Commit graph

3889 commits

Author SHA1 Message Date
Nile
0ddaa7e83a Round out the untyped api s (#7009)
# Objective

Bevy uses custom `Ptr` types so the rust borrow checker can help ensure lifetimes are correct, even when types aren't known. However, these types don't benefit from the automatic lifetime coercion regular rust references enjoy

## Solution

Add a couple methods to Ptr, PtrMut, and MutUntyped to allow for easy usage of these types in more complex scenarios.

## Changelog

- Added `as_mut` and `as_ref` methods to `MutUntyped`.
- Added `shrink` and `as_ref` methods to `PtrMut`.

## Migration Guide

- `MutUntyped::into_inner` now marks things as changed.
2022-12-27 16:05:16 +00:00
Kurt Kühnert
ca85f6c903 Extract common RenderPhase code into render method (#7013)
# Objective

All `RenderPhases` follow the same render procedure.
The same code is duplicated multiple times across the codebase.

## Solution

I simply extracted this code into a method on the `RenderPhase`. 
This avoids code duplication and makes setting up new `RenderPhases` easier.

---

## Changelog

### Changed

You can now set up the rendering code of a `RenderPhase` directly using the `RenderPhase::render` method, instead of implementing it manually in your render graph node.
2022-12-27 03:29:59 +00:00
Aceeri
5566d73d9e Nicer usage for scene viewer (#7035)
# Objective
Scene viewer mouse sensitivity/cursor usage isn't the best it could be atm, so just adding some quick, maybe opinionated, tweaks to make it feel more at home in usage.

## Solution
- Mouse delta shouldn't be affected by delta time, it should be more expected that if I move my mouse 1 inch to the right that it should move the in game camera/whatever is controlled the same regardless of FPS.
- Uses a magic number of 180.0 for a nice default sensitivity, modeled after Valorant's default sensitivity.
- Cursor now gets locked/hidden when rotating the camera to give it more of the effect that you are grabbing the camera.
2022-12-27 00:34:06 +00:00
Jinlei Li
741a91ed46 Replace WgpuAdapterInfo with RenderAdapterInfo in the documentation. (#7036)
# Objective

Fixes #6598
In addition, macOS can also support GL backends through ANGLE.
2022-12-26 19:47:01 +00:00
aktaboot
4ca19ac4d3 Update linux_dependencies.md (#7021)
fixes alsalib dependency for NixOS
2022-12-26 16:52:17 +00:00
François
f1a21db250 don't error when sending HierarchyEvents when Event type not registered (#7031)
# Objective

- Loading a gltf files prints many errors
```
ERROR bevy_ecs::world: Unable to send event `bevy_hierarchy::events::HierarchyEvent`
	Event must be added to the app with `add_event()`
	https://docs.rs/bevy/*/bevy/app/struct.App.html#method.add_event
```
- Loading a gltf file create a world for a scene where events are not registered. Executing hierarchy commands on that world should not print error

## Solution

- Revert part of #6921 
- don't use `world.send_event` / `world.send_event_batch` from commands
2022-12-26 16:39:17 +00:00
IceSentry
7763b5ec74 log system info on startup (#5454)
# Objective

- We already log the adapter info on startup when bevy_render is present. It would be nice to have more info about the system to be able to ask users to submit it in bug reports

## Solution

- Use the `sysinfo` crate to get all the information
  - I made sure it _only_ gets the required informations to avoid unnecessary system request
- Add a system that logs this on startup
  - This system is currently in `bevy_diagnostics` because I didn't really know where to put it.

Here's an example log from my system:
```log
INFO bevy_diagnostic: SystemInformation { os: "Windows 10 Pro", kernel: "19044", cpu: "AMD Ryzen 7 5800X 8-Core Processor", core_count: "8", memory: "34282242 KB" }
```
---

## Changelog

- Added a new default log when starting a bevy app that logs the system information
2022-12-26 15:16:46 +00:00
Jinlei Li
b6066c30b6 Fix ndk-macro link (#7027)
# Objective

[ndk-glue](https://github.com/rust-mobile/ndk-glue)  has been split from `android-ndk-rs` into a separate repository.
2022-12-25 05:06:03 +00:00
Nicola Papale
b8a9933d46 Add a reparented_to method to GlobalTransform (#7020)
# Objective

It is often necessary  to update an entity's parent while keeping its GlobalTransform static. Currently it is cumbersome and error-prone (two questions in the discord `#help` channel in the past week)

- Part 1 of #5475
- Part 2: #7024.

