# Objective
Basic `TextShadow` support.
## Solution
New `TextShadow` component with `offset` and `color` fields. Just insert
it on a `Text` node to add a shadow.
New system `extract_text_shadows` handles rendering.
It's not "real" shadows just the text redrawn with an offset and a
different colour. Blur-radius support will need changes to the shaders
and be a lot more complicated, whereas this still looks okay and took a
couple of minutes to implement.
I added the `TextShadow` component to `bevy_ui` rather than `bevy_text`
because it only supports the UI atm.
We can add a `Text2d` version in a followup but getting the same effect
in `Text2d` is trivial even without official support.
---
## Showcase
<img width="122" alt="text_shadow"
src="https://github.com/user-attachments/assets/0333d167-c507-4262-b93b-b6d39e2cf3a4"
/>
<img width="136" alt="g"
src="https://github.com/user-attachments/assets/9b01d5d9-55c9-4af7-9360-a7b04f55944d"
/>
# Objective
The feature gates for the `UiChildren` and `UiRootNodes` system params
make the unconstructable `GhostNode` `PhantomData` trick redundant.
## Solution
Remove the `GhostNode::new` method and change `GhostNode` into a unit
struct.
## Testing
```cargo run --example ghost_nodes```
still works
# Objective
Our
[`TextSpan`](https://docs.rs/bevy/latest/bevy/prelude/struct.TextSpan.html)
docs include a code example that does not actually "work." The code
silently does not render anything, and the `Text*Writer` helpers fail.
This seems to be by design, because we can't use `Text` or `Text2d` from
`bevy_ui` or `bevy_sprite` within docs in `bevy_text`. (Correct me if I
am wrong)
I have seen multiple users confused by these docs.
Also fixes#16794
## Solution
Remove the code example from `TextSpan`, and instead encourage users to
seek docs on `Text` or `Text2d`.
Add examples with nested `TextSpan`s in those areas.
# Objective
- `ValArithmeticError` contains a typo, and one of it's variants is not
used
## Solution
- Rename `NonEvaluateable::NonEvaluateable ` variant to
`NonEvaluateable::NonEvaluable`.
- Remove variant `ValArithmeticError:: NonIdenticalVariants`.
## Testing
- `cargo run -p ci`
---
## Migration Guide
- `ValArithmeticError::NonEvaluateable` has been renamed to
`NonEvaluateable::NonEvaluable`
- `ValArithmeticError::NonIdenticalVariants ` has been removed
# Objective
For most UI node entities there's a 1-to-1 mapping from the entity to
its associated Taffy node. Root UI nodes are an exception though, their
corresponding Taffy node in the Taffy tree is also given a parent that
represents the viewport. These viewport Taffy nodes are not removed when
a root UI node is despawned.
Parenting of an existing root UI node with an associated viewport Taffy
node also results in the leak of the viewport node.
These tests fail if added to the `layout` module's tests on the main
branch:
```rust
#[test]
fn no_viewport_node_leak_on_root_despawned() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let ui_root_entity = world.spawn(Node::default()).id();
// The UI schedule synchronizes Bevy UI's internal `TaffyTree` with the
// main world's tree of `Node` entities.
ui_schedule.run(&mut world);
// Two taffy nodes are added to the internal `TaffyTree` for each root UI entity.
// An implicit taffy node representing the viewport and a taffy node corresponding to the
// root UI entity which is parented to the viewport taffy node.
assert_eq!(
world.resource_mut::<UiSurface>().taffy.total_node_count(),
2
);
world.despawn(ui_root_entity);
// The UI schedule removes both the taffy node corresponding to `ui_root_entity` and its
// parent viewport node.
ui_schedule.run(&mut world);
// Both taffy nodes should now be removed from the internal `TaffyTree`
assert_eq!(
world.resource_mut::<UiSurface>().taffy.total_node_count(),
0
);
}
#[test]
fn no_viewport_node_leak_on_parented_root() {
let (mut world, mut ui_schedule) = setup_ui_test_world();
let ui_root_entity_1 = world.spawn(Node::default()).id();
let ui_root_entity_2 = world.spawn(Node::default()).id();
ui_schedule.run(&mut world);
// There are two UI root entities. Each root taffy node is given it's own viewport node parent,
// so a total of four taffy nodes are added to the `TaffyTree` by the UI schedule.
assert_eq!(
world.resource_mut::<UiSurface>().taffy.total_node_count(),
4
);
// Parent `ui_root_entity_2` onto `ui_root_entity_1` so now only `ui_root_entity_1` is a
// UI root entity.
world
.entity_mut(ui_root_entity_1)
.add_child(ui_root_entity_2);
// Now there is only one root node so the second viewport node is removed by
// the UI schedule.
ui_schedule.run(&mut world);
// There is only one viewport node now, so the `TaffyTree` contains 3 nodes in total.
assert_eq!(
world.resource_mut::<UiSurface>().taffy.total_node_count(),
3
);
}
```
Fixes#17594
## Solution
Change the `UiSurface::entity_to_taffy` to map to `LayoutNode`s. A
`LayoutNode` has a `viewport_id: Option<taffy::NodeId>` field which is
the id of the corresponding implicit "viewport" node if the node is a
root UI node, otherwise it is `None`. When removing or parenting nodes
this field is checked and the implicit viewport node is removed if
present.
## Testing
There are two new tests in `bevy_ui::layout::tests` included with this
PR:
* `no_viewport_node_leak_on_root_despawned`
* `no_viewport_node_leak_on_parented_root`
# Objective
Fixes#17561
## Solution
The anti-aliasing function used by the UI fragment shader is this:
```wgsl
fn antialias(distance: f32) -> f32 {
return saturate(0.5 - distance); // saturate clamps between 0 and 1
}
```
The returned value is multiplied with the alpha channel value to get the
anti-aliasing effect.
The `distance` is a signed distance value. A positive `distance` means
we are outside the shape we're drawing and a negative `distance` means
we are on the inside.
So with `distance` at `0` (on the edge of the shape):
```
antialias(0) = saturate(0.5 - 0) = saturate(0.5) = 0.5
```
but we want it to be `1` at this point, so the entire interior of the
shape is given a solid colour, and then decrease as the signed distance
increases.
So in this PR we change it to:
```wgsl
fn antialias(distance: f32) -> f32 {
return saturate(1. - distance);
}
```
Then:
```
antialias(-0.5) = saturate(1 - (-1)) = saturate(2) = 1
antialias(1) = saturate(1 - 0) = 1
antialias(0.5) = saturate(1 - 0.5) = 0.5
antialias(1) = saturate(1 - 1) = 0
```
as desired.
## Testing
```cargo run --example button```
On main:
<img width="400" alt="bleg" src="https://github.com/user-attachments/assets/314994cb-4529-479d-b179-18e5c25f75bc" />
With this PR:
<img width="400" alt="bbwhite" src="https://github.com/user-attachments/assets/072f481d-8b67-4fae-9a5f-765090d1713f" />
Modified the `button` example to draw a white background to make the bleeding more obvious.
Adding these allows using `DetectChangesMut::set_if_neq` to only update
the values when needed. Currently you need to get the inner values first
(`String` and `Color`), to do any equality checks.
---------
Signed-off-by: Jean Mertz <git@jeanmertz.com>
# Objective
Two more optimisations for UI extraction:
* We only need to query for the camera's render entity when the target
camera changes. If the target camera is the same as for the previous UI
node we can use the previous render entity.
* The cheap checks for visibility and zero size should be performed
first before the camera queries.
## Solution
Add a new system param `UiCameraMap` that resolves the correct render
camera entity and only queries when necessary.
<img width="506" alt="tracee"
src="https://github.com/user-attachments/assets/f57d1e0d-f3a7-49ee-8287-4f01ffc8ba24"
/>
I don't like the `UiCameraMap` + `UiCameraMapper` implementation very
much, maybe someone else can suggest a better construction.
This is partly motivated by #16942 which adds further indirection and
these changes would ameliorate that performance regression.
# Objective
I wrote a box shadow UI material naively thinking I could use the border
widths attribute to hold the border radius but it
doesn't work as the border widths are automatically set in the
extraction function. Need to send border radius to the shader seperately
for it to be viable.
## Solution
Add a `border_radius` vertex attribute to the ui material.
This PR also removes the normalization of border widths for custom UI
materials. The regular UI shader doesn't do this so it's a bit confusing
and means you can't use the logic from `ui.wgsl` in your custom UI
materials.
