Commit graph

2319 commits

Author SHA1 Message Date
Mika
fe0e5580db Fix node update (#3785)
# Objective

Fixes #3784

## Solution

Check if the node size is actually different from previous
2022-02-04 03:37:42 +00:00
Gwen
b11ee3ffb8 Remove duplicate call to set_vertex_buffer(0, ...) in shader_instancing example (#3738)
## Objective

The [`DrawMeshInstanced`] command in the example sets vertex buffer 0 twice, with two identical calls to:

```rs
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
```

## Solution

Remove the second call as it is unecessary.

[`DrawMeshInstanced`]: f3de12bc5e/examples/shader/shader_instancing.rs (L217-L258)
2022-02-04 03:37:40 +00:00
Jakob Hellermann
b7dfe1677f include sources in shader validation error (#3724)
## Objective

When print shader validation error messages, we didn't print the sources and error message text, which led to some confusing error messages.

```cs
error: 
   ┌─ wgsl:15:11
   │
15 │     return material.color + 1u;
   │           ^^^^^^^^^^^^^^^^^^^^ naga::Expression [11]
```

## Solution

New error message:
```cs
error: Entry point fragment at Vertex is invalid
   ┌─ wgsl:15:11
   │
15 │     return material.color + 1u;
   │           ^^^^^^^^^^^^^^^^^^^^ naga::Expression [11]
   │
   = Expression [11] is invalid
   = Operation Add can't work with [8] and [10]
```
2022-02-04 03:37:38 +00:00
Boutillier
aa7b158893 Add a size method on Image. (#3696)
# Objective

Add a simple way for user to get the size of a loaded texture in an Image object.
Aims to solve #3689

## Solution

Add a `size() -> Vec2` method
Add two simple tests for this method.

Updates:
. method named changed from `size_2d` to `size`
2022-02-04 03:21:33 +00:00
TheRawMeatball
142e7f3c50 Backport soundness fix (#3685)
#3001 discovered a soundness bug in World::resource_scope, this PR backports the fix with a smaller PR to patch out the bug sooner.

Fixes #3147
2022-02-04 03:21:31 +00:00
Robert Swain
e928acb9ff bevy_asset: Add AssetServerSettings watch_for_changes member (#3643)
# Objective

- `asset_server.watch_for_changes().unwrap()` only watches changes for assets loaded **_after_** that call.
- Technically, the `hot_asset_reloading` example is racey as the watch on the asset path is set up in an async task scheduled from the asset `load()`, but the filesystem watcher is only constructed in a call that comes **_after_** the call to `load()`.

## Solution

-  It feels safest to allow enabling watching the filesystem for changes on the asset server from the point of its construction. Therefore, adding such an option to `AssetServerSettings` seemed to be the correct solution.
- Fix `hot_asset_reloading` by inserting the `AssetServerSettings` resource with `watch_for_changes: true` instead of calling `asset_server.watch_for_changes().unwrap()`.
- Document the shortcomings of `.watch_for_changes()`
2022-02-04 03:21:29 +00:00
dataphract
ca83e8a6de fix: remove unneeded filter in check_light_mesh_visibility (#3861)
# Objective

The query for `VisiblePointLights` in `check_light_mesh_visibility` has a `Without<DirectionalLight>` filter. However, because `VisiblePointLights` is no longer an alias for `VisibleEntities`, the query won't conflict with the query for `DirectionalLight`s and thus the filter is unnecessary.

## Solution

Remove the filter and the outdated comment explaining its purpose.
2022-02-04 03:07:22 +00:00
Daniel Bearden
fe4a42a648 Mut to immut impls (#3621)
# Objective
- Provide impls for mutable types to relevant immutable types. 
- Closes #2005 

## Solution

- impl From<ResMut> for Res
- impl From<NonSendMut> for NonSend
- Mut to &/&mut already impl'd in change_detection_impl! macro
2022-02-04 03:07:21 +00:00
JoJoJet
6b8d64cd01 impl more traits for bevy_core::Name (#3611)
# Objective

- `Name` component is missing some useful trait impls.

## Solution

- Implement the missing traits. `Display`, `AsRef<str>`, and several other conversions to and from strings.
2022-02-04 03:07:20 +00:00
MrGVSV
f00aec2454 Added method to restart the current state (#3328)
# Objective

It would be useful to be able to restart a state (such as if an operation fails and needs to be retried from `on_enter`). Currently, it seems the way to restart a state is to transition to a dummy state and then transition back.

