Commit graph

89 commits

Author SHA1 Message Date
Carter Anderson
7c3131a761
Bump Version after Release (#9106)
CI-capable version of #9086

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-07-10 21:19:27 +00:00
Carter Anderson
8ba9571eed
Release 0.11.0 (#9080)
I created this manually as Github didn't want to run CI for the
workflow-generated PR. I'm guessing we didn't hit this in previous
releases because we used bors.

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-07-09 08:43:47 +00:00
James Liu
d33f5c759c
Add optional single-threaded feature to bevy_ecs/bevy_tasks (#6690)
# Objective
Fixes #6689.

## Solution
Add `single-threaded` as an optional non-default feature to `bevy_ecs`
and `bevy_tasks` that:
 
 - disable the `ParallelExecutor` as a default runner
 - disables the multi-threaded `TaskPool`
- internally replace `QueryParIter::for_each` calls with
`Query::for_each`.

Removed the `Mutex` and `Arc` usage in the single-threaded task pool.


![image](https://user-images.githubusercontent.com/3137680/202833253-dd2d520f-75e6-4c7b-be2d-5ce1523cbd38.png)

## Future Work/TODO
Create type aliases for `Mutex`, `Arc` that change to single-threaaded
equivalents where possible.

---

## Changelog
Added: Optional default feature `multi-theaded` to that enables
multithreaded parallelism in the engine. Disabling it disables all
multithreading in exchange for higher single threaded performance. Does
nothing on WASM targets.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-09 04:22:15 +00:00
ira
001b3eb97c
Instanced line rendering for gizmos based on bevy_polyline (#8427)
# Objective

Adopt code from
[bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)
for gizmo line-rendering.
This adds configurable width and perspective rendering for the lines.

Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to
@aevyrie for maintaining it, @nicopap for adding the depth_bias feature
and the other
[contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors)
for squashing bugs and keeping bevy_polyline up-to-date.

#### Before

![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png)
#### After - with line perspective

![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png)

Line perspective is not on by default because with perspective there is
no default line width that works for every scene.

<details><summary>After - without line perspective</summary>
<p>

![After - no
perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png)

</p>
</details>

Somewhat unexpectedly, the performance is improved with this PR.
At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with
this PR.
I'm guessing this is a CPU side difference as I would expect the
rendering technique to be more expensive on the GPU to some extent, but
I am not entirely sure.

---------

Co-authored-by: Jonas Matser <github@jonasmatser.nl>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
Luca Della Vedova
a47f1ab4be
Add support for pnm textures (#8601)
# Objective

Add support for the [Netpbm](https://en.wikipedia.org/wiki/Netpbm) image
formats, behind a `pnm` feature flag.

My personal use case for this was robotics applications, with `pgm`
being a popular format used in the field to represent world maps in
robots.
I chose the formats and feature name by checking the logic in
[image.rs](a35ed552fa/crates/bevy_render/src/texture/image.rs (L76))

## Solution

Quite straightforward, the `pnm` feature flag already exists in the
`image` crate so it's just creating and exposing a `pnm` feature flag in
the root `Cargo.toml` and forwarding it through `bevy_internal` and
`bevy_render` all the way to the `image` crate.

---

## Changelog

### Added

`pnm` feature to add support for `pam`, `pbm`, `pgm` and `ppm` image
formats.

---------

Signed-off-by: Luca Della Vedova <lucadv@intrinsic.ai>
2023-05-16 23:51:47 +00:00
François
8070c29c21
Take example screenshots in CI (#8488)
# Objective

- I want to take screenshots of examples in CI to help with validation
of changes

## Solution

- Can override how much time is updated per frame
- Can specify on which frame to take a screenshots
- Save screenshots in CI

I reused the `TimeUpdateStrategy::ManualDuration` to be able to set the
time update strategy to a fixed duration every frame. Its previous
meaning didn't make much sense to me. This change makes it possible to
have screenshots that are exactly the same across runs.