## Testing / Showcase
Made a change to the `ui_material` example to display border radius:
```cargo run --example ui_material```
<img width="569" alt="corners" src="https://github.com/user-attachments/assets/36412736-a9ee-4042-aadd-68b9cafb17cb" />
# Objective
Bevy sprite image mode lacks proportional scaling for the underlying
texture. In many cases, it's required. For example, if it is desired to
support a wide variety of screens with a single texture, it's okay to
cut off some portion of the original texture.
## Solution
I added scaling of the texture during the preparation step. To fill the
sprite with the original texture, I scaled UV coordinates accordingly to
the sprite size aspect ratio and texture size aspect ratio. To fit
texture in a sprite the original `quad` is scaled and then the
additional translation is applied to place the scaled quad properly.
## Testing
For testing purposes could be used `2d/sprite_scale.rs`. Also, I am
thinking that it would be nice to have some tests for a
`crates/bevy_sprite/src/render/mod.rs:sprite_scale`.
---
## Showcase
<img width="1392" alt="image"
src="https://github.com/user-attachments/assets/c2c37b96-2493-4717-825f-7810d921b4bc"
/>
# Objective
The `is_empty` checks that are meant to stop zero-sized uinodes from
being extracted are missing from `extract_uinode_background_colors`,
`extract_uinode_images` and `extract_ui_material_nodes`.
## Solution
Put them back.
# Objective
- Contributes to #16877
## Solution
- Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils`
and into `bevy_platform_support`
- Refactored the above to match the layout of these types in `std`.
- Updated crates as required.
## Testing
- CI
---
## Migration Guide
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::hash`:
- `FixedState`
- `DefaultHasher`
- `RandomState`
- `FixedHasher`
- `Hashed`
- `PassHash`
- `PassHasher`
- `NoOpHash`
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::collections`:
- `HashMap`
- `HashSet`
- `bevy_utils::hashbrown` has been removed. Instead, import from
`bevy_platform_support::collections` _or_ take a dependency on
`hashbrown` directly.
- `bevy_utils::Entry` has been removed. Instead, import from
`bevy_platform_support::collections::hash_map` or
`bevy_platform_support::collections::hash_set` as appropriate.
- All of the above equally apply to `bevy::utils` and
`bevy::platform_support`.
## Notes
- I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils`
as they might be candidates for micro-crating. They can always be moved
into `bevy_platform_support` at a later date if desired.
# Objective
The UI can only target a single view and doesn't support `RenderLayers`,
so there doesn't seem to be any need for UI nodes to require
`ViewVisibility` and `VisibilityClass`.
Fixes#17400
## Solution
Remove the `ViewVisibility` and `VisibilityClass` component requires
from `Node` and change the visibility queries to only query for
`InheritedVisibility`.
## Testing
```cargo run --example many_buttons --release --features "trace_tracy"```
Yellow is this PR, red is main.
`bevy_render::view::visibility::reset_view_visibility`
<img width="531" alt="reset-view" src="https://github.com/user-attachments/assets/a44b215d-96bf-43ec-8669-31530ff98eae" />
`bevy_render::view::visibility::check_visibility`
<img width="445" alt="view_visibility" src="https://github.com/user-attachments/assets/fa111757-da91-434d-88e4-80bdfa29374f" />
# Objective
The doc comment for `Node::flex_basis` which refers to a`size` field
that was replaced by individual `width` and `height` fields sometime
ago.
## Solution
Refer to the individual fields instead.
# Objective
`bevy_ecs`'s `system` module is something of a grab bag, and *very*
large. This is particularly true for the `system_param` module, which is
more than 2k lines long!
While it could be defensible to put `Res` and `ResMut` there (lol no
they're in change_detection.rs, obviously), it doesn't make any sense to
put the `Resource` trait there. This is confusing to navigate (and
painful to work on and review).
## Solution
- Create a root level `bevy_ecs/resource.rs` module to mirror
`bevy_ecs/component.rs`
- move the `Resource` trait to that module
- move the `Resource` derive macro to that module as well (Rust really
likes when you pun on the names of the derive macro and trait and put
them in the same path)
- fix all of the imports
## Notes to reviewers
- We could probably move more stuff into here, but I wanted to keep this
PR as small as possible given the absurd level of import changes.
- This PR is ground work for my upcoming attempts to store resource data
on components (resources-as-entities). Splitting this code out will make
the work and review a bit easier, and is the sort of overdue refactor
that's good to do as part of more meaningful work.
## Testing
cargo build works!
## Migration Guide
`bevy_ecs::system::Resource` has been moved to
`bevy_ecs::resource::Resource`.
Fixes#17412
## Objective
`Parent` uses the "has a X" naming convention. There is increasing
sentiment that we should use the "is a X" naming convention for
relationships (following #17398). This leaves `Children` as-is because
there is prevailing sentiment that `Children` is clearer than `ParentOf`
in many cases (especially when treating it like a collection).
This renames `Parent` to `ChildOf`.
This is just the implementation PR. To discuss the path forward, do so
in #17412.
## Migration Guide
- The `Parent` component has been renamed to `ChildOf`.
# Objective
Fixes#14970
## Solution
It seems the clamp call in `ui.wgsl` had the parameters order incorrect.
## Testing
Tested using examples/ui in native and my current project in wasm - both
in linux.
Could use some help with testing in other platforms.
---
# Objective
The existing `RelationshipSourceCollection` uses `Vec` as the only
possible backing for our relationships. While a reasonable choice,
benchmarking use cases might reveal that a different data type is better
or faster.
For example:
- Not all relationships require a stable ordering between the
relationship sources (i.e. children). In cases where we a) have many
such relations and b) don't care about the ordering between them, a hash
set is likely a better datastructure than a `Vec`.
- The number of children-like entities may be small on average, and a
`smallvec` may be faster
## Solution
- Implement `RelationshipSourceCollection` for `EntityHashSet`, our
custom entity-optimized `HashSet`.
-~~Implement `DoubleEndedIterator` for `EntityHashSet` to make things
compile.~~
- This implementation was cursed and very surprising.
- Instead, by moving the iterator type on `RelationshipSourceCollection`
from an erased RPTIT to an explicit associated type we can add a trait
bound on the offending methods!
- Implement `RelationshipSourceCollection` for `SmallVec`
## Testing
I've added a pair of new tests to make sure this pattern compiles
successfully in practice!
## Migration Guide
`EntityHashSet` and `EntityHashMap` are no longer re-exported in
`bevy_ecs::entity` directly. If you were not using `bevy_ecs` / `bevy`'s
`prelude`, you can access them through their now-public modules,
`hash_set` and `hash_map` instead.
## Notes to reviewers
The `EntityHashSet::Iter` type needs to be public for this impl to be
allowed. I initially renamed it to something that wasn't ambiguous and
re-exported it, but as @Victoronz pointed out, that was somewhat
unidiomatic.
In
1a8564898f,
I instead made the `entity_hash_set` public (and its `entity_hash_set`)
sister public, and removed the re-export. I prefer this design (give me
module docs please), but it leads to a lot of churn in this PR.
Let me know which you'd prefer, and if you'd like me to split that
change out into its own micro PR.
# Objective
It's not immediately obvious that `TargetCamera` only works with UI node
entities. It's natural to assume from looking at something like the
`multiple_windows` example that it will work with everything.
## Solution
Rename `TargetCamera` to `UiTargetCamera`.
## Migration Guide
`TargetCamera` has been renamed to `UiTargetCamera`.
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").
Functionally, this fills a similar niche as the current Parent/Children
system. The biggest differences are:
1. Relationships have simpler internals and significantly improved
performance and UX. Commands and specialized APIs are no longer
necessary to keep everything in sync. Just spawn entities with the
relationship components you want and everything "just works".
2. Relationships are generalized. Bevy can provide additional built in
relationships, and users can define their own.
**REQUEST TO REVIEWERS**: _please don't leave top level comments and
instead comment on specific lines of code. That way we can take
advantage of threaded discussions. Also dont leave comments simply
pointing out CI failures as I can read those just fine._
## Built on top of what we have
Relationships are implemented on top of the Bevy ECS features we already
have: components, immutability, and hooks. This makes them immediately
compatible with all of our existing (and future) APIs for querying,
spawning, removing, scenes, reflection, etc. The fewer specialized APIs
we need to build, maintain, and teach, the better.
## Why focus on one-to-many non-fragmenting first?
1. This allows us to improve Parent/Children relationships immediately,
in a way that is reasonably uncontroversial. Switching our hierarchy to
fragmenting relationships would have significant performance
implications. ~~Flecs is heavily considering a switch to non-fragmenting
relations after careful considerations of the performance tradeoffs.~~
_(Correction from @SanderMertens: Flecs is implementing non-fragmenting
storage specialized for asset hierarchies, where asset hierarchies are
many instances of small trees that have a well defined structure)_
2. Adding generalized one-to-many relationships is currently a priority
for the [Next Generation Scene / UI
effort](https://github.com/bevyengine/bevy/discussions/14437).
