# Objective
- Proactive changing of code to comply with warnings generated by beta of rustlang version of cargo clippy.
## Solution
- Code changed as recommended by `rustup update`, `rustup default beta`, `cargo run -p ci -- clippy`.
- Tested using `beta` and `stable`. No clippy warnings in either after changes made.
---
## Changelog
- Warnings fixed were: `clippy::explicit-auto-deref` (present in 11 files), `clippy::needless-borrow` (present in 2 files), and `clippy::only-used-in-recursion` (only 1 file).
# Objective
- Build on #6336 for more plugin configurations
## Solution
- `LogSettings`, `ImageSettings` and `DefaultTaskPoolOptions` are now plugins settings rather than resources
---
## Changelog
- `LogSettings` plugin settings have been move to `LogPlugin`, `ImageSettings` to `ImagePlugin` and `DefaultTaskPoolOptions` to `CorePlugin`
## Migration Guide
The `LogSettings` settings have been moved from a resource to `LogPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(LogSettings {
level: Level::DEBUG,
filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(LogPlugin {
level: Level::DEBUG,
filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
}))
```
The `ImageSettings` settings have been moved from a resource to `ImagePlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(ImageSettings::default_nearest())
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
```
The `DefaultTaskPoolOptions` settings have been moved from a resource to `CorePlugin::task_pool_options`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(DefaultTaskPoolOptions::with_num_threads(4))
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(CorePlugin {
task_pool_options: TaskPoolOptions::with_num_threads(4),
}))
```
# Objective
Fixes#5884#2879
Alternative to #2988#5885#2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
# Objective
- Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7.
## Solution
---
## Changelog
### Changed
- Changed `RawWindowHandleWrapper` to `RawHandleWrapper` which wraps both `RawWindowHandle` and `RawDisplayHandle`, which satisfies the `impl HasRawWindowHandle and HasRawDisplayHandle` that `wgpu` 0.14.0 requires.
- Changed `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, change its type from `bool` to `bevy_window::CursorGrabMode`.
## Migration Guide
- Adjust usage of `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, and adjust its type from `bool` to `bevy_window::CursorGrabMode`.
# Objective
- Reflecting `Default` is required for scripts to create `Reflect` types at runtime with no static type information.
- Reflecting `Default` on `Handle<T>` and `ComputedVisibility` should allow scripts from `bevy_mod_js_scripting` to actually spawn sprites from scratch, without needing any hand-holding from the host-game.
## Solution
- Derive `ReflectDefault` for `Handle<T>` and `ComputedVisiblity`.
---
## Changelog
> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.
- The `Default` trait is now reflected for `Handle<T>` and `ComputedVisibility`
# Objective
- Field `id` of `Handle<T>` is public: https://docs.rs/bevy/latest/bevy/asset/struct.Handle.html#structfield.id
- Changing the value of this field doesn't make sense as it could mean changing the previous handle without dropping it, breaking asset cleanup detection for the old handle and the new one
## Solution
- Make the field private, and add a public getter
Opened after discussion in #6171. Pinging @zicklag
---
## Migration Guide
- If you were accessing the value `handle.id`, you can now do so with `handle.id()`
# Objective
`AssetServer::watch_for_changes()` is racy and redundant with `AssetServerSettings`.
Closes#5964.
## Changelog
* Remove `AssetServer::watch_for_changes()`
* Add `AssetServerSettings` to the prelude.
* Minor cleanup.
## Migration Guide
`AssetServer::watch_for_changes()` was removed.
Instead, use the `AssetServerSettings` resource.
```rust
app // AssetServerSettings must be inserted before adding the AssetPlugin or DefaultPlugins.
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
```
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Update notify dependency to 5.0.0 stable
- Fix breaking changes
- Closes#5861
## Solution
- RecommendedWatcher now takes a Config argument. Giving it the default Config should be the same behavior as before (check every 30 seconds)
# Objective
It's not obvious that the `AssetServerSettings` resource must be added before the `AssetPlugin`.
## Solution
Add a doc comment to this effect.
