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https://github.com/bevyengine/bevy
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1e35a06e29
Updates the changelog for the upcoming 0.12 release
291 KiB
291 KiB
Changelog
While we try to keep the Unreleased
changes updated, it is often behind and does not include
all merged pull requests. To see a list of all changes since the latest release, you may compare
current changes on git with previous release tags.
Version 0.12.0 (2023-11-04)
A-ECS + A-Diagnostics
A-ECS + A-Scenes
A-Scenes
- Move scene spawner systems to SpawnScene schedule
- Add
SceneInstanceReady
- Add
SpawnScene
to prelude - Finish documenting
bevy_scene
- Only attempt to copy resources that still exist from scenes
- Correct Scene loader error description
A-Tasks + A-Diagnostics
A-Tasks
- elaborate on TaskPool and bevy tasks
- Remove Resource and add Debug to TaskPoolOptions
- Fix clippy lint in single_threaded_task_pool
- Remove dependecies from bevy_tasks' README
- Allow using async_io::block_on in bevy_tasks
- add test for nested scopes
- Global TaskPool API improvements
A-Audio + A-Windowing
A-Animation + A-Transform
A-Transform
- Update
GlobalTransform
on insertion - Add
Without<Parent>
filter tosync_simple_transforms
' orphaned entities query - Fix ambiguities in transform example
A-App
- Add
track_caller
toApp::add_plugins
- Remove redundant check for
AppExit
events inScheduleRunnerPlugin
- fix typos in crates/bevy_app/src/app.rs
- fix typos in crates/bevy_app/src/app.rs
- fix run-once runners
A-ECS + A-App
- Add configure_schedules to App and Schedules to apply
ScheduleBuildSettings
to all schedules - Only run event systems if they have tangible work to do
A-Rendering + A-Gizmos
A-Rendering + A-Diagnostics
- Include note of common profiling issue
- Enhance many_cubes stress test use cases
- GLTF loader: handle warning NODE_SKINNED_MESH_WITHOUT_SKIN
A-Rendering + A-Reflection
A-Windowing
- Add option to toggle window control buttons
- Fixed: Default window is now "App" instead of "Bevy App"
- improve documentation relating to
WindowPlugin
andWindow
- Improve
bevy_winit
documentation - Change
WinitPlugin
defaults to limit game update rate when window is not visible - User controlled window visibility
- Check cursor position for out of bounds of the window
- Fix doc link in transparent_window example
- Wait before making window visible
- don't create windows on winit StartCause::Init event
- Fix the doc warning attribute and document remaining items for
bevy_window
- Revert "macOS Sonoma (14.0) / Xcode 15.0 — Compatibility Fixes + Docs…
- Revert "macOS Sonoma (14.0) / Xcode 15.0 — Compatibility Fixes + Docs…
- Allow Bevy to start from non-main threads on supported platforms
- Prevent black frames during startup
- Slightly improve
CursorIcon
doc. - Fix typo in window.rs
A-Gizmos
- Replace AHash with a good sequence for entity AABB colors
- gizmo plugin lag bugfix
- Clarify immediate mode in
Gizmos
documentation - Fix crash when drawing line gizmo with less than 2 vertices
- Document that gizmo
depth_bias
has no effect in 2D
A-Utils
- change 'collapse_type_name' to retain enum types
- bevy_derive: Fix
#[deref]
breaking other attributes - Move default docs
A-Rendering + A-Assets
- Import the second UV map if present in glTF files.
- fix custom shader imports
- Add
ImageSamplerDescriptor
as an image loader setting
A-ECS
- Add the Has world query to bevy_ecs::prelude
- Simplify parallel iteration methods
- Fix safety invariants for
WorldQuery::fetch
and simplify cloning - Derive debug for ManualEventIterator
- Add
EntityMap::clear
- Add a paragraph to the lifetimeless module doc
- opt-out
multi-threaded
feature flag - Fix
ambiguous_with
breaking run conditions - Add
RunSystem
- Add
replace_if_neq
toDetectChangesMut
- Adding
Copy, Clone, Debug
to derived traits ofExecutorKind
- Fix incorrect documentation link in
DetectChangesMut
- Implement
Debug
forUnsafeWorldCell
- Relax In/Out bounds on impl Debug for dyn System
- Improve various
Debug
implementations - Make
run_if_inner
public and rename torun_if_dyn
- Refactor build_schedule and related errors
- Add
system.map(...)
for transforming the output of a system - Reorganize
Events
andEventSequence
code - Replaced EntityMap with HashMap
- clean up configure_set(s) erroring
- Relax more
Sync
bounds onLocal
- Rename
ManualEventIterator
- Replaced
EntityCommand
Implementation forFnOnce
- Add a variant of
Events::update
that returns the removed events - Move schedule name into
Schedule
- port old ambiguity tests over
- Refactor
EventReader::iter
toread
- fix ambiguity reporting
- Fix anonymous set name stack overflow
- Fix unsoundness in
QueryState::is_empty
- Add panicking helpers for getting components from
Query
- Replace
IntoSystemSetConfig
withIntoSystemSetConfigs
- Moved
get_component(_unchecked_mut)
fromQuery
toQueryState
- Fix naming on "tick" Column and ComponentSparseSet methods
- Clarify a comment in Option WorldQuery impl
- Return a boolean from
set_if_neq
- Rename RemovedComponents::iter/iter_with_id to read/read_with_id
- Remove some old references to CoreSet
- Use single threaded executor for archetype benches
- docs: Improve some
ComponentId
doc cross-linking. - One Shot Systems
- Add mutual exclusion safety info on filter_fetch
- add try_insert to entity commands
- Improve codegen for world validation
- docs: Use intradoc links for method references.
- Remove States::variants and remove enum-only restriction its derive
as_deref_mut()
method for Mut-like types- refactor: Change
Option<With<T>>
query params toHas<T>
- Hide
UnsafeWorldCell::unsafe_world
- Add a public API to ArchetypeGeneration/Id
- Ignore ambiguous components or resources
- Use chain in breakout example
ParamSet
s containing non-send parameters should also be non-send- Replace all labels with interned labels
- Fix outdated comment referencing CoreSet
A-Rendering + A-Math
A-UI
- Fix for vertical text bounds and alignment
- UI extraction order fix
- Update text example using default font
- bevy_ui: fix doc formatting for some Style fields
- Remove the
With<Parent>
query filter frombevy_ui::render::extract_uinode_borders
- Fix incorrent doc comment for the set method of
ContentSize
- Improved text widget doc comments
- Change the default for the
measure_func
field ofContentSize
to None. - Unnecessary line in game_menu example
- Change
UiScale
to a tuple struct - Remove unnecessary doc string
- Add some missing pub in ui_node
- UI examples clean up
round_ties_up
fix- fix incorrect docs for
JustifyItems
andJustifySelf
- Added
Val::ZERO
Constant - Cleanup some bevy_text pipeline.rs
- Make
GridPlacement
's fields non-zero and add accessor functions. - Remove
Val
'stry_*
arithmetic methods - UI node bundle comment fix
- Do not panic on non-UI child of UI entity
- Rename
Val
evaluate
toresolve
and implement viewport variant support - Change
Urect::width
&Urect::height
to be const TextLayoutInfo::size
should hold the drawn size of the text, and not a scaled value.impl From<String>
andFrom<&str>
forTextSection
- Remove z-axis scaling in
extract_text2d_sprite
- Fix doc comments for align items
- Add tests to
bevy_ui::Layout
- examples: Remove unused doc comments.
- Add missing
bevy_text
feature attribute toTextBundle
from impl - Move
Val
intogeometry
- Derive Serialize and Deserialize for UiRect
ContentSize
replacement fix- Round UI coordinates after scaling
- Have a separate implicit viewport node per root node + make viewport node
Display::Grid
- Rename
num_font_atlases
tolen
. - Fix documentation for ui node Style
text_wrap_debug
scale factor commandline args- Store both the rounded and unrounded node size in Node
- Various accessibility API updates.
- UI node outlines
- Implement serialize and deserialize for some UI types
- Tidy up UI node docs
- Remove unused import warning when default_font feature is disabled
- Fix crash with certain right-aligned text
- Add some more docs for bevy_text.
- Implement
Neg
forVal
normalize
method forRect
- don't Implement
Display
forVal
- [bevy_text] Document what happens when font is not specified
- Update UI alignment docs
- Add stack index to
Node
- don't Implement
Display
forVal
A-Animation
- Fix doc typo
- Expose
animation_clip
paths - animations: convert skinning weights from unorm8x4 to float32x4
- API updates to the AnimationPlayer
- only take up to the max number of joints
- check root node for animations
- Fix morph interpolation
A-Pointers
A-Assets + A-Reflection
A-Rendering + A-Hierarchy
A-ECS + A-Tasks
A-Reflection + A-Utils
A-Reflection + A-Math
A-Hierarchy
A-Input
- input: allow multiple gamepad inputs to be registered for one button in one frame
- Bevy Input Docs : lib.rs
- Bevy Input Docs : gamepad.rs
- Add
GamepadButtonInput
event - Bevy Input Docs : the modules
- Finish documenting
bevy_gilrs
- Change
AxisSettings
livezone default - docs: Update input_toggle_active example
A-Input + A-Windowing
- Fix
Window::set_cursor_position
- Change
Window::physical_cursor_position
to use the physical size of the window - Fix check that cursor position is within window bounds
A-ECS + A-Reflection
- implement insert and remove reflected entity commands
- Allow disjoint mutable world access via
EntityMut
- Implement
Reflect
forState<S>
andNextState<S>
#[derive(Clone)]
onComponent{Info,Descriptor}
A-Math
- Rename bevy_math::rects conversion methods
- Add glam swizzles traits to prelude
- Rename
Bezier
toCubicBezier
for clarity - Add a method to compute a bounding box enclosing a set of points
- re-export
debug_glam_assert
feature - Add
Cubic
prefix to all cubic curve generators
A-Build-System
- only check for bans if the dependency tree changed
- Slightly better message when contributor modifies examples template
- switch CI jobs between windows and linux for example execution
- Check for bevy_internal imports in CI
- Fix running examples on linux in CI
- Bump actions/checkout from 2 to 4
- doc: Remove reference to
clippy::manual-strip
. - Only run some workflows on the bevy repo (not forks)
- run mobile tests on more devices / OS versions
- Allow
clippy::type_complexity
in more places. - hacks for running (and screenshotting) the examples in CI on a github runner
- make CI less failing on cargo deny bans
- add test on Android 14 / Pixel 8
- Use
clippy::doc_markdown
more.
A-Diagnostics
A-Rendering + A-Animation
A-Core
A-Reflection
- Fix typo in NamedTypePathDef
- Refactor
path
module ofbevy_reflect
- Refactor parsing in bevy_reflect path module
- bevy_reflect: Fix combined field attributes
- bevy_reflect: Opt-out attribute for
TypePath
- Add reflect path parsing benchmark
- Make it so
ParsedPath
can be passed to GetPath - Make the reflect path parser utf-8-unaware
- bevy_scene: Add
ReflectBundle
- Fix comment in scene example
FromResources
- Remove TypeRegistry re-export rename
- Provide getters for fields of ReflectFromPtr
- Add TypePath to the prelude
- Improve TypeUuid's derive macro error messages
- Migrate
Quat
reflection strategy from "value" to "struct" - bevy_reflect: Fix dynamic type serialization
- bevy_reflect: Fix ignored/skipped field order
A-Rendering + A-Assets + A-Reflection
A-ECS + A-Time
A-ECS + A-Hierarchy
A-Audio
- Added Pitch as an alternative sound source
- update documentation on AudioSink
- audio sinks don't need their custom drop anymore
- Clarify what happens when setting the audio volume
- More ergonomic spatial audio
A-Rendering + A-UI
- Remove out-of-date paragraph in
Style::border
- Revert "Fix UI corruption for AMD gpus with Vulkan (#9169)"
- Revert "Fix UI corruption for AMD gpus with Vulkan (#9169)"
many_buttons
enhancements- Fix UI borders
- UI batching Fix
- Add UI Materials
A-ECS + A-Reflection + A-Pointers
No area label
- Fix typos throughout the project
- Bump Version after Release
- fix
clippy::default_constructed_unit_structs
and trybuild errors - delete code deprecated in 0.11
- Drain
ExtractedUiNodes
inprepare_uinodes
- example showcase - pagination and can build for WebGL2
- example showcase: switch default api to webgpu
- Add some more helpful errors to BevyManifest when it doesn't find Cargo.toml
- Fix path reference to contributors example
- replace parens with square brackets when referencing _mut on
Query
docs #9200 - use AutoNoVsync in stress tests
- bevy_render: Remove direct dep on wgpu-hal.
- Fixed typo in line 322
- custom_material.vert: gl_InstanceIndex includes gl_BaseInstance
- fix typo in a link - Mesh docs
- Improve font size related docs
- Fix gamepad viewer being marked as a non-wasm example
- Rustdoc: Scrape examples
- enable multithreading on benches
- webgl feature renamed to webgl2
- Example Comment Typo Fix
- Fix shader_instancing example
- Update tracy-client requirement from 0.15 to 0.16
- fix bevy imports. windows_settings.rs example
- Fix CI for Rust 1.72
- Swap TransparentUi to use a stable sort
- Replace uses of
entity.insert
with tuple bundles ingame_menu
example - Remove
IntoIterator
impl for&mut EventReader
- remove VecSwizzles imports
- Fix erronenous glam version
- Fixing some doc comments
- Explicitly make instance_index vertex output @interpolate(flat)
- Fix some nightly warnings
- Use default resolution for viewport_debug example
- Refer to "macOS", not "macOS X".
- Remove useless single tuples and trailing commas
- Fix some warnings shown in nightly
- Fix animate_scale scaling z value in text2d example
- "serialize" feature no longer enables the optional "bevy_scene" feature if it's not enabled from elsewhere
- fix deprecation warning in bench
- don't enable filesystem_watcher when building for WebGPU
- Improve doc formatting.
- Fix the
clippy::explicit_iter_loop
lint - Wslg docs
- skybox.wgsl: Fix precision issues
- Fix typos.
- Add link to
Text2dBundle
inTextBundle
docs. - Fix some typos
- Fix typos
- Replaced
parking_lot
withstd::sync
- Add inline(never) to bench systems
- Android: handle suspend / resume
- Fix some warnings shown in nightly
- Updates for rust 1.73
- Improve selection of iOS device in mobile example
- Update toml_edit requirement from 0.19 to 0.20
- foxes shouldn't march in sync
- Fix tonemapping test patten
- Removed
once_cell
- Improve WebGPU unstable flags docs
- shadow_biases: Support different PCF methods
- shadow_biases: Support moving the light position and resetting biases
- Update async-io requirement from 1.13.0 to 2.0.0
- few fmt tweaks
- Derive Error for more error types
- Allow AccessKit to react to WindowEvents before they reach the engine
A-Rendering + A-Build-System
A-Meta
- Remove the bevy_dylib feature
- add and fix shields in Readmes
- Added section for contributing and links for issues and PRs
- Fix orphaned contributing paragraph
A-Assets + A-Animation
A-Editor + A-Diagnostics
A-Time
- Fix timers.rs documentation
- Add missing documentation to
bevy_time
- Clarify behaviour of
Timer::finished()
for repeating timers - ignore time channel error
- Unify
FixedTime
andTime
while fixing several problems - Time: demote delta time clamping warning to debug
- fix typo in time.rs example
- Example time api
A-Rendering + A-ECS
A-UI + A-Reflection
A-Build-System + A-Assets
A-Rendering
- Clarify that wgpu is based on the webGPU API
- Return URect instead of (UVec2, UVec2) in Camera::physical_viewport_rect
- fix module name for AssetPath shaders
- Add GpuArrayBuffer and BatchedUniformBuffer
- Update
bevy_window::PresentMode
to mirrorwgpu::PresentMode
- Stop using unwrap in the pipelined rendering thread
- Fix panic whilst loading UASTC encoded ktx2 textures
- Document
ClearColorConfig
- Use GpuArrayBuffer for MeshUniform
- Update docs for scaling_mode field of Orthographic projection
- Fix shader_material_glsl example after #9254
- Improve
Mesh
documentation - Include tone_mapping fn in tonemapping_test_patterns
- Extend the default render range of 2D camera
- Document when Camera::viewport_to_world and related methods return None
- include toplevel shader-associated defs
- Fix post_processing example on webgl2
- use ViewNodeRunner in the post_processing example
- Work around naga/wgpu WGSL instance_index -> GLSL gl_InstanceID bug on WebGL2
- Fix non-visible motion vector text in shader prepass example
- Use bevy crates imports instead of bevy internal. post_processing example
- Make Anchor Copy
- Move window.rs to window/mod.rs in bevy_render
- Reduce the size of MeshUniform to improve performance
- Fix temporal jitter bug
- Fix gizmo lines deforming or disappearing when partially behind the camera
- Make WgpuSettings::default() check WGPU_POWER_PREF
- fix wireframe after MeshUniform size reduction
- fix shader_material_glsl example
- [RAINBOW EFFECT] Added methods to get HSL components from Color
- ktx2: Fix Rgb8 -> Rgba8Unorm conversion
- Reorder render sets, refactor bevy_sprite to take advantage
- Improve documentation relating to
Frustum
andHalfSpace
- Revert "Update defaults for OrthographicProjection (#9537)"
- Remove unused regex dep from bevy_render
- Split
ComputedVisibility
into two components to allow for accurate change detection and speed up visibility propagation - Use instancing for sprites
- Enhance bevymark
- Remove redundant math in tonemapping.
