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Author SHA1 Message Date
github-actions[bot]
920543c824 Release 0.9.0 (#6568)
Preparing next release
This PR has been auto-generated
2022-11-12 20:01:29 +00:00
ira
992681b59b Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.

While ergonomic, this results in several drawbacks:

* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
 * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
   *ira: My commits are not as well organized :')*
 * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
 * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.

## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.

## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.

If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.

`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.


Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
github-actions[bot]
444150025d Bump Version after Release (#5576)
Bump version after release
This PR has been auto-generated
2022-08-05 02:03:05 +00:00
github-actions[bot]
856588ed7c Release 0.8.0 (#5490)
Preparing next release
This PR has been auto-generated
2022-07-30 14:07:30 +00:00
James Liu
7e6dd3f03e Allow unbatched render phases to use unstable sorts (#5049)
# Objective

Partially addresses #4291.

Speed up the sort phase for unbatched render phases.

## Solution
Split out one of the optimizations in #4899 and allow implementors of `PhaseItem` to change what kind of sort is used when sorting the items in the phase. This currently includes Stable, Unstable, and Unsorted. Each of these corresponds to `Vec::sort_by_key`, `Vec::sort_unstable_by_key`, and no sorting at all. The default is `Unstable`. The last one can be used as a default if users introduce a preliminary depth prepass.

## Performance
This will not impact the performance of any batched phases, as it is still using a stable sort. 2D's only phase is unchanged. All 3D phases are unbatched currently, and will benefit from this change.

On `many_cubes`, where the primary phase is opaque, this change sees a speed up from 907.02us -> 477.62us, a 47.35% reduction.

![image](https://user-images.githubusercontent.com/3137680/174471253-22424874-30d5-4db5-b5b4-65fb2c612a9c.png)

## Future Work
There were prior discussions to add support for faster radix sorts in #4291, which in theory should be a `O(n)` instead of a `O(nlog(n))` time. [`voracious`](https://crates.io/crates/voracious_radix_sort) has been proposed, but it seems to be optimize for use cases with more than 30,000 items, which may be atypical for most systems.

Another optimization included in #4899 is to reduce the size of a few of the IDs commonly used in `PhaseItem` implementations to shrink the types to make swapping/sorting faster. Both `CachedPipelineId` and `DrawFunctionId` could be reduced to `u32` instead of `usize`.

Ideally, this should automatically change to use stable sorts when `BatchedPhaseItem` is implemented on the same phase item type, but this requires specialization, which may not land in stable Rust for a short while.

---

## Changelog
Added: `PhaseItem::sort`

## Migration Guide
RenderPhases now default to a unstable sort (via `slice::sort_unstable_by_key`). This can typically improve sort phase performance, but may produce incorrect batching results when implementing `BatchedPhaseItem`. To revert to the older stable sort, manually implement `PhaseItem::sort` to implement a stable sort (i.e. via `slice::sort_by_key`).

Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: colepoirier <colepoirier@gmail.com>
2022-06-23 10:52:49 +00:00
Christopher Durham
3d4e0066f4 Move float_ord from bevy_core to bevy_utils (#4189)
# Objective

Reduce the catch-all grab-bag of functionality in bevy_core by moving FloatOrd to bevy_utils.

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

## Solution

Move FloatOrd into bevy_utils. Fix the compile errors.

As a result, bevy_core_pipeline, bevy_pbr, bevy_sprite, bevy_text, and bevy_ui no longer depend on bevy_core (they were only using it for `FloatOrd` previously).
2022-04-27 18:02:05 +00:00
Yutao Yuan
8d67832dfa Bump Bevy to 0.8.0-dev (#4505)
# Objective

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

## Solution

Do it.
2022-04-17 23:04:52 +00:00
Carter Anderson
83c6ffb73c release 0.7.0 (#4487) 2022-04-15 18:05:37 +00:00
François
9d54f33974 Skinned extraction speedup (#4428)
# Objective

- While animating 501 https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/BrainStem, I noticed things were getting a little slow
- Looking in tracy, the system `extract_skinned_meshes` is taking a lot of time, with a mean duration of 15.17ms

## Solution

- ~~Use `Vec` instead of a `SmallVec`~~
- ~~Don't use an temporary variable~~
- Compute the affine matrix as an `Affine3A` instead
- Remove the `temp` vec

| |mean|
|---|---|
|base|15.17ms|
|~~vec~~|~~9.31ms~~|
|~~no temp variable~~|~~11.31ms~~|
|removing the temp vector|8.43ms|
|affine|13.21ms|
|all together|7.23ms|
2022-04-07 16:16:36 +00:00
James Liu
31bd4ecbbc Mesh Skinning. Attempt #3 (#4238)
# Objective
Load skeletal weights and indices from GLTF files. Animate meshes.

## Solution
 - Load skeletal weights and indices from GLTF files.
 - Added `SkinnedMesh` component and ` SkinnedMeshInverseBindPose` asset
 - Added `extract_skinned_meshes` to extract joint matrices.
 - Added queue phase systems for enqueuing the buffer writes.

