# Objective
allow negatively-scaled mesh2ds to render correctly by disabling back-face culling. this brings the mesh2d pipeline into line with the sprite pipeline. i don't see any cases where backface-culling would be useful for 2d meshes.
# Objective
- Make the internals of `RemovedComponents` clearer
## Solution
- Add a wrapper around `Entity`, used in `RemovedComponents` as `Events<RemovedComponentsEntity>`
---
## Changelog
- `RemovedComponents` now internally uses an `Events<RemovedComponentsEntity>` instead of an `Events<Entity>`
The `DoubleEndedIterator` impls produce incorrect results on subsequent calls to `iter()` if the iterator is only partially consumed.
The following code shows what happens
```rust
fn next_back_is_bad() {
let mut events = Events::<TestEvent>::default();
events.send(TestEvent { i: 0 });
events.send(TestEvent { i: 1 });
events.send(TestEvent { i: 2 });
let mut reader = events.get_reader();
let mut iter = reader.iter(&events);
assert_eq!(iter.next_back(), Some(&TestEvent { i: 2 }));
assert_eq!(iter.next(), Some(&TestEvent { i: 0 }));
let mut iter = reader.iter(&events);
// `i: 2` event is returned twice! The `i: 1` event is missed.
assert_eq!(iter.next(), Some(&TestEvent { i: 2 }));
assert_eq!(iter.next(), None);
}
```
I don't think this can be fixed without adding some very convoluted bookkeeping.
## Migration Guide
`ManualEventIterator` and `ManualEventIteratorWithId` are no longer `DoubleEndedIterator`s.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Improve ergonomics / documentation of cascaded shadow maps
- Allow for the customization of the nearest shadowing distance.
- Fixes#7393
- Fixes#7362
## Solution
- Introduce `CascadeShadowConfigBuilder`
- Tweak various example cascade settings for better quality.
---
## Changelog
- Made examples look nicer under cascaded shadow maps.
- Introduce `CascadeShadowConfigBuilder` to help with creating `CascadeShadowConfig`
## Migration Guide
- Configure settings for cascaded shadow maps for directional lights using the newly introduced `CascadeShadowConfigBuilder`.
Co-authored-by: Robert Swain <robert.swain@gmail.com>
# Objective
Avoid ‘Unable to find a GPU! Make sure you have installed required drivers!’ .
Because many devices only support OpenGL without Vulkan.
Fixes#3191
## Solution
Use all backends supported by wgpu.
# Objective
Removal events are unwieldy and require some knowledge of when to put systems that need to catch events for them, it is very easy to end up missing one and end up with memory leak-ish issues where you don't clean up after yourself.
## Solution
Consolidate removals with the benefits of `Events<...>` (such as double buffering and per system ticks for reading the events) and reduce the special casing of it, ideally I was hoping to move the removals to a `Resource` in the world, but that seems a bit more rough to implement/maintain because of double mutable borrowing issues.
This doesn't go the full length of change detection esque removal detection a la https://github.com/bevyengine/rfcs/pull/44.
Just tries to make the current workflow a bit more user friendly so detecting removals isn't such a scheduling nightmare.
---
## Changelog
- RemovedComponents<T> is now backed by an `Events<Entity>` for the benefits of double buffering.
## Migration Guide
- Add a `mut` for `removed: RemovedComponents<T>` since we are now modifying an event reader internally.
- Iterating over removed components now requires `&mut removed_components` or `removed_components.iter()` instead of `&removed_components`.
# Objective
Currently, shaders may only have syntax such as
```wgsl
#ifdef FOO
// foo code
#else
#ifdef BAR
// bar code
#else
#ifdef BAZ
// baz code
#else
// fallback code
#endif
#endif
#endif
```
This is hard to read and follow.
Add a way to allow writing `#else ifdef DEFINE` to reduce the number of scopes introduced and to increase readability.
## Solution
Refactor the current preprocessing a bit and add logic to allow `#else ifdef DEFINE`.
This includes per-scope tracking of whether a branch has been accepted.
Add a few tests for this feature.
With these changes we may now write:
```wgsl
#ifdef FOO
// foo code
#else ifdef BAR
// bar code
#else ifdef BAZ
// baz code
#else
// fallback code
#endif
```
instead.
