Commit Graph

7012 Commits

Author SHA1 Message Date
Rob Parrett
0fca6938ea
Fix missing meta files breaking Bevy on itch (#19268)
# Objective

Fixes #19029 (also maybe sorta #18002, but we may want to handle the SPA
issue I outlined there more gracefully?)


## Solution

The most minimal / surgical approach I could think of, hopefully
cherry-pickable for a point release.

It seems that it's not *entirely* crazy for web services to return 403
for an item that was not found. Here's an example from [Amazon
CloudFront
docs](https://docs.aws.amazon.com/AmazonCloudFront/latest/DeveloperGuide/http-403-permission-denied.html#s3-origin-403-error).
If it is somewhat common for web services to behave this way, then I
think it's best to also treat these responses as if they were "not
found."

I was previously of the opinion that any 400 level error "might as well"
get this treatment, but I'm now thinking that's probably overkill and
there are quite a few 400 level statuses that would indicate some
problem that needs to be fixed, and interpreting these as "not found"
might add confusion to the debugging process.

## Testing

Tested this with a web server that returns 403 for requests to meta
files.

```bash
cargo run -p build-wasm-example -- --api webgl2 sprite && \
open "http://localhost:4000" && \
python3 test_403.py examples/wasm
```
`test_403.py`:
```python
from http.server import HTTPServer, SimpleHTTPRequestHandler
import os
import sys


class CustomHandler(SimpleHTTPRequestHandler):
    def do_GET(self):
        if self.path.endswith(".meta"):
            self.send_response(403)
            self.send_header("Content-type", "text/plain")
            self.end_headers()
            self.wfile.write(b"403 Forbidden: Testing.\n")
        else:
            super().do_GET()


if __name__ == "__main__":
    if len(sys.argv) != 2:
        print(f"Usage: {sys.argv[0]} <directory>")
        sys.exit(1)

    os.chdir(sys.argv[1])

    server_address = ("", 4000)
    httpd = HTTPServer(server_address, CustomHandler)
    httpd.serve_forever()
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-05-30 20:33:47 +00:00
Sarthak Singh
d82d3238d1
Fixed memory leak in bindless material (#19041)
# Objective

Fixed #19035. Fixed #18882. It consisted of two different bugs:
- The allocations where being incremented even when a Data binding was
created.
- The ref counting on the binding was broken.

## Solution

- Stopped incrementing the allocations when a data binding was created.
- Rewrote the ref counting code to more reliably track the ref count.

## Testing

Tested my fix for 10 minutes with the `examples/3d/animated_material.rs`
example. I changed the example to spawn 51x51 meshes instead of 3x3
meshes to heighten the effects of the bug.

My branch: (After 10 minutes of running the modified example)
GPU: 172 MB
CPU: ~700 MB

Main branch: (After 2 minutes of running the modified example, my
computer started to stutter so I had to end it early)
GPU: 376 MB
CPU: ~1300 MB
2025-05-30 19:36:56 +00:00
robtfm
c617fc49ae
fix distinct directional lights per view (#19147)
# Objective

after #15156 it seems like using distinct directional lights on
different views is broken (and will probably break spotlights too). fix
them

## Solution

the reason is a bit hairy so with an example:

- camera 0 on layer 0
- camera 1 on layer 1
- dir light 0 on layer 0 (2 cascades)
- dir light 1 on layer 1 (2 cascades)

in render/lights.rs:
- outside of any view loop, 
- we count the total number of shadow casting directional light cascades
(4) and assign an incrementing `depth_texture_base_index` for each (0-1
for one light, 2-3 for the other, depending on iteration order) (line
1034)
- allocate a texture array for the total number of cascades plus
spotlight maps (4) (line 1106)

- in the view loop, for directional lights we 
  - skip lights that don't intersect on renderlayers (line 1440)
- assign an incrementing texture layer to each light/cascade starting
from 0 (resets to 0 per view) (assigning 0 and 1 each time for the 2
cascades of the intersecting light) (line 1509, init at 1421)

then in the rendergraph:
- camera 0 renders the shadow map for light 0 to texture indices 0 and 1
- camera 0 renders using shadows from the `depth_texture_base_index`
(maybe 0-1, maybe 2-3 depending on the iteration order)

- camera 1 renders the shadow map for light 1 to texture indices 0 and 1
- camera 0 renders using shadows from the `depth_texture_base_index`
(maybe 0-1, maybe 2-3 depending on the iteration order)

issues:
- one of the views uses empty shadow maps (bug)
- we allocated a texture layer per cascade per light, even though not
all lights are used on all views (just inefficient)
- I think we're allocating texture layers even for lights with
`shadows_enabled: false` (just inefficient)

solution:
- calculate upfront the view with the largest number of directional
cascades
- allocate this many layers (plus layers for spotlights) in the texture
array
- keep using texture layers 0..n in the per-view loop, but build
GpuLights.gpu_directional_lights within the loop too so it refers to the
same layers we render to

nice side effects: 
- we can now use `max_texture_array_layers / MAX_CASCADES_PER_LIGHT`
shadow-casting directional lights per view, rather than overall.
- we can remove the `GpuDirectionalLight::skip` field, since the gpu
lights struct is constructed per view

a simpler approach would be to keep everything the same, and just
increment the texture layer index in the view loop even for
non-intersecting lights. this pr reduces the total shadowmap vram used
as well and isn't *much* extra complexity. but if we want something less
risky/intrusive for 16.1 that would be the way.

## Testing

i edited the split screen example to put separate lights on layer 1 and
layer 2, and put the plane and fox on both layers (using lots of
unrelated code for render layer propagation from #17575).
without the fix the directional shadows will only render on one of the
top 2 views even though there are directional lights on both layers.

