# Objective
Fix https://github.com/bevyengine/bevy/issues/11799 and improve
`CameraProjectionPlugin`
## Solution
`CameraProjectionPlugin` is now an all-in-one plugin for adding a custom
`CameraProjection`. I also added `PbrProjectionPlugin` which is like
`CameraProjectionPlugin` but for PBR.
P.S. I'd like to get this merged after
https://github.com/bevyengine/bevy/pull/11766.
---
## Changelog
- Changed `CameraProjectionPlugin` to be an all-in-one plugin for adding
a `CameraProjection`
- Removed `VisibilitySystems::{UpdateOrthographicFrusta,
UpdatePerspectiveFrusta, UpdateProjectionFrusta}`, now replaced with
`VisibilitySystems::UpdateFrusta`
- Added `PbrProjectionPlugin` for projection-specific PBR functionality.
## Migration Guide
`VisibilitySystems`'s `UpdateOrthographicFrusta`,
`UpdatePerspectiveFrusta`, and `UpdateProjectionFrusta` variants were
removed, they were replaced with `VisibilitySystems::UpdateFrusta`
# Objective
- #12500 broke rotating ui nodes, see examples `pbr` (missing "metallic"
label) or `overflow_debug` (bottom right box is empty)
## Solution
- Pass the untransformed node size to the shader
# Objective
- clean up extract_mesh_(gpu/cpu)_building
## Solution
- gpu_building no need to hold `prev_render_mesh_instances`
- using `insert_unique_unchecked` instead of simple insert as we know
all entities are unique
- direcly get `previous_input_index ` in par_loop
## Performance
this should also bring a slight performance win.
cargo run --release --example many_cubes --features bevy/trace_tracy --
--no-frustum-culling
`extract_meshes_for_gpu_building`
![image](https://github.com/bevyengine/bevy/assets/45868716/a5425e8a-258b-482d-afda-170363ee6479)
---------
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
# Objective
allow throttling of gpu uploads to prevent choppy framerate when many
textures/meshes are loaded in.
## Solution
- `RenderAsset`s can implement `byte_len()` which reports their size.
implemented this for `Mesh` and `Image`
- users can add a `RenderAssetBytesPerFrame` which specifies max bytes
to attempt to upload in a frame
- `render_assets::<A>` checks how many bytes have been written before
attempting to upload assets. the limit is a soft cap: assets will be
written until the total has exceeded the cap, to ensure some forward
progress every frame
notes:
- this is a stopgap until we have multiple wgpu queues for proper
streaming of data
- requires #12606
issues
- ~~fonts sometimes only partially upload. i have no clue why, needs to
be fixed~~ fixed now.
- choosing the #bytes is tricky as it should be hardware / framerate
dependent
- many features are not tested (env maps, light probes, etc) - they
won't break unless `RenderAssetBytesPerFrame` is explicitly used though
---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Fixes#13094
## Solution
- Added vmin() and vmax() to the `GridTrack` & `RepeatedGridTrack`
impls, repeatedgridtrack impls, and both to the variants of Min & Max
TrackSizingFunction
## Sidenote
This would be my first PR to bevy. Feel free to say anything.
Thanks to the Bevy Team for everything you've done!
---------
Co-authored-by: Franklin <franklinblanco@tutanota.com>
# Objective
- The [`version`] field in `Cargo.toml` is optional for crates not
published on <https://crates.io>.
- We have several `publish = false` tools in this repository that still
have a version field, even when it's not useful.
[`version`]:
https://doc.rust-lang.org/cargo/reference/manifest.html#the-version-field
## Solution
- Remove the [`version`] field for all crates where `publish = false`.
- Update the description on a few crates and remove extra newlines as
well.
# Objective
- Provide a way to iterate over the registered TypeData.
## Solution
- a new method on the `TypeRegistry` that iterates over
`TypeRegistrations` with theirs `TypeData`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
- People have reported bounding volumes being slower than their existing
solution because it doesn't use SIMD aligned types.
## Solution
- Use `Vec3A` internally for bounding volumes, accepting `Into<Vec3A>`
wherever possible
- Change some code to make it more likely SIMD operations are used.