## Solution

The solution is to add a `restart` method on `State<T>` that allows for transitioning to the already-active state.

## Context

Based on [this](https://discord.com/channels/691052431525675048/742884593551802431/920335041756815441) question from the Discord.

Closes #2385


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-04 03:07:18 +00:00
rezural
e2cce092d7 derive clone for Input (#3569)
# Objective

- As part of exploring input event suppression in bevy_egui here: 53c1773583
- I found that the only way to suppress events properly, is to allow to clone the relevant Input<Whatever>, and update with events manually from within the system. This cloned Input then is discarded, the Events<*> structs are cleared, and bevy_input's normal update of Input proceeds, without the events that have been suppressed.

## Solution

- This enables Input to be cloned, allowing it to be manually updated with events.
2022-02-04 02:42:59 +00:00
ickk
ef65548fba Change default window title to "app" (#3417)
Implements the changes cart decided on in https://github.com/bevyengine/bevy/pull/3404#issuecomment-999806086

> - The default title should be changed to app so we don't leak the "bevy context" by default. app is generic enough that most people building real games will probably want to change it, but also generic enough that if someone doesn't manually set it, users won't bat an eye. I prefer this to binary names because they won't be consistent on all platforms / setups. A user (or developer) renaming a binary would implicitly rename the window title, which feels odd to me.
> - No debug info in the title by default. An opt in plugin for that would be nice though.

closes #3404 ?
2022-02-04 02:42:58 +00:00
Kevin King
bb1538a139 improve error message for attempting to add systems using add_system_to_stage (#3287)
# Objective

Fixes #3250

## Solution

Since this panic occurs in bevy_ecs, and StartupStage is part of
bevy_app, we really only have access to the Debug string of the
`stage_label` parameter.  This led me to the hacky solution of
comparing the debug output of the label the user provides with the known
variants of StartupStage.

An alternative would be to do this error handling further up in
bevy_app, where we can access StartupStage's typeid, but I don't think
it is worth having a panic in 2 places (_ecs, and _app).
2022-02-04 02:26:18 +00:00
James Beilby
f584e72953 Add Transform::rotate_around method (#3107)
# Objective

- Missing obvious way to rotate a transform around a point. This is popularly used for rotation of an object in world space ("orbiting" a point), or for local rotation of an object around a pivot point on that object.
- Present in other (not to be named) game engines
- Was question from user on Discord today (thread "object rotation")

## Solution

- Added Transform::rotate_around method where point is specified in reference frame of the parent (if any) or in world space.
2022-02-04 02:09:24 +00:00
François
37a7be56db Make transform builder methods const (#3045)
# Objective

- Make transform builder methods `const`

## Solution

- I made them `const`
2022-02-04 01:46:35 +00:00
Charles
7d712406fe Simplify sending empty events (#2935)
# Objective

When using empty events, it can feel redundant to have to specify the type of the event when sending it.

## Solution

Add a new `fire()` function that sends the default value of the event. This requires that the event derives Default.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-04 01:24:47 +00:00
Daniel McNab
6f111136b9 Cleanup some things which shouldn't be components (#2982)
# Objective

- Using `Stopwatch` and `Timer` as raw components is a footgun.

## Solution

- Stop them from being components
2022-02-03 23:56:57 +00:00
bilsen
1f99363de9 Add &World as SystemParam (#2923)
# Objective
Make it possible to use `&World` as a system parameter

## Solution
It seems like all the pieces were already in place, very simple impl


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-03 23:43:25 +00:00
Garett Cooper
c216738b33 Implement len and is_empty for EventReaders (#2969)
# Objective

Provide a non-consuming method of checking if there are events in an `EventReader`.

Fixes #2967

## Solution

Implements the `len` and `is_empty` functions for `EventReader` and `ManualEventReader`, giving users the ability to check for the presence of new events without consuming any.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-03 23:22:08 +00:00
bjorn3
af22cc1dc3 Use ManuallyDrop instead of forget in insert_resource_with_id (#2947)
# Objective

Calling forget would invalidate the data pointer before it is used.

## Solution

Use `ManuallyDrop` to prevent the value from being dropped without moving it.
2022-02-03 22:34:31 +00:00
Daniel McNab
6ac9d6876f Make ECS benchmark more representative (#2941)
# Objective

- The addition was being optimised out in the `for_each` loop, but not the `for` loop
- Previously this meant that the `for_each` loop looked 3 times as fast - it's actually only 2 times as fast
- Effectively, the addition take one unit of time, the for_each takes one unit of time, and the for loop version takes two units of time. 

