# 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>
# Objective
- Bevy 0.15 added support for custom cursor images in
https://github.com/bevyengine/bevy/pull/14284.
- However, to do animated cursors using the initial support shipped in
0.15 means you'd have to animate the `Handle<Image>`: You can't use a
`TextureAtlas` like you can with sprites and UI images.
- For my use case, my cursors are spritesheets. To animate them, I'd
have to break them down into multiple `Image` assets, but that seems
less than ideal.
## Solution
- Allow users to specify a `TextureAtlas` field when creating a custom
cursor image.
- To create parity with Bevy's `TextureAtlas` support on `Sprite`s and
`ImageNode`s, this also allows users to specify `rect`, `flip_x` and
`flip_y`. In fact, for my own use case, I need to `flip_y`.
## Testing
- I added unit tests for `calculate_effective_rect` and
`extract_and_transform_rgba_pixels`.
- I added a brand new example for custom cursor images. It has controls
to toggle fields on and off. I opted to add a new example because the
existing cursor example (`window_settings`) would be far too messy for
showcasing these custom cursor features (I did start down that path but
decided to stop and make a brand new example).
- The new example uses a [Kenny cursor icon] sprite sheet. I included
the licence even though it's not required (and it's CC0).
- I decided to make the example just loop through all cursor icons for
its animation even though it's not a _realistic_ in-game animation
sequence.
- I ran the PNG through https://tinypng.com. Looks like it's about 35KB.
- I'm open to adjusting the example spritesheet if required, but if it's
fine as is, great.
[Kenny cursor icon]: https://kenney-assets.itch.io/crosshair-pack
---
## Showcase
https://github.com/user-attachments/assets/8f6be8d7-d1d4-42f9-b769-ef8532367749
## Migration Guide
The `CustomCursor::Image` enum variant has some new fields. Update your
code to set them.
Before:
```rust
CustomCursor::Image {
handle: asset_server.load("branding/icon.png"),
hotspot: (128, 128),
}
```
After:
```rust
CustomCursor::Image {
handle: asset_server.load("branding/icon.png"),
texture_atlas: None,
flip_x: false,
flip_y: false,
rect: None,
hotspot: (128, 128),
}
```
## References
- Feature request [originally raised in Discord].
[originally raised in Discord]:
https://discord.com/channels/691052431525675048/692572690833473578/1319836362219847681
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.
# Objective
Building upon https://github.com/bevyengine/bevy/pull/17191, improve the
`animated_mesh` example by removing code, adding comments, and making
the example more c&p'able.
## Solution
- Split the setup function in two to clarify what the example is
demonstrating.
- `setup_mesh_and_animation` is the demonstration.
- `setup_camera_and_environment` just sets up the example app.
- Changed the animation playing to use `AnimationPlayer` directly
instead of creating `AnimationTransitions`.
- This appears sufficient when only playing a single animation.
- Added a comment pointing users to an example of multiple animations.
- Changed the animation to be the run cycle.
- I think it got accidentally changed to the idle in
[#17191](https://github.com/bevyengine/bevy/pull/17191), so this is
reverting back to the original.
- Note that we can improve it to select the animation by name if
[#16529](https://github.com/bevyengine/bevy/pull/16529) lands.
- Renamed `FOX_PATH` to a more neutral `GLTF_PATH`.
- Updated the example descriptions to mention the fox.
- This adds a little character and hints that the example involves
character animation.
- Removed a seemingly redundant `AnimationGraphHandle` component.
- Removed an unnecessary `clone()`.
- Added various comments.
## Notes
- A draft of this PR was discussed on Discord:
https://discord.com/channels/691052431525675048/1326910663972618302/1326920498663133348
- There was discord discussion on whether a component is "inserted
onto", "inserted into" or "added to" an entity.
- "Added to" is most common in code and docs, and seems best to me. But
it awkwardly differs from the name of `EntityCommands::insert`.
- This PR prefers "added to".
- I plan to follow up this PR with similar changes to the
`animated_mesh_control` and `animated_mesh_events` examples.
- But I could roll them into this PR if requested.
## Testing
`cargo run --example animated_mesh`
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
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
I have an application where I'd like to measure average frame rate over
the entire life of the application, and it would be handy if I could
just configure this on the existing `FrameTimeDiagnosticsPlugin`.
Probably fixes#10948?
## Solution
Add `max_history_length` to `FrameTimeDiagnosticsPlugin`, and because
`smoothing_factor` seems to be based on history length, add that too.
## Discussion
I'm not totally sure that `DEFAULT_MAX_HISTORY_LENGTH` is a great
default for `FrameTimeDiagnosticsPlugin` (or any diagnostic?). That's
1/3 of a second at typical game frame rates. Moreover, the default print
interval for `LogDiagnosticsPlugin` is 1 second. So when the two are
combined, you are printing the average over the last third of the
duration between now and the previous print, which seems a bit wonky.
(related: #11429)
I'm pretty sure this default value discussed and the current value
wasn't totally arbitrary though.
Maybe it would be nice for `Diagnostic` to have a
`with_max_history_length_and_also_calculate_a_good_default_smoothing_factor`
method? And then make an explicit smoothing factor in
`FrameTimeDiagnosticsPlugin` optional?
Or add a `new(max_history_length: usize)` method to
`FrameTimeDiagnosticsPlugin` that sets a reasonable default
`smoothing_factor`? edit: This one seems like a no-brainer, doing it.
## Alternatives
It's really easy to roll your own `FrameTimeDiagnosticsPlugin`, but that
might not be super interoperable with, for example, third party FPS
overlays. Still, might be the right call.
## Testing
`cargo run --example many_sprites` (modified to use a custom
`max_history_length`)
## Migration Guide
`FrameTimeDiagnosticsPlugin` now contains two fields. Use
`FrameTimeDiagnosticsPlugin::default()` to match Bevy's previous
behavior or, for example, `FrameTimeDiagnosticsPlugin::new(60)` to
configure it.
# Objective
- Closes https://github.com/bevyengine/bevy/issues/14322.
## Solution
- Implement fast 4-sample bicubic filtering based on this shader toy
https://www.shadertoy.com/view/4df3Dn, with a small speedup from a ghost
of tushima presentation.
## Testing
- Did you test these changes? If so, how?
- Ran on lightmapped example. Practically no difference in that scene.
- Are there any parts that need more testing?
- Lightmapping a better scene.
## Changelog
- Lightmaps now have a higher quality bicubic sampling method (off by
default).
---------
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
- `Once` renamed to `Warn`.
- `param_warn_once()` renamed to `warn_param_missing()`.
- `never_param_warn()` renamed to `ignore_param_missing()`.
Also includes changes to the documentation of the above methods.
Fixes#17262.
## Migration Guide
- `ParamWarnPolicy::Once` has been renamed to `ParamWarnPolicy::Warn`.
- `ParamWarnPolicy::param_warn_once` has been renamed to
`ParamWarnPolicy::warn_param_missing`.
- `ParamWarnPolicy::never_param_warn` has been renamed to
`ParamWarnPolicy::ignore_param_missing`.
# 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
Fixes#16783
## Solution
Works around a `cosmic-text` bug or limitation by triggering a re-layout
with the calculated width from the first layout run. See linked issue.
Credit to @ickshonpe for the clever solution.
## Performance
This has a significant performance impact only on unbounded text that
are not `JustifyText::Left`, which is still a bit of a bummer because
text2d performance in 0.15.1 is already not great. But this seems better
than alignment not working.
||many_text2d nfc re|many_text2d nfc re center|
|-|-|-|
|unbounded-layout-no-fix|3.06|3.10|
|unbounded-layout-fix|3.05 ⬜ -0.2%|2.71 🟥 -12.5%|
## Testing
I added a centered text to the `text2d` example.
`cargo run --example text2d`
We should look at other text examples and stress tests. I haven't tested
as thoroughly as I would like, so help testing that this doesn't break
something in UI would be appreciated.
# Objective
Stumbled upon a `from <-> form` transposition while reviewing a PR,
thought it was interesting, and went down a bit of a rabbit hole.
## Solution
Fix em
# Objective
Gamepad / directional navigation needs an example, for both teaching and
testing purposes.
## Solution
- Add a simple grid-based example.
- Fix an intermittent panic caused by a race condition with bevy_a11y
- Clean up small issues noticed in bevy_input_focus

## To do: this PR
- [x] figure out why "enter" isn't doing anything
- [x] change button color on interaction rather than printing
- [x] add on-screen directions
- [x] move to an asymmetric grid to catch bugs
- [x] ~~fix colors not resetting on button press~~ lol this is mostly
just a problem with hacking `Interaction` for this
- [x] swap to using observers + bubbling, rather than `Interaction`
## To do: future work
- when I increase the button size, such that there is no line break, the
text on the buttons is no longer centered :( EDIT: this is
https://github.com/bevyengine/bevy/issues/16783
- add gamepad stick navigation
- add tools to find the nearest populated quadrant to make diagonal
inputs work
- add a `add_edges` method to `DirectionalNavigationMap`
- add a `add_grid` method to `DirectionalNavigationMap`
- make the example's layout more complex and realistic
- add tools to automatically generate this list
- add button shake on failed navigation rather than printing an error
- make Pressed events easier to mock: default fields, PointerId::Focus
## Testing
`cargo run --example directional_navigation`
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Fixes#16903.
## Solution
- Make sprite picking opt-in by requiring a new `SpritePickingCamera`
component for cameras and usage of a new `Pickable` component for
entities.
- Update the `sprite_picking` example to reflect these changes.
- Some reflection cleanup (I hope that's ok).
## Testing
Ran the `sprite_picking` example
## Open Questions
<del>
<ul>
<li>Is the name `SpritePickable` appropriate?</li>
<li>Should `SpritePickable` be in `bevy_sprite::prelude?</li>
</ul>
</del>
## Migration Guide
The sprite picking backend is now strictly opt-in using the
`SpritePickingCamera` and `Pickable` components. You should add the
`Pickable` component any entities that you want sprite picking to be
enabled for, and mark their respective cameras with
`SpritePickingCamera`.
# 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
I never realized `clippy::type_complexity` was an allowed lint - I've
been assuming it'd generate a warning when performing my linting PRs.
## Solution
Removes any instances of `#[allow(clippy::type_complexity)]` and
`#[expect(clippy::type_complexity)]`
## Testing
`cargo clippy` ran without errors or warnings.
Fixes#17192.
Replaces "animated_fox" with "animated_mesh".
I considered a few different names - should it say "skinned_mesh" to be
precise? Should it mention gltf? But "animated_mesh" seems intuitive and
keeps it short.
## Testing
- Ran all three examples (Windows 10).
# Objective
The debug features (`DebugPickingPlugin`) from `bevy_mod_picking` were
not upstreamed with the rest of the core changes, this PR reintroduces
it for usage inside `bevy_dev_tools`
## Solution
Vast majority of this code is taken as-is from `bevy_mod_picking` aside
from changes to ensure compilation and code style, as such @aevyrie was
added as the co-author for this change.
### Main changes
* `multiselection` support - the relevant code was explicitly not
included in the process of upstreaming the rest of the package, so it
also has been omitted here.
* `bevy_egui` support - the old package had a preference for using
`bevy_egui` instead of `bevy_ui` if possible, I couldn't see a way to
support this in a core crate, so this has been removed.
Relevant code has been added to the `bevy_dev_tools` crate instead of
`bevy_picking` as it is a better fit and requires a dependency on
`bevy_ui` for drawing debug elements.
### Minor changes
* Changed the debug text size from `60` to `12` as the former was so
large as to be unreadable in the new example.
## Testing
* `cargo run -p ci`
* Added a new example in `dev_tools/picking_debug` and visually verified
the in-window results and the console messages
---------
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Allow users to customize the line height of text.
- Implements #16085
## Solution
- Add a `line_height` field to `TextFont` to feed into `cosmic_text`'s
`Metrics`.
## Testing
- Tested on my own game, and worked exactly as I wanted.
- My game is only 2D, so I only tested `Text2d`. `Text` still needs
tested, but I imagine it'll work fine.
- An example is available
[here](https://code.cartoon-aa.xyz/Cyborus/custom-line-height-example)
---
## Showcase
<details>
<summary>Click to view showcase</summary>
With font:
```rust
TextFont {
font: /* unimportant */,
font_size: 16.0,
line_height: None,
..default()
}
```

With font:
```rust
TextFont {
font: /* unimportant */,
font_size: 16.0,
line_height: Some(16.0),
..default()
}
```

</details>
## Migration Guide
`TextFont` now has a `line_height` field. Any instantiation of
`TextFont` that doesn't have `..default()` will need to add this field.
# Objective
Our `animated_fox` example used to be a bare-bones example of how to
spawn an animated gltf and play a single animation.
I think that's a valuable example, and the current `animated_fox`
example is doing way too much. Users who are trying to understand how
our animation system are presented with an enormous amount of
information that may not be immediately relevant.
Over the past few releases, I've been migrating a simple app of mine
where the only animation I need is a single gltf that starts playing a
single animation when it is loaded. It has been a slight struggle to
wade through changes to the animation system to figure out the minimal
amount of things required to accomplish this.
Somewhat motivated by this [recent reddit
thread](https://www.reddit.com/r/rust/comments/1ht93vl/comment/m5c0nc9/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1)
where Bevy and animation got a mention.
## Solution
- Split `animated_fox` into three separate examples
- `animated_fox` - Loads and immediately plays a single animation
- `animated_fox_control` - Shows how to control animations
- `animated_fox_events` - Shows fancy particles when the fox's feet hit
the ground
- Some minor drive-by tidying of these examples
I have created this PR after playing around with the idea and liking how
it turned out, but the duplication isn't totally ideal and there's some
slight overlap with other examples and inconsistencies:
- `animation_events` is simplified and not specific to "loaded animated
scenes" and seems valuable on its own
- `animation_graph` also uses a fox
I am happy to close this if there's no consensus that it's a good idea /
step forward for these examples.
## Testing
`cargo run --example animated_fox`
`cargo run --example animated_fox_control`
`cargo run --example animated_fox_events`
# Objective
- I want to hide the clock and the battery indicator on iOS
## Solution
- Add the platform specific property `prefers_status_bar_hidden` on
Window creation, and map it to `with_prefers_status_bar_hidden` in
winit.
## Testing
- Tested on iOS
Currently, our batchable binned items are stored in a hash table that
maps bin key, which includes the batch set key, to a list of entities.
Multidraw is handled by sorting the bin keys and accumulating adjacent
bins that can be multidrawn together (i.e. have the same batch set key)
into multidraw commands during `batch_and_prepare_binned_render_phase`.
This is reasonably efficient right now, but it will complicate future
work to retain indirect draw parameters from frame to frame. Consider
what must happen when we have retained indirect draw parameters and the
application adds a bin (i.e. a new mesh) that shares a batch set key
with some pre-existing meshes. (That is, the new mesh can be multidrawn
with the pre-existing meshes.) To be maximally efficient, our goal in
that scenario will be to update *only* the indirect draw parameters for
the batch set (i.e. multidraw command) containing the mesh that was
added, while leaving the others alone. That means that we have to
quickly locate all the bins that belong to the batch set being modified.
In the existing code, we would have to sort the list of bin keys so that
bins that can be multidrawn together become adjacent to one another in
the list. Then we would have to do a binary search through the sorted
list to find the location of the bin that was just added. Next, we would
have to widen our search to adjacent indexes that contain the same batch
set, doing expensive comparisons against the batch set key every time.
Finally, we would reallocate the indirect draw parameters and update the
stored pointers to the indirect draw parameters that the bins store.
By contrast, it'd be dramatically simpler if we simply changed the way
bins are stored to first map from batch set key (i.e. multidraw command)
to the bins (i.e. meshes) within that batch set key, and then from each
individual bin to the mesh instances. That way, the scenario above in
which we add a new mesh will be simpler to handle. First, we will look
up the batch set key corresponding to that mesh in the outer map to find
an inner map corresponding to the single multidraw command that will
draw that batch set. We will know how many meshes the multidraw command
is going to draw by the size of that inner map. Then we simply need to
reallocate the indirect draw parameters and update the pointers to those
parameters within the bins as necessary. There will be no need to do any
binary search or expensive batch set key comparison: only a single hash
lookup and an iteration over the inner map to update the pointers.
This patch implements the above technique. Because we don't have
retained bins yet, this PR provides no performance benefits. However, it
opens the door to maximally efficient updates when only a small number
of meshes change from frame to frame.
The main churn that this patch causes is that the *batch set key* (which
uniquely specifies a multidraw command) and *bin key* (which uniquely
specifies a mesh *within* that multidraw command) are now separate,
instead of the batch set key being embedded *within* the bin key.
In order to isolate potential regressions, I think that at least #16890,
#16836, and #16825 should land before this PR does.
## Migration Guide
* The *batch set key* is now separate from the *bin key* in
`BinnedPhaseItem`. The batch set key is used to collect multidrawable
meshes together. If you aren't using the multidraw feature, you can
safely set the batch set key to `()`.
# Objective
Make this `stress_test` more consistent with others.
## Solution
Add `LogDiagnosticsPlugin`
## Testing
`cargo run --example many_gizmos`, observe frame rate now being logged.
# 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.
# Objective
- Contributes to #11478
- Contributes to #16877
## Solution
- Removed everything except `Instant` from `bevy_utils::time`
## Testing
- CI
---
## Migration Guide
If you relied on any of the following from `bevy_utils::time`:
- `Duration`
- `TryFromFloatSecsError`
Import these directly from `core::time` regardless of platform target
(WASM, mobile, etc.)
If you relied on any of the following from `bevy_utils::time`:
- `SystemTime`
- `SystemTimeError`
Instead import these directly from either `std::time` or `web_time` as
appropriate for your target platform.
## Notes
`Duration` and `TryFromFloatSecsError` are both re-exports from
`core::time` regardless of whether they are used from `web_time` or
`std::time`, so there is no value gained from re-exporting them from
`bevy_utils::time` as well. As for `SystemTime` and `SystemTimeError`,
no Bevy internal crates or examples rely on these types. Since Bevy
doesn't have a `Time<Wall>` resource for interacting with wall-time (and
likely shouldn't need one), I think removing these from `bevy_utils`
entirely and waiting for a use-case to justify inclusion is a reasonable
path forward.
# Objective
Improve DAG building for virtual geometry
## Solution
- Use METIS to group triangles into meshlets which lets us minimize
locked vertices which improves simplification, instead of using meshopt
which prioritizes culling efficiency. Also some other minor tweaks.