## Solution

- Add a `reparented_to` method to `GlobalTransform`

---

## Changelog

- Add a `reparented_to` method to `GlobalTransform`
2022-12-25 00:51:20 +00:00
JoJoJet
48b4a45d82 Add a const PipeSystem constructor (#7019)
# Objective

Fix #5914.

`PipeSystem` cannot be constructed in `const` contexts.

## Solution

Add a const `PipeSystem::new` function.
2022-12-25 00:51:19 +00:00
JoJoJet
a91f89db73 Add a basic example for system ordering (#7017)
# Objective

Fix #5653.

## Solution

- Add an example of how systems can be ordered from within a stage.
- Update some docs from before #4224
2022-12-25 00:51:17 +00:00
JoJoJet
65d390163f Add a trait for commands that run for a given Entity (#7015)
# Objective

Resolve #6156.

The most common type of command is one that runs for a single entity. Built-in commands like this can be ergonomically added to the command queue using the `EntityCommands` struct. However, adding custom entity commands to the queue is quite cumbersome. You must first spawn an entity, store its ID in a local, then construct a command using that ID and add it to the queue. This prevents method chaining, which is the main benefit of using `EntityCommands`.

### Example (before)

```rust
struct MyCustomCommand(Entity);

impl Command for MyCustomCommand { ... }

let id = commands.spawn((...)).id();
commmands.add(MyCustomCommand(id));
```

## Solution

Add the `EntityCommand` trait, which allows directly adding per-entity commands to the `EntityCommands` struct.

### Example (after)

```rust
struct MyCustomCommand;

impl EntityCommand for MyCustomCommand { ... }

commands.spawn((...)).add(MyCustomCommand);
```
---

## Changelog

- Added the trait `EntityCommand`. This is a counterpart of `Command` for types that execute code for a single entity.

## Future Work

If we feel its necessary, we can simplify built-in commands (such as `Despawn`) to use this trait.
2022-12-25 00:51:16 +00:00
JoJoJet
83b602a77c Relax Sync bound on anonymous Commands (#7014)
# Objective

Any closure with the signature `FnOnce(&mut World)` implicitly implements the trait `Command` due to a blanket implementation. However, this implementation unnecessarily has the `Sync` bound, which limits the types that can be used.

## Solution

Remove the bound.

---

## Changelog

- `Command` closures no longer need to implement the marker trait `std::marker::Sync`.
2022-12-25 00:51:14 +00:00
JoJoJet
b3d59060db Fix unsoundness for propagate_recursive (#7003)
# Objective

Fix #6983.

## Solution

Mark the function `propagate_recursive` as unsafe, and specify the safety invariants through doc comments.
2022-12-25 00:39:31 +00:00
Aceeri
8ad9a7c7c4 Rename camera "priority" to "order" (#6908)
# Objective
The documentation for camera priority is very confusing at the moment, it requires a bit of "double negative" kind of thinking.

# Solution
Flipping the wording on the documentation to reflect more common usecases like having an overlay camera and also renaming it to "order", since priority implies that it will override the other camera rather than have both run.
2022-12-25 00:39:30 +00:00
ickk
a0448eca2f enum Visibility component (#6320)
Consolidation of all the feedback about #6271 as well as the addition of an "unconditionally visible" mode.

# Objective

The current implementation of the `Visibility` struct simply wraps a boolean.. which seems like an odd pattern when rust has such nice enums that allow for more expression using pattern-matching. 

Additionally as it stands Bevy only has two settings for visibility of an entity: 
- "unconditionally hidden" `Visibility { is_visible: false }`, 
- "inherit visibility from parent" `Visibility { is_visible: true }`
   where a root level entity set to "inherit" is visible. 