## Solution

- `black_box` the count in each loop

Note that this does not fix `for_each` being faster than `for`, unfortunately.
2022-02-03 22:34:29 +00:00
Alice Cecile
c44f8b2b68 Run tests (including doc tests) in cargo run -p ci command (#3849)
# Objective

- Using the `cargo run -p ci` command locally is unreliable, as it does not run tests.
- This is particularly unreliable for doc tests, as they are not run as part of `cargo test`.

## Solution

- add more steps to the appropriate Rust file.

## Known Problems

This duplicates work done to run tests when run on Github. @mockersf, suggestions on if we care / how we can mitigate it?
2022-02-03 04:25:45 +00:00
François
19bd6b9c32 Update rodio 0.15 (#3846)
# Objective

- Update rodio to 0.15
- Replace #3828
2022-02-03 04:25:44 +00:00
Stefan Seemayer
21ac4bc0ae impl Command for <impl FnOnce(&mut World)> (#2996)
This is my first contribution to this exciting project! Thanks so much for your wonderful work. If there is anything that I can improve about this PR, please let me know :)

# Objective

- Fixes #2899
- If a simple one-off command is needed to be added within a System, this simplifies that process so that we can simply do `commands.add(|world: &mut World| { /* code here */ })` instead of defining a custom type implementing `Command`.

## Solution

- This is achieved by `impl Command for F where F: FnOnce(&mut World) + Send + Sync + 'static` as just calling the function.

I am not sure if the bounds can be further relaxed but needed the whole `Send`, `Sync`, and `'static` to get it to compile.
2022-02-03 04:11:19 +00:00
MinerSebas
69e9a47d92 SystemParam Derive fixes (#2838)
# Objective

A user on Discord couldn't derive SystemParam for this Struct:

```rs
#[derive(SystemParam)]
pub struct SpatialQuery<'w, 's, Q: WorldQuery + Send + Sync + 'static, F: WorldQuery + Send + Sync + 'static = ()>
where
    F::Fetch: FilterFetch,
{
    query: Query<'w, 's, (C, &'static Transform), F>,
}
```

## Solution

1. The `where`-clause is now also copied to the `SystemParamFetch` impl Block.
2. The `SystemParamState` impl Block no longer gets any defaults for generics


Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
2022-02-03 03:32:02 +00:00
dataphract
b506c30cd3 fix: only init_resource() once for AmbientLight (#3853)
# Objective

`PbrPlugin` calls `app.init_resource::<AmbientLight>()` twice. The second call won't do anything.

## Solution

Remove the second call.
2022-02-03 00:43:37 +00:00
KDecay
506642744c docs: Fix private doc links and enable CI test (#3743)
# Objective

Fixes #3566

## Solution

- [x] Fix broken links in private docs.
- [x] Add the `--document-private-items` flag to the CI.

## Note

The following was said by @killercup in #3566:

> I don't have time to confirm this but I assume that linking to private items throws an error/warning when just running cargo doc, and --document-private-item might actually hide that warning. So to test this, you'd have to run it twice.

I tested this and this is thankfully not the case. If you are linking to a private item you will get a warning no matter if you run `cargo doc` or `cargo doc --document-private-items`.

### Example

I added `struct Test;` to `bevy_core/src/name.rs` and linked to it inside of a doc comment using ``[`Test`]``. After that I ran `cargo doc -p bevy_core --document-private-items` using `RUSTDOCFLAGS="-D warnings"` and got the following output (note the last sentence):

```rust
error: public documentation for `Name` links to private item `Test`
  --> crates/bevy_core/src/name.rs:11:82
   |
11 | /// Component used to identify an entity. Stores a hash for faster comparisons [`Test`]
   |                                                                                  ^^^^ this item is private
   |
   = note: `-D rustdoc::private-intra-doc-links` implied by `-D warnings`
   = note: this link resolves only because you passed `--document-private-items`, but will break without
```
2022-02-02 21:47:29 +00:00
Andrew Jackson
6cab36165f Update ClearColor Resource docs (#3842)
# Objective
- Update the `ClearColor` resource docs as described in #3837  so new users (like me) understand it better