If this gets merged, I'll add visual comparison of screenshots between
runs to ensure nothing gets broken

## Migration Guide

* `TimeUpdateStrategy::ManualDuration` meaning has changed. Instead of
setting time to `Instant::now()` plus the given duration, it sets time
to last update plus the given duration.
2023-05-01 18:00:01 +00:00
François
949487d92c
make glsl and spirv support optional (#8491)
# Objective

- Reduce compilation time

## Solution

- Make `spirv` and `glsl` shader format support optional. They are not
needed for Bevy shaders.
- on my mac (where shaders are compiled to `msl`), this reduces the
total build time by 2 to 5 seconds, improvement should be even better
with less cores

There is a big reduction in compile time for `naga`, and small
improvements on `wgpu` and `bevy_render`

This PR with optional shader formats enabled timings:
<img width="1478" alt="current main"
src="https://user-images.githubusercontent.com/8672791/234347032-cbd5c276-a9b0-49c3-b793-481677391c18.png">

This PR:
<img width="1479" alt="this pr"
src="https://user-images.githubusercontent.com/8672791/234347059-a67412a9-da8d-4356-91d8-7b0ae84ca100.png">


---

## Migration Guide

- If you want to use shaders in `spirv`, enable the
`shader_format_spirv` feature
- If you want to use shaders in `glsl`, enable the `shader_format_glsl`
feature
2023-04-25 19:30:48 +00:00
François
e0e5f3acd4
add a default font (#8445)
# Objective

- Have a default font

## Solution

- Add a font based on FiraMono containing only ASCII characters and use
it as the default font
- It is behind a feature `default_font` enabled by default
- I also updated examples to use it, but not UI examples to still show
how to use a custom font

---

## Changelog

* If you display text without using the default handle provided by
`TextStyle`, the text will be displayed
2023-04-21 22:30:18 +00:00
François
882c86eee3
add a feature for memory tracing with tracy (#8272)
# Objective

- Expose a feature for tracing with Tracy to profile memory
(https://docs.rs/tracy-client/0.15.2/tracy_client/struct.ProfiledAllocator.html)
- This is a separate feature than just tracing as it can have an
additional cost

<img width="1912" alt="Screenshot 2023-03-30 at 08 39 49"
src="https://user-images.githubusercontent.com/8672791/228985566-dd62fff8-1cbf-4f59-8a10-80c796daba0c.png">
2023-04-17 16:04:46 +00:00
Zhixing Zhang
2aaaed7f69
Make bevy_render an optional dependency of bevy_scene (#8136)
# Objective

bevy-scene does not have a reason to depend on bevy-render except to
include the `Visibility` and `ComputedVisibility` components. Including
that in the dependency chain is unnecessary for people not using
`bevy_render`.

Also fixed a problem where compilation fails when the `serialize`
feature was not enabled.

## Solution

This was added in #5335 to address some of the problems caused by #5310.

Imo the user just always have to remember to include `VisibilityBundle`
when they spawn `SceneBundle` or `DynamicSceneBundle`, but that will be
a breaking change. This PR makes `bevy_render` an optional dependency of
`bevy_scene` instead to respect the existing behavior.
2023-04-03 21:23:26 +00:00
Ame
bb63ad7fab
Re-export glam_assert feature (#8232)
# Objective

- Allow the use of the "glam _assert" feature to help catch runtime
errors and validate the arguments passed to glam.

e.g.
```rs
// Will panic if self is zero length when glam_assert is enabled.
    pub fn normalize(self) -> Self {
        let normalized = self.mul(self.length_recip());
        glam_assert!(normalized.is_finite());
        normalized
    }
```

## Solution

- Re-export the optional feature glam_assert

---

## Changelog

Added: Optional feature "glam_assert"
2023-03-28 20:18:50 +00:00
KernelUwU
95aa387cd0
Added WebP image format support (#8220)
# Objective

WebP is a modern image format developed by Google that offers a
significant reduction in file size compared to other image formats such
as PNG and JPEG, while still maintaining good image quality. This makes
it particularly useful for games with large numbers of images, such as
those with high-quality textures or detailed sprites, where file size
and loading times can have a significant impact on performance.