```rs
//! Renders two cameras to the same window to accomplish "split screen".

use std::f32::consts::PI;

use bevy::{
    pbr::CascadeShadowConfigBuilder, prelude::*, render:📷:Viewport, window::WindowResized,
};
use bevy_render::view::RenderLayers;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(HierarchyPropagatePlugin::<RenderLayers>::default())
        .add_systems(Startup, setup)
        .add_systems(Update, (set_camera_viewports, button_system))
        .run();
}

/// set up a simple 3D scene
fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    let all_layers = RenderLayers::layer(1).with(2).with(3).with(4);

    // plane
    commands.spawn((
        Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
        all_layers.clone()
    ));

    commands.spawn((
        SceneRoot(
            asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
        ),
        Propagate(all_layers.clone()),
    ));

    // Light
    commands.spawn((
        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
        DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        CascadeShadowConfigBuilder {
            num_cascades: if cfg!(all(
                feature = "webgl2",
                target_arch = "wasm32",
                not(feature = "webgpu")
            )) {
                // Limited to 1 cascade in WebGL
                1
            } else {
                2
            },
            first_cascade_far_bound: 200.0,
            maximum_distance: 280.0,
            ..default()
        }
        .build(),
        RenderLayers::layer(1),
    ));

    commands.spawn((
        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
        DirectionalLight {
            shadows_enabled: true,
            ..default()
        },
        CascadeShadowConfigBuilder {
            num_cascades: if cfg!(all(
                feature = "webgl2",
                target_arch = "wasm32",
                not(feature = "webgpu")
            )) {
                // Limited to 1 cascade in WebGL
                1
            } else {
                2
            },
            first_cascade_far_bound: 200.0,
            maximum_distance: 280.0,
            ..default()
        }
        .build(),
        RenderLayers::layer(2),
    ));

    // Cameras and their dedicated UI
    for (index, (camera_name, camera_pos)) in [
        ("Player 1", Vec3::new(0.0, 200.0, -150.0)),
        ("Player 2", Vec3::new(150.0, 150., 50.0)),
        ("Player 3", Vec3::new(100.0, 150., -150.0)),
        ("Player 4", Vec3::new(-100.0, 80., 150.0)),
    ]
    .iter()
    .enumerate()
    {
        let camera = commands
            .spawn((
                Camera3d::default(),
                Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
                Camera {
                    // Renders cameras with different priorities to prevent ambiguities
                    order: index as isize,
                    ..default()
                },
                CameraPosition {
                    pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
                },
                RenderLayers::layer(index+1)
            ))
            .id();

        // Set up UI
        commands
            .spawn((
                UiTargetCamera(camera),
                Node {
                    width: Val::Percent(100.),
                    height: Val::Percent(100.),
                    ..default()
                },
            ))
            .with_children(|parent| {
                parent.spawn((
                    Text::new(*camera_name),
                    Node {
                        position_type: PositionType::Absolute,
                        top: Val::Px(12.),
                        left: Val::Px(12.),
                        ..default()
                    },
                ));
                buttons_panel(parent);
            });
    }

    fn buttons_panel(parent: &mut ChildSpawnerCommands) {
        parent
            .spawn(Node {
                position_type: PositionType::Absolute,
                width: Val::Percent(100.),
                height: Val::Percent(100.),
                display: Display::Flex,
                flex_direction: FlexDirection::Row,
                justify_content: JustifyContent::SpaceBetween,
                align_items: AlignItems::Center,
                padding: UiRect::all(Val::Px(20.)),
                ..default()
            })
            .with_children(|parent| {
                rotate_button(parent, "<", Direction::Left);
                rotate_button(parent, ">", Direction::Right);
            });
    }

    fn rotate_button(parent: &mut ChildSpawnerCommands, caption: &str, direction: Direction) {
        parent
            .spawn((
                RotateCamera(direction),
                Button,
                Node {
                    width: Val::Px(40.),
                    height: Val::Px(40.),
                    border: UiRect::all(Val::Px(2.)),
                    justify_content: JustifyContent::Center,
                    align_items: AlignItems::Center,
                    ..default()
                },
                BorderColor(Color::WHITE),
                BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
            ))
            .with_children(|parent| {
                parent.spawn(Text::new(caption));
            });
    }
}