- Improve
SpatialBundle
docs - Cache depth texture based on usage
- warn and min for different vertex count
- default 16bit rgb/rgba textures to unorm instead of uint
- Fix TextureAtlasBuilder padding
- Add example for
Camera::viewport_to_world
- Fix wireframe for skinned/morphed meshes
- generate indices for Mikktspace
- invert face culling for negatively scaled gltf nodes
- renderer init: create a detached task only on wasm, block otherwise
- Cleanup
visibility
module - Use a single line for of large binding lists
- Fix a typo in
DirectionalLightBundle
- Revert "Update defaults for OrthographicProjection (#9537)"
- Refactor rendering systems to use
let-else
- Use radsort for Transparent2d PhaseItem sorting
- Automatic batching/instancing of draw commands
- Directly copy data into uniform buffers
- Allow other plugins to create renderer resources
- Use EntityHashMap<Entity, T> for render world entity storage for better performance
- Parallelize extract_meshes
- Fix comment grammar
- Allow overriding global wireframe setting.
- wireframes: workaround for DX12
- Alternate wireframe override api
- Fix TextureAtlasBuilder padding
- fix example mesh2d_manual
- PCF For DirectionalLight/SpotLight Shadows
- Refactor the render instance logic in #9903 so that it's easier for other components to adopt.
- Fix 2d_shapes and general 2D mesh instancing
- fix webgl2 crash
- fix orthographic cluster aabb for spotlight culling
- Add consuming builder methods for more ergonomic
Mesh
creation - wgpu 0.17
- use
Material
for wireframes - Extract common wireframe filters in type alias
- Deferred Renderer
- Configurable colors for wireframe
- chore: Renamed RenderInstance trait to ExtractInstance
- pbr shader cleanup
- Fix text2d view-visibility
- Allow optional extraction of resources from the main world
- ssao use unlit_color instead of white
- Fix missing explicit lifetime name for copy_deferred_lighting_id name
- Fixed mod.rs in rendering to support Radeon Cards
- Explain usage of prepass shaders in docs for
Material
trait - Better link for prepare_windows docs
- Improve linking within
RenderSet
docs. - Fix unlit missing parameters
*_PREPASS
Shader Def Cleanup- check for any prepass phase
- allow extensions to StandardMaterial
- array_texture example: use new name of pbr function
- chore: use ExtractComponent derive macro for EnvironmentMapLight and FogSettings
- Variable
MeshPipeline
View Bind Group Layout - update shader imports
- Bind group entries
- Detect cubemap for dds textures
- Fix alignment on ios simulator
- Add convenient methods for Image
- Use “specular occlusion” term to consistently extinguish fresnel on Ambient and Environment Map lights
- Fix fog color being inaccurate
- Replace all usages of texture_descritor.size.* with the helper methods
- View Transformations
- fix deferred example fog values
- WebGL2: fix import path for unpack_unorm3x4_plus_unorm_20_
- Use wildcard imports in bevy_pbr
- Make mesh attr vertex count mismatch warn more readable
- Image Sampler Improvements
- Fix sampling of diffuse env map texture with non-uniform control flow
- Log a warning when the
tonemapping_luts
feature is disabled but required for the selected tonemapper. - Smaller TAA fixes
- Truncate attribute buffer data rather than attribute buffers
- Fix deferred lighting pass values not all working on M1 in WebGL2
- Add frustum to shader View
- Fix handling of
double_sided
for normal maps - Add helper function to determine if color is transparent
StandardMaterial
Light Transmission- double sided normals: fix apply_normal_mapping calls
- Combine visibility queries in check_visibility_system
- Make VERTEX_COLORS usable in prepass shader, if available
- allow DeferredPrepass to work without other prepass markers
- Increase default normal bias to avoid common artifacts
- Make
DirectionalLight
Cascades
computation generic overCameraProjection
- Update default
ClearColor
to better match Bevy's branding - Fix gizmo crash when prepass enabled
A-Build-System + A-Meta
A-Assets
- doc(asset): fix asset trait example
- Add
GltfLoader::new
. - impl
From<&AssetPath>
forHandleId
- allow asset loader pre-registration
- fix asset loader preregistration for multiple assets
- Fix point light radius
- Add support for KHR_materials_emissive_strength
- Fix panic when using
.load_folder()
with absolute paths - Bevy Asset V2
- create imported asset directory if needed
- Copy on Write AssetPaths
- Asset v2: Asset path serialization fix
- don't ignore some EventKind::Modify
- Manual "Reflect Value" AssetPath impl to fix dynamic linking
- Fix unused variable warning for simple AssetV2 derives
- Remove monkey.gltf
- Update notify-debouncer-full requirement from 0.2.0 to 0.3.1
- Removed
anyhow
- Multiple Asset Sources
- Make loading warning for no file ext more descriptive
- Fix load_folder for non-default Asset Sources
- only set up processed source if asset plugin is not unprocessed
- Hot reload labeled assets whose source asset is not loaded
- Return an error when loading non-existent labels
- remove unused import on android
- Log an error when registering an AssetSource after AssetPlugin has been built
- Add note about asset source register order
- Add
asset_processor
feature and remove AssetMode::ProcessedDev - Implement source into Display for AssetPath
- assets: use blake3 instead of md5
- Reduce noise in asset processing example
- Adding AssetPath::resolve() method.
- Assets: fix first hot reloading
- Non-blocking load_untyped using a wrapper asset
- Reuse and hot reload folder handles
- Additional AssetPath unit tests.
- Corrected incorrect doc comment on read_asset_bytes
- support file operations in single threaded context
Version 0.11.0 (2023-07-09)
Rendering
- Webgpu support
- improve shader import model
- Screen Space Ambient Occlusion (SSAO) MVP
- Temporal Antialiasing (TAA)
- Immediate Mode Line/Gizmo Drawing
- Make render graph slots optional for most cases
- Split opaque and transparent phases
- Built-in skybox
- Add parallax mapping to bevy PBR
- Add port of AMD's Robust Contrast Adaptive Sharpening
- Add RenderGraphApp to simplify adding render nodes
- Add screenshot api
- Add morph targets
- Screenshots in wasm
- Add ViewNode to simplify render node management
- Bias texture mipmaps
- Instanced line rendering for gizmos based on
bevy_polyline
- Add
RenderTarget::TextureView
- Change default tonemapping method
- Allow custom depth texture usage
- Use the prepass normal texture in main pass when possible
- Left-handed y-up cubemap coordinates
- Allow SPIR-V shaders to process when shader defs are present
- Remove unnecesssary values Vec from DynamicUniformBuffer and DynamicStorageBuffer
- Add
MAY_DISCARD
shader def, enabling early depth tests for most cases - Add
Aabb
calculation forSprite
,TextureAtlasSprite
andMesh2d
- Color::Lcha constructors
- Fix Color::as_rgba_linear for Color::Lcha
- Added Globals struct to prepass shader
- Derive Copy and Clone for Collision
- Fix crash when enabling HDR on 2d cameras
- Dither fix
- Compute
vertex_count
for indexed meshes onGpuMesh
- Run update_previous_view_projections in PreUpdate schedule
- Added
WebP
image format support - Add support for pnm textures
- fix invalid bone weights
- Fix pbr shader breaking on missing UVs
- Fix Plane UVs / texture flip
- Fix look_to resulting in NaN rotations
- Fix look_to variable naming
- Fix segfault with 2d gizmos
- Use RenderGraphApp in more places
- Fix viewport change detection
- Remove capacity fields from all Buffer wrapper types
- Sync pbr_types.wgsl StandardMaterial values
- Avoid spawning gizmo meshes when no gizmos are being drawn
- Use a consistent seed for AABB gizmo colors
- bevy_pbr: Do not cull meshes without Aabbs from cascades
- Handle vertex_uvs if they are present in default prepass fragment shader
- Changed (Vec2, Vec2) to Rect in Camera::logical_viewport_rect
- make glsl and spirv support optional
- fix prepass normal_mapping
- conversions between [u8; 4] and Color
- Add option to disable gizmo rendering for specific cameras
- Fix morph target prepass shader
- Fix bloom wasm support
- Fix black spots appearing due to NANs when SSAO is enabled
- fix normal prepass
- Refs #8975 -- Add return to RenderDevice::poll()
- Fix WebGL mode for Adreno GPUs
- Fix parallax mapping
- Added Vec append to BufferVec - Issue #3531
- Fix CAS shader with explicit FullscreenVertexOutput import
- Make
TextureAtlas::texture_handles
pub
instead ofpub(crate)
(#8633) - Make Material2d pipeline systems public
- Fix screenshots on Wayland + Nvidia
- Apply codebase changes in preparation for
StandardMaterial
transmission - Use ViewNode for TAA
- Change Camera3dBundle::tonemapping to Default
- Remove
Component
derive for AlphaMode - Make setup of Opaque3dPrepass and AlphaMask3dPrepass phase items consistent with others
- Rename
Plane
struct toHalfSpace
- Expand
FallbackImage
to include aGpuImage
for each possibleTextureViewDimension
- Cascaded shadow maps: Fix prepass ortho depth clamping
- Fix gizmos in WebGPU
- Fix AsBindGroup derive, texture attribute, visibility flag parsing
- Disable camera on window close
- Reflect
Component
andDefault
ofBloomSettings
- Add Reflection Macros to TextureAtlasSprite
- Implement Reflect on NoFrustumCulling
Audio
Diagnostics
- Allow systems using Diagnostics to run in parallel
- add a feature for memory tracing with tracy
- Re-add the "frame" span for tracy comparisons
- log to stderr instead of stdout
Scenes
- bevy_scene: Add SceneFilter
- (De) serialize resources in scenes
- add position to scene errors
- Bugfix: Scene reload fix (nonbreaking)
- avoid panic with parented scenes on deleted entities
Transform + Hierarchy
Gizmo
- Add a bounding box gizmo
- Added
arc_2d
function for gizmos - Use AHash to get color from entity in bevy_gizmos
- do not crash when rendering only one gizmo
Reflection
- reflect: stable type path v2
- bevy_reflect: Better proxies
- bevy_reflect: FromReflect Ergonomics Implementation
- bevy_reflect: Allow
#[reflect(default)]
on enum variant fields - Add FromReflect where Reflect is used
- Add get_at_mut to bevy_reflect::Map trait
- Reflect now requires DynamicTypePath. Remove Reflect::get_type_path()
- bevy_ui: Add
FromReflect
derives - Add Reflect and FromReflect for AssetPath
- bevy_reflect: Fix trailing comma breaking derives
- Fix Box dyn Reflect struct with a hashmap in it panicking when clone_value is called on it
- bevy_reflect: Add
ReflectFromReflect
to the prelude - bevy_reflect: Allow construction of MapIter outside of the bevy_reflect crate.
- bevy_reflect: Disambiguate type bounds in where clauses.
- adding reflection for Cow<'static, [T]>
- Do not require mut on ParsedPath::element_mut
- Reflect UUID
- Don't ignore additional entries in
UntypedReflectDeserializerVisitor
- Construct Box dyn Reflect from world for ReflectComponent
- reflect: avoid deadlock in GenericTypeCell
App
- Allow tuples and single plugins in
add_plugins
, deprecateadd_plugin
- Merge ScheduleRunnerSettings into ScheduleRunnerPlugin
- correctly setup everything in the default run_once runner
- Fix
Plugin::build
detection - Fix not calling App::finish and App::cleanup in
ScheduleRunnerPlugin
- Relaxed runner type from Fn to FnOnce
- Relax FnMut to FnOnce in app::edit_schedule
Windowing + Reflection
Hierarchy
- fix panic when moving child
- Remove
Children
component when callingdespawn_descendants
- Change
despawn_descendants
to return&mut Self
Time
Assets
- Delay asset hot reloading
- Add support for custom glTF vertex attributes.
- Fix panic when using debug_asset_server
unused_variables
warning when building withfilesystem_watcher
feature disabled- bevy_asset: Add
LoadContext::get_handle_untyped
Windowing
- Move cursor position to internal state
- Set cursor hittest during window creation
- do not set hit test unconditionally on window creation
- Add winit's
wayland-csd-adwaita
feature to Bevy'swayland
feature - Support to set window theme and expose system window theme changed event
- Touchpad magnify and rotate events
- Fix windows not being centered properly when system interface is scaled
- Expose WindowDestroyed events
Animation
UI
- Ui Node Borders
- Add CSS Grid support to
bevy_ui
text_system
split- Replace the local text queues in the text systems with flags stored in a component
NoWrap
Text
feature- add a default font
- UI texture atlas support
- Improved UI render batching
- Consistent screen-space coordinates
UiImage
helper functions- Perform text scaling calculations per text, not per glyph
- Fix size of clipped text glyphs.
- Apply scale factor to
ImageMeasure
sizes - Fix WebGPU error in "ui_pipeline" by adding a flat interpolate attribute
- Rename Interaction::Clicked -> Interaction::Pressed
- Flatten UI
Style
properties that useSize
+ removeSize
- Split UI
Overflow
by axis - Add methods for calculating the size and postion of UI nodes
- Skip the UV calculations for untextured UI nodes
- Fix text measurement algorithm
- Divide by UiScale when converting UI coordinates from physical to logical
MeasureFunc
improvements- Expose sorting methods in
Children
- Fix min and max size using size value
- Fix the
Text2d
text anchor's incorrect horizontal alignment - Remove
Val::Undefined
Val
viewport unit variants- Remove the corresponding measure from Taffy when a
CalculatedSize
component is removed. UiRect
axes constructor- Fix the UV calculations for clipped and flipped ImageNodes
- Fix text systems broken when resolving merge conflicts in #8026
- Allow
bevy_ui
crate to compile without thetext
feature enabled - Fix the double leaf node updates in
flex_node_system
- also import the default handle when feature disabled
measure_text_system
text query fix- Fix panic in example: text_wrap_debug.rs
- UI layout tree debug print
- Fix
Node::physical_rect
and add aphysical_size
method - Perform
relative_cursor_position
calculation vectorwise inui_focus_system
- Add
UiRect::px()
andUiRect::percent()
utils - Add missing dependencies to
bevy_text
feature - Remove "bevy_text" feature attributes on imports used by non-text systems
- Growing UI nodes Fix
ECS
- Schedule-First: the new and improved add_systems
- Add OnTransition schedule that is ran between OnExit and OnEnter
run_if
forSystemConfigs
via anonymous system sets- Remove OnUpdate system set
- Rename apply_system_buffers to apply_deferred
- Rename Command's "write" method to "apply"
- Require
#[derive(Event)]
on all Events - Implement WorldQuery for EntityRef
- Improve or-with disjoint checks
- Add a method to run read-only systems using
&World
- Reduce branching when inserting components
- Make
#[system_param(ignore)]
and#[world_query(ignore)]
unnecessary - Remove
#[system_param(ignore)]
and#[world_query(ignore)]
- Extend the
WorldQuery
macro to tuple structs - Make state private and only accessible through getter for State resource
- implement
Deref
forState<S>
- Inline more ECS functions
- Add a
scope
API for world schedules - Simplify system piping and make it more flexible
- Add
any_component_removed
condition - Use
UnsafeWorldCell
to increase code quality forSystemParam
- Improve safety for the multi-threaded executor using
UnsafeWorldCell
- Migrate the rest of the engine to
UnsafeWorldCell
- Make the
Condition
trait generic - Add or_else combinator to run_conditions.rs
- Add iter_many_manual QueryState method
- Provide access to world storages via UnsafeWorldCell
- Added Has T WorldQuery type
- Add/fix
track_caller
attribute on panicking entity accessor methods - Increase type safety and clarity for change detection
- Make
WorldQuery
meta types unnameable - Add a public constructor for
Mut<T>
- Remove ChangeTrackers
- Derive Eq, PartialEq for Tick
- Initialize empty schedules when calling
.in_schedule
if they do not already exist - Replace multiple calls to
add_system
withadd_systems
- don't panic on unknown ambiguity
- add Clone to common conditions
- Make BundleInfo's fields not pub(crate)
- Pass query change ticks to
QueryParIter
instead of always using change ticks fromWorld
. - Remove redundant bounds check in
Entities::get
- Add World::try_run_schedule
- change not implemation to custom system struct
- Fix name conflicts caused by the
SystemParam
andWorldQuery
macros - Check for conflicting accesses in
assert_is_system
- Fix field visibility for read-only
WorldQuery
types Or<T>
should be a new type ofPhantomData<T>
- Make standard commands more ergonomic (in niche cases)
- Remove base set error variants of
ScheduleBuildError
- Replace some unsafe system executor code with safe code
- Update
increment_change_tick
to return a strongly-typedTick
- Move event traces to detailed_trace!
- Only trigger state transitons if
next_state != old_state
- Fix panics and docs when using World schedules
- Improve warning for Send resources marked as non_send
- Reorganize system modules
- Fix boxed labels
- Simplify world schedule methods
- Just print out name string, not the entire Name struct
- Manually implement common traits for
EventId
- Replace remaining uses of
&T, Changed<T>
withRef
in UI system queries - Rename
UnsafeWorldCell::read_change_tick
- Improve encapsulation for commands and add docs
- Fix all_tuples + added docs.
