Commit graph

6993 commits

Author SHA1 Message Date
SpecificProtagonist
f570f52aa2
Optimize observer unregistration (#15150)
# Objective

Fixes #14980

## Solution

Only iterate over archetypes containing the component.

## Alternatives

Additionally, for each archetype, cache how many observers are watching
one of its components & use this to speed up the check for each affected
archetype ([implemented
here](55c89aa033)).
Benchmarking showed this to lead only to a minor speedup.

## Testing

There's both already a test checking that observers don't run after
being despawned as well as a regression test for the bug that
necessitates the check this PR optimizes.
2024-09-13 15:47:24 +00:00
Rich Churcher
c454db88a3
2580 Split examples PR feedback (#15181)
# Objective

Applies feedback from previous PR #15135 'cause it got caught up in the
merge train 🚂

I couldn't resist including roll, both for completeness and due to
playing too many games that implemented it as a child.

cc: @janhohenheim
2024-09-13 15:47:04 +00:00
Pēteris Pakalns
e567669c31
TrackedRenderPass internal tracking state reset (#14948)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/13225

## Solution

Invalidate `TrackedRenderPass` internal state upon accessing internal
`wgpu::RenderPass`.

## Testing

- Tested by calling `set_bind_group` on `RenderPass` returned by
`TrackedRenderPass::wgpu_pass` and checking if in later `set_bind_group`
calls on `TrackedRenderPass` correct bind group is restored.
2024-09-12 16:51:36 +00:00
charlotte
1fd478277e
Fix mesh 2d non indexed draw. (#15155)
Closes #15154. Looks like 2d was just missed in
d235d41af1.


![image](https://github.com/user-attachments/assets/1656d320-fed2-4a25-b2b0-14755e10faf7)
2024-09-12 12:38:56 +00:00
Robert Walter
327e1ddba4
Micro typo in bevy_ecs (#15167)
I'm currently reading through the code and docs and found this.
2024-09-12 08:43:33 +00:00
mamekoro
15e246eff8
Fix typo in bevy_reflect/src/reflect.rs (#15157)
Corrected a typo "enumuration" to "enumeration".
2024-09-11 21:51:17 +00:00
Niashi
8bfe635c3e
Finish enhancing ReflectCommandExt to work with Bundles (#15152)
# Objective

- Finish resolving https://github.com/bevyengine/bevy/issues/15125
- Inserting bundles was implemented in
https://github.com/bevyengine/bevy/pull/15128 but removing bundles still
needed to be implemented.

## Solution

- Modified `bevy_ecs::reflect::entity_commands::remove_reflect` to
handle both components and bundles
- Modified documentation of `ReflectCommandExt` methods to reflect that
one can now use bundles with these commands.

## Testing

- Three tests were added to match the ones for inserting components.
2024-09-11 03:19:28 +00:00
Zachary Harrold
be35cba801
Removed Type Parameters from Observer (#15151)
# Objective

- Remove any ambiguity around how multiple `Observer` components work on
a single `Entity` by completely removing the concept.
- Fixes #15122

## Solution

- Removed type parameters from `Observer`, relying on a function pointer
to provide type information into the relevant aspects of running an
observer.

## Testing

- Ran CI locally.
- Checked `observers.rs` example continued to function as expected.

## Notes

This communicates to users of observers that only a single `Observer`
can be inserted onto an entity at a time within the established type
system. This has been achieved by erasing the type information from the
stored `ObserverSystem` and retrieving it again using a function
pointer. This has the downside of increasing the size of the `Observer`
component and increases the complexity of the observer runner. However,
this complexity was already present, and is in my opinion a worthwhile
tradeoff for the clearer user experience.

The other notable benefit is users no longer need to use the
`ObserverState` component to filter for `Observer` entities, and can
instead use `Observer` directly.

Technically this is a breaking change, since the type signature for
`Observer` has changed. However, it was so cumbersome to use that I
don't believe there are any instances in the wild of users directly
naming `Observer` types, instead relying on `ObserverState`, and the
methods provided by `App` and `World`. As can be seen in the diff, this
change had very little knock-on effects across Bevy.

## Migration Guide

If you filtered for observers using `Observer<A, B>`, instead filter for
an `Observer`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-11 01:14:28 +00:00
Klaas-Jan Boon
37316c7706
Fix "game_menu" example buttons not changing color on Interaction (#15153)
# Objective

Fixes #15079 , repairing the `game_menu` example

## Solution

- Changed the target component for the color updates from `UiImage` to
`BackgroundColor`.
- Changed the width of the `button_style` to `300px` to prevent overlap
with the text.

## Testing

Checked that buttons now correctly update their background color on
hover/exit/press.

---

## Showcase



https://github.com/user-attachments/assets/8f7ede9b-c271-4b59-91f9-27d9e3db1429
2024-09-11 00:49:27 +00:00
Rich Churcher
8e7ef64bb1
Split zoom/orbit into separate examples (#15135)
# Objective

As previously discussed, split camera zoom and orbiting examples to keep
things less cluttered. See discussion on #15092 for context.
2024-09-10 23:40:48 +00:00
Gino Valente
75343ef584
bevy_reflect: Mention FunctionRegistry in bevy_reflect::func docs (#15147)
# Objective

The module docs for `bevy_reflect::func` don't mention the
`FunctionRegistry`.

## Solution

Add a section about the `FunctionRegistry` to the module-level
documentation.

## Testing

You can test locally by running:

```
cargo test --doc --package bevy_reflect --all-features
```
2024-09-10 23:39:05 +00:00
UkoeHB
fa51e26052
Trim cosmic-text's shape run cache (#15037)
# Objective

- Fixes https://github.com/bevyengine/bevy/pull/14991. The `cosmic-text`
shape run cache requires manual cleanup for old text that no longer
needs to be cached.

## Solution

- Add a system to trim the cache.
- Add an `average fps` indicator to the `text_debug` example.

## Testing

Tested with `cargo run --example text_debug`.
- **No shape run cache**: 82fps with ~1fps variance.
- **Shape run cache no trim**: 90-100fps with ~2-4fps variance
- **Shape run cache trim age = 1**: 90-100fps with ~2-8fps variance
- **Shape run cache trim age = 2**: 90-100fps with ~2-4fps variance
- **Shape run cache trim age = 2000**: 80-120fps with ~2-6fps variance

The shape run cache seems to increase average FPS but also increases
frame time variance (when there is dynamic text).
2024-09-10 23:28:05 +00:00
ickshonpe
cacf3929db
fix spelling mistake (#15146)
# Objective

Fix spelling mistake: `interned_root_notes` -> `interned_root_nodes`
2024-09-10 20:21:40 +00:00
Jan Hohenheim
4de67b5cdb
Improve first person camera in example (#15109)
# Objective

- I've seen quite a few people on discord copy-paste the camera code of
the first-person example and then run into problems with the pitch.
- ~~Additionally, the code is framerate-dependent.~~ it's not, see
comment in PR

## Solution

- Make the code good enough to be copy-pasteable 
- ~~Use `dt` to make the code framerate-independent~~ Add comment
explaining why we don't use `dt`
	- Clamp the pitch
- Move the camera sensitivity into a component for better
configurability

## Testing

Didn't run the example again, but the code is straight from another
project I have open, so I'm not worried.