Specifically, we're interested in building reactions and observers on
top.
## The changes
This PR does the following:
1. Adds a generic one-to-many Relationship system
3. Ports the existing Parent/Children system to Relationships, which now
lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been
removed.
4. Adds on_despawn component hooks
5. Relationships can opt-in to "despawn descendants" behavior, meaning
that the entire relationship hierarchy is despawned when
`entity.despawn()` is called. The built in Parent/Children hierarchies
enable this behavior, and `entity.despawn_recursive()` has been removed.
6. `world.spawn` now applies commands after spawning. This ensures that
relationship bookkeeping happens immediately and removes the need to
manually flush. This is in line with the equivalent behaviors recently
added to the other APIs (ex: insert).
7. Removes the ValidParentCheckPlugin (system-driven / poll based) in
favor of a `validate_parent_has_component` hook.
## Using Relationships
The `Relationship` trait looks like this:
```rust
pub trait Relationship: Component + Sized {
type RelationshipSources: RelationshipSources<Relationship = Self>;
fn get(&self) -> Entity;
fn from(entity: Entity) -> Self;
}
```
A relationship is a component that:
1. Is a simple wrapper over a "target" Entity.
2. Has a corresponding `RelationshipSources` component, which is a
simple wrapper over a collection of entities. Every "target entity"
targeted by a "source entity" with a `Relationship` has a
`RelationshipSources` component, which contains every "source entity"
that targets it.
For example, the `Parent` component (as it currently exists in Bevy) is
the `Relationship` component and the entity containing the Parent is the
"source entity". The entity _inside_ the `Parent(Entity)` component is
the "target entity". And that target entity has a `Children` component
(which implements `RelationshipSources`).
In practice, the Parent/Children relationship looks like this:
```rust
#[derive(Relationship)]
#[relationship(relationship_sources = Children)]
pub struct Parent(pub Entity);
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent)]
pub struct Children(Vec<Entity>);
```
The Relationship and RelationshipSources derives automatically implement
Component with the relevant configuration (namely, the hooks necessary
to keep everything in sync).
The most direct way to add relationships is to spawn entities with
relationship components:
```rust
let a = world.spawn_empty().id();
let b = world.spawn(Parent(a)).id();
assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]);
```
There are also convenience APIs for spawning more than one entity with
the same relationship:
```rust
world.spawn_empty().with_related::<Children>(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
The existing `with_children` API is now a simpler wrapper over
`with_related`. This makes this change largely non-breaking for existing
spawn patterns.
```rust
world.spawn_empty().with_children(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
There are also other relationship APIs, such as `add_related` and
`despawn_related`.
## Automatic recursive despawn via the new on_despawn hook
`RelationshipSources` can opt-in to "despawn descendants" behavior,
which will despawn all related entities in the relationship hierarchy:
```rust
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent, despawn_descendants)]
pub struct Children(Vec<Entity>);
```
This means that `entity.despawn_recursive()` is no longer required.
Instead, just use `entity.despawn()` and the relevant related entities
will also be despawned.
To despawn an entity _without_ despawning its parent/child descendants,
you should remove the `Children` component first, which will also remove
the related `Parent` components:
```rust
entity
.remove::<Children>()
.despawn()
```
This builds on the on_despawn hook introduced in this PR, which is fired
when an entity is despawned (before other hooks).
## Relationships are the source of truth
`Relationship` is the _single_ source of truth component.
`RelationshipSources` is merely a reflection of what all the
`Relationship` components say. By embracing this, we are able to
significantly improve the performance of the system as a whole. We can
rely on component lifecycles to protect us against duplicates, rather
than needing to scan at runtime to ensure entities don't already exist
(which results in quadratic runtime). A single source of truth gives us
constant-time inserts. This does mean that we cannot directly spawn
populated `Children` components (or directly add or remove entities from
those components). I personally think this is a worthwhile tradeoff,
both because it makes the performance much better _and_ because it means
theres exactly one way to do things (which is a philosophy we try to
employ for Bevy APIs).
As an aside: treating both sides of the relationship as "equivalent
source of truth relations" does enable building simple and flexible
many-to-many relationships. But this introduces an _inherent_ need to
scan (or hash) to protect against duplicates.
[`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations)
has a very nice implementation of the "symmetrical many-to-many"
approach. Unfortunately I think the performance issues inherent to that
approach make it a poor choice for Bevy's default relationship system.
## Followup Work
* Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in
this PR to keep the diff reasonable, but I'm personally biased toward
this change (and using that naming pattern generally for relationships).
* [Improved spawning
ergonomics](https://github.com/bevyengine/bevy/discussions/16920)
* Consider adding relationship observers/triggers for "relationship
targets" whenever a source is added or removed. This would replace the
current "hierarchy events" system, which is unused upstream but may have
existing users downstream. I think triggers are the better fit for this
than a buffered event queue, and would prefer not to add that back.
* Fragmenting relations: My current idea hinges on the introduction of
"value components" (aka: components whose type _and_ value determines
their ComponentId, via something like Hashing / PartialEq). By labeling
a Relationship component such as `ChildOf(Entity)` as a "value
component", `ChildOf(e1)` and `ChildOf(e2)` would be considered
"different components". This makes the transition between fragmenting
and non-fragmenting a single flag, and everything else continues to work
as expected.
* Many-to-many support
* Non-fragmenting: We can expand Relationship to be a list of entities
instead of a single entity. I have largely already written the code for
this.
* Fragmenting: With the "value component" impl mentioned above, we get
many-to-many support "for free", as it would allow inserting multiple
copies of a Relationship component with different target entities.
Fixes#3742 (If this PR is merged, I think we should open more targeted
followup issues for the work above, with a fresh tracking issue free of
the large amount of less-directed historical context)
Fixes#17301Fixes#12235Fixes#15299Fixes#15308
## Migration Guide
* Replace `ChildBuilder` with `ChildSpawnerCommands`.
* Replace calls to `.set_parent(parent_id)` with
`.insert(Parent(parent_id))`.
* Replace calls to `.replace_children()` with `.remove::<Children>()`
followed by `.add_children()`. Note that you'll need to manually despawn
any children that are not carried over.
* Replace calls to `.despawn_recursive()` with `.despawn()`.
* Replace calls to `.despawn_descendants()` with
`.despawn_related::<Children>()`.
* If you have any calls to `.despawn()` which depend on the children
being preserved, you'll need to remove the `Children` component first.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
UI node Outlines are clipped using their parent's clipping rect instead
of their own.
## Solution
Clip outlines using the UI node's own clipping rect.
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17111
## Solution
Move `#![warn(clippy::allow_attributes,
clippy::allow_attributes_without_reason)]` to the workspace `Cargo.toml`
## Testing
Lots of CI testing, and local testing too.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
This commit allows Bevy to use `multi_draw_indirect_count` for drawing
meshes. The `multi_draw_indirect_count` feature works just like
`multi_draw_indirect`, but it takes the number of indirect parameters
from a GPU buffer rather than specifying it on the CPU.
Currently, the CPU constructs the list of indirect draw parameters with
the instance count for each batch set to zero, uploads the resulting
buffer to the GPU, and dispatches a compute shader that bumps the
instance count for each mesh that survives culling. Unfortunately, this
is inefficient when we support `multi_draw_indirect_count`. Draw
commands corresponding to meshes for which all instances were culled
will remain present in the list when calling
`multi_draw_indirect_count`, causing overhead. Proper use of
`multi_draw_indirect_count` requires eliminating these empty draw
commands.
To address this inefficiency, this PR makes Bevy fully construct the
indirect draw commands on the GPU instead of on the CPU. Instead of
writing instance counts to the draw command buffer, the mesh
preprocessing shader now writes them to a separate *indirect metadata
buffer*. A second compute dispatch known as the *build indirect
parameters* shader runs after mesh preprocessing and converts the
indirect draw metadata into actual indirect draw commands for the GPU.
The build indirect parameters shader operates on a batch at a time,
rather than an instance at a time, and as such each thread writes only 0
or 1 indirect draw parameters, simplifying the current logic in
`mesh_preprocessing`, which currently has to have special cases for the
first mesh in each batch. The build indirect parameters shader emits
draw commands in a tightly packed manner, enabling maximally efficient
use of `multi_draw_indirect_count`.
