# 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.
# 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
# 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.
# 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.
# 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>
# 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
# 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
```
# 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).
# 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>
# 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>
# 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.");
},
_ => {},
}
}
}
```
# 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
# 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).
# 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>
# 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
# 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.
# 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>
# 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);
}
```
# 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>
# 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>
# 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;
```
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 "grather"</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>
</ul>
</details>
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# 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`.
# 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.
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>
# 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>`
# 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);
}
```
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>
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.
# 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>
# 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.
# 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.
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
# 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`.
# 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`.
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`.
# 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)
### 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.