# Objective
This allows for the usage of the MouseScrollUnit as a key to a HashSet
and HashMap. I have a need for this, but this basic functionality is
currently missing.
## Solution
Add the derive Hash attribute to the MouseScrollUnit type.
## Testing
- Did you test these changes? If so, how?
No, but I did perform a `cargo build`. My laptop is failing to run
`cargo test` without crashing.
- Are there any parts that need more testing?
If someone could run a `cargo test` for completeness, that would be
great but this is a trivial change.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
They simply need to ensure that the common Hash derive macro works as
expected for the basic MouseScrollUnit type.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Ubuntu 22.04
# Objective
Implement `Eq` and `Hash` for the `BindGroup` and `BindGroupLayout`
wrappers.
## Solution
Implement based on the same assumption that the ID is unique, for
consistency with `PartialEq`.
## Testing
None; this should be straightforward. If there's an issue that would be
a design one.
This commit allows specular highlights to be tinted with a color and for
the reflectance and color tint values to vary across a model via a pair
of maps. The implementation follows the [`KHR_materials_specular`] glTF
extension. In order to reduce the number of samplers and textures in the
default `StandardMaterial` configuration, the maps are gated behind the
`pbr_specular_textures` Cargo feature.
Specular tinting is currently unsupported in the deferred renderer,
because I didn't want to bloat the deferred G-buffers. A possible fix
for this in the future would be to make the G-buffer layout more
configurable, so that specular tints could be supported on an opt-in
basis. As an alternative, Bevy could force meshes with specular tints to
render in forward mode. Both of these solutions require some more
design, so I consider them out of scope for now.
Note that the map is a *specular* map, not a *reflectance* map. In Bevy
and Filament terms, the reflectance values in the specular map range
from [0.0, 0.5], rather than [0.0, 1.0]. This is an unfortunate
[`KHR_materials_specular`] specification requirement that stems from the
fact that glTF is specified in terms of a specular strength model, not
the reflectance model that Filament and Bevy use. A workaround, which is
noted in the `StandardMaterial` documentation, is to set the
`reflectance` value to 2.0, which spreads the specular map range from
[0.0, 1.0] as normal.
The glTF loader has been updated to parse the [`KHR_materials_specular`]
extension. Note that, unless the non-default `pbr_specular_textures` is
supplied, the maps are ignored. The `specularFactor` value is applied as
usual. Note that, as with the specular map, the glTF `specularFactor` is
twice Bevy's `reflectance` value.
This PR adds a new example, `specular_tint`, which demonstrates the
specular tint and map features. Note that this example requires the
[`KHR_materials_specular`] Cargo feature.
[`KHR_materials_specular`]:
https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_specular
## Changelog
### Added
* Specular highlights can now be tinted with the `specular_tint` field
in `StandardMaterial`.
* Specular maps are now available in `StandardMaterial`, gated behind
the `pbr_specular_textures` Cargo feature.
* The `KHR_materials_specular` glTF extension is now supported, allowing
for customization of specular reflectance and specular maps. Note that
the latter are gated behind the `pbr_specular_textures` Cargo feature.
This commit adds support for *decal projectors* to Bevy, allowing for
textures to be projected on top of geometry. Decal projectors are
clusterable objects, just as punctual lights and light probes are. This
means that decals are only evaluated for objects within the conservative
bounds of the projector, and they don't require a second pass.
These clustered decals require support for bindless textures and as such
currently don't work on WebGL 2, WebGPU, macOS, or iOS. For an
alternative that doesn't require bindless, see PR #16600. I believe that
both contact projective decals in #16600 and clustered decals are
desirable to have in Bevy. Contact projective decals offer broader
hardware and driver support, while clustered decals don't require the
creation of bounding geometry.
A new example, `decal_projectors`, has been added, which demonstrates
multiple decals on a rotating object. The decal projectors can be scaled
and rotated with the mouse.
There are several limitations of this initial patch that can be
addressed in follow-ups:
1. There's no way to specify the Z-index of decals. That is, the order
in which multiple decals are blended on top of one another is arbitrary.
A follow-up could introduce some sort of Z-index field so that artists
can specify that some decals should be blended on top of others.
2. Decals don't take the normal of the surface they're projected onto
into account. Most decal implementations in other engines have a feature
whereby the angle between the decal projector and the normal of the
surface must be within some threshold for the decal to appear. Often,
artists can specify a fade-off range for a smooth transition between
oblique surfaces and aligned surfaces.
3. There's no distance-based fadeoff toward the end of the projector
range. Many decal implementations have this.
This addresses #2401.
## Showcase

# Objective
Bevy sprite image mode lacks proportional scaling for the underlying
texture. In many cases, it's required. For example, if it is desired to
support a wide variety of screens with a single texture, it's okay to
cut off some portion of the original texture.
## Solution
I added scaling of the texture during the preparation step. To fill the
sprite with the original texture, I scaled UV coordinates accordingly to
the sprite size aspect ratio and texture size aspect ratio. To fit
texture in a sprite the original `quad` is scaled and then the
additional translation is applied to place the scaled quad properly.
## Testing
For testing purposes could be used `2d/sprite_scale.rs`. Also, I am
thinking that it would be nice to have some tests for a
`crates/bevy_sprite/src/render/mod.rs:sprite_scale`.
---
## Showcase
<img width="1392" alt="image"
src="https://github.com/user-attachments/assets/c2c37b96-2493-4717-825f-7810d921b4bc"
/>
# Objective
We do not have `EntityIndexMap`/`EntityIndexSet`.
Usual `HashMap`s/`HashSet`s do not guarantee any order, which can be
awkward for some use cases.
The `indexmap` versions remember insertion order, which then also
becomes their iteration order.
They can be thought of as a `HashTable` + `Vec`, which means fast
iteration and removal, indexing by index (not just key), and slicing!
Performance should otherwise be comparable.
## Solution
Because `indexmap` is structured to mirror `hashbrown`, it suffers the
same issue of not having the `Hasher` generic on their iterators. #16912
solved this issue for `EntityHashMap`/`EntityHashSet` with a wrapper
around the hashbrown version, so this PR does the same.
Hopefully these wrappers can be removed again in the future by having
`hashbrown`/`indexmap` adopt that generic in their iterators themselves!
# Objective
Fixes#17487
- Adds a new field `refresh_interval` to `FpsOverlayConfig` to allow the
user setting a minimum time before each refresh of the FPS display
## Solution
- Add `refresh_interval` to `FpsOverlayConfig`
- When updating the on screen text, check a duration of
`refresh_interval` has passed, if not, don't update the FPS counter
## Testing
- Created a new bevy project
- Included the `FpsOverlayPlugin` with the default `refresh_interval`
(100 ms)
- Included the `FpsOverlayPlugin` with an obnoxious `refresh_interval`
(2 seconds)
---
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Trouble remembering the difference between `OnAdd` and `OnInsert` for
triggers. Would like a better doc for those triggers so it appears in my
editor tooltip.
## Solution
- Clarify docs for OnAdd, OnInsert, OnRemove, OnReplace. Based on
comments in the
[component_hook.rs](https://github.com/bevyengine/bevy/blob/main/examples/ecs/component_hooks.rs#L73)
example.
## Testing
- None, small doc fix.
# Objective
Some collections are more efficient to construct when we know that every
element is unique in advance.
We have `EntitySetIterator`s from #16547, but currently no API to safely
make use of them this way.
## Solution
Add `FromEntitySetIterator` as a subtrait to `FromIterator`, and
implement it for the `EntityHashSet`/`hashbrown::HashSet` types.
To match the normal `FromIterator`, we also add a
`EntitySetIterator::collect_set` method.
It'd be better if these methods could shadow `from_iter` and `collect`
completely, but https://github.com/rust-lang/rust/issues/89151 is needed
for that.
While currently only `HashSet`s implement this trait, future
`UniqueEntityVec`/`UniqueEntitySlice` functionality comes with more
implementors.
Because `HashMap`s are collected from tuples instead of singular types,
implementing this same optimization for them is more complex, and has to
be done separately.
## Showcase
This is basically a free speedup for collecting `EntityHashSet`s!
```rust
pub fn collect_milk_dippers(dippers: Query<Entity, (With<Milk>, With<Cookies>)>) {
dippers.iter().collect_set::<EntityHashSet>();
// or
EntityHashSet::from_entity_set_iter(dippers);
}
---------
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
# Objective
- Make `CustomCursor::Image` easier to work with by splitting the enum
variants off into `CustomCursorImage` and `CustomCursorUrl` structs and
deriving `Default` on those structs.
- Refs #17276.
## Testing
- Ran two examples: `cargo run --example custom_cursor_image
--features=custom_cursor` and `cargo run --example window_settings
--features=custom_cursor`
- CI.
---
## Migration Guide
The `CustomCursor` enum's variants now hold instances of
`CustomCursorImage` or `CustomCursorUrl`. Update your uses of
`CustomCursor` accordingly.
# Objective
The `is_empty` checks that are meant to stop zero-sized uinodes from
being extracted are missing from `extract_uinode_background_colors`,
`extract_uinode_images` and `extract_ui_material_nodes`.
## Solution
Put them back.
Implement procedural atmospheric scattering from [Sebastien Hillaire's
2020 paper](https://sebh.github.io/publications/egsr2020.pdf). This
approach should scale well even down to mobile hardware, and is
physically accurate.