Along the way, this patch switches mesh preprocessing to dispatch one
compute invocation per render phase per view, instead of dispatching one
compute invocation per view. This is preparation for two-phase occlusion
culling, in which we will have two mesh preprocessing stages. In that
scenario, the first mesh preprocessing stage must only process opaque
and alpha tested objects, so the work items must be separated into those
that are opaque or alpha tested and those that aren't. Thus this PR
splits out the work items into a separate buffer for each phase. As this
patch rewrites so much of the mesh preprocessing infrastructure, it was
simpler to just fold the change into this patch instead of deferring it
to the forthcoming occlusion culling PR.
Finally, this patch changes mesh preprocessing so that it runs
separately for indexed and non-indexed meshes. This is because draw
commands for indexed and non-indexed meshes have different sizes and
layouts. *The existing code is actually broken for non-indexed meshes*,
as it attempts to overlay the indirect parameters for non-indexed meshes
on top of those for indexed meshes. Consequently, right now the
parameters will be read incorrectly when multiple non-indexed meshes are
multi-drawn together. *This is a bug fix* and, as with the change to
dispatch phases separately noted above, was easiest to include in this
patch as opposed to separately.
## Migration Guide
* Systems that add custom phase items now need to populate the indirect
drawing-related buffers. See the `specialized_mesh_pipeline` example for
an example of how this is done.
We won't be able to retain render phases from frame to frame if the keys
are unstable. It's not as simple as simply keying off the main world
entity, however, because some main world entities extract to multiple
render world entities. For example, directional lights extract to
multiple shadow cascades, and point lights extract to one view per
cubemap face. Therefore, we key off a new type, `RetainedViewEntity`,
which contains the main entity plus a *subview ID*.
This is part of the preparation for retained bins.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
# Objective
PR #17225 allowed for sprite picking to be opt-in. After some
discussion, it was agreed that `PickingBehavior` should be used to
opt-in to sprite picking behavior for entities. This leads to
`PickingBehavior` having two purposes: mark an entity for use in a
backend, and describe how it should be picked. Discussion led to the
name `Pickable`making more sense (also: this is what the component was
named before upstreaming).
A follow-up pass will be made after this PR to unify backends.
## Solution
Replace all instances of `PickingBehavior` and `picking_behavior` with
`Pickable` and `pickable`, respectively.
## Testing
CI
## Migration Guide
Change all instances of `PickingBehavior` to `Pickable`.
# Objective
The `camera_entity` field on the extracted uinode structs holds the
render world entity that has the extracted camera components
corresponding to the target camera world entity. It should be renamed so
that it's clear it isn't the target camera world entity itself.
## Solution
Rename the `camera_entity` field on each of the extracted UI item
structs to `extracted_camera_entity`.
# Objective
I realized that setting these to `deny` may have been a little
aggressive - especially since we upgrade warnings to denies in CI.
## Solution
Downgrades these lints to `warn`, so that compiles can work locally. CI
will still treat these as denies.
# Objective
Many instances of `clippy::too_many_arguments` linting happen to be on
systems - functions which we don't call manually, and thus there's not
much reason to worry about the argument count.
## Solution
Allow `clippy::too_many_arguments` globally, and remove all lint
attributes related to it.
# Objective
`extract_shadows` uses the render world entity corresponding to the
extracted camera when it queries the main world for the camera to get
the viewport size for the responsive viewport coords resolution and
fails. This means that viewport coords get resolved based on a viewport
size of zero.
## Solution
Use the main world camera entity.
# Objective
In my crusade to give every lint attribute a reason, it appears I got
too complacent and copy-pasted this expect onto non-system functions.
## Solution
Fix up the reason on those non-system functions
## Testing
N/A
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_ui` in line with the new restrictions.
## Testing
`cargo clippy --tests` and `cargo test --package bevy_ui` were run, and
no errors were encountered.
# Objective
The name `DefaultCameraView` is confusing and misleading:
* It isn't the default UI camera, which is either the camera with the
`IsDefaultUiCamera` marker component or, if no such camera is found, the
camera with the highest order which has the primary window as its render
target.
* It doesn't make sense to call it a "default", every active 2d and 3d
camera is given its own `DefaultCameraView`.
* The name doesn't make it clear that it's UI specific component.
## Solution
Rename `DefaultCameraView` to `UiCameraView`, add a doc comment for it
and rename a few other fields and variables.
## Migration Guide
`DefaultCameraView` has been renamed to `UiCameraView`
# Objective
- Allow other crates to use `TextureAtlas` and friends without needing
to depend on `bevy_sprite`.
- Specifically, this allows adding `TextureAtlas` support to custom
cursors in https://github.com/bevyengine/bevy/pull/17121 by allowing
`bevy_winit` to depend on `bevy_image` instead of `bevy_sprite` which is
a [non-starter].
[non-starter]:
https://github.com/bevyengine/bevy/pull/17121#discussion_r1904955083
## Solution
- Move `TextureAtlas`, `TextureAtlasBuilder`, `TextureAtlasSources`,
`TextureAtlasLayout` and `DynamicTextureAtlasBuilder` into `bevy_image`.
- Add a new plugin to `bevy_image` named `TextureAtlasPlugin` which
allows us to register `TextureAtlas` and `TextureAtlasLayout` which was
previously done in `SpritePlugin`. Since `SpritePlugin` did the
registration previously, we just need to make it add
`TextureAtlasPlugin`.
## Testing
- CI builds it.
- I also ran multiple examples which hopefully covered any issues:
```
$ cargo run --example sprite
$ cargo run --example text
$ cargo run --example ui_texture_atlas
$ cargo run --example sprite_animation
$ cargo run --example sprite_sheet
$ cargo run --example sprite_picking
```
---
## Migration Guide
The following types have been moved from `bevy_sprite` to `bevy_image`:
`TextureAtlas`, `TextureAtlasBuilder`, `TextureAtlasSources`,
`TextureAtlasLayout` and `DynamicTextureAtlasBuilder`.
If you are using the `bevy` crate, and were importing these types
directly (e.g. before `use bevy::sprite::TextureAtlas`), be sure to
update your import paths (e.g. after `use bevy::image::TextureAtlas`)
If you are using the `bevy` prelude to import these types (e.g. `use
bevy::prelude::*`), you don't need to change anything.
If you are using the `bevy_sprite` subcrate, be sure to add `bevy_image`
as a dependency if you do not already have it, and be sure to update
your import paths.
# Objective
There is a large performance regression in the UI systems in 0.15
because the `UiChildren` and `UiRootRootNodes` system params (even with
`ghost_nodes` disabled) are really inefficient compared to regular
queries and can trigger a heap allocation with large numbers of
children.
## Solution
Replace the `UiChildren` and `UiRootRootNodes` system params with
simplified versions when the `ghost_nodes` feature is disabled.
## Testing
yellow this PR, red main
cargo run --example many_buttons --features "trace_tracy" --release
`ui_stack_system`
<img width="494" alt="stack"
src="https://github.com/user-attachments/assets/4a09485f-0ded-4e54-bd47-ffbce869051a"
/>
`ui_layout_system`
<img width="467" alt="unghosted"
src="https://github.com/user-attachments/assets/9d906b20-66b6-4257-9eef-578de1827628"
/>
`update_clipping_system`
<img width="454" alt="clipping"
src="https://github.com/user-attachments/assets/320b50e8-1a1d-423a-95a0-42799ae72fc5"
/>
# Objective
Found more excessive `DefaultUiCamera` queries outside of extraction.
The default UI camera lookup only needs to be done once. Do it first,
not per node.
---------
Co-authored-by: MichiRecRoom <1008889+LikeLakers2@users.noreply.github.com>
# Objective
In UI extraction the default UI camera is queried for every UI node. It
only needs to be retrieved once.
## Solution
Query for the default UI camera once before iterating the UI nodes.
```
cargo run --example many_buttons --release --features "trace_tracy"
```
<img width="631" alt="default-camera-extract"
src="https://github.com/user-attachments/assets/db712bce-6a0b-49a7-8e20-654baf588390"
/>
`extract_uinode_background_colors` yellow is this PR, red is main.
Bump version after release
This PR has been auto-generated
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Contributes to #11478
## Solution
- Made `bevy_utils::tracing` `doc(hidden)`
- Re-exported `tracing` from `bevy_log` for end-users
- Added `tracing` directly to crates that need it.
## Testing
- CI
---
## Migration Guide
If you were importing `tracing` via `bevy::utils::tracing`, instead use
`bevy::log::tracing`. Note that many items within `tracing` are also
directly re-exported from `bevy::log` as well, so you may only need
`bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.).
This also applies to the `log_once!` family of macros.