Some notes:

 -  This ports part of # #2359 to the current main.
 -  This generates new `BufferVec`s and bind groups every frame. The expectation here is that the number of `Query::get` calls during extract is probably going to be the stronger bottleneck, with up to 256 calls per skinned mesh. Until that is optimized, caching buffers and bind groups is probably a non-concern.
 - Unfortunately, due to the uniform size requirements, this means a 16KB buffer is allocated for every skinned mesh every frame. There's probably a few ways to get around this, but most of them require either compute shaders or storage buffers, which are both incompatible with WebGL2.

Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2022-03-29 18:31:13 +00:00
Alice Cecile
7ce3ae43e3 Bump Bevy to 0.7.0-dev (#4230)
# Objective

- The [dev docs](https://dev-docs.bevyengine.org/bevy/index.html#) show version 0.6.0, which is actively misleading.

[Image of the problem](https://cdn.discordapp.com/attachments/695741366520512563/953513612943704114/Screenshot_20220316-154100_Firefox-01.jpeg)

Noticed by @ickk, fix proposed by @mockersf.

## Solution

- Bump the version across all Bevy crates to 0.7.0 dev.
- Set a reminder in the Release Checklist to remember to do this each release.
2022-03-19 03:54:15 +00:00
Carter Anderson
2ee38cb9e0 Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
Carter Anderson
963e2f08a2 Materials and MaterialPlugin (#3428)
This adds "high level" `Material` and `SpecializedMaterial` traits, which can be used with a `MaterialPlugin<T: SpecializedMaterial>`. `MaterialPlugin` automatically registers the appropriate resources, draw functions, and queue systems. The `Material` trait is simpler, and should cover most use cases. `SpecializedMaterial` is like `Material`, but it also requires defining a "specialization key" (see #3031). `Material` has a trivial blanket impl of `SpecializedMaterial`, which allows us to use the same types + functions for both.

This makes defining custom 3d materials much simpler (see the `shader_material` example diff) and ensures consistent behavior across all 3d materials (both built in and custom). I ported the built in `StandardMaterial` to `MaterialPlugin`. There is also a new `MaterialMeshBundle<T: SpecializedMaterial>`, which `PbrBundle` aliases to.
2021-12-25 21:45:43 +00:00
François
79d36e7c28 Prepare crevice for vendored release (#3394)
# Objective

- Our crevice is still called "crevice", which we can't use for a release
- Users would need to use our "crevice" directly to be able to use the derive macro

## Solution

- Rename crevice to bevy_crevice, and crevice-derive to bevy-crevice-derive
- Re-export it from bevy_render, and use it from bevy_render everywhere
- Fix derive macro to work either from bevy_render, from bevy_crevice, or from bevy

## Remaining

- It is currently re-exported as `bevy::render::bevy_crevice`, is it the path we want?
- After a brief suggestion to Cart, I changed the version to follow Bevy version instead of crevice, do we want that?
- Crevice README.md need to be updated
- in the `Cargo.toml`, there are a few things to change. How do we want to change them? How do we keep attributions to original Crevice?
```
authors = ["Lucien Greathouse <me@lpghatguy.com>"]
documentation = "https://docs.rs/crevice"
homepage = "https://github.com/LPGhatguy/crevice"
repository = "https://github.com/LPGhatguy/crevice"
```


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-23 22:49:12 +00:00
François
6c479649bf enable Webgl2 optimisation in pbr under feature (#3291)
# Objective

- 3d examples fail to run in webgl2 because of unsupported texture formats or texture too large

## Solution

- switch to supported formats if a feature is enabled. I choose a feature instead of a build target to not conflict with a potential webgpu support

Very inspired by 6813b2edc5, and need #3290 to work.

I named the feature `webgl2`, but it's only needed if one want to use PBR in webgl2. Examples using only 2D already work.

Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-22 20:59:48 +00:00
Vabka
9a89295a17 Update wgpu to 0.12 and naga to 0.8 (#3375)
# Objective

Fixes #3352
Fixes #3208

## Solution

- Update wgpu to 0.12
- Update naga to 0.8
- Resolve compilation errors
- Remove [[block]] from WGSL shaders (because it is depracated and now wgpu cant parse it)
- Replace `elseif` with `else if` in pbr.wgsl
2021-12-19 03:03:06 +00:00
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00
Yoh Deadfall
ffde86efa0 Update to edition 2021 on master (#3028)
Objective
During work on #3009 I've found that not all jobs use actions-rs, and therefore, an previous version of Rust is used for them. So while compilation and other stuff can pass, checking markup and Android build may fail with compilation errors.

