Commit graph

2619 commits

Author SHA1 Message Date
Mizu
9dfd4e4b08 Add examples for Transforms (#2441)
# Add Transform Examples

- Adding examples for moving/rotating entities (with its own section) to resolve #2400 

I've stumbled upon this project and been fiddling around a little. Saw the issue and thought I might just add some examples for the proposed transformations.
Mind to check if I got the gist correctly and suggest anything I can improve?
2022-03-15 05:49:49 +00:00
Daniel McNab
6e61fef67d Obviate the need for RunSystem, and remove it (#3817)
# Objective

- Fixes #3300
- `RunSystem` is messy

## Solution

- Adds the trick theorised in https://github.com/bevyengine/bevy/issues/3300#issuecomment-991791234

P.S. I also want this for an experimental refactoring of `Assets`, to remove the duplication of `Events<AssetEvent<T>>`


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-15 02:16:55 +00:00
Alice Cecile
a304fd9a99 Split bevy_hierarchy out from bevy_transform (#4168)
# Objective

- Hierarchy tools are not just used for `Transform`: they are also used for scenes.
- In the future there's interest in using them for other features, such as visiibility inheritance.
- The fact that these tools are found in `bevy_transform` causes a great deal of user and developer confusion
- Fixes #2758.

## Solution

- Split `bevy_transform` into two!
- Make everything work again.

Note that this is a very tightly scoped PR: I *know* there are code quality and docs issues that existed in bevy_transform that I've just moved around. We should fix those in a seperate PR and try to merge this ASAP to reduce the bitrot involved in splitting an entire crate.

## Frustrations

The API around `GlobalTransform` is a mess: we have massive code and docs duplication, no link between the two types and no clear way to extend this to other forms of inheritance.

In the medium-term, I feel pretty strongly that `GlobalTransform` should be replaced by something like `Inherited<Transform>`, which lives in `bevy_hierarchy`:

- avoids code duplication
- makes the inheritance pattern extensible
- links the types at the type-level
- allows us to remove all references to inheritance from `bevy_transform`, making it more useful as a standalone crate and cleaning up its docs

## Additional context

- double-blessed by @cart in https://github.com/bevyengine/bevy/issues/4141#issuecomment-1063592414 and https://github.com/bevyengine/bevy/issues/2758#issuecomment-913810963
- preparation for more advanced / cleaner hierarchy tools: go read https://github.com/bevyengine/rfcs/pull/53 !
- originally attempted by @finegeometer in #2789. It was a great idea, just needed more discussion!

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-15 01:54:05 +00:00
Alice Cecile
a291b5aaed Ignore duplicate wasi crate in dependency tree (#4190)
# Objective

- CI is giving a warning about duplicate dependency because of a differing versions between `winit` and `ahash` of https://github.com/bytecodealliance/wasi
- PRs that are mergeable look like they're not.

## Solution

- Add this crate to the list of ignored duplicates
2022-03-12 02:38:46 +00:00
Jakob Hellermann
bf6de89622 use marker components for cameras instead of name strings (#3635)
**Problem**
- whenever you want more than one of the builtin cameras (for example multiple windows, split screen, portals), you need to add a render graph node that executes the correct sub graph, extract the camera into the render world and add the correct `RenderPhase<T>` components
- querying for the 3d camera is annoying because you need to compare the camera's name to e.g. `CameraPlugin::CAMERA_3d`

**Solution**
- Introduce the marker types `Camera3d`, `Camera2d` and `CameraUi`
-> `Query<&mut Transform, With<Camera3d>>` works
- `PerspectiveCameraBundle::new_3d()` and `PerspectiveCameraBundle::<Camera3d>::default()` contain the `Camera3d` marker
- `OrthographicCameraBundle::new_3d()` has `Camera3d`, `OrthographicCameraBundle::new_2d()` has `Camera2d`
- remove `ActiveCameras`, `ExtractedCameraNames`
- run 2d, 3d and ui passes for every camera of their respective marker
-> no custom setup for multiple windows example needed

**Open questions**
- do we need a replacement for `ActiveCameras`? What about a component `ActiveCamera { is_active: bool }` similar to `Visibility`?

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-12 00:41:06 +00:00
Robert Swain
0e821da704 bevy_render: Batch insertion for prepare_uniform_components (#4179)
# Objective

- Make insertion of uniform components faster

## Solution

- Use batch insertion in the prepare_uniform_components system
- Improves `many_cubes -- sphere` from ~42fps to ~43fps


Co-authored-by: François <mockersf@gmail.com>
2022-03-11 23:20:18 +00:00
robtfm
5af746457e fix cluster tiling calculations (#4148)
# Objective

fix cluster tilesize and tilecount calculations.
Fixes https://github.com/bevyengine/bevy/issues/4127 & https://github.com/bevyengine/bevy/issues/3596

## Solution

- calculate tilesize as smallest integers such that dimensions.xy() tiles will cover the screen
- calculate final dimensions as smallest integers such that final dimensions * tilesize will cover the screen

there is more cleanup that could be done in these functions. a future PR will likely remove the tilesize completely, so this is just a minimal change set to fix the current bug at small screen sizes

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-10 01:14:21 +00:00
Aevyrie
b493165bfe Use reactive rendering for ui examples. (#4164)
# Objective

- Use the low power, reactive rendering settings for UI examples.
- Make the feature more discoverable by using it in an applicable context.
2022-03-09 21:59:57 +00:00
Rob Parrett
1a85fb5ea3 Fix mesh2d_manual example (#4037)
# Objective

Fixes #4036 

## Solution

- Use `VertexBufferLayout::from_vertex_formats`
- Actually put a u32 into `ATTRIBUTE_COLOR` and convert it in the shader

I'm not 100% sure about the color stuff. It seems like `ATTRIBUTE_COLOR` has been `Uint32` this whole time, but this example previously worked with `[f32; 4]` somehow, perhaps because the vertex layout was manually specified.