---------

Co-authored-by: Antony <antony.m.3012@gmail.com>
2024-09-10 03:53:32 +00:00
Joona Aalto
afbbbd7335
Rename rendering components for improved consistency and clarity (#15035)
# Objective

The names of numerous rendering components in Bevy are inconsistent and
a bit confusing. Relevant names include:

- `AutoExposureSettings`
- `AutoExposureSettingsUniform`
- `BloomSettings`
- `BloomUniform` (no `Settings`)
- `BloomPrefilterSettings`
- `ChromaticAberration` (no `Settings`)
- `ContrastAdaptiveSharpeningSettings`
- `DepthOfFieldSettings`
- `DepthOfFieldUniform` (no `Settings`)
- `FogSettings`
- `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really
inconsistent??)
- `ScreenSpaceAmbientOcclusionSettings`
- `ScreenSpaceReflectionsSettings`
- `VolumetricFogSettings`

Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and
`FooUniform`/`FooSettingsUniform` and whether names are abbreviated or
not.

Secondly, the `Settings` post-fix seems unnecessary and a bit confusing
semantically, since it makes it seem like the component is mostly just
auxiliary configuration instead of the core *thing* that actually
enables the feature. This will be an even bigger problem once bundles
like `TemporalAntiAliasBundle` are deprecated in favor of required
components, as users will expect a component named `TemporalAntiAlias`
(or similar), not `TemporalAntiAliasSettings`.

## Solution

Drop the `Settings` post-fix from the component names, and change some
names to be more consistent.

- `AutoExposure`
- `AutoExposureUniform`
- `Bloom`
- `BloomUniform`
- `BloomPrefilter`
- `ChromaticAberration`
- `ContrastAdaptiveSharpening`
- `DepthOfField`
- `DepthOfFieldUniform`
- `DistanceFog`
- `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change
to `Taa`, see "Discussion")
- `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflections`
- `VolumetricFog`

I kept the old names as deprecated type aliases to make migration a bit
less painful for users. We should remove them after the next release.
(And let me know if I should just... not add them at all)

I also added some very basic docs for a few types where they were
missing, like on `Fxaa` and `DepthOfField`.

## Discussion

- `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`.
Consensus [on
Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431)
seemed to be that renaming to `Taa` would probably be fine, but I think
it's a bit more controversial, and it would've required renaming a lot
of related types like `TemporalAntiAliasNode`,
`TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think
it's better to leave to a follow-up.
- I think `Fog` should probably have a more specific name like
`DistanceFog` considering it seems to be distinct from `VolumetricFog`.
~~This should probably be done in a follow-up though, so I just removed
the `Settings` post-fix for now.~~ (done)

---

## Migration Guide

Many rendering components have been renamed for improved consistency and
clarity.

- `AutoExposureSettings` → `AutoExposure`
- `BloomSettings` → `Bloom`
- `BloomPrefilterSettings` → `BloomPrefilter`
- `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening`
- `DepthOfFieldSettings` → `DepthOfField`
- `FogSettings` → `DistanceFog`
- `SmaaSettings` → `Smaa`
- `TemporalAntiAliasSettings` → `TemporalAntiAliasing`
- `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections`
- `VolumetricFogSettings` → `VolumetricFog`

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
Antony
74ccab947d
Remove ReceivedCharacter (#15126)
# Objective

- Fixes #12639.
- `ReceivedCharacter` was deprecated in #12868 for 0.14, and should be
removed for 0.15.

## Solution

- Remove all instances of `ReceivedCharacter`, including the relevant
`#[allow(deprecated)]` lint attributes.

## Migration Guide

`ReceivedCharacter` was deprecated in 0.14 due to `winit` reworking
their keyboard system. It has now been fully removed. Switch to using
`KeyboardInput` instead.

```rust
// 0.14
fn listen_characters(events: EventReader<ReceivedCharacter>) {
    for event in events.read() {
        info!("{}", event.char);
    }
}

// 0.15
fn listen_characters(events: EventReader<KeyboardInput>) {
    for event in events.read() {
        // Only check for characters when the key is pressed.
        if !event.state.is_pressed() {
            continue;
        }

        // Note that some keys such as `Space` and `Tab` won't be detected as a character.
        // Instead, check for them as separate enum variants.
        match &event.logical_key {
            Key::Character(character) => {
                info!("{} pressed.", character);
            },
            Key::Space => {
                info!("Space pressed.");
            },
            _ => {},
        }
    }
}
```
2024-09-10 00:22:06 +00:00
Rich Churcher
b9b43ad89c
Add examples for orthographic and perspective zoom (#15092)
# Objective

Add examples for zooming (and orbiting) orthographic and perspective
cameras.

I'm pretty green with 3D, so please treat with suspicion! I note that
if/when #15075 is merged, `.scale` will go away so this example uses
`.scaling_mode`.

Closes #2580
2024-09-09 23:30:52 +00:00
ickshonpe
8d143e3ed8
ui material node border calculations fix (#15119)
# Objective

Fixes  #15115

## Solution

Retrieve the size of the node's parent in a separate query and base
percentage border values on the parent node's width (or the width of the
viewport in the case of root nodes).
2024-09-09 22:35:29 +00:00
Rich Churcher
f326705cab
Remove OrthographicProjection.scale (adopted) (#15075)
# Objective

Hello! I am adopting #11022 to resolve conflicts with `main`. tldr: this
removes `scale` in favour of `scaling_mode`. Please see the original PR
for explanation/discussion.

Also relates to #2580.

## Migration Guide

Replace all uses of `scale` with `scaling_mode`, keeping in mind that
`scale` is (was) a multiplier. For example, replace
```rust
    scale: 2.0,
    scaling_mode: ScalingMode::FixedHorizontal(4.0),

```
with
```rust
    scaling_mode: ScalingMode::FixedHorizontal(8.0),
```

---------

Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com>
2024-09-09 22:34:58 +00:00
Han Damin
0cf276f239
Enhance ReflectCommandExt (#15128)
# Objective

- Enhance #15125

## Solution

- Modified `ReflectCommandExt::insert_reflect` to accept and handle both
components and bundles.

---------

Co-authored-by: Gonçalo Rica Pais da Silva <bluefinger@gmail.com>
Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
2024-09-09 22:34:44 +00:00
Gino Valente
90bb1adeb2
bevy_reflect: Contextual serialization error messages (#13888)
# Objective

Reflection serialization can be difficult to debug. A lot of times a
type fails to be serialized and the user is left wondering where that
type came from.