#[derive(Component)]
struct CameraPosition {
    pos: UVec2,
}

#[derive(Component)]
struct RotateCamera(Direction);

enum Direction {
    Left,
    Right,
}

fn set_camera_viewports(
    windows: Query<&Window>,
    mut resize_events: EventReader<WindowResized>,
    mut query: Query<(&CameraPosition, &mut Camera)>,
) {
    // We need to dynamically resize the camera's viewports whenever the window size changes
    // so then each camera always takes up half the screen.
    // A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
    for resize_event in resize_events.read() {
        let window = windows.get(resize_event.window).unwrap();
        let size = window.physical_size() / 2;

        for (camera_position, mut camera) in &mut query {
            camera.viewport = Some(Viewport {
                physical_position: camera_position.pos * size,
                physical_size: size,
                ..default()
            });
        }
    }
}

fn button_system(
    interaction_query: Query<
        (&Interaction, &ComputedNodeTarget, &RotateCamera),
        (Changed<Interaction>, With<Button>),
    >,
    mut camera_query: Query<&mut Transform, With<Camera>>,
) {
    for (interaction, computed_target, RotateCamera(direction)) in &interaction_query {
        if let Interaction::Pressed = *interaction {
            // Since TargetCamera propagates to the children, we can use it to find
            // which side of the screen the button is on.
            if let Some(mut camera_transform) = computed_target
                .camera()
                .and_then(|camera| camera_query.get_mut(camera).ok())
            {
                let angle = match direction {
                    Direction::Left => -0.1,
                    Direction::Right => 0.1,
                };
                camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
            }
        }
    }
}








use std::marker::PhantomData;

use bevy::{
    app::{App, Plugin, Update},
    ecs::query::QueryFilter,
    prelude::{
        Changed, Children, Commands, Component, Entity, Local, Query,
        RemovedComponents, SystemSet, With, Without,
    },
};

/// Causes the inner component to be added to this entity and all children.
/// A child with a Propagate<C> component of it's own will override propagation from
/// that point in the tree
#[derive(Component, Clone, PartialEq)]
pub struct Propagate<C: Component + Clone + PartialEq>(pub C);

/// Internal struct for managing propagation
#[derive(Component, Clone, PartialEq)]
pub struct Inherited<C: Component + Clone + PartialEq>(pub C);

/// Stops the output component being added to this entity.
/// Children will still inherit the component from this entity or its parents
#[derive(Component, Default)]
pub struct PropagateOver<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>);

/// Stops the propagation at this entity. Children will not inherit the component.
#[derive(Component, Default)]
pub struct PropagateStop<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>);

pub struct HierarchyPropagatePlugin<C: Component + Clone + PartialEq, F: QueryFilter = ()> {
    _p: PhantomData<fn() -> (C, F)>,
}

impl<C: Component + Clone + PartialEq, F: QueryFilter> Default for HierarchyPropagatePlugin<C, F> {
    fn default() -> Self {
        Self {
            _p: Default::default(),
        }
    }
}

#[derive(SystemSet, Clone, PartialEq, PartialOrd, Ord)]
pub struct PropagateSet<C: Component + Clone + PartialEq> {
    _p: PhantomData<fn() -> C>,
}

impl<C: Component + Clone + PartialEq> std::fmt::Debug for PropagateSet<C> {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        f.debug_struct("PropagateSet")
            .field("_p", &self._p)
            .finish()
    }
}

impl<C: Component + Clone + PartialEq> Eq for PropagateSet<C> {}
impl<C: Component + Clone + PartialEq> std:#️⃣:Hash for PropagateSet<C> {
    fn hash<H: std:#️⃣:Hasher>(&self, state: &mut H) {
        self._p.hash(state);
    }
}

impl<C: Component + Clone + PartialEq> Default for PropagateSet<C> {
    fn default() -> Self {
        Self {
            _p: Default::default(),
        }
    }
}

impl<C: Component + Clone + PartialEq, F: QueryFilter + 'static> Plugin
    for HierarchyPropagatePlugin<C, F>
{
    fn build(&self, app: &mut App) {
        app.add_systems(
            Update,
            (
                update_source::<C, F>,
                update_stopped::<C, F>,
                update_reparented::<C, F>,
                propagate_inherited::<C, F>,
                propagate_output::<C, F>,
            )
                .chain()
                .in_set(PropagateSet::<C>::default()),
        );
    }
}

pub fn update_source<C: Component + Clone + PartialEq, F: QueryFilter>(
    mut commands: Commands,
    changed: Query<(Entity, &Propagate<C>), (Changed<Propagate<C>>, Without<PropagateStop<C>>)>,
    mut removed: RemovedComponents<Propagate<C>>,
) {
    for (entity, source) in &changed {
        commands
            .entity(entity)
            .try_insert(Inherited(source.0.clone()));
    }

    for removed in removed.read() {
        if let Ok(mut commands) = commands.get_entity(removed) {
            commands.remove::<(Inherited<C>, C)>();
        }
    }
}

pub fn update_stopped<C: Component + Clone + PartialEq, F: QueryFilter>(
    mut commands: Commands,
    q: Query<Entity, (With<Inherited<C>>, F, With<PropagateStop<C>>)>,
) {
    for entity in q.iter() {
        let mut cmds = commands.entity(entity);
        cmds.remove::<Inherited<C>>();
    }
}

pub fn update_reparented<C: Component + Clone + PartialEq, F: QueryFilter>(
    mut commands: Commands,
    moved: Query<
        (Entity, &ChildOf, Option<&Inherited<C>>),
        (
            Changed<ChildOf>,
            Without<Propagate<C>>,
            Without<PropagateStop<C>>,
            F,
        ),
    >,
    parents: Query<&Inherited<C>>,
) {
    for (entity, parent, maybe_inherited) in &moved {
        if let Ok(inherited) = parents.get(parent.parent()) {
            commands.entity(entity).try_insert(inherited.clone());
        } else if maybe_inherited.is_some() {
            commands.entity(entity).remove::<(Inherited<C>, C)>();
        }
    }
}