---
## Changelog
- Use `Vec3A` for 3D bounding volumes and raycasts
## Migration Guide
- 3D bounding volumes now use `Vec3A` types internally, return values
from methods on them now return `Vec3A` instead of `Vec3`
# Objective
- Currently all `ci` commands are in the `subcommands` module. This is
problematic when you want to implement actually subcommands (such as
`cargo r -p ci -- doc check`).
- All command modules include the `_command` suffix, which is redundant.
## Solution
- Move `commands` modules into root crate folder.
- Merge contents of `commands/mod.rs` into `main.rs`.
- Move `commands::subcommands` module into `commands` module.
- Remove the `_command` suffix from all `commands::subcommands` modules.
# Objective
- Better `SystemId` <-> `Entity` conversion.
## Solution
- Provide a method `SystemId::from_entity` to create a `SystemId<I, O>`
form an `Entity`. When users want to deal with the entities manually
they need a way to convert the `Entity` back to a `SystemId` to actually
run the system with `Commands` or `World`.
- Provide a method `SystemId::entity` that returns an `Entity` from
`SystemId`. The current `From` impl is not very discoverable as it does
not appear on the `SystemId` doc page.
- Remove old `From` impl.
## Migration Guide
```rust
let system_id = world.register_system(my_sys);
// old
let entity = Entity::from(system_id);
// new
let entity = system_id.entity();
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#11476
## Solution
Give the pipeline its own "mesh2d instances hashmap."
Pretty sure this is a good fix, but I am not super familiar with this
code so a rendering expert should take a look.
> your fix in the pull request works brilliantly for me too.
> -- _Discord user who pointed out bug_
https://github.com/bevyengine/bevy/assets/2632925/e046205e-3317-47c3-9959-fc94c529f7e0
# Objective
- Adds per-object motion blur to the core 3d pipeline. This is a common
effect used in games and other simulations.
- Partially resolves#4710
## Solution
- This is a post-process effect that uses the depth and motion vector
buffers to estimate per-object motion blur. The implementation is
combined from knowledge from multiple papers and articles. The approach
itself, and the shader are quite simple. Most of the effort was in
wiring up the bevy rendering plumbing, and properly specializing for HDR
and MSAA.
- To work with MSAA, the MULTISAMPLED_SHADING wgpu capability is
required. I've extracted this code from #9000. This is because the
prepass buffers are multisampled, and require accessing with
`textureLoad` as opposed to the widely compatible `textureSample`.
- Added an example to demonstrate the effect of motion blur parameters.
## Future Improvements
- While this approach does have limitations, it's one of the most
commonly used, and is much better than camera motion blur, which does
not consider object velocity. For example, this implementation allows a
dolly to track an object, and that object will remain unblurred while
the background is blurred. The biggest issue with this implementation is
that blur is constrained to the boundaries of objects which results in
hard edges. There are solutions to this by either dilating the object or
the motion vector buffer, or by taking a different approach such as
https://casual-effects.com/research/McGuire2012Blur/index.html
- I'm using a noise PRNG function to jitter samples. This could be
replaced with a blue noise texture lookup or similar, however after
playing with the parameters, it gives quite nice results with 4 samples,
and is significantly better than the artifacts generated when not
jittering.
---
## Changelog
- Added: per-object motion blur. This can be enabled and configured by
adding the `MotionBlurBundle` to a camera entity.
---------
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
* Maintainers count as community members
* The review of the maintainer wanting to merge the PR counts
In practice this means that if a maintainer approves a PR, they would no
longer need two reviews from _other_ community members, only one.
# Objective
- Closes#12958
## Solution
- Find all methods under `Query` that mention panicking, and add
`#[track_caller]` to them.
---
## Changelog
- Added `#[track_caller]` to `Query::many`, `Query::many_mut`,
`Query::transmute_lens`, and `Query::transmute_lens_filtered`.
## For reviewers
I'm unfamiliar with the depths of the `Query` struct. Please check
whether it makes since for the updated methods to have
`#[track_caller]`, and if I missed any!
# Objective
Resolve#10054.
## Solution
Make dynamic linking a no-op by omitting it from the dependency tree on
wasm targets.
To test this, try `cargo build --lib --target wasm32-unknown-unknown
--features bevy/dynamic_linking` with and without this PR.