This is most often encountered with Bevy's scenes. Attempting to
serialize all resources in the world will fail because some resources
can't be serialized.

For example, users will often get complaints about `bevy_utils::Instant`
not registering `ReflectSerialize`. Well, `Instant` can't be serialized,
so the only other option is to exclude the resource that contains it.
But what resource contains it? This is where reflection serialization
can get a little tricky (it's `Time<Real>` btw).

## Solution

Add the `debug_stack` feature to `bevy_reflect`. When enabled, the
reflection serializers and deserializers will keep track of the current
type stack. And this stack will be used in error messages to help with
debugging.

Now, if we unknowingly try to serialize `Time<Real>`, we'll get the
following error:

```
type `bevy_utils::Instant` did not register the `ReflectSerialize` type data. For certain types, this may need to be registered manually using `register_type_data` (stack: `bevy_time::time::Time<bevy_time::real::Real>` -> `bevy_time::real::Real` -> `bevy_utils::Instant`)
```

### Implementation

This makes use of `thread_local!` to manage an internal `TypeInfoStack`
which holds a stack of `&'static TypeInfo`. We push to the stack before
a type is (de)serialized and pop from the stack afterwards.

Using a thread-local should be fine since we know two (de)serializers
can't be running at the same time (and if they're running on separate
threads, then we're still good).

The only potential issue would be if a user went through one of the
sub-serializers, like `StructSerializer`. However, I don't think many
users are going through these types (I don't even know if we necessarily
want to keep those public either, but we'll save that for a different
PR). Additionally, this is just a debug feature that only affects error
messages, so it wouldn't have any drastically negative effect. It would
just result in the stack not being cleared properly if there were any
errors.

Lastly, this is not the most performant implementation since we now
fetch the `TypeInfo` an extra time. But I figured that for a debug tool,
it wouldn't matter too much.

### Feature

This also adds a `debug` feature, which enables the `debug_stack`
feature.

I added it because I think we may want to potentially add more debug
tools in the future, and this gives us a good framework for adding
those. Users who want all debug features, present and future, can just
set `debug`. If they only want this feature, then they can just use
`debug_stack`.

I also made the `debug` feature default to help capture the widest
audience (i.e. the users who want this feature but don't know they do).
However, if we think it's better as a non-default feature, I can change
it!

And if there's any bikeshedding around the name `debug_stack`, let me
know!

## Testing

Run the following command:

```
cargo test --package bevy_reflect --features debug_stack
```

---

## Changelog

- Added the `debug` and `debug_stack` features to `bevy_reflect`
- Updated the error messages returned by the reflection serializers and
deserializers to include more contextual information when the
`debug_stack` or `debug` feature is enabled
2024-09-09 17:52:40 +00:00
Lixou
a5c4606a98
Fix Welcome Contributors CI (#15123)
# Objective

Fixes #15121 (hopefully, just read the docs, don't know how to test this
tho)

## Solution

Adds write permissions for pull-requests, see
https://docs.github.com/en/rest/issues/comments?apiVersion=2022-11-28#create-an-issue-comment--fine-grained-access-tokens
for more information.
2024-09-09 17:52:11 +00:00
robtfm
4e6471ed23
honour NoFrustumCulling for shadows (#15117)
# Objective

`NoFrustumCulling` prevents meshes from being considered out of view
based on AABBs (sometimes useful for skinned meshes which don't
recalculate AABBs currently). it currently only applies for primary view
rendering, not for shadow rendering which can result in missing shadows.

