# Objective
- Help debug panics
## Solution
- Insert a custom panic hook when trace is enabled that will log spans
example when running a command on a despawned entity
before:
```
thread 'main' panicked at 'Could not add a component (of type `panic::Marker`) to entity 1v0 because it doesn't exist in this World.
If this command was added to a newly spawned entity, ensure that you have not despawned that entity within the same stage.
This may have occurred due to system order ambiguity, or if the spawning system has multiple command buffers', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:664:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
after:
```
0: bevy_ecs::schedule::stage::system_commands
with name="panic::my_bad_system"
at crates/bevy_ecs/src/schedule/stage.rs:871
1: bevy_ecs::schedule::stage
with name=Update
at crates/bevy_ecs/src/schedule/mod.rs:340
2: bevy_app::app::frame
at crates/bevy_app/src/app.rs:111
3: bevy_app::app::bevy_app
at crates/bevy_app/src/app.rs:126
thread 'main' panicked at 'Could not add a component (of type `panic::Marker`) to entity 1v0 because it doesn't exist in this World.
If this command was added to a newly spawned entity, ensure that you have not despawned that entity within the same stage.
This may have occurred due to system order ambiguity, or if the spawning system has multiple command buffers', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:664:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access.
This is accomplished via the following:
* Add a new `debug_asset_server` feature flag
* When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions.
* Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events.
This is an alternative to #3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code.
This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation.
Fixes#3660
# Objective
- 3d examples fail to run in webgl2 because of unsupported texture formats or texture too large
## Solution
- switch to supported formats if a feature is enabled. I choose a feature instead of a build target to not conflict with a potential webgpu support
Very inspired by 6813b2edc5, and need #3290 to work.
I named the feature `webgl2`, but it's only needed if one want to use PBR in webgl2. Examples using only 2D already work.
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
# Objective
Port bevy_ui to pipelined-rendering (see #2535 )
## Solution
I did some changes during the port:
- [X] separate color from the texture asset (as suggested [here](https://discord.com/channels/691052431525675048/743663924229963868/874353914525413406))
- [X] ~give the vertex shader a per-instance buffer instead of per-vertex buffer~ (incompatible with batching)
Remaining features to implement to reach parity with the old renderer:
- [x] textures
- [X] TextBundle
I'd also like to add these features, but they need some design discussion:
- [x] batching
- [ ] separate opaque and transparent phases
- [ ] multiple windows
- [ ] texture atlases
- [ ] (maybe) clipping
# Objective
- there are a few new versions for `ron`, `winit`, `ndk`, `raw-window-handle`
- `cargo-deny` is failing due to new security issues / duplicated dependencies
## Solution
- Update our dependencies
- Note all new security issues, with which of Bevy direct dependency it comes from
- Update duplicate crate list, with which of Bevy direct dependency it comes from
`notify` is not updated here as it's in #2993
# Objective
- `bevy_ecs` exposes as an optional feature `bevy_reflect`. Disabling it doesn't compile.
- `bevy_asset` exposes as an optional feature `filesystem_watcher`. Disabling it doesn't compile. It is also not possible to disable this feature from Bevy
## Solution
- Fix compilation errors when disabling the default features. Make it possible to disable the feature `filesystem_watcher` from Bevy
- Requires #2997
- Removes `wasm_audio` feature as discussed in #2397
- Closes only task in #2479
Open questions:
Should we enable wasm audio by default or only when building for wasm using `cfg`?
Maybe there should be a global wasm feature for bevy?
Objective
During work on #3009 I've found that not all jobs use actions-rs, and therefore, an previous version of Rust is used for them. So while compilation and other stuff can pass, checking markup and Android build may fail with compilation errors.
Solution
This PR adds `action-rs` for any job running cargo, and updates the edition to 2021.
# Objective
[Tracy](https://github.com/wolfpld/tracy) is:
> A real time, nanosecond resolution, remote telemetry, hybrid frame and sampling profiler for games and other applications.
With the `trace_tracy` feature enabled, you run your bevy app and either a headless server (`capture`) or a live, interactive profiler UI (`Tracy`), and connect that to your bevy application to then stream the metric data and events, and save it or inspect it live/offline.
Previously when I implemented the spans across systems and stages and I was trying out different profiling tools, Tracy was too unstable on macOS to use. But now, quite some months later, it is working stably with Tracy 0.7.8. You can see timelines, aggregate statistics of mean system/stage execution times, and much more. It's very useful!
![Screenshot_2021-09-15_at_18 07 19](https://user-images.githubusercontent.com/302146/133554920-350d3d45-fbb8-479f-91f7-7a7a4f9f5873.png)
## Solution
- Use the `tracing-tracy` crate which supports our tracing spans
- Expose via the non-default feature `trace_tracy` for consistency with other `trace*` features
# Objective
- We currently depends on ndk 0.2, 0.3, 0.4
- Only 0.2 dependencies comes from Bevy itself
## Solution
- Replace #1371
- Update Bevy to ndk-glue 0.4
- Also fixes duplicate dependency CI issue
# Objective
Port bevy_gltf to the pipelined-rendering branch.
## Solution
crates/bevy_gltf has been copied and pasted into pipelined/bevy_gltf2 and modifications were made to work with the pipelined-rendering branch. Notably vertex tangents and vertex colours are not supported.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This decouples the opinionated "core pipeline" from the new (less opinionated) bevy_render crate. The "core pipeline" is intended to be used by crates like bevy_sprites, bevy_pbr, bevy_ui, and 3rd party crates that extends core rendering functionality.
This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373.
* Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons:
* Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive.
* People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach.
* I like keeping the root clean and noise free
* There is precedent for putting the apache and mit license text in sub folders (amethyst)
* Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach).
* Updates crates to use the new "MIT OR Apache-2.0" license value
* Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies.
* Added a License section to the main readme
* Updated our Bevy Plugin licensing guidelines.
As a follow-up we should update the website to properly describe the new license.
Closes#2373
From suggestion from Godot workflows: https://github.com/bevyengine/bevy/issues/1730#issuecomment-810321110
* Add a feature `bevy_debug` that will make Bevy read a debug config file to setup some debug systems
* Currently, only one that will exit after x frames
* Could add option to dump screen to image file once that's possible
* Add a job in CI workflow that will run a few examples using [`swiftshader`](https://github.com/google/swiftshader)
* This job takes around 13 minutes, so doesn't add to global CI duration
|example|number of frames|duration|
|-|-|-|
|`alien_cake_addict`|300|1:50|
|`breakout`|1800|0:44|
|`contributors`|1800|0:43|
|`load_gltf`|300|2:37|
|`scene`|1800|0:44|