- Add
new
andmap
methods toRef
- Allow unsized types as mapped value in
Ref::map
- Implement
Clone
forCombinatorSystem
- Add get_ref to EntityRef
- Make
QueryParIter::for_each_unchecked
private - Simplify the
ComponentIdFor
type - Add last_changed_tick and added_tick to ComponentTicks
- Require read-only queries in
QueryState::par_iter
- Fix any_component_removed
- Deprecate type aliases for
WorldQuery::Fetch
- bevy_ecs: add untyped methods for inserting components and bundles
- Move AppTypeRegistry to bevy_ecs
- skip check change tick for apply_deferred systems
- Split the bevy_ecs reflect.rs module
- Make function pointers of ecs Reflect* public
Rendering + Reflection + Scenes
Tasks
Math
- Re-export glam_assert feature
- Fix CubicCurve::iter_samples iteration count
- Add integer equivalents for
Rect
- Add
CubicCurve::segment_count
+iter_samples
adjustment
Rendering + Assets + Meta
ECS + Scenes
Util
Input
- Add gamepad rumble support to bevy_input
- Rename keys like
LAlt
toAltLeft
- Add window entity to mouse and keyboard events
- Add get_unclamped to Axis
Upgrades
- Upgrade Taffy requirement to v0.3.5
- Update ruzstd and basis universal
- Updated to wgpu 0.16.0, wgpu-hal 0.16.0 and naga 0.12.0
- Update sysinfo requirement from 0.28.1 to 0.29.0
- Update libloading requirement from 0.7 to 0.8
- update syn, encase, glam and hexasphere
- Update android_log-sys requirement from 0.2.0 to 0.3.0
- update bitflags to 2.3
- Update ruzstd requirement from 0.3.1 to 0.4.0
- Update notify requirement from 5.0.0 to 6.0.0
- Bump hashbrown to 0.14
- update ahash and hashbrown
- Bump accesskit and accesskit_winit
Examples
- new example showcase tool
- Adding a bezier curve example
- Add low level post process example using a custom render pass
- Add example to demonstrate manual generation and UV mapping of 3D mesh (generate_custom_mesh) solve #4922
- Add
overflow_debug
example - UI text wrapping and
LineBreakOn
example - Size Constraints Example
- UI Display and Visibility Example
Version 0.10.0 (2023-03-06)
Added
- Accessibility: Added
Label
for marking text specifically as a label for UI controls. - Accessibility: Integrate with and expose AccessKit accessibility.
- App:
App::setup
- App:
SubApp::new
- App: Bevy apps will now log system information on startup by default
- Audio Expose symphonia features from rodio in bevy_audio and bevy
- Audio: Basic spatial audio
- ECS:
bevy_ptr::dangling_with_align
: creates a well-aligned dangling pointer to a type whose alignment is not known at compile time. - ECS:
Column::get_added_ticks
- ECS:
Column::get_column_ticks
- ECS:
DetectChanges::set_if_neq
: triggering change detection when the new and previous values are equal. This will work on both components and resources. - ECS:
SparseSet::get_added_ticks
- ECS:
SparseSet::get_column_ticks
- ECS:
Tick
, a wrapper around a single change detection tick. - ECS:
UnsafeWorldCell::world_mut
now exists and can be used to get a&mut World
out ofUnsafeWorldCell
- ECS:
WorldId
now implements theFromWorld
trait. - ECS: A
core::fmt::Pointer
impl toPtr
,PtrMut
andOwnedPtr
. - ECS: Add
bevy_ecs::schedule_v3
module - ECS: Add
EntityMap::iter()
- ECS: Add
Ref
to the prelude - ECS: Add
report_sets
option toScheduleBuildSettings
- ECS: add
Resources::iter
to iterate over all resource IDs - ECS: add
UnsafeWorldCell
abstraction - ECS: Add
World::clear_resources
&World::clear_all
- ECS: Add a basic example for system ordering
- ECS: Add a missing impl of
ReadOnlySystemParam
forOption<NonSend<>>
- ECS: add a spawn_on_external method to allow spawning on the scope’s thread or an external thread
- ECS: Add const
Entity::PLACEHOLDER
- ECS: Add example to show how to use
apply_system_buffers
- ECS: Add logging variants of system piping
- ECS: Add safe constructors for untyped pointers
Ptr
andPtrMut
- ECS: Add unit test with system that panics
- ECS: Add wrapping_add to change_tick
- ECS: Added “base sets” and ported CoreSet to use them.
- ECS: Added
as_mut
andas_ref
methods toMutUntyped
. - ECS: Added
bevy::ecs::system::assert_is_read_only_system
. - ECS: Added
Components::resource_id
. - ECS: Added
DebugName
world query for more human friendly debug names of entities. - ECS: Added
distributive_run_if
toIntoSystemConfigs
to enable adding a run condition to each system when usingadd_systems
. - ECS: Added
EntityLocation::table_id
- ECS: Added
EntityLocation::table_row
. - ECS: Added
IntoIterator
implementation forEventReader
so you can now do&mut reader
instead ofreader.iter()
for events. - ECS: Added
len
,is_empty
,iter
methods on SparseSets. - ECS: Added
ManualEventReader::clear()
- ECS: Added
MutUntyped::with_type
which allows converting into aMut<T>
- ECS: Added
new_for_test
onComponentInfo
to make test code easy. - ECS: Added
not
condition. - ECS: Added
on_timer
andon_fixed_timer
run conditions - ECS: Added
OwningPtr::read_unaligned
. - ECS: Added
ReadOnlySystem
, which is implemented for anySystem
type whose parameters all implementReadOnlySystemParam
. - ECS: Added
Ref
which allows inspecting change detection flags in an immutable way - ECS: Added
shrink
andas_ref
methods toPtrMut
. - ECS: Added
SystemMeta::name
- ECS: Added
SystemState::get_manual_mut
- ECS: Added
SystemState::get_manual
- ECS: Added
SystemState::update_archetypes
- ECS: Added a large number of methods on
App
to work with schedules ergonomically - ECS: Added conversions from
Ptr
,PtrMut
, andOwningPtr
toNonNull<u8>
. - ECS: Added rore common run conditions:
on_event
, resource change detection,state_changed
,any_with_component
- ECS: Added support for variants of
bevy_ptr
types that do not require being correctly aligned for the pointee type. - ECS: Added the
CoreSchedule
enum - ECS: Added the
SystemParam
typeDeferred<T>
, which can be used to deferWorld
mutations. Powered by the new traitSystemBuffer
. - ECS: Added the extension methods
.and_then(...)
and.or_else(...)
to run conditions, which allows combining run conditions with short-circuiting behavior. - ECS: Added the marker trait
BaseSystemSet
, which is distinguished from aFreeSystemSet
. These are both subtraits ofSystemSet
. - ECS: Added the method
reborrow
toMut
,ResMut
,NonSendMut
, andMutUntyped
. - ECS: Added the private
prepare_view_uniforms
system now has a public system set for scheduling purposes, calledViewSet::PrepareUniforms
- ECS: Added the trait
Combine
, which can be used with the newCombinatorSystem
to create system combinators with custom behavior. - ECS: Added the trait
EntityCommand
. This is a counterpart ofCommand
for types that execute code for a single entity. - ECS: introduce EntityLocation::INVALID const and adjust Entities::get comment
- ECS: States derive macro
- ECS: support for tuple structs and unit structs to the
SystemParam
derive macro. - Hierarchy: Add
Transform::look_to
- Hierarchy: Added
add_child
,set_parent
andremove_parent
toEntityMut
- Hierarchy: Added
clear_children(&mut self) -> &mut Self
andreplace_children(&mut self, children: &[Entity]) -> &mut Self
function inBuildChildren
trait - Hierarchy: Added
ClearChildren
andReplaceChildren
struct - Hierarchy: Added
push_and_replace_children_commands
andpush_and_clear_children_commands
test - Hierarchy: Added the
BuildChildrenTransformExt
trait - Input: add Input Method Editor support
- Input: Added
Axis<T>::devices
- INput: Added common run conditions for
bevy_input
- Macro: add helper for macro to get either bevy::x or bevy_x depending on how it was imported
- Math:
CubicBezier2d
,CubicBezier3d
,QuadraticBezier2d
, andQuadraticBezier3d
types with methods for sampling position, velocity, and acceleration. The genericBezier
type is also available, and generic over any degree of Bezier curve. - Math:
CubicBezierEasing
, with additional methods to allow for smooth easing animations. - Math: Added a generic cubic curve trait, and implementation for Cardinal splines (including Catmull-Rom), B-Splines, Beziers, and Hermite Splines. 2D cubic curve segments also implement easing functionality for animation.
- New reflection path syntax: struct field access by index (example syntax:
foo#1
) - Reflect
State
generics other than justRandomState
can now be reflected for bothhashbrown::HashMap
andcollections::HashMap
- Reflect:
Aabb
now implementsFromReflect
. - Reflect:
derive(Reflect)
now supports structs and enums that contain generic types - Reflect:
ParsedPath
for cached reflection paths - Reflect:
std::collections::HashMap
can now be reflected - Reflect:
std::collections::VecDeque
now implementsReflect
and all relevant traits. - Reflect: Add reflection path support for
Tuple
types - Reflect: Added
ArrayIter::new
. - Reflect: Added
FromReflect::take_from_reflect
- Reflect: Added
List::insert
andList::remove
. - Reflect: Added
Map::remove
- Reflect: Added
ReflectFromReflect
- Reflect: Added
TypeRegistrationDeserializer
, which simplifies getting a&TypeRegistration
while deserializing a string. - Reflect: Added methods to
List
that were previously provided byArray
- Reflect: Added support for enums in reflection paths
- Reflect: Added the
bevy_reflect_compile_fail_tests
crate for testing compilation errors - Reflect: bevy_reflect: Add missing primitive registrations
- Reflect: impl
Reflect
for&'static Path
- Reflect: implement
Reflect
forFxaa
- Reflect: implement
TypeUuid
for primitives and fix multiple-parameter generics having the sameTypeUuid
- Reflect: Implemented
Reflect
+FromReflect
for window events and related types. These types are automatically registered when adding theWindowPlugin
. - Reflect: Register Hash for glam types
- Reflect: Register missing reflected types for
bevy_render
- Render: A pub field
extras
toGltfNode
/GltfMesh
/GltfPrimitive
which store extras - Render: A pub field
material_extras
toGltfPrimitive
which store material extras - Render: Add 'Color::as_lcha' function (#7757)
- Render: Add
Camera::viewport_to_world_2d
- Render: Add a more familiar hex color entry
- Render: add ambient lighting hook
- Render: Add bevy logo to the lighting example to demo alpha mask shadows
- Render: Add Box::from_corners method
- Render: add OpenGL and DX11 backends
- Render: Add orthographic camera support back to directional shadows
- Render: add standard material depth bias to pipeline
- Render: Add support for Rgb9e5Ufloat textures
- Render: Added buffer usage field to buffers
- Render: can define a value from inside a shader
- Render: EnvironmentMapLight support for WebGL2
- Render: Implement
ReadOnlySystemParam
forExtract<>
- Render: Initial tonemapping options
- Render: ShaderDefVal: add an
UInt
option - Render: Support raw buffers in AsBindGroup macro
- Rendering:
Aabb
now implementsCopy
. - Rendering:
ExtractComponent
can specify output type, and outputting is optional. - Rendering:
Mssaa::samples
- Rendering: Add
#else ifdef
to shader preprocessing. - Rendering: Add a field
push_constant_ranges
to RenderPipelineDescriptor and ComputePipelineDescriptor - Rendering: Added
Material::prepass_vertex_shader()
andMaterial::prepass_fragment_shader()
to control the prepass from theMaterial
- Rendering: Added
BloomSettings:lf_boost
,BloomSettings:lf_boost_curvature
,BloomSettings::high_pass_frequency
andBloomSettings::composite_mode
. - Rendering: Added
BufferVec::extend
- Rendering: Added
BufferVec::truncate
- Rendering: Added
Camera::msaa_writeback
which can enable and disable msaa writeback. - Rendering: Added
CascadeShadowConfigBuilder
to help with creatingCascadeShadowConfig
- Rendering: Added
DepthPrepass
andNormalPrepass
component to control which textures will be created by the prepass and available in later passes. - Rendering: Added
Draw<T>::prepare
optional trait function. - Rendering: Added
DrawFunctionsInternals::id()
- Rendering: Added
FallbackImageCubemap
. - Rendering: Added
FogFalloff
enum for selecting between three widely used “traditional” fog falloff modes:Linear
,Exponential
andExponentialSquared
, as well as a more advancedAtmospheric
fog; - Rendering: Added
get_input_node
- Rendering: Added
Lcha
member tobevy_render::color::Color
enum - Rendering: Added
MainTaret::main_texture_other
- Rendering: Added
PhaseItem::entity
- Rendering: Added
prepass_enabled
flag to theMaterialPlugin
that will control if a material uses the prepass or not. - Rendering: Added
prepass_enabled
flag to thePbrPlugin
to control if the StandardMaterial uses the prepass. Currently defaults to false. - Rendering: Added
PrepassNode
that runs before the main pass - Rendering: Added
PrepassPlugin
to extract/prepare/queue the necessary data - Rendering: Added
RenderCommand::ItemorldQuery
associated type. - Rendering: Added
RenderCommand::ViewWorldQuery
associated type. - Rendering: Added
RenderContext::add_command_buffer
- Rendering: Added
RenderContext::begin_tracked_render_pass
. - Rendering: Added
RenderContext::finish
- Rendering: Added
RenderContext::new
- Rendering: Added
SortedCameras
, exposing information that was previously internal to the camera driver node. - Rendering: Added
try_add_node_edge
- Rendering: Added
try_add_slot_edge
- Rendering: Added
with_r
,with_g
,with_b
, andwith_a
toColor
. - Rendering: Added 2x and 8x sample counts for MSAA.
- Rendering: Added a
#[storage(index)]
attribute to the deriveAsBindGroup
macro. - Rendering: Added an
EnvironmentMapLight
camera component that adds additional ambient light to a scene. - Rendering: Added argument to
ScalingMode::WindowSize
that specifies the number of pixels that equals one world unit. - Rendering: Added cylinder shape
- Rendering: Added example
shaders/texture_binding_array
. - Rendering: Added new capabilities for shader validation.
- Rendering: Added specializable
BlitPipeline
and ported the upscaling node to use this. - Rendering: Added subdivisions field to shape::Plane
- Rendering: Added support for additive and multiplicative blend modes in the PBR
StandardMaterial
, viaAlphaMode::Add
andAlphaMode::Multiply
; - Rendering: Added support for distance-based fog effects for PBR materials, controllable per-camera via the new
FogSettings
component; - Rendering: Added support for KTX2
R8_SRGB
,R8_UNORM
,R8G8_SRGB
,R8G8_UNORM
,R8G8B8_SRGB
,R8G8B8_UNORM
formats by converting to supported wgpu formats as appropriate - Rendering: Added support for premultiplied alpha in the PBR
StandardMaterial
, viaAlphaMode::Premultiplied
; - Rendering: Added the ability to
#[derive(ExtractComponent)]
with an optional filter. - Rendering: Added:
bevy_render::color::LchRepresentation
struct - Rendering: Clone impl for MaterialPipeline
- Rendering: Implemented
Clone
for all pipeline types. - Rendering: Smooth Transition between Animations
- Support optional env variable
BEVY_ASSET_ROOT
to explicitly specify root assets directory. - Task: Add thread create/destroy callbacks to TaskPool
- Tasks: Added
ThreadExecutor
that can only be ticked on one thread. - the extension methods
in_schedule(label)
andon_startup()
for configuring the schedule a system belongs to. - Transform: Added
GlobalTransform::reparented_to
- UI:
Size::new
is nowconst
- UI: Add const to methods and const defaults to bevy_ui
- UI: Added
all
,width
andheight
functions toSize
. - UI: Added
Anchor
component toText2dBundle
- UI: Added
CalculatedSize::preserve_aspect_ratio
- UI: Added
Component
derive toAnchor
- UI: Added
RelativeCursorPosition
, and an example showcasing it - UI: Added
Text::with_linebreak_behaviour
- UI: Added
TextBundle::with_linebreak_behaviour
- UI: Added a
BackgroundColor
component toTextBundle
. - UI: Added a helper method
with_background_color
toTextBundle
. - UI: Added the
SpaceEvenly
variant toAlignContent
. - UI: Added the
Start
andEnd
variants toAlignItems
,AlignSelf
,AlignContent
andJustifyContent
. - UI: Adds
flip_x
andflip_y
fields toExtractedUiNode
. - Utils: Added
SyncCell::read
, which allows shared access to values that already implement theSync
trait. - Utils: Added the guard type
bevy_utils::OnDrop
. - Window: Add
Windows::get_focused(_mut)
- Window: add span to winit event handler
- Window: Transparent window on macos
- Windowing:
WindowDescriptor
renamed toWindow
. - Windowing: Added
hittest
toWindowAttributes
- Windowing: Added
Window::prevent_default_event_handling
. This allows bevy apps to not override default browser behavior on hotkeys like F5, F12, Ctrl+R etc. - Windowing: Added
WindowDescriptor.always_on_top
which configures a window to stay on top. - Windowing: Added an example
cargo run --example fallthrough
- Windowing: Added the
hittest
’s setters/getters - Windowing: Modifed the
WindowDescriptor
’sDefault
impl. - Windowing: Modified the
WindowBuilder
Changed
- Animation:
AnimationPlayer
that are on a child or descendant of another entity with another player will no longer be run. - Animation: Animation sampling now runs fully multi-threaded using threads from
ComputeTaskPool
. - App: Adapt path type of dynamically_load_plugin
- App: Break CorePlugin into TaskPoolPlugin, TypeRegistrationPlugin, FrameCountPlugin.