## Solution

Add checks for `NoFrustumCulling` to `check_dir_light_mesh_visibility`
and `check_point_light_mesh_visibility` so that `NoFrustumCulling`
entities are rendered to all shadow views as well as all primary views.
2024-09-09 17:51:38 +00:00
dependabot[bot]
ccb8854ec1
Bump peter-evans/create-pull-request from 6 to 7 (#15112)
Bumps
[peter-evans/create-pull-request](https://github.com/peter-evans/create-pull-request)
from 6 to 7.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/peter-evans/create-pull-request/releases">peter-evans/create-pull-request's
releases</a>.</em></p>
<blockquote>
<h2>Create Pull Request v7.0.0</h2>
<p> Now supports commit signing with bot-generated tokens! See
&quot;What's new&quot; below. ✍️🤖</p>
<h3>Behaviour changes</h3>
<ul>
<li>Action input <code>git-token</code> has been renamed
<code>branch-token</code>, to be more clear about its purpose. The
<code>branch-token</code> is the token that the action will use to
create and update the branch.</li>
<li>The action now handles requests that have been rate-limited by
GitHub. Requests hitting a primary rate limit will retry twice, for a
total of three attempts. Requests hitting a secondary rate limit will
not be retried.</li>
<li>The <code>pull-request-operation</code> output now returns
<code>none</code> when no operation was executed.</li>
<li>Removed deprecated output environment variable
<code>PULL_REQUEST_NUMBER</code>. Please use the
<code>pull-request-number</code> action output instead.</li>
</ul>
<h3>What's new</h3>
<ul>
<li>The action can now sign commits as <code>github-actions[bot]</code>
when using <code>GITHUB_TOKEN</code>, or your own bot when using <a
href="https://github.com/peter-evans/create-pull-request/blob/HEAD/docs/concepts-guidelines.md#authenticating-with-github-app-generated-tokens">GitHub
App tokens</a>. See <a
href="https://github.com/peter-evans/create-pull-request/blob/HEAD/docs/concepts-guidelines.md#commit-signature-verification-for-bots">commit
signing</a> for details.</li>
<li>Action input <code>draft</code> now accepts a new value
<code>always-true</code>. This will set the pull request to draft status
when the pull request is updated, as well as on creation.</li>
<li>A new action input <code>maintainer-can-modify</code> indicates
whether <a
href="https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/working-with-forks/allowing-changes-to-a-pull-request-branch-created-from-a-fork">maintainers
can modify</a> the pull request. The default is <code>true</code>, which
retains the existing behaviour of the action.</li>
<li>A new output <code>pull-request-commits-verified</code> returns
<code>true</code> or <code>false</code>, indicating whether GitHub
considers the signature of the branch's commits to be verified.</li>
</ul>
<h2>What's Changed</h2>
<ul>
<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.36 to
18.19.39 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3000">peter-evans/create-pull-request#3000</a></li>
<li>build(deps-dev): bump ts-jest from 29.1.5 to 29.2.0 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3008">peter-evans/create-pull-request#3008</a></li>
<li>build(deps-dev): bump prettier from 3.3.2 to 3.3.3 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3018">peter-evans/create-pull-request#3018</a></li>
<li>build(deps-dev): bump ts-jest from 29.2.0 to 29.2.2 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3019">peter-evans/create-pull-request#3019</a></li>
<li>build(deps-dev): bump eslint-plugin-prettier from 5.1.3 to 5.2.1 by
<a href="https://github.com/dependabot"><code>@​dependabot</code></a> in
<a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3035">peter-evans/create-pull-request#3035</a></li>
<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.39 to
18.19.41 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3037">peter-evans/create-pull-request#3037</a></li>
<li>build(deps): bump undici from 6.19.2 to 6.19.4 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3036">peter-evans/create-pull-request#3036</a></li>
<li>build(deps-dev): bump ts-jest from 29.2.2 to 29.2.3 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3038">peter-evans/create-pull-request#3038</a></li>
<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.41 to
18.19.42 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3070">peter-evans/create-pull-request#3070</a></li>
<li>build(deps): bump undici from 6.19.4 to 6.19.5 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3086">peter-evans/create-pull-request#3086</a></li>
<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.42 to
18.19.43 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3087">peter-evans/create-pull-request#3087</a></li>
<li>build(deps-dev): bump ts-jest from 29.2.3 to 29.2.4 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3088">peter-evans/create-pull-request#3088</a></li>
<li>build(deps): bump undici from 6.19.5 to 6.19.7 by <a
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href="https://redirect.github.com/peter-evans/create-pull-request/pull/3145">peter-evans/create-pull-request#3145</a></li>
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<li>build(deps): bump undici from 6.19.7 to 6.19.8 by <a
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href="https://redirect.github.com/peter-evans/create-pull-request/pull/3213">peter-evans/create-pull-request#3213</a></li>
<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.44 to
18.19.45 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3214">peter-evans/create-pull-request#3214</a></li>
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<a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3221">peter-evans/create-pull-request#3221</a></li>
<li>build(deps-dev): bump eslint-import-resolver-typescript from 3.6.1
to 3.6.3 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3255">peter-evans/create-pull-request#3255</a></li>
<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.45 to
18.19.46 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3254">peter-evans/create-pull-request#3254</a></li>
<li>build(deps-dev): bump ts-jest from 29.2.4 to 29.2.5 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3256">peter-evans/create-pull-request#3256</a></li>
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href="https://redirect.github.com/peter-evans/create-pull-request/pull/3057">peter-evans/create-pull-request#3057</a></li>
</ul>
<h2>New Contributors</h2>
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<li><a
href="https://github.com/rustycl0ck"><code>@​rustycl0ck</code></a> made
their first contribution in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3057">peter-evans/create-pull-request#3057</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/peter-evans/create-pull-request/compare/v6.1.0...v7.0.0">https://github.com/peter-evans/create-pull-request/compare/v6.1.0...v7.0.0</a></p>
<h2>Create Pull Request v6.1.0</h2>
<p> Adds <code>pull-request-branch</code> as an action output.</p>
<h2>What's Changed</h2>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="8867c4aba1"><code>8867c4a</code></a>
fix: handle ambiguous argument failure on diff stat (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3312">#3312</a>)</li>
<li><a
href="6073f5434b"><code>6073f54</code></a>
build(deps-dev): bump <code>@​typescript-eslint/eslint-plugin</code> (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3291">#3291</a>)</li>
<li><a
href="6d01b5601c"><code>6d01b56</code></a>
build(deps-dev): bump eslint-plugin-import from 2.29.1 to 2.30.0 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3290">#3290</a>)</li>
<li><a
href="25cf8451c3"><code>25cf845</code></a>
build(deps-dev): bump <code>@​typescript-eslint/parser</code> from
7.17.0 to 7.18.0 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3289">#3289</a>)</li>
<li><a
href="d87b980a0e"><code>d87b980</code></a>
build(deps-dev): bump <code>@​types/node</code> from 18.19.46 to
18.19.48 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3288">#3288</a>)</li>
<li><a
href="119d131ea9"><code>119d131</code></a>
build(deps): bump peter-evans/create-pull-request from 6 to 7 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3283">#3283</a>)</li>
<li><a
href="73e6230af4"><code>73e6230</code></a>
docs: update readme</li>
<li><a
href="c0348e860f"><code>c0348e8</code></a>
ci: add v7 to workflow</li>
<li><a
href="4320041ed3"><code>4320041</code></a>
feat: signed commits (v7) (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3057">#3057</a>)</li>
<li><a
href="0c2a66fe4a"><code>0c2a66f</code></a>
build(deps-dev): bump ts-jest from 29.2.4 to 29.2.5 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3256">#3256</a>)</li>
<li>Additional commits viewable in <a
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akimakinai
bafffe1c5f
Fix screenshot example (#15094)
# Objective

I noticed some issues in `screenshot` example:
1. Cursor icon won't return from `SystemCursorIcon::Progress` to default
icon, even though screen shot saving is done.
2. Panics when exiting window: ``called `Result::unwrap()` on an `Err`
value:
NoEntities("bevy_ecs::query::state::QueryState<bevy_ecs::entity::Entity,
bevy_ecs::query::filter::With<bevy_window:🪟:Window>>")``

## Solution

1. Caused by cursor updating system not responding to [`CursorIcon`
component
removal](5cfcbf47ed/examples/window/screenshot.rs (L38)).
I believe it should, so change it to react to
`RemovedComponents<CursorIcon>`. (a suggestion)
2. Use `get_single` for window.

## Testing

- run screenshot example

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-09 16:53:20 +00:00
UkoeHB
adc2cf7dfe
Add state scoped events (#15085)
# Objective

- Improve robustness of state transitions. Currently events that should
be scoped to a specific state can leak between state scopes since events
live for two ticks.
- See https://github.com/bevyengine/bevy/issues/15072

## Solution

- Allow registering state scoped events that will be automatically
cleared when exiting a state. This is *most of the time* not obviously
useful, but enables users to write correct code that will avoid/reduce
edge conditions (such as systems that aren't state scoped polling for a
state scoped event and having unintended side effects outside a specific
state instance).

## Testing

Did not test.

---

## Showcase

Added state scoped events that will be automatically cleared when
exiting a state. Useful when you want to guarantee clean state
transitions.

Normal way to add an event:
```rust
fn setup(app: &mut App) {
    app.add_event::<MyGameEvent>();
}
```

Add a state-scoped event (**NEW**):
```rust
fn setup(app: &mut App) {
    app.add_state_scoped_event::<MyGameEvent>(GameState::Play);
}
```
2024-09-09 16:37:27 +00:00
ickshonpe
09d2292016
Add a border to the UI material example (#15120)
# Objective

There aren't any examples of how to draw a ui material with borders.

## Solution

Add border rendering to the `ui_material` example's shader.

## Showcase

<img width="395" alt="bordermat"
src="https://github.com/user-attachments/assets/109c59c1-f54b-4542-96f7-acff63f5057f">

---------

Co-authored-by: charlotte <charlotte.c.mcelwain@gmail.com>
2024-09-09 16:34:24 +00:00
Christian Hughes
79f6fcd1eb
EntityRef/Mut get_components (immutable variants only) (#15089)
# Objective

Smaller scoped version of #13375 without the `_mut` variants which
currently have unsoundness issues.