## Notes
- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
Derived `Default` for all public unit structs that already derive from
`Component`. This allows them to be used more easily as required
components.
To avoid clutter in tests/examples, only public components were
affected, but this could easily be expanded to affect all unit
components.
Fixes#17052.
# Objective
The UI debug overlay draws an outline for every UI node even if it is
invisible or clipped.
Disable debug outlines for hidden and clipped nodes by default and add
options to renable them if needed.
## Solution
* Add `show_hidden` and `show_clipped` fields to `UiDebugOptions`:
```rust
/// Show outlines for non-visible UI nodes
pub show_hidden: bool,
/// Show outlines for clipped sections of UI nodes
pub show_clipped: bool,
```
* Only extract debug outlines for hidden and clipped UI nodes if the
respective field in `UiDebugOptions` is set to `true`.
## Testing
Also added some extra features to the `testbed_ui` example that
demonstrate the new options:
cargo run --example testbed_ui --features "bevy_ui_debug"
<img width="641" alt="show-hidden-and-clipped"
src="https://github.com/user-attachments/assets/16a68600-170c-469e-a3c7-f7dae411dc40"
/>
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/16556
- Closes https://github.com/bevyengine/bevy/issues/11807
## Solution
- Simplify custom projections by using a single source of truth -
`Projection`, removing all existing generic systems and types.
- Existing perspective and orthographic structs are no longer components
- I could dissolve these to simplify further, but keeping them around
was the fast way to implement this.
- Instead of generics, introduce a third variant, with a trait object.
- Do an object safety dance with an intermediate trait to allow cloning
boxed camera projections. This is a normal rust polymorphism papercut.
You can do this with a crate but a manual impl is short and sweet.
## Testing
- Added a custom projection example
---
## Showcase
- Custom projections and projection handling has been simplified.
- Projection systems are no longer generic, with the potential for many
different projection components on the same camera.
- Instead `Projection` is now the single source of truth for camera
projections, and is the only projection component.
- Custom projections are still supported, and can be constructed with
`Projection::custom()`.
## Migration Guide
- `PerspectiveProjection` and `OrthographicProjection` are no longer
components. Use `Projection` instead.
- Custom projections should no longer be inserted as a component.
Instead, simply set the custom projection as a value of `Projection`
with `Projection::custom()`.
# Objective
Remove the `atlas_scaling` field from `ExtractedUiItem::Gylphs`.
It's only ever set to `Vec2::ONE`. I don't remember why/if this field
was ever needed, maybe it was useful before the scale factor clean up.
## Migration Guide
The `atlas_scaling` field from `ExtractedUiItem::Gylphs` has been
removed. This shouldn't affect any existing code as it wasn't used for
anything.
# Objective
Fixes#16104
## Solution
I removed all instances of `:?` and put them back one by one where it
caused an error.
I removed some bevy_utils helper functions that were only used in 2
places and don't add value. See: #11478
## Testing
CI should catch the mistakes
## Migration Guide
`bevy::utils::{dbg,info,warn,error}` were removed. Use
`bevy::utils::tracing::{debug,info,warn,error}` instead.
---------
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
# Objective
This PR implements `FromStr` for `Val`, so developers can parse values
like `10px` and `50%`
## Testing
Added tests for this. I think they cover pretty much everything, and
it's a fairly simple unit test.
## Limitations
Currently the following float values are not parsed:
- `inf`, `-inf`, `+infinity`, `NaN`
- `2.5E10`, `2.5e10`, `2.5E-10`
For my use case this is perfectly fine but other developers might want
to support these values
# Objective
Some types like `RenderEntity` and `MainEntity` are just wrappers around
`Entity`, so they should be able to implement
`EntityBorrow`/`TrustedEntityBorrow`. This allows using them with
`EntitySet` functionality.
The `EntityRef` family are more than direct wrappers around `Entity`,
but can still benefit from being unique in a collection.
## Solution
Implement `EntityBorrow` and `TrustedEntityBorrow` for simple `Entity`
newtypes and `EntityRef` types.
These impls are an explicit decision to have the `EntityRef` types
compare like just `Entity`.
`EntityWorldMut` is omitted from this impl, because it explicitly
contains a `&mut World` as well, and we do not ever use more than one at
a time.
Add `EntityBorrow` to the `bevy_ecs` prelude.
## Migration Guide
`NormalizedWindowRef::entity` has been replaced with an
`EntityBorrow::entity` impl.
# Objective
Allow users to enable or disable layout rounding for specific UI nodes
and their descendants.
Fixes#16731
## Solution
New component `LayoutConfig` that can be added to any UiNode entity.
Setting the `use_rounding` field of `LayoutConfig` determines if the
Node and its descendants should be given rounded or unrounded
coordinates.
## Testing
Not tested this extensively but it seems to work and it's not very
complicated.
This really basic test app returns fractional coords:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, report)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
commands.spawn((
Node {
left: Val::Px(0.1),
width: Val::Px(100.1),
height: Val::Px(100.1),
..Default::default()
},
LayoutConfig { use_rounding: false },
));
}
fn report(node: Query<(Ref<ComputedNode>, &GlobalTransform)>) {
for (c, g) in node.iter() {
if c.is_changed() {
println!("{:#?}", c);
println!("position = {:?}", g.to_scale_rotation_translation().2);
}
}
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
When preparing `GpuImage`s, we currently discard the
`depth_or_array_layers` of the `Image`'s size by converting it into a
`UVec2`.
Fixes#16715.
## Solution
Change `GpuImage::size` to `Extent3d`, and just pass that through when
creating `GpuImage`s.
Also copy the `aspect_ratio`, and `size` (now `size_2d` for
disambiguation from the field) functions from `Image` to `GpuImage` for
ease of use with 2D textures.
I originally copied all size-related functions (like `width`, and
`height`), but i think they are unnecessary considering how visible the
`size` field on `GpuImage` is compared to `Image`.
## Testing
Tested via `cargo r -p ci` for everything except docs, when generating
docs it keeps spitting out a ton of
```
error[E0554]: `#![feature]` may not be used on the stable release channel
--> crates/bevy_dylib/src/lib.rs:1:21
|
1 | #![cfg_attr(docsrs, feature(doc_auto_cfg))]
|
```
Not sure why this is happening, but it also happens without my changes,
so it's almost certainly some strange issue specific to my machine.
## Migration Guide
- `GpuImage::size` is now an `Extent3d`. To easily get 2D size, use
`size_2d()`.
Currently, `check_visibility` is parameterized over a query filter that
specifies the type of potentially-visible object. This has the
unfortunate side effect that we need a separate system,
`mark_view_visibility_as_changed_if_necessary`, to trigger view
visibility change detection. That system is quite slow because it must
iterate sequentially over all entities in the scene.
This PR moves the query filter from `check_visibility` to a new
component, `VisibilityClass`. `VisibilityClass` stores a list of type
IDs, each corresponding to one of the query filters we used to use.
Because `check_visibility` is no longer specialized to the query filter
at the type level, Bevy now only needs to invoke it once, leading to
better performance as `check_visibility` can do change detection on the
fly rather than delegating it to a separate system.
This commit also has ergonomic improvements, as there's no need for
applications that want to add their own custom renderable components to
add specializations of the `check_visibility` system to the schedule.
Instead, they only need to ensure that the `ViewVisibility` component is
properly kept up to date. The recommended way to do this, and the way
that's demonstrated in the `custom_phase_item` and
`specialized_mesh_pipeline` examples, is to make `ViewVisibility` a
required component and to add the type ID to it in a component add hook.
This patch does this for `Mesh3d`, `Mesh2d`, `Sprite`, `Light`, and
`Node`, which means that most app code doesn't need to change at all.
Note that, although this patch has a large impact on the performance of
visibility determination, it doesn't actually improve the end-to-end
frame time of `many_cubes`. That's because the render world was already
effectively hiding the latency from
`mark_view_visibility_as_changed_if_necessary`. This patch is, however,
necessary for *further* improvements to `many_cubes` performance.
`many_cubes` trace before:

`many_cubes` trace after:

## Migration Guide
* `check_visibility` no longer takes a `QueryFilter`, and there's no
need to add it manually to your app schedule anymore for custom
rendering items. Instead, entities with custom renderable components
should add the appropriate type IDs to `VisibilityClass`. See
`custom_phase_item` for an example.
# Objective
- Enable modifying node size after layout.
- Gain access to a node's content_size. `UiSurface` is a private type so
content size can't be looked up.
## Solution
- Make `ComputedNode` fields public.