By adding support for WebP images in Bevy, game developers using this
engine can now take advantage of this modern image format and reduce the
memory usage and loading times of their games. This improvement can
ultimately result in a better gaming experience for players.

In summary, the objective of adding WebP image format support in Bevy is
to enable game developers to use a modern image format that provides
better compression rates and smaller file sizes, resulting in faster
loading times and reduced memory usage for their games.

## Solution

To add support for WebP images in Bevy, this pull request leverages the
existing `image` crate support for WebP. This implementation is easily
integrated into the existing Bevy asset-loading system. To maintain
compatibility with existing Bevy projects, WebP image support is
disabled by default, and developers can enable it by adding a feature
flag to their project's `Cargo.toml` file. With this feature, Bevy
becomes even more versatile for game developers and provides a valuable
addition to the game engine.

---

## Changelog

- Added support for WebP image format in Bevy game engine

## Migration Guide

To enable WebP image support in your Bevy project, add the following
line to your project's Cargo.toml file:

```toml
bevy = { version = "*", features = ["webp"]}
```
2023-03-28 19:53:55 +00:00
Valaphee The Meerkat
aef643cf50
Make bevy_winit/trace optional in trace feature (#8225)
# Objective

Bevy with
```
default-features = false
features = [
   "trace_tracy"
]
```
will fail due to `error: The platform you're compiling for is not
supported by winit`

## Solution

- Make bevy_winit/trace optional in trace feature
2023-03-26 23:03:38 +00:00
ira
6a85eb3d7e
Immediate Mode Line/Gizmo Drawing (#6529)
# Objective
Add a convenient immediate mode drawing API for visual debugging.

Fixes #5619
Alternative to #1625
Partial alternative to #5734

Based off https://github.com/Toqozz/bevy_debug_lines with some changes:
 * Simultaneous support for 2D and 3D.
 * Methods for basic shapes; circles, spheres, rectangles, boxes, etc.
 * 2D methods.
 * Removed durations. Seemed niche, and can be handled by users.

<details>
<summary>Performance</summary>

Stress tested using Bevy's recommended optimization settings for the dev
profile with the
following command.
```bash
cargo run --example many_debug_lines \
    --config "profile.dev.package.\"*\".opt-level=3" \
    --config "profile.dev.opt-level=1"
```
I dipped to 65-70 FPS at 300,000 lines
CPU: 3700x
RAM Speed: 3200 Mhz
GPU: 2070 super - probably not very relevant, mostly cpu/memory bound

</details>

<details>
<summary>Fancy bloom screenshot</summary>


![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png)

</details>

## Changelog
 * Added `GizmoPlugin`
 * Added `Gizmos` system parameter for drawing lines and wireshapes.

### TODO
- [ ] Update changelog
- [x] Update performance numbers
- [x] Add credit to PR description

### Future work
- Cache rendering primitives instead of constructing them out of line
segments each frame.
- Support for drawing solid meshes
- Interactions. (See
[bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos))
- Fancier line drawing. (See
[bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline))
- Support for `RenderLayers`
- Display gizmos for a certain duration. Currently everything displays
for one frame (ie. immediate mode)
- Changing settings per drawn item like drawing on top or drawing to
different `RenderLayers`

Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com>
Co-Authored By: @The5-1 <agaku@hotmail.de> 
Co-Authored By: @Toqozz <toqoz@hotmail.com>
Co-Authored By: @nicopap <nico@nicopap.ch>

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
github-actions[bot]
6898351348
chore: Release (#7920)
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-03-06 05:13:36 +00:00
github-actions[bot]
b44af49200 Release 0.10.0 (#7919)
Preparing next release
This PR has been auto-generated
2023-03-06 03:53:02 +00:00
github-actions[bot]
8eb67932f1 Bump Version after Release (#7918)
Bump version after release
This PR has been auto-generated
2023-03-06 02:10:30 +00:00
Nolan Darilek
8d1f6ff7fa Integrate AccessKit (#6874)
# Objective

UIs created for Bevy cannot currently be made accessible. This PR aims to address that.