# Objective
Help users who are using `load_folder` in wasm builds to find a slightly shorter path to figuring out why their stuff is broken.
## Solution
Adds a warning to `read_directory` in the `WasmAssetIo`.
This is extremely similar to the warning already emitted a few lines below for `watch_for_changes`.
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- `#![warn(missing_docs)]` was added to bevy_asset in #3536
- A method was not documented when targeting wasm
## Solution
- Add documentation for it
# Objective
I want to use the `deno_runtime` crate in my game, but it has a conflict with the version of the `notify` crate that Bevy depends on.
## Solution
Updates the version of the `notify` crate the Bevy depends on.
If users try to implement a custom asset loader, they must manually import anyhow::error as it's used by the asset loader trait but not exported.
2b93ab5812/examples/asset/custom_asset.rs (L25)Fixes#3138
Co-authored-by: sark <sarkahn@hotmail.com>
This replaces `rand` with `fastrand` as the source of randomness for `HandleId::new()` in `bevy_asset`. This was the only crate with a dependency on `rand`, and now the dependency exists only as a dev-dependency.
`fastrand` was already in the dependency tree, thanks to `futures-lite`, `async-executor`, and `tempfile` to name a few.
## Changelog
Removed `rand` from dependencies in `bevy_asset` in favor of existing in-tree `fast-rand`
# Objective
This PR aims to document the `bevy_asset` crate to complete coverage, while also trying to improve some bits of UX.
### Progress
- [x] Root items
- [x] `handle` module
- [x] `info` module
- [x] `path` module
- [x] `loader` module
- [x] `io` and `filesystem_watcher` module
- [x] `assets` module
- [x] `asset_server` module
- [x] `diagnostic` module
- [x] `debug_asset_server` module
- [x] Crate level documentation
- [x] Add `#![warn(missing_docs)]` lint
Coverage: 100%
## Migration Guide
- Rename `FileAssetIo::get_root_path` uses to `FileAssetIo::get_base_path`
`FileAssetIo::root_path()` is a getter for the `root_path` field, while `FileAssetIo::get_root_path` returned the parent directory of the asset root path, which was the executable's directory unless `CARGO_MANIFEST_DIR` was set. This change solves the ambiguity between the two methods.
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.
```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {
// To
for _ in &list {
for _ in &mut list {
```
We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.
## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Fixes#5153
## Solution
Search for all enums and manually check if they have default impls that can use this new derive.
By my reckoning:
| enum | num |
|-|-|
| total | 159 |
| has default impl | 29 |
| default is unit variant | 23 |
# Objective
Add support for custom `AssetIo` implementations to trigger reloading of an asset.
## Solution
- Add a public method to `AssetServer` to allow forcing the reloading of an asset.
---
## Changelog
- Add method `reload_asset` to `AssetServer`.
Co-authored-by: Robert G. Jakabosky <rjakabosky+neopallium@neoawareness.com>
builds on top of #4780
# Objective
`Reflect` and `Serialize` are currently very tied together because `Reflect` has a `fn serialize(&self) -> Option<Serializable<'_>>` method. Because of that, we can either implement `Reflect` for types like `Option<T>` with `T: Serialize` and have `fn serialize` be implemented, or without the bound but having `fn serialize` return `None`.
By separating `ReflectSerialize` into a separate type (like how it already is for `ReflectDeserialize`, `ReflectDefault`), we could separately `.register::<Option<T>>()` and `.register_data::<Option<T>, ReflectSerialize>()` only if the type `T: Serialize`.
This PR does not change the registration but allows it to be changed in a future PR.
## Solution
- add the type
```rust
struct ReflectSerialize { .. }
impl<T: Reflect + Serialize> FromType<T> for ReflectSerialize { .. }
```
- remove `#[reflect(Serialize)]` special casing.