- Currently most meshlets have 126 triangles, and not 128. Fixing this
might involve calling METIS recursively ourselves to manually bisect the
graph, not sure. Not going to attempt to fix this in this PR.
## Testing
- Did you test these changes? If so, how?
- Tested on bunny.glb and cliff.glb
- 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?
- Download the new bunny asset, run the meshlet example.
---
## Showcase
New

Old

---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
Fixes#17098
It seems that it's not totally obvious how to fix this, but that
reverting might be part of the solution anyway.
Let's get the repo back into a working state.
## Solution
Revert the [recent
optimization](https://github.com/bevyengine/bevy/pull/17078) that broke
"many-to-one main->render world entities" for 2d.
## Testing
`cargo run --example text2d`
`cargo run --example sprite_slice`
# 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
- As stated in the related issue, this PR is to better align the feature
flag name with what it actually does and the plans for the future.
- Fixes#16852
## Solution
- Simple find / replace
## Testing
- Local run of `cargo run -p ci`
## Migration Guide
The `track_change_detection` feature flag has been renamed to
`track_location` to better reflect its extended capabilities.
# Objective
- Fix sprite rendering performance regression since retained render
world changes
- The retained render world changes moved `ExtractedSprites` from using
the highly-optimised `EntityHasher` with an `Entity` to using
`FixedHasher` with `(Entity, MainEntity)`. This was enough to regress
framerate in bevymark by 25%.
## Solution
- Move the render world entity into a member of `ExtractedSprite` and
change `ExtractedSprites` to use `MainEntityHashMap` for its storage
- Disable sprite picking in bevymark
## Testing
M4 Max. `bevymark --waves 100 --per-wave 1000 --benchmark`. main in
yellow vs PR in red:
<img width="590" alt="Screenshot 2025-01-01 at 16 36 22"
src="https://github.com/user-attachments/assets/1e4ed6ec-3811-4abf-8b30-336153737f89"
/>
20.2% median frame time reduction.
<img width="594" alt="Screenshot 2025-01-01 at 16 38 37"
src="https://github.com/user-attachments/assets/157c2022-cda6-4cf2-bc63-d0bc40528cf0"
/>
49.7% median extract_sprites execution time reduction.
Comparing 0.14.2 yellow vs PR red:
<img width="593" alt="Screenshot 2025-01-01 at 16 40 06"
src="https://github.com/user-attachments/assets/abd59b6f-290a-4eb6-8835-ed110af995f3"
/>
~6.1% median frame time reduction.
---
## Migration Guide
- `ExtractedSprites` is now using `MainEntityHashMap` for storage, which
is keyed on `MainEntity`.
- The render world entity corresponding to an `ExtractedSprite` is now
stored in the `render_entity` member of it.
# Objective
Add commandline options to `many_glyphs` to disable the `Text2d` or `UI`
text for more targeted benching.
## Solution
* Use `Argh` to manage the commandline options for `many_glyphs`.
* Added `no-ui` and `no-text2d` commandline options.
# Objective
Make it easier to test for `Text2d` performance regressions.
Related to #16972
## Solution
Add a new `stress_test`, based on `many_sprites` and other existing
stress tests.
The `many-glyphs` option is inspired by
https://github.com/bevyengine/bevy/issues/16901#issuecomment-2558572382.
## Testing
```bash
cargo run --release --example many_text2d -- --help
cargo run --release --example many_text2d
cargo run --release --example many_text2d -- --many_glyphs
```
etc
# Objective
After a recent fix for a panic in the pbr example (#16976), the code
contains the following comment:
```rust
// This system relies on system parameters that are not available at start
// Ignore parameter failures so that it will run when possible
.add_systems(Update, environment_map_load_finish.never_param_warn())
```
However, this explanation is incorrect. `EnvironmentMapLabel` is
available at start. The real issue is that it is no longer available
once it has been removed by `environment_map_load_finish`.
## Solution
- Remove confusing/incorrect comment and `never_param_warn()`.
- Make `Single<Entity, With<EnvironmentMapLabel>>` optional in
`environment_map_load_finish`, and check that the entity has not yet
been despawned.
Since it is expected that an entity is no longer there once it has been
despawned, it seems better to me to handle this case in
`environment_map_load_finish`.
## Testing
Ran `cargo run --example pbr`.
# 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
- Fixes#16959
- The `pbr.rs` example in the 3d section panicked because of the changes
in #16638, that was not supposed to happen
## Solution
- For now it's sufficient to introduce a `never_param_warn` call when
adding the fallible system into the app
## Testing
- Tested on my machine via `cargo r --example pbr`, it built and ran
successfully
---------
Co-authored-by: Freya Pines <freya@Freyas-MacBook-Air.local>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
A previous PR, #14599, attempted to enable lightmaps in deferred mode,
but it still used the `OpaqueNoLightmap3dBinKey`, which meant that it
would be broken if multiple lightmaps were used. This commit fixes that
issue, and allows bindless lightmaps to work with deferred rendering as
well.
# Objective
Fixes#16978
While testing, discovered that the morph weight interface in
`scene_viewer` has been broken for a while (panics when loaded model has
morph weights), probably since #15591. Fixed that too.
While testing, saw example text in morph interface with [wrong
padding](https://bevyengine.org/learn/contribute/helping-out/creating-examples/#visual-guidelines).
Fixed that too. Left the small font size because there may be a lot of
morphs to display, so that seems intentional.
## Solution
Use normal queries and bail early
## Testing
Morph interface can be tested with
```
cargo run --example scene_viewer assets/models/animated/MorphStressTest.gltf
```
## Discussion
I noticed that this fix is different than what is happening in #16976.
Feel free to discard this for an alternative fix. I opened this anyway
to document the issue with morph weight display.
This is on top of #16966 which is required to test.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
With the introduction of bevy_input_focus, the uses of "focus" in
bevy_picking are quite confusing and make searching hard.
Users will intuitively think these concepts are related, but they
actually aren't.
## Solution
Rename / rephrase all uses of "focus" in bevy_picking to refer to
"hover", since this is ultimately related to creating the `HoverMap`.
## Migration Guide
Various terms related to "focus" in `bevy_picking` have been renamed to
refer to "hover" to avoid confusion with `bevy_input_focus`. In
particular:
- The `update_focus` system has been renamed to `generate_hovermap`
- `PickSet::Focus` and `PostFocus` have been renamed to `Hover` and
`PostHover`
- The `bevy_picking::focus` module has been renamed to
`bevy_picking::hover`
- The `is_focus_enabled` field on `PickingPlugin` has been renamed to
`is_hover_enabled`
- The `focus_should_run` run condition has been renamed to
`hover_should_run`
# Objective
Fixes: #16578
## Solution
This is a patch fix, proper fix requires a breaking change.
Added `Panic` enum variant and using is as the system meta default.
Warn once behavior can be enabled same way disabling panic (originally
disabling wans) is.
To fix an issue with the current architecture, where **all** combinator
system params get checked together,
combinator systems only check params of the first system.
This will result in old, panicking behavior on subsequent systems and
will be fixed in 0.16.
## Testing
Ran unit tests and `fallible_params` example.
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Our benchmarks and `compile_fail` tests lag behind the rest of the
engine because they are not in the Cargo workspace, so not checked by
CI.
- Fixes#16801, please see it for further context!
## Solution
- Add benchmarks and `compile_fail` tests to the Cargo workspace.
- Fix any leftover formatting issues and documentation.
## Testing
- I think CI should catch most things!
## Questions
<details>
<summary>Outdated issue I was having with function reflection being
optional</summary>
The `reflection_types` example is failing in Rust-Analyzer for me, but
not a normal check.
```rust
error[E0004]: non-exhaustive patterns: `ReflectRef::Function(_)` not covered
--> examples/reflection/reflection_types.rs:81:11
|
81 | match value.reflect_ref() {
| ^^^^^^^^^^^^^^^^^^^ pattern `ReflectRef::Function(_)` not covered
|
note: `ReflectRef<'_>` defined here
--> /Users/bdeep/dev/bevy/bevy/crates/bevy_reflect/src/kind.rs:178:1
|
178 | pub enum ReflectRef<'a> {
| ^^^^^^^^^^^^^^^^^^^^^^^
...
188 | Function(&'a dyn Function),
| -------- not covered
= note: the matched value is of type `ReflectRef<'_>`
help: ensure that all possible cases are being handled by adding a match arm with a wildcard pattern or an explicit pattern as shown
|
126 ~ ReflectRef::Opaque(_) => {},
127 + ReflectRef::Function(_) => todo!()
|
```
I think it is because the following line is feature-gated:
cc0f6a8db4/examples/reflection/reflection_types.rs (L117-L122)
My theory for why this is happening is because the benchmarks enabled
`bevy_reflect`'s `function` feature, which gets merged with the rest of
the features when RA checks the workspace, but the `#[cfg(...)]` gate in
the example isn't detecting it:
cc0f6a8db4/benches/Cargo.toml (L19)
Any thoughts on how to fix this? It's not blocking, since the example
still compiles as normal, but it's just RA and the command `cargo check
--workspace --all-targets` appears to fail.
</summary>
# Objective
Add a benchmark that captures performance with a removed UI layout where
the root node is set to `Display::None`.
# Solution
Added a `display-none` commandline argument to the `many_buttons`
example. When used `display-none` sets the `display` field of the root
node to `Display::None`.
# Testing
```
cargo run --example many_buttons -- --display-none
```
Which displays nothing, as desired.
# Objective
- Fixes#16892
## Solution
- Removed `TypeRegistryPlugin` (`Name` is now automatically registered
with a default `App`)
- Moved `TaskPoolPlugin` to `bevy_app`
- Moved `FrameCountPlugin` to `bevy_diagnostic`
- Deleted now-empty `bevy_core`
## Testing
- CI
## Migration Guide
- `TypeRegistryPlugin` no longer exists. If you can't use a default
`App` but still need `Name` registered, do so manually with
`app.register_type::<Name>()`.
- References to `TaskPoolPlugin` and associated types will need to
import it from `bevy_app` instead of `bevy_core`
- References to `FrameCountPlugin` and associated types will need to
import it from `bevy_diagnostic` instead of `bevy_core`
## Notes
This strategy was agreed upon by Cart and several other members in
[Discord](https://discord.com/channels/691052431525675048/692572690833473578/1319137218312278077).
# Objective
- Fixes#16873
## Solution
- Added `GizmoLineStyle::Dashed {gap_scale, line_scale}`
- The `gap_scale` and `line_scale` describe the lengths of the gaps and
visible line-segments in terms of line-widths. For example, if
`gap_scale == 1.0` and `line_scale == 3.0` the gaps are square and the
the visible segments are three line-widths long.
- The new `GizmoLineStyle` can be used both in 3D and 2D and with both
perspective and orthographic cameras.
- Updated the `2d_gizmos` and `3d_gizmos` examples to include the new
line-style.
- Display a warning, when using negative `gap_scale` or `line_scale`.
- Notably, `Hash` and `Eq` are manually implemented for `GizmoLineStyle`
since both are not implemented for `f32` which prevents deriving these
traits for `GizmoLineStyle`.
## Testing
- The results can be verified visually
---
## Showcase
The following images depict dashed lines with `gap_scale == 3.0` and
`line_scale == 5.0` in perspective 3D and orthographic 2D.


---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
# Objective
Allow handling of dead keys on some keyboard layouts.
In some cases, dead keys were impossible to get using the
`KeyboardInput` event. This information is already present in the
underlying winit `KeyEvent`, but it wasn't exposed.
## Solution
Expose the `text` field from winit's `KeyEvent` in `KeyboardInput`.
This logic is inspired egui's implementation here:
adfc0bebfc/crates/egui-winit/src/lib.rs (L790-L807)
## Testing
This is a new field, so it shouldn't break any existing functionality. I
tested that this change works by running the modified `text_input`
example on different keyboard layouts.
## Example
Using a Portuguese/ABNT2 keyboard layout on windows and pressing
<kbd>\~</kbd> followed by
<kbd>a</kbd>/<kbd>Space</kbd>/<kbd>d</kbd>/<kbd>\~</kbd> now generates
the following events:
```
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: KeyA, logical_key: Character("ã"), state: Pressed, text: Some("ã"), repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Space, logical_key: Space, state: Pressed, text: Some("~"), repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: KeyD, logical_key: Character("d"), state: Pressed, text: Some("~d"), repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: Some("~~"), repeat: false, window: 0v1#4294967296 }
```
The logic for getting an input is pretty simple: check if `text` is
`Some`. If it is, this is actual input text, otherwise it isn't.
There's a small caveat: certain keys generate control characters in the
input text, which needs to be filtered out:
```
KeyboardInput { key_code: Escape, logical_key: Escape, state: Pressed, text: Some("\u{1b}"), repeat: false, window: 0v1#4294967296 }
```
I've updated the text_input example to include egui's solution to this,
which works well.
## Migration Guide
The `KeyboardInput` event now has a new `text` field.
# Objective
Rust-Analyzer was reporting problems with dead code in the 3d testbed
scene.
## Solution
These scenes don't work in CI on the Windows runner (because they're too
weak).
Mirror the feature flags from above onto the offending modules.
## Testing
RA no longer complains.
# Objective
I have something of a niche use case. I have a camera rendering pixel
art with a scale factor set, and another camera that renders to an
off-screen texture which is supposed to match the main camera exactly.
However, when computing camera target info, Bevy [hardcodes a scale
factor of
1.0](116c2b02fe/crates/bevy_render/src/camera/camera.rs (L828))
for image targets which means that my main camera and my image target
camera get different `OrthographicProjections` calculated.
## Solution
This PR adds an `ImageRenderTarget` struct which allows scale factors to
be specified.
## Testing
I tested the affected examples on macOS and they still work. This is an
additive change and should not break any existing code, apart from what
is trivially fixable by following compiler error messages.
---
## Migration Guide
`RenderTarget::Image` now takes an `ImageRenderTarget` instead of a
`Handle<Image>`. You can call `handle.into()` to construct an
`ImageRenderTarget` using the same settings as before.
# 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
This PR continues the work of `bevy_input_focus` by adding a pluggable
tab navigation framework.
As part of this work, `FocusKeyboardEvent` now propagates to the window
after exhausting all ancestors.
## Testing
Unit tests and manual tests.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This PR adds support for *mixed lighting* to Bevy, whereby some parts of
the scene are lightmapped, while others take part in real-time lighting.
(Here *real-time lighting* means lighting at runtime via the PBR shader,
as opposed to precomputed light using lightmaps.) It does so by adding a
new field, `affects_lightmapped_meshes` to `IrradianceVolume` and
`AmbientLight`, and a corresponding field
`affects_lightmapped_mesh_diffuse` to `DirectionalLight`, `PointLight`,
`SpotLight`, and `EnvironmentMapLight`. By default, this value is set to
true; when set to false, the light contributes nothing to the diffuse
irradiance component to meshes with lightmaps.
Note that specular light is unaffected. This is because the correct way
to bake specular lighting is *directional lightmaps*, which we have no
support for yet.
There are two general ways I expect this field to be used:
1. When diffuse indirect light is baked into lightmaps, irradiance
volumes and reflection probes shouldn't contribute any diffuse light to
the static geometry that has a lightmap. That's because the baking tool
should have already accounted for it, and in a higher-quality fashion,
as lightmaps typically offer a higher effective texture resolution than
the light probe does.
2. When direct diffuse light is baked into a lightmap, punctual lights
shouldn't contribute any diffuse light to static geometry with a
lightmap, to avoid double-counting. It may seem odd to bake *direct*
light into a lightmap, as opposed to indirect light. But there is a use
case: in a scene with many lights, avoiding light leaks requires shadow
mapping, which quickly becomes prohibitive when many lights are
involved. Baking lightmaps allows light leaks to be eliminated on static
geometry.
A new example, `mixed_lighting`, has been added. It demonstrates a sofa
(model from the [glTF Sample Assets]) that has been lightmapped offline
using [Bakery]. It has four modes:
1. In *baked* mode, all objects are locked in place, and all the diffuse
direct and indirect light has been calculated ahead of time. Note that
the bottom of the sphere has a red tint from the sofa, illustrating that
the baking tool captured indirect light for it.
2. In *mixed direct* mode, lightmaps capturing diffuse direct and
indirect light have been pre-calculated for the static objects, but the
dynamic sphere has real-time lighting. Note that, because the diffuse
lighting has been entirely pre-calculated for the scenery, the dynamic
sphere casts no shadow. In a real app, you would typically use real-time
lighting for the most important light so that dynamic objects can shadow
the scenery and relegate baked lighting to the less important lights for
which shadows aren't as important. Also note that there is no red tint
on the sphere, because there is no global illumination applied to it. In
an actual game, you could fix this problem by supplementing the
lightmapped objects with an irradiance volume.
3. In *mixed indirect* mode, all direct light is calculated in
real-time, and the static objects have pre-calculated indirect lighting.
This corresponds to the mode that most applications are expected to use.
Because direct light on the scenery is computed dynamically, shadows are
fully supported. As in mixed direct mode, there is no global
illumination on the sphere; in a real application, irradiance volumes
could be used to supplement the lightmaps.
4. In *real-time* mode, no lightmaps are used at all, and all punctual
lights are rendered in real-time. No global illumination exists.
In the example, you can click around to move the sphere, unless you're
in baked mode, in which case the sphere must be locked in place to be
lit correctly.
## Showcase
Baked mode:

Mixed direct mode:

Mixed indirect mode (default):

Real-time mode:

## Migration guide
* The `AmbientLight` resource, the `IrradianceVolume` component, and the
`EnvironmentMapLight` component now have `affects_lightmapped_meshes`
fields. If you don't need to use that field (for example, if you aren't
using lightmaps), you can safely set the field to true.
* `DirectionalLight`, `PointLight`, and `SpotLight` now have
`affects_lightmapped_mesh_diffuse` fields. If you don't need to use that
field (for example, if you aren't using lightmaps), you can safely set
the field to true.
[glTF Sample Assets]:
https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main
[Bakery]:
https://geom.io/bakery/wiki/index.php?title=Bakery_-_GPU_Lightmapper
This commit allows Bevy to bind 16 lightmaps at a time, if the current
platform supports bindless textures. Naturally, if bindless textures
aren't supported, Bevy falls back to binding only a single lightmap at a
time. As lightmaps are usually heavily atlased, I doubt many scenes will
use more than 16 lightmap textures.