pub fn propagate_inherited<C: Component + Clone + PartialEq, F: QueryFilter>(
    mut commands: Commands,
    changed: Query<
        (&Inherited<C>, &Children),
        (Changed<Inherited<C>>, Without<PropagateStop<C>>, F),
    >,
    recurse: Query<
        (Option<&Children>, Option<&Inherited<C>>),
        (Without<Propagate<C>>, Without<PropagateStop<C>>, F),
    >,
    mut to_process: Local<Vec<(Entity, Option<Inherited<C>>)>>,
    mut removed: RemovedComponents<Inherited<C>>,
) {
    // gather changed
    for (inherited, children) in &changed {
        to_process.extend(
            children
                .iter()
                .map(|child| (child, Some(inherited.clone()))),
        );
    }

    // and removed
    for entity in removed.read() {
        if let Ok((Some(children), _)) = recurse.get(entity) {
            to_process.extend(children.iter().map(|child| (child, None)))
        }
    }

    // propagate
    while let Some((entity, maybe_inherited)) = (*to_process).pop() {
        let Ok((maybe_children, maybe_current)) = recurse.get(entity) else {
            continue;
        };

        if maybe_current == maybe_inherited.as_ref() {
            continue;
        }

        if let Some(children) = maybe_children {
            to_process.extend(
                children
                    .iter()
                    .map(|child| (child, maybe_inherited.clone())),
            );
        }

        if let Some(inherited) = maybe_inherited {
            commands.entity(entity).try_insert(inherited.clone());
        } else {
            commands.entity(entity).remove::<(Inherited<C>, C)>();
        }
    }
}

pub fn propagate_output<C: Component + Clone + PartialEq, F: QueryFilter>(
    mut commands: Commands,
    changed: Query<
        (Entity, &Inherited<C>, Option<&C>),
        (Changed<Inherited<C>>, Without<PropagateOver<C>>, F),
    >,
) {
    for (entity, inherited, maybe_current) in &changed {
        if maybe_current.is_some_and(|c| &inherited.0 == c) {
            continue;
        }

        commands.entity(entity).try_insert(inherited.0.clone());
    }
}
```
2025-05-30 19:35:55 +00:00
Manuel Brea Carreras
3902804114
Fix #19219 by moving observer triggers out of resource_scope (#19221)
# Objective

Fixes #19219 

## Solution

Instead of calling `world.commands().trigger` and
`world.commands().trigger_targets` whenever each scene is spawned, save
the `instance_id` and optional parent entity to perform all such calls
at the end. This prevents the potential flush of the world command queue
that can happen if `add_child` is called from causing the crash.

## Testing

- Did you test these changes? If so, how?
- Verified that I can no longer reproduce the bug with the instructions
at #19219.
  - Ran `bevy_scene` tests
- Visually verified that the following examples still run as expected
`many_foxes`, `scene` . (should I test any more?)
- Are there any parts that need more testing?
- Pending to run `cargo test` at the root to test that all examples
still build; I will update the PR when that's done
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run bevy as usual
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - N/a (tested on Linux/wayland but it shouldn't be relevant)

---
2025-05-30 19:33:47 +00:00
eugineerd
0694743d8d
Fix EntityCloner replacing required components. (#19326)
# Objective
Fix #19324

## Solution
`EntityCloner` replaces required components when filtering. This is
unexpected when comparing with the way the rest of bevy handles required
components. This PR separates required components from explicit
components when filtering in `EntityClonerBuilder`.

## Testing
Added a regression test for this case.
2025-05-30 19:28:53 +00:00
theotherphil
0ee8bf978c
Clarify Resource change detection behaviour in condition docs (#19252)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/17933

## Solution

Correct "value has changed'" in docs to "value has been added or mutably
dereferenced", with a note for emphasis copied from the docs for
Changed.

## Testing

-
2025-05-30 00:47:25 +00:00
AlephCubed
6c003ef794
Loosen add_state_scoped_event trait bound. (#19401)
Fixes #18623, allowing `add_state_scoped_event` to work with computed
states.

As a side note, should state scoped events be updated to match the
recently changed [state scoped
entities](https://github.com/bevyengine/bevy/blob/main/release-content/migration-guides/rename_StateScoped.md)?
2025-05-29 21:37:53 +00:00
Coty
439c0fb973
fix reference in example usage comments (#19434)
# Objective

- Fix a reference in the example usage comments of bevy_utils
Default::default

## Solution

- Just a word change in the comments
 
## Testing

- No actual code changes to test
2025-05-29 19:12:55 +00:00
L. Borella (Villi)
59ef10562a
Allow restricting audio playback to a custom region (#19400)
# Objective

Adds the ability to restrict playback of an audio source to a certain
region in time. In other words, you can set a custom start position and
duration for the audio clip. These options are set via the
`PlaybackSettings` component, and it works on all kinds of audio
sources.

## Solution

- Added public `start_position` and `duration` fields to
`PlaybackSettings`, both of type `Option<std::time::Duration>`.
- Used rodio's `Source::skip_duration` and `Source::take_duration`
functions to implement start position and duration, respectively.
- If the audio is looping, it interacts as you might expect - the loop
will start at the start position and end after the duration.
- If the start position is None (the default value), the audio will
start from the beginning, like normal. Similarly, if the duration is
None (default), the audio source will play for as long as possible.

## Testing

I tried adding a custom start position to all the existing audio
examples to test a bunch of different audio sources and settings, and
they all worked fine. I verified that it skips the right amount of time,
and that it skips the entire audio clip if the start position is longer
than the length of the clip. All my testing was done on Fedora Linux.

Update: I did similar testing for duration, and ensured that the two
options worked together in combination and interacted well with looping
audio.

---

## Showcase