---
## Changelog
- Add `#else ifdef` to shader preprocessing.
# Objective
The trait method `SystemParam::apply` allows a `SystemParam` type to defer world mutations, which is internally used to apply `Commands` at the end of the stage. Any operations that require `&mut World` access must be deferred in this way, since parallel systems do not have exclusive access to the world.
The `ExclusiveSystemParam` trait (added in #6083) has an `apply` method which serves the same purpose. However, deferring mutations in this way does not make sense for exclusive systems since they already have `&mut World` access: there is no need to wait until a hard sync point, as the system *is* a hard sync point. World mutations can and should be performed within the body of the system.
## Solution
Remove the method. There were no implementations of this method in the engine.
---
## Changelog
*Note for maintainers: this changelog makes more sense if it's placed above the one for #6919.*
- Removed the method `ExclusiveSystemParamState::apply`.
## Migration Guide
*Note for maintainers: this migration guide makes more sense if it's placed above the one for #6919.*
The trait method `ExclusiveSystemParamState::apply` has been removed. If you have an exclusive system with buffers that must be applied, you should apply them within the body of the exclusive system.
# Objective
Fixes#7434.
This is my first time contributing to a Rust project, so please let me know if this wasn't the change intended by the linked issue.
## Solution
Adds a test with a system that panics to `bevy_ecs`.
I'm not sure if this is the intended panic message, but this is what the test currently results in:
```
thread 'system::tests::panic_inside_system' panicked at 'called `Option::unwrap()` on a `None` value', /Users/bjorn/workplace/bevy/crates/bevy_tasks/src/task_pool.rs:354:49
```
# Objective
- Update winit to 0.28
## Solution
- Small API change
- A security advisory has been added for a unmaintained crate used by a dependency of winit build script for wayland
I didn't do anything for Android support in this PR though it should be fixable, it should be done in a separate one, maybe https://github.com/bevyengine/bevy/pull/6830
---
## Changelog
- `window.always_on_top` has been removed, you can now use `window.window_level`
## Migration Guide
before:
```rust
app.new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
always_on_top: true,
..default()
}),
..default()
}));
```
after:
```rust
app.new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
window_level: bevy:🪟:WindowLevel::AlwaysOnTop,
..default()
}),
..default()
}));
```
# Objective
Fix#7447.
The `SystemParam` derive uses the wrong lifetimes for ignored fields.
## Solution
Use type inference instead of explicitly naming the types of ignored fields. This allows the compiler to automatically use the correct lifetime.
# Objective
- Fix panic_when_hierachy_cycle test hanging
- The problem is that the scope only awaits one task at a time in get_results. In stageless this task is the multithreaded executor. That tasks hangs when a system panics and cannot make anymore progress. This wasn't a problem before because the executor was spawned after all the system tasks had been spawned. But in stageless the executor is spawned before all the system tasks are spawned.
## Solution
- We can catch unwind on each system and close the finish channel if one panics. This then causes the receiver end of the finish channel to panic too.
- this might have a small perf impact, but when running many_foxes it seems to be within the noise. So less than 40us.
## Other possible solutions
- It might be possible to fairly poll all the tasks in get_results in the scope. If we could do that then the scope could panic whenever one of tasks panics. It would require a data structure that we could both poll the futures through a shared ref and also push to it. I tried FuturesUnordered, but it requires an exclusive ref to poll it.
- The catch unwind could be moved onto when we create the tasks for scope instead. We would then need something like a oneshot async channel to inform get_results if a task panics.
# Objective
Ability to use `ReflectComponent` methods in dynamic type contexts with no access to `&World`.
This problem occurred to me when wanting to apply reflected types to an entity where the `&World` reference was already consumed by query iterator leaving only `EntityMut`.
## Solution
- Remove redundant `EntityMut` or `EntityRef` lookup from `World` and `Entity` in favor of taking `EntityMut` directly in `ReflectComponentFns`.
- Added `RefectComponent::contains` to determine without panic whether `apply` can be used.
## Changelog
- Changed function signatures of `ReflectComponent` methods, `apply`, `remove`, `contains`, and `reflect`.
## Migration Guide
- Call `World::entity` before calling into the changed `ReflectComponent` methods, most likely user already has a `EntityRef` or `EntityMut` which was being queried redundantly.