Note that given the behaviour, the current naming of the inner field is a little deceptive or unclear.

Using an enum for `Visibility` opens the door for adding an extra behaviour mode. This PR adds a new "unconditionally visible" mode, which causes an entity to be visible even if its Parent entity is hidden. There should not really be any performance cost to the addition of this new mode.

--
The recently added `toggle` method is removed in this PR, as its semantics could be confusing with 3 variants.

## Solution

Change the Visibility component into
```rust
enum Visibility {
  Hidden,    // unconditionally hidden
  Visible,   // unconditionally visible
  Inherited, // inherit visibility from parent
}
```

---

## Changelog

### Changed

`Visibility` is now an enum

## Migration Guide

- evaluation of the `visibility.is_visible` field should now check for `visibility == Visibility::Inherited`.
- setting the `visibility.is_visible` field should now directly set the value: `*visibility = Visibility::Inherited`.
- usage of `Visibility::VISIBLE` or `Visibility::INVISIBLE` should now use `Visibility::Inherited` or `Visibility::Hidden` respectively.
- `ComputedVisibility::INVISIBLE` and `SpatialBundle::VISIBLE_IDENTITY` have been renamed to `ComputedVisibility::HIDDEN` and `SpatialBundle::INHERITED_IDENTITY` respectively.






Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-12-25 00:39:29 +00:00
Aceeri
9717204aef Rework manual event iterator so we can actually name the type (#5735)
# Objective
- Be able to name the type that `ManualEventReader::iter/iter_with_id` returns and `EventReader::iter/iter_with_id` by proxy.
  Currently for the purpose of https://github.com/bevyengine/bevy/pull/5719

## Solution
- Create a custom `Iterator` type.
2022-12-25 00:39:27 +00:00
Kurt Kühnert
965ebeff59 Replace UUID based IDs with a atomic-counted ones (#6988)
# Objective

- alternative to #2895 
- as mentioned in #2535 the uuid based ids in the render module should be replaced with atomic-counted ones

## Solution
- instead of generating a random UUID for each render resource, this implementation increases an atomic counter
- this might be replaced by the ids of wgpu if they expose them directly in the future

- I have not benchmarked this solution yet, but this should be slightly faster in theory.
- Bevymark does not seem to be affected much by this change, which is to be expected.

- Nothing of our API has changed, other than that the IDs have lost their IMO rather insignificant documentation.
- Maybe the documentation could be added back into the macro, but this would complicate the code.
2022-12-25 00:23:15 +00:00
AxiomaticSemantics
d3d635b64f Constify SpritePipelineKey implementation. (#6976)
# Objective

- Describe the objective or issue this PR addresses.
SpritePipelineKey could use more constification.

## Solution
Constify SpritePipelineKey implementation.

## Changelog


Co-authored-by: AxiomaticSemantics <117950168+AxiomaticSemantics@users.noreply.github.com>
2022-12-25 00:23:14 +00:00
Taras Palczynski III
c7791ad9b3 Organized scene_viewer into plugins for reuse and organization (#6936)
# Objective

This PR reorganizes majority of the scene viewer example into a module of plugins which then allows reuse of functionality among new or existing examples.  In addition, this enables the scene viewer to be more succinct and showcase the distinct cases of camera control and scene control.

This work is to support future work in organization and future examples.  A more complicated 3D scene example has been requested by the community (#6551) which requests functionality currently included in scene_viewer, but previously inaccessible.  The future example can now just utilize the two plugins created here.  The existing example [animated_fox example] can utilize the scene creation and animation control functionality of `SceneViewerPlugin`.

## Solution

- Created a `scene_viewer` module inside the `tools` example folder.
- Created two plugins:  `SceneViewerPlugin` (gltf scene loading, animation control, camera tracking control, light control) and `CameraControllerPlugin` (controllable camera).
- Original `scene_viewer.rs` moved to `scene_viewer/main.rs` and now utilizes the two plugins.
2022-12-25 00:23:13 +00:00
ira
b39817a27c Add add_child, set_parent and remove_parent to EntityMut (#6926)
# Objective
Align the hierarchy API between `EntityCommands` and `EntityMut`.