Let me know if that can be improved, or feel free to close for an alternative fix.
2022-03-08 17:50:44 +00:00
Emerson MX
6ce8e50068 Add mouse grab example (#4114)
Fixes #4094
2022-03-08 17:14:08 +00:00
Roman
2b11202614 fix mul_vec3 tranformation order: should be scale -> rotate -> translate (#3811)
# Objective

Lets say we need to rotate stretched object for this purpose we can created stretched `Child` and add as child to `Parent`, later we can rotate `Parent`, `Child` in this situation should rotate keeping it form, it is not the case with `SpriteBundle` currently. If you try to do it with `SpriteBundle` it will deform.

## Solution

My pull request fixes order of transformations to scale -> rotate -> translate, with this fix `SpriteBundle` behaves as expected in described rotation, without deformation. Here is quote from "Essential Mathematics for Games":

> Generally, the desired order we wish to use for these transforms is to scale first, then rotate, then translate. Scaling first gives us the scaling along the axes we expect. We can then rotate around the origin of the frame, and then translate it into place.

I'm must say when I was using `MaterialMesh2dBundle` it behaves correctly in both cases with `bevy main` and with my fix, don't know why, was not able to figure it out why there is difference.

here is code I was using for testing:
```rust
use bevy::{
    prelude::*,
    render::render_resource::{Extent3d, TextureDimension, TextureFormat},
    sprite::{MaterialMesh2dBundle, Mesh2dHandle},
};

fn main() {
    let mut app = App::new();
    app.insert_resource(ClearColor(Color::rgb(0.1, 0.2, 0.3)))
        .add_plugins(DefaultPlugins)
        .add_startup_system(setup);
    app.run();
}

fn setup(
    mut commands: Commands,
    mut images: ResMut<Assets<Image>>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorMaterial>>,
) {
    let mut c = OrthographicCameraBundle::new_2d();
    c.orthographic_projection.scale = 1.0 / 10.0;
    commands.spawn_bundle(c);
    // note: mesh somehow works for both variants
    // let quad: Mesh2dHandle = meshes.add(Mesh::from(shape::Quad::default())).into();
    // let child = commands
    //     .spawn_bundle(MaterialMesh2dBundle {
    //         mesh: quad.clone(),
    //         transform: Transform::from_translation(Vec3::new(0.0, 0.0, -1.0))
    //             .with_scale(Vec3::new(10.0, 1.0, 1.0)),
    //         material: materials.add(ColorMaterial::from(Color::BLACK)),
    //         ..Default::default()
    //     })
    //     .id();
    // commands
    //     .spawn_bundle(MaterialMesh2dBundle {
    //         mesh: quad,
    //         transform: Transform::from_rotation(Quat::from_rotation_z(0.78))
    //             .with_translation(Vec3::new(0.0, 0.0, 10.0)),
    //         material: materials.add(ColorMaterial::from(Color::WHITE)),
    //         ..Default::default()
    //     })
    //     .push_children(&[child]);

    let white = images.add(get_image(Color::rgb(1.0, 1.0, 1.0)));
    let black = images.add(get_image(Color::rgb(0.0, 0.0, 0.0)));
    let child = commands
        .spawn_bundle(SpriteBundle {
            texture: black,
            transform: Transform::from_translation(Vec3::new(0.0, 0.0, -1.0))
                .with_scale(Vec3::new(10.0, 1.0, 1.0)),
            ..Default::default()
        })
        .id();
    commands
        .spawn_bundle(SpriteBundle {
            texture: white,
            transform: Transform::from_rotation(Quat::from_rotation_z(0.78))
                .with_translation(Vec3::new(0.0, 0.0, 10.0)),
            ..Default::default()
        })
        .push_children(&[child]);
}

fn get_image(color: Color) -> Image {
    let mut bytes = Vec::with_capacity((1 * 1 * 4 * 4) as usize);
    let color = color.as_rgba_f32();
    bytes.extend(color[0].to_le_bytes());
    bytes.extend(color[1].to_le_bytes());
    bytes.extend(color[2].to_le_bytes());
    bytes.extend(1.0_f32.to_le_bytes());
    Image::new(
        Extent3d {
            width: 1,
            height: 1,
            depth_or_array_layers: 1,
        },
        TextureDimension::D2,
        bytes,
        TextureFormat::Rgba32Float,
    )
}

