# 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
Fixed the issue where DragStart was triggered even when there was no
movement
https://github.com/bevyengine/bevy/issues/17230
## Solution
- When position delta is zero, don't trigger DragStart events, DragStart
is not triggered, so DragEnd is not triggered either. Everything is
fine.
## Testing
- tested with the code from the issue
---
## Migration Guide
> Fix the missing part of Drag
https://github.com/bevyengine/bevy/pull/16950
Bump version after release
This PR has been auto-generated
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Contributes to #11478
## Solution
- Made `bevy_utils::tracing` `doc(hidden)`
- Re-exported `tracing` from `bevy_log` for end-users
- Added `tracing` directly to crates that need it.
## Testing
- CI
---
## Migration Guide
If you were importing `tracing` via `bevy::utils::tracing`, instead use
`bevy::log::tracing`. Note that many items within `tracing` are also
directly re-exported from `bevy::log` as well, so you may only need
`bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.).
This also applies to the `log_once!` family of macros.
## Notes
- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
# 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
Use the latest version of `typos` and fix the typos that it now detects
# Additional Info
By the way, `typos` has a "low priority typo suggestions issue" where we
can throw typos we find that `typos` doesn't catch.
(This link may go stale) https://github.com/crate-ci/typos/issues/1200
# Objective
Some sort calls and `Ord` impls are unnecessarily complex.
## Solution
Rewrite the "match on cmp, if equal do another cmp" as either a
comparison on tuples, or `Ordering::then_with`, depending on whether the
compare keys need construction.
`sort_by` -> `sort_by_key` when symmetrical. Do the same for
`min_by`/`max_by`.
Note that `total_cmp` can only work with `sort_by`, and not on tuples.
When sorting collected query results that contain
`Entity`/`MainEntity`/`RenderEntity` in their `QueryData`, with that
`Entity` in the sort key:
stable -> unstable sort (all queried entities are unique)
If key construction is not simple, switch to `sort_by_cached_key` when
possible.
Sorts that are only performed to discover the maximal element are
replaced by `max_by_key`.
Dedicated comparison functions and structs are removed where simple.
Derive `PartialOrd`/`Ord` when useful.
Misc. closure style inconsistencies.
## Testing
- Existing tests.
# 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
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#16571
## Solution
- When position delta is zero, don't trigger `Drag` or `DragOver` events
## Testing
- tested with the code from the issue
# Objective
We were waiting for 1.83 to address most of these, due to a bug with
`missing_docs` and `expect`. Relates to, but does not entirely complete,
#15059.
## Solution
- Upgrade to 1.83
- Switch `allow(missing_docs)` to `expect(missing_docs)`
- Remove a few now-unused `allow`s along the way, or convert to `expect`
# Objective
- `PointerInteraction` components should be updated before sending
picking events. Otherwise they will be stale when event observers run.
- Allow inserting logic before picking events but after
`PointerInteraction` components have been updated.
## Solution
- Reorder systems in `PickSet::Focus`.
# Objective
Fixes https://github.com/bevyengine/bevy/issues/16661
## Solution
- Update the doc links to point to the proper objects
## Testing
- Built crate docs and made sure the links worked locally
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Updating dependencies; adopted version of #15696. (Supercedes #15696.)
Long answer: hashbrown is no longer using ahash by default, meaning that
we can't use the default-hasher methods with ahasher. So, we have to use
the longer-winded versions instead. This takes the opportunity to also
switch our default hasher as well, but without actually enabling the
default-hasher feature for hashbrown, meaning that we'll be able to
change our hasher more easily at the cost of all of these method calls
being obnoxious forever.
One large change from 0.15 is that `insert_unique_unchecked` is now
`unsafe`, and for cases where unsafe code was denied at the crate level,
I replaced it with `insert`.
## Migration Guide
`bevy_utils` has updated its version of `hashbrown` to 0.15 and now
defaults to `foldhash` instead of `ahash`. This means that if you've
hard-coded your hasher to `bevy_utils::AHasher` or separately used the
`ahash` crate in your code, you may need to switch to `foldhash` to
ensure that everything works like it does in Bevy.
# Objective
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
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
- 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
The "mehses" typo introduced in a review comment
[here](https://github.com/bevyengine/bevy/pull/16657#discussion_r1870834999)
hurts my soul, it was merged right as I was about to comment about it :(
## Solution
Fix it :D
(also, why didn't the CI typo checker catch this?)
# Objective
- This fixes raycast picking with lyon
- reverse winding of 2D meshes currently results in them being rendered
but not pickable as the raycast passes through the backface and would
only hit "from below"
## Solution
- Disables backface culling for Mesh2d
## Testing
- Tested picking with bevy_prototype_lyon
- Could probably use testing with Mesh3d (should not be affected) and
SimplifiedMesh (no experience with that, could have the same issue if
used for 2D?)
---------
Co-authored-by: Aevyrie <aevyrie@gmail.com>
# Objective
On the web, it's common to attach observers to windows. As @viridia has
discovered, this can be quite a nice paradigm in bevy as well when
applied to observers. The changes here are intended to make this
possible.
+ Adds a new default picking back-end as part to the core picking plugin
(which can be disabled) that causes pointers on windows to treat the
window entity as the final hit, behind everything else. This means
clicking empty space now dispatches normal picking events to the window,
and is especially nice for drag-and-drop functionality.
+ Adds a new traversal type, specific to picking events, that causes
them to bubble up to the window entity after they reach the root of the
hierarchy.
## Solution
The window picking back-end is extremely simple, but the bubbling
changes are much more complex, since they require doing a different
traversal depending on the picking event.