- when serializing reflect value types, look for `ReflectSerialize` in the `TypeRegistry` instead of calling `value.serialize()`
- changed `EntityCountDiagnosticsPlugin` to not use an exclusive system to get its entity count
- removed mention of `WgpuResourceDiagnosticsPlugin` in example `log_diagnostics` as it doesn't exist anymore
- added ability to enable, disable ~~or toggle~~ a diagnostic (fix#3767)
- made diagnostic values lazy, so they are only computed if the diagnostic is enabled
- do not log an average for diagnostics with only one value
- removed `sum` function from diagnostic as it isn't really useful
- ~~do not keep an average of the FPS diagnostic. it is already an average on the last 20 frames, so the average FPS was an average of the last 20 frames over the last 20 frames~~
- do not compute the FPS value as an average over the last 20 frames but give the actual "instant FPS"
- updated log format to use variable capture
- added some doc
- the frame counter diagnostic value can be reseted to 0
Right now, a direct reference to the target TaskPool is required to launch tasks on the pools, despite the three newtyped pools (AsyncComputeTaskPool, ComputeTaskPool, and IoTaskPool) effectively acting as global instances. The need to pass a TaskPool reference adds notable friction to spawning subtasks within existing tasks. Possible use cases for this may include chaining tasks within the same pool like spawning separate send/receive I/O tasks after waiting on a network connection to be established, or allowing cross-pool dependent tasks like starting dependent multi-frame computations following a long I/O load.
Other task execution runtimes provide static access to spawning tasks (i.e. `tokio::spawn`), which is notably easier to use than the reference passing required by `bevy_tasks` right now.
This PR makes does the following:
* Adds `*TaskPool::init` which initializes a `OnceCell`'ed with a provided TaskPool. Failing if the pool has already been initialized.
* Adds `*TaskPool::get` which fetches the initialized global pool of the respective type or panics. This generally should not be an issue in normal Bevy use, as the pools are initialized before they are accessed.
* Updated default task pool initialization to either pull the global handles and save them as resources, or if they are already initialized, pull the a cloned global handle as the resource.
This should make it notably easier to build more complex task hierarchies for dependent tasks. It should also make writing bevy-adjacent, but not strictly bevy-only plugin crates easier, as the global pools ensure it's all running on the same threads.
One alternative considered is keeping a thread-local reference to the pool for all threads in each pool to enable the same `tokio::spawn` interface. This would spawn tasks on the same pool that a task is currently running in. However this potentially leads to potential footgun situations where long running blocking tasks run on `ComputeTaskPool`.
# Objective
- Upgrading ndk-glue (our Android interop layer) desynchronized us from winit
- This further broke Android builds, see #4905 (oops...)
- Reverting to 0.5 should help with this, until the new `winit` version releases
- Fixes#4774 and closes#4529
# Objective
- Sometimes, people might load an asset as one type, then use it with an `Asset`s for a different type.
- See e.g. #4784.
- This is especially likely with the Gltf types, since users may not have a clear conceptual model of what types the assets will be.
- We had an instance of this ourselves, in the `scene_viewer` example
## Solution
- Make `Assets::get` require a type safe handle.
---
## Changelog
### Changed
- `Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles.
### Added
- `HandleUntyped::typed_weak`, a helper function for creating a weak typed version of an exisitng `HandleUntyped`.
## Migration Guide
`Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles. If you were previously passing in:
- a `HandleId`, use `&Handle::weak(id)` instead, to create a weak handle. You may have been able to store a type safe `Handle` instead.
- a `HandleUntyped`, use `&handle_untyped.typed_weak()` to create a weak handle of the specified type. This is most likely to be the useful when using [load_folder](https://docs.rs/bevy_asset/latest/bevy_asset/struct.AssetServer.html#method.load_folder)
- a `Handle<U>` of of a different type, consider whether this is the correct handle type to store. If it is (i.e. the same handle id is used for multiple different Asset types) use `Handle::weak(handle.id)` to cast to a different type.
# Objective
We have some macros that are public but only used internally for now. They fail on user's code due to the use of crate names like `bevy_utils`, while the user only has `bevy::utils`. There are two affected macros.
- `bevy_utils::define_label`: it may be useful in user's code for defining custom kinds of label traits (this is why I made this PR).
- `bevy_asset::load_internal_asset`: not useful currently due to limitations of the debug asset server, but this may change in the future.