- Add `content_size` to `ComputedNode`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Scroll position uses physical coordinates. This means scrolling may go
faster or slower depending on the scroll factor. Also the scrolled
position will change when the scale factor changes.
## Solution
In `ui_layout_system` convert `max_possible_offset` to logical
coordinates before clamping the scroll position. Then convert the
clamped scroll position to physical coordinates before propagating it to
the node's children.
## Testing
Look at the `scroll` example. On main if you change your display's scale
factor the items displayed by the scrolling lists will change because
`ScrollPosition`'s displacement values don't respect scale factor. With
this PR the displacement will be scaled too, and the won't move.
# Objective
We were waiting for 1.83 to address most of these, due to a bug with
`missing_docs` and `expect`. Relates to, but does not entirely complete,
#15059.
## Solution
- Upgrade to 1.83
- Switch `allow(missing_docs)` to `expect(missing_docs)`
- Remove a few now-unused `allow`s along the way, or convert to `expect`
# Objective
Fixes#16659
## Solution
- I just added all the `#[reflect(Component)]` attributes where
necessary.
## Testing
I wrote a small program that scans the bevy code for all structs and
enums that derive `Component` and `Reflect`, but don't have the
attribute `#[reflect(Component)]`.
I don't know if this testing program should be part of the testing suite
of bevy. It takes a bit of time to scan the whole codebase. In any case,
I've published it [here](https://github.com/anlumo/bevy-reflect-check).
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Destructuring in const code blocks isn't allowed, thus using UIRect in
const code can be a hassle as it initialisation function aren't const.
This Pr makes them const.
## Solution
Removed all destructuring in the UIRect implementation
## Testing
- I've ran a few ui examples to check if i didn't make a mistake,
---
# Objective
Fixes#16771
## Solution
Fixed typo in code.
## Testing
- Did you test these changes? If so, how?
I tested on my own example, that I included in the issue. It was
behaving as I expected.
Here is the screenshot after fix, the screenshot before the fix can be
found in the issue.

# Objective
The doc comments and function namings for `BorderRect` feel imprecise to
me. Particularly the `square` function which is used to define a uniform
`BorderRect` with equal widths on each edge. But this is potentially
confusing since this "square" border could be around an oblong shape.
Using "padding" to refer to the border extents seems undesirable too
since "padding" is typically used to refer to the area between border
and content, not the border itself.
## Solution
* Rename `square` to `all` (this matches the name of the similar method
on `UiRect`).
* Rename `rectangle` to `axes` (this matches the name of the similar
method on `UiRect`).
* Update doc comments.
## Migration Guide
The `square` and `rectangle` functions belonging to `BorderRect` have
been renamed to `all` and `axes`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Register `BoxShadow` type for reflection
## Testing
- Tested that box shadow example compiles and runs
## Additional
- It would be nice to have this in 0.15.1
# Objective
Draw the UI debug overlay using the UI renderer.
Significantly simpler and easier to use than
`bevy_dev_tools::ui_debug_overlay` which uses `bevy_gizmos`.
* Supports multiple windows and UI rendered to texture.
* Draws rounded debug rects for rounded UI nodes.
Fixes#16666
## Solution
Removed the `ui_debug_overlay` module from `bevy_dev_tools`.
Added a `bevy_ui_debug` feature gate.
Draw the UI debug overlay using the UI renderer.
Adds a new module `bevy_ui::render::debug_overlay`.
The debug overlay extraction function queries for the existing UI layout
and then adds a border around each UI node with `u32::MAX / 2` added to
each stack index so it's drawn on top.
There is a `UiDebugOptions` resource that can be used to enable or
disable the debug overlay and set the line width.
## Testing
The `testbed_ui` example has been changed to use the new debug overlay:
```
cargo run --example testbed_ui --features bevy_ui_debug
```
Press Space to toggle the debug overlay on and off.
---
## Showcase
<img width="961" alt="testbed-ui-new-debug"
src="https://github.com/user-attachments/assets/e9523d18-39ae-46a8-adbe-7d3f3ab8e951">
## Migration Guide
The `ui_debug_overlay` module has been removed from `bevy_dev_tools`.
There is a new debug overlay implemented using the `bevy_ui` renderer.
To use it, enable the `bevy_ui_debug` feature and set the `enable` field
of the `UiDebugOptions` resource to `true`.
Updating dependencies; adopted version of #15696. (Supercedes #15696.)
Long answer: hashbrown is no longer using ahash by default, meaning that
we can't use the default-hasher methods with ahasher. So, we have to use
the longer-winded versions instead. This takes the opportunity to also
switch our default hasher as well, but without actually enabling the
default-hasher feature for hashbrown, meaning that we'll be able to
change our hasher more easily at the cost of all of these method calls
being obnoxious forever.
One large change from 0.15 is that `insert_unique_unchecked` is now
`unsafe`, and for cases where unsafe code was denied at the crate level,
I replaced it with `insert`.
## Migration Guide
`bevy_utils` has updated its version of `hashbrown` to 0.15 and now
defaults to `foldhash` instead of `ahash`. This means that if you've
hard-coded your hasher to `bevy_utils::AHasher` or separately used the
`ahash` crate in your code, you may need to switch to `foldhash` to
ensure that everything works like it does in Bevy.
# Objective
- Fixes#16497
- This is my first PR, so I'm still learning to contribute to the
project
## Solution
- Added struct `UnregisterSystemCached` and function
`unregister_system_cached`
- renamed `World::run_system_with_input` to `run_system_with`
- reordered input parameters for `World::run_system_once_with`
## Testing
- Added a crude test which registers a system via
`World::register_system_cached`, and removes it via
`Command::unregister_system_cached`.
## Migration Guide
- Change all occurrences of `World::run_system_with_input` to
`World::run_system_with`.
- swap the order of input parameters for `World::run_system_once_with`
such that the system comes before the input.
---------
Co-authored-by: Paul Mattern <mail@paulmattern.dev>
# Objective
Fixes#16610, related to #16702
## Solution
Upgrade typos and its configuration
## Testing
- Did you test these changes? If so, how? No
- Are there any parts that need more testing? No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know? No
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test? Not applicable
# Objective
Fixes typos in bevy project, following suggestion in
https://github.com/bevyengine/bevy-website/pull/1912#pullrequestreview-2483499337
## Solution
I used https://github.com/crate-ci/typos to find them.
I included only the ones that feel undebatable too me, but I am not in
game engine so maybe some terms are expected.
I left out the following typos:
- `reparametrize` => `reparameterize`: There are a lot of occurences, I
believe this was expected
- `semicircles` => `hemicircles`: 2 occurences, may mean something
specific in geometry
- `invertation` => `inversion`: may mean something specific
- `unparented` => `parentless`: may mean something specific
- `metalness` => `metallicity`: may mean something specific
## Testing
- Did you test these changes? If so, how? I did not test the changes,
most changes are related to raw text. I expect the others to be tested
by the CI.
- Are there any parts that need more testing? I do not think
- How can other people (reviewers) test your changes? Is there anything
specific they need to know? To me there is nothing to test
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
(kept in case I include the `reparameterize` change here)
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
## Questions
- [x] Should I include the above typos? No
(https://github.com/bevyengine/bevy/pull/16702#issuecomment-2525271152)
- [ ] Should I add `typos` to the CI? (I will check how to configure it
properly)
This project looks awesome, I really enjoy reading the progress made,
thanks to everyone involved.
This commit adds support for *multidraw*, which is a feature that allows
multiple meshes to be drawn in a single drawcall. `wgpu` currently
implements multidraw on Vulkan, so this feature is only enabled there.
Multiple meshes can be drawn at once if they're in the same vertex and
index buffers and are otherwise placed in the same bin. (Thus, for
example, at present the materials and textures must be identical, but
see #16368.) Multidraw is a significant performance improvement during
the draw phase because it reduces the number of rebindings, as well as
the number of drawcalls.
This feature is currently only enabled when GPU culling is used: i.e.
when `GpuCulling` is present on a camera. Therefore, if you run for
example `scene_viewer`, you will not see any performance improvements,
because `scene_viewer` doesn't add the `GpuCulling` component to its
camera.
Additionally, the multidraw feature is only implemented for opaque 3D
meshes and not for shadows or 2D meshes. I plan to make GPU culling the
default and to extend the feature to shadows in the future. Also, in the
future I suspect that polyfilling multidraw on APIs that don't support
it will be fruitful, as even without driver-level support use of
multidraw allows us to avoid expensive `wgpu` rebindings.
# Objective
- Remove `derive_more`'s error derivation and replace it with
`thiserror`
## Solution
- Added `derive_more`'s `error` feature to `deny.toml` to prevent it
sneaking back in.