Might need to update the book on the website to explain this when this
makes it into a release.
Co-Authored By: @daxpedda
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- Clippy raises a few warnings on the latest nightly release. 📎
## Solution
- Use `ptr::from_ref` when possible, because it prevents you from
accidentally changing the mutability as well as its type.
- Use `ptr::addr_eq` when comparing two pointers, ignoring pointer
metadata.
# Objective
- animating a sprite in response to an event is a [common beginner
problem](https://www.reddit.com/r/bevy/comments/13xx4v7/sprite_animation_in_bevy/)
## Solution
- provide a simple example to show how to animate a sprite in response
to an event
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Both the shedule and winit runners use/reimplement `app_exit_manual`
even tough they can use `app_exit`
## Solution
Nuke `app_exit_manual` from orbit.
# Objective
- GitHub action running iOS CI has been updated to use arm runner
- This makes iOS test fail as it's not installing the correct rust
target
## Solution
- add the correct rust target, do not remove x86 targets for now as it
may be some time for a partial rollout
# Objective
Clarify the comment about the camera's coordinate system in
`examples/3d/generate_custom_mesh.rs` by explicitly stating which axes
point where.
Fixes#13018
## Solution
Copy the wording from #13012 into the example.
# Objective
- Be able to edit animation inside the editor and save them once
modified. This will allow bevy to modify animation assets with code.
- Fixes#13052
## Solution
- Expose the previously const getters of the Animation curves
---
# Objective
Follow up to #13062. As of async-executor 1.11, the crate reexports
FallibleTask, which is the only reason bevy_tasks has a direct
dependency on async-task. This should avoid the two dependencies getting
out of sync in the future and causing spurious compilation failures.
## Solution
Bump async-executor to 1.11, use the reexport, remove the dependency on
async-task.
# Objective
- bevy usually use `Parallel::scope` to collect items from `par_iter`,
but `scope` will be called with every satifified items. it will cause a
lot of unnecessary lookup.
## Solution
- similar to Rayon ,we introduce `for_each_init` for `par_iter` which
only be invoked when spawn a task for a group of items.
---
## Changelog
- added `for_each_init`
## Performance
`check_visibility ` in `many_foxes `
![image](https://github.com/bevyengine/bevy/assets/45868716/030c41cf-0d2f-4a36-a071-35097d93e494)
~40% performance gain in `check_visibility`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Allow `Gizmos` to work in `FixedUpdate` without any changes needed. This
changes `Gizmos` from being a purely immediate mode api, but allows the
user to use it as if it were an immediate mode API regardless of
schedule context.
Also allows for extending by other custom schedules by adding their own
`GizmoStorage<Clear>` and the requisite systems:
- `propagate_gizmos::<Clear>` before `update_gizmo_meshes`
- `stash_default_gizmos` when starting a clear context
- `pop_default_gizmos` when ending a clear context
- `collect_default_gizmos` when grabbing the requested gizmos
- `clear_gizmos` for clearing the context's gizmos
## Solution
Adds a generic to `Gizmos` that defaults to `Update` (the current way
gizmos works). When entering a new clear context the default `Gizmos`
gets swapped out for that context's duration so the context can collect
the gizmos requested.
Prior work: https://github.com/bevyengine/bevy/pull/9153
## To do
- [x] `FixedUpdate` should probably get its own First, Pre, Update,
Post, Last system sets for this. Otherwise users will need to make sure
to order their systems before `clear_gizmos`. This could alternatively
be fixed by moving the setup of this to `bevy_time::fixed`?
PR to fix this issue: https://github.com/bevyengine/bevy/pull/10977
- [x] use mem::take internally for the swaps?
- [x] Better name for the `Context` generic on gizmos? `Clear`?
---
## Changelog
- Gizmos drawn in `FixedMain` now last until the next `FixedMain`
iteration runs.
# Objective
- Some CI jobs specifically use `macos-14`, as compared to the default
`macos-latest`.
- `macos-latest` is equivalent to `macos-12`, but may be updated in the
future.
- The CI job that tests on the minimum supported Rust version (MSRV)
uses environmental variables to save the toolchain version.
- This specific usage is what step outputs were designed for.