This has little performance impact now, but it's desirable for us to
reap the benefits of multidraw and bindless textures on scenes that use
lightmaps. Otherwise, we might have to break batches in order to switch
those lightmaps.
Additionally, this PR slightly reduces the cost of binning because it
makes the lightmap index in `Opaque3dBinKey` 32 bits instead of an
`AssetId`.
## Migration Guide
* The `Opaque3dBinKey::lightmap_image` field is now
`Opaque3dBinKey::lightmap_slab`, which is a lightweight identifier for
an entire binding array of lightmaps.
# Objective
- #16813 added the ability to mute sinks and added a new method
`toggle_mute()`.
- Leaving `toggle()` as is creates inconsistency and a bit of confusion
about what is being toggled.
## Solution
- Rename `toggle()` to `toggle_playback()`.
- The choice to use the `_playback` suffix was easy because the method
comment was already telling us what is being toggled: `Toggles playback
of the sink.`
- [Raised in Discord] and got the OK from Alice.
[Raised in Discord]:
https://discord.com/channels/691052431525675048/749430447326625812/1318000355824504905
## Testing
- I ran the example and also updated the instruction text to make it
clear `Space` is toggling the playback not just pausing.
- I added a unit test for `toggle_playback()` because why not.
---
## Showcase
Example instructions:
<img width="292" alt="image"
src="https://github.com/user-attachments/assets/585c36c6-c4d7-428b-acbe-a92f3a37b460"
/>
## Migration Guide
- `AudioSinkPlayback`'s `toggle` method has been renamed to
`toggle_playback`. This was done to create consistency with the
`toggle_mute` method added in
https://github.com/bevyengine/bevy/pull/16813. Change instances of
`toggle` to `toggle_playback`. E.g.:
Before:
```rust
fn pause(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink>) {
if keyboard_input.just_pressed(KeyCode::Space) {
sink.toggle();
}
}
```
After:
```rust
fn pause(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink>) {
if keyboard_input.just_pressed(KeyCode::Space) {
sink.toggle_playback();
}
}
```
# Objective
- Allow users to mute audio.
```rust
fn mute(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut sink: Single<&mut AudioSink, With<MyMusic>>,
) {
if keyboard_input.just_pressed(KeyCode::KeyM) {
sink.toggle_mute();
}
}
```
- I want to be able to press, say, `M` and mute all my audio. I want
this for dev, but I'm sure it's a useful player setting as well.
- Muting is different to pausing—I don't want to pause my sounds, I want
them to keep playing but with no volume. For example if I have
background music playing which is made up of 5 tracks, I want to be able
to temporarily mute my background music, and if I unmute at, say, track
4, I want to play track 4 rather than have had everything paused and
still be on the first track.
- I want to be able to continue to control the volume of my audio even
when muted. Like in the example, if I have muted my audio but I use the
volume up/down controls, I want Bevy to remember those volume changes so
that when I unmute, the volume corresponds to that.
## Solution
- Add methods to audio to allow muting, unmuting and toggling muting.
- To preserve the user's intended volume, each sink needs to keep track
of a "managed volume".
- I checked `rodio` and I don't see any built in support for doing this,
so I added it to `bevy_audio`.
- I'm interested to hear if this is a good idea or a bad idea. To me,
this API looks nice and looks usable, but I'm aware it involves some
changes to the existing API and now also requires mutable access in some
places compared to before.
- I'm also aware of work on *Better Audio*, but I'm hoping that if this
change isn't too wild it might be a useful addition considering we don't
really know when we'll eventually get better audio.
## Testing
- Update and run the example: `cargo run --example audio_control`
- Run the example: `cargo run --example soundtrack`
- Update and run the example: `cargo run --example spatial_audio_3d`
- Add unit tests.
---
## Showcase
See 2 changed examples that show how you can mute an audio sink and a
spatial audio sink.
## Migration Guide
- The `AudioSinkPlayback` trait now has 4 new methods to allow you to
mute audio sinks: `is_muted`, `mute`, `unmute` and `toggle_mute`. You
can use these methods on `bevy_audio`'s `AudioSink` and
`SpatialAudioSink` components to manage the sink's mute state.
- `AudioSinkPlayback`'s `set_volume` method now takes a mutable
reference instead of an immutable one. Update your code which calls
`set_volume` on `AudioSink` and `SpatialAudioSink` components to take a
mutable reference. E.g.:
Before:
```rust
fn increase_volume(sink: Single<&AudioSink>) {
sink.set_volume(sink.volume() + 0.1);
}
```
After:
```rust
fn increase_volume(mut sink: Single<&mut AudioSink>) {
let current_volume = sink.volume();
sink.set_volume(current_volume + 0.1);
}
```
- The `PlaybackSettings` component now has a `muted` field which you can
use to spawn your audio in a muted state. `PlaybackSettings` also now
has a helper method `muted` which you can use when building the
component. E.g.:
```rust
commands.spawn((
// ...
AudioPlayer::new(asset_server.load("sounds/Windless Slopes.ogg")),
PlaybackSettings::LOOP.with_spatial(true).muted(),
));
```
---------
Co-authored-by: Nathan Graule <solarliner@gmail.com>
# Objective
- Allow skiping components that don't have ComponentId yet instead of
failing `bevy/query` request.
## Solution
- Describe the solution used to achieve the objective above.
## Testing
My naive approach boils down to:
- bevy/list to get list of all components.
- bevy/query with empty components and has fields and a option that
contains result of the bevy/list.
Before that change I end up with bunch of `Component xxx isn't used in
the world` because some of the components wasn't spawned at any moment
yet in the game. Now it should work.
## Migration Guide
- `BrpQueryParams` now has `strict` boolean field. It serfs as a flag to
fail when encountering an invalid component rather than skipping it.
Defaults to false.
This patch replaces the undocumented `NoGpuCulling` component with a new
component, `NoIndirectDrawing`, effectively turning indirect drawing on
by default. Indirect mode is needed for the recently-landed multidraw
feature (#16427). Since multidraw is such a win for performance, when
that feature is supported the small performance tax that indirect mode
incurs is virtually always worth paying.
To ensure that custom drawing code such as that in the
`custom_shader_instancing` example continues to function, this commit
additionally makes GPU culling take the `NoFrustumCulling` component
into account.
This PR is an alternative to #16670 that doesn't break the
`custom_shader_instancing` example. **PR #16755 should land first in
order to avoid breaking deferred rendering, as multidraw currently
breaks it**.
## Migration Guide
* Indirect drawing (GPU culling) is now enabled by default, so the
`GpuCulling` component is no longer available. To disable indirect mode,
which may be useful with custom render nodes, add the new
`NoIndirectDrawing` component to your camera.
# 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
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.
This commit makes `StandardMaterial` use bindless textures, as
implemented in PR #16368. Non-bindless mode, as used for example in
Metal and WebGL 2, remains fully supported via a plethora of `#ifdef
BINDLESS` preprocessor definitions.
Unfortunately, this PR introduces quite a bit of unsightliness into the
PBR shaders. This is a result of the fact that WGSL supports neither
passing binding arrays to functions nor passing individual *elements* of
binding arrays to functions, except directly to texture sample
functions. Thus we're unable to use the `sample_texture` abstraction
that helped abstract over the meshlet and non-meshlet paths. I don't
think there's anything we can do to help this other than to suggest
improvements to upstream Naga.
# Objective
The `RayCastSettings` type is only used in the context of ray casts with
the `MeshRayCast` system parameter. The current name is somewhat
inconsistent with other existing types, like `MeshRayCast` and
`MeshPickingSettings`, but more importantly, it easily conflicts with
physics, and forces those crates to opt for some other name like
`RayCastConfig` or `RayCastOptions`.
We should rename `RayCastSettings` to `MeshRayCastSettings` to avoid
naming conflicts and improve consistency.
## Solution
Rename `RayCastSettings` to `MeshRayCastSettings`.
---
## Migration Guide
`RayCastSettings` has been renamed to `MeshRayCastSettings` to avoid
naming conflicts with other ray casting backends and types.
# Objective
We currently have no benchmarks for large worlds with many entities,
components and systems.
Having a benchmark for a world with many components is especially useful
for the performance improvements needed for relations. This is also a
response to this [comment from
cart](https://github.com/bevyengine/bevy/pull/14385#issuecomment-2311292546).
> I'd like both a small bevy_ecs-scoped executor benchmark that
generates thousands of components used by hundreds of systems.
## Solution
I use dynamic components and components to construct a benchmark with
2000 components, 4000 systems, and 10000 entities.
## Some notes
- ~I use a lot of random entities, which creates unpredictable
performance, I should use a seeded PRNG.~
- Not entirely sure if everything is ran concurrently currently. And
there are many conflicts, meaning there's probably a lot of
first-come-first-serve going on. Not entirely sure if these benchmarks
are very reproducible.
- Maybe add some more safety comments
- Also component_reads_and_writes() is about to be deprecated #16339,
but there's no other way to currently do what I'm trying to do.
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
Fixes#16192
## Solution
I renamed the Pointer<Down/Up> to <Pressed/Released> and then I resolved
all the errors.
Renamed variables like "is_down" to "is_pressed" to maintain
consistency.
Modified the docs in places where 'down/up' were used to maintain
consistency.
## Testing
I haven't tested this in any way beside the checks from rust analyzer
and the examples in the examples/ directory.
---
## Migration Guide
### `bevy_picking/src/pointer.rs`:
#### `enum PressDirection`:
- `PressDirection::Down` changes to `PressDirection::Pressed`.
- `PressDirection::Up` changes to `PressDirection::Released`.
These changes are also relevant when working with `enum PointerAction`
### `bevy_picking/src/events.rs`:
Clicking and pressing Events in events.rs categories change from [Down],
[Up], [Click] to [Pressed], [Released], [Click].
- `struct Down` changes to `struct Pressed` - fires when a pointer
button is pressed over the 'target' entity.
- `struct Up` changes to `struct Released` - fires when a pointer button
is released over the 'target' entity.
- `struct Click` now fires when a pointer sends a Pressed event followed
by a Released event on the same 'target'.
- `struct DragStart` now fires when the 'target' entity receives a
pointer Pressed event followed by a pointer Move event.
- `struct DragEnd` now fires when the 'target' entity is being dragged
and receives a pointer Released event.
- `PickingEventWriters<'w>::down_events: EventWriter<'w, Pointer<Down>>`
changes to `PickingEventWriters<'w>::pressed_events: EventWriter<'w,
Pointer<Pressed>>`.
- `PickingEventWriters<'w>::up_events changes to
PickingEventWriters<'w>::released_events`.
---------
Co-authored-by: Harun Ibram <harun.ibram@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Currently function reflection requires users to manually monomorphize
their generic functions. For example:
```rust
fn add<T: Add<Output=T>>(a: T, b: T) -> T {
a + b
}
// We have to specify the type of `T`:
let reflect_add = add::<i32>.into_function();
```
This PR doesn't aim to solve that problem—this is just a limitation in
Rust. However, it also means that reflected functions can only ever work
for a single monomorphization. If we wanted to support other types for
`T`, we'd have to create a separate function for each one:
```rust
let reflect_add_i32 = add::<i32>.into_function();
let reflect_add_u32 = add::<u32>.into_function();
let reflect_add_f32 = add::<f32>.into_function();
// ...
```
So in addition to requiring manual monomorphization, we also lose the
benefit of having a single function handle multiple argument types.
If a user wanted to create a small modding script that utilized function
reflection, they'd have to either:
- Store all sets of supported monomorphizations and require users to
call the correct one
- Write out some logic to find the correct function based on the given
arguments
While the first option would work, it wouldn't be very ergonomic. The
second option is better, but it adds additional complexity to the user's
logic—complexity that `bevy_reflect` could instead take on.
## Solution
Introduce [function
overloading](https://en.wikipedia.org/wiki/Function_overloading).
A `DynamicFunction` can now be overloaded with other `DynamicFunction`s.
We can rewrite the above code like so:
```rust
let reflect_add = add::<i32>
.into_function()
.with_overload(add::<u32>)
.with_overload(add::<f32>);
```
When invoked, the `DynamicFunction` will attempt to find a matching
overload for the given set of arguments.
And while I went into this PR only looking to improve generic function
reflection, I accidentally added support for variadic functions as well
(hence why I use the broader term "overload" over "generic").
```rust
// Supports 1 to 4 arguments
let multiply_all = (|a: i32| a)
.into_function()
.with_overload(|a: i32, b: i32| a * b)
.with_overload(|a: i32, b: i32, c: i32| a * b * c)
.with_overload(|a: i32, b: i32, c: i32, d: i32| a * b * c * d);
```
This is simply an added bonus to this particular implementation. ~~Full
variadic support (i.e. allowing for an indefinite number of arguments)
will be added in a later PR.~~ I actually decided to limit the maximum
number of arguments to 63 to supplement faster lookups, a reduced memory
footprint, and faster cloning.
### Alternatives & Rationale
I explored a few options for handling generic functions. This PR is the
one I feel the most confident in, but I feel I should mention the others
and why I ultimately didn't move forward with them.
#### Adding `GenericDynamicFunction`
**TL;DR:** Adding a distinct `GenericDynamicFunction` type unnecessarily
splits and complicates the API.
<details>
<summary>Details</summary>
My initial explorations involved a dedicated `GenericDynamicFunction` to
contain and handle the mappings.
This was initially started back when `DynamicFunction` was distinct from
`DynamicClosure`. My goal was to not prevent us from being able to
somehow make `DynamicFunction` implement `Copy`. But once we reverted
back to a single `DynamicFunction`, that became a non-issue.
But that aside, the real problem was that it created a split in the API.
If I'm using a third-party library that uses function reflection, I have
to know whether to request a `DynamicFunction` or a
`GenericDynamicFunction`. I might not even know ahead of time which one
I want. It might need to be determined at runtime.
And if I'm creating a library, I might want a type to contain both
`DynamicFunction` and `GenericDynamicFunction`. This might not be
possible if, for example, I need to store the function in a `HashMap`.
The other concern is with `IntoFunction`. Right now `DynamicFunction`
trivially implements `IntoFunction` since it can just return itself. But
what should `GenericDynamicFunction` do? It could return itself wrapped
into a `DynamicFunction`, but then the API for `DynamicFunction` would
have to account for this. So then what was the point of having a
separate `GenericDynamicFunction` anyways?
And even apart from `IntoFunction`, there's nothing stopping someone
from manually creating a generic `DynamicFunction` through lying about
its `FunctionInfo` and wrapping a `GenericDynamicFunction`.
That being said, this is probably the "best" alternative if we added a
`Function` trait and stored functions as `Box<dyn Function>`.
However, I'm not convinced we gain much from this. Sure, we could keep
the API for `DynamicFunction` the same, but consumers of `Function` will
need to account for `GenericDynamicFunction` regardless (e.g. handling
multiple `FunctionInfo`, a ranged argument count, etc.). And for all
cases, except where using `DynamicFunction` directly, you end up
treating them all like `GenericDynamicFunction`.
Right now, if we did go with `GenericDynamicFunction`, the only major
benefit we'd gain would be saving 24 bytes. If memory ever does become
an issue here, we could swap over. But I think for the time being it's
better for us to pursue a clearer mental model and end-user ergonomics
through unification.
</details>
##### Using the `FunctionRegistry`
**TL;DR:** Having overloads only exist in the `FunctionRegistry`
unnecessarily splits and complicates the API.
<details>
<summary>Details</summary>
Another idea was to store the overloads in the `FunctionRegistry`. Users
would then just call functions directly through the registry (i.e.
`registry.call("my_func", my_args)`).
I didn't go with this option because of how it specifically relies on
the functions being registered. You'd not only always need access to the
registry, but you'd need to ensure that the functions you want to call
are even registered.
It also means you can't just store a generic `DynamicFunction` on a
type. Instead, you'll need to store the function's name and use that to
look up the function in the registry—even if it's only ever used by that
type.
Doing so also removes all the benefits of `DynamicFunction`, such as the
ability to pass it to functions accepting `IntoFunction`, modify it if
needed, and so on.
Like `GenericDynamicFunction` this introduces a split in the ecosystem:
you either store `DynamicFunction`, store a string to look up the
function, or force `DynamicFunction` to wrap your generic function
anyways. Or worse yet: have `DynamicFunction` wrap the lookup function
using `FunctionRegistryArc`.
</details>
#### Generic `ArgInfo`
**TL;DR:** Allowing `ArgInfo` and `ReturnInfo` to store the generic
information introduces a footgun when interpreting `FunctionInfo`.
<details>
<summary>Details</summary>
Regardless of how we represent a generic function, one thing is clear:
we need to be able to represent the information for such a function.
This PR does so by introducing a `FunctionInfoType` enum to wrap one or
more `FunctionInfo` values.
Originally, I didn't do this. I had `ArgInfo` and `ReturnInfo` allow for
generic types. This allowed us to have a single `FunctionInfo` to
represent our function, but then I realized that it actually lies about
our function.
If we have two `ArgInfo` that both allow for either `i32` or `u32`, what
does this tell us about our function? It turns out: nothing! We can't
know whether our function takes `(i32, i32)`, `(u32, u32)`, `(i32,
u32)`, or `(u32, i32)`.
It therefore makes more sense to just represent a function with multiple
`FunctionInfo` since that's really what it's made up of.
</details>
#### Flatten `FunctionInfo`
**TL;DR:** Flattening removes additional per-overload information some
users may desire and prevents us from adding more information in the
future.
<details>
<summary>Details</summary>
Why don't we just flatten multiple `FunctionInfo` into just one that can
contain multiple signatures?
This is something we could do, but I decided against it for a few
reasons:
- The only thing we'd be able to get rid of for each signature would be
the `name`. While not enough to not do it, it doesn't really suggest we
*have* to either.
- Some consumers may want access to the names of the functions that make
up the overloaded function. For example, to track a bug where an
undesirable function is being added as an overload. Or to more easily
locate the original function of an overload.
- We may eventually allow for more information to be stored on
`FunctionInfo`. For example, we may allow for documentation to be stored
like we do for `TypeInfo`. Consumers of this documentation may want
access to the documentation of each overload as they may provide
documentation specific to that overload.
</details>
## Testing
This PR adds lots of tests and benchmarks, and also adds to the example.