- App: Increment FrameCount in CoreStage::Last.
- App::run() will now panic when called from Plugin::build()
- Asset:
AssetIo::watch_path_for_changes
allows watched path and path to reload to differ - Asset: make HandleUntyped::id private
- Audio:
AudioOutput
is now aResource
. It's no longer!Send
- Audio: AudioOutput is actually a normal resource now, not a non-send resource
- ECS:
.label(SystemLabel)
is now referred to as.in_set(SystemSet)
- ECS:
App::add_default_labels
is nowApp::add_default_sets
- ECS:
App::add_system_set
was renamed toApp::add_systems
- ECS:
Archetype
indices andTable
rows have been newtyped asArchetypeRow
andTableRow
. - ECS:
ArchetypeGeneration
now implementsOrd
andPartialOrd
. - ECS:
bevy_pbr::add_clusters
is no longer an exclusive system - ECS:
Bundle::get_components
now takes aFnMut(StorageType, OwningPtr)
. The provided storage type must be correct for the component being fetched. - ECS:
ChangeTrackers<T>
has been deprecated. It will be removed in Bevy 0.11. - ECS:
Command
closures no longer need to implement the marker traitstd::marker::Sync
. - ECS:
CoreStage
andStartupStage
enums are nowCoreSet
andStartupSet
- ECS:
EntityMut::world_scope
now allows returning a value from the immediately-computed closure. - ECS:
EntityMut
: renameremove_intersection
toremove
andremove
totake
- ECS:
EventReader::clear
now takes a mutable reference instead of consuming the event reader. - ECS:
EventWriter::send_batch
will only log a TRACE level log if the batch is non-empty. - ECS:
oldest_id
andget_event
convenience methods added toEvents<T>
. - ECS:
OwningPtr::drop_as
will now panic in debug builds if the pointer is not aligned. - ECS:
OwningPtr::read
will now panic in debug builds if the pointer is not aligned. - ECS:
Ptr::deref
will now panic in debug builds if the pointer is not aligned. - ECS:
PtrMut::deref_mut
will now panic in debug builds if the pointer is not aligned. - ECS:
Query::par_for_each(_mut)
has been changed toQuery::par_iter(_mut)
and will now automatically try to produce a batch size for callers based on the currentWorld
state. - ECS:
RemovedComponents
now internally uses anEvents<RemovedComponentsEntity>
instead of anEvents<Entity>
- ECS:
SceneSpawnerSystem
now runs underCoreSet::Update
, rather thanCoreStage::PreUpdate.at_end()
. - ECS:
StartupSet
is now a base set - ECS:
System::default_labels
is nowSystem::default_system_sets
. - ECS:
SystemLabel
trait was replaced bySystemSet
- ECS:
SystemParamState::apply
now takes a&SystemMeta
parameter in addition to the provided&mut World
. - ECS:
SystemTypeIdLabel<T>
was replaced bySystemSetType<T>
- ECS:
tick_global_task_pools_on_main_thread
is no longer run as an exclusive system. Instead, it has been replaced bytick_global_task_pools
, which uses aNonSend
resource to force running on the main thread. - ECS:
Tick::is_older_than
was renamed toTick::is_newer_than
. This is not a functional change, since that was what was always being calculated, despite the wrong name. - ECS:
UnsafeWorldCell::world
is now used to get immutable access to the whole world instead of just the metadata which can now be done viaUnsafeWorldCell::world_metadata
- ECS:
World::init_non_send_resource
now returns the generatedComponentId
. - ECS:
World::init_resource
now returns the generatedComponentId
. - ECS:
World::iter_entities
now returns an iterator ofEntityRef
instead ofEntity
. - ECS:
World
s can now only hold a maximum of 2^32 - 1 tables. - ECS:
World
s can now only hold a maximum of 2^32- 1 archetypes. - ECS:
WorldId
now implementsSystemParam
and will return the id of the world the system is running in - ECS: Adding rendering extraction systems now panics rather than silently failing if no subapp with the
RenderApp
label is found. - ECS: Allow adding systems to multiple sets that share the same base set
- ECS: change
is_system_type() -> bool
tosystem_type() -> Option<TypeId>
- ECS: changed some
UnsafeWorldCell
methods to takeself
instead of&self
/&mut self
since there is literally no point to them doing that - ECS: Changed:
Query::for_each(_mut)
,QueryParIter
will now leverage autovectorization to speed up query iteration where possible. - ECS: Default to using ExecutorKind::SingleThreaded on wasm32
- ECS: Ensure
Query
does not use the wrongWorld
- ECS: Exclusive systems may now be used with system piping.
- ECS: expose
ScheduleGraph
for use in third party tools - ECS: extract topsort logic to a new method, one pass to detect cycles and …
- ECS: Fixed time steps now use a schedule (
CoreSchedule::FixedTimeStep
) rather than a run criteria. - ECS: for disconnected, use Vec instead of HashSet to reduce insert overhead
- ECS: Implement
SparseSetIndex
forWorldId
- ECS: Improve the panic message for schedule build errors
- ECS: Lift the 16-field limit from the
SystemParam
derive - ECS: Make
EntityRef::new
unsafe - ECS: Make
Query
fields private - ECS: make
ScheduleGraph::initialize
public - ECS: Make boxed conditions read-only
- ECS: Make RemovedComponents mirror EventReaders api surface
- ECS: Mark TableRow and TableId as repr(transparent)
- ECS: Most APIs returning
&UnsafeCell<ComponentTicks>
now returnsTickCells
instead, which contains two separate&UnsafeCell<Tick>
for either component ticks. - ECS: Move MainThreadExecutor for stageless migration.
- ECS: Move safe operations out of
unsafe
blocks inQuery
- ECS: Optimize
.nth()
and.last()
for event iterators - ECS: Optimize
Iterator::count
for event iterators - ECS: Provide public
EntityRef::get_change_ticks_by_id
that takesComponentId
- ECS: refactor: move internals from
entity_ref
toWorld
, addSAFETY
comments - ECS: Rename
EntityId
toEntityIndex
- ECS: Rename
UnsafeWorldCellEntityRef
toUnsafeEntityCell
- ECS: Rename schedule v3 to schedule
- ECS: Rename state_equals condition to in_state
- ECS: Replace
World::read_change_ticks
withWorld::change_ticks
withinbevy_ecs
crate - ECS: Replaced the trait
ReadOnlySystemParamFetch
withReadOnlySystemParam
. - ECS: Simplified the
SystemParamFunction
andExclusiveSystemParamFunction
traits. - ECS: Speed up
CommandQueue
by storing commands more densely - ECS: Stageless: move final apply outside of spawned executor
- ECS: Stageless: prettier cycle reporting
- ECS: Systems without
Commands
andParallelCommands
will no longer show asystem_commands
span when profiling. - ECS: The
ReportHierarchyIssue
resource now has a public constructor (new
), and implementsPartialEq
- ECS: The
StartupSchedule
label is now defined as part of theCoreSchedules
enum - ECS: The
SystemParam
derive is now more flexible, allowing you to omit unused lifetime parameters. - ECS: the top level
bevy_ecs::schedule
module was replaced withbevy_ecs::scheduling
- ECS: Use
World
helper methods for sendingHierarchyEvent
s - ECS: Use a bounded channel in the multithreaded executor
- ECS: Use a default implementation for
set_if_neq
- ECS: Use consistent names for marker generics
- ECS: Use correct terminology for a
NonSend
run condition panic - ECS: Use default-implemented methods for
IntoSystemConfig<>
- ECS: use try_send to replace send.await, unbounded channel should always b…
- General: The MSRV of the engine is now 1.67.
- Input: Bump gilrs version to 0.10
- IOS, Android... same thing
- Math: Update
glam
to0.23
- Math: use
Mul<f32>
to double the value ofVec3
- Reflect: bevy_reflect now uses a fixed state for its hasher, which means the output of
Reflect::reflect_hash
is now deterministic across processes. - Reflect: Changed function signatures of
ReflectComponent
methods,apply
,remove
,contains
, andreflect
. - Reflect: Changed the
List::push
andList::pop
to have default implementations. - Reflect: Registered
SmallVec<[Entity; 8]>
in the type registry - Renamed methods on
GetPath
:path
->reflect_path
path_mut
->reflect_path_mut
get_path
->path
get_path_mut
->path_mut
- Render: Allow prepass in webgl
- Render: bevy_pbr: Avoid copying structs and using registers in shaders
- Render: bevy_pbr: Clear fog DynamicUniformBuffer before populating each frame
- Render: bevy_render: Run calculate_bounds in the end-of-update exclusive systems
- Render: Change the glTF loader to use
Camera3dBundle
- Render: Changed &mut PipelineCache to &PipelineCache
- Render: Intepret glTF colors as linear instead of sRGB
- Render: Move 'startup' Resource
WgpuSettings
into theRenderPlugin
- Render: Move prepass functions to prepass_utils
- Render: Only compute sprite color once per quad
- Render: Only execute
#define
if current scope is accepting lines - Render: Pipelined Rendering
- Render: Refactor Globals and View structs into separate shaders
- Render: Replace UUID based IDs with a atomic-counted ones
- Render: run clear trackers on render world
- Render: set cull mode: None for Mesh2d
- Render: Shader defs can now have a value
- Render: Shrink ComputedVisibility
- Render: Use prepass shaders for shadows
- Rendering:
add_node_edge
is now infallible (panics on error) - Rendering:
add_slot_edge
is now infallible (panics on error) - Rendering:
AsBindGroup
is now object-safe. - Rendering:
BloomSettings::knee
renamed toBloomPrefilterSettings::softness
. - Rendering:
BloomSettings::threshold
renamed toBloomPrefilterSettings::threshold
. - Rendering:
HexColorError::Hex
has been renamed toHexColorError::Char
- Rendering:
input_node
now panics onNone
- Rendering:
ktx2
andzstd
are now part of bevy’s default enabled features - Rendering:
Msaa
is now enum - Rendering:
PipelineCache
no longer requires mutable access in order to queue render / compute pipelines. - Rendering:
RenderContext::command_encoder
is now private. Use the accessorRenderContext::command_encoder()
instead. - Rendering:
RenderContext::render_device
is now private. Use the accessorRenderContext::render_device()
instead. - Rendering:
RenderContext
now supports adding externalCommandBuffer
s for inclusion into the render graphs. These buffers can be encoded outside of the render graph (i.e. in a system). - Rendering:
scale
is now applied before updatingarea
. Reading from it will takescale
into account. - Rendering:
SkinnedMeshJoints::build
now takes a&mut BufferVec
instead of a&mut Vec
as a parameter. - Rendering:
StandardMaterial
now defaults to a dielectric material (0.0metallic
) with 0.5perceptual_roughness
. - Rendering:
TrackedRenderPass
now requires a&RenderDevice
on construction. - Rendering:
Visibility
is now an enum - Rendering: Bloom now looks different.
- Rendering: Directional lights now use cascaded shadow maps for improved shadow quality.
- Rendering: ExtractedMaterials, extract_materials and prepare_materials are now public
- Rendering: For performance reasons, some detailed renderer trace logs now require the use of cargo feature
detailed_trace
in addition to setting the log level toTRACE
in order to be shown. - Rendering: Made cameras with the same target share the same
main_texture
tracker, which ensures continuity across cameras. - Rendering: Renamed
ScalingMode::Auto
toScalingMode::AutoMin
. - Rendering: Renamed
ScalingMode::None
toScalingMode::Fixed
- Rendering: Renamed
window_origin
toviewport_origin
- Rendering: Renamed the
priority
field onCamera
toorder
. - Rendering: Replaced
left
,right
,bottom
, andtop
fields with a singlearea: Rect
- Rendering: StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Rendering: The
layout
field ofRenderPipelineDescriptor
andComputePipelineDescriptor
is now mandatory. - Rendering: The
rangefinder
module has been moved into therender_phase
module. - Rendering: The bloom example has been renamed to bloom_3d and improved. A bloom_2d example was added.
- Rendering: the SubApp Extract stage has been separated from running the sub app schedule.
- Rendering: To enable multiple
RenderPhases
to share the sameTrackedRenderPass
, theRenderPhase::render
signature has changed. - Rendering: update its
Transform
in order to preserve itsGlobalTransform
after the parent change - Rendering: Updated to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11
- Rendering: Users can now use the DirectX Shader Compiler (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires
dxcompiler.dll
anddxil.dll
) - Rendering: You can now set up the rendering code of a
RenderPhase
directly using theRenderPhase::render
method, instead of implementing it manually in your render graph node. - Scenes:
SceneSpawner::spawn_dynamic
now returnsInstanceId
instead of()
. - Shape: Change
From<Icosphere>
toTryFrom<Icosphere>
- Tasks:
Scope
now usesFallibleTask
to await the cancellation of all remaining tasks when it’s dropped. - Time:
Time::set_relative_speed_fXX
now allows a relative speed of -0.0. - UI:
FocusPolicy
default has changed fromFocusPolicy::Block
toFocusPolicy::Pass
- UI:
TextPipeline::queue_text
andGlyphBrush::compute_glyphs
now need a TextLineBreakBehaviour argument, in order to pass through the new field. - UI:
update_image_calculated_size_system
setspreserve_aspect_ratio
to true for nodes with images. - UI: Added
Changed<Node>
to the change detection query oftext_system
. This ensures that any change in the size of a text node will cause any text it contains to be recomputed. - UI: Changed
Size::height
so it sets thewidth
toVal::AUTO
. - UI: Changed
Size::width
so it sets theheight
toVal::AUTO
. - UI: Changed
TextAlignment
into an enum withLeft
,Center
, andRight
variants. - UI: Changed extract_uinodes to extract the flip_x and flip_y values from UiImage.
- UI: Changed prepare_uinodes to swap the UV coordinates as required.
- UI: Changed Taffy version to 0.3.3 and disabled its
grid
feature. - UI: Changed the
Size
width
andheight
default values toVal::Auto
- UI: Changed the
size
field ofCalculatedSize
to a Vec2. - UI: Changed UiImage derefs to texture field accesses.
- UI: Changed UiImage to a struct with texture, flip_x, and flip_y fields.
- UI: Modified the
text2d
example to show both linebreaking behaviours. - UI: Renamed
image_node_system
toupdate_image_calculated_size_system
- UI: Renamed the
background_color
field ofExtractedUiNode
tocolor
. - UI: Simplified the UI examples. Replaced numeric values with the Flex property enums or elided them where possible, and removed the remaining use of auto margins.
- UI: The
MeasureFunc
only preserves the aspect ratio whenpreserve_aspect_ratio
is true. - UI: Updated
from_style
for Taffy 0.3.3. - UI: Upgraded to Taffy 0.2, improving UI layout performance significantly and adding the flexbox
gap
property andAlignContent::SpaceEvenly
. - UI: Use
f32::INFINITY
instead off32::MAX
to represent unbounded text in Text2dBounds - Window: expose cursor position with scale
- Window: Make WindowId::primary() const
- Window: revert stage changed for window closing
- Windowing:
WindowId
is nowEntity
. - Windowing: Moved
changed_window
anddespawn_window
systems toCoreStage::Last
to avoid systems making changes to theWindow
betweenchanged_window
and the end of the frame as they would be ignored. - Windowing: Requesting maximization/minimization is done on the [
Window::state
] field. - Windowing: Width/height consolidated into a
WindowResolution
component.