```rust
// Play a 10 second segment of a song, starting at 0:30.5
commands.spawn((
    AudioPlayer::new(song_handle),
    PlaybackSettings::LOOP
        .with_start_position(Duration::from_secs_f32(30.5))
        .with_duration(Duration::from_secs(10))
));
```
2025-05-29 18:45:37 +00:00
andristarr
fe678e1eeb
Updating mesh_picking doc to include RenderAssetUsages (#19413)
# Objective
Fixes #19102 

Updating mesh_picking doc stating that MAIN_WORLD RenderAssetUsages
needs to be on the mesh to be picked.
2025-05-29 18:44:50 +00:00
Daniel Skates
922ee480d2
Rename Position to UiPosition in bevy_ui (#19422)
# Objective

- Fixes #19418

## Solution

- Rename Position to UiPosition in bevy_ui

## Testing

- `cargo build`
- `cargo run --example gradients`
- `cargo run --example stacked_gradients`
2025-05-29 14:52:44 +00:00
Eagster
1966e44400
EntityGeneration ordering (#19421)
# Objective

Recently the `u32` `Entity::generation` was replaced with the new
`EntityGeneration` in #19121.
This made meanings a lot more clear, and prevented accidental misuse.

One common misuse was assuming that `u32`s that were greater than others
came after those others.
Wrapping makes this assumption false.
When `EntityGeneration` was created, it retained the `u32` ordering,
which was useless at best and wrong at worst.
This pr fixes the ordering implementation, so new generations are
greater than older generations.

Some users were already accounting for this ordering issue (which was
still present in 0.16 and before) by manually accessing the `u32`
representation. This made migrating difficult for avian physics; see
[here](https://discord.com/channels/691052431525675048/749335865876021248/1377431569228103780).

I am generally of the opinion that this type should be kept opaque to
prevent accidental misuse.
As we find issues like this, the functionality should be added to
`EntityGeneration` directly.

## Solution

Fix the ordering implementation through `Ord`.

Alternatively, we could keep `Ord` the same and make a `cmp_age` method,
but I think this is better, even though sorting entity ids may be
*marginally* slower now (but more correct). This is a tradeoff.

## Testing

I improved documentation for aliasing and ordering, adding some doc
tests.
2025-05-29 05:48:32 +00:00
SpecificProtagonist
a266e7e642
More uninlined_format_args fixes (#19396)
# Objective

There are several uninlined format args (seems to be in more formatting
macros and in more crates) that are not detected on stable, but are on
nightly.

## Solution

Fix them.
2025-05-28 02:35:18 +00:00
SpecificProtagonist
13e89a1678
Fix EntityMeta.spawned_or_despawned unsoundness (#19350)
# Objective

#19047 added an `MaybeUninit` field to `EntityMeta`, but did not
guarantee that it will be initialized before access:

```rust
let mut world = World::new();
let id = world.entities().reserve_entity();
world.flush();
world.entity(id);
```

<details>
<summary>Miri Error</summary>