To run the tests:
```
cargo test --package bevy_reflect --all-features
```
To run the benchmarks:
```
cargo bench --bench reflect_function --all-features
```
To run the example:
```
cargo run --package bevy --example function_reflection --all-features
```
### Benchmarks
One of my goals with this PR was to leave the typical case of
non-overloaded functions largely unaffected by the changes introduced in
this PR. ~~And while the static size of `DynamicFunction` has increased
by 17% (from 136 to 160 bytes), the performance has generally stayed the
same~~ The static size of `DynamicFunction` has decreased from 136 to
112 bytes, while calling performance has generally stayed the same:
| | `main` | 7d293ab | 252f3897d |
|-------------------------------------|--------|---------|-----------|
| `into/function` | 37 ns | 46 ns | 142 ns |
| `with_overload/01_simple_overload` | - | 149 ns | 268 ns |
| `with_overload/01_complex_overload` | - | 332 ns | 431 ns |
| `with_overload/10_simple_overload` | - | 1266 ns | 2618 ns |
| `with_overload/10_complex_overload` | - | 2544 ns | 4170 ns |
| `call/function` | 57 ns | 58 ns | 61 ns |
| `call/01_simple_overload` | - | 255 ns | 242 ns |
| `call/01_complex_overload` | - | 595 ns | 431 ns |
| `call/10_simple_overload` | - | 740 ns | 699 ns |
| `call/10_complex_overload` | - | 1824 ns | 1618 ns |
For the overloaded function tests, the leading number indicates how many
overloads there are: `01` indicates 1 overload, `10` indicates 10
overloads. The `complex` cases have 10 unique generic types and 10
arguments, compared to the `simple` 1 generic type and 2 arguments.
I aimed to prioritize the performance of calling the functions over
creating them, hence creation speed tends to be a bit slower.
There may be other optimizations we can look into but that's probably
best saved for a future PR.
The important bit is that the standard ~~`into/function`~~ and
`call/function` benchmarks show minimal regressions. Since the latest
changes, `into/function` does have some regressions, but again the
priority was `call/function`. We can probably optimize `into/function`
if needed in the future.
---
## Showcase
Function reflection now supports [function
overloading](https://en.wikipedia.org/wiki/Function_overloading)! This
can be used to simulate generic functions:
```rust
fn add<T: Add<Output=T>>(a: T, b: T) -> T {
a + b
}
let reflect_add = add::<i32>
.into_function()
.with_overload(add::<u32>)
.with_overload(add::<f32>);
let args = ArgList::default().push_owned(25_i32).push_owned(75_i32);
let result = func.call(args).unwrap().unwrap_owned();
assert_eq!(result.try_take::<i32>().unwrap(), 100);
let args = ArgList::default().push_owned(25.0_f32).push_owned(75.0_f32);
let result = func.call(args).unwrap().unwrap_owned();
assert_eq!(result.try_take::<f32>().unwrap(), 100.0);
```
You can also simulate variadic functions:
```rust
#[derive(Reflect, PartialEq, Debug)]
struct Player {
name: Option<String>,
health: u32,
}
// Creates a `Player` with one of the following:
// - No name and 100 health
// - A name and 100 health
// - No name and custom health
// - A name and custom health
let create_player = (|| Player {
name: None,
health: 100,
})
.into_function()
.with_overload(|name: String| Player {
name: Some(name),
health: 100,
})
.with_overload(|health: u32| Player {
name: None,
health
})
.with_overload(|name: String, health: u32| Player {
name: Some(name),
health,
});
let args = ArgList::default()
.push_owned(String::from("Urist"))
.push_owned(55_u32);
let player = create_player
.call(args)
.unwrap()
.unwrap_owned()
.try_take::<Player>()
.unwrap();
assert_eq!(
player,
Player {
name: Some(String::from("Urist")),
health: 55
}
);
```
# Objective
- A `Trigger` has multiple associated `Entity`s - the entity observing
the event, and the entity that was targeted by the event.
- The field `entity: Entity` encodes no semantic information about what
the entity is used for, you can already tell that it's an `Entity` by
the type signature!
## Solution
- Rename `trigger.entity()` to `trigger.target()`
---
## Changelog
- `Trigger`s are associated with multiple entities. `Trigger::entity()`
has been renamed to `Trigger::target()` to reflect the semantics of the
entity being returned.
## Migration Guide
- Rename `Trigger::entity()` to `Trigger::target()`.
- Rename `ObserverTrigger::entity` to `ObserverTrigger::target`
# 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.
# Objective
This PR update breakout to use the new 0.15 Required Component feature
instead of the Bundle.
Add more information in the comment about where to find more info about
Required Components.
## Solution
Replace `#[derive(Bundle)]` with a new Wall component and `#[require()]`
Macro to include the other components.
## Testing
Tested with `cargo test` as well tested the game manually with `cargo
run --example breakout` It looks to me that it works like it used to
before the changes. Tested on Arch Linux, Wayland
---------
Co-authored-by: Arnav Mummineni <45217840+RCoder01@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
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
Error handling in bevy is hard. See for reference
https://github.com/bevyengine/bevy/issues/11562,
https://github.com/bevyengine/bevy/issues/10874 and
https://github.com/bevyengine/bevy/issues/12660. The goal of this PR is
to make it better, by allowing users to optionally return `Result` from
systems as outlined by Cart in
<https://github.com/bevyengine/bevy/issues/14275#issuecomment-2223708314>.
## Solution
This PR introduces a new `ScheuleSystem` type to represent systems that
can be added to schedules. Instances of this type contain either an
infallible `BoxedSystem<(), ()>` or a fallible `BoxedSystem<(),
Result>`. `ScheuleSystem` implements `System<In = (), Out = Result>` and
replaces all uses of `BoxedSystem` in schedules. The async executor now
receives a result after executing a system, which for infallible systems
is always `Ok(())`. Currently it ignores this result, but more useful
error handling could also be implemented.
Aliases for `Error` and `Result` have been added to the `bevy_ecs`
prelude, as well as const `OK` which new users may find more friendly
than `Ok(())`.
## Testing
- Currently there are not actual semantics changes that really require
new tests, but I added a basic one just to make sure we don't break
stuff in the future.
- The behavior of existing systems is totally unchanged, including
logging.
- All of the existing systems tests pass, and I have not noticed
anything strange while playing with the examples
## Showcase
The following minimal example prints "hello world" once, then completes.
```rust
use bevy::prelude::*;
fn main() {
App::new().add_systems(Update, hello_world_system).run();
}
fn hello_world_system() -> Result {
println!("hello world");
Err("string")?;
println!("goodbye world");
OK
}
```
## Migration Guide
This change should be pretty much non-breaking, except for users who
have implemented their own custom executors. Those users should use
`ScheduleSystem` in place of `BoxedSystem<(), ()>` and import the
`System` trait where needed. They can choose to do whatever they wish
with the result.
## Current Work
+ [x] Fix tests & doc comments
+ [x] Write more tests
+ [x] Add examples
+ [X] Draft release notes
## Draft Release Notes
As of this release, systems can now return results.
First a bit of background: Bevy has hisotrically expected systems to
return the empty type `()`. While this makes sense in the context of the
ecs, it's at odds with how error handling is typically done in rust:
returning `Result::Error` to indicate failure, and using the
short-circuiting `?` operator to propagate that error up the call stack
to where it can be properly handled. Users of functional languages will
tell you this is called "monadic error handling".
Not being able to return `Results` from systems left bevy users with a
quandry. They could add custom error handling logic to every system, or
manually pipe every system into an error handler, or perhaps sidestep
the issue with some combination of fallible assignents, logging, macros,
and early returns. Often, users would just litter their systems with
unwraps and possible panics.
While any one of these approaches might be fine for a particular user,
each of them has their own drawbacks, and none makes good use of the
language. Serious issues could also arrise when two different crates
used by the same project made different choices about error handling.
Now, by returning results, systems can defer error handling to the
application itself. It looks like this:
```rust
// Previous, handling internally
app.add_systems(my_system)
fn my_system(window: Query<&Window>) {
let Ok(window) = query.get_single() else {
return;
};
// ... do something to the window here
}
// Previous, handling externally
app.add_systems(my_system.pipe(my_error_handler))
fn my_system(window: Query<&Window>) -> Result<(), impl Error> {
let window = query.get_single()?;
// ... do something to the window here
Ok(())
}
// Previous, panicking
app.add_systems(my_system)
fn my_system(window: Query<&Window>) {
let window = query.single();
// ... do something to the window here
}
// Now
app.add_systems(my_system)
fn my_system(window: Query<&Window>) -> Result {
let window = query.get_single()?;
// ... do something to the window here
Ok(())
}
```
There are currently some limitations. Systems must either return `()` or
`Result<(), Box<dyn Error + Send + Sync + 'static>>`, with no
in-between. Results are also ignored by default, and though implementing
a custom handler is possible, it involves writing your own custom ecs
executor (which is *not* recomended).
Systems should return errors when they cannot perform their normal
behavior. In turn, errors returned to the executor while running the
schedule will (eventually) be treated as unexpected. Users and library
authors should prefer to return errors for anything that disrupts the
normal expected behavior of a system, and should only handle expected
cases internally.
We have big plans for improving error handling further:
+ Allowing users to change the error handling logic of the default
executors.
+ Adding source tracking and optional backtraces to errors.
+ Possibly adding tracing-levels (Error/Warn/Info/Debug/Trace) to
errors.
+ Generally making the default error logging more helpful and
inteligent.
+ Adding monadic system combininators for fallible systems.
+ Possibly removing all panicking variants from our api.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
The bindless PR (#16368) broke some examples:
* `specialized_mesh_pipeline` and `custom_shader_instancing` failed
because they expect to be able to render a mesh with no material, by
overriding enough of the render pipeline to be able to do so. This PR
fixes the issue by restoring the old behavior in which we extract meshes
even if they have no material.
* `texture_binding_array` broke because it doesn't implement
`AsBindGroup::unprepared_bind_group`. This was tricky to fix because
there's a very good reason why `texture_binding_array` doesn't implement
that method: there's no sensible way to do so with `wgpu`'s current
bindless API, due to its multiple levels of borrowed references. To fix
the example, I split `MaterialBindGroup` into
`MaterialBindlessBindGroup` and `MaterialNonBindlessBindGroup`, and
allow direct custom implementations of `AsBindGroup::as_bind_group` for
the latter type of bind groups. To opt in to the new behavior, return
the `AsBindGroupError::CreateBindGroupDirectly` error from your
`AsBindGroup::unprepared_bind_group` implementation, and Bevy will call
your custom `AsBindGroup::as_bind_group` method as before.
## Migration Guide
* Bevy will now unconditionally call
`AsBindGroup::unprepared_bind_group` for your materials, so you must no
longer panic in that function. Instead, return the new
`AsBindGroupError::CreateBindGroupDirectly` error, and Bevy will fall
back to calling `AsBindGroup::as_bind_group` as before.
# Objective
- Fixes#16208
## Solution
- Added an associated type to `Component`, `Mutability`, which flags
whether a component is mutable, or immutable. If `Mutability= Mutable`,
the component is mutable. If `Mutability= Immutable`, the component is
immutable.
- Updated `derive_component` to default to mutable unless an
`#[component(immutable)]` attribute is added.
- Updated `ReflectComponent` to check if a component is mutable and, if
not, panic when attempting to mutate.
## Testing
- CI
- `immutable_components` example.
---
## Showcase
Users can now mark a component as `#[component(immutable)]` to prevent
safe mutation of a component while it is attached to an entity:
```rust
#[derive(Component)]
#[component(immutable)]
struct Foo {
// ...
}
```
This prevents creating an exclusive reference to the component while it
is attached to an entity. This is particularly powerful when combined
with component hooks, as you can now fully track a component's value,
ensuring whatever invariants you desire are upheld. Before this would be
done my making a component private, and manually creating a `QueryData`
implementation which only permitted read access.
<details>
<summary>Using immutable components as an index</summary>
```rust
/// This is an example of a component like [`Name`](bevy::prelude::Name), but immutable.
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Component)]
#[component(
immutable,
on_insert = on_insert_name,
on_replace = on_replace_name,
)]
pub struct Name(pub &'static str);
/// This index allows for O(1) lookups of an [`Entity`] by its [`Name`].
#[derive(Resource, Default)]
struct NameIndex {
name_to_entity: HashMap<Name, Entity>,
}
impl NameIndex {
fn get_entity(&self, name: &'static str) -> Option<Entity> {
self.name_to_entity.get(&Name(name)).copied()
}
}
fn on_insert_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
let Some(&name) = world.entity(entity).get::<Name>() else {
unreachable!()
};
let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
return;
};
index.name_to_entity.insert(name, entity);
}
fn on_replace_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
let Some(&name) = world.entity(entity).get::<Name>() else {
unreachable!()
};
let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
return;
};
index.name_to_entity.remove(&name);
}
// Setup our name index
world.init_resource::<NameIndex>();
// Spawn some entities!
let alyssa = world.spawn(Name("Alyssa")).id();
let javier = world.spawn(Name("Javier")).id();
// Check our index
let index = world.resource::<NameIndex>();
assert_eq!(index.get_entity("Alyssa"), Some(alyssa));
assert_eq!(index.get_entity("Javier"), Some(javier));
// Changing the name of an entity is also fully capture by our index
world.entity_mut(javier).insert(Name("Steven"));
// Javier changed their name to Steven
let steven = javier;
// Check our index
let index = world.resource::<NameIndex>();
assert_eq!(index.get_entity("Javier"), None);
assert_eq!(index.get_entity("Steven"), Some(steven));
```
</details>
Additionally, users can use `Component<Mutability = ...>` in trait
bounds to enforce that a component _is_ mutable or _is_ immutable. When
using `Component` as a trait bound without specifying `Mutability`, any
component is applicable. However, methods which only work on mutable or
immutable components are unavailable, since the compiler must be
pessimistic about the type.
## Migration Guide
- When implementing `Component` manually, you must now provide a type
for `Mutability`. The type `Mutable` provides equivalent behaviour to
earlier versions of `Component`:
```rust
impl Component for Foo {
type Mutability = Mutable;
// ...
}
```
- When working with generic components, you may need to specify that
your generic parameter implements `Component<Mutability = Mutable>`
rather than `Component` if you require mutable access to said component.
- The entity entry API has had to have some changes made to minimise
friction when working with immutable components. Methods which
previously returned a `Mut<T>` will now typically return an
`OccupiedEntry<T>` instead, requiring you to add an `into_mut()` to get
the `Mut<T>` item again.
## Draft Release Notes
Components can now be made immutable while stored within the ECS.
Components are the fundamental unit of data within an ECS, and Bevy
provides a number of ways to work with them that align with Rust's rules
around ownership and borrowing. One part of this is hooks, which allow
for defining custom behavior at key points in a component's lifecycle,
such as addition and removal. However, there is currently no way to
respond to _mutation_ of a component using hooks. The reasons for this
are quite technical, but to summarize, their addition poses a
significant challenge to Bevy's core promises around performance.
Without mutation hooks, it's relatively trivial to modify a component in
such a way that breaks invariants it intends to uphold. For example, you
can use `core::mem::swap` to swap the components of two entities,
bypassing the insertion and removal hooks.
This means the only way to react to this modification is via change
detection in a system, which then begs the question of what happens
_between_ that alteration and the next run of that system?
Alternatively, you could make your component private to prevent
mutation, but now you need to provide commands and a custom `QueryData`
implementation to allow users to interact with your component at all.
Immutable components solve this problem by preventing the creation of an
exclusive reference to the component entirely. Without an exclusive
reference, the only way to modify an immutable component is via removal
or replacement, which is fully captured by component hooks. To make a
component immutable, simply add `#[component(immutable)]`:
```rust
#[derive(Component)]
#[component(immutable)]
struct Foo {
// ...
}
```
When implementing `Component` manually, there is an associated type
`Mutability` which controls this behavior:
```rust
impl Component for Foo {
type Mutability = Mutable;
// ...
}
```
Note that this means when working with generic components, you may need
to specify that a component is mutable to gain access to certain
methods:
```rust
// Before
fn bar<C: Component>() {
// ...
}
// After
fn bar<C: Component<Mutability = Mutable>>() {
// ...
}
```
With this new tool, creating index components, or caching data on an
entity should be more user friendly, allowing libraries to provide APIs
relying on components and hooks to uphold their invariants.
## Notes
- ~~I've done my best to implement this feature, but I'm not happy with
how reflection has turned out. If any reflection SMEs know a way to
improve this situation I'd greatly appreciate it.~~ There is an
outstanding issue around the fallibility of mutable methods on
`ReflectComponent`, but the DX is largely unchanged from `main` now.
- I've attempted to prevent all safe mutable access to a component that
does not implement `Component<Mutability = Mutable>`, but there may
still be some methods I have missed. Please indicate so and I will
address them, as they are bugs.
- Unsafe is an escape hatch I am _not_ attempting to prevent. Whatever
you do with unsafe is between you and your compiler.
- I am marking this PR as ready, but I suspect it will undergo fairly
major revisions based on SME feedback.
- I've marked this PR as _Uncontroversial_ based on the feature, not the
implementation.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Nuutti Kotivuori <naked@iki.fi>
# Objective
Add a way to use the gizmo API in a retained manner, for increased
performance.
## Solution
- Move gizmo API from `Gizmos` to `GizmoBuffer`, ~ab~using `Deref` to
keep usage the same as before.
- Merge non-strip and strip variant of `LineGizmo` into one, storing the
data in a `GizmoBuffer` to have the same API for retained `LineGizmo`s.
### Review guide
- The meat of the changes are in `lib.rs`, `retained.rs`, `gizmos.rs`,
`pipeline_3d.rs` and `pipeline_2d.rs`
- The other files contain almost exclusively the churn from moving the
gizmo API from `Gizmos` to `GizmoBuffer`
## Testing
### Performance
Performance compared to the immediate mode API is from 65 to 80 times
better for static lines.
```
7900 XTX, 3700X
1707.9k lines/ms: gizmos_retained (21.3ms)
3488.5k lines/ms: gizmos_retained_continuous_polyline (31.3ms)
0.5k lines/ms: gizmos_retained_separate (97.7ms)
3054.9k lines/ms: bevy_polyline_retained_nan (16.8ms)
3596.3k lines/ms: bevy_polyline_retained_continuous_polyline (14.2ms)
0.6k lines/ms: bevy_polyline_retained_separate (78.9ms)
26.9k lines/ms: gizmos_immediate (14.9ms)
43.8k lines/ms: gizmos_immediate_continuous_polyline (18.3ms)
```
Looks like performance is good enough, being close to par with
`bevy_polyline`.