Added missing methods to `EntityMut`.
Replaced the duplicate `Command` implementations with the ones on `EntityMut` (e.g. The `AddChild` command is now just `world.entity_mut(..).add_child(..)`)

Fixed `update_old_parents` not sending `ChildAdded` events.

This PR does not add `add_children` to `EntityMut` as I would like to remove it from `EntityCommands` instead in #6942.

## Changelog
* Added `add_child`, `set_parent` and `remove_parent` to `EntityMut`
* Fixed missing `ChildAdded` events


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-25 00:23:12 +00:00
JoJoJet
0d98327ce7 Support SystemParam types with const generics (#7001)
# Objective

* Currently, the `SystemParam` derive does not support types with const generic parameters.
  * If you try to use const generics, the error message is cryptic and unhelpful.
* Continuation of the work started in #6867 and #6957.

## Solution

Allow const generic parameters to be used with `#[derive(SystemParam)]`.
2022-12-25 00:06:23 +00:00
JoJoJet
fa2b5f2b36 Add documentation to ParamSet (#6998)
# Objective

Fixes #4729.
Continuation of #4854.

## Solution

Add documentation to `ParamSet` and its methods. Includes examples suggested by community members in the original PR.


Co-authored-by: Nanox19435 <50684926+Nanox19435@users.noreply.github.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2022-12-25 00:06:22 +00:00
Thierry Berger
ca87830450 #4231: panic when App::run() is called from Plugin::build() (#4241)
# Objective

Fixes #4231.

## Solution

This PR implements the solution suggested by @bjorn3 : Use an internal property within `App` to detect `App::run()` calls from `Plugin::build()`.

---

## Changelog

- panic when App::run() is called from Plugin::build()
2022-12-24 23:43:41 +00:00
Caio César Oliveira
1aeaafa7c4 Add "how to adopt pull requests" section (#6895)
# Objective

- Add "how to adopt pull requests" section.
- Fixes #5539

## Solution

- Add "how to adopt pull requests" section in [Contributing.md](https://github.com/bevyengine/bevy/blob/main/CONTRIBUTING.md).

Co-authored-by: Erick <erickmelovidal@gmail.com>
2022-12-22 19:49:55 +00:00
Rob Parrett
2938792c7d Upgrade to Taffy 0.2 (#6743)
# Objective

Upgrade to Taffy 0.2

## Solution

Do it

## Changelog

Upgraded to Taffy 0.2, improving UI layout performance significantly and adding the flexbox `gap` property and `AlignContent::SpaceEvenly`.

## Notes

`many_buttons` is 8% faster! speed improvements for more highly nested UIs will be much more dramatic. Great work, Team Taffy.
2022-12-21 02:15:53 +00:00
JoJoJet
025996b18c Lift the 16-field limit from the SystemParam derive (#6867)
# Objective

* The `SystemParam` derive internally uses tuples, which means it is constrained by the 16-field limit on `all_tuples`.
    * The error message if you exceed this limit is abysmal.
* Supercedes #5965 -- this does the same thing, but is simpler.

## Solution

If any tuples have more than 16 fields, they are folded into tuples of tuples until they are under the 16-field limit.
2022-12-21 01:54:10 +00:00
JoJoJet
0363e0b32a Support tuple structs with #[derive(SystemParam)] (#6957)
# Objective

Currently, only named structs can be used with the `SystemParam` derive macro.

## Solution

Remove the restriction. Tuple structs and unit structs are now supported.

---

## Changelog

+ Added support for tuple structs and unit structs to the `SystemParam` derive macro.
2022-12-20 23:45:44 +00:00
Nick Fagerlund
cf480d939a Fix suppression of all console logs when trace_tracy is enabled (#6955)
# Objective

Fixes #6862 (oh hey good catch @alice-i-cecile)

Bevy was failing to print events from `info!()` and friends to the console if the `trace_tracy` feature was enabled. It shouldn't be doing that.