## Co-author: @mate-h
He helped massively with getting this over the finish line, ensuring
everything was physically correct, correcting several places where I had
misunderstood or misapplied the paper, and improving the performance in
several places as well. Thanks!
## Credits
@aevyrie: helped find numerous bugs and improve the example to best show
off this feature :)
Built off of @mtsr's original branch, which handled the transmittance
lut (arguably the most important part)
## Showcase:


## For followup
- Integrate with pcwalton's volumetrics code
- refactor/reorganize for better integration with other effects
- have atmosphere transmittance affect directional lights
- add support for generating skybox/environment map
---------
Co-authored-by: Emerson Coskey <56370779+EmersonCoskey@users.noreply.github.com>
Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Emerson Coskey <coskey@emerlabs.net>
Co-authored-by: Máté Homolya <mate.homolya@gmail.com>
# Objective
- Fix typo in `spin/portable-atomic` feature.
## Solution
- Replace with `spin/portable_atomic`
## Testing
- CI
---
## Notes
This is a very annoying design choice the `spin` developers made.
Because the _crate_ is called `portable-atomic` and is optional, Cargo
automatically registers the feature `portable-atomic`. But the
maintainers use `portable_atomic` for their _feature_ which enables the
support. Sneaks through CI because it's a valid feature and will only
cause breakage on atomically challenged platforms (which we currently
aren't testing in CI).
Should we test atomically challenged in CI? Right now I don't think so,
at least not until we've made "normal" `no_std` CI better with the main
`bevy` crate as the test-case rather than each individual crate.
# Objective
- Contributes to #16877
## Solution
- Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils`
and into `bevy_platform_support`
- Refactored the above to match the layout of these types in `std`.
- Updated crates as required.
## Testing
- CI
---
## Migration Guide
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::hash`:
- `FixedState`
- `DefaultHasher`
- `RandomState`
- `FixedHasher`
- `Hashed`
- `PassHash`
- `PassHasher`
- `NoOpHash`
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::collections`:
- `HashMap`
- `HashSet`
- `bevy_utils::hashbrown` has been removed. Instead, import from
`bevy_platform_support::collections` _or_ take a dependency on
`hashbrown` directly.
- `bevy_utils::Entry` has been removed. Instead, import from
`bevy_platform_support::collections::hash_map` or
`bevy_platform_support::collections::hash_set` as appropriate.
- All of the above equally apply to `bevy::utils` and
`bevy::platform_support`.
## Notes
- I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils`
as they might be candidates for micro-crating. They can always be moved
into `bevy_platform_support` at a later date if desired.
# Objective
- Contributes to #16877
## Solution
- Expanded `bevy_platform_support::sync` module to provide
API-compatible replacements for `std` items such as `RwLock`, `Mutex`,
and `OnceLock`.
- Removed `spin` from all crates except `bevy_platform_support`.
## Testing
- CI
---
## Notes
- The sync primitives, while verbose, entirely rely on `spin` for their
implementation requiring no `unsafe` and not changing the status-quo on
_how_ locks actually work within Bevy. This is just a refactoring to
consolidate the "hacks" and workarounds required to get a consistent
experience when either using `std::sync` or `spin`.
- I have opted to rely on `std::sync` for `std` compatible locks,
maintaining the status quo. However, now that we have these locks
factored out into the own module, it would be trivial to investigate
alternate locking backends, such as `parking_lot`.
- API for these locking types is entirely based on `std`. I have
implemented methods and types which aren't currently in use within Bevy
(e.g., `LazyLock` and `Once`) for the sake of completeness. As the
standard library is highly stable, I don't expect the Bevy and `std`
implementations to drift apart much if at all.
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
The UI can only target a single view and doesn't support `RenderLayers`,
so there doesn't seem to be any need for UI nodes to require
`ViewVisibility` and `VisibilityClass`.
Fixes#17400
## Solution
Remove the `ViewVisibility` and `VisibilityClass` component requires
from `Node` and change the visibility queries to only query for
`InheritedVisibility`.
## Testing
```cargo run --example many_buttons --release --features "trace_tracy"```
Yellow is this PR, red is main.
`bevy_render::view::visibility::reset_view_visibility`
<img width="531" alt="reset-view" src="https://github.com/user-attachments/assets/a44b215d-96bf-43ec-8669-31530ff98eae" />
`bevy_render::view::visibility::check_visibility`
<img width="445" alt="view_visibility" src="https://github.com/user-attachments/assets/fa111757-da91-434d-88e4-80bdfa29374f" />
Right now, we always include distance fog in the shader, which is
unfortunate as it's complex code and is rare. This commit changes it to
be a `#define` instead. I haven't confirmed that removing distance fog
meaningfully reduces VGPR usage, but it can't hurt.
# Objective
Dependabot tried up update this earlier, but it was noticed that this
broke wasm builds. A new release has happened since then which includes
a fix for that.
Here's the
[changelog](https://github.com/smol-rs/async-broadcast/blob/master/CHANGELOG.md).
Closes#11830
## Solution
Use `async-broadcast` `0.7.2`.
## Testing
I ran a few some examples involving assets on macos / wasm.
# Objective
Fixes#17457
## Solution
#[derive(FromWorld)] now works with enums by specifying which variant
should be used.
## Showcase
```rust
#[Derive(FromWorld)]
enum Game {
#[from_world]
Playing,
Stopped
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
Make `Mesh::merge` more resilient to use.
Currently, it's difficult to make sure `Mesh::merge` will not panic
(we'd have to check if all attributes are compatible).
- I'd appreciate it for utility function to convert different mesh
representations such as:
https://github.com/dimforge/bevy_rapier/pull/628.
## Solution
- Make `Mesh::merge` return a `Result`.
## Testing
- It builds
## Migration Guide
- `Mesh::merge` now returns a `Result<(), MeshMergeError>`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
The doc comment for `Node::flex_basis` which refers to a`size` field
that was replaced by individual `width` and `height` fields sometime
ago.
## Solution
Refer to the individual fields instead.
# Objective
- Make the function signature for `ComponentHook` less verbose
## Solution
- Refactored `Entity`, `ComponentId`, and `Option<&Location>` into a new
`HookContext` struct.
## Testing
- CI
---
## Migration Guide
Update the function signatures for your component hooks to only take 2
arguments, `world` and `context`. Note that because `HookContext` is
plain data with all members public, you can use de-structuring to
simplify migration.
```rust
// Before
fn my_hook(
mut world: DeferredWorld,
entity: Entity,
component_id: ComponentId,
) { ... }
// After
fn my_hook(
mut world: DeferredWorld,
HookContext { entity, component_id, caller }: HookContext,
) { ... }
```
Likewise, if you were discarding certain parameters, you can use `..` in
the de-structuring:
```rust
// Before
fn my_hook(
mut world: DeferredWorld,
entity: Entity,
_: ComponentId,
) { ... }
// After
fn my_hook(
mut world: DeferredWorld,
HookContext { entity, .. }: HookContext,
) { ... }
```
# Objective
- Fix issue @mockersf identified with `example-showcase` where time was
not being received correctly from the render world.
## Solution
- Refactored to ensure `TimeReceiver` is always cleared even if it isn't
being used in the main world.
## Testing
- `cargo run -p example-showcase -- --page 1 --per-page 1 run
--screenshot-frame 200 --fixed-frame-time 0.0125 --stop-frame 450
--in-ci --show-logs`
# Objective
Alternative to #9660, which is outdated since "required components"
landed.
Fixes#9655
## Solution
This is a different approach than the linked PR, slotting the warning
into an existing check for zero or negative font sizes in the text
pipeline.
## Testing
Replaced a font size with `0.0` in `examples/ui/text.rs`.
```
2025-01-22T23:26:08.239688Z INFO bevy_winit::system: Creating new window App (0v1)
2025-01-22T23:26:08.617505Z WARN bevy_text::pipeline: Text span 10v1 has a font size <= 0.0. Nothing will be displayed.
```
# Objective
- Contributes to #15460
## Solution
- Switched `tracing` for `log` for the atomically challenged platforms
- Setup feature flags as required
- Added to `compile-check-no-std` CI task
- Made `crossbeam-channel` optional depending on `std`.
## Testing
- CI
---
## Notes
- `crossbeam-channel` provides a MPMC channel type which isn't readily
replicable in `no_std`, and is only used for a `bevy_render`
integration. As such, I've feature-gated the `TimeReceiver` and
`TimeSender` types.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#14708
Also fixes some commands not updating tracked location.
## Solution
`ObserverTrigger` has a new `caller` field with the
`track_change_detection` feature;
hooks take an additional caller parameter (which is `Some(…)` or `None`
depending on the feature).
## Testing
See the new tests in `src/observer/mod.rs`
---
## Showcase
Observers now know from where they were triggered (if
`track_change_detection` is enabled):
```rust
world.observe(move |trigger: Trigger<OnAdd, Foo>| {
println!("Added Foo from {}", trigger.caller());
});
```
## Migration
- hooks now take an additional `Option<&'static Location>` argument
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Contributes to #15460
## Solution
- Switched `tracing` for `log` for the atomically challenged platforms
- Setup feature flags as required
- Added to `compile-check-no-std` CI task
## Testing
- CI
---
## Notes
- _Very_ easy one this time. Most of the changes here are just feature
definitions and documentation within the `Cargo.toml`
# Objective
Add reflection support to more `glam` `Vec` types, specifically
* I8Vec2
* I8Vec3
* I8Vec4
* U8Vec2
* U8Vec3
* U8Vec4
* I16Vec2
* I16Vec3
* I16Vec4
* U16Vec2
* U16Vec3
* U16Vec4
I needed to do this because I'm using various of these in my Bevy types,
and due to the orphan rules, I can't make these impls locally.