Benchmarks can be found here:
This branch:
https://github.com/tim-blackbird/line_racing/tree/retained-gizmos
Bevy 0.14: https://github.com/DGriffin91/line_racing
## Showcase
```rust
fn setup(
mut commands: Commands,
mut gizmo_assets: ResMut<Assets<GizmoAsset>>
) {
let mut gizmo = GizmoAsset::default();
// A sphere made out of one million lines!
gizmo
.sphere(default(), 1., CRIMSON)
.resolution(1_000_000 / 3);
commands.spawn(Gizmo {
handle: gizmo_assets.add(gizmo),
..default()
});
}
```
## Follow-up work
- Port over to the retained rendering world proper
- Calculate visibility and cull `Gizmo`s
Currently, the prepass has no support for visibility ranges, so
artifacts appear when using dithering visibility ranges in conjunction
with a prepass. This patch fixes that problem.
Note that this patch changes the prepass to use sparse bind group
indices instead of sequential ones. I figured this is cleaner, because
it allows for greater sharing of WGSL code between the forward pipeline
and the prepass pipeline.
The `visibility_range` example has been updated to allow the prepass to
be toggled on and off.
# Objective
The `UiBoxShadowSamples` resource should be renamed to
`BoxShadowSamples` so it matches the `BoxShadow` component.
## Migration Guide
`UiBoxShadowSamples` has been renamed to `BoxShadowSamples`
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
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
- I got tired of calling `enable_state_scoped_entities`, and though it
would make more sense to define that at the place where the state is
defined
## Solution
- add a derive attribute `#[states(scoped_entities)]` when derive
`States` or `SubStates` that enables it automatically when adding the
state
## Testing
- Ran the examples using it, they still work
# Objective
In c5742ff43e ZIndex::Local() and
ZIndex::Global() were replaced with ZIndex() and GlobalZIndex().
A comment was likely forgotten.
## Solution
- Remove the deprecated "::Local" in the comment.
# Objective
- Avoid recreating the monitor every loop (temp fix until it's done
properly on winit side)
- Add a new `WinitSettings` preset for mobile that makes the winit loop
wait more and recommend its usage
# Objective
Run `testbed_ui` example:
```
cargo run --example testbed_ui
```
The scroll list is non-scrollable because it's blocked by the front
four-icon node.
## Solution
Add `PickingBehavior::IGNORE` for the front node
## Testing
- Did you test these changes? If so, how?
Yes.
- Are there any parts that need more testing?
No, I guess.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
```
cargo run --example testbed_ui
```
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
macOS.
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
This older PR from `Wcubed` seemed well worth saving, adopted from
#7314. See also tracking issue #2896 for ongoing discussion of Bevy
testability. Thanks `Wcubed`!
## Solution
- Updated for 0.15
- Added the `expected`/`actual` pattern
- Switched to function plugin
- Tweaked a bit of description
## Testing
Green.
---------
Co-authored-by: Wybe Westra <dev@wwestra.nl>
Co-authored-by: Wybe Westra <wybe.westra@protonmail.com>
# Objective
- Progress towards #15918
- Add test on UI
## Solution
- Get a single screenshot from the UI testbed example
- Remove older examples from runs in CI as they're covered by the
testbed to reduce CI duration
# Objective
- Improve reproducibility of examples
## Solution
- Use seeded rng when needed
- Use fixed z-ordering when needed
## Testing
```sh
steps=5;
echo "cpu_draw\nparallel_query\nanimated_fox\ntransparency_2d" > test
cargo run -p example-showcase -- run --stop-frame 250 --screenshot-frame 100 --fixed-frame-time 0.05 --example-list test --in-ci;
mv screenshots base;
for prefix in `seq 0 $steps`;
do
echo step $prefix;
cargo run -p example-showcase -- run --stop-frame 250 --screenshot-frame 100 --fixed-frame-time 0.05 --example-list test;
mv screenshots $prefix-screenshots;
done;
mv base screenshots
for prefix in `seq 0 $steps`;
do
echo check $prefix
for file in screenshots/*/*;
do
echo $file;
diff $file $prefix-$file;
done;
done;
```
PR #15164 made Bevy consider the center of the mesh to be the center of
the axis-aligned bounding box (AABB). Unfortunately, this breaks
crossfading in many cases. LODs may have different AABBs and so the
center of the AABB may differ for different LODs of the same mesh. The
crossfading, however, relies on all LODs having *precisely* the same
position.
To address this problem, this PR adds a new field, `use_aabb`, to
`VisibilityRange`, which makes the AABB center point behavior opt-in.
@BenjaminBrienen first noticed this issue when reviewing PR #16286. That
PR contains a video showing the effects of this regression on the
`visibility_range` example. This commit fixes that example.
## Migration Guide
* The `VisibilityRange` component now has an extra field, `use_aabb`.
Generally, you can safely set it to false.
# 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
#16222 regressed the user experience of actually using gamepads:
```rust
// Before 16222
gamepad.just_pressed(GamepadButton::South)
// After 16222
gamepad.digital.just_pressed(GamepadButton::South)
// Before 16222
gamepad.get(GamepadButton::RightTrigger2)
// After 16222
gamepad.analog.get(GamepadButton::RighTrigger2)
```
Users shouldn't need to think about "digital vs analog" when checking if
a button is pressed. This abstraction was intentional and I strongly
believe it is in our users' best interest. Buttons and Axes are _both_
digital and analog, and this is largely an implementation detail. I
don't think reverting this will be controversial.
## Solution
- Revert most of #16222
- Add the `Into<T>` from #16222 to the internals
- Expose read/write `digital` and `analog` accessors on gamepad, in the
interest of enabling the mocking scenarios covered in #16222 (and
allowing the minority of users that care about the "digital" vs "analog"
distinction in this context to make that distinction)
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- Fixes#16152
## Solution
- Put `bevy_window` and `bevy_a11y` behind the `bevy_window` feature.
they were the only difference
- Add `ScheduleRunnerPlugin` to the `DefaultPlugins` when `bevy_window`
is disabled
- Remove `HeadlessPlugins`
- Update the `headless` example
# Objective
To capture the performance impact of removing and adding UI nodes add a
`respawn` commandline argument to the `many_buttons` stress test example
that despawns the existing UI layout and then spawns a new layout to
replace it every frame.
## Testing
To run the example with the new changes use:
```cargo run --example many_buttons --release -- --respawn```
# 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
We currently use special "floating" constructors for `EasingCurve`,
`FunctionCurve`, and `ConstantCurve` (ex: `easing_curve`). This erases
the type being created (and in general "what is happening"
structurally), for very minimal ergonomics improvements. With rare
exceptions, we prefer normal `X::new()` constructors over floating `x()`
constructors in Bevy. I don't think this use case merits special casing
here.
## Solution
Add `EasingCurve::new()`, use normal constructors everywhere, and remove
the floating constructors.
I think this should land in 0.15 in the interest of not breaking people
later.
# Objective
_If I understand it correctly_, we were checking mesh visibility, as
well as re-rendering point and spot light shadow maps for each view.
This makes it so that M views and N lights produce M x N complexity.
This PR aims to fix that, as well as introduce a stress test for this
specific scenario.
## Solution
- Keep track of what lights have already had mesh visibility calculated
and do not calculate it again;
- Reuse shadow depth textures and attachments across all views, and only
render shadow maps for the _first_ time a light is encountered on a
view;
- Directional lights remain unaltered, since their shadow map cascades
are view-dependent;
- Add a new `many_cameras_lights` stress test example to verify the
solution
## Showcase
110% speed up on the stress test
83% reduction of memory usage in stress test
### Before (5.35 FPS on stress test)
<img width="1392" alt="Screenshot 2024-09-11 at 12 25 57"
src="https://github.com/user-attachments/assets/136b0785-e9a4-44df-9a22-f99cc465e126">
### After (11.34 FPS on stress test)
<img width="1392" alt="Screenshot 2024-09-11 at 12 24 35"
src="https://github.com/user-attachments/assets/b8dd858f-5e19-467f-8344-2b46ca039630">
## Testing
- Did you test these changes? If so, how?
- On my game project where I have two cameras, and many shadow casting
lights I managed to get pretty much double the FPS.
- Also included a stress test, see the comparison above
- Are there any parts that need more testing?
- Yes, I would like help verifying that this fix is indeed correct, and
that we were really re-rendering the shadow maps by mistake and it's
indeed okay to not do that
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run the `many_cameras_lights` example
- On the `main` branch, cherry pick the commit with the example (`git
cherry-pick --no-commit 1ed4ace01`) and run it
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- macOS
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Glam has some common and useful types and helpers that are not in the
prelude of `bevy_math`. This includes shorthand constructors like
`vec3`, or even `Vec3A`, the aligned version of `Vec3`.
```rust
// The "normal" way to create a 3D vector
let vec = Vec3::new(2.0, 1.0, -3.0);
// Shorthand version
let vec = vec3(2.0, 1.0, -3.0);
```
## Solution
Add the following types and methods to the prelude:
- `vec2`, `vec3`, `vec3a`, `vec4`
- `uvec2`, `uvec3`, `uvec4`
- `ivec2`, `ivec3`, `ivec4`
- `bvec2`, `bvec3`, `bvec3a`, `bvec4`, `bvec4a`
- `mat2`, `mat3`, `mat3a`, `mat4`
- `quat` (not sure if anyone uses this, but for consistency)
- `Vec3A`
- `BVec3A`, `BVec4A`
- `Mat3A`
I did not add the u16, i16, or f64 variants like `dvec2`, since there
are currently no existing types like those in the prelude.
The shorthand constructors are currently used a lot in some places in
Bevy, and not at all in others. In a follow-up, we might want to
consider if we have a preference for the shorthand, and make a PR to
change the codebase to use it more consistently.
# 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
- Fixes#16292
## Solution
- Renames the `ColorText` marker to `AnimatedText`, which is more
distinct from the `TextColor` Bevy component.
- Changes the comment language from `A unit struct` to `Marker struct`
for better consistency with other Bevy docs.
## Testing
- Locally, example still runs just fine
# 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.
# Objective
`AudioPlayer::<AudioSource>(assets.load("audio.mp3"))` is awkward and
complicated to type because the `AudioSource` generic type cannot be
elided. This is especially annoying because `AudioSource` is used in the
majority of cases. Most users don't need to think about it.
## Solution
Add an `AudioPlayer::new()` function that is hard-coded to
`AudioSource`, allowing `AudioPlayer::new(assets.load("audio.mp3"))`.
Prefer using that in the relevant places.
# Objective
In the existing implementation, additive blending effectively treats the
node with least index specially by basically forcing its weight to be
`1.0` regardless of what its computed weight would be (based on the
weights in the `AnimationGraph` and `AnimationPlayer`).
Arguably this makes some amount of sense, because the "base" animation
is often one which was not authored to be used additively, meaning that
its sampled values are interpreted absolutely rather than as deltas.
However, this also leads to strange behavior with respect to animation
masks: if the "base" animation is masked out on some target, then the
next node is treated as the "base" animation, despite the fact that it
would normally be interpreted additively, and the weight of that
animation is thrown away as a result.
This is all kind of weird and revolves around special treatment (if the
behavior is even really intentional in the first place). From a
mathematical standpoint, there is nothing special about how the "base"
animation must be treated other than having a weight of 1.0 under an
`Add` node, which is something that the user can do without relying on
some bizarre corner-case behavior of the animation system — this is the
only present situation under which weights are discarded.
This PR changes this behavior so that the weight of every node is
incorporated. In other words, for an animation graph that looks like
this:
```text
┌───────────────┐
│Base clip ┼──┐
│ 0.5 │ │
└───────────────┘ │
┌───────────────┐ │ ┌───────────────┐ ┌────┐
│Additive clip 1┼──┼─►┤Additive blend ┼────►│Root│
│ 0.1 │ │ │ 1.0 │ └────┘
└───────────────┘ │ └───────────────┘
┌───────────────┐ │
│Additive clip 2┼──┘
│ 0.2 │
└───────────────┘
```
Previously, the result would have been
```text
base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2
```
whereas now it would be
```text
0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2
```
and in the scenario where `base_clip` is masked out:
```text
additive_clip_1 + 0.2 * additive_clip_2
```
vs.
```text
0.1 * additive_clip_1 + 0.2 * additive_clip_2
```
## Solution
For background, the way that the additive blending procedure works is
something like this:
- During graph traversal, the node values and weights of the children
are pushed onto the evaluator `stack`. The traversal order guarantees
that the item with least node index will be on top.
- Once we reach the `Add` node itself, we start popping off the `stack`
and into the evaluator's `blend_register`, which is an accumulator
holding up to one weight-value pair:
- If the `blend_register` is empty, it is filled using data from the top
of the `stack`.
- Otherwise, the `blend_register` is combined with data popped from the
`stack` and updated.
In the example above, the additive blending steps would look like this
(with the pre-existing implementation):
1. The `blend_register` is empty, so we pop `(base_clip, 0.5)` from the
top of the `stack` and put it in. Now the value of the `blend_register`
is `(base_clip, 0.5)`.
2. The `blend_register` is non-empty: we pop `(additive_clip_1, 0.1)`
from the top of the `stack` and combine it additively with the value in
the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1, 0.6)`
in the `blend_register` (the carried weight value goes unused).
3. The `blend_register` is non-empty: we pop `(additive_clip_2, 0.2)`
from the top of the `stack` and combine it additively with the value in
the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1 + 0.2
* additive_clip_2, 0.8)` in the `blend_register`.
The solution in this PR changes step 1: the `base_clip` is multiplied by
its weight as it is added to the `blend_register` in the first place,
yielding `0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 *
additive_clip_2` as the final result.
### Note for reviewers
It might be tempting to look at the code, which contains a segment that
looks like this:
```rust
if additive {
current_value = A::blend(
[
BlendInput {
weight: 1.0, // <--
value: current_value,
additive: true,
},
BlendInput {
weight: weight_to_blend,
value: value_to_blend,
additive: true,
},
]
.into_iter(),
);
}
```
and conclude that the explicit value of `1.0` is responsible for
overwriting the weight of the base animation. This is incorrect.
Rather, this additive blend has to be written this way because it is
multiplying the *existing value in the blend register* by 1 (i.e. not
doing anything) before adding the next value to it. Changing this to
another quantity (e.g. the existing weight) would cause the value in the
blend register to be spuriously multiplied down.
## Testing
Tested on `animation_masks` example. Checked `morph_weights` example as
well.
## Migration Guide
I will write a migration guide later if this change is not included in
0.15.
# Objective
Addressing a suggestion I made in Discord: store gamepad name as a
`Name` component.
Advantages:
- Will be nicely displayed in inspector / editor.
- Easier to spawn in tests, just `world.spawn(Gamepad::default())`.
## Solution
`Gamepad` component now stores only vendor and product IDs and `Name`
stores the gamepad name.
Since `GamepadInfo` is no longer necessary, I removed it and merged its
fields into the connection event.
## Testing
- Run unit tests.
---
## Migration Guide
- `GamepadInfo` no longer exists:
- Name now accesible via `Name` component.
- Other information available on `Gamepad` component directly.
- `GamepadConnection::Connected` now stores all info fields directly.
# Objective
- Bumps accesskit and accesskit_winit dependencies
## Solution
- Fixes several breaking API changes introduced in accesskit 0.23.
## Testing
- Tested with the ui example and seems to work comparably
# Objective
Closes#16221.
## Solution
- Make `Gamepad` fields public and remove delegates / getters.
- Move `impl Into` to `Axis` methods (delegates for `Axis` used `impl
Into` to allow passing both `GamepadAxis` and `GamepadButton`).
- Improve docs.
## Testing
- I run tests.
Not sure if the migration guide is needed, since it's a feature from RC,
but I wrote it just in case.
---
## Migration Guide
- `Gamepad` fields are now public.
- Instead of using `Gamepad` delegates like `Gamepad::just_pressed`,
call these methods directly on the fields.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Expand the `ui` example to show off more of the features and make it
more useful for debugging.
# Solution
Added some extra elements to the `ui` example demonstrating outlines,
border-radius, rotation, image sizing and image flipping.
## Showcase
<img width="961" alt="uiexample"
src="https://github.com/user-attachments/assets/fb0cfb57-9102-4c6c-bc8e-03d3fa6e0bf6">
# Objective
- Choose LOD based on normal simplification error in addition to
position error
- Update meshoptimizer to 0.22, which has a bunch of simplifier
improvements
## Testing
- Did you test these changes? If so, how?
- Visualize normals, and compare LOD changes before and after. Normals
no longer visibly change as the LOD cut changes.
- 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?
- Run the meshlet example in this PR and on main and move around to
change the LOD cut. Before running each example, in
meshlet_mesh_material.wgsl, replace `let color = vec3(rand_f(&rng),
rand_f(&rng), rand_f(&rng));` with `let color =
(vertex_output.world_normal + 1.0) / 2.0;`. Make sure to download the
appropriate bunny asset for each branch!
# Objective
1. UI texture slicing chops and scales an image to fit the size of a
node and isn't meant to place any constraints on the size of the node
itself, but because the required components changes required `ImageSize`
and `ContentSize` for nodes with `UiImage`, texture sliced nodes are
laid out using an `ImageMeasure`.
2. In 0.14 users could spawn a `(UiImage, NodeBundle)` which would
display an image stretched to fill the UI node's bounds ignoring the
image's instrinsic size. Now that `UiImage` requires `ContentSize`,
there's no option to display an image without its size placing
constrains on the UI layout (unless you force the `Node` to a fixed
size, but that's not a solution).
3. It's desirable that the `Sprite` and `UiImage` share similar APIs.
Fixes#16109
## Solution
* Remove the `Component` impl from `ImageScaleMode`.
* Add a `Stretch` variant to `ImageScaleMode`.
* Add a field `scale_mode: ImageScaleMode` to `Sprite`.
* Add a field `mode: UiImageMode` to `UiImage`.
* Add an enum `UiImageMode` similar to `ImageScaleMode` but with
additional UI specific variants.
* Remove the queries for `ImageScaleMode` from Sprite and UI extraction,
and refer to the new fields instead.
* Change `ui_layout_system` to update measure funcs on any change to
`ContentSize`s to enable manual clearing without removing the component.
* Don't add a measure unless `UiImageMode::Auto` is set in
`update_image_content_size_system`. Mutably deref the `Mut<ContentSize>`
if the `UiImage` is changed to force removal of any existing measure
func.