## Solution

The problem was this per-layer filter that was added in #4320 to suppress a noisy per-frame event (which Tracy requires in order to properly close out a frame):

- The problem event's target was `"bevy_render::renderer"`, not `"tracy"`. - So, the filter wasn't specifically targeting the noisy event.
- Without a default, `tracing_subscriber::filter::Targets` will remove _everything_ that doesn't match an explicit target rule. - So, the filter _was_ silencing the noisy event, along with everything else.

This PR changes that filter to do what was probably intended in #4320: suppress ~any events more verbose than `ERROR` from `bevy_render::renderer`~ the one problematically noisy event, but allow anything else that already made it through the top-level filter_layer.

Also, adds a comment to clarify the intent of that filter, since it's otherwise a bit opaque and required some research.

---

## Changelog

Fixed a bug that hid console log messages when the `trace_tracy` feature was enabled.
2022-12-20 23:45:43 +00:00
Benoît Vermont
150a3572bd Fix UiCameraConfig doc (link to the Camera page) (#6969)
The Camera link in the UiCameraConfig was not rendered properly by the documentation.

# Objective

- In the UiCameraConfig page (https://docs.rs/bevy/latest/bevy/prelude/struct.UiCameraConfig.html), a link to the Camera page (https://docs.rs/bevy/latest/bevy/render/camera/struct.Camera.html) is broken.

## Solution

- It seems that when using URL fragment specifiers, backtick should not be used. It might be an issue of rust itself. Replacing the URL fragment specifier `[`Camera`]: bevy_render:📷:Camera` with `[Camera]: bevy_render:📷:Camera` solves this.
2022-12-20 23:32:04 +00:00
0xc0001a2040
c38659ddea Add fmt::Pointer impl for bevy_ptr::{Ptr, PtrMut, OwnedPtr} (#6980)
# Objective

- `bevy_ptr::{Ptr, PtrMut, OwnedPtr}` wrap raw pointers and should be printable using pointer formatting.

## Solution

- Add a `core::fmt::Pointer` impl for `Ptr`, `PtrMut` and `OwnedPtr` based on the wrapped `NonNull` pointer.

---

## Changelog

- Added a `core::fmt::Pointer` impl to `Ptr`, `PtrMut` and `OwnedPtr`.

Co-authored-by: MrGunflame <mrgunflame@protonmail.com>
2022-12-20 23:18:13 +00:00
ickshonpe
8545580214 text aspect ratio bug fix (#6825)
## Objective 

Bevy UI uses a `MeasureFunc` that preserves the aspect ratio of text, not just images. This means that the extent of flex-items containing text may be calculated incorrectly depending on the ratio of the text size compared to the size of its containing node.

Fixes #6748 
Related to #6724

with Bevy 0.9:

![Capture_cols_0 9](https://user-images.githubusercontent.com/27962798/205435999-386d3400-fe9b-475a-aab1-18e61c4c074f.PNG)

with this PR (accurately matching the behavior of Flexbox):

![Capture_fixed](https://user-images.githubusercontent.com/27962798/205436005-6bafbcc2-cd87-4eb7-b5c6-9dbcb30fc795.PNG)

## Solution
Only perform the aspect ratio calculations if the uinode contains an image.

## Changelog
* Added a field `preserve_aspect_ratio` to `CalculatedSize`
* The `MeasureFunc` only preserves the aspect ratio when `preserve_aspect_ratio` is true.
* `update_image_calculated_size_system` sets `preserve_aspect_ratio` to true for nodes with images.
2022-12-20 16:44:12 +00:00
Nicola Papale
a5106c841f Remove needless manual default impl of ButtonBundle (#6970)
# Objective

- Remove a manual impl block for something that can be derived
- Correct a misleading doc comment.
2022-12-20 16:17:14 +00:00
ira
15b19b930c Move 'startup' Resource WgpuSettings into the RenderPlugin (#6946)
# Objective
The `WgpuSettings` resource is only used during plugin build. Move it into the `RenderPlugin` struct.