## Solution
- Update the docs to use what @alice-i-cecile described in #3837 


I took this one up because I got confused by it this weekend. I didn't understand why the  "background" was being set by a `ClearColor` resource.
2022-02-02 21:29:48 +00:00
jak6jak
f991c73bdf Add move sprite example. (#2414)
## Objective
There is no bevy example that shows how to transform a sprite. At least as its singular purpose. This creates an example of how to use transform.translate to move a sprite up and down. The last pull request had issues that I couldn't fix so I created a new one

### Solution
I created move_sprite example.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-02 02:44:51 +00:00
TheRawMeatball
ce752d2522 Increment last event count on next instead of iter (#2382)
# Objective

Currently, simply calling `iter` on an event reader will mark all of it's events as read, even if the returned iterator is never used

## Solution

With this, the cursor will simply move to the last unread, but available event when iter is called, and incremented by one per `next` call.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-02 02:29:33 +00:00
dependabot[bot]
6a499b125b Update gltf requirement from 0.16.0 to 1.0.0 (#3826)
Updates the requirements on [gltf](https://github.com/gltf-rs/gltf) to permit the latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a href="https://github.com/gltf-rs/gltf/blob/master/CHANGELOG.md">gltf's changelog</a>.</em></p>
<blockquote>
<h2>[1.0.0] - 2022-01-29</h2>
<h3>Added</h3>
<ul>
<li>Support for the <code>KHR_materials_specular</code> extension.</li>
<li>Support for the <code>KHR_materials_variants</code> extension.</li>
<li>Support for the <code>KHR_materials_volume</code> extension.</li>
<li><code>ExactSizeIterator</code> implementation for <code>Joints</code> iterator.</li>
</ul>
<h3>Changed</h3>
<ul>
<li>The <code>mesh.primitives</code> property is now always serialized.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Incorrect implementation of <code>Normalize&lt;u16&gt;</code> and <code>Normalize&lt;f32&gt;</code> for <code>u16</code>.</li>
</ul>
<h2>[0.16.0] - 2021-05-13</h2>
<h3>Added</h3>
<ul>
<li>Support for the <code>KHR_texture_transform</code> extension.</li>
<li>Support for the <code>KHR_materials_transmission_ior</code> extension.</li>
</ul>
<h3>Changed</h3>
<ul>
<li><code>Material::alpha_cutoff</code> is now optional.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>URIs with embedded data failing to import when using <code>import_slice</code>.</li>
<li>Serialization of empty primitives object being skipped.</li>
</ul>
<h2>[0.15.2] - 2020-03-29</h2>
<h3>Changed</h3>
<ul>
<li>All features are now exposed in the <a href="http://docs.rs/gltf">online documentation</a>.</li>
<li>Primary iterators now implement <code>Iterator::nth</code> explicitly for improved performance.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Compiler warnings regarding deprecation of <code>std::error::Error::description</code>.</li>
</ul>
<h2>[0.15.1] - 2020-03-15</h2>
<h3>Added</h3>
<ul>
<li>New feature <code>guess_mime_type</code> which, as the name suggests, attempts to guess
the MIME type of an image if it doesn't exactly match the standard.</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li>See full diff in <a href="https://github.com/gltf-rs/gltf/commits">compare view</a></li>
</ul>
</details>
<br />


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2022-02-02 00:25:39 +00:00
Horváth Bálint
c285a69f76 Add the Inside version to the Collision enum (#2489)
# Objective
I think the 'collide' function inside the 'bevy/crates/bevy_sprite/src/collide_aabb.rs' file should return 'Some' if the two rectangles are fully overlapping or one is inside the other. This can happen on low-end machines when a lot of time passes between two frames because of a stutter, so a bullet for example gets inside its target. I can also think of situations where this is a valid use case even without stutters. 

## Solution
I added an 'Inside' version to the Collision enum declared in the file. And I use it, when the two rectangles are overlapping, but we can't say from which direction it happened. I gave a 'penetration depth' of minus Infinity to these cases, so that this variant only appears, when the two rectangles overlap from each side fully. I am not sure if this is the right thing to do.

Fixes #1980

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-01 22:40:25 +00:00
Carter Anderson
4134577e64 Fix Code of Conduct bolding in readme (#3822) 2022-01-31 02:30:05 +00:00
Robert Swain
33ef5b5039 bevy_render: Only auto-disable mappable primary buffers for discrete GPUs (#3803)
# Objective

- While it is not safe to enable mappable primary buffers for all GPUs, it should be preferred for integrated GPUs where an integrated GPU is one that is sharing system memory.