## Testing
Remove all the constraints from the ui_texture_slice example:
```rust
//! This example illustrates how to create buttons with their textures sliced
//! and kept in proportion instead of being stretched by the button dimensions
use bevy::{
color::palettes::css::{GOLD, ORANGE},
prelude::*,
winit::WinitSettings,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.add_systems(Update, button_system)
.run();
}
fn button_system(
mut interaction_query: Query<
(&Interaction, &Children, &mut UiImage),
(Changed<Interaction>, With<Button>),
>,
mut text_query: Query<&mut Text>,
) {
for (interaction, children, mut image) in &mut interaction_query {
let mut text = text_query.get_mut(children[0]).unwrap();
match *interaction {
Interaction::Pressed => {
**text = "Press".to_string();
image.color = GOLD.into();
}
Interaction::Hovered => {
**text = "Hover".to_string();
image.color = ORANGE.into();
}
Interaction::None => {
**text = "Button".to_string();
image.color = Color::WHITE;
}
}
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
let slicer = TextureSlicer {
border: BorderRect::square(22.0),
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
// ui camera
commands.spawn(Camera2d);
commands
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
})
.with_children(|parent| {
for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
parent
.spawn((
Button,
Node {
// width: Val::Px(w),
// height: Val::Px(h),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
margin: UiRect::all(Val::Px(20.0)),
..default()
},
UiImage::new(image.clone()),
ImageScaleMode::Sliced(slicer.clone()),
))
.with_children(|parent| {
// parent.spawn((
// Text::new("Button"),
// TextFont {
// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
// font_size: 33.0,
// ..default()
// },
// TextColor(Color::srgb(0.9, 0.9, 0.9)),
// ));
});
}
});
}
```
This should result in a blank window, since without any constraints the
texture slice image nodes should be zero-sized. But in main the image
nodes are given the size of the underlying unsliced source image
`textures/fantasy_ui_borders/panel-border-010.png`:
<img width="321" alt="slicing"
src="https://github.com/user-attachments/assets/cbd74c9c-14cd-4b4d-93c6-7c0152bb05ee">
For this PR need to change the lines:
```
UiImage::new(image.clone()),
ImageScaleMode::Sliced(slicer.clone()),
```
to
```
UiImage::new(image.clone()).with_mode(UiImageMode::Sliced(slicer.clone()),
```
and then nothing should be rendered, as desired.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Currently there's no way to change the window's cursor icon with the
`custom_cursor` feature **disabled**. You should still be able to set
system cursor icons.
Connections:
- https://github.com/bevyengine/bevy/pull/15649
## Solution
Move some `custom_cursor` feature gates around, as to expose the
`CursorIcon` type again.
Note this refactoring was mainly piloted by hunting after the compiler
warnings -- I shouldn't have missed anything, but FYI.
## Testing
Disabled the `custom_cursor` feature, ran the `window_settings` example.
# Objective
clean up example get_single method, make code clean;
## Solution
- replace `Query` with `Single` Query
- remove `get_single` or `get_single_mut` condition block
# Objective
- Fixes#15757
## Solution
- Add the platform specific property `prefers_home_indicator_hidden` to
bevy's Window configuration, and applying it by invoking
`with_prefers_home_indicator_hidden` in `winit`.
## Testing
- I have tested the `bevy_mobile_example` on the iOS platform.
## Showcase
- Currently, the `prefers_home_indicator_hidden` is enabled in the
bevy_mobile_example demo. You can test it with an iOS device. The home
indicator will disappear after several seconds of inactivity in the
bottom areas.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Cleanup pass to make the examples a bit more succinct, focusing on the
topic at hand.
- Added drag rotation to make the picking examples more interesting, and
to demonstrate a simple use case.
# Objective
In the animation example, there is the code `.add_systems(Update,
init_animations.before(animate_targets))`, where `animate_targets` is
added to the `PostUpdate` in the `AnimationPlugin`. Therefore, the
`.before(animate_targets)` here is ineffective and should be removed.
# Objective
The `headless_renderer` example is meant to showcase running bevy as a
headless renderer, but if run without a display server (for example,
over an SSH connection), a panic occurs in `bevy_winit` despite never
creating a window:
```rust
bevy_winit-0.14.1/src/lib.rs:132:14:
winit-0.30.5/src/platform_impl/linux/mod.rs:
neither WAYLAND_DISPLAY nor WAYLAND_SOCKET nor DISPLAY is set.
```
This example should run successfully in situations without an available
display server, as although the GPU is used for rendering, no window is
ever created.
## Solution
Disabling WinitPlugin, where the above panic occurs, allows the example
to run in a fully headless environment.
## Testing
- I tested this change in normal circumstances with a display server (on
macOS Sequoia and Asahi Linux) and behavior was normal.
- I tested with no display server by connecting via SSH, and running the
example (on Asahi Linux). Previously this panics, but with this change
it runs normally.
## Considerations
- One could argue that ultimately the user should not need to remove
`WinitPlugin`, and instead bevy should only throw the above panic when
the application first attempts to create a window.
# Objective
This example is really confusing to look at and tell at a glance whether
it's broken or not.
It's displaying a strange shape -- a cube with two vertices stretched in
a couple dimensions at an odd angle, and doing its vertex position
modification in a way where the intent isn't obvious.
## Solution
- Change the gltf geometry so that the object is a recognizable regular
shape
- Change the vertex modification so that the entire cube top is being
"lifted" from the cube
- Adjust colors, lighting, and camera location so we can see what's
going on
- Also remove some irrelevant shadow and environment map setup
## Before

## After
<img width="1280" alt="image"
src="https://github.com/user-attachments/assets/59cab60d-efbc-47c3-8688-e4544b462421">
# Objective
- Mesh picking is noisy when a non triangle list is used
- Mesh picking runs even when users don't need it
- Resolve#16065
## Solution
- Don't add the mesh picking plugin by default
- Remove error spam
# Objective
- `MeshPickingBackend` and `SpritePickingBackend` do not have the
`Plugin` suffix
- `DefaultPickingPlugins` is masquerading as a `Plugin` when in reality
it should be a `PluginGroup`
- Fixes#16081.
## Solution
- Rename some structures:
|Original Name|New Name|
|-|-|
|`MeshPickingBackend`|`MeshPickingPlugin`|
|`MeshPickingBackendSettings`|`MeshPickingSettings`|
|`SpritePickingBackend`|`SpritePickingPlugin`|
|`UiPickingBackendPlugin`|`UiPickingPlugin`|
- Make `DefaultPickingPlugins` a `PluginGroup`.
- Because `DefaultPickingPlugins` is within the `DefaultPlugins` plugin
group, I also added support for nested plugin groups to the
`plugin_group!` macro.
## Testing
- I used ripgrep to ensure all references were properly renamed.
- For the `plugin_group!` macro, I used `cargo expand` to manually
inspect the expansion of `DefaultPlugins`.
---
## Migration Guide
> [!NOTE]
>
> All 3 of the changed structures were added after 0.14, so this does
not need to be included in the 0.14 to 0.15 migration guide.
- `MeshPickingBackend` is now named `MeshPickingPlugin`.
- `MeshPickingBackendSettings` is now named `MeshPickingSettings`.
- `SpritePickingBackend` is now named `SpritePickingPlugin`.
- `UiPickingBackendPlugin` is now named `UiPickingPlugin`.
- `DefaultPickingPlugins` is now a a `PluginGroup` instead of a
`Plugin`.
The two additional linear texture samplers that PCSS added caused us to
blow past the limit on Apple Silicon macOS and WebGL. To fix the issue,
this commit adds a `--feature pbr_pcss` feature gate that disables PCSS
if not present.
Closes#15345.
Closes#15525.
Closes#15821.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
1. Nodes with `Display::None` set are removed from the layout and have
no position or size. Outlines should not be drawn for a node with
`Display::None` set.
2. The outline and border colors are checked for transparency together.
If only one of the two is transparent, both will get queued.
3. The `node.is_empty()` check is insufficient to check if a border is
present since a non-zero sized node can have a zero width border.
## Solution
1. Add a check to `extract_uinode_borders` and ignore the node if
`Display::None` is set.
2. Filter the border and outline optional components by
`is_fully_transparent`.
3. Check if all the border widths are zero instead.
## Testing
I added dark cyan outlines around the left and right sections in the
`display_and_visibility` example. If you run the example and set the
outermost node to `Display::None` on the right, then you'll see the that
the outline on the left disappears.
Take a bunch more improvements from @zeux's nanite.cpp code.
* Use position-only vertices (discard other attributes) to determine
meshlet connectivity for grouping
* Rather than using the lock borders flag when simplifying meshlet
groups, provide the locked vertices ourselves. The lock borders flag
locks the entire border of the meshlet group, but really we only want to
lock the edges between meshlet groups - outwards facing edges are fine
to unlock. This gives a really significant increase to the DAG quality.
* Add back stuck meshlets (group has only a single meshlet,
simplification failed) to the simplification queue to allow them to get
used later on and have another attempt at simplifying
* Target 8 meshlets per group instead of 4 (second biggest improvement
after manual locks)
* Provide a seed to metis for deterministic meshlet building
* Misc other improvements
We can remove the usage of unsafe after the next upstream meshopt
release, but for now we need to use the ffi function directly. I'll do
another round of improvements later, mainly attribute-aware
simplification and using spatial weights for meshlet grouping.
Need to merge https://github.com/bevyengine/bevy/pull/15846 first.
# Objective
Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.
While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.
## Solution
Switch to `en-us` locale in the `typos` config and run `typos -w`
## Migration Guide
The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.
- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
# Objective
- Checks screenshots on Windows
- Progress towards #15918
## Solution
- Checks screenshots on Windows
- Also disable the helmet gltf scene in windows ci as it doesn't work
# Objective
- Progress towards #15918
- Add tests for 3d
## Solution
- Add tests that cover lights, bloom, gltf and animation
- Removed examples `contributors` and `load_gltf` as they don't
contribute additional checks to CI
## Testing
- `CI_TESTING_CONFIG=.github/example-run/testbed_3d.ron cargo run
--example testbed_3d --features "bevy_ci_testing"`
# Objective
Fixes#15995
## Solution
Corrects a mistake made during the example migration in #15591.
`AnimationControl` was meant to be on the parent, not the child. So the
query in `update_ui` was no longer matching.
## Testing
`cargo run --example animation_masks`
# Objective
Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)
## Solution
As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.
This accomplishes a number of goals:
## Ergonomics wins
Specifying both `Node` and `Style` is now no longer required for
non-default styles
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
## Conceptual clarity
`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).
By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.
## Next Steps
* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.
---
## Migration Guide
Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:
Before:
```rust
fn system(nodes: Query<&Node>) {
for node in &nodes {
let computed_size = node.size();
}
}
```
After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
for computed_node in &computed_nodes {
let computed_size = computed_node.size();
}
}
```
# Objective
Fixes#15976
## Solution
I haven't been following the recent camera changes but on a whim I
inverted the scale and it restored the old behavior.
It seems that a similar inversion was done when migrating the
`pixel_grid_snap` example in #15976.
## Testing
`cargo run --example pbr`
# Objective
Fixes#15791.
As raised in #11022, scaling orthographic cameras is confusing! In Bevy
0.14, there were multiple completely redundant ways to do this, and no
clear guidance on which to use.
As a result, #15075 removed the `scale` field from
`OrthographicProjection` completely, solving the redundancy issue.
However, this resulted in an unintuitive API and a painful migration, as
discussed in #15791. Users simply want to change a single parameter to
zoom, rather than deal with the irrelevant details of how the camera is
being scaled.
## Solution
This PR reverts #15075, and takes an alternate, more nuanced approach to
the redundancy problem. `ScalingMode::WindowSize` was by far the biggest
offender. This was the default variant, and stored a float that was
*fully* redundant to setting `scale`.
All of the other variants contained meaningful semantic information and
had an intuitive scale. I could have made these unitless, storing an
aspect ratio, but this would have been a worse API and resulted in a
pointlessly painful migration.
In the course of this work I've also:
- improved the documentation to explain that you should just set `scale`
to zoom cameras
- swapped to named fields for all of the variants in `ScalingMode` for
more clarity about the parameter meanings
- substantially improved the `projection_zoom` example
- removed the footgunny `Mul` and `Div` impls for `ScalingMode`,
especially since these no longer have the intended effect on
`ScalingMode::WindowSize`.
- removed a rounding step because this is now redundant 🎉
## Testing
I've tested these changes as part of my work in the `projection_zoom`
example, and things seem to work fine.
## Migration Guide
`ScalingMode` has been refactored for clarity, especially on how to zoom
orthographic cameras and their projections:
- `ScalingMode::WindowSize` no longer stores a float, and acts as if its
value was 1. Divide your camera's scale by any previous value to achieve
identical results.
- `ScalingMode::FixedVertical` and `FixedHorizontal` now use named
fields.
---------
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
# Objective
Adjust instruction text in some newer examples to match the [example
visual
guidelines](https://bevyengine.org/learn/contribute/helping-out/creating-examples/#visual-guidelines).
## Solution
Move text 12px from edge of screen
## Testing
```
cargo run --example alter_mesh
cargo run --example alter_sprite
cargo run --example camera_orbit
cargo run --example projection_zoom
cargo run --example irradiance_volumes
cargo run --example log_layers_ecs
cargo run --example multi_asset_sync
cargo run --example multiple_windows
cargo run --example order_independent_transparency
```
## Additional information
This isn't comprehensive, just the most trivial cases. I'll double check
my notes and probably follow up with an issue to look into visual
guidelines for a few other examples.
# Objective
As discussed in #15341, ghost nodes are a contentious and experimental
feature. In the interest of enabling ecosystem experimentation, we've
decided to keep them in Bevy 0.15.
That said, we don't use them internally, and don't expect third-party
crates to support them. If the experimentation returns a negative result
(they aren't very useful, an alternative design is preferred etc) they
will be removed.
We should clearly communicate this status to users, and make sure that
users don't use ghost nodes in their projects without a very clear
understanding of what they're getting themselves into.
## Solution
To make life easy for users (and Bevy), `GhostNode` and all associated
helpers remain public and are always available.
However, actually constructing these requires enabling a feature flag
that's clearly marked as experimental. To do so, I've added a
meaningless private field.
When the feature flag is enabled, our constructs (`new` and `default`)
can be used. I've added a `new` constructor, which should be preferred
over `Default::default` as that can be readily deprecated, allowing us
to prompt users to swap over to the much nicer `GhostNode` syntax once
this is a unit struct again.
Full credit: this was mostly @cart's design: I'm just implementing it!
## Testing
I've run the ghost_nodes example and it fails to compile without the
feature flag. With the feature flag, it works fine :)
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Fixes#15834
## Migration Guide
The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for
consistency with each other and the standard library's `Duration` type.
The following methods have been renamed:
- `Stowatch::paused` -> `Stopwatch::is_paused`
- `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and
`_wrapped` variants)
# Objective
- Make progress for #15918
- Start with 2d
## Solution
- Remove screenshots for existing examples as they're not deterministic
- Create new "testbed" example category, with a 2d one to start
## Testing
- Run `CI_TESTING_CONFIG=.github/example-run/testbed_2d.ron cargo run
--example testbed_2d --features "bevy_ci_testing"`
- ???
- Check the screenshots
# Objective
In PR #15812 ImageLoader was moved from bevy_render to bevy_image but a
reference to old path was left in a meta file used by `asset_settings`
example. This resulted in one of sprites used by this example to not be
displayed.
Fixes#15932
## Solution
Correct the loader reference in the meta file used by `asset_settings`
example (I've found no other meta files referencing this loader).
## Testing
I've run `bevy_assets` example. It now displays 3 sprites (as expected)
and outputs no errors.
## Migration Guide
This PR obviously requires no migration guide as this is just a bug-fix,
but I believe that #15812 should mention that meta files needs updating.
Proposal:
* Asset loader name must be updated in `.meta` files for images.
Change: `loader: "bevy_render::texture::image_loader::ImageLoader",`
to: `loader: "bevy_image::image_loader::ImageLoader",`
It will fix the following error: ``no `AssetLoader` found with the name
'bevy_render::texture::image_loader::ImageLoader``
# Objective
Limited implementation of the CSS property `overflow-clip-margin`
https://developer.mozilla.org/en-US/docs/Web/CSS/overflow-clip-margin
Allows you to control the visible area for clipped content when using
overfllow-clip, -hidden, or -scroll and expand it with a margin.
Based on #15442Fixes#15468
## Solution
Adds a new field to Style: `overflow_clip_margin: OverflowClipMargin`.
The field is ignored unless overflow-clip, -hidden or -scroll is set on
at least one axis.
`OverflowClipMargin` has these associated constructor functions:
```
pub const fn content_box() -> Self;
pub const fn padding_box() -> Self;
pub const fn border_box() -> Self;
```
You can also use the method `with_margin` to increases the size of the
visible area:
```
commands
.spawn(NodeBundle {
style: Style {
width: Val::Px(100.),
height: Val::Px(100.),
padding: UiRect::all(Val::Px(20.)),
border: UiRect::all(Val::Px(5.)),
overflow: Overflow::clip(),
overflow_clip_margin: OverflowClipMargin::border_box().with_margin(25.),
..Default::default()
},
border_color: Color::BLACK.into(),
background_color: GRAY.into(),
..Default::default()
})
```
`with_margin` expects a length in logical pixels, negative values are
clamped to zero.
## Notes
* To keep this PR as simple as possible I omitted responsive margin
values support. This could be added in a follow up if we want it.
* CSS also supports a `margin-box` option but we don't have access to
the margin values in `Node` so it's probably not feasible to implement
atm.
## Testing
```cargo run --example overflow_clip_margin```
<img width="396" alt="overflow-clip-margin" src="https://github.com/user-attachments/assets/07b51cd6-a565-4451-87a0-fa079429b04b">
## Migration Guide
Style has a new field `OverflowClipMargin`. It allows users to set the visible area for clipped content when using overflow-clip, -hidden, or -scroll and expand it with a margin.
There are three associated constructor functions `content_box`, `padding_box` and `border_box`:
* `content_box`: elements painted outside of the content box area (the innermost part of the node excluding the padding and border) of the node are clipped. This is the new default behaviour.
* `padding_box`: elements painted outside outside of the padding area of the node are clipped.
* `border_box`: elements painted outside of the bounds of the node are clipped. This matches the behaviour from Bevy 0.14.
There is also a `with_margin` method that increases the size of the visible area by the given number in logical pixels, negative margin values are clamped to zero.