## Solution
Used `impl_reflect!` like for the existing types.
## Testing
This should not require additional testing, though I have verified that
reflection now works for these types in my own project.
This commit makes Bevy use change detection to only update
`RenderMaterialInstances` and `RenderMeshMaterialIds` when meshes have
been added, changed, or removed. `extract_mesh_materials`, the system
that extracts these, now follows the pattern that
`extract_meshes_for_gpu_building` established.
This improves frame time of `many_cubes` from 3.9ms to approximately
3.1ms, which slightly surpasses the performance of Bevy 0.14.
(Resubmitted from #16878 to clean up history.)

---------
Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
## Objective
Most `try` methods on `World` return a `Result`, but `try_despawn` and
`try_insert_batch` don't. Since Bevy's error handling is advancing,
these should be brought in line.
## Solution
- Added `TryDespawnError` and `TryInsertBatchError`.
- `try_despawn`, `try_insert_batch`, and `try_insert_batch_if_new` now
return their respective errors.
- Fixed slightly incorrect behavior in `try_insert_batch_with_caller`.
- The method was always meant to continue with the rest of the batch if
an entity was missing, but that only worked after the first entity; if
the first entity was missing, the method would exit early. This has been
resolved.
## Migration Guide
- `World::try_despawn` now returns a `Result` rather than a `bool`.
- `World::try_insert_batch` and `World::try_insert_batch_if_new` now
return a `Result` where they previously returned nothing.
# Objective
`bevy_ecs`'s `system` module is something of a grab bag, and *very*
large. This is particularly true for the `system_param` module, which is
more than 2k lines long!
While it could be defensible to put `Res` and `ResMut` there (lol no
they're in change_detection.rs, obviously), it doesn't make any sense to
put the `Resource` trait there. This is confusing to navigate (and
painful to work on and review).
## Solution
- Create a root level `bevy_ecs/resource.rs` module to mirror
`bevy_ecs/component.rs`
- move the `Resource` trait to that module
- move the `Resource` derive macro to that module as well (Rust really
likes when you pun on the names of the derive macro and trait and put
them in the same path)
- fix all of the imports
## Notes to reviewers
- We could probably move more stuff into here, but I wanted to keep this
PR as small as possible given the absurd level of import changes.
- This PR is ground work for my upcoming attempts to store resource data
on components (resources-as-entities). Splitting this code out will make
the work and review a bit easier, and is the sort of overdue refactor
that's good to do as part of more meaningful work.
## Testing
cargo build works!
## Migration Guide
`bevy_ecs::system::Resource` has been moved to
`bevy_ecs::resource::Resource`.
# Objective
While being able to quickly add / remove components down a tree is
broadly useful (material changing!), it's particularly necessary when
combined with the newly added #13120.
## Solution
Write four methods: covering both adding and removal on both
`EntityWorldMut` and `EntityCommands`.
These methods are generic over the `RelationshipTarget`, thanks to the
freshly merged relations 🎉
## Testing
I've added a simple unit test for these methods.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
After #17398, Bevy now has relations! We don't teach users how to make /
work with these in the examples yet though, but we definitely should.
## Solution
- Add a simple abstract example that goes over defining, spawning,
traversing and removing a custom relations.
- ~~Add `Relationship` and `RelationshipTarget` to the prelude: the
trait methods are really helpful here.~~
- this causes subtle ambiguities with method names and weird compiler
errors. Not doing it here!
- Clean up related documentation that I referenced when writing this
example.
## Testing
`cargo run --example relationships`
## Notes to reviewers
1. Yes, I know that the cycle detection code could be more efficient. I
decided to reduce the caching to avoid distracting from the broader
point of "here's how you traverse relationships".
2. Instead of using an `App`, I've decide to use
`World::run_system_once` + system functions defined inside of `main` to
do something closer to literate programming.
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
Fixes#17412
## Objective
`Parent` uses the "has a X" naming convention. There is increasing
sentiment that we should use the "is a X" naming convention for
relationships (following #17398). This leaves `Children` as-is because
there is prevailing sentiment that `Children` is clearer than `ParentOf`
in many cases (especially when treating it like a collection).
This renames `Parent` to `ChildOf`.
This is just the implementation PR. To discuss the path forward, do so
in #17412.
## Migration Guide
- The `Parent` component has been renamed to `ChildOf`.
# Objective
Fixes#17416
## Solution
I just included ReflectFromReflect in all macros and implementations. I
think this should be ok, at least it compiles properly and does fix the
errors in my test code.
## Testing
I generated a DynamicMap and tried to convert it into a concrete
`HashMap` as a `Box<dyn Reflect>`. Without my fix, it doesn't work,
because this line panics:
```rust
let rfr = ty.data::<ReflectFromReflect>().unwrap();
```
where `ty` is the `TypeRegistration` for the (matching) `HashMap`.
I don't know why `ReflectFromReflect` wasn't included everywhere, I
assume that it was an oversight and not an architecture decision I'm not
aware of.
# Migration Guide
The hasher in reflected `HashMap`s and `HashSet`s now have to implement
`Default`. This is the case for the ones provided by Bevy already, and
is generally a sensible thing to do.
# Objective
Some usecases in the ecosystems are blocked by the inability to stop
bevy internals and third party plugins from touching their entities.
However the specifics of a general purpose entity disabling system are
controversial and further complicated by hierarchies. We can partially
unblock these usecases with an opt-in approach: default query filters.
## Solution
- Introduce DefaultQueryFilters, these filters are automatically applied
to queries that don't otherwise mention the filtered component.
- End users and third party plugins can register default filters and are
responsible for handling entities they have hidden this way.
- Extra features can be left for after user feedback
- The default value could later include official ways to hide entities
---
## Changelog
- Add DefaultQueryFilters
# Objective
Diagnostics for labels don't suggest how to best implement them.
```
error[E0277]: the trait bound `Label: ScheduleLabel` is not satisfied
--> src/main.rs:15:35
|
15 | let mut sched = Schedule::new(Label);
| ------------- ^^^^^ the trait `ScheduleLabel` is not implemented for `Label`
| |
| required by a bound introduced by this call
|
= help: the trait `ScheduleLabel` is implemented for `Interned<(dyn ScheduleLabel + 'static)>`
note: required by a bound in `bevy_ecs::schedule::Schedule::new`
--> /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/schedule/schedule.rs:297:28
|
297 | pub fn new(label: impl ScheduleLabel) -> Self {
| ^^^^^^^^^^^^^ required by this bound in `Schedule::new`
```
## Solution
`diagnostics::on_unimplemented` and `diagnostics::do_not_recommend`
## Showcase
New error message:
```
error[E0277]: the trait bound `Label: ScheduleLabel` is not satisfied
--> src/main.rs:15:35
|
15 | let mut sched = Schedule::new(Label);
| ------------- ^^^^^ the trait `ScheduleLabel` is not implemented for `Label`
| |
| required by a bound introduced by this call
|
= note: consider annotating `Label` with `#[derive(ScheduleLabel)]`
note: required by a bound in `bevy_ecs::schedule::Schedule::new`
--> /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/schedule/schedule.rs:297:28
|
297 | pub fn new(label: impl ScheduleLabel) -> Self {
| ^^^^^^^^^^^^^ required by this bound in `Schedule::new`
```
docs: enhance documentation in `query.rs` to clarify borrowing rules.
Please, let me know if you don't agree with the wording.. There is
always room for improvement.
Tested locally and it looks like this:

---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#14970
## Solution
It seems the clamp call in `ui.wgsl` had the parameters order incorrect.
## Testing
Tested using examples/ui in native and my current project in wasm - both
in linux.
Could use some help with testing in other platforms.
---
# Objective
Noticed while doing #17449, I had left these `DerefMut` impls in.
Obtaining mutable references to those inner iterator types allows for
`mem::swap`, which can be used to swap an incorrectly behaving instance
into the wrappers.
## Solution
Remove them!
# Objective
The existing `RelationshipSourceCollection` uses `Vec` as the only
possible backing for our relationships. While a reasonable choice,
benchmarking use cases might reveal that a different data type is better
or faster.
For example:
- Not all relationships require a stable ordering between the
relationship sources (i.e. children). In cases where we a) have many
such relations and b) don't care about the ordering between them, a hash
set is likely a better datastructure than a `Vec`.
- The number of children-like entities may be small on average, and a
`smallvec` may be faster
## Solution
- Implement `RelationshipSourceCollection` for `EntityHashSet`, our
custom entity-optimized `HashSet`.
-~~Implement `DoubleEndedIterator` for `EntityHashSet` to make things
compile.~~
- This implementation was cursed and very surprising.
- Instead, by moving the iterator type on `RelationshipSourceCollection`
from an erased RPTIT to an explicit associated type we can add a trait
bound on the offending methods!
- Implement `RelationshipSourceCollection` for `SmallVec`
## Testing
I've added a pair of new tests to make sure this pattern compiles
successfully in practice!
## Migration Guide
`EntityHashSet` and `EntityHashMap` are no longer re-exported in
`bevy_ecs::entity` directly. If you were not using `bevy_ecs` / `bevy`'s
`prelude`, you can access them through their now-public modules,
`hash_set` and `hash_map` instead.