Removed
- App: Removed
App::add_sub_app
- App: Rename dynamic feature
- ECS: Remove .on_update method to improve API consistency and clarity
- ECS: Remove
BuildWorldChildren
impl fromWorldChildBuilder
- ECS: Remove a duplicate lookup in
apply_state_transitions
- ECS: Remove an incorrect impl of
ReadOnlySystemParam
forNonSendMut
- ECS: Remove APIs deprecated in 0.9
- ECS: Remove broken
DoubleEndedIterator
impls on event iterators - ECS: Remove duplicate lookups from
Resource
initialization - ECS: Remove useless access to archetype in
UnsafeWorldCell::fetch_table
- ECS: Removed
AddBundle
.Edges::get_add_bundle
now returnsOption<ArchetypeId>
- ECS: Removed
Archetype::new
andArchetype::is_empty
. - ECS: Removed
ArchetypeComponentId::new
andArchetypeComponentId::value
. - ECS: Removed
ArchetypeGeneration::value
- ECS: Removed
ArchetypeId::new
andArchetypeId::value
. - ECS: Removed
ArchetypeIdentity
. - ECS: Removed
Archetypes
’sDefault
implementation. - ECS: Removed
AsSystemLabel
trait - ECS: Removed
Entities::alloc_at_without_replacement
andAllocAtWithoutReplacement
. - ECS: Removed
Entities
’sDefault
implementation. - ECS: Removed
EntityMeta
- ECS: Removed
on_hierarchy_reports_enabled
run criteria (now just uses an ad hoc resource checking run condition) - ECS: Removed
RunCriteriaLabel
- ECS: Removed
RunCriteriaLabel
- ECS: Removed
SystemParamFetch
, its functionality has been moved toSystemParamState
. - ECS: Removed
Table::component_capacity
- ECS: Removed
transform_propagate_system_set
: this was a nonstandard pattern that didn’t actually provide enough control. The systems are alreadypub
: the docs have been updated to ensure that the third-party usage is clear. - ECS: removed
UnsafeWorldCell::storages
since that is probably unsound since storages contains the actual component/resource data not just metadata - ECS: Removed stages, and all code that mentions stages
- ECS: Removed states have been dramatically simplified, and no longer use a stack
- ECS: Removed systems in
RenderSet/Stage::Extract
no longer warn when they do not read data from the main world - ECS: Removed the bound
T: Sync
fromLocal<T>
when used as anExclusiveSystemParam
. - ECS: Removed the method
ExclusiveSystemParamState::apply
. - ECS: Removed the trait
ExclusiveSystemParamState
, merging its functionality intoExclusiveSystemParam
. - ECS: Removed the trait
SystemParamState
, merging its functionality intoSystemParam
. - ECS: Support
SystemParam
types with const generics - ECS: Use T::Storage::STORAGE_TYPE to optimize out unused branches
- Hierarchy: Expose transform propagate systems
- Hierarchy: Make adding children idempotent
- Hierarchy: Remove
EntityCommands::add_children
- Input: Gamepad events refactor
- Reflect: Make proc macros hygienic in bevy_reflect_derive
- Reflect: Removed
#[module]
helper attribute forReflect
derives (this is not currently used) - Reflect: Removed
Array
as supertrait ofList
- Reflect: Removed
PixelInfo
and getpixel_size
from wgpu - Reflect: Removed
ReflectSerialize
andReflectDeserialize
registrations from most glam types - Remove unnecessary
Default
impl of HandleType - Remove warning about missed events due to false positives
- Render: Make Core Pipeline Graph Nodes Public
- Render: Optimize color computation in prepare_uinodes
- Render: Organized scene_viewer into plugins for reuse and organization
- Render: put
update_frusta::<Projection>
inUpdateProjectionFrusta
set - Render: Remove dependency on the mesh struct in the pbr function
- Render: remove potential ub in render_resource_wrapper
- Render: Remove redundant bitwise OR
TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES
- Render: Remove the early exit to make sure the prepass textures are cleared
- Render: remove the image loaded check for nodes without images in extract_uinodes
- Render: Remove unnecessary alternate create_texture path in prepare_asset for Image
- Render: remove unused var in fxaa shader
- Render: set AVAILABLE_STORAGE_BUFFER_BINDINGS to the actual number of buffers available
- Render: Use
Time
resource
instead ofExtract
ingTime
- Render: use better set inheritance in render systems
- Render: use blendstate blend for alphamode::blend
- Render: Use Image::default for 1 pixel white texture directly
- Rendering: Removed
bevy_render::render_phase::DrawState
. It was not usable in any form outside ofbevy_render
. - Rendering: Removed
BloomSettings::scale
. - Rendering: Removed
EntityPhaseItem
trait - Rendering: Removed
ExtractedJoints
. - Rendering: Removed
SetShadowViewBindGroup
,queue_shadow_view_bind_group()
, andLightMeta::shadow_view_bind_group
in favor of reusing the prepass view bind group. - Rendering: Removed the
render
feature group. - Scene: scene viewer: can select a scene from the asset path
- Text: Warn instead of erroring when max_font_atlases is exceeded
- Transform: Removed
GlobalTransform::translation_mut
- UI: Re-enable taffy send+sync assert
- UI: Remove
TextError::ExceedMaxTextAtlases(usize)
variant - UI: Remove needless manual default impl of ButtonBundle
- UI: Removed
HorizontalAlign
andVerticalAlign
. - UI: Removed
ImageMode
. - UI: Removed
QueuedText
- UI: Removed the
image_mode
field fromImageBundle
- UI: Removed the
Val
<->f32
conversion forCalculatedSize
. - Update toml_edit to 0.18
- Update tracing-chrome requirement from 0.6.0 to 0.7.0
- Window: Remove unnecessary windows.rs file
- Windowing:
window.always_on_top
has been removed, you can now usewindow.window_level
- Windowing: Removed
ModifiesWindows
system label.
Fixed
- Asset: Fix asset_debug_server hang. There should be at most one ThreadExecut…
- Asset: fix load_internal_binary_asset with debug_asset_server
- Assets: Hot reloading for
LoadContext::read_asset_bytes
- Diagnostics: Console log messages now show when the
trace_tracy
feature was enabled. - ECS: Fix
last_changed()
andset_last_changed()
forMutUntyped
- ECS: Fix a miscompilation with
#[derive(SystemParam)]
- ECS: Fix get_unchecked_manual using archetype index instead of table row.
- ECS: Fix ignored lifetimes in
#[derive(SystemParam)]
- ECS: Fix init_non_send_resource overwriting previous values
- ECS: fix mutable aliases for a very short time if
WorldCell
is already borrowed - ECS: Fix partially consumed
QueryIter
andQueryCombinationIter
having invalidsize_hint
- ECS: Fix PipeSystem panicking with exclusive systems
- ECS: Fix soundness bug with
World: Send
. Dropping aWorld
that contains a!Send
resource on the wrong thread will now panic. - ECS: Fix Sparse Change Detection
- ECS: Fix trait bounds for run conditions
- ECS: Fix unsoundnes in
insert
remove
anddespawn
- ECS: Fix unsoundness in
EntityMut::world_scope
- ECS: Fixed
DetectChanges::last_changed
returning the wrong value. - ECS: Fixed
DetectChangesMut::set_last_changed
not actually updating thechanged
tick. - ECS: Fixed
Res
andQuery
parameter never being mutually exclusive. - ECS: Fixed a bug that caused
#[derive(SystemParam)]
to leak the types of private fields. - ECS: schedule_v3: fix default set for systems not being applied
- ECS: Stageless: close the finish channel so executor doesn't deadlock
- ECS: Stageless: fix unapplied systems
- Hierarchy: don't error when sending HierarchyEvents when Event type not registered
- Hierarchy: Fix unsoundness for
propagate_recursive
- Hierarchy: Fixed missing
ChildAdded
events - Input: Avoid triggering change detection for inputs
- Input: Fix
AxisSettings::new
only accepting invalid bounds - Input: Fix incorrect behavior of
just_pressed
andjust_released
inInput<GamepadButton>
- Input: Removed Mobile Touch event y-axis flip
- Reflect: bevy_reflect: Fix misplaced impls
- Reflect: Fix bug where deserializing unit structs would fail for non-self-describing formats
- Reflect: Fix bug where scene deserialization using certain readers could fail (e.g.
BufReader
,File
, etc.) - Reflect: fix typo in bevy_reflect::impls::std GetTypeRegistration for vec like…
- Reflect: Retain
::
after>
,)
or bracket when shortening type names - Render: bevy_core_pipeline: Fix prepass sort orders
- Render: Cam scale cluster fix
- Render: fix ambiguities in render schedule
- Render: fix bloom viewport
- Render: Fix dependency of shadow mapping on the optional
PrepassPlugin
- Render: Fix feature gating in texture_binding_array example
- Render: Fix material alpha_mode in example global_vs_local_translation
- Render: fix regex for shader define: must have at least one whitespace
- Render: fix shader_instancing
- Render: fix spot dir nan again
- Render: Recreate tonemapping bind group if view uniforms buffer has changed
- Render: Shadow render phase - pass the correct view entity
- Render: Text2d doesn't recompute text on changes to the text's bounds
- Render: wasm: pad globals uniform also in 2d
- Rendering: Emission strength is now correctly interpreted by the
StandardMaterial
as linear instead of sRGB. - Rendering: Fix deband dithering intensity for non-HDR pipelines.
- Rendering: Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Rendering: Fixed the alpha channel of the
image::DynamicImage::ImageRgb32F
tobevy_render::texture::Image
conversion inbevy_render::texture::Image::from_dynamic()
. - Scene: Cleanup dynamic scene before building
- Task: Fix panicking on another scope
- UI:
Size::height
setswidth
notheight
- UI: Don't ignore UI scale for text
- UI: Fix
bevy_ui
compile error withoutbevy_text
- UI: Fix overflow scaling for images
- UI: fix upsert_leaf not setting a MeasureFunc for new leaf nodes
- Window: Apply
WindowDescriptor
settings in all modes - Window: break feedback loop when moving cursor
- Window: create window as soon as possible
- Window: Fix a typo on
Window::set_minimized
- Window: Fix closing window does not exit app in desktop_app mode
- Window: fix cursor grab issue
- Window: Fix set_cursor_grab_mode to try an alternative mode before giving an error
Version 0.9.0 (2022-11-12)
Added
- Bloom
- Add FXAA postprocessing
- Fix color banding by dithering image before quantization
- Plugins own their settings. Rework PluginGroup trait.
- Add global time scaling
- add globals to mesh view bind group
- Add UI scaling
- Add FromReflect for Timer
- Re-add local bool
has_received_time
intime_system
- Add default implementation of Serialize and Deserialize to Timer and Stopwatch
- add time wrapping to Time
- Stopwatch elapsed secs f64
- Remaining fn in Timer
- Support array / cubemap / cubemap array textures in KTX2
- Add methods for silencing system-order ambiguity warnings
- bevy_dynamic_plugin: make it possible to handle loading errors
- can get the settings of a plugin from the app
- Use plugin setup for resource only used at setup time
- Add
TimeUpdateStrategy
resource for manualTime
updating - dynamic scene builder
- Create a scene from a dynamic scene
- Scene example: write file in a task
- Add writing of scene data to Scene example
- can clone a scene
- Add "end of main pass post processing" render graph node
- Add
Camera::viewport_to_world
- Sprite: allow using a sub-region (Rect) of the image
- Add missing type registrations for bevy_math types
- Add
serialize
feature tobevy_core
- add serialize feature to bevy_transform
- Add associated constant
IDENTITY
toTransform
and friends. - bevy_reflect: Add
Reflect::into_reflect
- Add reflect_owned
Reflect
forTonemapping
andClusterConfig
- add
ReflectDefault
to std types - Add FromReflect for Visibility
- Register
RenderLayers
type inCameraPlugin
- Enable Constructing ReflectComponent/Resource
- Support multiple
#[reflect]
/#[reflect_value]
+ improve error messages - Reflect Default for GlobalTransform
- Impl Reflect for PathBuf and OsString
- Reflect Default for
ComputedVisibility
andHandle<T>
- Register
Wireframe
type - Derive
FromReflect
forTransform
andGlobalTransform
- Make arrays behave like lists in reflection
- Implement
Debug
for dynamic types - Implemented
Reflect
for all the ranges - Add
pop
method forList
trait. - bevy_reflect:
GetTypeRegistration
forSmallVec<T>
- register missing reflect types
- bevy_reflect: Get owned fields
- bevy_reflect: Add
FromReflect
to the prelude - implement
Reflect
forInput<T>
, some misc improvements to reflect value derive - register
Cow<'static, str>
for reflection - bevy_reflect: Relax bounds on
Option<T>
- remove
ReflectMut
in favor ofMut<dyn Reflect>
- add some info from
ReflectPathError
to the error messages - Added reflect/from reflect impls for NonZero integer types
- bevy_reflect: Update enum derives
- Add
reflect(skip_serializing)
which retains reflection but disables automatic serialization - bevy_reflect: Reflect enums
- Disabling default features support in bevy_ecs, bevy_reflect and bevy
- expose window alpha mode
- Make bevy_window and bevy_input events serializable
- Add window resizing example
- feat: add GamepadInfo, expose gamepad names
- Derive
Reflect
+FromReflect
for input types - Make TouchInput and ForceTouch serializable
- Add a Gamepad Viewer tool to examples
- Derived
Copy
trait forbevy_input
events,Serialize
/Deserialize
for events inbevy_input
andbevy_windows
,PartialEq
for events in both, andEq
where possible in both. - Support for additional gamepad buttons and axis
- Added keyboard scan input event
- Add
set_parent
andremove_parent
toEntityCommands
- Add methods to
Query<&Children>
andQuery<&Parent>
to iterate over descendants and ancestors - Add
is_finished
toTask<T>
- Expose mint feature in bevy_math/glam
- Utility methods for Val
- Register missing bevy_text types
- Add additional constructors for
UiRect
to specify values for specific fields - Add AUTO and UNDEFINED const constructors for
Size
- Add Exponential Moving Average into diagnostics
- Add
send_event
and friends toWorldCell
- Add a method for accessing the width of a
Table
- Add iter_entities to World #6228
- Adding Debug implementations for App, Stage, Schedule, Query, QueryState, etc.
- Add a method for mapping
Mut<T>
->Mut<U>
- implemented #[bundle(ignore)]
- Allow access to non-send resource through
World::resource_scope
- Add get_entity to Commands
- Added the ability to get or set the last change tick of a system.
- Add a module for common system
chain
/pipe
adapters - SystemParam for the name of the system you are currently in
- Warning message for missing events
- Add a change detection bypass and manual control over change ticks
- Add into_world_mut to EntityMut
- Add
FromWorld
bound toT
inLocal<T>
- Add
From<EntityMut>
for EntityRef (fixes #5459) - Implement IntoIterator for ECS wrapper types.
- add
Res::clone
- Add CameraRenderGraph::set
- Use wgsl saturate
- Add mutating
toggle
method toVisibility
component - Add globals struct to mesh2d
- add support for .comp glsl shaders
- Implement
IntoIterator
for&Extract<P>
- add Debug, Copy, Clone derives to Circle
- Add TextureFormat::Rg16Unorm support for Image and derive Resource for SpecializedComputePipelines
- Add
bevy_render::texture::ImageSettings
to prelude - Add
Projection
component to prelude. - Expose
Image
conversion functions (fixes #5452) - Macro for Loading Internal Binary Assets
- Add
From<String>
forAssetPath<'a>
- Add Eq & PartialEq to AssetPath
- add
ReflectAsset
andReflectHandle
- Add warning when using load_folder on web
- Expose rodio's Source and Sample traits in bevy_audio
- Add a way to toggle
AudioSink
Changed
- separate tonemapping and upscaling passes
- Rework ViewTarget to better support post processing
- bevy_reflect: Improve serialization format even more
- bevy_reflect: Binary formats
- Unique plugins
- Support arbitrary RenderTarget texture formats
- Make
Resource
trait opt-in, requiring#[derive(Resource)]
V2 - Replace
WorldQueryGats
trait with actual gats - Change UI coordinate system to have origin at top left corner
- Move the cursor's origin back to the bottom-left
- Add z-index support with a predictable UI stack
- TaskPool Panic Handling
- Implement
Bundle
forComponent
. UseBundle
tuples for insertion - Spawn now takes a Bundle
- make
WorldQuery
very flat - Accept Bundles for insert and remove. Deprecate insert/remove_bundle
- Exclusive Systems Now Implement
System
. Flexible Exclusive System Params - bevy_scene: Serialize entities to map
- bevy_scene: Stabilize entity order in
DynamicSceneBuilder
- bevy_scene: Replace root list with struct
- bevy_scene: Use map for scene
components
- Start running systems while prepare_systems is running
- Extract Resources into their own dedicated storage
- get proper texture format after the renderer is initialized, fix #3897
- Add getters and setters for
InputAxis
andButtonSettings
- Clean up Fetch code
- Nested spawns on scope
- Skip empty archetypes and tables when iterating over queries
- Increase the
MAX_DIRECTIONAL_LIGHTS
from 1 to 10 - bevy_pbr: Normalize skinned normals
- remove mandatory mesh attributes
- Rename
play
tostart
and add newplay
method that won't overwrite the existing animation if it's already playing - Replace the
bool
argument ofTimer
withTimerMode
- improve panic messages for add_system_to_stage and add_system_set_to_stage
- Use default serde impls for Entity
- scenes: simplify return type of iter_instance_entities
- Consistently use
PI
to specify angles in examples. - Remove
Transform::apply_non_uniform_scale
- Rename
Transform::mul_vec3
totransform_point
and improve docs - make
register
onTypeRegistry
idempotent - do not set cursor grab on window creation if not asked for
- Make
raw_window_handle
field inWindow
andExtractedWindow
anOption
. - Support monitor selection for all window modes.