# Objective
- Trying to move some of the fixes from https://github.com/bevyengine/bevy/pull/7267 to make that one easier to review
- The MainThreadExecutor is how the render world runs nonsend systems on the main thread for pipelined rendering.
- The multithread executor for stageless wasn't using the MainThreadExecutor.
- MainThreadExecutor was declared in the old executor_parallel module that is getting deleted.
- The way the MainThreadExecutor was getting passed to the scope was actually unsound as the resource could be dropped from the World while the schedule was running
## Solution
- Move MainThreadExecutor to the new multithreaded_executor's file.
- Make the multithreaded executor use the MainThreadExecutor
- Clone the MainThreadExecutor onto the stack and pass that ref in
## Changelog
- Move MainThreadExecutor for stageless migration.
# Objective
- After the multithreaded executor finishes running all the systems, we apply the buffers for any system that hasn't applied it's buffers. This is a courtesy apply for users who forget to order their systems before a apply_system_buffers. When checking stageless, it was found that this apply_system_buffers was running on the executor thread instead of the world's thread. This is a problem because anything with world access should be able to access nonsend resources.
## Solution
- Move the final apply_system_buffers outside of the executor and outside of the scope, so it runs on the same thread that schedule.run is called on.
# Objective
In CSS Flexbox width and height are auto by default, whereas in Bevy their default is `Size::Undefined`.
This means that, unlike in CSS, if you elide a height or width value for a node it will be given zero length (unless it has an explicitly sized child node). This has misled users into falsely assuming that they have to explicitly set a value for both height and width all the time.
relevant issue: #7120
## Solution
Change the `Size` `width` and `height` default values to `Val::Auto`
## Changelog
* Changed the `Size` `width` and `height` default values to `Val::Auto`
## Migration Guide
The default values for `Size` `width` and `height` have been changed from `Val::Undefined` to `Val::Auto`.
It's unlikely to cause any issues with existing code.
# Objective
- The stageless executor keeps track of systems that have run, but have not applied their system buffers. The bitset for that was being cloned into apply_system_buffers and cleared in that function, but we need to clear the original version instead of the cloned version
## Solution
- move the clear out of the apply_system_buffers function.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Clearing the reader doesn't require iterating the events. Updating the `last_event_count` of the reader is enough.
I rewrote part of the documentation as some of it was incorrect or harder to understand than necessary.
## Changelog
Added `ManualEventReader::clear()`
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
During testing, I observed that the `FrameCount` resource (`bevy_core`) was being incremented by `FrameCountPlugin` non-deterministically, during update, subject to the whims of the execution order.
The effect was that the counter could and did change while a frame was still in flight, while user-systems were still executing.
## Solution
I have delayed the incrementing of the `FrameCount` resource to `CoreStage::Last`. The resource was described in the documentation as "*a count of rendered frames*" and, after my change, it actually will match that description.
## Changes
- `CoreStage::Last` was chosen so that the counter will be `0` during all earlier stages of the very first execution of the schedule.
- Documentation added declaring *when* the counter is incremented.
- Hint added, directing users towards `u32::wrapping_sub()` because integer overflow is reasonable to expect.
## Note
Even though this change might have a short time-to-live in light of the upcoming *Stageless* changes, I think this is worthwhile – at least as an in-code reminder that this counter should behave predictably.
# Objective
- Resolve a Fixme to remove the `Default` impl for `HandleType`, once Reflection no longer requires it.
- Presumebly this Comment was made before the `FromReflect` Derive used the `#[reflect(Default)]`, to substitute for the requirment that a ignored field has a `Default`.
## Solution
- Just remove the `Default` derive and comment.
## Objective
A common easy to miss mistake is to write something like:
``` rust
Size::new(Val::Percent(100.), Val::Px(100.));
```
`UiRect` has the `left`, `right`, `all`, `vertical`, etc constructor functions, `Size` is used a lot more frequently but lacks anything similar.
## Solution
Implement `all`, `width` and `height` functions for `Size`.
## Changelog
* Added `all`, `width` and `height` functions to `Size`.
Since the new renderer, no frustum culling is applied to 2d components
(be it Sprite or Mesh2d), the stress_tests docs is therefore misleading
and should be updated.