## Solution

Integrate AccessKit as a dependency, adding accessibility support to existing bevy_ui widgets.

## Changelog

### Added

* Integrate with and expose [AccessKit](https://accesskit.dev) for platform accessibility.
* Add `Label` for marking text specifically as a label for UI controls.
2023-03-01 22:45:04 +00:00
张林伟
acfd53a0fc Remove redundant symphonia-mp3 feature (#7852)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/7848.

## Solution

- remove the symphonia-mp3 feature and add a minimp3 feature instead.
2023-03-01 03:22:46 +00:00
François
1bd7306a3a make bevy_text optional again (#7801)
# Objective

- `bevy_text` used to be "optional". the feature could be disabled, which meant that the systems were not added but `bevy_text` was still compiled because of a hard dependency in `bevy_ui`
- Running something without `bevy_text` enabled and with `bevy_ui` enabled now crashes:
```
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', /bevy/crates/bevy_ecs/src/schedule/schedule.rs:1147:34
```
- This is because `bevy_ui` declares some of its systems in ambiguity sets with systems from `bevy_text`, which were not added if `bevy_text` is disabled

## Solution

- Make `bevy_text` completely optional

## Migration Guide

- feature `bevy_text` now completely removes `bevy_text` from the dependencies when not enabled. Enable feature `bevy_text` if you use Bevy to render text
2023-02-24 02:21:07 +00:00
Griffin
912fb58869 Initial tonemapping options (#7594)
# Objective

Splits tone mapping from https://github.com/bevyengine/bevy/pull/6677 into a separate PR.
Address https://github.com/bevyengine/bevy/issues/2264.
Adds tone mapping options:
- None: Bypasses tonemapping for instances where users want colors output to match those set.
- Reinhard
- Reinhard Luminance: Bevy's exiting tonemapping
- [ACES](https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl) (Fitted version, based on the same implementation that Godot 4 uses) see https://github.com/bevyengine/bevy/issues/2264
- [AgX](https://github.com/sobotka/AgX)
- SomewhatBoringDisplayTransform
- TonyMcMapface
- Blender Filmic

This PR also adds support for EXR images so they can be used to compare tonemapping options with reference images.

## Migration Guide
- Tonemapping is now an enum with NONE and the various tonemappers.
- The DebandDither is now a separate component.




Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-02-19 20:38:13 +00:00
Daniel Chia
40bbbbb34e Introduce detailed_trace macro, use in TrackedRenderPass (#7639)
Profiles show that in extremely hot loops, like the draw loops in the renderer, invoking the trace! macro has noticeable overhead, even if the trace log level is not enabled.

Solve this by introduce a 'wrapper' detailed_trace macro around trace, that wraps the trace! log statement in a trivially false if statement unless a cargo feature is enabled

# Objective

- Eliminate significant overhead observed with trace-level logging in render hot loops, even when trace log level is not enabled.
- This is an alternative solution to the one proposed in #7223 

## Solution

- Introduce a wrapper around the `trace!` macro called `detailed_trace!`. This macro wraps the `trace!` macro with an if statement that is conditional on a new cargo feature, `detailed_trace`. When the feature is not enabled (the default), then the if statement is trivially false and should be optimized away at compile time.
- Convert the observed hot occurrences of trace logging in `TrackedRenderPass` with this new macro.

Testing the results of 

```
cargo run --profile stress-test --features bevy/trace_tracy --example many_cubes -- spheres
```

![image](https://user-images.githubusercontent.com/1222141/218298552-38551717-b062-4c64-afdc-a60267ac984d.png)

shows significant improvement of the `main_opaque_pass_3d`  of the renderer, a median time decrease from 6.0ms to 3.5ms. 

---

## Changelog

- For performance reasons, some detailed renderer trace logs now require the use of cargo feature `detailed_trace` in addition to setting the log level to `TRACE` in order to be shown.