## Notes to reviewers
The `EntityHashSet::Iter` type needs to be public for this impl to be
allowed. I initially renamed it to something that wasn't ambiguous and
re-exported it, but as @Victoronz pointed out, that was somewhat
unidiomatic.
In
1a8564898f,
I instead made the `entity_hash_set` public (and its `entity_hash_set`)
sister public, and removed the re-export. I prefer this design (give me
module docs please), but it leads to a lot of churn in this PR.
Let me know which you'd prefer, and if you'd like me to split that
change out into its own micro PR.
# Objective
`Text2d` ignores `TextBounds` when calculating the offset for text
aligment.
On main a text entity positioned in the center of the window with center
justification and 600px horizontal text bounds isn't centered like it
should be but shifted off to the right:
<img width="305" alt="hellox"
src="https://github.com/user-attachments/assets/8896c6f0-1b9f-4633-9c12-1de6eff5f3e1"
/>
(second example in the testing section below)
Fixes#14266
I already had a PR in review for this (#14270) but it used post layout
adjustment (which we want to avoid) and ignored `TextBounds`.
## Solution
* If `TextBounds` are present for an axis, use them instead of the size
of the computed text layout size to calculate the offset.
* Adjust the vertical offset of text so it's top is aligned with the top
of the texts bounding rect (when present).
## Testing
```
use bevy::prelude::*;
use bevy::color::palettes;
use bevy::sprite::Anchor;
use bevy::text::TextBounds;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn example(commands: &mut Commands, dest: Vec3, justify: JustifyText) {
commands.spawn((
Sprite {
color: palettes::css::YELLOW.into(),
custom_size: Some(10. * Vec2::ONE),
anchor: Anchor::Center,
..Default::default()
},
Transform::from_translation(dest),
));
for a in [
Anchor::TopLeft,
Anchor::TopRight,
Anchor::BottomRight,
Anchor::BottomLeft,
] {
commands.spawn((
Text2d(format!("L R\n{:?}\n{:?}", a, justify)),
TextFont {
font_size: 14.0,
..default()
},
TextLayout {
justify,
..Default::default()
},
TextBounds::new(300., 75.),
Transform::from_translation(dest + Vec3::Z),
a,
));
}
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d::default());
for (i, j) in [
JustifyText::Left,
JustifyText::Right,
JustifyText::Center,
JustifyText::Justified,
]
.into_iter()
.enumerate()
{
example(&mut commands, (300. - 150. * i as f32) * Vec3::Y, j);
}
commands.spawn(Sprite {
color: palettes::css::YELLOW.into(),
custom_size: Some(10. * Vec2::ONE),
anchor: Anchor::Center,
..Default::default()
});
}
```
<img width="566" alt="cap"
src="https://github.com/user-attachments/assets/e6a98fa5-80b2-4380-a9b7-155bb49635b8"
/>
This probably looks really confusing but it should make sense if you
imagine each block of text surrounded by a 300x75 rectangle that is
anchored to the center of the yellow square.
#
```
use bevy::prelude::*;
use bevy::sprite::Anchor;
use bevy::text::TextBounds;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d::default());
commands.spawn((
Text2d::new("hello"),
TextFont {
font_size: 60.0,
..default()
},
TextLayout::new_with_justify(JustifyText::Center),
TextBounds::new(600., 200.),
Anchor::Center,
));
}
```
<img width="338" alt="hello"
src="https://github.com/user-attachments/assets/e5e89364-afda-4baa-aca8-df4cdacbb4ed"
/>
The text being above the center is intended. When `TextBounds` are
present, the text block's offset is calculated using its `TextBounds`
not the layout size returned by cosmic-text.
#
Probably we should add a vertical alignment setting for Text2d. Didn't
do it here as this is intended for a 0.15.2 release.
simple derive macro for `FromWorld`. Going to be needed for composable
pipeline specializers but probably a nice thing to have regardless
## Testing
simple manual testing, nothing seemed to blow up. I'm no proc macro pro
though, so there's a chance I've mishandled spans somewhere or
something.
# Objective
- Contributes to #16877
## Solution
- Initial creation of `bevy_platform_support` crate.
- Moved `bevy_utils::Instant` into new `bevy_platform_support` crate.
- Moved `portable-atomic`, `portable-atomic-util`, and
`critical-section` into new `bevy_platform_support` crate.
## Testing
- CI
---
## Showcase
Instead of needing code like this to import an `Arc`:
```rust
#[cfg(feature = "portable-atomic")]
use portable_atomic_util::Arc;
#[cfg(not(feature = "portable-atomic"))]
use alloc::sync::Arc;
```
We can now use:
```rust
use bevy_platform_support::sync::Arc;
```
This applies to many other types, but the goal is overall the same:
allowing crates to use `std`-like types without the boilerplate of
conditional compilation and platform-dependencies.
## Migration Guide
- Replace imports of `bevy_utils::Instant` with
`bevy_platform_support::time::Instant`
- Replace imports of `bevy::utils::Instant` with
`bevy::platform_support::time::Instant`
## Notes
- `bevy_platform_support` hasn't been reserved on `crates.io`
- ~~`bevy_platform_support` is not re-exported from `bevy` at this time.
It may be worthwhile exporting this crate, but I am unsure of a
reasonable name to export it under (`platform_support` may be a bit
wordy for user-facing).~~
- I've included an implementation of `Instant` which is suitable for
`no_std` platforms that are not Wasm for the sake of eliminating feature
gates around its use. It may be a controversial inclusion, so I'm happy
to remove it if required.
- There are many other items (`spin`, `bevy_utils::Sync(Unsafe)Cell`,
etc.) which should be added to this crate. I have kept the initial scope
small to demonstrate utility without making this too unwieldy.
---------
Co-authored-by: TimJentzsch <TimJentzsch@users.noreply.github.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Makes use of `std` explicit, simplifying a possible `no_std` port.
# Objective
- Contributes to #15460
- Simplify future `no_std` work on `bevy_asset`
## Solution
- Add `#![no_std]` to switch to `core::prelude` instead of
`std::prelude`
## Testing
- CI
---
## Notes
This is entirely a change around the names of imports and has no impact
on functionality. This just reduces the quantity of changes involved in
the (likely more controversial) `no_std`-ification of `bevy_asset`.
Fixes#17397.
Also renamed all variants into present-tense.
## Migration Guide
- `PointerAction::Pressed` has been seperated into two variants,
`PointerAction::Press` and `PointerAction::Release`.
- `PointerAction::Moved` has been renamed to `PointerAction::Move`.
- `PointerAction::Canceled` has been renamed to `PointerAction::Cancel`.
# Objective
It's not immediately obvious that `TargetCamera` only works with UI node
entities. It's natural to assume from looking at something like the
`multiple_windows` example that it will work with everything.
## Solution
Rename `TargetCamera` to `UiTargetCamera`.
## Migration Guide
`TargetCamera` has been renamed to `UiTargetCamera`.
# Objective
Segment2d and Segment3d are currently hard to work with because unlike
many other primary shapes, they are bound to the origin.
The objective of this PR is to allow these segments to exist anywhere in
cartesian space, making them much more useful in a variety of contexts.
## Solution
Reworking the existing segment type's internal fields and methods to
allow them to exist anywhere in cartesian space.
I have done both reworks for 2d and 3d segments but I was unsure if I
should just have it all here or not so feel free to tell me how I should
proceed, for now I have only pushed Segment2d changes.
As I am not a very seasoned contributor, this first implementation is
very likely sloppy and will need some additional work from my end, I am
open to all criticisms and willing to work to get this to bevy's
standards.
## Testing
I am not very familiar with the standards of testing. Of course my
changes had to pass the thorough existing tests for primitive shapes.
I also checked the gizmo 2d shapes intersection example and everything
looked fine.
I did add a few utility methods to the types that have no tests yet. I
am willing to implement some if it is deemed necessary
## Migration Guide
The segment type constructors changed so if someone previously created a
Segment2d with a direction and length they would now need to use the
`from_direction` constructor
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").
Functionally, this fills a similar niche as the current Parent/Children
system. The biggest differences are:
1. Relationships have simpler internals and significantly improved
performance and UX. Commands and specialized APIs are no longer
necessary to keep everything in sync. Just spawn entities with the
relationship components you want and everything "just works".
2. Relationships are generalized. Bevy can provide additional built in
relationships, and users can define their own.
**REQUEST TO REVIEWERS**: _please don't leave top level comments and
instead comment on specific lines of code. That way we can take
advantage of threaded discussions. Also dont leave comments simply
pointing out CI failures as I can read those just fine._
## Built on top of what we have
Relationships are implemented on top of the Bevy ECS features we already
have: components, immutability, and hooks. This makes them immediately
compatible with all of our existing (and future) APIs for querying,
spawning, removing, scenes, reflection, etc. The fewer specialized APIs
we need to build, maintain, and teach, the better.
## Why focus on one-to-many non-fragmenting first?
1. This allows us to improve Parent/Children relationships immediately,
in a way that is reasonably uncontroversial. Switching our hierarchy to
fragmenting relationships would have significant performance
implications. ~~Flecs is heavily considering a switch to non-fragmenting
relations after careful considerations of the performance tradeoffs.~~
_(Correction from @SanderMertens: Flecs is implementing non-fragmenting
storage specialized for asset hierarchies, where asset hierarchies are
many instances of small trees that have a well defined structure)_
2. Adding generalized one-to-many relationships is currently a priority
for the [Next Generation Scene / UI
effort](https://github.com/bevyengine/bevy/discussions/14437).