## Solution
We can make them work by using `$crate` instead of names of their own crates, which can refer to the macro's defining crate regardless of the user's setup. Even though our objective is rather low-priority here, the solution adds no maintenance cost so it is still worthwhile.
This is a replacement for #2106
This adds a `Metadata` struct which contains metadata information about a file, at the moment only the file type.
It also adds a `get_metadata` to `AssetIo` trait and an `asset_io` accessor method to `AssetServer` and `LoadContext`
I am not sure about the changes in `AndroidAssetIo ` and `WasmAssetIo`.
# Objective
- Code quality bad
## Solution
- Code quality better
- Using rust-analyzer's inline function and inline variable quick assists, I validated that the call to `AssetServer::new` is exactly the same code as the previous version.
# Objective
- `Assets<T>::iter_mut` sends `Modified` event for all assets first, then returns the iterator
- This means that events could be sent for assets that would not have been mutated if iteration was stopped before
## Solution
- Send `Modified` event when assets are iterated over.
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).
## Solution
- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.
## Notes
I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.
## Migration Guide
Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.
Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.
## Impact
- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
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
For some keys, it is too expensive to hash them on every lookup. Historically in Bevy, we have regrettably done the "wrong" thing in these cases (pre-computing hashes, then re-hashing them) because Rust's built in hashed collections don't give us the tools we need to do otherwise. Doing this is "wrong" because two different values can result in the same hash. Hashed collections generally get around this by falling back to equality checks on hash collisions. You can't do that if the key _is_ the hash. Additionally, re-hashing a hash increase the odds of collision!
#3959 needs pre-hashing to be viable, so I decided to finally properly solve the problem. The solution involves two different changes:
1. A new generalized "pre-hashing" solution in bevy_utils: `Hashed<T>` types, which store a value alongside a pre-computed hash. And `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . `PreHashMap` is just an alias for a normal HashMap that uses `Hashed<T>` as the key and a new `PassHash` implementation as the Hasher.
2. Replacing the `std::collections` re-exports in `bevy_utils` with equivalent `hashbrown` impls. Avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. The latest version of `hashbrown` adds support for the `entity_ref` api, so we can move to that in preparation for an std migration, if thats the direction they seem to be going in. Note that adding hashbrown doesn't increase our dependency count because it was already in our tree.
In addition to providing these core tools, I also ported the "table identity hashing" in `bevy_ecs` to `raw_entry_mut`, which was a particularly egregious case.
The biggest outstanding case is `AssetPathId`, which stores a pre-hash. We need AssetPathId to be cheaply clone-able (and ideally Copy), but `Hashed<AssetPath>` requires ownership of the AssetPath, which makes cloning ids way more expensive. We could consider doing `Hashed<Arc<AssetPath>>`, but cloning an arc is still a non-trivial expensive that needs to be considered. I would like to handle this in a separate PR. And given that we will be re-evaluating the Bevy Assets implementation in the very near future, I'd prefer to hold off until after that conversation is concluded.
What is says on the tin.
This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.
that said, deriving `Default` for a couple of structs is a nice easy win
# Objective
- Fix#3559
- Avoid erasing existing resource `Assets<T>` when adding it twice
## Solution
- Before creating a new `Assets<T>`, check if it has already been added to the world
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Aevyrie Roessler <aevyrie@gmail.com>
# Objective
- `asset_server.watch_for_changes().unwrap()` only watches changes for assets loaded **_after_** that call.
- Technically, the `hot_asset_reloading` example is racey as the watch on the asset path is set up in an async task scheduled from the asset `load()`, but the filesystem watcher is only constructed in a call that comes **_after_** the call to `load()`.
## Solution
- It feels safest to allow enabling watching the filesystem for changes on the asset server from the point of its construction. Therefore, adding such an option to `AssetServerSettings` seemed to be the correct solution.
- Fix `hot_asset_reloading` by inserting the `AssetServerSettings` resource with `watch_for_changes: true` instead of calling `asset_server.watch_for_changes().unwrap()`.