`OverflowClipMargin` is ignored unless overflow-clip, -hidden or -scroll is also set on at least one axis of the UI node.
---------
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
Add an example for the new drag move and drag resize introduced by PR
#15674 and fix#15734.
## Solution
I created an example that allows the user to exercise drag move and drag
resize separately. The user can also choose what direction the resize
works in.

### Name
The example is called `window_drag_move`. Happy to have that
bikeshedded.
### Contentious Refactor?
This PR removed the `ResizeDirection` enumeration in favor of using
`CompassOctant` which had the same variants. Perhaps this is
contentious.
### Unsafe?
In PR #15674 I mentioned that `start_drag_move()` and
`start_drag_resize()`'s requirement to only be called in the presence of
a left-click looks like a compiler-unenforceable contract that can cause
intermittent panics when not observed, so perhaps the functions should
be marked them unsafe. **I have not made that change** here since I
didn't see a clear consensus on that.
## Testing
I exercised this on x86 macOS. However, winit for macOS does not support
drag resize. It reports a good error when `start_drag_resize()` is
called. I'd like to see it tested on Windows and Linux.
---
## Showcase
Example window_drag_move shows how to drag or resize a window without
decoration.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Closes#15799.
Many rendering people and maintainers are in favor of reverting default
mesh materials added in #15524, especially as the migration to required
component is already large and heavily breaking.
## Solution
Revert default mesh materials, and adjust docs accordingly.
- Remove `extract_default_materials`
- Remove `clear_material_instances`, and move the logic back into
`extract_mesh_materials`
- Remove `HasMaterial2d` and `HasMaterial3d`
- Change default material handles back to pink instead of white
- 2D uses `Color::srgb(1.0, 0.0, 1.0)`, while 3D uses `Color::srgb(1.0,
0.0, 0.5)`. Not sure if this is intended.
There is now no indication at all about missing materials for `Mesh2d`
and `Mesh3d`. Having a mesh without a material renders nothing.
## Testing
I ran `2d_shapes`, `mesh2d_manual`, and `3d_shapes`, with and without
mesh material components.
# Objective
- Make the example deterministic when run with CI, so that the
[screenshot
comparison](https://thebevyflock.github.io/bevy-example-runner/) is
stable
- Preserve the "truly random on each run" behavior so that every page
load in the example showcase shows a different contributor first
## Solution
- Fall back to the static default contributor list in CI
- Store contributors in a `Vec` so that we can show repeats of the
fallback contributor list, giving the appearance of lots of overlapping
contributors in CI
- Use a shared seeded RNG throughout the app
- Give contributor birds a `z` value so that their depth is stable
- Remove the shuffle, which was redundant because contributors are first
collected into a hashmap
- `chain` the systems so that the physics is deterministic from run to
run
## Testing
```bash
echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron
CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing
mv screenshot-100.png screenshot-100-a.png
CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing
diff screenshot-100.png screenshot-100-a.png
```
## Alternatives
I'd also be fine with removing this example from the list of examples
that gets screenshot-tested in CI. Coverage from other 2d examples is
probably adequate.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#15891
## Solution
Just remove the invalid triangle. I'm assuming that line of code was
originally copied from one that was drawing a quad.
## Testing
- `cargo run --example specialized_mesh_pipeline`
- hover over over the triangles
Tested on macos
# Objective
Cleanup naming and docs, add missing migration guide after #15591
All text root nodes now use `Text` (UI) / `Text2d`.
All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer`
convention.
---
## Migration Guide
Doubles as #15591 migration guide.
Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of
`Text` and `Text2d`.
Shared configuration fields were replaced with `TextLayout`, `TextFont`
and `TextColor` components.
Just `TextBundle`'s additional field turned into `TextNodeFlags`
component,
while `Text2dBundle`'s additional fields turned into `TextBounds` and
`Anchor` components.
Text sections were removed in favor of hierarchy-based approach.
For root text entities with `Text` or `Text2d` components, child
entities with `TextSpan` will act as additional text sections.
To still access text spans by index, use the new `TextUiReader`,
`Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters.
# Objective
Change UI clipping to respect borders and padding.
Fixes#15335
## Solution
Based on #15163
1. Add a `padding` field to `Node`.
2. In `ui_layout_size` copy the padding values from taffy to
`Node::padding`.
4. Determine the node's content box (The innermost part of the node
excluding the padding and border).
5. In `update_clipping` perform the clipping intersection with the
node's content box.
## Notes
* `Rect` probably needs some helper methods for working with insets but
because `Rect` and `BorderRect` are in different crates it's awkward to
add them. Left for a follow up.
* We could have another `Overflow` variant (probably called
`Overflow::Hidden`) to that clips inside of the border box instead of
the content box. Left it out here as I'm not certain about the naming or
behaviour though. If this PR is adopted, it would be trivial to add a
`Hidden` variant in a follow up.
* Depending on UI scaling there are sometimes gaps in the layout:
<img width="532" alt="rounding-bug"
src="https://github.com/user-attachments/assets/cc29aa0d-44fe-403f-8f0e-cd28a8b1d1b3">
This is caused by existing bugs in `ui_layout_system`'s coordinates
rounding and not anything to do with the changes in this PR.
## Testing
This PR also changes the `overflow` example to display borders on the
overflow nodes so you can see how this works:
#### main (The image is clipped at the edges of the node, overwriting
the border).
<img width="722" alt="main_overflow"
src="https://github.com/user-attachments/assets/eb316cd0-fff8-46ee-b481-e0cd6bab3f5c">
#### this PR (The image is clipped at the edges of the node's border).
<img width="711" alt="content-box-clip"
src="https://github.com/user-attachments/assets/fb302e56-9302-47b9-9a29-ec3e15fe9a9f">
## Migration Guide
Migration guide is on #15561
---------
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
Another clippy-lint fix: the goal is so that `ci lints` actually
displays the problems that a contributor caused, and not a bunch of
existing stuff in the repo. (when run on nightly)
## Solution
This fixes all but the `clippy::needless_lifetimes` lint, which will
result in substantially more fixes and be in other PR(s). I also
explicitly allow `non_local_definitions` since it is [not working
correctly, but will be
fixed](https://github.com/rust-lang/rust/issues/131643).
A few things were manually fixed: for example, some places had an
explicitly defined `div_ceil` function that was used, which is no longer
needed since this function is stable on unsigned integers. Also, empty
lines in doc comments were handled individually.
## Testing
I ran `cargo clippy --workspace --all-targets --all-features --fix
--allow-staged` with the `clippy::needless_lifetimes` lint marked as
`allow` in `Cargo.toml` to avoid fixing that too. It now passes with all
but the listed lint.
# Objective
Fixes#15847
Alternative to #15862. Would appreciate a rendering person signaling
preference for one or the other.
## Solution
Partially revert the changes made to this example in #15524.
Add comment explaining that the non-usage of the built-in color vertex
attribute is intentional.
## Testing
`cargo run --example mesh2d_manual`
# Objective
The type `AssetLoadError` has `PartialEq` and `Eq` impls, which is
problematic due to the fact that the `AssetLoaderError` and
`AddAsyncError` variants lie in their impls: they will return `true` for
any `Box<dyn Error>` with the same `TypeId`, even if the actual value is
different. This can lead to subtle bugs if a user relies on the equality
comparison to ensure that two values are equal.
The same is true for `DependencyLoadState`,
`RecursiveDependencyLoadState`.
More generally, it is an anti-pattern for large error types involving
dynamic dispatch, such as `AssetLoadError`, to have equality
comparisons. Directly comparing two errors for equality is usually not
desired -- if some logic needs to branch based on the value of an error,
it is usually more correct to check for specific variants and inspect
their fields.
As far as I can tell, the only reason these errors have equality
comparisons is because the `LoadState` enum wraps `AssetLoadError` for
its `Failed` variant. This equality comparison is only used to check for
`== LoadState::Loaded`, which we can easily replace with an `is_loaded`
method.
## Solution
Remove the `{Partial}Eq` impls from `LoadState`, which also allows us to
remove it from the error types.
## Migration Guide
The types `bevy_asset::AssetLoadError` and `bevy_asset::LoadState` no
longer support equality comparisons. If you need to check for an asset's
load state, consider checking for a specific variant using
`LoadState::is_loaded` or the `matches!` macro. Similarly, consider
using the `matches!` macro to check for specific variants of the
`AssetLoadError` type if you need to inspect the value of an asset load
error in your code.
`DependencyLoadState` and `RecursiveDependencyLoadState` are not
released yet, so no migration needed,
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
# Objective
- closes#15866
## Solution
- Simply migrate where possible.
## Testing
- Expect that CI will do most of the work. Examples is another way of
testing this, as most of the work is in that area.
---
## Notes
For now, this PR doesn't migrate `QueryState::single` and friends as for
now, this look like another issue. So for example, QueryBuilders that
used single or `World::query` that used single wasn't migrated. If there
is a easy way to migrate those, please let me know.
Most of the uses of `Query::single` were removed, the only other uses
that I found was related to tests of said methods, so will probably be
removed when we remove `Query::single`.
# Objective
- Required components replace bundles, but `SpatialBundle` is yet to be
deprecated
## Solution
- Deprecate `SpatialBundle`
- Insert `Transform` and `Visibility` instead in examples using it
- In `spawn` or `insert` inserting a default `Transform` or `Visibility`
with component already requiring either, remove those components from
the tuple
## Testing
- Did you test these changes? If so, how?
Yes, I ran the examples I changed and tests
- Are there any parts that need more testing?
The `gamepad_viewer` and and `custom_shader_instancing` examples don't
work as intended due to entirely unrelated code, didn't check main.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Run examples, or just check that all spawned values are identical
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Linux, wayland trough x11 (cause that's the default feature)
---
## Migration Guide
`SpatialBundle` is now deprecated, insert `Transform` and `Visibility`
instead which will automatically insert all other components that were
in the bundle. If you do not specify these values and any other
components in your `spawn`/`insert` call already requires either of
these components you can leave that one out.
before:
```rust
commands.spawn(SpatialBundle::default());
```
after:
```rust
commands.spawn((Transform::default(), Visibility::default());
```
# Objective
Closes#15545.
`bevy_picking` supports UI and sprite picking, but not mesh picking.
Being able to pick meshes would be extremely useful for various games,
tools, and our own examples, as well as scene editors and inspectors.
So, we need a mesh picking backend!
Luckily,
[`bevy_mod_picking`](https://github.com/aevyrie/bevy_mod_picking) (which
`bevy_picking` is based on) by @aevyrie already has a [backend for
it](74f0c3c0fb/backends/bevy_picking_raycast/src/lib.rs)
using [`bevy_mod_raycast`](https://github.com/aevyrie/bevy_mod_raycast).
As a side product of adding mesh picking, we also get support for
performing ray casts on meshes!
## Solution
Upstream a large chunk of the immediate-mode ray casting functionality
from `bevy_mod_raycast`, and add a mesh picking backend based on
`bevy_mod_picking`. Huge thanks to @aevyrie who did all the hard work on
these incredible crates!
All meshes are pickable by default. Picking can be disabled for
individual entities by adding `PickingBehavior::IGNORE`, like normal.
Or, if you want mesh picking to be entirely opt-in, you can set
`MeshPickingBackendSettings::require_markers` to `true` and add a
`RayCastPickable` component to the desired camera and target entities.
You can also use the new `MeshRayCast` system parameter to cast rays
into the world manually:
```rust
fn ray_cast_system(mut ray_cast: MeshRayCast, foo_query: Query<(), With<Foo>>) {
let ray = Ray3d::new(Vec3::ZERO, Dir3::X);
// Only ray cast against entities with the `Foo` component.
let filter = |entity| foo_query.contains(entity);
// Never early-exit. Note that you can change behavior per-entity.
let early_exit_test = |_entity| false;
// Ignore the visibility of entities. This allows ray casting hidden entities.
let visibility = RayCastVisibility::Any;
let settings = RayCastSettings::default()
.with_filter(&filter)
.with_early_exit_test(&early_exit_test)
.with_visibility(visibility);
// Cast the ray with the settings, returning a list of intersections.
let hits = ray_cast.cast_ray(ray, &settings);
}
```
This is largely a direct port, but I did make several changes to match
our APIs better, remove things we don't need or that I think are
unnecessary, and do some general improvements to code quality and
documentation.
### Changes Relative to `bevy_mod_raycast` and `bevy_mod_picking`
- Every `Raycast` and "raycast" has been renamed to `RayCast` and "ray
cast" (similar reasoning as the "Naming" section in #15724)
- `Raycast` system param has been renamed to `MeshRayCast` to avoid
naming conflicts and to be explicit that it is not for colliders
- `RaycastBackend` has been renamed to `MeshPickingBackend`
- `RayCastVisibility` variants are now `Any`, `Visible`, and
`VisibleInView` instead of `Ignore`, `MustBeVisible`, and
`MustBeVisibleAndInView`
- `NoBackfaceCulling` has been renamed to `RayCastBackfaces`, to avoid
implying that it affects the rendering of backfaces for meshes (it
doesn't)
- `SimplifiedMesh` and `RayCastBackfaces` live near other ray casting
API types, not in their own 10 LoC module
- All intersection logic and types are in the same `intersections`
module, not split across several modules
- Some intersection types have been renamed to be clearer and more
consistent
- `IntersectionData` -> `RayMeshHit`
- `RayHit` -> `RayTriangleHit`
- General documentation and code quality improvements
### Removed / Not Ported
- Removed unused ray helpers and types, like `PrimitiveIntersection`
- Removed getters on intersection types, and made their properties
public
- There is no `2d` feature, and `Raycast::mesh_query` and
`Raycast::mesh2d_query` have been merged into `MeshRayCast::mesh_query`,
which handles both 2D and 3D
- I assume this existed previously because `Mesh2dHandle` used to be in
`bevy_sprite`. Now both the 2D and 3D mesh are in `bevy_render`.
- There is no `debug` feature or ray debug rendering
- There is no deferred API (`RaycastSource`)
- There is no `CursorRayPlugin` (the picking backend handles this)
### Note for Reviewers
In case it's helpful, the [first
commit](281638ef10)
here is essentially a one-to-one port. The rest of the commits are
primarily refactoring and cleaning things up in the ways listed earlier,
as well as changes to the module structure.
It may also be useful to compare the original [picking
backend](74f0c3c0fb/backends/bevy_picking_raycast/src/lib.rs)
and [`bevy_mod_raycast`](https://github.com/aevyrie/bevy_mod_raycast) to
this PR. Feel free to mention if there are any changes that I should
revert or something I should not include in this PR.
## Testing
I tested mesh picking and relevant components in some examples, for both
2D and 3D meshes, and added a new `mesh_picking` example. I also
~~stole~~ ported over the [ray-mesh intersection
benchmark](dbc5ef32fe/benches/ray_mesh_intersection.rs)
from `bevy_mod_raycast`.
---
## Showcase
Below is a version of the `2d_shapes` example modified to demonstrate 2D
mesh picking. This is not included in this PR.
https://github.com/user-attachments/assets/7742528c-8630-4c00-bacd-81576ac432bf
And below is the new `mesh_picking` example:
https://github.com/user-attachments/assets/b65c7a5a-fa3a-4c2d-8bbd-e7a2c772986e
There is also a really cool new `mesh_ray_cast` example ported over from
`bevy_mod_raycast`:
https://github.com/user-attachments/assets/3c5eb6c0-bd94-4fb0-bec6-8a85668a06c9
---------
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Trent <2771466+tbillington@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Currently text is recomputed unnecessarily on any changes to its color,
which is extremely expensive.
## Solution
Split up `TextStyle` into two separate components `TextFont` and
`TextColor`.
## Testing
I added this system to `many_buttons`:
```rust
fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
for mut text_color in colors.iter_mut() {
text_color.set_changed();
}
}
```
reports ~4fps on main, ~50fps with this PR.
## Migration Guide
`TextStyle` has been renamed to `TextFont` and its `color` field has
been moved to a separate component named `TextColor` which newtypes
`Color`.
# Objective
- Fixes#15837
## Solution
- Change `Emitter` components to use `Stopwatch` to allow the time to be
tracked independently.
## Testing
- Changes were tested.
- Run either the `spatial_audio_2d` or `spatial_audio_3d` example to
test
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Fixes#15832
## Solution
It seems that this was just a transliteration mistake during #15591.
Update the correct text span index.
## Testing
I tested on macos with:
`cargo run --example gamepad_viewer`
- without gamepad connected
- with gamepad connected
- disconnecting and reconnecting gamepad while running
# Objective
Fixes a mistake in the migration done in #15591.
## Solution
Restore a line of instructions that was accidentally dropped.
## Testing
`cargo run --example motion_blur`
Tested that instructions make sense and text updates correctly when keys
are pressed.
# Objective
This example uses `println` from a system, which we don't advise people
do. It also gives no context for the debug prints, which I assumed to be
stray debug code at first.
## Solution
Use `info!`, and add a small amount of context so the console output
looks deliberate.
## Testing
`cargo run --example morph_targets`
# Objective
On mobile devices, it's best to use the OS's native logging due to the
difficulty of accessing the console. This is already done for Android.
This is an updated version of
https://github.com/bevyengine/bevy/pull/4462.
## Solution
This PR uses Absolucy's
[tracing-oslog](https://github.com/Absolucy/tracing-oslog) ([ZLib
license](https://github.com/Absolucy/tracing-oslog/blob/main/LICENSE.md))
for iOS in order to use Apple's `os_log`.
## Testing
I ran `examples/mobile` with the logging from `examples/app/logs.rs` on
an iOS device, I then checked the logs could be filtered in the MacOS
Console.app.
## Changelog
- Change bevy_log to use Apple's os_log on iOS.
## Questions for Reviewers
It's worth noting that the dependency this adds hasn't had bug fixes
released in a few years, so we may want to consider one or more of:
1. a feature flag to opt-in, and it would also allow `os_log` on MacOS
2. merge as-is and have some (minor?) upstream bugs
3. hold off on this PR until a suitable alternative dependency arises
4. maintain our own implementation
## Future work
In a follow-up PR it might be good to make the `subsystem` field have a
better default value, like [this
one](https://github.com/bevyengine/bevy/blob/main/examples/mobile/bevy_mobile_example.xcodeproj/project.pbxproj#L363).
That value can be retrieved programmatically if we bind another system
API (For posterity in Swift this is `Bundle.main.bundleIdentifier`, but
the C/ObjC equivalent is likely easier to bind). This would almost
always be the correct value, while the current default is unlikely to
ever be correct.