```
error: Undefined Behavior: using uninitialized data, but this operation requires initialized memory
    --> /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1121:26
     |
1121 |                 unsafe { meta.spawned_or_despawned.assume_init() }
     |                          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ using uninitialized data, but this operation requires initialized memory
     |
     = help: this indicates a bug in the program: it performed an invalid operation, and caused Undefined Behavior
     = help: see https://doc.rust-lang.org/nightly/reference/behavior-considered-undefined.html for further information
     = note: BACKTRACE:
     = note: inside closure at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1121:26: 1121:65
     = note: inside `std::option::Option::<&bevy_ecs::entity::EntityMeta>::map::<bevy_ecs::entity::SpawnedOrDespawned, {closure@bevy_ecs::entity::Entities::entity_get_spawned_or_despawned::{closure#1}}>` at /home/vj/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/option.rs:1144:29: 1144:33
     = note: inside `bevy_ecs::entity::Entities::entity_get_spawned_or_despawned` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1112:9: 1122:15
     = note: inside closure at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1094:13: 1094:57
     = note: inside `bevy_ecs::change_detection::MaybeLocation::<std::option::Option<&std::panic::Location<'_>>>::new_with_flattened::<{closure@bevy_ecs::entity::Entities::entity_get_spawned_or_despawned_by::{closure#0}}>` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/change_detection.rs:1371:20: 1371:24
     = note: inside `bevy_ecs::entity::Entities::entity_get_spawned_or_despawned_by` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1093:9: 1096:11
     = note: inside `bevy_ecs::entity::Entities::entity_does_not_exist_error_details` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1163:23: 1163:70
     = note: inside `bevy_ecs::entity::EntityDoesNotExistError::new` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1182:22: 1182:74
     = note: inside `bevy_ecs::world::unsafe_world_cell::UnsafeWorldCell::<'_>::get_entity` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/unsafe_world_cell.rs:368:20: 368:73
     = note: inside `<bevy_ecs::entity::Entity as bevy_ecs::world::WorldEntityFetch>::fetch_ref` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/entity_fetch.rs:207:21: 207:42
     = note: inside `bevy_ecs::world::World::get_entity::<bevy_ecs::entity::Entity>` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/mod.rs:911:18: 911:42
note: inside `main`
    --> src/main.rs:12:15
     |
12   |     world.entity(id);
     |
```

</details>

## Solution

- remove the existing `MaybeUninit` in `EntityMeta.spawned_or_despawned`
- initialize during flush. This is not needed for soundness, but not
doing this means we can't return a sensible location/tick for flushed
entities.

## Testing

Test via the snippet above (also added equivalent test).

---------

Co-authored-by: urben1680 <55257931+urben1680@users.noreply.github.com>
2025-05-27 22:45:07 +00:00
andriyDev
b866bb4254
Remove Shader weak_handles from bevy_pbr (excluding meshlets). (#19365)
# Objective

- Related to #19024

## Solution

- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_pbr` (excluding meshlets).

## Testing

- `atmosphere` example still works
- `fog` example still works
- `decal` example still works

P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
2025-05-27 22:32:47 +00:00
andriyDev
e8c2a5af66
Remove Shader weak_handles from bevy_ui. (#19393)
# Objective

- Related to #19024

## Solution

- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_ui`.

## Testing

- `box_shadow` example still works.
- `gradient` example is broken at head (see #19384) - but otherwise
gives the same result in the console.
- `ui_materials` example still works.
- `ui_texture_slice` example still works.

P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
2025-05-27 22:32:40 +00:00
andriyDev
846cec9ed2
Remove Shader weak_handles from bevy_gizmos. (#19394)
# Objective

- Related to #19024

## Solution

- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_gizmos`.

## Testing

- `2d_gizmos` example still works.
- `3d_gizmos` example still works.

P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
2025-05-27 22:32:32 +00:00
andriyDev
57588eb7eb
Remove Shader weak_handles from bevy_core_pipeline (except two). (#19395)
# Objective

- Related to #19024

## Solution

- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_core_pipeline`.

## Testing

- `bloom_3d` example still works.
- `motion_blur` example still works.
- `meshlet` example still works (it uses a shader from core).

P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
2025-05-27 22:32:27 +00:00
Chris Berger
a8376e982e
Rename Timer::finished and Timer::paused to is_finished and is_paused (#19386)
# Objective
Renames `Timer::finished` and `Timer::paused` to `Timer::is_finished`
and `Timer::is_paused` to align the public APIs for `Time`, `Timer`, and
`Stopwatch`.

Fixes #19110
2025-05-27 22:24:18 +00:00
Rob Parrett
e0ed28022d
Fix error in gradient shader (#19384)
# Objective

Fixes #19383

## Solution

Add missing param and flags from `ui.wgsl` to `gradients.wgsl`

## Testing

`cargo run --example gradients`
`cargo run --example stacked_gradients`
`cargo run --example radial_gradients`

## Notes

`radial_gradients` looks broken, but this appears to be a separate
issue. Its appearance now is the same as in the [first
screenshot](https://pixel-eagle.com/project/b25a040a-a980-4602-b90c-d480ab84076d/run/10348/compare/10342?screenshot=UI%20(User%20Interface)/radial_gradients.png)
recorded in the example runner.

I will document this in a separate issue.
2025-05-27 21:29:10 +00:00
HeartofPhos
131f99de23
Fix custom relations panics with parent/child relations (#19341)
# Objective

Fixes #18905

## Solution

`world.commands().entity(target_entity).queue(command)` calls
`commands.with_entity` without an error handler, instead queue on
`Commands` with an error handler