- Reverted to `thiserror` error derivation
## Notes
Merge conflicts were too numerous to revert the individual changes, so
this reversion was done manually. Please scrutinise carefully during
review.
# Objective
- Required by #16622 due to differing implementations of `System` by
`FunctionSystem` and `ExclusiveFunctionSystem`.
- Optimize the memory usage of instances of `apply_deferred` in system
schedules.
## Solution
By changing `apply_deferred` from being an ordinary system that ends up
as an `ExclusiveFunctionSystem`, and instead into a ZST struct that
implements `System` manually, we save ~320 bytes per instance of
`apply_deferred` in any schedule.
## Testing
- All current tests pass.
---
## Migration Guide
- If you were previously calling the special `apply_deferred` system via
`apply_deferred(world)`, don't.
# Objective
Make documentation of a component's required components more visible by
moving it to the type's docs
## Solution
Change `#[require]` from a derive macro helper to an attribute macro.
Disadvantages:
- this silences any unused code warnings on the component, as it is used
by the macro!
- need to import `require` if not using the ecs prelude (I have not
included this in the migration guilde as Rust tooling already suggests
the fix)
---
## Showcase

---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
The `UiBoxShadowSamples` resource should be renamed to
`BoxShadowSamples` so it matches the `BoxShadow` component.
## Migration Guide
`UiBoxShadowSamples` has been renamed to `BoxShadowSamples`
# Objective
Remove the `min` and `max` fields from `LayoutContext`.
It doesn't seem useful to cache these values, it's simpler just to call
`min_element` and `max_element` on the `physical_size`
field.
## Migration Guide
The `min` and `max` fields have been removed from `LayoutContext`. To
retrieve these values call `min_element` and `max_element` on
`LayoutContent::physical_size` instead.
This patch adds the infrastructure necessary for Bevy to support
*bindless resources*, by adding a new `#[bindless]` attribute to
`AsBindGroup`.
Classically, only a single texture (or sampler, or buffer) can be
attached to each shader binding. This means that switching materials
requires breaking a batch and issuing a new drawcall, even if the mesh
is otherwise identical. This adds significant overhead not only in the
driver but also in `wgpu`, as switching bind groups increases the amount
of validation work that `wgpu` must do.
*Bindless resources* are the typical solution to this problem. Instead
of switching bindings between each texture, the renderer instead
supplies a large *array* of all textures in the scene up front, and the
material contains an index into that array. This pattern is repeated for
buffers and samplers as well. The renderer now no longer needs to switch
binding descriptor sets while drawing the scene.
Unfortunately, as things currently stand, this approach won't quite work
for Bevy. Two aspects of `wgpu` conspire to make this ideal approach
unacceptably slow:
1. In the DX12 backend, all binding arrays (bindless resources) must
have a constant size declared in the shader, and all textures in an
array must be bound to actual textures. Changing the size requires a
recompile.
2. Changing even one texture incurs revalidation of all textures, a
process that takes time that's linear in the total size of the binding
array.
This means that declaring a large array of textures big enough to
encompass the entire scene is presently unacceptably slow. For example,
if you declare 4096 textures, then `wgpu` will have to revalidate all
4096 textures if even a single one changes. This process can take
multiple frames.
To work around this problem, this PR groups bindless resources into
small *slabs* and maintains a free list for each. The size of each slab
for the bindless arrays associated with a material is specified via the
`#[bindless(N)]` attribute. For instance, consider the following
declaration:
```rust
#[derive(AsBindGroup)]
#[bindless(16)]
struct MyMaterial {
#[buffer(0)]
color: Vec4,
#[texture(1)]
#[sampler(2)]
diffuse: Handle<Image>,
}
```
The `#[bindless(N)]` attribute specifies that, if bindless arrays are
supported on the current platform, each resource becomes a binding array
of N instances of that resource. So, for `MyMaterial` above, the `color`
attribute is exposed to the shader as `binding_array<vec4<f32>, 16>`,
the `diffuse` texture is exposed to the shader as
`binding_array<texture_2d<f32>, 16>`, and the `diffuse` sampler is
exposed to the shader as `binding_array<sampler, 16>`. Inside the
material's vertex and fragment shaders, the applicable index is
available via the `material_bind_group_slot` field of the `Mesh`
structure. So, for instance, you can access the current color like so:
```wgsl
// `uniform` binding arrays are a non-sequitur, so `uniform` is automatically promoted
// to `storage` in bindless mode.
@group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>;
...
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let color = material_color[mesh[in.instance_index].material_bind_group_slot];
...
}
```
Note that portable shader code can't guarantee that the current platform
supports bindless textures. Indeed, bindless mode is only available in
Vulkan and DX12. The `BINDLESS` shader definition is available for your
use to determine whether you're on a bindless platform or not. Thus a
portable version of the shader above would look like:
```wgsl
#ifdef BINDLESS
@group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>;
#else // BINDLESS
@group(2) @binding(0) var<uniform> material_color: Color;
#endif // BINDLESS
...
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
#ifdef BINDLESS
let color = material_color[mesh[in.instance_index].material_bind_group_slot];
#else // BINDLESS
let color = material_color;
#endif // BINDLESS
...
}
```
Importantly, this PR *doesn't* update `StandardMaterial` to be bindless.
So, for example, `scene_viewer` will currently not run any faster. I
intend to update `StandardMaterial` to use bindless mode in a follow-up
patch.
A new example, `shaders/shader_material_bindless`, has been added to
demonstrate how to use this new feature.
Here's a Tracy profile of `submit_graph_commands` of this patch and an
additional patch (not submitted yet) that makes `StandardMaterial` use
bindless. Red is those patches; yellow is `main`. The scene was Bistro
Exterior with a hack that forces all textures to opaque. You can see a
1.47x mean speedup.

## Migration Guide
* `RenderAssets::prepare_asset` now takes an `AssetId` parameter.
* Bin keys now have Bevy-specific material bind group indices instead of
`wgpu` material bind group IDs, as part of the bindless change. Use the
new `MaterialBindGroupAllocator` to map from bind group index to bind
group ID.
# Objective
- Keep Taffy version up to date
Taffy 0.6 doesn't include a huge amount relevant to Bevy. But it does:
- Add the `box_sizing` style
- Expose the computed `margin` in layout
- Traitifies the `Style` struct, which opens up the possibility of using
Bevy's `Style` struct directly (although Bevy currently does some style
resolution at conversion time which would no longer be cached if it was
used directly).
- Have a few bug fixes in the layout algorithms
## Solution
- Upgrade Taffy to `0.6.0`
## Testing
- I've run the `grid` example. All looks good.
- More testing is probably warranted. We have had regressions from Taffy
upgrades before
- Having said that, most of the algorithm changes this cycle were driven
by fixing WPT tests run through the new Servo integration. So they're
possibly less likely than usual to cause regressions.
## Breaking changes
The only "breaking" change is adding a field to `Style`. Probably
doesn't bear mentioning?
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Add support for multiple box shadows on a single `Node`.
## Solution
* Rename `BoxShadow` to `ShadowStyle` and remove its `Component` derive.
* Create a new `BoxShadow` component that newtypes a `Vec<ShadowStyle>`.
* Add a `new` constructor method to `BoxShadow` for single shadows.
* Change `extract_shadows` to iterate through a list of shadows per
node.
Render order is determined implicitly from the order of the shadows
stored in the `BoxShadow` component, back-to-front.
Might be more efficient to use a `SmallVec<[ShadowStyle; 1]>` for the
list of shadows but not sure if the extra friction is worth it.
## Testing
Added a node with four differently coloured shadows to the `box_shadow`
example.
---
## Showcase
```
cargo run --example box_shadow
```
<img width="460" alt="four-shadow"
src="https://github.com/user-attachments/assets/2f728c47-33b4-42e1-96ba-28a774b94b24">
## Migration Guide
Bevy UI now supports multiple shadows per node. A new struct
`ShadowStyle` is used to set the style for each shadow. And the
`BoxShadow` component is changed to a tuple struct wrapping a vector
containing a list of `ShadowStyle`s. To spawn a node with a single
shadow you can use the `new` constructor function:
```rust
commands.spawn((
Node::default(),
BoxShadow::new(
Color::BLACK.with_alpha(0.8),
Val::Percent(offset.x),
Val::Percent(offset.y),
Val::Percent(spread),
Val::Px(blur),
)
));
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- In 0.14, ZIndex and GlobalZIndex where split from a shared enum into
separate components. There have been a few people confused by the
behavior of ZIndex when they really needed GlobalZIndex.