## Solution

- Auto-disable mappable primary buffers only for discrete GPUs. If the GPU is integrated and mappable primary buffers are supported, use them.
2022-01-31 01:22:17 +00:00
sark
ca029ef0eb Naga export (#3714)
# Objective

In order to create a glsl shader, we must provide the `naga::ShaderStage` type which is not exported by bevy, meaning a user would have to manually include naga just to access this type.

`pub fn from_glsl(source: impl Into<Cow<'static, str>>, stage: naga::ShaderStage) -> Shader {`

## Solution

Re-rexport naga::ShaderStage from `render_resources`
2022-01-31 00:32:47 +00:00
François
44d09dc46d fix timer test to be less reliant on float precision (#3789)
# Objective

- Test is failing on nightly after the merge of https://github.com/rust-lang/rust/pull/90247
- It was relying on the precision of the duration of `1.0 / 3.0`

## Solution

- Fix the test to be less reliant on float precision to have the same result
2022-01-28 16:17:54 +00:00
Charles Giguere
435fb7af4f Improve shader_material example documentation (#3601)
# Objective

While trying to learn how to use custom shaders, I had difficulty figuring out how to use a vertex shader. My confusion was mostly because all the other shader examples used a custom pipeline, but I didn't want a custom pipeline. After digging around I realised that I simply needed to add a function to the `impl Material` block. I also searched what was the default shader used, because it wasn't obvious to me where to find it.

## Solution

Added a few comments explaining what is going on in the example and a link to the default shader.
2022-01-26 18:52:54 +00:00
Cameron Hart
ac63c491fb Simple 2d rotation example (#3065)
# Objective

Some new bevy users are unfamiliar with quaternions and have trouble working with rotations in 2D.

There has been an [issue](https://github.com/bitshifter/glam-rs/issues/226) raised with glam to add helpers to better support these users, however for now I feel could be better to provide examples of how to do this in Bevy as a starting point for new users.

## Solution

I've added a 2d_rotation example which demonstrates 3 different rotation examples to try help get people started:

- Rotating and translating a player ship based on keyboard input
- An enemy ship type that rotates to face the player ship immediately
- An enemy ship type that rotates to face the player at a fixed angular velocity

I also have a standalone version of this example here https://github.com/bitshifter/bevy-2d-rotation-example but I think it would be more discoverable if it's included with Bevy.
2022-01-25 22:10:11 +00:00
luke.biel
6d76229c38 Fix a typo in shader_defs example (#3762)
# Objective

As in title, I'm already looking through these files so may as well rename `pipline` to `pipeline`
2022-01-24 23:44:08 +00:00
James Liu
514754d650 Add crate level docs to bevy_log and enable #![warn(missing_docs)] (#3520)
This PR is part of the issue #3492.
# Objective

  - Add crate level docs to the bevy_log documentation to achieve a 100% documentation coverage.
  - Add the #![warn(missing_docs)] lint to keep the documentation coverage for the future.

# Solution

 - Add and update the bevy_log crate level docs
 - Add a note about panicking from multiple `LogPlugins` per process.
 - Add the #![warn(missing_docs)] lint.
2022-01-23 18:00:43 +00:00
Alice Cecile
f5039a476d Mark .id() methods which return an Entity as must_use (#3750)
# Objective

- Calling .id() has no purpose unless you use the Entity returned
- This is an easy source of confusion for beginners.
- This is easily missed during refactors.

## Solution

- Mark the appropriate methods as #[must_use]
2022-01-23 14:24:37 +00:00
Daniel McNab
f3de12bc5e Add a warning when watch_for_changes has no effect (#3684)
# Objective

- Users can get confused when they ask for watching to be unsupported, then find it isn't supported
- Fixes https://github.com/bevyengine/bevy/issues/3683

## Solution

- Add a warning if the `watch_for_changes` call would do nothing
2022-01-21 00:29:29 +00:00
Michael Dorst
f1f6fd349a Remove ComponentsError (#3716)
# Objective
`ComponentsError` is unused and should be removed.

Fixes #3707 

## Solution

Remove `ComponentsError`.
2022-01-21 00:12:32 +00:00
Rose Peck
e30d600dbf Update docstrings for text_system and text2d_system (#3732)
# Objective

- Fixes #3562 

## Solution

- The outdated reference to `TextGlyphs` has been removed, and replaced with a more accurate docstring.