## Migration Guide

- Some detailed bevy trace events now require the use of the cargo feature `detailed_trace` in addition to enabling `TRACE` level logging to view. Should you wish to see these logs, please compile your code with the bevy feature `detailed_trace`. Currently, the only logs that are affected are the renderer logs pertaining to `TrackedRenderPass` functions
2023-02-13 18:20:27 +00:00
François
7e0a9bfade IOS, Android... same thing (#7493)
# Objective

- Merge the examples on iOS and Android
- Make sure they both work from the same code

## Solution

- don't create window when not in an active state (from #6830)
- exit on suspend on Android (from #6830)
- automatically enable dependency feature of bevy_audio on android so that it works out of the box
- don't inverse y position of touch events
- reuse the same example for both Android and iOS

Fixes #4616
Fixes #4103
Fixes #3648
Fixes #3458
Fixes #3249
Fixes #86
2023-02-06 18:08:49 +00:00
François
3900b48c88 update winit to 0.28 (#7480)
# 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()
        }));
```
2023-02-03 16:41:39 +00:00
张林伟
02978053cd Rename dynamic feature (#7340)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/7334

## Solution

- Rename `dynamic` feature to `dynamic_linking`.

---

## Migration Guide
- `dynamic` feature was renamed to `dynamic_linking`
2023-01-23 14:28:00 +00:00
ira
38691ee95c Fix dynamic linking (on linux) (#7333)
# Problemo

Some code in #5911 and #5454 does not compile with dynamic linking enabled.
The code is behind a feature gate to prevent dynamically linked builds from breaking, but it's not quite set up correctly.

## Solution

Forward the `dynamic` feature flag to the `bevy_diagnostic` crate and gate the code behind it.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-01-22 20:41:28 +00:00
Yyee
a41e869aa9 Expose symphonia features from rodio in bevy_audio and bevy (#6388)
# Objective
Fix #6301 

## Solution
Add new features in `bevy_audio` to use `symphonia` sound format from `rodio` 
Also add in `bevy`
2023-01-09 19:05:30 +00:00
Mike
8ebd4d909c add span to winit event handler (#6612)
# Objective

- Add a span for the winit event handler. I've found this useful in my PR for pipelined rendering and I've seen it come up in a few other contexts now.

![image](https://user-images.githubusercontent.com/2180432/201588888-5dc02063-2c41-471b-8937-a71aeaf174b4.png)
2022-11-14 23:08:31 +00:00
Zhell
af2a199254 [Fixes #6030] Bevy scene optional serde (#6076)
# Objective

Fixes #6030, making ``serde`` optional.

## Solution

This was solved by making a ``serialize`` feature that can activate ``serde``, which is now optional. 

When ``serialize`` is deactivated, the ``Plugin`` implementation for ``ScenePlugin`` does nothing.


Co-authored-by: Linus Käll <linus.kall.business@gmail.com>
2022-11-14 23:08:22 +00:00
github-actions[bot]
920543c824 Release 0.9.0 (#6568)
Preparing next release
This PR has been auto-generated
2022-11-12 20:01:29 +00:00
Hennadii Chernyshchyk
87d4c6380d Add serialize feature to bevy_core (#6423)
# Objective

`bevy_core` is missing a feature corresponding to the `serialize` feature on the `bevy` crate. Similar to #6378 and https://github.com/bevyengine/bevy/pull/6379 to serialize `Name` easily.

## Solution

Add this feature and hand-written serialization for `Name` (to avoid storing `hash` field).

---

## Changelog

### Added

* `Serialize` and `Deserialize` derives for `Name` under `serialize` feature.
2022-10-31 21:20:57 +00:00
amiani
bf6c457553 add serialize feature to bevy_transform (#6379)
# Objective
Fixes #6378 
`bevy_transform` is missing a feature corresponding to the `serialize` feature on the `bevy` crate.

## Solution

Adds a `serialize` feature to `bevy_transform`.
Derives `serde::Serialize` and `Deserialize` when feature is enabled.
2022-10-31 16:12:15 +00:00
VitalyR
c313e21d65 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 (#6218)
# 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`.
2022-10-19 17:40:23 +00:00
Swords
bfbcd47725 Add default implementation of Serialize and Deserialize to Timer and Stopwatch (#6248)
# Objective

Fixes #6244

## Solution

Uses derive to implement `Serialize` and `Deserialize` for `Timer` and `Stopwatch`

### Things to consider
- Should fields such as `finished` and `times_finished_this_tick` in `Timer` be serialized?
- Does `Countdown` and `PrintOnCompletionTimer` need to be serialized and deserialized?