## Testing

Added unit test

Co-authored-by: Heart <>
2025-05-27 21:05:31 +00:00
Griffin
e981bb8902
Make light cascades and tonemapping luts pub (#19189)
Make directional light cascades and tonemapping luts pub so that custom
render passes / backends can use them.
2025-05-27 19:46:04 +00:00
Chris Russell
571b3ba475
Remove ArchetypeComponentId and archetype_component_access (#19143)
# Objective

Remove `ArchetypeComponentId` and `archetype_component_access`.
Following #16885, they are no longer used by the engine, so we can stop
spending time calculating them or space storing them.

## Solution

Remove `ArchetypeComponentId` and everything that touches it.  

The `System::update_archetype_component_access` method no longer needs
to update `archetype_component_access`. We do still need to update query
caches, but we no longer need to do so *before* running the system. We'd
have to touch every caller anyway if we gave the method a better name,
so just remove `System::update_archetype_component_access` and
`SystemParam::new_archetype` entirely, and update the query cache in
`Query::get_param`.

The `Single` and `Populated` params also need their query caches updated
in `SystemParam::validate_param`, so change `validate_param` to take
`&mut Self::State` instead of `&Self::State`.
2025-05-27 19:04:32 +00:00
atlv
2946de4573
doc(render): fix incorrectly transposed view matrix docs (#19317)
# Objective

- Mend incorrect docs

## Solution

- Mend them
- add example use
- clarify column major

## Testing

- No code changes
2025-05-27 04:58:58 +00:00
atlv
d4985af7cb
refactor(utils): move SyncCell and SyncUnsafeCell to bevy_platform (#19305)
# Objective

- move SyncCell and SyncUnsafeCell to bevy_platform

## Solution

- move SyncCell and SyncUnsafeCell to bevy_platform

## Testing

- cargo clippy works
2025-05-27 04:57:26 +00:00
andriyDev
dc6563477d
Remove Shader weak_handles from bevy_sprite. (#19392)
# Objective

- Related to #19024

## Solution

- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_sprite`.

## Testing

- `sprite` example still works.
- `mesh2d` example still works.

P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
2025-05-27 04:01:34 +00:00
atlv
1732c2253b
refactor(render): move WgpuWrapper into bevy_utils (#19303)
# Objective

- A step towards splitting out bevy_camera from bevy_render

## Solution

- Move a shim type into bevy_utils to avoid a dependency cycle
- Manually expand Deref/DerefMut to avoid having a bevy_derive
dependency so early in the dep tree

## Testing

- It compiles
2025-05-27 03:43:49 +00:00
AlephCubed
7d32dfec18
Add insert_if_new test for sparse set. (#19387)
Fixes #19081.
Simply created a duplicate of the existing `insert_if_new` test, but
using sparse sets.

## Testing:
The test passes on main, but fails if #19059 is reverted.
2025-05-27 03:15:30 +00:00
andriyDev
33b3c08515
Remove Shader weak_handles from bevy_anti_aliasing. (#19391)
# Objective

- Related to #19024

## Solution

- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_anti_aliasing`.

## Testing

- `anti_aliasing` example still works.

P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
2025-05-27 03:14:55 +00:00
Rob Parrett
0ff44c9493
Small fixes for gradient docs (#19388)
# Objective

Found a typo while looking at gradients in another issue and gave the
docs a skim for more.

## Solution

A couple typo fixes and some tiny improvements
2025-05-26 23:20:24 +00:00
theotherphil
1e1853b876
Add missing doc comments for log_diagnostics_plugin (#19261)
# Objective

Fill some of the missing docs from bevy_diagnostics.
2025-05-26 22:29:59 +00:00
ickshonpe
f415e2e96d
Constify Val::resolve and BorderRadius::resolve (#18595)
# Objective

Constify `Val::resolve` and  `BorderRadius::resolve`

# Solution

* Replace uses of `Vec2::min_element` and `Vec2::max_element` with `min`
and `max` called on the components.
* Make `BorderRadius::resolve` and `BorderRadius::resolve_single_corner`
`const`.
* Swap the order of the `bottom_left` and `bottom_right` fields of
`BorderRadius` and `ResolvedBorderRadius` so they match the ccw order
used in the shader and in css.
2025-05-26 22:17:52 +00:00
theotherphil
523600133d
Add missing docs for diagnostics.rs (#19264)
# Objective

Fill in some more missing doc comments.

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2025-05-26 20:27:46 +00:00
theotherphil
16a286dac3
Update .entry() docs to show both insert-then-modify and modify-or-insert examples (#19327)
# Objective

Fix https://github.com/bevyengine/bevy/issues/16379
2025-05-26 20:27:20 +00:00
François Mockers
8a223be651
Enable state scoped entities by default (#19354)
# Objective

- Enable state scoped entities by default
- Provide a way to disable it when needed

---------

Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
2025-05-26 20:26:41 +00:00
andriyDev
8db7b6e122
Remove Shader weak_handles from bevy_render. (#19362)
# Objective

- Related to #19024

## Solution

- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
bevy_render.

## Testing

- `animate_shader` example still works

P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
2025-05-26 20:20:25 +00:00
SpecificProtagonist
158d9aff0e
Fix spawn tracking for spawn commands (#19351)
# Objective

See also
https://discord.com/channels/691052431525675048/1374187654425481266/1375553989185372292.

## Solution

Set spawn info in `Commands::spawn_empty`.
Also added a benchmark for `Commands::spawn`.

## Testing

See added test.
2025-05-26 20:15:21 +00:00
theotherphil
54c9f03021
Mention in .add_observer() docs that first parameter must be a Trigger (#19315)
# Objective

Fix https://github.com/bevyengine/bevy/issues/13860

## Solution

Add note in docs that Trigger must be the first parameter of observer
systems
2025-05-26 20:06:08 +00:00
Benjamin Brienen
818a8fe154
Allow unfocused window creation (#19237)
# Objective

Allow creating a new window without it being focused, when `Window`'s
`focused` is `false.
## Solution

Use `winit`'s `WindowBuilder`'s `with_active` method

## Notes

- `winit`'s doc lists [redox's
`Orbital`](https://gitlab.redox-os.org/redox-os/orbital) as an