## Solution

Same as #13375, but without the `_mut` variants.

## Testing

- The same test from #13375 is reused.

---

## Migration Guide

- Renamed `FilteredEntityRef::components` to
`FilteredEntityRef::accessed_components` and
`FilteredEntityMut::components` to
`FilteredEntityMut::accessed_components`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: Periwink <charlesbour@gmail.com>
2024-09-09 16:29:44 +00:00
Gino Valente
245d03a78a
bevy_reflect: Update on_unimplemented attributes (#15110)
# Objective

Some of the new compile error messages are a little unclear (at least to
me). For example:

```
error[E0277]: `tests::foo::Bar` can not be created through reflection
   --> crates/bevy_reflect/src/lib.rs:679:18
    |
679 |         #[derive(Reflect)]
    |                  ^^^^^^^ the trait `from_reflect::FromReflect` is not implemented for `tests::foo::Bar`
    |
    = note: consider annotating `tests::foo::Bar` with `#[derive(Reflect)]` or `#[derive(FromReflect)]`
```

While the annotation makes it clear that `FromReflect` is missing, it's
not very clear from the main error message.

My IDE lists errors with only their message immediately present:

<p align="center">
<img width="700" alt="Image of said IDE listing errors with only their
message immediately present. These errors are as follows:
\"`tests::foo::Bar` can not be created through reflection\", \"The trait
bound `tests::foo::Bar: RegisterForReflection` is not satisfied\", and
\"The trait bound `tests::foo::Bar: type_info::MaybeTyped` is not
satisfied\""
src="https://github.com/user-attachments/assets/42c24051-9e8e-4555-8477-51a9407446aa">
</p>

This makes it hard to tell at a glance why my code isn't compiling.

## Solution

Updated all `on_unimplemented` attributes in `bevy_reflect` to mention
the relevant trait—either the actual trait or the one users actually
need to implement—as well as a small snippet of what not implementing
them means.

For example, failing to implement `TypePath` now mentions missing a
`TypePath` implementation. And failing to implement `DynamicTypePath`
now also mentions missing a `TypePath` implementation, since that's the
actual trait users need to implement (i.e. they shouldn't implement
`DynamicTypePath` directly).

Lastly, I also added some missing `on_unimplemented` attributes for
`MaybeTyped` and `RegisterForReflection` (which you can see in the image
above).

Here's how this looks in my IDE now:

<p align="center">
<img width="700" alt="Similar image as before showing the errors listed
by the IDE. This time the errors read as follows: \"`tests::foo::Bar`
does not implement `FromReflect` so cannot be reified through
reflection\", \"`tests::foo::Bar` does not implement
`GetTypeRegistration` so cannot be registered for reflection\", and
\"`tests::foo::Bar` does not implement `Typed` so cannot provide static
type information\""
src="https://github.com/user-attachments/assets/f6f8501f-0450-4f78-b84f-00e7a18d0533">
</p>


## Testing

You can test by adding the following code and verifying the compile
errors are correct:

```rust
#[derive(Reflect)]
struct Foo(Bar);

struct Bar;
```
2024-09-09 16:26:17 +00:00
Tim
5adacf014c
Use associated type bounds for iter_many and friends (#15040)
# Objective

Make the bounds for these query methods less intimidating.
Continuation of #14107

<sub>My last pr was back in february 💀
2024-09-09 16:24:39 +00:00
Zachary Harrold
85e41ddace
Add observer to Trigger (#15066)
# Objective

- Fixes  #15061

## Solution

- Added `observer` to `Trigger`, which returns the entity observing the
triggered event.

## Testing

- CI passed locally.
2024-09-09 16:23:14 +00:00
dependabot[bot]
eaa87b8c34
Bump crate-ci/typos from 1.24.3 to 1.24.5 (#15111)
Bumps [crate-ci/typos](https://github.com/crate-ci/typos) from 1.24.3 to
1.24.5.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/releases">crate-ci/typos's
releases</a>.</em></p>
<blockquote>
<h2>v1.24.5</h2>
<h2>[1.24.5] - 2024-09-04</h2>
<h3>Features</h3>
<ul>
<li><em>(action)</em> Support windows</li>
</ul>
<h2>v1.24.4</h2>
<h2>[1.24.4] - 2024-09-03</h2>
<h3>Fixes</h3>
<ul>
<li>Offer a correction for <code>grather</code></li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/blob/master/CHANGELOG.md">crate-ci/typos's
changelog</a>.</em></p>
<blockquote>
<h2>[1.24.5] - 2024-09-04</h2>
<h3>Features</h3>
<ul>
<li><em>(action)</em> Support windows</li>
</ul>
<h2>[1.24.4] - 2024-09-03</h2>
<h3>Fixes</h3>
<ul>
<li>Offer a correction for <code>grather</code></li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="945d407a5f"><code>945d407</code></a>
chore: Release</li>
<li><a
href="e972e95d22"><code>e972e95</code></a>
docs: Update changelog</li>
<li><a
href="fcfade456a"><code>fcfade4</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1095">#1095</a>
from zyf722/actions-windows</li>
<li><a
href="264f549c13"><code>264f549</code></a>
feat(action): Add Windows support to actions</li>
<li><a
href="853bbe8898"><code>853bbe8</code></a>
chore: Release</li>
<li><a
href="b5f56600b2"><code>b5f5660</code></a>
docs: Update changelog</li>
<li><a
href="39f678e520"><code>39f678e</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1093">#1093</a>
from kachick/grather-suggest-candidates</li>
<li><a
href="bb6905fdc9"><code>bb6905f</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1092">#1092</a>
from crate-ci/renovate/embarkstudios-cargo-deny-acti...</li>
<li><a
href="786c825f17"><code>786c825</code></a>
fix(dict): Add suggestions for the typo &quot;grather&quot;</li>
<li><a
href="340058181b"><code>3400581</code></a>
chore(deps): Update EmbarkStudios/cargo-deny-action action to v2</li>
<li>See full diff in <a
href="https://github.com/crate-ci/typos/compare/v1.24.3...v1.24.5">compare
view</a></li>
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2024-09-09 16:22:29 +00:00
ickshonpe
4de9edeaa6
Retrieve the stack_index from Node in extract_ui_material_nodes instead of walking UiStack (#15104)
# Objective

 `ExtractedUiMaterialNode` is still walking the whole `UiStack`. 

more info: https://github.com/bevyengine/bevy/pull/9853

## Solution

Retrieve the `stack_index` from the `Node` component instead.
Also changed the `stack_index` field of `ExtractedUiMaterialNode` to
`u32`.
2024-09-09 16:18:37 +00:00
Marco Meijer
66b5128b6f
Add rect field to UI image (#15095)
# Objective

Fixes #14424 

## Solution

Add a rect field to UiImage, and update the extraction of ui images and
slices.