## Solution
- Update ZIndex docs to improve discoverability of GlobalZIndex.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
When using a rect for a ui image, its content size is still equal to the
size of the full image instead of the size of the rect.
## Solution
Use the rect size if it is present.
## Testing
I tested it using all 4 possible combinations of having a rect and
texture atlas or not. See the showcase section.
---
## Showcase
<details>
<summary>Click to view showcase</summary>
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
.add_systems(Startup, create_ui)
.run();
}
fn create_ui(
mut commands: Commands,
assets: Res<AssetServer>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
mut ui_scale: ResMut<UiScale>,
) {
let texture = assets.load("textures/fantasy_ui_borders/numbered_slices.png");
let layout = TextureAtlasLayout::from_grid(UVec2::splat(16), 3, 3, None, None);
let texture_atlas_layout = texture_atlas_layouts.add(layout);
ui_scale.0 = 2.;
commands.spawn(Camera2d::default());
commands
.spawn(Node {
display: Display::Flex,
align_items: AlignItems::Center,
..default()
})
.with_children(|parent| {
// nothing
parent.spawn(ImageNode::new(texture.clone()));
// with rect
parent.spawn(ImageNode::new(texture.clone()).with_rect(Rect::new(0., 0., 16., 16.)));
// with rect and texture atlas
parent.spawn(
ImageNode::from_atlas_image(
texture.clone(),
TextureAtlas {
layout: texture_atlas_layout.clone(),
index: 1,
},
)
.with_rect(Rect::new(0., 0., 8., 8.)),
);
// with texture atlas
parent.spawn(ImageNode::from_atlas_image(
texture.clone(),
TextureAtlas {
layout: texture_atlas_layout.clone(),
index: 2,
},
));
});
}
```
Before this change:
<img width="529" alt="Screenshot 2024-11-21 at 11 55 45"
src="https://github.com/user-attachments/assets/23196003-08ca-4049-8409-fe349bd5aa54">
After the change:
<img width="400" alt="Screenshot 2024-11-21 at 11 54 54"
src="https://github.com/user-attachments/assets/e2cd6ebf-859c-40a1-9fc4-43bb28b024e5">
</details>
# Objective
- Fixes#16472.
## Solution
- Add flags to `SpritePlugin` and `UiPlugin` to disable their picking
backends.
## Testing
- The change is pretty trivial, so not much to test!
---
## Migration Guide
- `UiPlugin` now contains an extra `add_picking` field if
`bevy_ui_picking_backend` is enabled.
- `SpritePlugin` is no longer a unit struct, and has one field if
`bevy_sprite_picking_backend` is enabled (otherwise no fields).
# Objective
- Fixes#16469.
## Solution
- Make the picking backend features not enabled by default in each
sub-crate.
- Make features in `bevy_internal` to set the backend features
- Make the root `bevy` crate set the features by default.
## Testing
- The mesh and sprite picking examples still work correctly.
# Objective
We switch back and forwards between logical and physical coordinates all
over the place. Systems have to query for cameras and the UiScale when
they shouldn't need to. It's confusing and fragile and new scale factor
bugs get found constantly.
## Solution
* Use physical coordinates whereever possible in `bevy_ui`.
* Store physical coords in `ComputedNode` and tear out all the unneeded
scale factor calculations and queries.
* Add an `inverse_scale_factor` field to `ComputedNode` and set nodes
changed when their scale factor changes.
## Migration Guide
`ComputedNode`'s fields and methods now use physical coordinates.
`ComputedNode` has a new field `inverse_scale_factor`. Multiplying the
physical coordinates by the `inverse_scale_factor` will give the logical
values.
---------
Co-authored-by: atlv <email@atlasdostal.com>
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
# Objective
It looks like this file was created based on the `ui_texture_slice`
rendering code and some variable names weren't updated.
## Solution
Rename "texture slice" variable names to "box shadow".
# Objective
https://github.com/AccessKit/accesskit/pull/475 changed how text content
should be set for AccessKit nodes with a role of `Label`. This was
unfortunately missing from #16234.
## Solution
When building an `accesskit::Node` with `Role::Label`, calls `set_value`
instead of `set_label` on the node to set its content.
## Testing
I can't test this right now on my Windows machine due to a compilation
error with wgpu-hal I have no idea how to resolve.
# Objective
UI Anti-aliasing is incorrectly implemented. It always uses an edge
radius of 0.25 logical pixels, and ignores the physical resolution. For
low dpi screens 0.25 is is too low and on higher dpi screens the
physical edge radius is much too large, resulting in visual artifacts.
## Solution
Multiply the distance by the scale factor in the `antialias` function so
that the edge radius stays constant in physical pixels.
## Testing
To see the problem really clearly run the button example with `UiScale`
set really high. With `UiScale(25.)` on main if you examine the button's
border you can see a thick gradient fading away from the edges:
<img width="127" alt="edgg"
src="https://github.com/user-attachments/assets/7c852030-c0e8-4aef-8d3e-768cb2464cab">
With this PR the edges are sharp and smooth at all scale factors:
<img width="127" alt="edge"
src="https://github.com/user-attachments/assets/b3231140-1bbc-4a4f-a1d3-dde21f287988">
# Objective
Fixes#16316
## Solution
Tweaked a few crates cargo files until I was able to build and test
`bevy_ui` via `cargo test --package bevy_ui`
## Testing
- ran `cargo test --package bevy_ui` successfully
- CI should catch anything amiss (Hopefully?)
# Objective
`ButtonBundle` has an `ImageNode` component (renamed from `UiImage`)
which wasn't a problem in 0.14 but in 0.15 `requires` pulls in the
`ContentSize` and `NodeImageSize` which means that by default
`ButtonBundle` nodes are given a measure func based on the size of the
image belonging to `TRANSPARENT_IMAGE_HANDLE`, which is 1x1.
This doesn't make sense and the behaviour for default image nodes should
either be to go to zero size or not add a measure func.
## Solution
Check if an image has a `TRANSPARENT_IMAGE_HANDLE` and if it does remove
its measure func.
Possibly a zero-sized measure would make more sense, but that would
break existing code.
## Testing
Used `ButtonBundle` in the 0.15 `button` example and the border doesn't
render, after this change it does.
# Objective
- Fix bug where `UiSurface::set_camera_children` (and
`UiSurface::update_children` sometimes) will panic if you remove and add
a `Node` component in a single tick. This is more likely to happen now
because of `remove_with_requires`.
## Solution
- Filter out entities with `Node` when cleaning up entities from
`RemovedComponents<Node>`.
## Testing
- Not tested (rust compiler refused to cooperate when I tried to patch
this into my project), correct by inspection.
# Objective
Fixes#15940
## Solution
Remove the `pub use` and fix the compile errors.
Make `bevy_image` available as `bevy::image`.
## Testing
Feature Frenzy would be good here! Maybe I'll learn how to use it if I
have some time this weekend, or maybe a reviewer can use it.
## Migration Guide
Use `bevy_image` instead of `bevy_render::texture` items.
---------
Co-authored-by: chompaa <antony.m.3012@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- wgpu 0.20 made workgroup vars stop being zero-init by default. this
broke some applications (cough foresight cough) and now we workaround
it. wgpu exposes a compilation option that zero initializes workgroup
memory by default, but bevy does not expose it.
## Solution
- expose the compilation option wgpu gives us
## Testing
- ran examples: 3d_scene, compute_shader_game_of_life, gpu_readback,
lines, specialized_mesh_pipeline. they all work
- confirmed fix for our own problems
---
</details>
## Migration Guide
- add `zero_initialize_workgroup_memory: false,` to
`ComputePipelineDescriptor` or `RenderPipelineDescriptor` structs to
preserve 0.14 functionality, add `zero_initialize_workgroup_memory:
true,` to restore bevy 0.13 functionality.
# Objective
- Fixes#16235
## Solution
- Both Bevy and AccessKit export a `Node` struct, to reduce confusion
Bevy will no longer re-export `AccessKit` from `bevy_a11y`
## Testing
- Tested locally
## Migration Guide
```diff
# main.rs
-- use bevy_a11y::{
-- accesskit::{Node, Rect, Role},
-- AccessibilityNode,
-- };
++ use bevy_a11y::AccessibilityNode;
++ use accesskit::{Node, Rect, Role};
# Cargo.toml
++ accesskit = "0.17"
```
- Users will need to add `accesskit = "0.17"` to the dependencies
section of their `Cargo.toml` file and update their `accesskit` use
statements to come directly from the external crate instead of
`bevy_a11y`.
- Make sure to keep the versions of `accesskit` aligned with the
versions Bevy uses.