Furthermore, the `many_animated_sprites` example, unlike `many_sprites`
kept vsync enabled, making the stress test less useful than it could be.
We now disable vsync for `many_animated_sprites`.
Also, `many_animated_sprites` didn't have the stress_tests warning
message, instead, it had a paragraph in the module doc. I replaced the
module doc paragraph by the warning message, to be more in line with
other examples.
## Solution
- Remove the paragraph about frustum culling in the `many_sprites`
and `many_animated_sprites` stress tests
# Objective
- Avoid hitting the 6 hours default timeout
- Waiting for 6 hours for a job to fail is wasteful and slow down CI for other PRs
## Solution
- Put shorter timeouts on all jobs
# Problem
The field is called `background_color` but it is also used to hold the colors of text glyphs and images.
It's mildly confusing and longer to type than just `color`.
## Solution
Rename `background_color` to `color`.
## Changelog
* Renamed the `background_color` field of `ExtractedUiNode` to `color`.
## Migration Guide
* The `background_color` field of `ExtractedUiNode` is now named `color`.
# Objective
- Fixes#7430.
## Solution
- Changed fields of `ArrayIter` to be private.
- Add a constructor `new` to `ArrayIter`.
- Replace normal struct creation with `new`.
---
## Changelog
- Add a constructor `new` to `ArrayIter`.
Co-authored-by: Elbert Ronnie <103196773+elbertronnie@users.noreply.github.com>
## Objective
Remove `QueuedText`.
`QueuedText` isn't useful. It's exposed in the `bevy_ui` public interface but can't be used for anything because its `entities` field is private.
## Solution
Remove the `QueuedText` struct and use a `Local<Vec<Entity>` in its place.
## Changelog
* Removed `QueuedText`
# Objective
- Bevy should not have any "internal" execution order ambiguities. These clutter the output of user-facing error reporting, and can result in nasty, nondetermistic, very difficult to solve bugs.
- Verifying this currently involves repeated non-trivial manual work.
## Solution
- [x] add an example to quickly check this
- ~~[ ] ensure that this example panics if there are any unresolved ambiguities~~
- ~~[ ] run the example in CI 😈~~
There's one tricky ambiguity left, between UI and animation. I don't have the tools to fix this without system set configuration, so the remaining work is going to be left to #7267 or another PR after that.
```
2023-01-27T18:38:42.989405Z INFO bevy_ecs::schedule::ambiguity_detection: Execution order ambiguities detected, you might want to add an explicit dependency relation between some of these systems:
* Parallel systems:
-- "bevy_animation::animation_player" and "bevy_ui::flex::flex_node_system"
conflicts: ["bevy_transform::components::transform::Transform"]
```
## Changelog
Resolved internal execution order ambiguities for:
1. Transform propagation (ignored, we need smarter filter checking).
2. Gamepad processing (fixed).
3. bevy_winit's window handling (fixed).
4. Cascaded shadow maps and perspectives (fixed).
Also fixed a desynchronized state bug that could occur when the `Window` component is removed and then added to the same entity in a single frame.
# Objective
- Fix a bug causing performance to drop over time because the GPU fog buffer was endlessly growing
## Solution
- Clear the fog buffer every frame before populating it
# Objective
- Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs
- Fixes#6799
- Fixes#6996
- Fixes#7375
- Supercedes #6997
- Supercedes #7380
## Solution
- The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it.
- The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
# Objective
- Trying to make it easier to have a more user friendly debugging name for when you want to print out an entity.
## Solution
- Add a new `WorldQuery` struct `DebugName` to format the `Name` if the entity has one, otherwise formats the `Entity` id.
This means we can do this and get more descriptive errors without much more effort:
```rust
fn my_system(moving: Query<(DebugName, &mut Position, &Velocity)>) {
for (name, mut position, velocity) in &mut moving {
position += velocity;
if position.is_nan() {
error!("{:?} has an invalid position state", name);
}
}
}
```
---
## Changelog
- Added `DebugName` world query for more human friendly debug names of entities.
# Objective
In simple cases we might want to derive the `ExtractComponent` trait.
This adds symmetry to the existing `ExtractResource` derive.
## Solution
Add an implementation of `#[derive(ExtractComponent)]`.