To achieve this, `Traversal` has been made generic over an associated
sized data type `D`. Observer bounds have been changed such that
`Event::Traversal<D>` is required for `Trigger<D>`. A blanket
implementation has been added for `()` and `Parent` that preserves the
existing functionality. A new `PointerTraversal` traversal has been
implemented, with a blanket implementation for `Traversal<Pointer<E>>`.
It is still possible to use `Parent` as the traversal for any event,
because of the blanket implementation. It is now possible for users to
add other custom traversals, which read event data during traversal.
## Testing
I tested these changes locally on some picking UI prototypes I have been
playing with. I also tested them on the picking examples.
---------
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
# Objective
- Fixes#16469.
## Solution
- Make the picking backend features not enabled by default in each
sub-crate.
- Make features in `bevy_internal` to set the backend features
- Make the root `bevy` crate set the features by default.
## Testing
- The mesh and sprite picking examples still work correctly.
Tweaks picking docs slightly for formatting and to add additional
context about the ordering of `Over` and `Out` events. Also shifts `Out`
to trigger before `Over` in the global event ordering.
Because of how focus is tracked, we must send all `Over` and `Out`
events at the same time, in a block. Originally I had `Over` precede
`Out` in the global event order, because this seemed natural. However,
the effect of this, when a pointer moves between entities, is to have
the new entity receive `Over` before the old entity received `Out`,
which several users found confusing.
The new ordering (out before over globally, over before out locally per
entity) should make it much easier to write hover state cleanup code.
In `bevy_mod_picking` events are driven by several interlocking state
machines, which read and write events, and share state in a few common
resources. When I merged theses state machines into one to make event
ordering work properly, I combined this state and hid it in a `Local`.
This PR exposes the state in a resource again. Also adds a simple little
API for it. Useful for adding debug UI.
Fixes a small divergence between `bevy_mod_picking` and the up-streamed
`bevy_picking`: Both have a `Pointer<E>` constructor with the same
types, but in a different order.
This is part of work being done on `bevy_mod_picking` to simplify the
migration to `bevy_picking`.
# Objective
In `bevy_mod_picking` events are accessible through event listeners or
`EventReader`s. When I replaced event listeners with observers, I
removed the `EventReader` for simplicity. This adds it back.
## Solution
All picking events are now properly registered, and can be accessed
through `EventReader<Pointer<E>>`. `Pointer` now tracks the entity the
event targeted initially, and this can also be helpful in observers
(which don't currently do this).
## Testing
The picking examples run fine. This shouldn't really change anything.
---------
Co-authored-by: Aevyrie <aevyrie@gmail.com>
# 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`.
# Objective
Built-in observers & events should be `Reflect` so that components that
interact with them can be serialized in scenes. This is a similar pr to
#14259.
# 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
- 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
- Rename `Pickable` to `PickingBehavior` to counter the easily-made
assumption that the component is required. It is optional
- Fix and clarify documentation
- The docs in `crates/bevy_ui/src/picking_backend.rs` were incorrect
about the necessity of `Pickable`
- Plus two minor code quality changes in this commit
(7c2e75f48d)
Closes#15632
# Objective
Migrate `bevy_picking` to the required components API
## Solution
- Made `PointerId` require `PointerLocation`, `PointerPress`, and
`PointerInteraction`
- Removed `PointerBundle`
- Removed all engine uses of `PointerBundle`
- Added convenience constructor `PointerLocation::new(location:
Location)`
## Testing
- ran unit tests
- ran `sprite_picking` example, everything seemed fine.
## Migration Guide
This API hasn't shipped yet, so I didn't bother with a deprecation.
However, for any crates tracking main the changes are as follows:
Previous api:
```rs
commands.insert(PointerBundle::new(PointerId::Mouse));
commands.insert(PointerBundle::new(PointerId::Mouse).with_location(location));
```
New api:
```rs
commands.insert(PointerId::Mouse);
commands.insert((PointerId::Mouse, PointerLocation::new(location)));
```
# Objective
The current observers have some unfortunate footguns where you can end
up confused about what is actually being observed. For apps you can
chain observe like `app.observe(..).observe(..)` which works like you
would expect, but if you try the same with world the first `observe()`
will return the `EntityWorldMut` for the created observer, and the
second `observe()` will only observe on the observer entity. It took
several hours for multiple people on discord to figure this out, which
is not a great experience.
## Solution
Rename `observe` on entities to `observe_entity`. It's slightly more
verbose when you know you have an entity, but it feels right to me that
observers for specific things have more specific naming, and it prevents
this issue completely.
Another possible solution would be to unify `observe` on `App` and
`World` to have the same kind of return type, but I'm not sure exactly
what that would look like.
## Testing
Simple name change, so only concern is docs really.
---
## Migration Guide
The `observe()` method on entities has been renamed to
`observe_entity()` to prevent confusion about what is being observed in
some cases.
As discussed in #15521
- Partial revert of #14897, reverting the change to the methods to
consume `self`
- The `insert_if` method is kept
The migration guide of #14897 should be removed
Closes#15521
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes#6370
- Closes#6581
## Solution
- Added the following lints to the workspace:
- `std_instead_of_core`
- `std_instead_of_alloc`
- `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.
## Testing
- Ran CI locally
## Migration Guide
The MSRV is now 1.81. Please update to this version or higher.
## Notes
- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Fixes#14331
## Solution
- Make `Traversal` a subtrait of `ReadOnlyQueryData`
- Update implementations and usages
## Testing
- Updated unit tests
## Migration Guide
Update implementations of `Traversal`.
---------
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>