- Document the shortcomings of `.watch_for_changes()`
# Objective
- Users can get confused when they ask for watching to be unsupported, then find it isn't supported
- Fixes https://github.com/bevyengine/bevy/issues/3683
## Solution
- Add a warning if the `watch_for_changes` call would do nothing
# Objective
CI should check for missing backticks in doc comments.
Fixes#3435
## Solution
`clippy` has a lint for this: `doc_markdown`. This enables that lint in the CI script.
Of course, enabling this lint in CI causes a bunch of lint errors, so I've gone through and fixed all of them. This was a huge edit that touched a ton of files, so I split the PR up by crate.
When all of the following are merged, the CI should pass and this can be merged.
+ [x] #3467
+ [x] #3468
+ [x] #3470
+ [x] #3469
+ [x] #3471
+ [x] #3472
+ [x] #3473
+ [x] #3474
+ [x] #3475
+ [x] #3476
+ [x] #3477
+ [x] #3478
+ [x] #3479
+ [x] #3480
+ [x] #3481
+ [x] #3482
+ [x] #3483
+ [x] #3484
+ [x] #3485
+ [x] #3486
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_asset` crate.
Dynamic types (`DynamicStruct`, `DynamicTupleStruct`, `DynamicTuple`, `DynamicList` and `DynamicMap`) are used when deserializing scenes, but currently they can only be applied to existing concrete types. This leads to issues when trying to spawn non trivial deserialized scene.
For components, the issue is avoided by requiring that reflected components implement ~~`FromResources`~~ `FromWorld` (or `Default`). When spawning, a new concrete type is created that way, and the dynamic type is applied to it. Unfortunately, some components don't have any valid implementation of these traits.
In addition, any `Vec` or `HashMap` inside a component will panic when a dynamic type is pushed into it (for instance, `Text` panics when adding a text section).
To solve this issue, this PR adds the `FromReflect` trait that creates a concrete type from a dynamic type that represent it, derives the trait alongside the `Reflect` trait, drops the ~~`FromResources`~~ `FromWorld` requirement on reflected components, ~~and enables reflection for UI and Text bundles~~. It also adds the requirement that fields ignored with `#[reflect(ignore)]` implement `Default`, since we need to initialize them somehow.
Co-authored-by: Carter Anderson <mcanders1@gmail.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
Make it easier to build and use an asset path with `format!()`. This can be useful for accessing assets in a loop.
Enabled by this PR:
```rust
let monkey_handle = asset_server.get_handle(&format!("models/monkey/Monkey.gltf#Mesh0/Primitive0"));
let monkey_handle = asset_server.get_handle(format!("models/monkey/Monkey.gltf#Mesh0/Primitive0"));
```
Before this PR:
```rust
let monkey_handle = asset_server.get_handle(format!("models/monkey/Monkey.gltf#Mesh0/Primitive0").as_str());
```
It's just a tiny improvement in ergonomics, but i ran into it and was wondering why the function does not accept a `String` and Bevy is all about simplicity/ergonomics, right? 😄😉
## Solution
Implement `Into<HandleId>` for `String` and `&String`.
# 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
- New clippy lints with rust 1.57 are failing
## Solution
- Fixed clippy lints following suggestions
- I ignored clippy in old renderer because there was many and it will be removed soon
## Shader Imports
This adds "whole file" shader imports. These come in two flavors:
### Asset Path Imports
```rust
// /assets/shaders/custom.wgsl
#import "shaders/custom_material.wgsl"
[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
return get_color();
}
```
```rust
// /assets/shaders/custom_material.wgsl
[[block]]
struct CustomMaterial {
color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CustomMaterial;
```
### Custom Path Imports
Enables defining custom import paths. These are intended to be used by crates to export shader functionality:
```rust
// bevy_pbr2/src/render/pbr.wgsl
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_bind_group
[[block]]
struct StandardMaterial {
base_color: vec4<f32>;
emissive: vec4<f32>;
perceptual_roughness: f32;
metallic: f32;
reflectance: f32;
flags: u32;
};
/* rest of PBR fragment shader here */
```
```rust
impl Plugin for MeshRenderPlugin {
fn build(&self, app: &mut bevy_app::App) {
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
shaders.set_untracked(
MESH_BIND_GROUP_HANDLE,
Shader::from_wgsl(include_str!("mesh_bind_group.wgsl"))
.with_import_path("bevy_pbr::mesh_bind_group"),
);
shaders.set_untracked(
MESH_VIEW_BIND_GROUP_HANDLE,
Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl"))
.with_import_path("bevy_pbr::mesh_view_bind_group"),
);
```
By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention.
Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that.
## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin
This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials.
## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache
This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`.
## RenderCommands are now fallible
This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet".
# Next Steps
* Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct)
* Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders
* Move shader import logic into the asset preprocessor once bevy gets support for that.
Fixes#3132
# Objective
Document that `AssetServer::load()` is asynchronous.
## Solution
Document that `AssetServer::load()` is asynchronous, and that the asset
will not be immediately available once the call returns. Instead,
explain that the user must call `AssetServer::get_load_state()` to
monitor the loading state of an asset.
# 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
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.
This implements the most minimal variant of #1843 - a derive for marker trait. This is a prerequisite to more complicated features like statically defined storage type or opt-out component reflection.
In order to make component struct's purpose explicit and avoid misuse, it must be annotated with `#[derive(Component)]` (manual impl is discouraged for compatibility). Right now this is just a marker trait, but in the future it might be expanded. Making this change early allows us to make further changes later without breaking backward compatibility for derive macro users.
This already prevents a lot of issues, like using bundles in `insert` calls. Primitive types are no longer valid components as well. This can be easily worked around by adding newtype wrappers and deriving `Component` for them.
One funny example of prevented bad code (from our own tests) is when an newtype struct or enum variant is used. Previously, it was possible to write `insert(Newtype)` instead of `insert(Newtype(value))`. That code compiled, because function pointers (in this case newtype struct constructor) implement `Send + Sync + 'static`, so we allowed them to be used as components. This is no longer the case and such invalid code will trigger a compile error.
Co-authored-by: = <=>
Co-authored-by: TheRawMeatball <therawmeatball@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This changes how render logic is composed to make it much more modular. Previously, all extraction logic was centralized for a given "type" of rendered thing. For example, we extracted meshes into a vector of ExtractedMesh, which contained the mesh and material asset handles, the transform, etc. We looked up bindings for "drawn things" using their index in the `Vec<ExtractedMesh>`. This worked fine for built in rendering, but made it hard to reuse logic for "custom" rendering. It also prevented us from reusing things like "extracted transforms" across contexts.
To make rendering more modular, I made a number of changes:
* Entities now drive rendering:
* We extract "render components" from "app components" and store them _on_ entities. No more centralized uber lists! We now have true "ECS-driven rendering"
* To make this perform well, I implemented #2673 in upstream Bevy for fast batch insertions into specific entities. This was merged into the `pipelined-rendering` branch here: #2815
* Reworked the `Draw` abstraction:
* Generic `PhaseItems`: each draw phase can define its own type of "rendered thing", which can define its own "sort key"
* Ported the 2d, 3d, and shadow phases to the new PhaseItem impl (currently Transparent2d, Transparent3d, and Shadow PhaseItems)
* `Draw` trait and and `DrawFunctions` are now generic on PhaseItem
* Modular / Ergonomic `DrawFunctions` via `RenderCommands`
* RenderCommand is a trait that runs an ECS query and produces one or more RenderPass calls. Types implementing this trait can be composed to create a final DrawFunction. For example the DrawPbr DrawFunction is created from the following DrawCommand tuple. Const generics are used to set specific bind group locations:
```rust
pub type DrawPbr = (
SetPbrPipeline,
SetMeshViewBindGroup<0>,
SetStandardMaterialBindGroup<1>,
SetTransformBindGroup<2>,
DrawMesh,
);
```
* The new `custom_shader_pipelined` example illustrates how the commands above can be reused to create a custom draw function:
```rust
type DrawCustom = (
SetCustomMaterialPipeline,
SetMeshViewBindGroup<0>,
SetTransformBindGroup<2>,
DrawMesh,
);
```
* ExtractComponentPlugin and UniformComponentPlugin:
* Simple, standardized ways to easily extract individual components and write them to GPU buffers
* Ported PBR and Sprite rendering to the new primitives above.