Changing these settings requires re-initializing the render context, which is currently not supported.
If it is supported in the future it should probably be more explicit than changing a field on a resource, maybe something similar to the `CreateWindow` event.

## Migration Guide
```rust
// Before (0.9)
App::new()
    .insert_resource(WgpuSettings { .. })
    .add_plugins(DefaultPlugins)
// After (0.10)
App::new()
    .add_plugins(DefaultPlugins.set(RenderPlugin {
        wgpu_settings: WgpuSettings { .. },
    }))
```

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-20 16:17:11 +00:00
ira
0761594dd8 Use World helper methods for sending HierarchyEvents (#6921)
A code-quality PR

Also cleans up the helper methods by just importing the `Event` type

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-20 16:17:07 +00:00
James Liu
1523c38ce8 Directly extract joints into SkinnedMeshJoints (#6833)
# Objective
Following #4402, extract systems run on the render world instead of the main world, and allow retained state operations on it's resources. We're currently extracting to `ExtractedJoints` and then copying it twice during Prepare. Once into `SkinnedMeshJoints` and again into the actual GPU buffer.

This makes #4902 obsolete.

## Solution
Cut out the middle copy and directly extract joints into `SkinnedMeshJoints` and remove `ExtractedJoints` entirely.

This also removes the per-frame allocation that is being made to send `ExtractedJoints` into the render world.

## Performance
On my local machine, this halves the time for `prepare_skinned _meshes` on `many_foxes` (195.75us -> 93.93us on average).

![image](https://user-images.githubusercontent.com/3137680/205427455-ab91a8a3-a6b0-4f0a-bd48-e54482c563b2.png)

---

## Changelog
Added: `BufferVec::truncate`
Added: `BufferVec::extend`
Changed: `SkinnedMeshJoints::build` now takes a `&mut BufferVec` instead of a `&mut Vec` as a parameter.
Removed: `ExtractedJoints`.

## Migration Guide
`ExtractedJoints` has been removed. Read the bound bones from `SkinnedMeshJoints` instead.
2022-12-20 16:17:05 +00:00
James Liu
53a5bbe2d5 Add thread create/destroy callbacks to TaskPool (#6561)
# Objective
Fix #1991. Allow users to have a bit more control over the creation and finalization of the threads in `TaskPool`.

## Solution
Add new methods to `TaskPoolBuilder` that expose callbacks that are called to initialize and finalize each thread in the `TaskPool`.

Unlike the proposed solution in #1991, the callback is argument-less. If an an identifier is needed, `std:🧵:current` should provide that information easily.

Added a unit test to ensure that they're being called correctly.
2022-12-20 16:17:02 +00:00
François
e8b28547bf Cleanup dynamic scene before building (#6254)
# Objective

- Dynamic scene builder can build scenes without components, if they didn't have any matching the type registry
- Those entities are not really useful in the final `DynamicScene`

## Solution

- Add a method `remove_empty_entities` that will remove empty entities. It's not called by default when calling `build`, I'm not sure if that's a good idea or not.
2022-12-20 16:16:58 +00:00
James Liu
5b8b7dc08f Add a stress test profile (#6901)
# Objective
This adds a custom profile for testing against stress tests. Bevy seemingly gets notably faster with LTO turned on. To more accurately depict production level performance, LTO and other rustc-level optimizations should be enabled when performance testing on stress tests.

Also updated the stress test docs to reflect that users should be using it.
2022-12-20 15:59:41 +00:00
James Liu
bd615cbf8c Shrink DrawFunctionId (#6944)
# Objective
This includes one part of #4899. The aim is to improve CPU-side rendering performance by reducing the memory footprint and bandwidth required.

## Solution
Shrink `DrawFunctionId` to `u32`. Enforce that `u32 as usize` conversions are always safe by forbidding compilation on 16-bit platforms. This shouldn't be a breaking change since #4736 disabled compilation of `bevy_ecs` on those platforms.

Shrinking `DrawFunctionId` shrinks all of the `PhaseItem` types, which is integral to sort and render phase performance.