## What was `TextGlyphs`?
This is the real question of this Issue and PR. This is particulary interesting because not only is `TextGlyphs` not a type in bevy, but it _never was_. Indeed, this type never existed on main. Where did it come from?

`TextGlyphs` was originally a tuple struct wrapping a `Vec<PositionedGlyph>`. It was first introduced back in commit ec390aec4e in #765. At the time, position information was being stored on the text entities directly. However, after design review, [it was decided](https://github.com/bevyengine/bevy/pull/765#issuecomment-725047186) to instead store the glyphs in a `HashMap` owned by the `TextPipeline`. When this was done, the original type was not only removed, but abstracted behind a few layers of the `TextPipeline` API. Obviously, the original docstring wasn't updated accordingly.

Later, as part of #1122, the incorrect docstring was swept up when copy/pasting `text_system` for `text2d`. (Although I don't blame @CleanCut for this; it took me like 3 hours to track all this down to find the original context.)
2022-01-20 19:32:16 +00:00
François
cb2ba19d97 rename Texture to Image in doc of from_buffer function (#3713)
This doc link was missed when changing the type name.

Noticed in https://github.com/bevyengine/bevy/pull/3706 which will not be merged
2022-01-18 01:28:09 +00:00
Robert Swain
55da315432 bevy_render: Provide a way to opt-out of the built-in frustum culling (#3711)
# Objective

- Allow opting-out of the built-in frustum culling for cases where its behaviour would be incorrect
- Make use of the this in the shader_instancing example that uses a custom instancing method. The built-in frustum culling breaks the custom instancing in the shader_instancing example if the camera is moved to:

```rust
    commands.spawn_bundle(PerspectiveCameraBundle {
        transform: Transform::from_xyz(12.0, 0.0, 15.0)
            .looking_at(Vec3::new(12.0, 0.0, 0.0), Vec3::Y),
        ..Default::default()
    });
```

...such that the Aabb of the cube Mesh that is at the origin goes completely out of view. This incorrectly (for the purpose of the custom instancing) culls the `Mesh` and so culls all instances even though some may be visible.


## Solution

- Add a `NoFrustumCulling` marker component
- Do not compute and add an `Aabb` to `Mesh` entities without an `Aabb` if they have a `NoFrustumCulling` marker component
- Do not apply frustum culling to entities with the `NoFrustumCulling` marker component
2022-01-17 22:55:44 +00:00
François
e88e394feb Remove wasm specific examples (#3705)
# Objective

- There are wasm specific examples, which is misleading as now it works by default
- I saw a few people on discord trying to work through those examples that are very limited

## Solution

- Remove them and update the instructions
2022-01-17 22:38:05 +00:00
Zhe Chen
836ffeda31 Add missing dependencies for Fedora with Wayland (#3708)
# Objective

- The Linux dependencies document lacks packages for Fedora with Wayland.

## Solution

- Add instructions to install packages for running Bevy apps in Fedora with Wayland.
2022-01-17 22:22:16 +00:00
Robert Swain
a9f2817c49 bevy_pbr: Do not panic when more than 256 point lights are added the scene (#3697)
# Objective

- Do not panic when mroe than 256 point lights are added the scene
- Fixes https://github.com/bevyengine/bevy/issues/3682

## Solution

- Only iterate the first `MAX_POINT_LIGHTS` lights instead of as many as there are

## Open questions

- Should we warn that there are more than the maximum allowed number of point lights in the scene?
2022-01-17 22:22:15 +00:00
Robert Swain
ef823d369f bevy_render: Do not automatically enable MAPPABLE_PRIMARY_BUFFERS (#3698)
# Objective

- When using `WgpuOptionsPriority::Functionality`, which is the default, wgpu::Features::MAPPABLE_PRIMARY_BUFFERS would be automatically enabled. This feature can and does have a significant negative impact on performance for discrete GPUs where resizable bar is not supported, which is a common case. As such, this feature should not be automatically enabled.
- Fixes the performance regression part of https://github.com/bevyengine/bevy/issues/3686 and at least some, if not all cases of https://github.com/bevyengine/bevy/issues/3687

## Solution

- When using `WgpuOptionsPriority::Functionality`, use the adapter-supported features, enable `TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES` and disable `MAPPABLE_PRIMARY_BUFFERS`
2022-01-17 22:03:14 +00:00