Specifically, we're interested in building reactions and observers on
top.
## The changes
This PR does the following:
1. Adds a generic one-to-many Relationship system
3. Ports the existing Parent/Children system to Relationships, which now
lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been
removed.
4. Adds on_despawn component hooks
5. Relationships can opt-in to "despawn descendants" behavior, meaning
that the entire relationship hierarchy is despawned when
`entity.despawn()` is called. The built in Parent/Children hierarchies
enable this behavior, and `entity.despawn_recursive()` has been removed.
6. `world.spawn` now applies commands after spawning. This ensures that
relationship bookkeeping happens immediately and removes the need to
manually flush. This is in line with the equivalent behaviors recently
added to the other APIs (ex: insert).
7. Removes the ValidParentCheckPlugin (system-driven / poll based) in
favor of a `validate_parent_has_component` hook.
## Using Relationships
The `Relationship` trait looks like this:
```rust
pub trait Relationship: Component + Sized {
type RelationshipSources: RelationshipSources<Relationship = Self>;
fn get(&self) -> Entity;
fn from(entity: Entity) -> Self;
}
```
A relationship is a component that:
1. Is a simple wrapper over a "target" Entity.
2. Has a corresponding `RelationshipSources` component, which is a
simple wrapper over a collection of entities. Every "target entity"
targeted by a "source entity" with a `Relationship` has a
`RelationshipSources` component, which contains every "source entity"
that targets it.
For example, the `Parent` component (as it currently exists in Bevy) is
the `Relationship` component and the entity containing the Parent is the
"source entity". The entity _inside_ the `Parent(Entity)` component is
the "target entity". And that target entity has a `Children` component
(which implements `RelationshipSources`).
In practice, the Parent/Children relationship looks like this:
```rust
#[derive(Relationship)]
#[relationship(relationship_sources = Children)]
pub struct Parent(pub Entity);
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent)]
pub struct Children(Vec<Entity>);
```
The Relationship and RelationshipSources derives automatically implement
Component with the relevant configuration (namely, the hooks necessary
to keep everything in sync).
The most direct way to add relationships is to spawn entities with
relationship components:
```rust
let a = world.spawn_empty().id();
let b = world.spawn(Parent(a)).id();
assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]);
```
There are also convenience APIs for spawning more than one entity with
the same relationship:
```rust
world.spawn_empty().with_related::<Children>(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
The existing `with_children` API is now a simpler wrapper over
`with_related`. This makes this change largely non-breaking for existing
spawn patterns.
```rust
world.spawn_empty().with_children(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
There are also other relationship APIs, such as `add_related` and
`despawn_related`.
## Automatic recursive despawn via the new on_despawn hook
`RelationshipSources` can opt-in to "despawn descendants" behavior,
which will despawn all related entities in the relationship hierarchy:
```rust
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent, despawn_descendants)]
pub struct Children(Vec<Entity>);
```
This means that `entity.despawn_recursive()` is no longer required.
Instead, just use `entity.despawn()` and the relevant related entities
will also be despawned.
To despawn an entity _without_ despawning its parent/child descendants,
you should remove the `Children` component first, which will also remove
the related `Parent` components:
```rust
entity
.remove::<Children>()
.despawn()
```
This builds on the on_despawn hook introduced in this PR, which is fired
when an entity is despawned (before other hooks).
## Relationships are the source of truth
`Relationship` is the _single_ source of truth component.
`RelationshipSources` is merely a reflection of what all the
`Relationship` components say. By embracing this, we are able to
significantly improve the performance of the system as a whole. We can
rely on component lifecycles to protect us against duplicates, rather
than needing to scan at runtime to ensure entities don't already exist
(which results in quadratic runtime). A single source of truth gives us
constant-time inserts. This does mean that we cannot directly spawn
populated `Children` components (or directly add or remove entities from
those components). I personally think this is a worthwhile tradeoff,
both because it makes the performance much better _and_ because it means
theres exactly one way to do things (which is a philosophy we try to
employ for Bevy APIs).
As an aside: treating both sides of the relationship as "equivalent
source of truth relations" does enable building simple and flexible
many-to-many relationships. But this introduces an _inherent_ need to
scan (or hash) to protect against duplicates.
[`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations)
has a very nice implementation of the "symmetrical many-to-many"
approach. Unfortunately I think the performance issues inherent to that
approach make it a poor choice for Bevy's default relationship system.
## Followup Work
* Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in
this PR to keep the diff reasonable, but I'm personally biased toward
this change (and using that naming pattern generally for relationships).
* [Improved spawning
ergonomics](https://github.com/bevyengine/bevy/discussions/16920)
* Consider adding relationship observers/triggers for "relationship
targets" whenever a source is added or removed. This would replace the
current "hierarchy events" system, which is unused upstream but may have
existing users downstream. I think triggers are the better fit for this
than a buffered event queue, and would prefer not to add that back.
* Fragmenting relations: My current idea hinges on the introduction of
"value components" (aka: components whose type _and_ value determines
their ComponentId, via something like Hashing / PartialEq). By labeling
a Relationship component such as `ChildOf(Entity)` as a "value
component", `ChildOf(e1)` and `ChildOf(e2)` would be considered
"different components". This makes the transition between fragmenting
and non-fragmenting a single flag, and everything else continues to work
as expected.
* Many-to-many support
* Non-fragmenting: We can expand Relationship to be a list of entities
instead of a single entity. I have largely already written the code for
this.
* Fragmenting: With the "value component" impl mentioned above, we get
many-to-many support "for free", as it would allow inserting multiple
copies of a Relationship component with different target entities.
Fixes#3742 (If this PR is merged, I think we should open more targeted
followup issues for the work above, with a fresh tracking issue free of
the large amount of less-directed historical context)
Fixes#17301Fixes#12235Fixes#15299Fixes#15308
## Migration Guide
* Replace `ChildBuilder` with `ChildSpawnerCommands`.
* Replace calls to `.set_parent(parent_id)` with
`.insert(Parent(parent_id))`.
* Replace calls to `.replace_children()` with `.remove::<Children>()`
followed by `.add_children()`. Note that you'll need to manually despawn
any children that are not carried over.
* Replace calls to `.despawn_recursive()` with `.despawn()`.
* Replace calls to `.despawn_descendants()` with
`.despawn_related::<Children>()`.
* If you have any calls to `.despawn()` which depend on the children
being preserved, you'll need to remove the `Children` component first.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This allows this:
```rust
#[derive(Component)]
#[require(StateScoped<MyState>(StateScoped(MyState)))]
struct ComponentA;
```
To be shortened to this:
```rust
#[derive(Component)]
#[require(StateScoped<MyState>)]
struct ComponentA;
```
When `MyState` implements `Default`.
Signed-off-by: Jean Mertz <git@jeanmertz.com>
# Objective
Occasionally bevy users will want to store systems or observer systems
in a component or resource, but they first try to store `IntoSystem`
instead of `System`, which leads to some headaches having to deal with
the `M` marker type parameter. We should recommend they use the `X`
trait instead of the `IntoX` trait in that case, as well for returning
from a function.
## Solution
Add usage notes to the `IntoX` traits about using `X` instead.
# Objective
While working on more complex directional navigation work, I noticed a
few small things.
## Solution
Rather than stick them in a bigger PR, split them out now.
- Include more useful information when responding to
`DirectionalNavigationError`.
- Use the less controversial `Click` events (rather than `Pressed`) in
the example
- Implement add_looping_edges in terms of `add_edges`. Thanks @rparrett
for the idea.
## Testing
Ran the `directional_navigation` example and things still work.
# Objective
The safety documentation for `Ptr::assert_unique` is incomplete.
Currently it only mentions the existence of other `Ptr` instances, but
it should also mention that the underlying data must be mutable and that
there cannot be active references to it.
# Objective
While `add_looping_edges` is a helpful method for manually defining
directional navigation maps, we don't always want to loop around!
## Solution
Add a non-looping variant.
These commits are cherrypicked from the more complex #17247.
## Testing
I've updated the `directional_navigation` example to use these changes,
and verified that it works.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
- Fix issue identified on the [Discord
server](https://discord.com/channels/691052431525675048/691052431974465548/1328922812530036839)
## Solution
- Implement `Clone` for `QueryIter` using the existing
`QueryIter::remaining` method
## Testing
- CI
---
## Showcase
Users can now explicitly clone a read-only `QueryIter`:
```rust
fn combinations(query: Query<&ComponentA>) {
let mut iter = query.iter();
while let Some(a) = iter.next() {
// Can now clone rather than use remaining
for b in iter.clone() {
// Check every combination (a, b)
}
}
}
```
## Notes
This doesn't add any new functionality outside the context of generic
code (e.g., `T: Iterator<...> + Clone`), it's mostly for
discoverability. Users are more likely to be familiar with
`Clone::clone` than they are with the methods on `QueryIter`.
# Objective
As raised in https://github.com/bevyengine/bevy/pull/17317, the `Event:
Component` trait bound is confusing to users.
In general, a type `E` (like `AppExit`) which implements `Event` should
not:
- be stored as a component on an entity
- be a valid option for `Query<&AppExit>`
- require the storage type and other component metadata to be specified
Events are not components (even if they one day use some of the same
internal mechanisms), and this trait bound is confusing to users.