* Removed staging buffer from UniformVec in favor of direct Queue usage
* Makes UniformVec much easier to use and more ergonomic. Completely removes the need for custom render graph nodes in these contexts (see the PbrNode and view Node removals and the much simpler call patterns in the relevant Prepare systems).
* Added a many_cubes_pipelined example to benchmark baseline 3d rendering performance and ensure there were no major regressions during this port. Avoiding regressions was challenging given that the old approach of extracting into centralized vectors is basically the "optimal" approach. However thanks to a various ECS optimizations and render logic rephrasing, we pretty much break even on this benchmark!
* Lifetimeless SystemParams: this will be a bit divisive, but as we continue to embrace "trait driven systems" (ex: ExtractComponentPlugin, UniformComponentPlugin, DrawCommand), the ergonomics of `(Query<'static, 'static, (&'static A, &'static B, &'static)>, Res<'static, C>)` were getting very hard to bear. As a compromise, I added "static type aliases" for the relevant SystemParams. The previous example can now be expressed like this: `(SQuery<(Read<A>, Read<B>)>, SRes<C>)`. If anyone has better ideas / conflicting opinions, please let me know!
* RunSystem trait: a way to define Systems via a trait with a SystemParam associated type. This is used to implement the various plugins mentioned above. I also added SystemParamItem and QueryItem type aliases to make "trait stye" ecs interactions nicer on the eyes (and fingers).
* RenderAsset retrying: ensures that render assets are only created when they are "ready" and allows us to create bind groups directly inside render assets (which significantly simplified the StandardMaterial code). I think ultimately we should swap this out on "asset dependency" events to wait for dependencies to load, but this will require significant asset system changes.
* Updated some built in shaders to account for missing MeshUniform fields
A few minor changes to fix warnings emitted from clippy on the nightly toolchain, including redundant_allocation, unwrap_or_else_default, and collapsible_match, fixes#2698
# 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
notify 5.0.0-pre.11 breaks the interface again, but apparently in a way that's similar to how it used to be
## Solution
Bump `bevy_asset` dependency on notify to `5.0.0-pre.11` and fix the errors that crop up.
It looks like `pre.11` was mentioned in #2528 by @mockersf but there's no mention of why `pre.10` was chosen ultimately.
# Objective
- Remove all the `.system()` possible.
- Check for remaining missing cases.
## Solution
- Remove all `.system()`, fix compile errors
- 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.
You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.
Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
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
This was tested using cargo generate-lockfile -Zminimal-versions.
The following indirect dependencies also have minimal version
dependencies. For at least num, rustc-serialize and rand this is
necessary to compile on rustc versions that are not older than 1.0.
* num = "0.1.27"
* rustc-serialize = "0.3.20"
* termcolor = "1.0.4"
* libudev-sys = "0.1.1"
* rand = "0.3.14"
* ab_glyph = "0.2.7
Based on https://github.com/bevyengine/bevy/pull/2455
# Objective
Reduce compilation time
# Solution
Remove unused dependencies. While this PR doesn't remove any crates from `Cargo.lock`, it may unlock more build parallelism.
# Objective
Fixes a possible deadlock between `AssetServer::get_asset_loader` / `AssetServer::add_loader`
A thread could take the `extension_to_loader_index` read lock,
and then have the `server.loader` write lock taken in add_loader
before it can. Then add_loader can't take the extension_to_loader_index
lock, and the program deadlocks.