## Testing

I tested all possible combinations of having a rect, using a texture
atlas, setting image scale mode to sliced and image scale mode to tiled.
See the showcase section.

---

## Showcase

<img width="1279" alt="Screenshot 2024-09-08 at 16 23 05"
src="https://github.com/user-attachments/assets/183e53eb-f27c-4c8e-9fd5-4678825db3b6">

<details>
  <summary>Click to view showcase</summary>

```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
        .add_systems(Startup, create_ui)
        .run();
}

fn create_ui(
    mut commands: Commands,
    assets: Res<AssetServer>,
    mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
    let texture = assets.load("textures/fantasy_ui_borders/numbered_slices.png");
    let layout = TextureAtlasLayout::from_grid(UVec2::splat(16), 3, 3, None, None);
    let texture_atlas_layout = texture_atlas_layouts.add(layout);

    commands.spawn(Camera2dBundle::default());

    let style = Style {
        width: Val::Px(96.),
        height: Val::Px(96.),
        ..default()
    };

    commands
        .spawn(NodeBundle { ..default() })
        .with_children(|parent| {
            // nothing
            parent.spawn(ImageBundle {
                image: UiImage::new(texture.clone()),
                style: style.clone(),
                ..default()
            });

            // with rect
            parent.spawn(ImageBundle {
                image: UiImage::new(texture.clone()).with_rect(Rect::new(0., 0., 16., 16.)),
                style: style.clone(),
                ..default()
            });

            // with rect and texture atlas
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()).with_rect(Rect::new(0., 0., 8., 8.)),
                    style: style.clone(),
                    ..default()
                },
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 1,
                },
            ));

            // with texture atlas
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()),
                    style: style.clone(),
                    ..default()
                },
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 2,
                },
            ));

            // with texture slicer
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()),
                    style: style.clone(),
                    ..default()
                },
                ImageScaleMode::Sliced(TextureSlicer {
                    border: BorderRect::square(16.),
                    center_scale_mode: SliceScaleMode::Stretch,
                    sides_scale_mode: SliceScaleMode::Stretch,
                    max_corner_scale: 1.,
                }),
            ));

            // with rect and texture slicer
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()).with_rect(Rect::new(0., 0., 16., 16.)),
                    style: style.clone(),
                    ..default()
                },
                ImageScaleMode::Sliced(TextureSlicer {
                    border: BorderRect::square(2.),
                    center_scale_mode: SliceScaleMode::Stretch,
                    sides_scale_mode: SliceScaleMode::Stretch,
                    max_corner_scale: 1.,
                }),
            ));

            // with rect, texture atlas and texture slicer
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()).with_rect(Rect::new(0., 0., 8., 8.)),
                    style: style.clone(),
                    ..default()
                },
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 1,
                },
                ImageScaleMode::Sliced(TextureSlicer {
                    border: BorderRect::square(1.),
                    center_scale_mode: SliceScaleMode::Stretch,
                    sides_scale_mode: SliceScaleMode::Stretch,
                    max_corner_scale: 1.,
                }),
            ));

            // with texture atlas and texture slicer
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()),
                    style: style.clone(),
                    ..default()
                },
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 2,
                },
                ImageScaleMode::Sliced(TextureSlicer {
                    border: BorderRect::square(2.),
                    center_scale_mode: SliceScaleMode::Stretch,
                    sides_scale_mode: SliceScaleMode::Stretch,
                    max_corner_scale: 1.,
                }),
            ));

            // with tiled
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()),
                    style: style.clone(),
                    ..default()
                },
                ImageScaleMode::Tiled {
                    tile_x: true,
                    tile_y: true,
                    stretch_value: 1.,
                },
            ));

            // with rect and tiled
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()).with_rect(Rect::new(0., 0., 16., 16.)),
                    style: style.clone(),
                    ..default()
                },
                ImageScaleMode::Tiled {
                    tile_x: true,
                    tile_y: true,
                    stretch_value: 1.,
                },
            ));

            // with rect, texture atlas and tiled
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()).with_rect(Rect::new(0., 0., 8., 8.)),
                    style: style.clone(),
                    ..default()
                },
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 1,
                },
                ImageScaleMode::Tiled {
                    tile_x: true,
                    tile_y: true,
                    stretch_value: 1.,
                },
            ));

            // with texture atlas and tiled
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()),
                    style: style.clone(),
                    ..default()
                },
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 2,
                },
                ImageScaleMode::Tiled {
                    tile_x: true,
                    tile_y: true,
                    stretch_value: 1.,
                },
            ));
        });
}
```

</details>
2024-09-09 16:16:33 +00:00
研究社交
9b006fdf75
bevy_pbr: Make choosing of diffuse indirect lighting explicit. (#15093)
# Objective

Make choosing of diffuse indirect lighting explicit, instead of using
numerical conditions like `all(indirect_light == vec3(0.0f))`, as using
that may lead to unwanted light leakage.

## Solution

Use an explicit `found_diffuse_indirect` condition to indicate the found
indirect lighting source.

## Testing

I have tested examples `lightmaps`, `irradiance_volumes` and
`reflection_probes`, there are no visual changes. For further testing,
consider a "cave" scene with lightmaps and irradiance volumes. In the
cave there are some purly dark occluded area, those dark area will
sample the irradiance volume, and that is easy to leak light.
2024-09-09 16:11:16 +00:00
Han Damin
29c632b524
Add common aspect ratio constants and improve documentation (#15091)
Hello,

I'd like to contribute to this project by adding some useful constants
and improving the documentation for the AspectRatio struct. Here's a
summary of the changes I've made:

1. Added new constants for common aspect ratios:
   - SIXTEEN_NINE (16:9)
   - FOUR_THREE (4:3)
   - ULTRAWIDE (21:9)

2. Enhanced the overall documentation:
   - Improved module-level documentation with an overview and use cases
   - Expanded explanation of the AspectRatio struct with examples
- Added detailed descriptions and examples for all methods (both
existing and new)
   - Included explanations for the newly introduced constant values
   - Added clarifications for From trait implementations

These changes aim to make the AspectRatio API more user-friendly and
easier to understand. The new constants provide convenient access to
commonly used aspect ratios, which I believe will be helpful in many
scenarios.

---------

Co-authored-by: Gonçalo Rica Pais da Silva <bluefinger@gmail.com>
Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
2024-09-09 16:04:41 +00:00
Zachary Harrold
dac4a5bbb4
Depreciate LoadAndSave Asset Processor (#15090)
# Objective

- Fixes #15060

## Solution

- Added `IdentityAssetTransformer<A>` which is an `AssetTransformer`
which infallibly returns the input `Asset` unmodified.
- Replaced `LoadAndSave` and `LoadAndSaveSettings` with type definitions
linking back to `LoadTransformAndSave` and
`LoadTransformAndSaveSettings` respectively.
- Marked `LoadAndSave` and `LoadAndSaveSettings` as depreciated with a
migration guide included, hinting to the user to use the underlying type
instead.