- Both do the same thing, but step outputs can be checked by the [Github
Actions VSCode
Extension](https://marketplace.visualstudio.com/items?itemName=GitHub.vscode-github-actions).
- Some workflows have a `NIGHTLY_TOOLCHAIN` variable that let us pin the
nightly version, in case a new release breaks CI.
## Solution
- Document why certain actions required `macos-14`.
- Switch MSRV step to use step outputs.
- Add a small comment documenting the purpose of the `NIGHTLY_TOOLCHAIN`
environmental variable.
Bumps `async-task` to 4.7.0 , note this is what Cargo.lock has as well.
Building as a dependency gives the following:
```
Compiling async-channel v1.8.0
Compiling futures-lite v1.12.0
error[E0432]: unresolved import `async_task::Builder`
--> /Users/daniel/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-executor-1.8.0/src/lib.rs:46:18
|
46 | use async_task::{Builder, Runnable};
| ^^^^^^^ no `Builder` in the root
|
= help: consider importing this struct instead:
std:🧵:Builder
For more information about this error, try `rustc --explain E0432`.
error: could not compile `async-executor` (lib) due to 1 previous error
warning: build failed, waiting for other jobs to finish...
```
With this change, builds correctly
# Objective
Adds a few extra `#[doc(alias)]` entries to the
`bevy_math::primitives::WindingOrder` enum and its variants to improve
searchability.
## Solution
- Add "Orientation" for `WindingOrder` itself
- Add "AntiClockwise" for `CounterClockwise` variant
- Add "Collinear" for `Invalid` variant
These alternate terms seem to be quite common, especially in the
contexts of rendering and collision-detection.
Signed-off-by: Nullicorn <git@nullicorn.me>
# Objective
Fixes#12470
This adds a examples for `ButtonInput` with `KeyCode`, `MouseButton`,
and `GamepadButton`.
It also includes an example of checking a multi-key combination, and
checking multiple keys to mean roughly the same thing.
# Objective
Closes#13017.
## Solution
- Make `AppExit` a enum with a `Success` and `Error` variant.
- Make `App::run()` return a `AppExit` if it ever returns.
- Make app runners return a `AppExit` to signal if they encountered a
error.
---
## Changelog
### Added
- [`App::should_exit`](https://example.org/)
- [`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
to the `bevy` and `bevy_app` preludes,
### Changed
- [`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
is now a enum with 2 variants (`Success` and `Error`).
- The app's [runner
function](https://docs.rs/bevy/latest/bevy/app/struct.App.html#method.set_runner)
now has to return a `AppExit`.
-
[`App::run()`](https://docs.rs/bevy/latest/bevy/app/struct.App.html#method.run)
now also returns the `AppExit` produced by the runner function.
## Migration Guide
- Replace all usages of
[`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
with `AppExit::Success` or `AppExit::Failure`.
- Any custom app runners now need to return a `AppExit`. We suggest you
return a `AppExit::Error` if any `AppExit` raised was a Error. You can
use the new [`App::should_exit`](https://example.org/) method.
- If not exiting from `main` any other way. You should return the
`AppExit` from `App::run()` so the app correctly returns a error code if
anything fails e.g.
```rust
fn main() -> AppExit {
App::new()
//Your setup here...
.run()
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- https://github.com/rust-lang/rust/pull/123905 has been merged, so the
workaround introduced in #12913 is no longer necessary.
- Closes#12968
## Solution
- Remove unecessary `allow` attribute
- This is currently blocked until Rust beta updates.
- Last tested with `rustc 1.78.0-beta.7 (6fd191292 2024-04-12)`.
# Objective
Add support so bevy_ui can correctly handle an UI hierarchy without a
camera present.
- Fixes#12184
## Solution
As there was no default behavior for what should happen when a camera is
not present in a UI hierarchy, the solution
was based in defining that default behavior and improving the overall
handling of this "exception".
## Changelog
- Create default values to be used in upsert_node
- Add flag to control warnings about no camera present
- Create unit test no_camera_ui (to test if ui handles no camera
present)
# Objective
Allow parallel iteration over events, resolve#10766
## Solution
- Add `EventParIter` which works similarly to `QueryParIter`,
implementing a `for_each{_with_id}` operator.