Testing against `many_cubes`, the sort phase improved by 22% (174.21us -> 141.76us per frame).

![image](https://user-images.githubusercontent.com/3137680/207345422-a512b4cf-1680-46e0-9973-ea72494ebdfe.png)

The main opaque pass also imrproved by 9% (5.49ms -> 5.03ms)

![image](https://user-images.githubusercontent.com/3137680/207346436-cbee7209-6450-4964-b566-0b64cfa4b4ea.png)

Overall frame time improved by 5% (14.85ms -> 14.09ms)

![image](https://user-images.githubusercontent.com/3137680/207346895-9de8676b-ef37-4cb9-8445-8493f5f90003.png)

There will be a followup PR that likewise shrinks `CachedRenderPipelineId` which should yield similar results on top of these improvements.
2022-12-20 15:40:42 +00:00
Zeenobit
f8e4b755ff Add EntityMap::iter() (#6935)
# Objective

There is currently no way to iterate over key/value pairs inside an `EntityMap`, which makes the usage of this struct very awkward. I couldn't think of a good reason why the `iter()` function should not be exposed, considering the interface already exposes `keys()` and `values()`, so I made this PR.

## Solution

Implement `iter()` for `EntityMap` in terms of its inner map type.
2022-12-16 20:14:13 +00:00
ira
00fa0d8cf2 Apply WindowDescriptor settings in all modes (#6934)
# Objective
Some settings were only applied in windowed mode.
Fix the issue in #6933 

# Solution
Always apply the settings.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-16 20:14:11 +00:00
ira
0d606030a2 Remove EntityCommands::add_children (#6942)
# Objective
Remove a method with an unfortunate name and questionable usefulness.
Added in #4708

It doesn't make sense to me for us to provide a method to work around a limitation of closures when we can simply, *not* use a closure.
The limitation in this case is not being able to initialize a variable from inside a closure:

```rust
let child_id;
commands.spawn_empty().with_children(|parent| {
    // Error: passing uninitalized variable to a closure.
    child_id = parent.spawn_empty().id();
});

// Do something with child_id
```
The docs for `add_children` suggest the following:
```rust
let child_id = commands
    .spawn_empty()
    .add_children(|parent| parent.spawn_empty().id());
```
I would instead suggest using the following snippet.
```rust
let parent_id = commands.spawn_empty().id();
let child_id = commands.spawn_empty().set_parent(parent_id).id();

// To be fair, at the time of #4708 this would have been a bit more cumbersome since `set_parent` did not exist.
```

Using `add_children` gets more unwieldy when you also want the `parent_id`.
```rust
let parent_commands = commands.spawn_empty();
let parent_id = parent_commands.id();
let child_id = parent_commands.add_children(|parent| parent.spawn_empty().id());
```
### The name
I see why `add_children` is named that way, it's the non-builder variant of `with_children` so it kinda makes sense,
but now the method name situation for `add_child`, `add_children` and `push_children` is *rather* unfortunate.

Removing `add_children` and renaming `push_children` to `add_children` in one go is kinda bleh, but that way we end up with the matching methods `add_child` and `add_children`. 

Another reason to rename `push_children` is that it's trying to mimick the `Vec` api naming but fails because `push` is for single elements. I guess it should have been `extend_children_from_slice`, but lets not name it that :)

### Questions
~~Should `push_children` be renamed in this PR? This would make the migration guide easier to deal with.~~
Let's do that later.

Does anyone know of a way to do a simple text/regex search through all the github repos for usage of `add_children`?
That way we can have a better idea of how this will affect users. My guess is that usage of `add_children` is quite rare.

## Migration Guide
The method `add_children` on `EntityCommands` was removed.
If you were using `add_children` over `with_children` to return data out of the closure you can use `set_parent` or `add_child` to avoid the closure instead.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-16 19:53:23 +00:00
Jonah Henriksson
38d567d2c5 Make AsBindGroup unsized (#6937)
# Objective

`AsBindGroup` can't be used as a trait object because of the constraint `Sized` and because of the associated function.