## Testing

- Ran CI locally

---

## Migration Guide

- Replace `LoadAndSave<L, S>` with `LoadTransformAndSave<L,
IdentityAssetTransformer<<L as AssetLoader>::Asset>, S>`
- Replace `LoadAndSaveSettings<L, S>` with
`LoadTransformAndSaveSettings<L, (), S>`
2024-09-09 16:01:14 +00:00
UkoeHB
ce32b5ca06
Add set_state extension method to Commands (#15083)
# Objective

- Improve the ergonomics of managing states.

## Solution

- Add `set_state` extension method to `Commands` so you don't need to
type out `ResMut<NextState<S>>` to update a state. It also reduces
system parameter list size when you already have `Commands`.
- I only updated a couple examples to showcase how it can be used. There
*is* a potential perf cost to introducing `Commands` so this method
shouldn't necessarily be used everywhere.

## Testing

- Tested the updated examples: `game_menu` and `alien_cake_addict`.

---

## Showcase

Add `Commands::set_state` method for easily updating states.

Set directly:
```rust
fn go_to_game(mut game_state: ResMut<NextState<GameState>>) {
    game_state.set(GameState::Play);
}
```

Set with commands (**NEW**):
```rust
fn go_to_game(mut commands: Commands) {
    commands.set_state(GameState::Play);
}
```
2024-09-09 15:58:09 +00:00
Alix Bott
82e416dc48
Split OrthographicProjection::default into 2d & 3d (Adopted) (#15073)
Adopted PR from dmlary, all credit to them!
https://github.com/bevyengine/bevy/pull/9915

Original description:

# Objective

The default value for `near` in `OrthographicProjection` should be
different for 2d & 3d.

For 2d using `near = -1000` allows bevy users to build up scenes using
background `z = 0`, and foreground elements `z > 0` similar to css.
However in 3d `near = -1000` results in objects behind the camera being
rendered. Using `near = 0` works for 3d, but forces 2d users to assign
`z <= 0` for rendered elements, putting the background at some arbitrary
negative value.

There is no common value for `near` that doesn't result in a footgun or
usability issue for either 2d or 3d, so they should have separate
values.

There was discussion about other options in the discord
[0](https://discord.com/channels/691052431525675048/1154114310042292325),
but splitting `default()` into `default_2d()` and `default_3d()` seemed
like the lowest cost approach.

Related/past work https://github.com/bevyengine/bevy/issues/9138,
https://github.com/bevyengine/bevy/pull/9214,
https://github.com/bevyengine/bevy/pull/9310,
https://github.com/bevyengine/bevy/pull/9537 (thanks to @Selene-Amanita
for the list)

## Solution

This commit splits `OrthographicProjection::default` into `default_2d`
and `default_3d`.

## Migration Guide

- In initialization of `OrthographicProjection`, change `..default()` to
`..OrthographicProjection::default_2d()` or
`..OrthographicProjection::default_3d()`

Example:
```diff
--- a/examples/3d/orthographic.rs
+++ b/examples/3d/orthographic.rs
@@ -20,7 +20,7 @@ fn setup(
         projection: OrthographicProjection {
             scale: 3.0,
             scaling_mode: ScalingMode::FixedVertical(2.0),
-            ..default()
+            ..OrthographicProjection::default_3d()
         }
         .into(),
         transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
```

---------

Co-authored-by: David M. Lary <dmlary@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-09-09 15:51:28 +00:00
charlotte
8460cfa6ab
Fix AsBindGroup sampler validation. (#15071)
Kind of confused why this wasn't breaking for me pre-`0.15-dev` since
nothing obvious seems to have changed in `wgpu` upstream, but this fixes
it and ensures that we return the correct sample type re: the actual
device.
2024-09-09 15:48:33 +00:00
CrazyboyQCD
bca228fdaa
Simplify pick_rounded_rect (#15065)
# Objective

Simplify `pick_rounded_rect` with multiple `if` statements to make it
more readable and efficient([Godbolt
link](https://godbolt.org/z/W5vPEvT5c)).

Co-authored-by: WX\shixi <shixi1@cnwxsoft.com>
2024-09-09 15:40:00 +00:00
Ben Frankel
7b217a976c
Remove deprecated SpriteSheetBundle and AtlasImageBundle (#15062)
# Objective

Remove bundles that were deprecated in 0.14.

## Testing

`rg SpriteSheetBundle` and `rg AtlasImageBundle` show no results.
2024-09-09 15:36:09 +00:00
Alice Cecile
3d30b0f9ac
Add basic docs to AssetMode (#15057)
# Objective

We should attempt to document the entirety of bevy_assets. `AssetMode`
is missing docs explaining what it is, how it's used and why it exists.

## Solution

Add docs, focusing on the context in
https://github.com/bevyengine/bevy/issues/10157.
2024-09-09 15:33:29 +00:00
LP
fab0e5d085
Sorts the scene entries by path before serializing. (#15047)
# Objective

Fixes: https://github.com/bevyengine/bevy/issues/14515

## Solution

Sorts the iterator with itertools' sorted_by function. This is required
given that 'self.entries' is an immutable &[Box<dyn PartialReflect]
which also doesn't implement Clone or Copy.

## Testing

The modifications passed the unit testing only after they were edited to
ensure that the items were in alphabetical order.
I haven't checked for performance implications.
2024-09-09 15:31:30 +00:00
charlotte
5eca832cee
Add convenience methods for constructing and setting storage buffer data (#15044)
Adds some methods to assist in building `ShaderStorageBuffer` without
using `bytemuck`. We keep the `&[u8]` constructors since this is still
modeled as a thin wrapper around the buffer descriptor, but should make
it easier to interact with at the cost of an extra allocation in the
`ShaderType` path for the buffer writer.

Follow up from #14663
2024-09-09 15:28:31 +00:00
Christian Hughes
e939d6c33f
Remove remnant EntityHash and related types from bevy_utils (#15039)
# Objective

`EntityHash` and related types were moved from `bevy_utils` to
`bevy_ecs` in #11498, but seemed to have been accidentally reintroduced
a week later in #11707.

## Solution

Remove the old leftover code.

---

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity`.
2024-09-09 15:24:17 +00:00
Chris Russell
a9d2a9ea37
Make QueryFilter an unsafe trait (#14790)
# Objective

It's possible to create UB using an implementation of `QueryFilter` that
performs mutable access, but that does not violate any documented safety
invariants.