```

here is screenshot with `bevy main` and my fix:
![examples](https://user-images.githubusercontent.com/816292/151708304-c07c891e-da70-43f4-9c41-f85fa166a96d.png)
2022-03-08 05:47:36 +00:00
robtfm
244687a0bb Dynamic light clusters (#3968)
# Objective

provide some customisation for default cluster setup
avoid "cluster index lists is full" in all cases (using a strategy outlined by @superdump)

## Solution

Add ClusterConfig enum (which can be inserted into a view at any time) to allow specifying cluster setup with variants:
- None (do not do any light assignment - for views which do not require light info, e.g. minimaps etc)
- Single (one cluster)
- XYZ (explicit cluster counts in each dimension)
- FixedZ (most similar to current - specify Z-slices and total, then x and y counts are dynamically determined to give approximately square clusters based on current aspect ratio)
Defaults to FixedZ { total: 4096, z: 24 } which is similar to the current setup.

Per frame, estimate the number of indices that would be required for the current config and decrease the cluster counts / increase the cluster sizes in the x and y dimensions if the index list would be too small.

notes:

- I didn't put ClusterConfig in the camera bundles to avoid introducing a dependency from bevy_render to bevy_pbr. the ClusterConfig enum comes with a pbr-centric impl block so i didn't want to move that into bevy_render either.
- ~Might want to add None variant to cluster config for views that don't care about lights?~
- Not well tested for orthographic
- ~there's a cluster_muck branch on my repo which includes some diagnostics / a modified lighting example which may be useful for tyre-kicking~ (outdated, i will bring it up to date if required)

anecdotal timings:

FPS on the lighting demo is negligibly better (~5%), maybe due to a small optimisation constraining the light aabb to be in front of the camera
FPS on the lighting demo with 100 extra lights added is ~33% faster, and also renders correctly as the cluster index count is no longer exceeded
2022-03-08 04:56:42 +00:00
Robert Swain
a188babce2 many_cubes: Add a cube pattern suitable for benchmarking culling changes (#4126)
# Objective

- Add a cube pattern to `many_cubes` suitable for benchmarking culling changes

## Solution

- Use a 'golden spiral' mapped to a sphere with the strategy of optimising for average nearest neighbour distance, as per: http://extremelearning.com.au/how-to-evenly-distribute-points-on-a-sphere-more-effectively-than-the-canonical-fibonacci-lattice/
2022-03-08 04:39:52 +00:00
François
4add96b1be Cleanup doc / comments about changed defaults (#4144)
# Objective

- Update comment about default audio format
- remove doc about msaa in wasm
2022-03-08 02:11:59 +00:00
François
de2a47c2ba export TaskPoolThreadAssignmentPolicy (#4145)
# Objective

- Fix #2163
- Allow configuration of thread pools through `DefaultTaskPoolOptions`

## Solution

- `TaskPoolThreadAssignmentPolicy` was already public but not exported. Export it.
2022-03-08 01:54:36 +00:00
Gabriel Bourgeois
e41c5c212c Fix UI node Transform change detection (#4138)
# Objective

Fixes #4133 

## Solution

Add comparisons to make sure we don't dereference `Mut<>` in the two places where `Transform` is being mutated. `GlobalTransform` implementation already works properly so fixing Transform automatically fixed that as well.
2022-03-08 01:00:23 +00:00
dataphract
b4483dbfc8 perf: only recalculate frusta of changed lights (#4086)
## Objective

Currently, all directional and point lights have their viewing frusta recalculated every frame, even if they have not moved or been disabled/enabled.