This is a problem for [`bevy_atmosphere`](https://github.com/JonahPlusPlus/bevy_atmosphere) because it needs to use a trait that depends on `AsBindGroup` as a trait object, for switching out different shaders at runtime. The current solution it employs is reimplementing the trait and derive macro into that trait, instead of constraining to `AsBindGroup`.

## Solution

Remove the `Sized` constraint from `AsBindGroup` and add the constraint `where Self: Sized` to the associated function `bind_group_layout`. Also change `PreparedBindGroup<T: AsBindGroup>` to `PreparedBindGroup<T>` and use it as `PreparedBindGroup<Self::Data>` instead of `PreparedBindGroup<Self>`.

This weakens the constraints, but increases the flexibility of `AsBindGroup`.
I'm not entirely sure why the `Sized` constraint was there, because it worked fine without it (maybe @cart wasn't aware of use cases for `AsBindGroup` as a trait object or this was just leftover from legacy code?).

---

## Changelog

- `AsBindGroup` can be used as a trait object.
2022-12-16 01:40:15 +00:00
Rob Parrett
ec0478d100 Fix clippy lints and failed test with Rust 1.66 (#6945)
# Objective

[Rust 1.66](https://blog.rust-lang.org/inside-rust/2022/12/12/1.66.0-prerelease.html) is coming in a few days, and bevy doesn't build with it.

Fix that.

## Solution

Replace output from a trybuild test, and fix a few new instances of `needless_borrow` and `unnecessary_cast` that are now caught.

## Note

Due to the trybuild test, this can't be merged until 1.66 is released.
2022-12-15 18:05:15 +00:00
François
bad3d57d0c update cargo deny config with latest list of duplicate crates in dependencies (#6947)
# Objective

- Get dependency check to succeed

## Solution

- Update the list
2022-12-13 22:54:27 +00:00
ira
b7d6ee8c68 Update concurrent-queue to 2.0 (#6538)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-13 21:00:43 +00:00
James Liu
79b9231b74 Move system_commands spans into apply_buffers (#6900)
# Objective
A separate `tracing` span for running a system's commands is created, even if the system doesn't have commands. This is adding extra measuring overhead (see #4892) where it's not needed.

## Solution
Move the span into `ParallelCommandState` and `CommandQueue`'s `SystemParamState::apply`. To get the right metadata for the span, a additional `&SystemMeta` parameter was added to `SystemParamState::apply`.

---

## Changelog
Added: `SystemMeta::name`
Changed: Systems without `Commands` and  `ParallelCommands` will no longer show a "system_commands" span when profiling.
Changed: `SystemParamState::apply` now takes a `&SystemMeta` parameter in addition to the provided `&mut World`.
2022-12-11 23:04:04 +00:00
Zoey
4820917af6 Add set_if_neq method to DetectChanges trait (Rebased) (#6853)
# Objective

Change detection can be spuriously triggered by setting a field to the same value as before. As a result, a common pattern is to write:

```rust
if *foo != value {
  *foo = value;
}
```

This is confusing to read, and heavy on boilerplate.

Adopted from #5373, but untangled and rebased to current `bevy/main`.

## Solution

    1. Add a method to the `DetectChanges` trait that implements this boilerplate when the appropriate trait bounds are met.

    2. Document this minor footgun, and point users to it.


## Changelog

    * added the `set_if_neq` method to avoid triggering change detection when the new and previous values are equal. This will work on both components and resources.


## Migration Guide

If you are manually checking if a component or resource's value is equal to its new value before setting it to avoid triggering change detection, migrate to the clearer and more convenient `set_if_neq` method.
## Context

Related to #2363 as it avoids triggering change detection, but not a complete solution (as it still requires triggering it when real changes are made).



Co-authored-by: Zoey <Dessix@Dessix.net>
2022-12-11 19:24:19 +00:00
Lixou
aeb2c4b917 Update linux_dependencies.md for Arch - Vulkan API not only for Intel GPUs (#6729)
fix note in arch's linux deps.
2022-12-11 19:24:18 +00:00