Solution
This PR adds `action-rs` for any job running cargo, and updates the edition to 2021.
2021-10-27 00:12:14 +00:00
Carter Anderson
a89a954a17 Not me ... us (#2654)
I don't see much of a reason at this point to boost my name over anyone elses. We are all Bevy Contributors.
2021-08-15 20:08:52 +00:00
Carter Anderson
e167a1d9cf Relicense Bevy under the dual MIT or Apache-2.0 license (#2509)
This relicenses Bevy under the dual MIT or Apache-2.0 license. For rationale, see #2373.

* Changes the LICENSE file to describe the dual license. Moved the MIT license to docs/LICENSE-MIT. Added the Apache-2.0 license to docs/LICENSE-APACHE. I opted for this approach over dumping both license files at the root (the more common approach) for a number of reasons:
  * Github links to the "first" license file (LICENSE-APACHE) in its license links (you can see this in the wgpu and rust-analyzer repos). People clicking these links might erroneously think that the apache license is the only option. Rust and Amethyst both use COPYRIGHT or COPYING files to solve this problem, but this creates more file noise (if you do everything at the root) and the naming feels way less intuitive. 
  * People have a reflex to look for a LICENSE file. By providing a single license file at the root, we make it easy for them to understand our licensing approach. 
  * I like keeping the root clean and noise free
  * There is precedent for putting the apache and mit license text in sub folders (amethyst) 
* Removed the `Copyright (c) 2020 Carter Anderson` copyright notice from the MIT license. I don't care about this attribution, it might make license compliance more difficult in some cases, and it didn't properly attribute other contributors. We shoudn't replace it with something like "Copyright (c) 2021 Bevy Contributors" because "Bevy Contributors" is not a legal entity. Instead, we just won't include the copyright line (which has precedent ... Rust also uses this approach).
* Updates crates to use the new "MIT OR Apache-2.0" license value
* Removes the old legion-transform license file from bevy_transform. bevy_transform has been its own, fully custom implementation for a long time and that license no longer applies.
* Added a License section to the main readme
* Updated our Bevy Plugin licensing guidelines.

As a follow-up we should update the website to properly describe the new license.

Closes #2373
2021-07-23 21:11:51 +00:00
bjorn3
ebd10681ac Remove unused deps (#2455)
# Objective

Reduce compilation time

# Solution

Remove unused dependencies. While this PR doesn't remove any crates from `Cargo.lock`, it may unlock more build parallelism.
2021-07-14 20:52:50 +00:00
Paweł Grabarz
189df30a83 use bytemuck crate instead of Byteable trait (#2183)
This gets rid of multiple unsafe blocks that we had to maintain ourselves, and instead depends on library that's commonly used and supported by the ecosystem. We also get support for glam types for free.

There is still some things to clear up with the `Bytes` trait, but that is a bit more substantial change and can be done separately. Also there are already separate efforts to use `crevice` crate, so I've just added that as a TODO.
2021-05-17 22:29:10 +00:00
Carter Anderson
97d8e4e179 Release 0.5.0 (#1835) 2021-04-06 18:48:48 +00:00
Carter Anderson
3b2c6ce49b
release 0.4.0 (#1093) 2020-12-19 13:28:00 -06:00
Carter Anderson
72b2fc9843
Bevy Reflection (#926)
Bevy Reflection
2020-11-27 16:39:59 -08:00
Carter Anderson
9afe196f16
release: 0.3.0 (#783) 2020-11-03 13:34:00 -08:00
Carter Anderson
74dba5f36b
release: 0.2.1 (#533) 2020-09-20 15:58:32 -07:00
Carter Anderson
ba5af4dd56
release: 0.2.0 (#520) 2020-09-19 15:29:08 -07:00
Smite Rust
a9ce7f4e82
update dependencies (#470) 2020-09-10 12:54:24 -07:00
Carter Anderson
b925e22949 0.1.3 upgrade 2020-08-22 10:16:52 -07:00
Carter Anderson
34752a27bd add "0.1" version to all bevy crate references 2020-08-09 17:39:28 -07:00
Carter Anderson
9aee5323e1 add crate metadata 2020-08-09 17:24:27 -07:00
Carter Anderson
1110f9b877 create bevy_math crate and move math types there 2020-07-16 17:11:52 -07:00
Carter Anderson
950e50bbb1 Bevy ECS migration 2020-07-10 01:06:21 -07:00
Carter Anderson
5bcd594cb4 bytes: AsBytes trait, remove zerocopy, remove glam fork 2020-06-01 19:38:05 -07:00
Carter Anderson
830565ae2b scene: type registry refactor. use short type names when possible 2020-05-27 19:27:55 -07:00
Carter Anderson
e337ff59b8 props: register "pbr" components 2020-05-25 21:57:48 -07:00
Carter Anderson
ac5b6c5046 remove bevy versions 2020-05-04 11:23:59 -07:00
Carter Anderson
41be55bf8d custom glam with zerocopy impls 2020-05-03 16:55:17 -07:00
Carter Anderson
87066cafd3 move bevy crates to their own folder 2020-04-24 17:57:20 -07:00
Renamed from bevy_pbr/Cargo.toml (Browse further)