## Solution

The relevant systems now make use of change detection to only update those lights whose viewing frusta may have changed.
2022-03-08 01:00:22 +00:00
dependabot[bot]
fb02b84224 Bump actions/checkout from 2 to 3 (#4136)
Bumps [actions/checkout](https://github.com/actions/checkout) from 2 to 3.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a href="https://github.com/actions/checkout/releases">actions/checkout's releases</a>.</em></p>
<blockquote>
<h2>v3.0.0</h2>
<ul>
<li>Update default runtime to node16</li>
</ul>
<h2>v2.4.0</h2>
<ul>
<li>Convert SSH URLs like <code>org-&lt;ORG_ID&gt;@github.com:</code> to <code>https://github.com/</code> - <a href="https://github-redirect.dependabot.com/actions/checkout/pull/621">pr</a></li>
</ul>
<h2>v2.3.5</h2>
<p>Update dependencies</p>
<h2>v2.3.4</h2>
<ul>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/379">Add missing <code>await</code>s</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/360">Swap to Environment Files</a></li>
</ul>
<h2>v2.3.3</h2>
<ul>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/345">Remove Unneeded commit information from build logs</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/326">Add Licensed to verify third party dependencies</a></li>
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<h2>v2.3.2</h2>
<p><a href="https://github-redirect.dependabot.com/actions/checkout/pull/320">Add Third Party License Information to Dist Files</a></p>
<h2>v2.3.1</h2>
<p><a href="https://github-redirect.dependabot.com/actions/checkout/pull/284">Fix default branch resolution for .wiki and when using SSH</a></p>
<h2>v2.3.0</h2>
<p><a href="https://github-redirect.dependabot.com/actions/checkout/pull/278">Fallback to the default branch</a></p>
<h2>v2.2.0</h2>
<p><a href="https://github-redirect.dependabot.com/actions/checkout/pull/258">Fetch all history for all tags and branches when fetch-depth=0</a></p>
<h2>v2.1.1</h2>
<p>Changes to support GHES (<a href="https://github-redirect.dependabot.com/actions/checkout/pull/236">here</a> and <a href="https://github-redirect.dependabot.com/actions/checkout/pull/248">here</a>)</p>
<h2>v2.1.0</h2>
<ul>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/191">Group output</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/199">Changes to support GHES alpha release</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/184">Persist core.sshCommand for submodules</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/163">Add support ssh</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/179">Convert submodule SSH URL to HTTPS, when not using SSH</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/157">Add submodule support</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/144">Follow proxy settings</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/141">Fix ref for pr closed event when a pr is merged</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/128">Fix issue checking detached when git less than 2.22</a></li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a href="https://github.com/actions/checkout/blob/main/CHANGELOG.md">actions/checkout's changelog</a>.</em></p>
<blockquote>
<h1>Changelog</h1>
<h2>v2.3.1</h2>
<ul>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/284">Fix default branch resolution for .wiki and when using SSH</a></li>
</ul>
<h2>v2.3.0</h2>
<ul>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/278">Fallback to the default branch</a></li>
</ul>
<h2>v2.2.0</h2>
<ul>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/258">Fetch all history for all tags and branches when fetch-depth=0</a></li>
</ul>
<h2>v2.1.1</h2>
<ul>
<li>Changes to support GHES (<a href="https://github-redirect.dependabot.com/actions/checkout/pull/236">here</a> and <a href="https://github-redirect.dependabot.com/actions/checkout/pull/248">here</a>)</li>
</ul>
<h2>v2.1.0</h2>
<ul>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/191">Group output</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/199">Changes to support GHES alpha release</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/184">Persist core.sshCommand for submodules</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/163">Add support ssh</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/179">Convert submodule SSH URL to HTTPS, when not using SSH</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/157">Add submodule support</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/144">Follow proxy settings</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/141">Fix ref for pr closed event when a pr is merged</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/128">Fix issue checking detached when git less than 2.22</a></li>
</ul>
<h2>v2.0.0</h2>
<ul>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/108">Do not pass cred on command line</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/107">Add input persist-credentials</a></li>
<li><a href="https://github-redirect.dependabot.com/actions/checkout/pull/104">Fallback to REST API to download repo</a></li>
</ul>
</blockquote>
</details>
<details>
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<li><a href="a12a3943b4"><code>a12a394</code></a> update readme for v3 (<a href="https://github-redirect.dependabot.com/actions/checkout/issues/708">#708</a>)</li>
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2022-03-08 00:46:07 +00:00
dependabot[bot]
a88a59c9e1 Bump actions/upload-artifact from 1 to 3 (#4135)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 1 to 3.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a href="https://github.com/actions/upload-artifact/releases">actions/upload-artifact's releases</a>.</em></p>
<blockquote>
<h2>v3.0.0</h2>
<h2>What's Changed</h2>
<ul>
<li>Update default runtime to node16 (<a href="https://github-redirect.dependabot.com/actions/upload-artifact/issues/293">#293</a>)</li>
<li>Update package-lock.json file version to 2 (<a href="https://github-redirect.dependabot.com/actions/upload-artifact/issues/302">#302</a>)</li>
</ul>
<h3>Breaking Changes</h3>
<p>With the update to Node 16, all scripts will now be run with Node 16 rather than Node 12.</p>
<h2>v2.3.1</h2>
<p>Fix for empty fails on Windows failing on upload <a href="https://github-redirect.dependabot.com/actions/upload-artifact/issues/281">#281</a></p>
<h2>v2.3.0 Upload Artifact</h2>
<ul>
<li>Optimizations for faster uploads of larger files that are already compressed</li>
<li>Significantly improved logging when there are chunked uploads</li>
<li>Clarifications in logs around the upload size and prohibited characters that aren't allowed in the artifact name or any uploaded files</li>
<li>Various other small bugfixes &amp; optimizations</li>
</ul>
<h2>v2.2.4</h2>
<ul>
<li>Retry on HTTP 500 responses from the service</li>
</ul>
<h2>v2.2.3</h2>
<ul>
<li>Fixes for proxy related issues</li>
</ul>
<h2>v2.2.2</h2>
<ul>
<li>Improved retryability and error handling</li>
</ul>
<h2>v2.2.1</h2>
<ul>
<li>Update used actions/core package to the latest version</li>
</ul>
<h2>v2.2.0</h2>
<ul>
<li>Support for artifact retention</li>
</ul>
<h2>v2.1.4</h2>
<ul>
<li>Add Third Party License Information</li>
</ul>
<h2>v2.1.3</h2>
<ul>
<li>Use updated version of the <code>@action/artifact</code> NPM package</li>
</ul>
<h2>v2.1.2</h2>
<ul>
<li>Increase upload chunk size from 4MB to 8MB</li>
<li>Detect case insensitive file uploads</li>
</ul>
<h2>v2.1.1</h2>
<ul>
<li>Fix for certain symlinks not correctly being identified as directories before starting uploads</li>
</ul>
<h2>v2.1.0</h2>
<ul>
<li>Support for uploading artifacts with multiple paths</li>
<li>Support for using exclude paths</li>
<li>Updates to dependencies</li>
</ul>
<!-- raw HTML omitted -->
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<li><a href="6673cd052c"><code>6673cd0</code></a> Update <code>lockfileVersion</code> in <code>package-lock.json</code> (<a href="https://github-redirect.dependabot.com/actions/upload-artifact/issues/302">#302</a>)</li>
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<li><a href="87348cee5f"><code>87348ce</code></a> Add 503 warning when uploading to the same artifact</li>
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<li><a href="5f375cca4b"><code>5f375cc</code></a> Document how to correctly use environment variables for path input (<a href="https://github-redirect.dependabot.com/actions/upload-artifact/issues/274">#274</a>)</li>
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2022-03-08 00:46:06 +00:00
dependabot[bot]
ce871d16fa Bump actions/labeler from 3 to 4 (#4134)
Bumps [actions/labeler](https://github.com/actions/labeler) from 3 to 4.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a href="https://github.com/actions/labeler/releases">actions/labeler's releases</a>.</em></p>
<blockquote>
<h2>v4.0.0</h2>
<ul>
<li><a href="https://github-redirect.dependabot.com/actions/labeler/pull/319"> Update to node 16 runtime</a></li>
</ul>
<h2>v3.1.0</h2>
<p>Dependency upgrades, docs updates, and behind-the-scenes maintenance.</p>
<p>See the full list of changes since 3.0.2 here: <a href="https://github.com/actions/labeler/compare/v3.0.2...v3.1.0">https://github.com/actions/labeler/compare/v3.0.2...v3.1.0</a></p>
<p>Thanks to <a href="https://github.com/GisoBartels"><code>@​GisoBartels</code></a> and <a href="https://github.com/Muhammed-Rahif"><code>@​Muhammed-Rahif</code></a> for their contributions!</p>
<h2>v3.0.2</h2>
<p>No API changes, but lots of behind-the-scenes upgrades, mostly to internal dependencies, tooling, and surrounding infrastructure.</p>
<h2>v3.0.1</h2>
<p>No user-facing changes.</p>
<p>That said, there were more than enough behind-the-scenes changes to warrant a new release: <a href="https://github.com/actions/labeler/compare/v3.0.0...v3.0.1">https://github.com/actions/labeler/compare/v3.0.0...v3.0.1</a></p>
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2022-03-08 00:46:05 +00:00
Aevyrie
b3aff9a7b1 Add docs and common helper functions to Windows (#4107)
# Objective