unsupported platform, but since Bevy doesn't officially support this
platform, I didn't put it in the documentation.

- I only tested on Linux, which is an unsupported platform. I can give
you a test code if you want to test on another platform.

- I initially put a line
[here](https://github.com/bevyengine/bevy/blob/v0.11.0/crates/bevy_winit/src/system.rs#L72)
to set the Bevy `Window`'s `focused` to `winit_window.has_focus()` after
window creation to avoid the case where `with_active` is not supported,
the window is spawned focused, no `WindowFocused` event is triggered,
and Bevy `Window` would be desynced from winit's window. But after
testing on Linux (which doesn't support `with_active`) it seems like at
that point `has_focus` returns `false` and the event is triggered, so I
removed it. Do you think I should add it back to be safe?

## Changelog

- A new unfocused `Window` can be created by setting `focused` to
`false`.

## Migration Guide

- If a `Window` is spawned with `focused` set to `false`, it will now
start not focused on supported platforms.

Adopted from #9208

---------

Co-authored-by: Sélène Amanita <selene.amanita@net-c.com>
Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-05-26 20:05:33 +00:00
theotherphil
f8cb8f237d
Fix a few typos in bevy_ecs docs (#19280)
# Objective

Fix a few minor typos that I noticed when reading the docs.
2025-05-26 20:02:13 +00:00
theotherphil
348779850b
Add missing doc comments to system_information_diagnostics_plugin (#19267)
# Objective

More trivial doc comments towards being able to deny missing docs across
the board.
2025-05-26 19:59:49 +00:00
theotherphil
3690ad5b0b
Remove apostrophes in possessive its (#19244)
# Objective

Fix some grammatical errors: it's -> its

Not the most useful commit in the world, but I saw a couple of these and
decided to fix the lot.

## Solution
-

## Testing
-
2025-05-26 19:53:14 +00:00
theotherphil
07c9d1acce
Clarify RenderLayers docs (#19241)
# Objective

Clarify `RenderLayers` docs, to fix
https://github.com/bevyengine/bevy/issues/18874

## Solution

-

## Testing

-
2025-05-26 19:52:22 +00:00
theotherphil
a521998eea
Make remove_reflect parameter names consistent between ReflectCommandExt and impl for EntityCommands (#19243)
# Objective

Fix https://github.com/bevyengine/bevy/issues/13390

## Solution

The second parameter of the remove_reflect function is called
component_type_name in ReflectCommandExt but component_type_path in the
implementation for EntityCommands. Use component_type_path in both
places.

## Testing

None
2025-05-26 19:49:56 +00:00
Benjamin Brienen
20057e5ed7
Make sure that serde_json::Map::into_values exists (#19229)
# Objective

cargo update was required to build because into_values was added in a
patch version

## Solution

Depend on the new patch

## Testing

Builds locally now
2025-05-26 19:38:28 +00:00
stevehello166
66877f63be
Add a Dir4 to resolve #17983 (#19223)
# Objective
Fixes #17983 

## Solution

Implemented a basic `Dir4` struct with methods similar to `Dir3` and
`Dir2`.

## Testing

- Did you test these changes? If so, how?
Added unit tests that follow the same pattern of the other Dir structs.
- Are there any parts that need more testing?
Since the other Dir structs use rotations to test renormalization and I
have been following them as a pattern for the Dir4 struct I haven't
implemented a test to cover renormalization of Dir4's.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Use Dir4 in the wild.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
N/A (Tested on Linux/X11 but it shouldn't be a problem)
2025-05-26 19:35:07 +00:00
Chris Berger
0777cc26aa
Navigate through TabGroups in order. (#19218)
# Objective
Fixes #19156

## Solution
There was a call to sort by `TabIndex` after iterating through all the
`TabGroup`s. Simply removing that line of code made the new test case
pass (navigating through `TabIndex` within different `TabGroup`s and
kept everything else working as expected as far as I can tell.

I went ahead and broke the `focusable` vec down into per-group vecs that
get sorted by `TabIndex` and appended to the main vec in group sorted
order to maintain the sorting that was being done before, but respecting
the `TabGroup` sorting that was missing in the issue that this PR
addresses.

## Testing
I added a new unit test that reproduced the issue outlined above that
will run in CI. This test was failing before deleting the sort, and now
both unit tests are passing.
2025-05-26 19:32:10 +00:00
urben1680
b92c0ebd3d
No schedule build pass overwrite if build settings do not change auto_insert_apply_deferred from true (#19217)
# Objective

Fixes #18790.
Simpler alternative to #19195.

## Solution

As suggested by @PixelDust22, simply avoid overwriting the pass if the
schedule already has auto sync points enabled.
Leave pass logic untouched.

It still is probably a bad idea to add systems/set configs before
changing the build settings, but that is not important as long there are
no more complex build passes.

## Testing

Added a test.

---------

Co-authored-by: Thierry Berger <contact@thierryberger.com>
2025-05-26 19:28:56 +00:00
IceSentry
2dc6337875
Add WakeUp event to App (#19212)
# Objective

- The WakeUp event is never added to the app. If you need to use that
event you currently need to add it yourself.

## Solution

- Add the WakeUp event to the App in the WinitPlugin

## Testing

- I tested the window_setting example and it compiled and worked
2025-05-26 19:26:26 +00:00
Emerson Coskey
7ab00ca185
Split Camera.hdr out into a new component (#18873)
# Objective

- Simplify `Camera` initialization
- allow effects to require HDR

## Solution

- Split out `Camera.hdr` into a marker `Hdr` component

## Testing

- ran `bloom_3d` example

---

## Showcase

```rs
// before
commands.spawn((
  Camera3d
  Camera {
    hdr: true
    ..Default::default()
  }
))

// after
commands.spawn((Camera3d, Hdr));

// other rendering components can require that the camera enables hdr!
// currently implemented for Bloom, AutoExposure, and Atmosphere.
#[require(Hdr)]
pub struct Bloom;
```
2025-05-26 19:24:45 +00:00