## Changelog

Added `Serialize` and `Deserialize` implementations to `Timer` and `Stopwatch`, `Countdown`.
2022-10-17 14:38:57 +00:00
targrub
bc863cec4d Derived Copy trait for bevy_input events, Serialize/Deserialize for events in bevy_input and bevy_windows, PartialEq for events in both, and Eq where possible in both. (#6023)
# Objective

Add traits to events in `bevy_input` and `bevy_windows`: `Copy`, `Serialize`/`Deserialize`, `PartialEq`, and `Eq`, as requested in https://github.com/bevyengine/bevy/issues/6022, https://github.com/bevyengine/bevy/issues/6023, https://github.com/bevyengine/bevy/issues/6024.

## Solution

Added the traits to events in `bevy_input` and `bevy_windows`.  Added dependency of `serde` in `Cargo.toml` of `bevy_input`.


## Migration Guide

If one has been `.clone()`'ing `bevy_input` events, Clippy will now complain about that.  Just remove `.clone()` to solve.

## Other Notes

Some events in `bevy_input` had `f32` fields, so `Eq` trait was not derived for them.
Some events in `bevy_windows` had `String` fields, so `Copy` trait was not derived for them.

Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-09-20 18:24:00 +00:00
github-actions[bot]
444150025d Bump Version after Release (#5576)
Bump version after release
This PR has been auto-generated
2022-08-05 02:03:05 +00:00
github-actions[bot]
856588ed7c Release 0.8.0 (#5490)
Preparing next release
This PR has been auto-generated
2022-07-30 14:07:30 +00:00
François
231894a3a6 Lighter no default features (#5447)
# Objective

- Even though it's marked as optional, it is no longer possible to not depend on `bevy_render` as it's a dependency of `bevy_scene`

## Solution

- Make `bevy_scene` optional
- For the minimalist among us, also make `bevy_asset` optional
2022-07-25 15:48:14 +00:00
François
d717c63d34 enable optional dependencies to stay optional (#5023)
# Objective

- Optional dependencies were enabled by some features as a side effect. for example, enabling the `webgl` feature enables the `bevy_pbr` optional dependency

## Solution

- Use the syntax introduced in rust 1.60 to specify weak dependency features: https://blog.rust-lang.org/2022/04/07/Rust-1.60.0.html#new-syntax-for-cargo-features

> Weak dependency features tackle the second issue where the `"optional-dependency/feature-name"` syntax would always enable `optional-dependency`. However, often you want to enable the feature on the optional dependency only if some other feature has enabled the optional dependency. Starting in 1.60, you can add a ? as in `"package-name?/feature-name"` which will only enable the given feature if something else has enabled the optional dependency.
2022-06-20 10:32:43 +00:00
François
f969c62f7b Fix wasm examples (#4967)
# Objective

Fix #4958 

There was 4 issues:

- this is not true in WASM and on macOS: f28b921209/examples/3d/split_screen.rs (L90)
  - ~~I made sure the system was running at least once~~
  - I'm sending the event on window creation
- in webgl, setting a viewport has impacts on other render passes
  - only in webgl and when there is a custom viewport, I added a render pass without a custom viewport
- shaderdef NO_ARRAY_TEXTURES_SUPPORT was not used by the 2d pipeline
  - webgl feature was used but not declared in bevy_sprite, I added it to the Cargo.toml
- shaderdef NO_STORAGE_BUFFERS_SUPPORT was not used by the 2d pipeline
  - I added it based on the BufferBindingType

The last commit changes the two last fixes to add the shaderdefs in the shader cache directly instead of needing to do it in each pipeline

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-06-11 20:10:13 +00:00
Alice Cecile
3a9383f997 Revert ndk-glue to 0.5 to synchronize with winit (#4916)
# 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
2022-06-04 14:30:44 +00:00
Christopher Durham
644bd5dbc6 Split time functionality into bevy_time (#4187)
# Objective

Reduce the catch-all grab-bag of functionality in bevy_core by minimally splitting off time functionality into bevy_time. Functionality like that provided by #3002 would increase the complexity of bevy_time, so this is a good candidate for pulling into its own unit.

A step in addressing #2931 and splitting bevy_core into more specific locations.

## Solution

Pull the time module of bevy_core into a new crate, bevy_time.

# Migration guide

- Time related types (e.g. `Time`, `Timer`, `Stopwatch`, `FixedTimestep`, etc.) should be imported from `bevy::time::*` rather than `bevy::core::*`.
- If you were adding `CorePlugin` manually, you'll also want to add `TimePlugin` from `bevy::time`.