- Improve documentation.
- Provide helper functions for common uses of `Windows` relating to getting the primary `Window`.
- Reduce repeated `Window` code.

# Solution

- Adds infallible `primary()` and `primary_mut()` functions with standard error text. This replaces the commonly used `get_primary().unwrap()` seen throughout bevy which has inconsistent or nonexistent error messages.
- Adds `scale_factor(WindowId)` to replace repeated code blocks throughout.

# Considerations

- The added functions can panic if the primary window does not exist.
    - It is very uncommon for the primary window to not exist, as seen by the regular use of `get_primary().unwrap()`. Most users will have a single window and will need to reference the primary window in their code multiple times.
    - The panic provides a consistent error message to make this class of error easy to spot from the panic text.
    - This follows the established standard of short names for infallible-but-unlikely-to-panic functions in bevy.
- Removes line noise for common usage of `Windows`.
2022-03-08 00:46:04 +00:00
Alix Bott
e36c9b6cf0 Add conversions from Color to u32 (#4088)
# Objective

- `Mesh::ATTRIBUTE_COLOR` expects colors as `u32`s but there is no function for easy conversion.
- See https://github.com/bevyengine/bevy/pull/4037#pullrequestreview-894448677

## Solution

- Added `Color::as_rgba_u32` and `Color::as_linear_rgba_u32`
2022-03-08 00:46:03 +00:00
josh65536
e3a3b5b9c2 Fixed the frustum-sphere collision and added tests (#4035)
# Objective

Fixes #3744 

## Solution

The old code used the formula `normal . center + d + radius <= 0` to determine if the sphere with center `center` and radius `radius` is outside the plane with normal `normal` and distance from origin `d`. This only works if `normal` is normalized, which is not necessarily the case. Instead, `normal` and `d` are both multiplied by some factor that `radius` isn't multiplied by. So the additional code multiplied `radius` by that factor.
2022-03-08 00:30:41 +00:00
Christian Hughes
c05ba23703 Add Reflect support for DMat3, DMat4, DQuat (#4128)
## Objective

A step towards `f64` `Transform`s (#1680). For now, I am rolling my own `Transform`. But in order to derive Reflect, I specifically need `DQuat` to be reflectable.

```rust
#[derive(Component, Reflect, Copy, Clone, PartialEq, Debug)]
#[reflect(Component, PartialEq)]
pub struct Transform {
    pub translation: DVec3,
    pub rotation: DQuat, // error: the trait `bevy::prelude::Reflect` is not implemented for `DQuat`
    pub scale: DVec3,
}
```

## Solution

I have added a `DQuat` impl for `Reflect` alongside the other glam impls. I've also added impls for `DMat3` and `DMat4` to match.
2022-03-08 00:14:21 +00:00
Aevyrie
2d674e7c3e Reduce power usage with configurable event loop (#3974)
# Objective

- Reduce power usage for games when not focused.
- Reduce power usage to ~0 when a desktop application is minimized (opt-in).
- Reduce power usage when focused, only updating on a `winit` event, or the user sends a redraw request. (opt-in)

https://user-images.githubusercontent.com/2632925/156904387-ec47d7de-7f06-4c6f-8aaf-1e952c1153a2.mp4

Note resource usage in the Task Manager in the above video.

