead of `open_dir` for `is_directory` implementation. I have tried
with `open_dir` too, but unfortunately that didn't work. I tested this
on an actual device, using the mobile example, by making some minor
changes:
```rust
#[derive(Resource)]
struct FolderAssets(Handle<LoadedFolder>);
// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
#[bevy_main]
fn main() {
// ...
.add_systems(Startup, (setup_scene, load_music_files))
.add_systems(
Update,
// Removed the handle_lifetime since AudioBundle is added later
(touch_camera, button_handler, setup_music),
);
// ...
}
fn load_music_files(asset_server: Res<AssetServer>, mut commands: Commands) {
let sounds = asset_server.load_folder("sounds");
commands.insert_resource(FolderAssets(sounds));
}
fn setup_music(
mut commands: Commands,
folders: Res<Assets<LoadedFolder>>,
mut loaded_event: EventReader<AssetEvent<LoadedFolder>>,
) {
for event in loaded_event.read() {
if let AssetEvent::LoadedWithDependencies { id } = event {
if let Some(folder) = folders.get(*id) {
warn!("Folder items: {:?}", folder.handles);
if let Some(source) = folder.handles.first() {
commands.spawn(AudioBundle {
source: source.clone().typed::<AudioSource>(),
settings: PlaybackSettings::LOOP,
});
}
}
}
}
}
```
---------
Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
The primary motivation behind this PR is to (partially?) address the
limitations imposed by the recently added `AsyncSeek` trait bound
discussed in issue #12880. While the `AsyncSeek` trait add some
flexibility to the reader, it inadvertently restricts the ability to
write asset readers that can truly stream bytes, particularly in
scenarios like HTTP requests where backward seeking is not supported. It
is also challenging in contexts where assets are stored in compressed
formats or require other kinds of transformations.
The logic behind this change is that currently, with `AsyncSeek`, an
asset Reader based on streamed data will either 1) fail silently, 2)
return an error, or 3) use a buffer to satisfy the trait constraint. I
believe that being able to advance in the file without having to "read"
it is a good thing. The only issue here is the ability to seek backward.
It is highly likely that in this context, we only need to seek forward
in the file because we would have already read an entry table upstream
and just want to access one or more resources further in the file. I
understand that in some cases, this may not be applicable, but I think
it is more beneficial not to constrain `Reader`s that want to stream
than to allow "Assets" to read files in a completely arbitrary order.
## Solution
Replace the current `AsyncSeek` trait with `AsyncSeekForward` on asset
`Reader`
## Changelog
- Introduced a new custom trait, `AsyncSeekForward`, for the asset
Reader.
- Replaced the current `AsyncSeek` trait with `AsyncSeekForward` for all
asset `Reader` implementations.
## Migration Guide
Replace all instances of `AsyncSeek` with `AsyncSeekForward` in your
asset reader implementations.
# Objective
Another step in the migration to required components: lights!
Note that this does not include `EnvironmentMapLight` or reflection
probes yet, because their API hasn't been fully chosen yet.
## Solution
As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg):
- Deprecate `PointLightBundle` in favor of the `PointLight` component
- Deprecate `SpotLightBundle` in favor of the `PointLight` component
- Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight`
component
## Testing
I ran some examples with lights.
---
## Migration Guide
`PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have
been deprecated. Use the `PointLight`, `SpotLight`, and
`DirectionalLight` components instead. Adding them will now insert the
other components required by them automatically.
# Objective
Fixes#15540
End-users risk using `World::flush_commands` instead of `World::flush`,
which panics if any queued commands are `spawn`. Hiding
`World::flush_commands` would help avoid calling a potentially panicky
function, and helps alleviate end-user API confusion.
## Solution
This PR updates the function visibility to crate-level, like
`World::flush_entities`, hiding it from the end-user while still making
it accessible for the tests that are currently set up.
## Testing
The change was tested by executing the available tests for `bevy_ecs`.
From what I've gathered, `World::flush_commands` is not used in any
other bevy crate. If further testing is recommended, please inform me!
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#15541
A bunch of lifetimes were added during the Assets V2 rework, but after
moving to async traits in #12550 they can be elided. That PR mentions
that this might be the case, but apparently it wasn't followed up on at
the time.
~~I ended up grepping for `<'a` and finding a similar case in
`bevy_reflect` which I also fixed.~~ (edit: that one was needed
apparently)
Note that elided lifetimes are unstable in `impl Trait`. If that gets
stabilized then we can elide even more.
## Solution
Remove the extra lifetimes.
## Testing
Everything still compiles. If I have messed something up there is a
small risk that some user code stops compiling, but all the examples
still work at least.
---
## Migration Guide
The traits `AssetLoader`, `AssetSaver` and `Process` traits from
`bevy_asset` now use elided lifetimes. If you implement these then
remove the named lifetime.