- The `bevy::core::CorePlugin::Time` system label is replaced with `bevy::time::TimeSystem`.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-05-26 00:27:18 +00:00
dependabot[bot]
5422a2bc16 Update ndk-glue requirement from 0.5 to 0.6 (#3624)
Updates the requirements on [ndk-glue](https://github.com/rust-windowing/android-ndk-rs) to permit the latest version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a href="https://github.com/rust-windowing/android-ndk-rs/releases">ndk-glue's releases</a>.</em></p>
<blockquote>
<h2>ndk-glue v0.6.0</h2>
<ul>
<li><strong>Breaking:</strong> Update to <code>ndk-sys 0.3.0</code> and <code>ndk 0.6.0</code>. (<a href="https://github-redirect.dependabot.com/rust-windowing/android-ndk-rs/issues/214">#214</a>)</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a href="f4dc7265aa"><code>f4dc726</code></a> Release ndk-sys-0.3.0, ndk-0.6.0, ndk-glue-0.6.0 (<a href="https://github-redirect.dependabot.com/rust-windowing/android-ndk-rs/issues/214">#214</a>)</li>
<li><a href="8e59a347bd"><code>8e59a34</code></a> ndk-sys: Use <code>jni-sys</code> for low-level JNI bindings (<a href="https://github-redirect.dependabot.com/rust-windowing/android-ndk-rs/issues/209">#209</a>)</li>
<li><a href="240389f1e2"><code>240389f</code></a> ndk-build,cargo-apk: Default <code>target_sdk_version</code> to 30 or lower (<a href="https://github-redirect.dependabot.com/rust-windowing/android-ndk-rs/issues/203">#203</a>)</li>
<li><a href="2d554daa30"><code>2d554da</code></a> Update README.md with links to cargo apk README.md (<a href="https://github-redirect.dependabot.com/rust-windowing/android-ndk-rs/issues/195">#195</a>)</li>
<li><a href="39d4701cc6"><code>39d4701</code></a> cargo-apk: Use <code>min_sdk_version</code> to select compiler target (<a href="https://github-redirect.dependabot.com/rust-windowing/android-ndk-rs/issues/197">#197</a>)</li>
<li><a href="317d71101f"><code>317d711</code></a> ci emulator: Cache AVD emulator setup to speed up repeated jobs (<a href="https://github-redirect.dependabot.com/rust-windowing/android-ndk-rs/issues/202">#202</a>)</li>
<li><a href="6e7658719b"><code>6e76587</code></a> readme: Use <code>console</code> code blocks for shell commands (<a href="https://github-redirect.dependabot.com/rust-windowing/android-ndk-rs/issues/196">#196</a>)</li>
<li><a href="63cbffa77a"><code>63cbffa</code></a> ndk-sys: Add all missing android-related headers with NDK 23.1.7779620 (<a href="https://github-redirect.dependabot.com/rust-windowing/android-ndk-rs/issues/201">#201</a>)</li>
<li><a href="55539dc555"><code>55539dc</code></a> Release ndk-build-0.4.3, cargo-apk-0.8.2 (<a href="https://github-redirect.dependabot.com/rust-windowing/android-ndk-rs/issues/192">#192</a>)</li>
<li>See full diff in <a href="https://github.com/rust-windowing/android-ndk-rs/compare/ndk-glue-0.5.0...ndk-glue-0.6.0">compare view</a></li>
</ul>
</details>
<br />


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2022-05-16 18:32:26 +00:00
Jakob Hellermann
1e322d9f76 bevy_ptr standalone crate (#4653)
# Objective

The pointer types introduced in #3001 are useful not just in `bevy_ecs`, but also in crates like `bevy_reflect` (#4475) or even outside of bevy.

## Solution

Extract `Ptr<'a>`, `PtrMut<'a>`, `OwnedPtr<'a>`, `ThinSlicePtr<'a, T>` and `UnsafeCellDeref` from `bevy_ecs::ptr` into `bevy_ptr`.

**Note:** `bevy_ecs` still reexports the `bevy_ptr` as `bevy_ecs::ptr` so that crates like `bevy_transform` can use the `Bundle` derive without needing to depend on `bevy_ptr` themselves.
2022-05-04 19:16:10 +00:00
Yutao Yuan
8d67832dfa Bump Bevy to 0.8.0-dev (#4505)
# Objective

We should bump our version to 0.8.0-dev after releasing 0.7.0, according to our release checklist.

## Solution

Do it.
2022-04-17 23:04:52 +00:00
Carter Anderson
83c6ffb73c release 0.7.0 (#4487) 2022-04-15 18:05:37 +00:00
François
d37cde8f1a fix feature location from #3851 (#4477)
# Objective

- in #3851, a feature for tracing was added to bevy_transform
- usage of that feature was moved to bevy_hierarchy, but the feature was not updated

## Solution

- add the feature to bevy_hierarchy, remove it from bevy_transform
2022-04-14 21:16:03 +00:00
François
8630b194dc add more logs when despawning entities (#3851)
# Objective

- Provide more information when despawning an entity

## Solution

- Add a debug log when despawning an entity
- Add spans to the recursive ways of despawning an entity