Gamepad
type isCopy
; do not require / return references to it inGamepads
API- Update tracing-chrome to 0.6.0
- Update to ron 0.8
- Update clap requirement from 3.2 to 4.0
- Update glam 0.22, hexasphere 8.0, encase 0.4
- Update
wgpu
to 0.14.0,naga
to0.10.0
,winit
to 0.27.4,raw-window-handle
to 0.5.0,ndk
to 0.7 - Update to notify 5.0 stable
- Update rodio requirement from 0.15 to 0.16
- remove copyless
- Mark
Task
as#[must_use]
- Swap out num_cpus for std:🧵:available_parallelism
- Cleaning up NodeBundle, and some slight UI module re-organization
- Make the default background color of
NodeBundle
transparent - Rename
UiColor
toBackgroundColor
- changed diagnostics from seconds to milliseconds
- Remove unnecesary branches/panics from Query accesses
debug_checked_unwrap
should track its caller- Speed up
Query::get_many
and add benchmarks - Rename system chaining to system piping
- [Fixes #6059]
Entity
's “ID” should be named “index” instead Query
filter types must beReadOnlyWorldQuery
- Remove ambiguity sets
- relax
Sized
bounds around change detection types - Remove ExactSizeIterator from QueryCombinationIter
- Remove Sync bound from Command
- Make most
Entity
methodsconst
- Remove
insert_resource_with_id
- Avoid making
Fetch
sClone
- Remove
Sync
bound fromLocal
- Replace
many_for_each_mut
withiter_many_mut
. - bevy_ecs: Use 32-bit entity ID cursor on platforms without AtomicI64
- Specialize UI pipeline on "hdr-ness"
- Allow passing
glam
vector types as vertex attributes - Add multi draw indirect draw calls
- Take DirectionalLight's GlobalTransform into account when calculating shadow map volume (not just direction)
- Respect mipmap_filter when create ImageDescriptor with linear()/nearest()
- use bevy default texture format if the surface is not yet available
- log pipeline cache errors earlier
- Merge TextureAtlas::from_grid_with_padding into TextureAtlas::from_grid through option arguments
- Reconfigure surface on present mode change
- Use 3 bits of PipelineKey to store MSAA sample count
- Limit FontAtlasSets
- Move
sprite::Rect
intobevy_math
- Make vertex colors work without textures in bevy_sprite
- use bevy_default() for texture format in post_processing
- don't render completely transparent UI nodes
- make TextLayoutInfo a Component
- make
Handle::<T>
field id private, and replace with a getter - Remove
AssetServer::watch_for_changes()
- Rename Handle::as_weak() to cast_weak()
- Remove
Sync
requirement inDecodable::Decoder
Fixed
- Optimize rendering slow-down at high entity counts
- bevy_reflect: Fix
DynamicScene
not respecting component registrations during serialization - fixes the types for Vec3 and Quat in scene example to remove WARN from the logs
- Fix end-of-animation index OOB
- bevy_reflect: Remove unnecessary
Clone
bounds - bevy_reflect: Fix
apply
method forOption<T>
- Fix outdated and badly formatted docs for
WindowDescriptor::transparent
- disable window pre creation for ios
- Remove unnecessary unsafe
Send
andSync
impl forWinitWindows
on wasm. - Fix window centering when scale_factor is not 1.0
- fix order of exit/close window systems
- bevy_input: Fix process touch event
- fix: explicitly specify required version of async-task
- Fix
clippy::iter_with_drain
- Use
cbrt()
instead ofpowf(1./3.)
- Fix
RemoveChildren
command - Fix inconsistent children removal behavior
- tick local executor
- Fix panic when the primary window is closed
- UI scaling fix
- Fix clipping in UI
- Fixes scroll example after inverting UI Y axis
- Fixes incorrect glyph positioning for text2d
- Clean up taffy nodes when UI node entities are removed
- Fix unsound
EntityMut::remove_children
. AddEntityMut::world_scope
- Fix spawning empty bundles
- Fix query.to_readonly().get_component_mut() soundness bug
- #5817: derive_bundle macro is not hygienic
- drop old value in
insert_resource_by_id
if exists - Fix lifetime bound on
From
impl forNonSendMut
->Mut
- Fix
mesh.wgsl
error for meshes without normals - Fix panic when using globals uniform in wasm builds
- Resolve most remaining execution-order ambiguities
- Call
mesh2d_tangent_local_to_world
with the right arguments - Fixes Camera not being serializable due to missing registrations in core functionality.
- fix spot dir nan bug
- use alpha mask even when unlit
- Ignore
Timeout
errors on Linux AMD & Intel - adjust cluster index for viewport origin
- update camera projection if viewport changed
- Ensure 2D phase items are sorted before batching
- bevy_pbr: Fix incorrect and unnecessary normal-mapping code
- Add explicit ordering between
update_frusta
andcamera_system
- bevy_pbr: Fix tangent and normal normalization
- Fix shader syntax
- Correctly use as_hsla_f32 in
Add<Color>
andAddAssign<Color>
, fixes #5543 - Sync up bevy_sprite and bevy_ui shader View struct
- Fix View by adding missing fields present in ViewUniform
- Freeing memory held by visible entities vector
- Correctly parse labels with '#'
Version 0.8.0 (2022-07-30)
Added
- Callable PBR functions
- Spotlights
- Camera Driven Rendering
- Camera Driven Viewports
- Visibilty Inheritance, universal
ComputedVisibility
, andRenderLayers
support - Better Materials:
AsBindGroup
trait and derive, simplerMaterial
trait - Derive
AsBindGroup
Improvements: Better errors, more options, update examples - Support
AsBindGroup
for 2d materials as well - Parallel Frustum Culling
- Hierarchy commandization
- Generate vertex tangents using mikktspace
- Add a
SpatialBundle
withVisibility
andTransform
components - Add
RegularPolygon
andCircle
meshes - Add a
SceneBundle
to spawn a scene - Allow higher order systems
- Add global
init()
andget()
accessors for all newtypedTaskPools
- Add reusable shader functions for transforming position/normal/tangent
- Add support for vertex colors
- Add support for removing attributes from meshes
- Add option to center a window
- Add
depth_load_op
configuration field toCamera3d
- Refactor
Camera
methods and add viewport rect - Add
TextureFormat::R16Unorm
support forImage
- Add a
VisibilityBundle
withVisibility
andComputedVisibility
components - Add ExtractResourcePlugin
- Add depth_bias to SpecializedMaterial
- Added
offset
parameter toTextureAtlas::from_grid_with_padding
- Add the possibility to create custom 2d orthographic cameras
- bevy_render: Add
attributes
andattributes_mut
methods toMesh
- Add helper methods for rotating
Transform
s - Enable wgpu profiling spans when using bevy's trace feature
- bevy_pbr: rework
extract_meshes
- Add
inverse_projection
andinverse_view_proj
fields to shader view uniform - Add
ViewRangefinder3d
to reduce boilerplate when enqueuing standard 3DPhaseItems
- Create
bevy_ptr
standalone crate - Add
IntoIterator
impls for&Query
and&mut Query
- Add untyped APIs for
Components
andResources
- Add infallible resource getters for
WorldCell
- Add
get_change_ticks
method toEntityRef
andEntityMut
- Add comparison methods to
FilteredAccessSet
- Add
Commands::new_from_entities
- Add
QueryState::get_single_unchecked_manual
and its family members - Add
ParallelCommands
system parameter - Add methods for querying lists of entities
- Implement
FusedIterator
for eligibleIterator
types - Add
component_id()
function toWorld
andComponents
- Add ability to inspect entity's components
- Add a more helpful error to help debug panicking command on despawned entity
- Add
ExactSizeIterator
implementation forQueryCombinatonIter
- Added the
ignore_fields
attribute to the derive macros for*Label
types - Exact sized event iterators
- Add a
clear()
method to theEventReader
that consumes the iterator - Add helpers to send
Events
fromWorld
- Add file metadata to
AssetIo
- Add missing audio/ogg file extensions: .oga, .spx
- Add
reload_asset
method toAssetServer
- Allow specifying chrome tracing file path using an environment variable
- Create a simple tool to compare traces between executions
- Add a tracing span for run criteria
- Add tracing spans for
Query::par_for_each
and its variants. - Add a
release_all
method onInput
- Add a
reset_all
method onInput
- Add a helper tool to build examples for wasm
- bevy_reflect: add a
ReflectFromPtr
type to create&dyn Reflect
from a*const ()
- Add a
ReflectDefault
type and add#[reflect(Default)]
to all component types that implement Default and are user facing - Add a macro to implement
Reflect
for struct types and migrate glam types to use this for reflection - bevy_reflect: reflect arrays
- bevy_reflect: reflect char
- bevy_reflect: add
GetTypeRegistration
impl for reflected tuples - Add reflection for
Resources
- bevy_reflect: add
as_reflect
andas_reflect_mut
methods onReflect
- Add an
apply_or_insert
method toReflectResource
andReflectComponent
- bevy_reflect:
IntoIter
forDynamicList
andDynamicMap
- bevy_reflect: Add
PartialEq
to reflectedf32
s andf64
s - Create mutable versions of
TypeRegistry
methods - bevy_reflect: add a
get_boxed
method toreflect_trait
- bevy_reflect: add
#[reflect(default)]
attribute forFromReflect
- bevy_reflect: add statically available type info for reflected types
- Add an
assert_is_exclusive_system
function - bevy_ui: add a multi-windows check for
Interaction
(we dont yet support multiple windows)
Changed
- Depend on Taffy (a Dioxus and Bevy-maintained fork of Stretch)
- Use lifetimed, type erased pointers in bevy_ecs
- Migrate to
encase
fromcrevice
- Update
wgpu
to 0.13 - Pointerfication followup: Type safety and cleanup
- bevy_ptr works in no_std environments
- Fail to compile on 16-bit platforms
- Improve ergonomics and reduce boilerplate around creating text elements
- Don't cull
Ui
nodes that have a rotation - Rename
ElementState
toButtonState
- Move
Size
tobevy_ui
- Move
Rect
tobevy_ui
and rename it toUiRect
- Modify
FontAtlas
so that it can handle fonts of any size - Rename
CameraUi
- Remove
task_pool
parameter frompar_for_each(_mut)
- Copy
TaskPool
resoures to sub-Apps - Allow closing windows at runtime
- Move the configuration of the
WindowPlugin
to aResource
- Optionally resize
Window
canvas element to fit parent element - Change window resolution types from tuple to
Vec2
- Update time by sending frame
Instant
through a channel - Split time functionality into
bevy_time
- Split mesh shader files to make the shaders more reusable
- Set
naga
capabilities corresponding towgpu
features - Separate out PBR lighting, shadows, clustered forward, and utils from pbr.wgsl
- Separate PBR and tonemapping into 2 functions
- Make
RenderStage::Extract
run on the render world - Change default
FilterMode
ofImage
toLinear
- bevy_render: Fix KTX2 UASTC format mapping
- Allow rendering meshes without UV coordinate data
- Validate vertex attribute format on insertion
- Use
Affine3A
forGlobalTransform
to allow any affine transformation - Recalculate entity
AABB
s when meshes change - Change
check_visibility
to use thread-local queues instead of a channel - Allow unbatched render phases to use unstable sorts
- Extract resources into their target location
- Enable loading textures of unlimited size
- Do not create nor execute render passes which have no
PhaseItems
to draw - Filter material handles on extraction
- Apply vertex colors to
ColorMaterial
andMesh2D
- Make
MaterialPipelineKey
fields public - Simplified API to get NDC from camera and world position
- Set
alpha_mode
based on alpha value - Make
Wireframe
respectVisibleEntities
- Use const
Vec2
in lights cluster and bounding box when possible - Make accessors for mesh vertices and indices public
- Use
BufferUsages::UNIFORM
forSkinnedMeshUniform
- Place origin of
OrthographicProjection
at integer pixel when usingScalingMode::WindowSize
- Make
ScalingMode
more flexible - Move texture sample out of branch in
prepare_normal
- Make the fields of the
Material2dKey
public - Use collect to build mesh attributes
- Replace
ReadOnlyFetch
withReadOnlyWorldQuery
- Replace
ComponentSparseSet
's internals with aColumn
- Remove QF generics from all
Query/State
methods and types - Remove
.system()
- Make change lifespan deterministic and update docs
- Make derived
SystemParam
readonly if possible - Merge
matches_archetype
andmatches_table
- Allows conversion of mutable queries to immutable queries
- Skip
drop
whenneeds_drop
isfalse
- Use u32 over usize for
ComponentSparseSet
indicies - Remove redundant
ComponentId
inColumn
- Directly copy moved
Table
components to the target location SystemSet::before
andSystemSet::after
now takeAsSystemLabel
- Converted exclusive systems to parallel systems wherever possible
- Improve
size_hint
onQueryIter
- Improve debugging tools for change detection
- Make
RunOnce
a non-manualSystem
impl - Apply buffers in
ParamSet
- Don't allocate for
ComponentDescriptors
of non-dynamic component types - Mark mutable APIs under ECS storage as
pub(crate)
- Update
ExactSizeIterator
impl to support archetypal filters (With
,Without
) - Removed world cell from places where split multable access is not needed
- Add Events to
bevy_ecs
prelude - Improve
EntityMap
API - Implement
From<bool>
forShouldRun
. - Allow iter combinations on custom world queries
- Simplify design for
*Label
s - Tidy up the code of events
- Rename
send_default_event
tosend_event_default
on world - enable optional dependencies to stay optional
- Remove the dependency cycles
- Enforce type safe usage of Handle::get
- Export anyhow::error for custom asset loaders
- Update
shader_material_glsl
example to include texture sampling - Remove unused code in game of life shader
- Make the contributor birbs bounce to the window height
- Improve Gamepad D-Pad Button Detection
- bevy_reflect: support map insertio
- bevy_reflect: improve debug formatting for reflected types
- bevy_reflect_derive: big refactor tidying up the code
- bevy_reflect: small refactor and default
Reflect
methods - Make
Reflect
safe to implement bevy_reflect
: putserialize
into externalReflectSerialize
type- Remove
Serialize
impl fordyn Array
and friends - Re-enable
#[derive(TypeUuid)]
for generics - Move primitive type registration into
bevy_reflect
- Implement reflection for more
glam
types - Make
reflect_partial_eq
return more accurate results - Make public macros more robust with
$crate
- Ensure that the parent is always the expected entity
- Support returning data out of
with_children
- Remove
EntityMut::get_unchecked
- Diagnostics: meaningful error when graph node has wrong number of inputs
- Remove redundant
Size
import - Export and register
Mat2
. - Implement
Debug
forGamepads
- Update codebase to use
IntoIterator
where possible. - Rename
headless_defaults
example tono_renderer
for clarity - Remove dead
SystemLabelMarker
struct - bevy_reflect: remove
glam
from a test which is active without the glam feature - Disable vsync for stress tests
- Move
get_short_name
utility method frombevy_reflect
intobevy_utils
- Derive
Default
for enums where possible - Implement
Eq
andPartialEq
forMouseScrollUnit
- Some cleanup for
bevy_ptr
- Move float_ord from
bevy_core
tobevy_utils
- Remove unused
CountdownEvent
- Some minor cleanups of asset_server
- Use
elapsed()
onInstant
- Make paused
Timers
updatejust_finished
on tick - bevy_utils: remove hardcoded log level limit
- Make
Time::update_with_instant
public for use in tests - Do not impl Component for Task
- Remove nonexistent
WgpuResourceDiagnosticsPlugin
- Update ndk-glue requirement from 0.5 to 0.6
- Update tracing-tracy requirement from 0.8.0 to 0.9.0
- update image to 0.24
- update xshell to 0.2
- Update gilrs to v0.9
- bevy_log: upgrade to tracing-tracy 0.10.0
- update hashbrown to 0.12
- Update
clap
to 3.2 in tools usingvalue_parser
- Updated
glam
to0.21
. - Update Notify Dependency
Fixed
- bevy_ui: keep
Color
as 4f32
s - Fix issues with bevy on android other than the rendering
- Update layout/style when scale factor changes too
- Fix
Overflow::Hidden
so it works correctly withscale_factor_override
- Fix
bevy_ui
touch input - Fix physical viewport calculation
- Minimally fix the known unsoundness in
bevy_mikktspace
- Make
Transform
propagation correct in the presence of updated children StorageBuffer
uses wrong type to calculate the buffer size.- Fix confusing near and far fields in Camera
- Allow minimising window if using a 2d camera
- WGSL: use correct syntax for matrix access
- Gltf: do not import
IoTaskPool
in wasm - Fix skinned mesh normal handling in mesh shader
- Don't panic when
StandardMaterial
normal_map
hasn't loaded yet - Fix incorrect rotation in
Transform::rotate_around
- Fix
extract_wireframes
- Fix type parameter name conflicts of
#[derive(Bundle)]
- Remove unnecessary
unsafe impl
ofSend+Sync
forParallelSystemContainer
- Fix line material shader
- Fix
mouse_clicked
check for touch - Fix unsoundness with
Or
/AnyOf
/Option
component access - Improve soundness of
CommandQueue
- Fix some memory leaks detected by miri
- Fix Android example icon
- Fix broken
WorldCell
test - Bugfix
State::set
transition condition infinite loop - Fix crash when using
Duration::MAX
- Fix release builds: Move asserts under
#[cfg(debug_assertions)]
- Fix frame count being a float
- Fix "unused" warnings when compiling with
render
feature but withoutanimation
- Fix re-adding a plugin to a
PluginGroup
- Fix torus normals
- Add
NO_STORAGE_BUFFERS_SUPPORT
shaderdef when needed
Version 0.7.0 (2022-04-15)
Added
- Mesh Skinning
- Animation Player
- Gltf animations
- Mesh vertex buffer layouts
- Render to a texture
- KTX2/DDS/.basis compressed texture support
- Audio control - play, pause, volume, speed, loop
- Auto-label function systems with SystemTypeIdLabel
- Query::get_many
- Dynamic light clusters
- Always update clusters and remove per-frame allocations
ParamSet
for conflictingSystemParam
:s- default() shorthand
- use marker components for cameras instead of name strings
- Implement
WorldQuery
derive macro - Implement AnyOf queries
- Compute Pipeline Specialization
- Make get_resource (and friends) infallible
- bevy_pbr: Support flipping tangent space normal map y for DirectX normal maps
- Faster view frustum culling
- Use storage buffers for clustered forward point lights
- Add &World as SystemParam
- Add text wrapping support to Text2d
- Scene Viewer to display glTF files
- Internal Asset Hot Reloading
- Add FocusPolicy to NodeBundle and ImageBundle
- Allow iter combinations on queries with filters
- bevy_render: Support overriding wgpu features and limits
- bevy_render: Use RenderDevice to get limits/features and expose AdapterInfo
- Reduce power usage with configurable event loop
- can specify an anchor for a sprite
- Implement len and is_empty for EventReaders
- Add more FromWorld implementations
- Add cart's fork of ecs_bench_suite
- bevy_derive: Add derives for
Deref
andDerefMut
- Add clear_schedule
- Add Query::contains
- bevy_render: Support removal of nodes, edges, subgraphs
- Implement init_resource for
Commands
andWorld
- Added method to restart the current state
- Simplify sending empty events
- impl Command for
impl FnOnce(&mut World)
- Useful error message when two assets have the save UUID
- bevy_asset: Add AssetServerSettings watch_for_changes member
- Add conversio from Color to u32
- Introduce
SystemLabel
's forRenderAssetPlugin
, and changeImage
preparation system to run before others - Add a helper for storage buffers similar to
UniformVec
- StandardMaterial: expose a cull_mode option
- Expose draw indirect
- Add view transform to view uniform
- Add a size method on Image.