## Solution

- Added a type `UpdateMode` that allows users to specify how the winit event loop is updated, without exposing winit types.
- Added two fields to `WinitConfig`, both with the `UpdateMode` type. One configures how the application updates when focused, and the other configures how the application behaves when it is not focused. Users can modify this resource manually to set the type of event loop control flow they want.
- For convenience, two functions were added to `WinitConfig`, that provide reasonable presets: `game()` (default) and `desktop_app()`.
    - The `game()` preset, which is used by default, is unchanged from current behavior with one exception: when the app is out of focus the app updates at a minimum of 10fps, or every time a winit event is received. This has a huge positive impact on power use and responsiveness on my machine, which will otherwise continue running the app at many hundreds of fps when out of focus or minimized.
    - The `desktop_app()` preset is fully reactive, only updating when user input (winit event) is supplied or a `RedrawRequest` event is sent. When the app is out of focus, it only updates on `Window` events - i.e. any winit event that directly interacts with the window. What this means in practice is that the app uses *zero* resources when minimized or not interacted with, but still updates fluidly when the app is out of focus and the user mouses over the application.
- Added a `RedrawRequest` event so users can force an update even if there are no events. This is useful in an application when you want to, say, run an animation even when the user isn't providing input.
- Added an example `low_power` to demonstrate these changes

## Usage

Configuring the event loop:
```rs
use bevy::winit::{WinitConfig};
// ...
.insert_resource(WinitConfig::desktop_app()) // preset
// or
.insert_resource(WinitConfig::game()) // preset
// or
.insert_resource(WinitConfig{ .. }) // manual
```

Requesting a redraw:
```rs
use bevy:🪟:RequestRedraw;
// ...
fn request_redraw(mut event: EventWriter<RequestRedraw>) {
    event.send(RequestRedraw);
}
```

## Other details

- Because we have a single event loop for multiple windows, every time I've mentioned "focused" above, I more precisely mean, "if at least one bevy window is focused".
- Due to a platform bug in winit (https://github.com/rust-windowing/winit/issues/1619), we can't simply use `Window::request_redraw()`. As a workaround, this PR will temporarily set the window mode to `Poll` when a redraw is requested. This is then reset to the user's `WinitConfig` setting on the next frame.
2022-03-07 23:32:05 +00:00
dataphract
cba9bcc7ba improve error messages for render graph runner (#3930)
# Objective

Currently, errors in the render graph runner are exposed via a `Result::unwrap()` panic message, which dumps the debug representation of the error.

## Solution

This PR updates `render_system` to log the chain of errors, followed by an explicit panic:

```
ERROR bevy_render::renderer: Error running render graph:
ERROR bevy_render::renderer: > encountered an error when running a sub-graph
ERROR bevy_render::renderer: > tried to pass inputs to sub-graph "outline_graph", which has no input slots
thread 'main' panicked at 'Error running render graph: encountered an error when running a sub-graph', /[redacted]/bevy/crates/bevy_render/src/renderer/mod.rs:44:9
```

Some errors' `Display` impls (via `thiserror`) have also been updated to provide more detail about the cause of the error.
2022-03-07 09:09:24 +00:00
François
159fe527a8 Slow down the many_cubes example (#4117)
# Objective

- After #4015, the `many_cubes` example could introduce discomfort in some cases

## Solution

- Slow down the camera, add space between the cubes

https://user-images.githubusercontent.com/8672791/156898412-0fcd29b4-63b1-4e11-bf52-7ec40cb8f932.mp4
2022-03-05 22:59:54 +00:00
Harry Barber
cf46baa172 Add clear_schedule (#3941)
# Objective

Adds `clear_schedule` method to `State`.

Closes #3932
2022-03-05 21:53:17 +00:00
François
baae97d002 iter_mut on Assets: send modified event only when asset is iterated over (#3565)
# Objective

- `Assets<T>::iter_mut` sends `Modified` event for all assets first, then returns the iterator
- This means that events could be sent for assets that would not have been mutated if iteration was stopped before

## Solution

- Send `Modified` event when assets are iterated over.


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2022-03-05 21:25:30 +00:00
François
6c95b582a5 Make many_cubes example more interesting (#4015)
# Objective

- Make the many_cubes example more interesting (and look more like many_sprites)

## Solution

- Actually display many cubes
- Move the camera around
2022-03-05 13:23:04 +00:00
Reinis
0eec2ea0d6 Slight changes from the book (#4077)
Not sure if this is the new format, but quickly looking I couldn't wind a easy way to update it in the book

# Objective

* For sample project to compile after first pages of book

got: 

```
  = note: clang: error: invalid linker name in argument '-fuse-ld=/usr/local/bin/zld'
          

error: linking with `cc` failed: exit status: 1
```

## Solution

FIx to correct zld path
2022-03-05 03:53:34 +00:00
Robert Bragg
1d5145fd64 StandardMaterial: expose a cull_mode option (#3982)
This makes it possible for materials to configure front or
back face culling, or disable culling.