```sh
RUST_LOG=debug cargo run --example panic --features trace
# RUST_LOG=debug needed to show debug logs from bevy_ecs
# --features trace needed to have the extra spans
...

DEBUG bevy_app:frame:stage{name=Update}:system_commands{name="panic::despawn_parent"}:command{name="DespawnRecursive" entity=0v0}: bevy_ecs::world: Despawning entity 1v0
DEBUG bevy_app:frame:stage{name=Update}:system_commands{name="panic::despawn_parent"}:command{name="DespawnRecursive" entity=0v0}: bevy_ecs::world: Despawning entity 0v0
```
2022-04-13 23:35:28 +00:00
Jakob Hellermann
c12ee81822 bevy_app: add tracing event with tracy.frame_mark (#4320)
Currently `tracy` interprets the entire trace as one frame because the marker for frames isn't being recorded.

~~When an event with `tracy.trace_marker=true` is recorded, `tracing-tracy` will mark the frame as finished:
<aa0b96b2ae/tracing-tracy/src/lib.rs (L240)>~~

~~Unfortunately this leads to~~
```rs
INFO bevy_app:frame: bevy_app::app: finished frame tracy.frame_mark=true
```
~~being printed every frame (we can't use DEBUG because bevy_log sets `max_release_level_info`.~~

Instead of emitting an event that gets logged every frame, we can depend on tracy-client itself and call `finish_continuous_frame!();`
2022-04-08 22:50:23 +00:00
François
449a1d223c animation player (#4375)
# Objective

- Add a basic animation player
  - Single track
  - Not generic, can only animate `Transform`s
  - With plenty of possible optimisations available
  - Close-ish to https://github.com/bevyengine/rfcs/pull/49
- https://discord.com/channels/691052431525675048/774027865020039209/958820063148929064

## Solution

- Can play animations
  - looping or not
- Can pause animations
- Can seek in animation
- Can alter speed of animation
- I also removed the previous gltf animation example

https://user-images.githubusercontent.com/8672791/161051887-e79283f0-9803-448a-93d0-5f7a62acb02d.mp4
2022-04-02 22:36:02 +00:00