I chose to not mirror `EventIteratorWithId` and instead implement both
operations on a single struct.
- Reuse `BatchingStrategy` from `QueryParIter`
## Changelog
- `EventReader` now supports parallel event iteration using
`par_read().for_each(|event| ...)`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
Bumps [crate-ci/typos](https://github.com/crate-ci/typos) from 1.20.8 to
1.20.9.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/releases">crate-ci/typos's
releases</a>.</em></p>
<blockquote>
<h2>v1.20.9</h2>
<h2>[1.20.9] - 2024-04-16</h2>
<h3>Fixes</h3>
<ul>
<li>Don't correct the unit <code>dBA</code> (as an identifier to limit
to that case)</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/blob/master/CHANGELOG.md">crate-ci/typos's
changelog</a>.</em></p>
<blockquote>
<h2>[1.20.9] - 2024-04-16</h2>
<h3>Fixes</h3>
<ul>
<li>Don't correct the unit <code>dBA</code> (as an identifier to limit
to that case)</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="44548ad17a"><code>44548ad</code></a>
chore: Release</li>
<li><a
href="73fb2cad75"><code>73fb2ca</code></a>
docs: Update changelog</li>
<li><a
href="21838b0e7d"><code>21838b0</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1000">#1000</a>
from epage/dba</li>
<li><a
href="ee32d77aba"><code>ee32d77</code></a>
fix(dict): Don't correct dBA</li>
<li><a
href="56df0bd8d6"><code>56df0bd</code></a>
test(dict): Show dBA behavior</li>
<li>See full diff in <a
href="https://github.com/crate-ci/typos/compare/v1.20.8...v1.20.9">compare
view</a></li>
</ul>
</details>
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# Objective
Makes crate module docs render correctly in the docs for the monolithic
library. Fixes https://github.com/bevyengine/bevy/issues/13055.
## Solution
Swap from
```rust
pub mod foo {
pub use bevy_foo::*;
}
```
to
```rust
pub use bevy_foo as foo;
```
Adjusted the documentation to better describe the performance cost of
`ButtonInput::any_just_pressed|any_just_released|any_pressed`.
Each function iterates the full input, but each check is expected
constant cost. It was described previously as a full input check, and a
full internal list iteration, which I believe is incorrect.
# Objective
- `MeshPipelineKey` use some bits for two things
- First commit in this PR adds an assertion that doesn't work currently
on main
- This leads to some mesh topology not working anymore, for example
`LineStrip`
- With examples `lines`, there should be two groups of lines, the blue
one doesn't display currently
## Solution
- Change the `MeshPipelineKey` to be backed by a `u64` instead, to have
enough bits
# Objective
Fix#2128. Both `Query::new_archetype` and `SystemParam::new_archetype`
do not check if the `Archetype` comes from the same World the state is
initialized from. This could result in unsoundness via invalid accesses
if called incorrectly.
## Solution
Make them `unsafe` functions and lift the invariant to the caller. This
also caught one instance of us not validating the World in
`SystemState::update_archetypes_unsafe_world_cell`'s implementation.
---
## Changelog
Changed: `QueryState::new_archetype` is now an unsafe function.
Changed: `SystemParam::new_archetype` is now an unsafe function.
## Migration Guide
`QueryState::new_archetype` and `SystemParam::new_archetype` are now an
unsafe functions that must be sure that the provided `Archetype` is from
the same `World` that the state was initialized from. Callers may need
to add additional assertions or propagate the safety invariant upwards
through the callstack to ensure safety.
# Objective
- The docs says the WireframeColor is supposed to override the default
global color but it doesn't.
## Solution
- Use WireframeColor to override global color like docs said it was
supposed to do.
- Updated the example to document this feature
- I also took the opportunity to clean up the code a bit
Fixes#13032
# Objective
- Fixes#13024.
## Solution
- Run `cargo clippy --target wasm32-unknown-unknown` until there are no
more errors.
- I recommend reviewing one commit at a time :)
---
## Changelog
- Fixed Clippy lints for `wasm32-unknown-unknown` target.
- Updated `bevy_transform`'s `README.md`.