We're also automatically generating `Component` impls with our derive
macro, which should be avoided when possible to improve explicitness and
avoid conflicts with user impls.
Closes#17317, closes#17333
## Solution
- We only care that each unique event type gets a unique `ComponentId`
- dynamic events need their own tools for getting identifiers anyways
- This avoids complicating the internals of `ComponentId` generation.
- Clearly document why this cludge-y solution exists.
In the medium term, I think that either a) properly generalizing
`ComponentId` (and moving it into `bevy_reflect?) or b) using a
new-typed `Entity` as the key for events is more correct. This change is
stupid simple though, and removes the offending trait bound in a way
that doesn't introduce complex tech debt and does not risk changes to
the internals.
This change does not:
- restrict our ability to implement dynamic buffered events (the main
improvement over #17317)
- there's still a fair bit of work to do, but this is a step in the
right direction
- limit our ability to store event metadata on entities in the future
- make it harder for users to work with types that are both events and
components (just add the derive / trait bound)
## Migration Guide
The `Event` trait no longer requires the `Component` trait. If you were
relying on this behavior, change your trait bounds from `Event` to
`Event + Component`. If you also want your `Event` type to implement
`Component`, add a derive.
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
UI node Outlines are clipped using their parent's clipping rect instead
of their own.
## Solution
Clip outlines using the UI node's own clipping rect.
I noticed that this component was not being returned correctly by the
`bevy_remote` api
```json
"errors": {
"bevy_picking::focus::PickingInteraction": {
"code": -23402,
"message": "Unknown component type: `bevy_picking::focus::PickingInteraction`"
}
}
```
# Objective
- Follow up work from
https://github.com/bevyengine/bevy/pull/17121#issuecomment-2576615700 to
keep the `cursor.rs` file more manageable.
## Solution
- Move `CustomCursor` and make it compile.
## Testing
- Ran the example: `cargo run --example custom_cursor_image
--features=custom_cursor`
- CI
# 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
# Objective
Support the parametrization of the WS_CLIPCHILDREN style on Windows.
Fixes#16544
## Solution
Added a window configuration in bevy_winit to control the usage of the
WS_CLIPCHILDREN style.
## Testing
- Did you test these changes? If so, how?
I did. I was able to create a Wry Webview with a transparent HTML
document and was also able to see my Bevy scene behind the webview
elements.
- Are there any parts that need more testing?
I don't believe so. I assume the option is extensively tested within
winit itself.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Test repositiory [here](https://github.com/nicholasc/bevy_wry_test).
Bevy's path will need to be updated in the Cargo.toml
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
This is a Windows specific issue. Should be tested accordingly.
---------
Co-authored-by: jf908 <jf908@users.noreply.github.com>
# Objective
- Currently, the `ObservedBy`-component is only public within the
`bevy_ecs` crate. Sometimes it is desirable to refer to this component
in the "game-code". Two examples that come in mind:
- Clearing all components in an entity, but intending to keep the
existing observers: Making `ObservedBy` public allows us to use
`commands.entity(entity).retain::<ObservedBy>();`, which clears all
other components, but keeps `ObservedBy`, which prevents the Observers
from despawning.
- The opposite of the above, clearing all of entities' Observers:
`commands.entity(entity).remove::<ObservedBy>` will despawn all
associated Observers. Admittedly, a cleaner solution would be something
like `commands.entity(entity).clear_observers()`, but this is
sufficient.
## Solution
- Removed `(crate)` "rule" and added `ObservedBy` to the prelude-module
## Testing
- Linked `bevy_ecs` locally with another project to see if `ObservedBy`
could be referenced.
# Objective
resolves#17326.
## Solution
Simply added the suggested run condition.
## Testing
A self-explanatory run condition. Fully verified by the operation of
`QueryFilter` in a system.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `warn`, and bring
`bevy_ecs` in line with the new restrictions.
## Testing
This PR is a WIP; testing will happen after it's finished.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `warn`, and bring
`bevy_macro_utils` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_macro_utils` was
run, and no warnings were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `warn`, and bring
`bevy_input_focus` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --features
bevy_math/std,bevy_input/smol_str --package bevy_input_focus` was run,
and only an unrelated warning from `bevy_ecs` was encountered.
I could not test without the `bevy_math/std` feature due to compilation
errors with `glam`. Additionally, I had to use the `bevy_input/smol_str`
feature, as it appears some of `bevy_input_focus`' tests rely on that
feature. I will investigate these issues further, and make issues/PRs as
necessary.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `warn`, and bring
`bevy_dylib` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_dylib` was run, and
no warnings were encountered.
I would've skipped over this crate if there weren't the two lint
attributes in it - might as well handle it now, y'know?
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `warn`, and bring
`bevy_core_pipeline` in line with the new restrictions.
## Testing
`cargo clippy` and `cargo test --package bevy_core_pipeline` were run,
and no warnings were encountered.
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
- While all
[`MeshBuilder`](https://dev-docs.bevyengine.org/bevy/prelude/trait.MeshBuilder.html)s
can be created by first creating the primitive `bevy_math` type and
using
[`Meshable`](https://dev-docs.bevyengine.org/bevy/prelude/trait.Meshable.html),
most builders have their own `const` constructors that can be used
instead. Some builders are missing constructors, however, making them
unavailable in `const` contexts.
## Solution
- Add a `const` constructor for `RegularPolygonMeshBuilder`,
`RhombusMeshBuilder`, `Triangle2dMeshBuilder`, and
`RectangleMeshBuilder`.
- Add a note on the requirements of `ConvexPolygonMeshBuilder`, and
recommend using `ConvexPolygon::new().mesh()` instead.
- A constructor cannot easily be created for this type, since it
requires duplicating all of `ConvexPolygon::new()`'s verification code.
I may be able to work around this, but it requires touching a bit more
code surface. Opinions?
## Testing
Not much beyond CI! The changes are trivial enough that only a cursory
glance for typos and switched variables should be necessary.
## Note for Reviewers
Hi! I haven't directly used the types I modify in this PR beyond some
benchmarking work I did this morning. If you're familiar with these
types, please let me know if any of the constructors need additional
validation (or if the constructors shouldn't be there at all). Thanks!
---------
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# Objective
allow setting ambient light via component on cameras.
arguably fixes#7193
note i chose to use a component rather than an entity since it was not
clear to me how to manage multiple ambient sources for a single
renderlayer, and it makes for a very small changeset.
## Solution
- make ambient light a component as well as a resource
- extract it
- use the component if present on a camera, fallback to the resource
## Testing
i added
```rs
if index == 1 {
commands.entity(camera).insert(AmbientLight{
color: Color::linear_rgba(1.0, 0.0, 0.0, 1.0),
brightness: 1000.0,
..Default::default()
});
}
```
at line 84 of the split_screen example
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Add a method to mutate components with BRP.
Currently the only way to modify a component on an entity with BRP is to
insert a new one with the new values. This isn't ideal for several
reasons, one reason being that the client has to know what all the
fields are of the component and stay in sync with the server.
## Solution
Add a new BRP method called `bevy/mutate_component` to mutate a single
field in a component on an entity.
## Testing
Tested on a simple scene on all `Transform`, `Name`, and a custom
component.
---
## Showcase
Example JSON-RPC request to change the `Name` of an entity to "New
name!"
```json
{
"jsonrpc": "2.0",
"id": 0,
"method": "bevy/mutate_component",
"params": {
"entity": 4294967308,
"component": "bevy_ecs::name::Name",
"path": ".name",
"value": "New name!"
}
}
```
Or setting the X translation to 10.0 on a Transform:
```json
{
"jsonrpc": "2.0",
"id": 0,
"method": "bevy/mutate_component",
"params": {
"entity": 4294967308,
"component": "bevy_transform::components::transform::Transform",
"path": ".translation.x",
"value": 10.0
}
}
```
Clip of my Emacs BRP package using this method:
https://github.com/user-attachments/assets/a786b245-5c20-4189-859f-2261c5086a68
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Stop bevy from crashing when losing window focus
## Solution
- The InputFocus resource is optional but is accessed unconditionally in
bevy_winit. Make it optional.
## Testing
- Ran the window_settings example
## Note
It's possible this might not be a full fix for the issue, but this stop
bevy from crashing.
Closes#16961Closes#17227
# Objective
Diagnostics is reporting incorrect FPS and frame time.
## Solution
Looks like the smoothing value should be `2 / (history_length + 1)` not
`(history_length + 1) / 2`.
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Necessary conditions:
* Scale factor != 1
* Text is being displayed with Text2d
* The primary window is closed on a frame where the text or text's
bounds are modified.
Then when `update_text2d_layout` runs, it finds no primary window and
assumes a scale factor of 1.
The previous scale_factor was not equal to 1 and the text pipeline's old
font atlases were created for a non-1 scale factor, so it creates new
font atlases even though the app is closing.
The bug was first identified in #6666
## Minimal Example
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
present_mode: bevy:🪟:PresentMode::Immediate,
..Default::default()
}),
..default()
}))
.insert_resource(UiScale { scale: std::f64::consts::PI })
.add_startup_system(setup)
.add_system(update)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn(Text2dBundle {
text: Text {
sections: (0..10).map(|i| TextSection {
value: i.to_string(),
style: TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: (10 + i) as f32,
color: Color::WHITE,
}
}).collect(),
..Default::default()
},
..Default::default()
});
}
fn update(mut text: Query<&mut Text>) {
for mut text in text.iter_mut() {
text.set_changed();
}
}
```
## Output
On closing the window you'll see the warning (if you don't, increase the
number of text sections):
```
WARN bevy_text::glyph_brush: warning[B0005]: Number of font atlases has exceeded the maximum of 16. Performance and memory usage may suffer.