- add Visibility for lights
- bevy_render: Provide a way to opt-out of the built-in frustum culling
- use error scope to handle errors on shader module creation
- include sources in shader validation error
- insert the gltf mesh name on the entity if there is one
- expose extras from gltf nodes
- gltf: add a name to nodes without names
- Enable drag-and-drop events on windows
- Add transform hierarchy stress test
- Add TransformBundle
- Add Transform::rotate_around method
- example on how to create an animation in code
- Add examples for Transforms
- Add mouse grab example
- examples: add screenspace texture shader example
- Add generic systems example
- add examples on how to have a data source running in another thread / in a task pool thread
- Simple 2d rotation example
- Add move sprite example.
- add an example using UI & states to create a game menu
- CI runs
cargo miri test -p bevy_ecs
- Tracy spans around main 3D passes
- Add automatic docs deployment to GitHub Pages
Changed
- Proper prehashing
- Move import_path definitions into shader source
- Make
System
responsible for updating its own archetypes - Some small changes related to run criteria piping
- Remove unnecessary system labels
- Increment last event count on next instead of iter
- Obviate the need for
RunSystem
, and remove it - Cleanup some things which shouldn't be components
- Remove the config api
- Deprecate
.system
- Hide docs for concrete impls of Fetch, FetchState, and SystemParamState
- Move the CoreStage::Startup to a seperate StartupSchedule label
iter_mut
on Assets: send modified event only when asset is iterated over- check if resource for asset already exists before adding it
- bevy_render: Batch insertion for prepare_uniform_components
- Change default
ColorMaterial
color to white - bevy_render: Only auto-disable mappable primary buffers for discrete GPUs
- bevy_render: Do not automatically enable MAPPABLE_PRIMARY_BUFFERS
- increase the maximum number of point lights with shadows to the max supported by the device
- perf: only recalculate frusta of changed lights
- bevy_pbr: Optimize assign_lights_to_clusters
- improve error messages for render graph runner
- Skinned extraction speedup
- Sprites - keep color as 4 f32
- Change scaling mode to FixedHorizontal
- Replace VSync with PresentMode
- do not set cursor grab on window creation if not asked for
- bevy_transform: Use Changed in the query for much faster transform_propagate_system
- Split bevy_hierarchy out from bevy_transform
- Make transform builder methods const
- many_cubes: Add a cube pattern suitable for benchmarking culling changes
- Make many_cubes example more interesting
- Run tests (including doc tests) in
cargo run -p ci
command - Use more ergonomic span syntax
Fixed
- Remove unsound lifetime annotations on
EntityMut
- Remove unsound lifetime annotations on
Query
methods - Remove
World::components_mut
- unsafeify
World::entities_mut
- Use ManuallyDrop instead of forget in insert_resource_with_id
- Backport soundness fix
- Fix clicked UI nodes getting reset when hovering child nodes
- Fix ui interactions when cursor disappears suddenly
- Fix node update
- Fix derive(SystemParam) macro
- SystemParam Derive fixes
- Do not crash if RenderDevice doesn't exist
- Fixed case of R == G, following original conversion formula
- Fixed the frustum-sphere collision and added tests
- bevy_render: Fix Quad flip
- Fix HDR asset support
- fix cluster tiling calculations
- bevy_pbr: Do not panic when more than 256 point lights are added the scene
- fix issues with too many point lights
- shader preprocessor - do not import if scope is not valid
- support all line endings in shader preprocessor
- Fix animation: shadow and wireframe support
- add AnimationPlayer component only on scene roots that are also animation roots
- Fix loading non-TriangleList meshes without normals in gltf loader
- gltf-loader: disable backface culling if material is double-sided
- Fix glTF perspective camera projection
- fix mul_vec3 transformation order: should be scale -> rotate -> translate
Version 0.6.0 (2022-01-08)
Added
- New Renderer
- Clustered forward rendering
- Frustum culling
- Sprite Batching
- Materials and MaterialPlugin
- 2D Meshes and Materials
- WebGL2 support
- Pipeline Specialization, Shader Assets, and Shader Preprocessing
- Modular Rendering
- Directional light and shadow
- Directional light
- Use the infinite reverse right-handed perspective projection
- Implement and require
#[derive(Component)]
on all component structs - Shader Imports. Decouple Mesh logic from PBR
- Add support for opaque, alpha mask, and alpha blend modes
- bevy_gltf: Load light names from gltf
- bevy_gltf: Add support for loading lights
- Spherical Area Lights
- Shader Processor: process imported shader
- Add support for not casting/receiving shadows
- Add support for configurable shadow map sizes
- Implement the
Overflow::Hidden
style property for UI - SystemState
- Add a method
iter_combinations
on query to iterate over combinations of query results - Add FromReflect trait to convert dynamic types to concrete types
- More pipelined-rendering shader examples
- Configurable wgpu features/limits priority
- Cargo feature for bevy UI
- Spherical area lights example
- Implement ReflectValue serialization for Duration
- bevy_ui: register Overflow type
- Add Visibility component to UI
- Implement non-indexed mesh rendering
- add tracing spans for parallel executor and system overhead
- RemoveChildren command
- report shader processing errors in
RenderPipelineCache
- enable Webgl2 optimisation in pbr under feature
- Implement Sub-App Labels
- Added
set_cursor_icon(...)
toWindow
- Support topologies other than TriangleList
- Add an example 'showcasing' using multiple windows
- Add an example to draw a rectangle
- Added set_scissor_rect to tracked render pass.
- Add RenderWorld to Extract step
- re-export ClearPassNode
- add default standard material in PbrBundle
- add methods to get reads and writes of
Access<T>
- Add despawn_children
- More Bevy ECS schedule spans
- Added transparency to window builder
- Add Gamepads resource
- Add support for #else for shader defs
- Implement iter() for mutable Queries
- add shadows in examples
- Added missing wgpu image render resources.
- Per-light toggleable shadow mapping
- Support nested shader defs
- use bytemuck crate instead of Byteable trait
iter_mut()
for Assets type- EntityRenderCommand and PhaseItemRenderCommand
- add position to WindowDescriptor
- Add System Command apply and RenderGraph node spans
- Support for normal maps including from glTF models
- MSAA example
- Add MSAA to new renderer
- Add support for IndexFormat::Uint16
- Apply labels to wgpu resources for improved debugging/profiling
- Add tracing spans around render subapp and stages
- Add set_stencil_reference to TrackedRenderPass
- Add despawn_recursive to EntityMut
- Add trace_tracy feature for Tracy profiling
- Expose wgpu's StencilOperation with bevy
- add get_single variant
- Add builder methods to Transform
- add get_history function to Diagnostic
- Add convenience methods for checking a set of inputs
- Add error messages for the spooky insertions
- Add Deref implementation for ComputePipeline
- Derive thiserror::Error for HexColorError
- Spawn specific entities: spawn or insert operations, refactor spawn internals, world clearing
- Add ClearColor Resource to Pipelined Renderer
- remove_component for ReflectComponent
- Added ComputePipelineDescriptor
- Added StorageTextureAccess to the exposed wgpu API
- Add sprite atlases into the new renderer.
- Log adapter info on initialization
- Add feature flag to enable wasm for bevy_audio
- Allow
Option<NonSend<T>>
andOption<NonSendMut<T>>
as SystemParam - Added helpful adders for systemsets
- Derive Clone for Time
- Implement Clone for Fetches
- Implement IntoSystemDescriptor for SystemDescriptor
- implement DetectChanges for NonSendMut
- Log errors when loading textures from a gltf file
- expose texture/image conversions as From/TryFrom
- [ecs] implement is_empty for queries
- Add audio to ios example
- Example showing how to use AsyncComputeTaskPool and Tasks
- Expose set_changed() on ResMut and Mut
- Impl AsRef+AsMut for Res, ResMut, and Mut
- Add exit_on_esc_system to examples with window
- Implement rotation for Text2d
- Mesh vertex attributes for skinning and animation
- load zeroed UVs as fallback in gltf loader
- Implement direct mutable dereferencing
- add a span for frames
- Add an alias mouse position -> cursor position
- Adding
WorldQuery
forWithBundle
- Automatic System Spans
- Add system sets and run criteria example
- EnumVariantMeta derive
- Added TryFrom for VertexAttributeValues
- add render_to_texture example
- Added example of entity sorting by components
- calculate flat normals for mesh if missing
- Add animate shaders example
- examples on how to tests systems
- Add a UV sphere implementation
- Add additional vertex formats
- gltf-loader: support data url for images
- glTF: added color attribute support
- Add synonyms for transform relative vectors
Changed
- Relicense Bevy under the dual MIT or Apache-2.0 license
- [ecs] Improve
Commands
performance - Merge AppBuilder into App
- Use a special first depth slice for clustered forward rendering
- Add a separate ClearPass
- bevy_pbr2: Improve lighting units and documentation
- gltf loader: do not use the taskpool for only one task
- System Param Lifetime Split
- Optional
.system
- Optional
.system()
, part 2 - Optional
.system()
, part 3 - Optional
.system()
, part 4 (run criteria) - Optional
.system()
, part 6 (chaining) - Make the
iter_combinators
examples prettier - Remove dead anchor.rs code
- gltf: load textures asynchronously using io task pool
- Use fully-qualified type names in Label derive.
- Remove Bytes, FromBytes, Labels, EntityLabels
- StorageType parameter removed from ComponentDescriptor::new_resource
- remove dead code: ShaderDefs derive
- Enable Msaa for webgl by default
- Renamed Entity::new to Entity::from_raw
- bevy::scene::Entity renamed to bevy::scene::DynamicEntity.
- make
sub_app
return an&App
and addsub_app_mut() -> &mut App
- use ogg by default instead of mp3
- enable
wasm-bindgen
feature on gilrs - Use EventWriter for gilrs_system
- Add some of the missing methods to
TrackedRenderPass
- Only bevy_render depends directly on wgpu
- Update wgpu to 0.12 and naga to 0.8
- Improved bevymark: no bouncing offscreen and spawn waves from CLI
- Rename render UiSystem to RenderUiSystem
- Use updated window size in bevymark example
- Enable trace feature for subfeatures using it
- Schedule gilrs system before input systems
- Rename fixed timestep state and add a test
- Port bevy_ui to pipelined-rendering
- update wireframe rendering to new renderer
- Allow
String
and&String
asId
forAssetServer.get_handle(id)
- Ported WgpuOptions to new renderer
- Down with the system!
- Update dependencies
ron
winit
& fixcargo-deny
lists - Improve contributors example quality
- Expose command encoders
- Made Time::time_since_startup return from last tick.
- Default image used in PipelinedSpriteBundle to be able to render without loading a texture
- make texture from sprite pipeline filterable
- iOS: replace cargo-lipo, and update for new macOS
- increase light intensity in pbr example
- Faster gltf loader
- Use crevice std140_size_static everywhere
- replace matrix swizzles in pbr shader with index accesses
- Disable default features from
bevy_asset
andbevy_ecs
- Update tracing-subscriber requirement from 0.2.22 to 0.3.1
- Update vendored Crevice to 0.8.0 + PR for arrays
- change texture atlas sprite indexing to usize
- Update derive(DynamicPlugin) to edition 2021
- Update to edition 2021 on master
- Add entity ID to expect() message
- Use RenderQueue in BufferVec
- removed unused RenderResourceId and SwapChainFrame
- Unique WorldId
- add_texture returns index to texture
- Update hexasphere requirement from 4.0.0 to 5.0.0
- enable change detection for hierarchy maintenance
- Make events reuse buffers
- Replace
.insert_resource(T::default())
calls withinit_resource::<T>()
- Improve many sprites example
- Update glam requirement from 0.17.3 to 0.18.0
- update ndk-glue to 0.4
- Remove Need for Sprite Size Sync System
- Pipelined separate shadow vertex shader
- Sub app label changes
- Use Explicit Names for Flex Direction
- Make default near plane more sensible at 0.1
- Reduce visibility of various types and fields
- Cleanup FromResources
- Better error message for unsupported shader features Fixes #869
- Change definition of
ScheduleRunnerPlugin
- Re-implement Automatic Sprite Sizing
- Remove with bundle filter
- Remove bevy_dynamic_plugin as a default
- Port bevy_gltf to pipelined-rendering
- Bump notify to 5.0.0-pre.11
- Add 's (state) lifetime to
Fetch
- move bevy_core_pipeline to its own plugin
- Refactor ECS to reduce the dependency on a 1-to-1 mapping between components and real rust types
- Inline world get
- Dedupe move logic in remove_bundle and remove_bundle_intersection
- remove .system from pipelined code
- Scale normal bias by texel size
- Make Remove Command's fields public
- bevy_utils: Re-introduce
with_capacity()
. - Update rodio requirement from 0.13 to 0.14
- Optimize Events::extend and impl std::iter::Extend
- Bump winit to 0.25
- Improve legibility of RunOnce::run_unsafe param
- Update gltf requirement from 0.15.2 to 0.16.0
- Move to smallvec v1.6
- Update rectangle-pack requirement from 0.3 to 0.4
- Make Commands public?
- Monomorphize various things
- Detect camera projection changes
- support assets of any size
- Separate Query filter access from fetch access during initial evaluation
- Provide better error message when missing a render backend
- par_for_each: split batches when iterating on a sparse query
- Allow deriving
SystemParam
on private types - Angle bracket annotated types to support generics
- More detailed errors when resource not found
- Moved events to ECS
- Use a sorted Map for vertex buffer attributes
- Error message improvements for shader compilation/gltf loading
- Rename Light => PointLight and remove unused properties
- Override size_hint for all Iterators and add ExactSizeIterator where applicable
- Change breakout to use fixed timestamp
Fixed
- Fix shadows for non-TriangleLists
- Fix error message for the
Component
macro'scomponent
storage
attribute. - do not add plugin ExtractComponentPlugin twice for StandardMaterial
- load spirv using correct API
- fix shader compilation error reporting for non-wgsl shaders
- bevy_ui: Check clip when handling interactions
- crevice derive macro: fix path to render_resource when importing from bevy
- fix parenting of scenes
- Do not panic on failed setting of GameOver state in AlienCakeAddict
- Fix minimization crash because of cluster updates.
- Fix custom mesh pipelines
- Fix hierarchy example panic
- Fix double drop in BlobVec::replace_unchecked (#2597)
- Remove vestigial derives
- Fix crash with disabled winit
- Fix clustering for orthographic projections
- Run a clear pass on Windows without any Views
- Remove some superfluous unsafe code
- clearpass: also clear views without depth (2d)
- Check for NaN in
Camera::world_to_screen()
- Fix sprite hot reloading in new renderer
- Fix path used by macro not considering that we can use a sub-crate
- Fix torus normals
- enable alpha mode for textures materials that are transparent
- fix calls to as_rgba_linear
- Fix shadow logic
- fix: as_rgba_linear used wrong variant
- Fix MIME type support for glTF buffer Data URIs
- Remove wasm audio feature flag for 2021
- use correct size of pixel instead of 4
- Fix custom_shader_pipelined example shader
- Fix scale factor for cursor position
- fix window resize after wgpu 0.11 upgrade
- Fix unsound lifetime annotation on
Query::get_component
- Remove double Events::update in bevy-gilrs
- Fix bevy_ecs::schedule::executor_parallel::system span management
- Avoid some format! into immediate format!