This code: 
```rust
#[derive(Component)]
struct Foo(usize);

// This derive is a simple way to get a valid WorldQuery impl.  The QueryData impl isn't used.
#[derive(QueryData)]
#[query_data(mutable)]
struct BadFilter<'w> {
    foo: &'w mut Foo,
}

impl QueryFilter for BadFilter<'_> {
    const IS_ARCHETYPAL: bool = false;

    unsafe fn filter_fetch(
        fetch: &mut Self::Fetch<'_>,
        entity: Entity,
        table_row: TableRow,
    ) -> bool {
        // SAFETY: fetch and filter_fetch have the same safety requirements
        let f: &mut usize = &mut unsafe { Self::fetch(fetch, entity, table_row) }.foo.0;
        println!("Got &mut at     {f:p}");
        true
    }
}

let mut world = World::new();
world.spawn(Foo(0));
world.run_system_once(|query: Query<&Foo, BadFilter>| {
    let f: &usize = &query.iter().next().unwrap().0;
    println!("Got & at        {f:p}");
    query.iter().next().unwrap();
    println!("Still have & at {f:p}");
});
```

prints: 

```
Got &mut at     0x1924b92dfb0
Got & at        0x1924b92dfb0
Got &mut at     0x1924b92dfb0
Still have & at 0x1924b92dfb0
```

Which means it had an `&` and `&mut` alive at the same time.

The only `unsafe` there is around `Self::fetch`, but I believe that call
correctly upholds the safety invariant, and matches what `Added` and
`Changed` do.


## Solution

Make `QueryFilter` an unsafe trait and document the requirement that the
`WorldQuery` implementation be read-only.

## Migration Guide

`QueryFilter` is now an `unsafe trait`. If you were manually
implementing it, you will need to verify that the `WorldQuery`
implementation is read-only and then add the `unsafe` keyword to the
`impl`.
2024-09-09 15:23:12 +00:00
Dragoș Tiselice
4b78ba0162
Replaced implicit emissive weight with default. (#13871)
Since `StandardMaterial::emissive_exposure_weight` does not get packed
into the gbuffer in the deferred case, unpacking uses an implicit
default value for emissive's alpha channel.

This resulted in divergent behavior between the forward and deferred
renderers when using standard materials with default
emissive_exposure_weight, this value defaulting to `0.0` in the forward
case and `1.0` in the other.

This patch changes the implicit value in the deferred case to `0.0` in
order to match the behavior of the forward renderer. However, this still
does not solve the case where `emissive_exposure_weight` is not `0.0`.
2024-09-09 15:14:50 +00:00
Gino Valente
ba3d9b3fb6
bevy_reflect: Refactor serde module (#15107)
# Objective

The `ser` and `de` modules in `bevy_reflect/serde` are very long and
difficult to navigate.

## Solution

Refactor both modules into many smaller modules that each have a single
primary focus (i.e. a `structs` module that only handles struct
serialization/deserialization).

I chose to keep the `ser` and `de` modules separate. We could have
instead broken it up kind (e.g. lists, maps, etc.), but I think this is
a little cleaner. Serialization and deserialization, while related, can
be very different. So keeping them separated makes sense for
organizational purposes.

That being said, if people disagree and think we should structure this a
different way, I am open to changing it.

Note that this PR's changes are mainly structural. There are a few
places I refactored code to reduce duplication and to make things a bit
cleaner, but these are largely cosmetic and shouldn't have any impact on
behavior.

### Other Details

This PR also hides a lot of the internal logic from being exported.
These were originally public, but it's unlikely they really saw any use
outside of these modules. In fact, you don't really gain anything by
using them outside of this module either.

By privatizing these fields and items, we also set ourselves up for more
easily changing internal logic around without involving a breaking
change.

I also chose not to mess around with tests since that would really blow
up the diff haha.

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect --all-features
```

---

## Migration Guide

The fields on `ReflectSerializer` and `TypedReflectSerializer` are now
private. To instantiate, the corresponding constructor must be used:

```rust
// BEFORE
let serializer = ReflectSerializer {
    value: &my_value,
    registry: &type_registry,
};

// AFTER
let serializer = ReflectSerializer::new(&my_value, &type_registry);
```

Additionally, the following types are no longer public:

- `ArraySerializer`
- `EnumSerializer`
- `ListSerializer`
- `MapSerializer`
- `ReflectValueSerializer` (fully removed)
- `StructSerializer`
- `TupleSerializer`
- `TupleStructSerializer`

As well as the following traits:

- `DeserializeValue` (fully removed)
2024-09-09 14:03:42 +00:00
JMS55
a0faf9cd01
More triangles/vertices per meshlet (#15023)
### Builder changes
- Increased meshlet max vertices/triangles from 64v/64t to 255v/128t
(meshoptimizer won't allow 256v sadly). This gives us a much greater
percentage of meshlets with max triangle count (128). Still not perfect,
we still end up with some tiny <=10 triangle meshlets that never really
get simplified, but it's progress.
- Removed the error target limit. Now we allow meshoptimizer to simplify
as much as possible. No reason to cap this out, as the cluster culling
code will choose a good LOD level anyways. Again leads to higher quality
LOD trees.
- After some discussion and consulting the Nanite slides again, changed
meshlet group error from _adding_ the max child's error to the group
error, to doing `group_error = max(group_error, max_child_error)`. Error
is already cumulative between LODs as the edges we're collapsing during
simplification get longer each time.
- Bumped the 65% simplification threshold to allow up to 95% of the
original geometry (e.g. accept simplification as valid even if we only
simplified 5% of the triangles). This gives us closer to
log2(initial_meshlet_count) LOD levels, and fewer meshlet roots in the
DAG.

Still more work to be done in the future here. Maybe trying METIS for
meshlet building instead of meshoptimizer.

Using ~8 clusters per group instead of ~4 might also make a big
difference. The Nanite slides say that they have 8-32 meshlets per
group, suggesting some kind of heuristic. Unfortunately meshopt's
compute_cluster_bounds won't work with large groups atm
(https://github.com/zeux/meshoptimizer/discussions/750#discussioncomment-10562641)
so hard to test.

Based on discussion from
https://github.com/bevyengine/bevy/discussions/14998,
https://github.com/zeux/meshoptimizer/discussions/750, and discord.

### Runtime changes
- cluster:triangle packed IDs are now stored 25:7 instead of 26:6 bits,
as max triangles per cluster are now 128 instead of 64
- Hardware raster now spawns 128 * 3 vertices instead of 64 * 3 vertices
to account for the new max triangles limit
- Hardware raster now outputs NaN triangles (0 / 0) instead of
zero-positioned triangles for extra vertex invocations over the cluster
triangle count. Shouldn't really be a difference idt, but I did it
anyways.
- Software raster now does 128 threads per workgroup instead of 64
threads. Each thread now loads, projects, and caches a vertex (vertices
0-127), and then if needed does so again (vertices 128-254). Each thread
then rasterizes one of 128 triangles.
- Fixed a bug with `needs_dispatch_remap`. I had the condition backwards
in my last PR, I probably committed it by accident after testing the
non-default code path on my GPU.
2024-09-08 17:55:57 +00:00