```
The app should only create font atlases on startup, but it doesn't
display this warning until after you close the window
## Solution
Skip `update_text_layout` when there is no primary window.
## Changelog
* If no primary window is found, skip `update_text2d_layout`.
* Added a `Local` flag `skipped` to `update_text2d_layout`. This should
ensure there are no edge cases where text might not get drawn at all.
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Use `Clone` on `SystemParam`, when applicable, in a generic context.
## Solution
- Add some derives
## Testing
- I ran `cargo test` once.
- I didn't even look at the output.
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Fix the `bevy_time` unit tests occasionally failing on optimised Windows
builds.
# Background
I noticed that the `bevy_time` unit tests would fail ~50% of the time
after enabling `opt-level=1` in config.toml, or adding `--release` to
cargo test.
```
> cargo test -p bevy_time --release
thread 'real::test::test_update' panicked at crates\bevy_time\src\real.rs:164:9:
assertion `left != right` failed
left: Some(Instant { t: 9458.0756664s })
right: Some(Instant { t: 9458.0756664s })
```
Disabling optimisations would fix the issue, as would switching from Windows to Linux.
The failing path is roughly:
```rust
let mut time = Time::<Real>::new(Instant::now());
time.update();
time.update();
assert_ne!(time.last_update(), time.first_update());
```
Which kinda boils down to:
```rust
let left = Instant::now();
let right = Instant::now();
assert_ne!(left, right);
```
So the failure seems legit, since there's no guarantee that `Instant::now()` increases between calls.
I suspect it only triggers with a combination of Windows + fast CPU + optimisations (Windows has a lower resolution clock than Linux/MacOS). That would explain why it doesn't fail on the Bevy Github CI (optimisations disabled, and I'm guessing the runner CPUs are clocked lower).
# Solution
Make sure `Instant::now()` has increased before calling `time.update()`.
I also considered:
1. Change the unit tests to accept `Instant:now()` not increasing.
- In retrospect this is maybe the better change?
- There's other unit tests that cover time increasing.
- Could also add a deterministic test for zero delta updates.
- I can switch the PR to this if desired.
2. Avoid any paths that hit `Instant::now()` in unit tests.
- Arguably unit tests should always be deterministic.
- But that would mean a bunch of paths aren't tested.
## Testing
`cargo test -p bevy_time --release`
## System Info
`os: "Windows 10 Pro", kernel: "19045", cpu: "AMD Ryzen 9 7900 12-Core Processor", core_count: "12", memory: "63.2 GiB"`
Also tested on same computer with Linux pop-os 6.9.3.
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
With the `track_location` feature, the error message of trying to
acquire an entity that was despawned pointed to the wrong line if the
entity index has been reused.
## Showcase
```rust
use bevy_ecs::prelude::*;
fn main() {
let mut world = World::new();
let e = world.spawn_empty().id();
world.despawn(e);
world.flush();
let _ = world.spawn_empty();
world.entity(e);
}
```
Old message:
```
Entity 0v1 was despawned by src/main.rs:8:19
```
New message:
```
Entity 0v1 does not exist (its index has been reused)
```
# Objective
PR #17225 allowed for sprite picking to be opt-in. After some
discussion, it was agreed that `PickingBehavior` should be used to
opt-in to sprite picking behavior for entities. This leads to
`PickingBehavior` having two purposes: mark an entity for use in a
backend, and describe how it should be picked. Discussion led to the
name `Pickable`making more sense (also: this is what the component was
named before upstreaming).
A follow-up pass will be made after this PR to unify backends.
## Solution
Replace all instances of `PickingBehavior` and `picking_behavior` with
`Pickable` and `pickable`, respectively.
## Testing
CI
## Migration Guide
Change all instances of `PickingBehavior` to `Pickable`.
# Objective
The `camera_entity` field on the extracted uinode structs holds the
render world entity that has the extracted camera components
corresponding to the target camera world entity. It should be renamed so
that it's clear it isn't the target camera world entity itself.
## Solution
Rename the `camera_entity` field on each of the extracted UI item
structs to `extracted_camera_entity`.
# Objective
I realized that setting these to `deny` may have been a little
aggressive - especially since we upgrade warnings to denies in CI.
## Solution
Downgrades these lints to `warn`, so that compiles can work locally. CI
will still treat these as denies.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_picking` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_picking` was run,
and no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_remote` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_remote` was run, and
no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_utils` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_utils` was run, and
no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_internal` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_internal` was run,
and no errors were encountered.
# 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
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_image` in line with the new restrictions.
## Testing
`cargo clippy --tests --package bevy_image` was run, and no errors were
encountered.
I could not run the above command with `--all-features` due to some
compilation errors with `bevy_core_pipeline` and `bevy_math` - but
hopefully CI catches anything I missed.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
- Fixes#17287
## Solution
- Added a dummy `LocalExecutor` (un)implementation to suppress
irrelevant errors.
- Added explicit `compiler_error!` when _not_ selecting either the
`async_executor` or `edge_executor` features
## Testing
- CI
# Objective
`bevy_image` appears to expect `bevy_math` to have reflection enabled.
If you attempt to build `bevy_image` without another dependency enabling
the `bevy_math/bevy_reflect` feature, then `bevy_image` will fail to
compile.
## Solution
Ideally, `bevy_image` would feature-gate all of its reflection behind a
new feature. However, for the sake of getting compilation fixed
immediately, I'm opting to specify the `bevy_math/bevy_reflect` feature
in `bevy_image`'s `Cargo.toml`.
Perhaps an upcoming PR can remove the forced `bevy_math/bevy_reflect`
feature, in favor of feature-gating `bevy_image`'s reflecton.
## Testing
`cargo clippy --package bevy_image` was ran, and no longer returns the
compilation errors that it did before.
# 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
`bevy_remote`'s reflection deserialization basically requires
`ReflectDeserialize` registrations in order to work correctly. In the
context of `bevy` (the library), this means that using `bevy_remote`
without using the `serialize` feature is a footgun, since
`#[reflect(Serialize)]` etc. are gated behind this feature.
The goal of this PR is to avoid this mistake by default.
## Solution
Make the `bevy_remote` feature enable the `serialize` feature, so that
it works as expected.
---
## Migration Guide
The `bevy_remote` feature of `bevy` now enables the `serialize` feature
automatically. If you wish to use `bevy_remote` without enabling the
`serialize` feature for Bevy subcrates, you must import `bevy_remote` on
its own.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_state` in line with the new restrictions.
## Testing
Rust-analyzer did not return any errors once the deny was added.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_scene` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_scene` was run, and
no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_pbr` in line with the new restrictions.
## Testing
`cargo clippy --tests --package bevy_pbr` was run, and no errors were
encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_gltf` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_gltf` was run, and
no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_text` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_text` was run, and
no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_transform` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_transform` was run,
and no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_hierarchy` in line with the new restrictions.
## Testing
Rust-analyzer did not discern any errors.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_gizmos` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_gizmos` was run, and
no errors were encountered.
# Objective
Both `set_metrics` and `set_size` **can** trigger text re-layout and
re-shaping, if the values provided are different form what is already in
the `Buffer`.
## Solution
Combine the `set_metrics` and `set_size` calls.
This might be a small optimization in some situations, maybe when both
font size and text bounds change in the same frame, or when spawning new
text.
I did measure a ~500 microsecond improvement in `text_system` for
`many_buttons --respawn`, but that may have just been noise.
# Objective
Rework / build on #17043 to simplify the implementation. #17043 should
be merged first, and the diff from this PR will get much nicer after it
is merged (this PR is net negative LOC).
## Solution
1. Command and EntityCommand have been vastly simplified. No more marker
components. Just one function.
2. Command and EntityCommand are now generic on the return type. This
enables result-less commands to exist, and allows us to statically
distinguish between fallible and infallible commands, which allows us to
skip the "error handling overhead" for cases that don't need it.
3. There are now only two command queue variants: `queue` and
`queue_fallible`. `queue` accepts commands with no return type.
`queue_fallible` accepts commands that return a Result (specifically,
one that returns an error that can convert to
`bevy_ecs::result::Error`).
4. I've added the concept of the "default error handler", which is used
by `queue_fallible`. This is a simple direct call to the `panic()` error
handler by default. Users that want to override this can enable the
`configurable_error_handler` cargo feature, then initialize the
GLOBAL_ERROR_HANDLER value on startup. This is behind a flag because
there might be minor overhead with `OnceLock` and I'm guessing this will
be a niche feature. We can also do perf testing with OnceLock if someone
really wants it to be used unconditionally, but I don't personally feel
the need to do that.
5. I removed the "temporary error handler" on Commands (and all code
associated with it). It added more branching, made Commands bigger /
more expensive to initialize (note that we construct it at high
frequencies / treat it like a pointer type), made the code harder to
follow, and introduced a bunch of additional functions. We instead rely
on the new default error handler used in `queue_fallible` for most
things. In the event that a custom handler is required,
`handle_error_with` can be used.
6. EntityCommand now _only_ supports functions that take
`EntityWorldMut` (and all existing entity commands have been ported).