- Fix panic on is_resource_* calls (#2828)
- Fix window size change panic
- fix
Default
implementation ofImage
so that size and data match - Fix scale_factor_override in the winit backend
- Fix breakout example scoreboard
- Fix
Option<NonSend<T>>
andOption<NonSendMut<T>>
- fix missing paths in ECS SystemParam derive macro v2
- Add missing bytemuck feature
- Update EntityMut's location in push_children() and insert_children()
- Fixed issue with how texture arrays were uploaded with write_texture.
- Don't update when suspended to avoid GPU use on iOS.
- update archetypes for run criterias
- Fix AssetServer::get_asset_loader deadlock
- Fix unsetting RenderLayers bit in without fn
- Fix view vector in pbr frag to work in ortho
- Fixes Timer Precision Error Causing Panic
- [assets] Fix
AssetServer::get_handle_path
- Fix bad bounds for NonSend SystemParams
- Add minimum sizes to textures to prevent crash
- [assets] set LoadState properly and more testing!
- [assets] properly set
LoadState
with invalid asset extension - Fix Bevy crashing if no audio device is found
- Fixes dropping empty BlobVec
- [assets] fix Assets being set as 'changed' each frame
- drop overwritten component data on double insert
- Despawn with children doesn't need to remove entities from parents children when parents are also removed
- reduce tricky unsafety and simplify table structure
- Use bevy_reflect as path in case of no direct references
- Fix Events::<drain/clear> bug
- small ecs cleanup and remove_bundle drop bugfix
- Fix PBR regression for unlit materials
- prevent memory leak when dropping ParallelSystemContainer
- fix diagnostic length for asset count
- Fixes incorrect
PipelineCompiler::compile_pipeline()
step_mode - Asset re-loading while it's being deleted
- Bevy derives handling generics in impl definitions.
- Fix unsoundness in
Query::for_each_mut
- Fix mesh with no vertex attributes causing panic
- Fix alien_cake_addict: cake should not be at height of player's location
- fix memory size for PointLightBundle
- Fix unsoundness in query component access
- fixing compilation error on macos aarch64
- Fix SystemParam handling of Commands
- Fix IcoSphere UV coordinates
- fix 'attempted to subtract with overflow' for State::inactives
Version 0.5.0 (2021-04-06)
Added
- PBR Rendering
- PBR Textures
- HIDPI Text
- Rich text
- Wireframe Rendering Pipeline
- Render Layers
- Add Sprite Flipping
- OrthographicProjection scaling mode + camera bundle refactoring
- 3D OrthographicProjection improvements + new example
- Flexible camera bindings
- Render text in 2D scenes
Text2d
render quality- System sets and run criteria v2
- System sets and parallel executor v2
- Many-to-many system labels
- Non-string labels (#1423 continued)
- Make
EventReader
aSystemParam
- Add
EventWriter
- Reliable change detection
- Redo State architecture
Query::get_unique
- gltf: load normal and occlusion as linear textures
- Add separate brightness field to AmbientLight
- world coords to screen space
- Experimental Frustum Culling (for Sprites)
- Enable wgpu device limits
- bevy_render: add torus and capsule shape
- New mesh attribute: color
- Minimal change to support instanced rendering
- Add support for reading from mapped buffers
- Texture atlas format and conversion
- enable wgpu device features
- Subpixel text positioning
- make more information available from loaded GLTF model
- use
Name
on node when loading a gltf file - GLTF loader: support mipmap filters
- Add support for gltf::Material::unlit
- Implement
Reflect
for tuples up to length 12 - Process Asset File Extensions With Multiple Dots
- Update Scene Example to Use scn.ron File
- 3d game example
- Add keyboard modifier example (#1656)
- Count number of times a repeating Timer wraps around in a tick
- recycle
Timer
refactor to duration.sparkles AddStopwatch
struct. - add scene instance entity iteration
- Make
Commands
andWorld
apis consistent - Add
insert_children
andpush_children
toEntityMut
- Extend
AppBuilder
api withadd_system_set
and similar methods - add labels and ordering for transform and parent systems in
POST_UPDATE
stage - Explicit execution order ambiguities API
- Resolve (most) internal system ambiguities
- Change 'components' to 'bundles' where it makes sense semantically
- add
Flags<T>
as a query to get flags of component - Rename
add_resource
toinsert_resource
- Update
init_resource
to not overwrite - Enable dynamic mutable access to component data
- Get rid of
ChangedRes
- impl
SystemParam
forOption<Res<T>>
/Option<ResMut<T>>
- Add Window Resize Constraints
- Add basic file drag and drop support
- Modify Derive to allow unit structs for
RenderResources
. - bevy_render: load .spv assets
- Expose wgpu backend in WgpuOptions and allow it to be configured from the environment
- updates on diagnostics (log + new diagnostics)
- enable change detection for labels
- Name component with fast comparisons
- Support for
!Send
tasks - Add missing
spawn_local
method toScope
in the single threaded executor case - Add bmp as a supported texture format
- Add an alternative winit runner that can be started when not on the main thread
- Added
use_dpi
setting toWindowDescriptor
- Implement
Copy
forElementState
- Mutable mesh accessors:
indices_mut
andattribute_mut
- Add support for OTF fonts
- Add
from_xyz
toTransform
- Adding
copy_texture_to_buffer
andcopy_texture_to_texture
- Added
set_minimized
andset_position
toWindow
- Example for 2D Frustum Culling
- Add remove resource to commands
Changed
- Bevy ECS V2
- Fix Reflect serialization of tuple structs
- color spaces and representation
- Make vertex buffers optional
- add to lower case to make asset loading case insensitive
- Replace right/up/forward and counter parts with
local_x
/local_y
andlocal_z
- Use valid keys to initialize
AHasher
inFixedState
- Change
Name
to takeInto<String>
instead ofString
- Update to wgpu-rs 0.7
- Update glam to 0.13.0.
- use std clamp instead of Bevy's
- Make
Reflect
impls unsafe (Reflect::any
must returnself
)
Fixed
- convert grayscale images to rgb
- Glb textures should use bevy_render to load images
- Don't panic on error when loading assets
- Prevent ImageBundles from causing constant layout recalculations
- do not check for focus until cursor position has been set
- Fix lock order to remove the chance of deadlock
- Prevent double panic in the Drop of TaksPoolInner
- Ignore events when receiving unknown WindowId
- Fix potential bug when using multiple lights.
- remove panics when mixing UI and non UI entities in hierarchy
- fix label to load gltf scene
- fix repeated gamepad events
- Fix iOS touch location
- Don't panic if there's no index buffer and call draw
- Fix Bug in Asset Server Error Message Formatter
- add_stage now checks Stage existence
- Fix Un-Renamed add_resource Compile Error
- Fix Interaction not resetting to None sometimes
- Fix regression causing "flipped" sprites to be invisible
- revert default vsync mode to Fifo
- Fix missing paths in ECS SystemParam derive macro
- Fix staging buffer required size calculation (fixes #1056)
Version 0.4.0 (2020-12-19)
Added
- add bevymark benchmark example
- gltf: support camera and fix hierarchy
- Add tracing spans to schedules, stages, systems
- add example that represents contributors as bevy icons
- Add received character
- Add bevy_dylib to force dynamic linking of bevy
- Added RenderPass::set_scissor_rect
bevy_log
- Adds logging functionality as a Plugin.
- Changes internal logging to work with the new implementation.
- cross-platform main function
- Controllable ambient light color
- Added a resource to change the current ambient light color for PBR.
- Added more basic color constants
- Add box shape
- Expose an EventId for events
- System Inputs, Outputs, and Chaining
- Expose an
EventId
for events - Added
set_cursor_position
toWindow
- Added new Bevy reflection system
- Replaces the properties system
- Add support for Apple Silicon
- Live reloading of shaders
- Store mouse cursor position in Window
- Add removal_detection example
- Additional vertex attribute value types
- Added WindowFocused event
- Tracing chrome span names
- Allow windows to be maximized
- GLTF: load default material
- can spawn a scene from a ChildBuilder, or directly set its parent when spawning it
- add ability to load
.dds
,.tga
, and.jpeg
texture formats - add ability to provide custom a
AssetIo
implementation
Changed
- delegate layout reflection to RenderResourceContext
- Fall back to remove components one by one when failing to remove a bundle
- Port hecs derive macro improvements
- Use glyph_brush_layout and add text alignment support
- upgrade glam and hexasphere
- Flexible ECS Params
- Make Timer.tick return &Self
- FileAssetIo includes full path on error
- Removed ECS query APIs that could easily violate safety from the public interface
- Changed Query filter API to be easier to understand
- bevy_render: delegate buffer aligning to render_resource_context
- wasm32: non-spirv shader specialization
- Renamed XComponents to XBundle
- Check for conflicting system resource parameters
- Tweaks to TextureAtlasBuilder.finish()
- do not spend time drawing text with is_visible = false
- Extend the Texture asset type to support 3D data
- Breaking changes to timer API
- Created getters and setters rather than exposing struct members.
- Removed timer auto-ticking system
- Added an example of how to tick timers manually.
- When a task scope produces <= 1 task to run, run it on the calling thread immediately
- Breaking changes to Time API
- Created getters to get
Time
state and made members private. - Modifying
Time
's values directly is no longer possible outside of bevy.
- Created getters to get
- Use
mailbox
instead offifo
for vsync on supported systems - switch winit size to logical to be dpi independent
- Change bevy_input::Touch API to match similar APIs
- Run parent-update and transform-propagation during the "post-startup" stage (instead of "startup")
- Renderer Optimization Round 1
- Change
TextureAtlasBuilder
into expected Builder conventions - Optimize Text rendering / SharedBuffers
- hidpi swap chains
- optimize asset gpu data transfer
- naming coherence for cameras
- Schedule v2
- Use shaderc for aarch64-apple-darwin
- update
Window
'swidth
&height
methods to returnf32
- Break out Visible component from Draw
- Users setting
Draw::is_visible
orDraw::is_transparent
should now setVisible::is_visible
andVisible::is_transparent
- Users setting
winit
upgraded from version 0.23 to version 0.24- set is_transparent to true by default for UI bundles
Fixed
- Fixed typos in KeyCode identifiers
- Remove redundant texture copies in TextureCopyNode
- Fix a deadlock that can occur when using scope() on ComputeTaskPool from within a system
- Don't draw text that isn't visible
- Use
instant::Instant
for WASM compatibility - Fix pixel format conversion in bevy_gltf
- Fixed duplicated children when spawning a Scene
- Corrected behaviour of the UI depth system
- Allow despawning of hierarchies in threadlocal systems
- Fix
RenderResources
index slicing - Run parent-update and transform-propagation during the "post-startup" stage
- Fix collision detection by comparing abs() penetration depth
- deal with rounding issue when creating the swap chain
- only update components for entities in map
- Don't panic when attempting to set shader defs from an asset that hasn't loaded yet
Version 0.3.0 (2020-11-03)
Added
- Touch Input
- iOS XCode Project
- Android Example and use bevy-glsl-to-spirv 0.2.0
- Introduce Mouse capture API
bevy_input::touch
: implement touch input- D-pad support on MacOS
- Support for Android file system
- app: PluginGroups and DefaultPlugins
PluginGroup
is a collection of plugins where each plugin can be enabled or disabled.
- Support to get gamepad button/trigger values using
Axis<GamepadButton>
- Expose Winit decorations
- Enable changing window settings at runtime
- Expose a pointer of EventLoopProxy to process custom messages
- Add a way to specify padding/ margins between sprites in a TextureAtlas
- Add
bevy_ecs::Commands::remove
for bundles - impl
Default
forTextureFormat
- Expose current_entity in ChildBuilder
AppBuilder::add_thread_local_resource
Commands::write_world_boxed
takes a pre-boxed world writer to the ECS's command queueFrameTimeDiagnosticsPlugin
now shows "frame count" in addition to "frame time" and "fps"- Add hierarchy example
WgpuPowerOptions
for choosing between low power, high performance, and adaptive power- Derive
Debug
for more types: #597, #632 - Index buffer specialization
- More instructions for system dependencies
- Suggest
-Zrun-dsymutil-no
for faster compilation on MacOS
Changed
- ecs: ergonomic query.iter(), remove locks, add QuerySets
query.iter()
is now a real iterator!QuerySet
allows working with conflicting queries and is checked at compile-time.
- Rename
query.entity()
andquery.get()
query.get::<Component>(entity)
is nowquery.get_component::<Component>(entity)
query.entity(entity)
is nowquery.get(entity)
- Asset system rework and GLTF scene loading
- Introduces WASM implementation of
AssetIo
- Move transform data out of Mat4
- Separate gamepad state code from gamepad event code and other customizations
- gamepad: expose raw and filtered gamepad events
- Do not depend on
spirv-reflect
onwasm32
target - Move dynamic plugin loading to its own optional crate
- Add field to
WindowDescriptor
on wasm32 targets to optionally provide an existing canvas element as winit window - Adjust how
ArchetypeAccess
tracks mutable & immutable deps - Use
FnOnce
inCommands
andChildBuilder
where possible - Runners explicitly call
App.initialize()
- sRGB awareness for
Color
- Color is now assumed to be provided in the non-linear sRGB colorspace.
Constructors such as
Color::rgb
andColor::rgba
will be converted to linear sRGB. - New methods
Color::rgb_linear
andColor::rgba_linear
will accept colors already in linear sRGB (the old behavior) - Individual color-components must now be accessed through setters and getters.
- Color is now assumed to be provided in the non-linear sRGB colorspace.
Constructors such as
Mesh
overhaul with custom vertex attributes- Any vertex attribute can now be added over
mesh.attributes.insert()
. - See
example/shader/mesh_custom_attribute.rs
- Removed
VertexAttribute
,Vertex
,AsVertexBufferDescriptor
. - For missing attributes (requested by shader, but not defined by mesh), Bevy will provide a zero-filled fallback buffer.
- Any vertex attribute can now be added over
- Despawning an entity multiple times causes a debug-level log message to be emitted instead of a panic: #649, #651
- Migrated to Rodio 0.12
- New method of playing audio can be found in the examples.
- Added support for inserting custom initial values for
Local<T>
system resources #745
Fixed
- Properly update bind group ids when setting dynamic bindings
- Properly exit the app on AppExit event
- Fix FloatOrd hash being different for different NaN values
- Fix Added behavior for QueryOne get
- Update camera_system to fix issue with late camera addition
- Register
IndexFormat
as a property - Fix breakout example bug
- Fix PreviousParent lag by merging parent update systems
- Fix bug of connection event of gamepad at startup
- Fix wavy text
Version 0.2.1 (2020-9-20)
Fixed
Version 0.2.0 (2020-9-19)
Added
- Task System for Bevy
- Replaces rayon with a custom designed task system that consists of several "TaskPools".
- Exports
IOTaskPool
,ComputePool
, andAsyncComputePool
inbevy_tasks
crate.
- Parallel queries for distributing work over with the
ParallelIterator
trait.- e.g.
query.iter().par_iter(batch_size).for_each(/* ... */)
- e.g.
- Added gamepad support using Gilrs
- Implement WASM support for bevy_winit
- Create winit canvas under WebAssembly
- Implement single threaded task scheduler for WebAssembly
- Support for binary glTF (.glb).
- Support for
Or
in ECS queries. - Added methods
unload()
andunload_sync()
onSceneSpawner
for unloading scenes.. - Custom rodio source for audio.
AudioOuput
is now able to play anythingDecodable
.
Color::hex
for creatingColor
from string hex values.- Accepts the forms RGB, RGBA, RRGGBB, and RRGGBBAA.
Color::rgb_u8
andColor::rgba_u8
.- Added
bevy_render::pass::ClearColor
to prelude. SpriteResizeMode
may choose howSprite
resizing should be handled.Automatic
by default.- Added methods on
Input<T>
for iterator access to keys.get_pressed()
,get_just_pressed()
,get_just_released()
- Derived
Copy
forMouseScrollUnit
. - Derived
Clone
for UI component bundles. - Some examples of documentation
- Update docs for Updated, Changed and Mutated
- Tips for faster builds on macOS: #312, #314, #433
- Added and documented cargo features
- Added more instructions for Linux dependencies
- Arch / Manjaro, NixOS, Ubuntu and Solus
- Provide shell.nix for easier compiling with nix-shell
- Add
AppBuilder::add_startup_stage_|before/after
Changed
- Transform rewrite
- Use generational entity ids and other optimizations
- Optimize transform systems to only run on changes.
- Send an AssetEvent when modifying using
get_id_mut
- Rename
Assets::get_id_mut
->Assets::get_with_id_mut
- Support multiline text in
DrawableText
- iOS: use shaderc-rs for glsl to spirv compilation
- Changed the default node size to Auto instead of Undefined to match the Stretch implementation.
- Load assets from root path when loading directly
- Add
render
feature, which makes the entire render pipeline optional.
Fixed
- Properly track added and removed RenderResources in RenderResourcesNode.
- Fixes issues where entities vanished or changed color when new entities were spawned/despawned.
- Fixed sprite clipping at same depth
- Transparent sprites should no longer clip.
- Check asset path existence
- Fixed deadlock in hot asset reloading
- Fixed hot asset reloading on Windows
- Allow glTFs to be loaded that don't have uvs and normals
- Fixed archetypes_generation being incorrectly updated for systems
- Remove child from parent when it is despawned
- Initialize App.schedule systems when running the app
- Fix missing asset info path for synchronous loading
- fix font atlas overflow
- do not assume font handle is present in assets