Initially I looked at specializing the Mesh which currently
controls this state but conceptually it seems more appropriate
to control this at the material level, not the mesh level.

_Just for reference this also seems to be consistent with Unity
where materials/shaders can configure the culling mode between
front/back/off - as opposed to configuring any culling state
when importing a mesh._

After some archaeology, trying to understand how this might
relate to the existing 'double_sided' option, it was determined
that double_sided is a more high level lighting option originally
from Filament that will cause the normals for back faces to be
flipped.

For sake of avoiding complexity, but keeping control this
currently keeps the options orthogonal, and adds some clarifying
documentation for `double_sided`. This won't affect any existing
apps since there hasn't been a way to disable backface culling
up until now, so the option was essentially redundant.

double_sided support could potentially be updated to imply
disabling of backface culling.

For reference https://github.com/bevyengine/bevy/pull/3734/commits also looks at exposing cull mode control. I think the main difference here is that this patch handles RenderPipelineDescriptor specialization directly within the StandardMaterial implementation instead of communicating info back to the Mesh via the `queue_material_meshes` system.

With the way material.rs builds up the final RenderPipelineDescriptor first by calling specialize for the MeshPipeline followed by specialize for the material then it seems like we have a natural place to override anything in the descriptor that's first configured for the mesh state.
2022-03-05 03:37:23 +00:00
robtfm
575ea81d7b add Visibility for lights (#3958)
# Objective

Add Visibility for lights

## Solution

- add Visibility to PointLightBundle and DirectionLightBundle
- filter lights used by Visibility.is_visible

note: includes changes from #3916 due to overlap, will be cleaner after that is merged
2022-03-05 03:23:01 +00:00
Mika
72bb38cad5 Example of module-level log usage and RUST_LOG usage in main doc (#3919)
# Objective

When developing plugins, I very often come up to the need to have logging information printed out. The exact syntax is a bit cryptic, and takes some time to find the documentation.

Also a minor typo fix in `It has the same syntax as` part

## Solution

Adding a direct example in the module level information for both:

1. Enabling a specific level (`trace` in the example) for a module and all its subsystems at App init 
2. Doing the same from console, when launching the application
2022-03-05 03:00:31 +00:00
Carter Anderson
b6a647cc01 default() shorthand (#4071)
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.

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

#[derive(Default)]
struct Foo {
  bar: usize,
  baz: usize,
}

// Normally you would do this:
let foo = Foo {
  bar: 10,
  ..Default::default()
};

// But now you can do this:
let foo = Foo {
  bar: 10,
  ..default()
};
```

The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
2022-03-01 20:52:09 +00:00
pubrrr
caf6611c62 remove Events from bevy_app, they now live in bevy_ecs (#4066)
# Objective

Fixes #4064.

## Solution

- remove Events from bevy_app
2022-03-01 19:33:56 +00:00
robtfm
3f6068da3d fix issues with too many point lights (#3916)
# Objective

fix #3915 

## Solution

the issues are caused by
- lights are assigned to clusters before being filtered down to MAX_POINT_LIGHTS, leading to cluster counts potentially being too high
- after fixing the above, packing the count into 8 bits still causes overflow with exactly 256 lights affecting a cluster

to fix:

```assign_lights_to_clusters```
- limit extracted lights to MAX_POINT_LIGHTS, selecting based on shadow-caster & intensity (if required)
- warn if MAX_POINT_LIGHT count is exceeded

```prepare_lights```
- limit the lights assigned to a cluster to CLUSTER_COUNT_MASK (which is 1 less than MAX_POINT_LIGHTS) to avoid overflowing into the offset bits

notes:
- a better solution to the overflow may be to use more than 8 bits for cluster_count (the comment states only 14 of the remaining 24 bits are used for the offset). this would touch more of the code base but i'm happy to try if it has some benefit.
- intensity is only one way to select lights. it may be worth allowing user configuration of the light filtering, but i can't see a clean way to do that
2022-03-01 10:17:41 +00:00
François
b21c69c60e Audio control - play, pause, volume, speed, loop (#3948)
# Objective

- Add ways to control how audio is played

## Solution

- playing a sound will return a (weak) handle to an asset that can be used to control playback
- if the asset is dropped, it will detach the sink (same behaviour as now)
2022-03-01 01:12:11 +00:00
Daniel McNab
1ba9818a78 Significantly reduce the amount of building required for benchmarks (#4067)
# Objective

- Release mode. Many time

## Solution

- Less things, less time
2022-03-01 00:51:07 +00:00
Jakob Hellermann
3ffa655cdd examples: add screenspace texture shader example (#4063)
Adds a new shader example showing how to sample a texture with screenspace coordinates, similar to the end [portal in minecraft](https://bugs.mojang.com/secure/attachment/163759/portal_frame_112.gif).

https://user-images.githubusercontent.com/22177966/156031195-33d14ed8-733f-4d9e-b1da-0fc807c994a5.mp4

I just used the already existent `models/FlightHelmet/FlightHelmet_Materials_LensesMat_OcclusionRoughMetal.png` texture but maybe we should use a dedicated texture for the example. Suggestions welcome.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-28 22:55:14 +00:00
François
258f495352 log spans on panic when trace is enabled (#3848)
# Objective

- Help debug panics

## Solution

- Insert a custom panic hook when trace is enabled that will log spans

example when running a command on a despawned entity

before:
```
thread 'main' panicked at 'Could not add a component (of type `panic::Marker`) to entity 1v0 because it doesn't exist in this World.
If this command was added to a newly spawned entity, ensure that you have not despawned that entity within the same stage.
This may have occurred due to system order ambiguity, or if the spawning system has multiple command buffers', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:664:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```