Removing the marker component from EntityCommand hinged on this change,
but I strongly believe this is for the best anyway, as this sets the
stage for more efficient batched entity commands.
7. I added `EntityWorldMut::resource` and the other variants for more
ergonomic resource access on `EntityWorldMut` (removes the need for
entity.world_scope, which also incurs entity-lookup overhead).
## Open Questions
1. I believe we could merge `queue` and `queue_fallible` into a single
`queue` which accepts both fallible and infallible commands (via the
introduction of a `QueueCommand` trait). Is this desirable?
# 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
- Shrink `bevy_utils` more.
- Refs #11478
## Solution
- Removes `assert_object_safe` from `bevy_utils` by using a compile time
check instead.
## Testing
- CI.
---
## Migration Guide
`assert_object_safe` is no longer exported by `bevy_utils`. Instead, you
can write a compile time check that your trait is "dyn compatible":
```rust
/// Assert MyTrait is dyn compatible
const _: Option<Box<dyn MyTrait>> = None;
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# 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
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_time` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
`cargo clippy`, `cargo clippy --package bevy_time` and `cargo test
--package bevy_time` were run, and no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_mesh` in line with the new restrictions.
## Testing
`cargo clippy --tests` and `cargo test --package bevy_mesh` were run,
and no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_winit` in line with the new restrictions.
## Testing
`cargo clippy --tests` was run, and no errors were encountered.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
`extract_shadows` uses the render world entity corresponding to the
extracted camera when it queries the main world for the camera to get
the viewport size for the responsive viewport coords resolution and
fails. This means that viewport coords get resolved based on a viewport
size of zero.
## Solution
Use the main world camera entity.
This also includes suggestions and an example on how to limit the loop
speed.
Fixes#17147.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_log` in line with the new restrictions.
## Testing
`cargo clippy --tests --package bevy_log` was run, and no errors were
encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_gilrs` in line with the new restrictions.
## Testing
`cargo clippy --tests --package bevy_gilrs` was run, and no errors were
encountered.
# 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.
# Objective
In my crusade to give every lint attribute a reason, it appears I got
too complacent and copy-pasted this expect onto non-system functions.
## Solution
Fix up the reason on those non-system functions
## Testing
N/A
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_input` in line with the new restrictions.
## Testing
`cargo clippy --tests --package bevy_input` was run, and no errors were
encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_ui` in line with the new restrictions.
## Testing
`cargo clippy --tests` and `cargo test --package bevy_ui` were run, and
no errors were encountered.
# Objective
Allow tuple structs in the animated_field macro.
- for example `animated_field!(MyTupleStruct::0)`.
Fixes#16736
- This issue was partially fixed in #16747, where support for tuple
structs was added to `AnimatedField::new_unchecked`.
## Solution
Change the designator for `$field` in the macro from `ident` to `tt`.
## Testing
Expanded the doc test on `animated_field!` to include an example with a
tuple struct.
# Objective
The name `DefaultCameraView` is confusing and misleading:
* It isn't the default UI camera, which is either the camera with the
`IsDefaultUiCamera` marker component or, if no such camera is found, the
camera with the highest order which has the primary window as its render
target.
* It doesn't make sense to call it a "default", every active 2d and 3d
camera is given its own `DefaultCameraView`.
* The name doesn't make it clear that it's UI specific component.
## Solution
Rename `DefaultCameraView` to `UiCameraView`, add a doc comment for it
and rename a few other fields and variables.
## Migration Guide
`DefaultCameraView` has been renamed to `UiCameraView`
# Objective
- Commands like `cargo bench -- --save-baseline before` do not work
because the default `libtest` is intercepting Criterion-specific CLI
arguments.
- Fixes#17200.
## Solution
- Disable the default `libtest` benchmark harness for the library crate,
as per [the Criterion
book](https://bheisler.github.io/criterion.rs/book/faq.html#cargo-bench-gives-unrecognized-option-errors-for-valid-command-line-options).
## Testing
- `cargo bench -p benches -- --save-baseline before`
- You don't need to run the entire benchmarks, just make sure that they
start without any errors. :)
# Objective & Solution
- Update `downcast-rs` to the latest version, 2.
- Disable (new) `sync` feature to improve compatibility with atomically
challenged platforms.
- Remove stub `downcast-rs` alternative code from `bevy_app`
## Testing
- CI
## Notes
The only change from version 1 to version 2 is the addition of a new
`sync` feature, which allows disabling the `DowncastSync` parts of
`downcast-rs`, which require access to `alloc::sync::Arc`, which is not
available on atomically challenged platforms. Since Bevy makes no use of
the functionality provided by the `sync` feature, I've disabled it in
all crates. Further details can be found
[here](https://github.com/marcianx/downcast-rs/pull/22).
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_window` in line with the new restrictions.
## Testing
`cargo clippy --tests` was run, and no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_ptr` in line with the new restrictions.
## Testing
`cargo clippy --tests` was run, and no errors were encountered.
I was expecting this crate to give more of a fight.
# Objective
- Allow other crates to use `TextureAtlas` and friends without needing
to depend on `bevy_sprite`.
- Specifically, this allows adding `TextureAtlas` support to custom
cursors in https://github.com/bevyengine/bevy/pull/17121 by allowing
`bevy_winit` to depend on `bevy_image` instead of `bevy_sprite` which is
a [non-starter].
[non-starter]:
https://github.com/bevyengine/bevy/pull/17121#discussion_r1904955083
## Solution
- Move `TextureAtlas`, `TextureAtlasBuilder`, `TextureAtlasSources`,
`TextureAtlasLayout` and `DynamicTextureAtlasBuilder` into `bevy_image`.
- Add a new plugin to `bevy_image` named `TextureAtlasPlugin` which
allows us to register `TextureAtlas` and `TextureAtlasLayout` which was
previously done in `SpritePlugin`. Since `SpritePlugin` did the
registration previously, we just need to make it add
`TextureAtlasPlugin`.
## Testing
- CI builds it.
- I also ran multiple examples which hopefully covered any issues:
```
$ cargo run --example sprite
$ cargo run --example text
$ cargo run --example ui_texture_atlas
$ cargo run --example sprite_animation
$ cargo run --example sprite_sheet
$ cargo run --example sprite_picking
```
---
## Migration Guide
The following types have been moved from `bevy_sprite` to `bevy_image`:
`TextureAtlas`, `TextureAtlasBuilder`, `TextureAtlasSources`,
`TextureAtlasLayout` and `DynamicTextureAtlasBuilder`.
If you are using the `bevy` crate, and were importing these types
directly (e.g. before `use bevy::sprite::TextureAtlas`), be sure to
update your import paths (e.g. after `use bevy::image::TextureAtlas`)
If you are using the `bevy` prelude to import these types (e.g. `use
bevy::prelude::*`), you don't need to change anything.
If you are using the `bevy_sprite` subcrate, be sure to add `bevy_image`
as a dependency if you do not already have it, and be sure to update
your import paths.
## Objective
Fixes#2004Fixes#3845Fixes#7118Fixes#10166
## Solution
- The crux of this PR is the new `Command::with_error_handling` method.
This wraps the relevant command in another command that, when applied,
will apply the original command and handle any resulting errors.
- To enable this, `Command::apply` and `EntityCommand::apply` now return
`Result`.
- `Command::with_error_handling` takes as a parameter an error handler
of the form `fn(&mut World, CommandError)`, which it passes the error
to.
- `CommandError` is an enum that can be either `NoSuchEntity(Entity)` or
`CommandFailed(Box<dyn Error>)`.
### Closures
- Closure commands can now optionally return `Result`, which will be
passed to `with_error_handling`.
### Commands
- Fallible commands can be queued with `Commands::queue_fallible` and
`Commands::queue_fallible_with`, which call `with_error_handling` before
queuing them (using `Commands::queue` will queue them without error
handling).
- `Commands::queue_fallible_with` takes an `error_handler` parameter,
which will be used by `with_error_handling` instead of a command's
default.
- The `command` submodule provides unqueued forms of built-in fallible
commands so that you can use them with `queue_fallible_with`.
- There is also an `error_handler` submodule that provides simple error
handlers for convenience.
### Entity Commands
- `EntityCommand` now automatically checks if the entity exists before
executing the command, and returns `NoSuchEntity` if it doesn't.
- Since all entity commands might need to return an error, they are
always queued with error handling.
- `EntityCommands::queue_with` takes an `error_handler` parameter, which
will be used by `with_error_handling` instead of a command's default.
- The `entity_command` submodule provides unqueued forms of built-in
entity commands so that you can use them with `queue_with`.
### Defaults
- In the future, commands should all fail according to the global error
handling setting. That doesn't exist yet though.
- For this PR, commands all fail the way they do on `main`.
- Both now and in the future, the defaults can be overridden by
`Commands::override_error_handler` (or equivalent methods on
`EntityCommands` and `EntityEntryCommands`).
- `override_error_handler` takes an error handler (`fn(&mut World,
CommandError)`) and passes it to every subsequent command queued with
`Commands::queue_fallible` or `EntityCommands::queue`.
- The `_with` variants of the queue methods will still provide an error
handler directly to the command.
- An override can be reset with `reset_error_handler`.
## Future Work
- After a universal error handling mode is added, we can change all
commands to fail that way by default.
- Once we have all commands failing the same way (which would require
either the full removal of `try` variants or just making them useless
while they're deprecated), `queue_fallible_with_default` could be
removed, since its only purpose is to enable commands having different
defaults.
# 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
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Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>