---------
Co-authored-by: Dusty DeWeese <dustin.deweese@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Since #15641, `loading_screen` panics.
```
called `Result::unwrap()` on an `Err` value: MultipleEntities("bevy_ecs::query::state::QueryState<&mut bevy_render::view::visibility::Visibility, bevy_ecs::query::filter::With<loading_screen::LoadingScreen>>")
```
Before that PR, the camera did not have a `Visibility` component. But
`Visibility` is now a required component of `Camera`. So the query
matches multiple entities.
## Solution
Minimal change to make the example behave like it used to.
Plus a tiny drive-by cleanup to remove a redundant unwrap.
## Testing
`cargo run --example loading_screen`
# Objective
In the Render World, there are a number of collections that are derived
from Main World entities and are used to drive rendering. The most
notable are:
- `VisibleEntities`, which is generated in the `check_visibility` system
and contains visible entities for a view.
- `ExtractedInstances`, which maps entity ids to asset ids.
In the old model, these collections were trivially kept in sync -- any
extracted phase item could look itself up because the render entity id
was guaranteed to always match the corresponding main world id.
After #15320, this became much more complicated, and was leading to a
number of subtle bugs in the Render World. The main rendering systems,
i.e. `queue_material_meshes` and `queue_material2d_meshes`, follow a
similar pattern:
```rust
for visible_entity in visible_entities.iter::<With<Mesh2d>>() {
let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else {
continue;
};
// Look some more stuff up and specialize the pipeline...
let bin_key = Opaque2dBinKey {
pipeline: pipeline_id,
draw_function: draw_opaque_2d,
asset_id: mesh_instance.mesh_asset_id.into(),
material_bind_group_id: material_2d.get_bind_group_id().0,
};
opaque_phase.add(
bin_key,
*visible_entity,
BinnedRenderPhaseType::mesh(mesh_instance.automatic_batching),
);
}
```
In this case, `visible_entities` and `render_mesh_instances` are both
collections that are created and keyed by Main World entity ids, and so
this lookup happens to work by coincidence. However, there is a major
unintentional bug here: namely, because `visible_entities` is a
collection of Main World ids, the phase item being queued is created
with a Main World id rather than its correct Render World id.
This happens to not break mesh rendering because the render commands
used for drawing meshes do not access the `ItemQuery` parameter, but
demonstrates the confusion that is now possible: our UI phase items are
correctly being queued with Render World ids while our meshes aren't.
Additionally, this makes it very easy and error prone to use the wrong
entity id to look up things like assets. For example, if instead we
ignored visibility checks and queued our meshes via a query, we'd have
to be extra careful to use `&MainEntity` instead of the natural
`Entity`.
## Solution
Make all collections that are derived from Main World data use
`MainEntity` as their key, to ensure type safety and avoid accidentally
looking up data with the wrong entity id:
```rust
pub type MainEntityHashMap<V> = hashbrown::HashMap<MainEntity, V, EntityHash>;
```
Additionally, we make all `PhaseItem` be able to provide both their Main
and Render World ids, to allow render phase implementors maximum
flexibility as to what id should be used to look up data.
You can think of this like tracking at the type level whether something
in the Render World should use it's "primary key", i.e. entity id, or
needs to use a foreign key, i.e. `MainEntity`.
## Testing
##### TODO:
This will require extensive testing to make sure things didn't break!
Additionally, some extraction logic has become more complicated and
needs to be checked for regressions.
## Migration Guide
With the advent of the retained render world, collections that contain
references to `Entity` that are extracted into the render world have
been changed to contain `MainEntity` in order to prevent errors where a
render world entity id is used to look up an item by accident. Custom
rendering code may need to be changed to query for `&MainEntity` in
order to look up the correct item from such a collection. Additionally,
users who implement their own extraction logic for collections of main
world entity should strongly consider extracting into a different
collection that uses `MainEntity` as a key.
Additionally, render phases now require specifying both the `Entity` and
`MainEntity` for a given `PhaseItem`. Custom render phases should ensure
`MainEntity` is available when queuing a phase item.
# Objective
Fixes#15824
## Solution
Looks like this was just a goof in migrating the example itself.
Added back in the rotation component of the transform that got dropped.
## Testing
`cargo run --example auto_exposure`
# Objective
- Closes#15716
- Closes#15718
## Solution
- Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component
- As expected there were some random things that needed fixing:
- A couple tests were storing handles just to prevent them from being
dropped I believe, which seems to have been unnecessary in some.
- The `SpriteBundle` still had a `Handle<Image>` field. I've removed
this.
- Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field
outside of the `Sprite` component.
- A few examples were still inserting `Handle`s, switched those to their
corresponding wrappers.
- 2 examples that were still querying for `Handle<Image>` were changed
to query `Sprite`
## Testing
- I've verified that the changed example work now
## Migration Guide
`Handle` can no longer be used as a `Component`. All existing Bevy types
using this pattern have been wrapped in their own semantically
meaningful type. You should do the same for any custom `Handle`
components your project needs.
The `Handle<MeshletMesh>` component is now `MeshletMesh3d`.
The `WithMeshletMesh` type alias has been removed. Use
`With<MeshletMesh3d>` instead.
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Continue migration of bevy APIs to required components, following
guidance of https://hackmd.io/@bevy/required_components/
## Solution
- Make `Sprite` require `Transform` and `Visibility` and
`SyncToRenderWorld`
- move image and texture atlas handles into `Sprite`
- deprecate `SpriteBundle`
- remove engine uses of `SpriteBundle`
## Testing
ran cargo tests on bevy_sprite and tested several sprite examples.
---
## Migration Guide
Replace all uses of `SpriteBundle` with `Sprite`. There are several new
convenience constructors: `Sprite::from_image`,
`Sprite::from_atlas_image`, `Sprite::from_color`.
WARNING: use of `Handle<Image>` and `TextureAtlas` as components on
sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead.
I would have removed the `Component` impls from `TextureAtlas` and
`Handle<Image>` except it is still used within ui. We should fix this
moving forward with the migration.
# Objective
- Closes#15752
Calling the functions `App::observe` and `World::observe` doesn't make
sense because you're not "observing" the `App` or `World`, you're adding
an observer that listens for an event that occurs *within* the `World`.
We should rename them to better fit this.
## Solution
Renames:
- `App::observe` -> `App::add_observer`
- `World::observe` -> `World::add_observer`
- `Commands::observe` -> `Commands::add_observer`
- `EntityWorldMut::observe_entity` -> `EntityWorldMut::observe`
(Note this isn't a breaking change as the original rename was introduced
earlier this cycle.)
## Testing
Reusing current tests.
# Objective
- The `scrolling_fog` example has a camera with the
`TemporalAntiAliasing` component, but it's missing the `Msaa::Off`
component, which leads to this warning being printed on current `main`:
```
WARN bevy_core_pipeline::taa: Temporal anti-aliasing requires MSAA to be disabled
```
## Solution
- This PR adds the `Msaa::Off` component to the example to explicitly
disable MSAA in favor of TAA.
# Objective
Getting closer to the end! Another part of the required components
migration: reflection probes.
## Solution
As per the [proposal added by
Cart](https://hackmd.io/@bevy/required_components/%2FNmpIh0tGSiayGlswbfcEzw)
(Proposal 2), make `LightProbe` require `Transform` and `Visibility`,
and deprecate `ReflectionProbeBundle`.
Note that this proposal wasn't officially blessed yet, but it is the
only existing one that really works, so I implemented it here for
consideration.
## Testing
I ran the reflection probe example, and it appears to work.
---
## Migration Guide
`ReflectionProbeBundle` has been deprecated in favor of inserting the
`LightProbe` and `EnvironmentMapLight` components directly. Inserting
them will now automatically insert `Transform` and `Visibility`
components.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Closes#15717
## Solution
- Wrap the handle in a new wrapper component: `AnimationGraphHandle`.
## Testing
Searched for all instances of `AnimationGraph` in the examples and
updated and tested those
## Migration Guide
`Handle<AnimationGraph>` is no longer a component. Instead, use the
`AnimationGraphHandle` component which contains a
`Handle<AnimationGraph>`.
# Objective
- After #15711 which added a column to the example, the point of a curve
was too close to the next curve
## Solution
- Make it closer to its own
# Objective
Fixes#15560
Fixes (most of) #15570
Currently a lot of examples (and presumably some user code) depend on
toggling certain render features by adding/removing a single component
to an entity, e.g. `SpotLight` to toggle a light. Because of the
retained render world this no longer works: Extract will add any new
components, but when it is removed the entity persists unchanged in the
render world.
## Solution
Add `SyncComponentPlugin<C: Component>` that registers
`SyncToRenderWorld` as a required component for `C`, and adds a
component hook that will clear all components from the render world
entity when `C` is removed. We add this plugin to
`ExtractComponentPlugin` which fixes most instances of the problem. For
custom extraction logic we can manually add `SyncComponentPlugin` for
that component.
We also rename `WorldSyncPlugin` to `SyncWorldPlugin` so we start a
naming convention like all the `Extract` plugins.
In this PR I also fixed a bunch of breakage related to the retained
render world, stemming from old code that assumed that `Entity` would be
the same in both worlds.
I found that using the `RenderEntity` wrapper instead of `Entity` in
data structures when referring to render world entities makes intent
much clearer, so I propose we make this an official pattern.
## Testing
Run examples like
```
cargo run --features pbr_multi_layer_material_textures --example clearcoat
cargo run --example volumetric_fog
```
and see that they work, and that toggles work correctly. But really we
should test every single example, as we might not even have caught all
the breakage yet.
---
## Migration Guide
The retained render world notes should be updated to explain this edge
case and `SyncComponentPlugin`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
This PR improves the `fps_overlay` example by adding:
1. The ability to increase the overlay font size (previously, only
decreasing the size was supported).
2. A toggle for overlay color between red and green (previously, it only
changed from green to red without toggling back).
# Objective
Simplify the API surrounding easing curves. Broaden the base of types
that support easing.
## Solution
There is now a single library function, `easing_curve`, which constructs
a unit-parametrized easing curve between two values based on an
`EaseFunction`:
```rust
/// Given a `start` and `end` value, create a curve parametrized over [the unit interval]
/// that connects them, using the given [ease function] to determine the form of the
/// curve in between.
///
/// [the unit interval]: Interval::UNIT
/// [ease function]: EaseFunction
pub fn easing_curve<T: Ease>(start: T, end: T, ease_fn: EaseFunction) -> EasingCurve<T> { //... }
```
As this shows, the type of the output curve is generic only in `T`. In
particular, as long as `T` is `Reflect` (and `FromReflect` etc. — i.e.,
a standard "well-behaved" reflectable type), `EasingCurve<T>` is also
`Reflect`, and there is no special field handling nonsense. Therefore,
`EasingCurve` is the kind of thing that would be able to be easily
changed in an editor. This is made possible by storing the actual
`EaseFunction` on `EasingCurve<T>` instead of indirecting through some
kind of function type (which generally leads to issues with reflection).
The types that can be eased are those that implement a trait `Ease`:
```rust
/// A type whose values can be eased between.
///
/// This requires the construction of an interpolation curve that actually extends
/// beyond the curve segment that connects two values, because an easing curve may
/// extrapolate before the starting value and after the ending value. This is
/// especially common in easing functions that mimic elastic or springlike behavior.
pub trait Ease: Sized {
/// Given `start` and `end` values, produce a curve with [unlimited domain]
/// that:
/// - takes a value equivalent to `start` at `t = 0`
/// - takes a value equivalent to `end` at `t = 1`
/// - has constant speed everywhere, including outside of `[0, 1]`
///
/// [unlimited domain]: Interval::EVERYWHERE
fn interpolating_curve_unbounded(start: &Self, end: &Self) -> impl Curve<Self>;
}
```
(I know, I know, yet *another* interpolation trait. See 'Future
direction'.)
The other existing easing functions from the previous version of this
module have also become new members of `EaseFunction`: `Linear`,
`Steps`, and `Elastic` (which maybe needs a different name). The latter
two are parametrized.
## Testing
Tested using the `easing_functions` example. I also axed the
`cubic_curve` example which was of questionable value and replaced it
with `eased_motion`, which uses this API in the context of animation:
https://github.com/user-attachments/assets/3c802992-6b9b-4b56-aeb1-a47501c29ce2
---
## Future direction
Morally speaking, `Ease` is incredibly similar to `StableInterpolate`.
Probably, we should just merge `StableInterpolate` into `Ease`, and then
make `SmoothNudge` an automatic extension trait of `Ease`. The reason I
didn't do that is that `StableInterpolate` is not implemented for
`VectorSpace` because of concerns about the `Color` types, and I wanted
to avoid controversy. I think that may be a good idea though.
As Alice mentioned before, we should also probably get rid of the
`interpolation` dependency.
The parametrized `Elastic` variant probably also needs some additional
work (e.g. renaming, in/out/in-out variants, etc.) if we want to keep
it.
# Objective
- Closes#15720
## Solution
Wrap the handle in a new wrapper component: `UiMaterialHandle`
It's not possible to match the naming convention of `MeshMaterial3d/2d`
here with the trait already being called `UiMaterial`
Should we consider renaming to `Material3d/2dHandle` and `Mesh3d/2d` to
`Mesh3d/2dHandle`?
- This shouldn't have any merge conflicts with #15591
## Testing
Tested the `ui_material` example
## Migration Guide
Let's defer the migration guide to the required component port. I just
want to yeet the `Component` impl on `Handle` in the meantime :)
# Objective
- Prepare for streaming by storing vertex data per-meshlet, rather than
per-mesh (this means duplicating vertices per-meshlet)
- Compress vertex data to reduce the cost of this
## Solution
The important parts are in from_mesh.rs, the changes to the Meshlet type
in asset.rs, and the changes in meshlet_bindings.wgsl. Everything else
is pretty secondary/boilerplate/straightforward changes.
- Positions are quantized in centimeters with a user-provided power of 2
factor (ideally auto-determined, but that's a TODO for the future),
encoded as an offset relative to the minimum value within the meshlet,
and then stored as a packed list of bits using the minimum number of
bits needed for each vertex position channel for that meshlet
- E.g. quantize positions (lossly, throws away precision that's not
needed leading to using less bits in the bitstream encoding)
- Get the min/max quantized value of each X/Y/Z channel of the quantized
positions within a meshlet
- Encode values relative to the min value of the meshlet. E.g. convert
from [min, max] to [0, max - min]
- The new max value in the meshlet is (max - min), which only takes N
bits, so we only need N bits to store each channel within the meshlet
(lossless)
- We can store the min value and that it takes N bits per channel in the
meshlet metadata, and reconstruct the position from the bitstream
- Normals are octahedral encoded and than snorm2x16 packed and stored as
a single u32.
- Would be better to implement the precise variant of octhedral encoding
for extra precision (no extra decode cost), but decided to keep it
simple for now and leave that as a followup
- Tried doing a quantizing and bitstream encoding scheme like I did for
positions, but struggled to get it smaller. Decided to go with this for
simplicity for now
- UVs are uncompressed and take a full 64bits per vertex which is
expensive
- In the future this should be improved
- Tangents, as of the previous PR, are not explicitly stored and are
instead derived from screen space gradients
- While I'm here, split up MeshletMeshSaverLoader into two separate
types
Other future changes include implementing a smaller encoding of triangle
data (3 u8 indices = 24 bits per triangle currently), and more
disk-oriented compression schemes.
References:
* "A Deep Dive into UE5's Nanite Virtualized Geometry"
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf#page=128
(also available on youtube)
* "Towards Practical Meshlet Compression"
https://arxiv.org/pdf/2404.06359
* "Vertex quantization in Omniforce Game Engine"
https://daniilvinn.github.io/2024/05/04/omniforce-vertex-quantization.html
## Testing
- Did you test these changes? If so, how?
- Converted the stanford bunny, and rendered it with a debug material
showing normals, and confirmed that it's identical to what's on main.
EDIT: See additional testing in the comments below.
- Are there any parts that need more testing?
- Could use some more size comparisons on various meshes, and testing
different quantization factors. Not sure if 4 is a good default. EDIT:
See additional testing in the comments below.
- Also did not test runtime performance of the shaders. EDIT: See
additional testing in the comments below.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Use my unholy script, replacing the meshlet example
https://paste.rs/7xQHk.rs (must make MeshletMesh fields pub instead of
pub crate, must add lz4_flex as a dev-dependency) (must compile with
meshlet and meshlet_processor features, mesh must have only positions,
normals, and UVs, no vertex colors or tangents)
---
## Migration Guide
- TBD by JMS55 at the end of the release
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
## Objective
Add a way to stream BRP requests when the data changes.
## Solution
#### BRP Side (reusable for other transports)
Add a new method handler type that returns a optional value. This
handler is run in update and if a value is returned it will be sent on
the message channel. Custom watching handlers can be added with
`RemotePlugin::with_watching_method`.
#### HTTP Side
If a request comes in with `+watch` in the method, it will respond with
`text/event-stream` rather than a single response.
## Testing
I tested with the podman HTTP client. This client has good support for
SSE's if you want to test it too.
## Parts I want some opinions on
- For separating watching methods I chose to add a `+watch` suffix to
the end kind of like `content-type` headers. A get would be
`bevy/get+watch`.
- Should watching methods send an initial response with everything or
only respond when a change happens? Currently the later is what happens.
## Future work
- The `bevy/query` method would also benefit from this but that
condition will be quite complex so I will leave that to later.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Several of our APIs (namely gizmos and bounding) use isometries on
current Bevy main. This is nicer than separate properties in a lot of
cases, but users have still expressed usability concerns.
One problem is that in a lot of cases, you only care about e.g.
translation, so you end up with this:
```rust
gizmos.cross_2d(
Isometry2d::from_translation(Vec2::new(-160.0, 120.0)),
12.0,
FUCHSIA,
);
```
The isometry adds quite a lot of length and verbosity, and isn't really
that relevant since only the translation is important here.
It would be nice if you could use the translation directly, and only
supply an isometry if both translation and rotation are needed. This
would make the following possible:
```rust
gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA);
```
removing a lot of verbosity.
## Solution
Implement `From<Vec2>` and `From<Rot2>` for `Isometry2d`, and
`From<Vec3>`, `From<Vec3A>`, and `From<Quat>` for `Isometry3d`. These
are lossless conversions that fit the semantics of `From`.
This makes the proposed API possible! The methods must now simply take
an `impl Into<IsometryNd>`, and this works:
```rust
gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA);
```