after:
```
   0: bevy_ecs::schedule::stage::system_commands
           with name="panic::my_bad_system"
             at crates/bevy_ecs/src/schedule/stage.rs:871
   1: bevy_ecs::schedule::stage
           with name=Update
             at crates/bevy_ecs/src/schedule/mod.rs:340
   2: bevy_app::app::frame
             at crates/bevy_app/src/app.rs:111
   3: bevy_app::app::bevy_app
             at crates/bevy_app/src/app.rs:126
thread 'main' panicked at 'Could not add a component (of type `panic::Marker`) to entity 1v0 because it doesn't exist in this World.
If this command was added to a newly spawned entity, ensure that you have not despawned that entity within the same stage.
This may have occurred due to system order ambiguity, or if the spawning system has multiple command buffers', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:664:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
2022-02-28 22:27:20 +00:00
Robert Swain
786654307d bevy_pbr: Optimize assign_lights_to_clusters (#3984)
# Objective

- Optimize assign_lights_to_clusters

## Solution

- Avoid inserting entities into hash sets in inner loops when it is known they will be inserted in at least one iteration of the loop.
- Use a Vec instead of a hash set where the set is not needed
- Avoid explicit calculation of the cluster_index from x,y,z coordinates, instead using row and column offsets and just adding z in the inner loop 
- These changes cut the time spent in the system roughly in half
2022-02-28 22:02:06 +00:00
Kurt Kühnert
40b36927f5 Expose draw indirect (#4056)
# Objective

- Currently there is now way of making an indirect draw call from a tracked render pass.
- This is a very useful feature for GPU based rendering.

## Solution

- Expose the `draw_indirect` and `draw_indexed_indirect` methods from the wgpu `RenderPass` in the `TrackedRenderPass`.

## Alternative

- #3595: Expose the underlying `RenderPass` directly
2022-02-28 10:26:49 +00:00
Alex Saveau
461cf536b1 Slight perf improvements and tidy for bevymark (#3765)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-28 01:27:38 +00:00
Alice Cecile
557ab9897a Make get_resource (and friends) infallible (#4047)
# Objective

- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).

## Solution

- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.

## Notes

I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.

## Migration Guide

Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.

Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.

## Impact

- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
2022-02-27 22:37:18 +00:00
Carter Anderson
44bf66e436 Minor Dark/Light Logo Tweak (#4051)
One more very minor tweak to the dark/light logo to make it render nicely on light themes (by using pure white for the outlines).
2022-02-27 02:09:42 +00:00
Carter Anderson
371c90f6fa Minor Bevy Logo Tweaks (#4050)
@BlackPhlox kindly pointed out and resolved a couple of inconsistencies in the bevy logo:
* The arc of the first bird's back had three vertices right next to each other, which created a noticeable sharp edge. This replaces them with a single vertex.
* The bottom part of the tail had a sharp edge, which was inconsistent with the top part of the tail. This was rounded out to mirror the top part.

I also took the chance to clean up some of the variants and (hopefully) improve the "bevy_logo_light_dark_and_dimmed" variant to improve how it renders on dark themes.
2022-02-27 01:38:17 +00:00
Jupp56
b697e73c3d Enhanced par_for_each and par_for_each_mut docs (#4039)
# Objective
Continuation of  #2663 due to git problems - better documentation for Query::par_for_each and par_for_each_mut

## Solution
Going into more detail about the function parameters
2022-02-25 23:57:01 +00:00
Oleg Bogdanov
c4e88fe4b0 Rename "2d rotation" example name to "rotation" (#3965)
All other examples dont have "2d" prefix in their names (even though they are in 2d folder) and reading README makes user think that example is named "rotation" not "2d_rotation" hence rename PR

# Objective

- Remove discrepancy between example name in documentation and in cargo

## Solution

- Rename example in cargo file
2022-02-25 15:54:03 +00:00
MrGVSV
1fa54c200f Updated visibility of reflected trait (#4034)
# Objective

The `#[reflect_trait]` macro did not maintain the visibility of its trait. It also did not make its accessor methods public, which made them inaccessible outside the current module.

## Solution

Made the `Reflect***` struct match the visibility of its trait and made both the `get` and `get_mut` methods always public.
2022-02-25 07:05:51 +00:00