To be more precise:
## Step 1: Thread 1 grabs the `extension_to_loader_index` lock on lines 138..139:
3a1867a92e/crates/bevy_asset/src/asset_server.rs (L133-L145)
## Step 2: Thread 2 grabs the `server.loader` write lock on line 107:
3a1867a92e/crates/bevy_asset/src/asset_server.rs (L103-L116)
## Step 3: Deadlock, since Thread 1 wants to grab `server.loader` on line 141...:
3a1867a92e/crates/bevy_asset/src/asset_server.rs (L133-L145)
... and Thread 2 wants to grab 'extension_to_loader_index` on lines 111..112:
3a1867a92e/crates/bevy_asset/src/asset_server.rs (L103-L116)
## Solution
Fixed by descoping the extension_to_loader_index lock, since
`get_asset_loader` doesn't need to hold the read lock on the extensions map for the duration,
just to get a copyable usize. The block might not be needed,
I think I could have gotten away with just inserting a `copied()`
call into the chain, but I wanted to make the reasoning clear for
future maintainers.
# Objective
- Currently `AssetServer::get_handle_path` always returns `None` since the inner hash map is never written to.
## Solution
- Inside the `load_untracked` function, insert the asset path into the map.
This is similar to #1290 (thanks @TheRawMeatball)
# Objective
- Currently, when calling any of the `AssetServer`'s `load` functions, if the extension does not exist for the given path, the returned handle's load state is always `LoadState::NotLoaded`.
- This is due to the `load_async` function early returning without properly creating a `SourceInfo` for the requested asset.
- Fixes#2261
## Solution
- Add the `SourceInfo` prior to checking for valid extension loaders. And set the `LoadState` to `Failed` if the according loader does not exist.
1) Sets `LoadState` properly on all failing cases in `AssetServer::load_async`
2) Adds more tests for sad and happy paths of asset loading
_Note_: this brings in the `tempfile` crate.
# Objective
- When creating an asset, the `update_asset_storage` function was unnecessarily creating an extraneous `Handle` to the created asset via calling `set`. This has some overhead as the `RefChange::Increment/Decrement` event was being sent.
- A similar exteraneous handle is also created in `load_async` when loading dependencies.
## Solution
- Have the implementation use `Assets::set_untracked` and `AssetServer::load_untracked` so no intermediate handle is created.
## Objective
- Fixes: #2275
- `Assets` were being flagged as 'changed' each frame regardless of if the assets were actually being updated.
## Solution
- Only have `Assets` change detection be triggered when the collection is actually modified.
- This includes utilizing `ResMut` further down the stack instead of a `&mut Assets` directly.
fixes#824fixes#1956
* marked asset loading methods as `must_use`
* fixed asset re-loading while asset is still loading to work as comment is describing code
* introduced a 1 frame delay between unused asset marking and actual asset removal
Hi, ran into this problem with the derive macro.
It fails trying to derive the Default trait when the asset does not implements it also. This is unnecessary because this plugin does not need that from the asset type, just needs to create the phantom data.
While trying to reduce load time of gltf files, I noticed most of the loading time is spent transforming bytes into an actual texture.
This PR add asynchronously loading for them using io task pool in gltf loader. It reduces loading of a large glb file from 15 seconds to 6~8 on my laptop
To allow asynchronous tasks in an asset loader, I added a reference to the task pool from the asset server in the load context, which I can use later in the loader.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Fixes#1892
The following code is a cut down version of the issue, and crashes the same way:
```rust
enum AssetLifecycleEvent <T> {
Create(T),
Free
}
fn main() {
let (sender, _receiver) = crossbeam_channel::unbounded();
sender.send(AssetLifecycleEvent::<[u32; 32000]>::Free).unwrap();
}
```
- We're creating a channel that need to be able to hold `AssetLifecycleEvent::Create(T)` which has the size of our type `T`
- The two variants of the enums have a very different size
By keeping `T` boxed while sending through the channel, it doesn't crash
This was nowhere documented inside Bevy.
Should I also mention the use case of debugging a project?
Closes#810
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
This reduces the size of executables when using bevy as dylib by
ensuring that they get codegened in bevy_assets instead of the game
itself. This by extension avoids pulling in parts of bevy_tasks and
async_task.
Before this change the breakout example was 923k big after this change
it is only 775k big for cg_clif. For cg_llvm in release mode breakout
shrinks from 356k to 316k. For cg_llvm in debug mode breakout shrinks
from 3814k to 3057k.