The implementation is adapted from the existing `ExtractResource` derive macro.
Additionally, there is an attribute called `extract_component_filter`. This allows specifying a query filter type used when extracting.
If not specified, no filter (equal to `()`) is used.
So:
```rust
#[derive(Component, Clone, ExtractComponent)]
#[extract_component_filter(With<Fuel>)]
pub struct Car {
pub wheels: usize,
}
```
would expand to (a bit cleaned up here):
```rust
impl ExtractComponent for Car
{
type Query = &'static Self;
type Filter = With<Fuel>;
type Out = Self;
fn extract_component(item: QueryItem<'_, Self::Query>) -> Option<Self::Out> {
Some(item.clone())
}
}
```
---
## Changelog
- Added the ability to `#[derive(ExtractComponent)]` with an optional filter.
# Objective
- Fixes#4592
## Solution
- Implement `SrgbColorSpace` for `u8` via `f32`
- Convert KTX2 R8 and R8G8 non-linear sRGB to wgpu `R8Unorm` and `Rg8Unorm` as non-linear sRGB are not supported by wgpu for these formats
- Convert KTX2 R8G8B8 formats to `Rgba8Unorm` and `Rgba8UnormSrgb` by adding an alpha channel as the Rgb variants don't exist in wgpu
---
## Changelog
- Added: Support for KTX2 `R8_SRGB`, `R8_UNORM`, `R8G8_SRGB`, `R8G8_UNORM`, `R8G8B8_SRGB`, `R8G8B8_UNORM` formats by converting to supported wgpu formats as appropriate
# Objective
Add a `FromReflect` derive to the `Aabb` type, like all other math types, so we can reflect `Vec<Aabb>`.
## Solution
Just add it :)
---
## Changelog
### Added
- Implemented `FromReflect` for `Aabb`.
# Objective
Update Bevy to wgpu 0.15.
## Changelog
- Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11
- Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest))
## Migration Guide
### WGSL Top-Level `let` is now `const`
All top level constants are now declared with `const`, catching up with the wgsl spec.
`let` is no longer allowed at the global scope, only within functions.
```diff
-let SOME_CONSTANT = 12.0;
+const SOME_CONSTANT = 12.0;
```
#### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field
The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to.
#### The DirectX Shader Compiler (DXC) is now supported on DX12
DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC.
You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC.
`WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
# Objective
- Fix#7315
- Add IME support
## Solution
- Add two new fields to `Window`, to control if IME is enabled and the candidate box position
This allows the use of dead keys which are needed in French, or the full IME experience to type using Pinyin
I also added a basic general text input example that can handle IME input.
https://user-images.githubusercontent.com/8672791/213941353-5ed73a73-5dd1-4e66-a7d6-a69b49694c52.mp4
# Objective
- Make CI friendlier
## Solution
- CI now says hello to new contributor
- for some jobs with non obvious solutions to failures, give more context
- example run should say which example failed
- example doc should say the next action to do (add metadata or run the update script)
- MSRV will say when it needs updating
I'm not completely sure everything is working and will try to trigger failures in this PR
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">
# Objective
- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.
## Solution
This PR:
- Introduces a new `FogSettings` component that controls distance fog per-camera.
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.
---
## Changelog
### Added
- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
# Objective
Found while working on #7385.
The struct `EntityMut` has the safety invariant that it's cached `EntityLocation` must always accurately specify where the entity is stored. Thus, any time its location might be invalidated (such as by calling `EntityMut::world_mut` and moving archetypes), the cached location *must* be updated by calling `EntityMut::update_location`.
The method `world_scope` encapsulates this pattern in safe API by requiring world mutations to be done in a closure, after which `update_location` will automatically be called. However, this method has a soundness hole: if a panic occurs within the closure, then `update_location` will never get called. If the panic is caught in an outer scope, then the `EntityMut` will be left with an outdated location, which is undefined behavior.
An example of this can be seen in the unit test `entity_mut_world_scope_panic`, which has been added to this PR as a regression test. Without the other changes in this PR, that test will invoke undefined behavior in safe code.
## Solution
Call `EntityMut::update_location()` from within a `Drop` impl, which ensures that it will get executed even if `EntityMut::world_scope` unwinds.