# Objective
Fixes#12900
## Solution
Added comment to example indicating that additional audio formats are
supported when the feature is added.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
- Closes#12930.
## Solution
- Add a corresponding optional field on `Window` and `ExtractedWindow`
---
## Changelog
### Added
- `wgpu`'s `desired_maximum_frame_latency` is exposed through window
creation. This can be used to override the default maximum number of
queued frames on the GPU (currently 2).
## Migration Guide
- The `desired_maximum_frame_latency` field must be added to instances
of `Window` and `ExtractedWindow` where all fields are explicitly
specified.
# Objective
- Many of our CI workflows contain a `NIGHTLY_TOOLCHAIN` environmental
variable.
- This specifies which nightly to use. If there is a bug in one of the
nightlies, we can pin the toolchain to be an earlier version.
- Both the daily and weekly workflows do not use the nightly compiler,
but still have a `NIGHTLY_TOOLCHAIN` variable.
## Solution
- Delete the unused variable.
# Objective
Sometimes when despawning a ui node in the PostUpdate schedule it
panics. This is because both a despawn command and insert command are
being run on the same entity.
See this example code:
```rs
use bevy::{prelude::*, ui::UiSystem};
#[derive(Resource)]
struct SliceSquare(Handle<Image>);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, create_ui)
.add_systems(PostUpdate, despawn_nine_slice.after(UiSystem::Layout))
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.insert_resource(SliceSquare(asset_server.load("textures/slice_square.png")));
}
fn create_ui(mut commands: Commands, slice_square: Res<SliceSquare>) {
commands.spawn((
NodeBundle {
style: Style {
width: Val::Px(200.),
height: Val::Px(200.),
..default()
},
background_color: Color::WHITE.into(),
..default()
},
UiImage::new(slice_square.0.clone()),
ImageScaleMode::Sliced(TextureSlicer {
border: BorderRect::square(220.),
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.,
}),
));
}
fn despawn_nine_slice(mut commands: Commands, mut slices: Query<Entity, With<ImageScaleMode>>) {
for entity in slices.iter_mut() {
commands.entity(entity).despawn_recursive();
}
}
```
This code spawns a UiNode with a sliced image scale mode, and despawns
it in the same frame. The
bevy_ui::texture_slice::compute_slices_on_image_change system tries to
insert the ComputedTextureSlices component on that node, but that entity
is already despawned causing this error:
```md
error[B0003]: Could not insert a bundle (of type `bevy_ui::texture_slice::ComputedTextureSlices`) for entity Entity { index: 2, generation: 3 } because it doesn't
exist in this World. See: https://bevyengine.org/learn/errors/#b0003
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic when applying buffers for system `bevy_ui::texture_slice::compute_slices_on_image_change`!
Encountered a panic in system `bevy_ecs::schedule::executor::apply_deferred`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```
Note that you might have to run the code a few times before this error
appears.
## Solution
Use try_insert instead of insert for non critical inserts in the bevy_ui
crate.
## Some notes
In a lot of cases it does not makes much sense to despawn ui nodes after
the layout system has finished. Except maybe if you delete the root ui
node of a tree. I personally encountered this issue in bevy `0.13.2`
with a system that was running before the layout system. And in `0.13.2`
the `compute_slices_on_image_change` system was also running before the
layout system. But now it runs after the layout system. So the only way
that this bug appears now is if you despawn ui nodes after the layout
system. So I am not 100% sure if using try_insert in this system is the
best option. But personally I still think it is better then the program
panicking.
However the `update_children_target_camera` system does still run before
the layout system. So I do think it might still be able to panic when ui
nodes are despawned before the layout system. Though I haven't been able
to verify that.
# Objective
- General clenup of the primitives in `bevy_math`
- Add `eccentricity()` to `Ellipse`
## Solution
- Moved `Bounded3d` implementation for `Triangle3d` to the `bounded`
module
- Added `eccentricity()` to `Ellipse`
- `Ellipse::semi_major()` and `::semi_minor()` now accept `&self`
instead of `self`
- `Triangle3d::is_degenerate()` actually uses `f32::EPSILON` as
documented
- Added tests for `Triangle3d`-maths
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Miles Silberling-Cook <nth.tensor@gmail.com>