Commit Graph

88 Commits

Author SHA1 Message Date
François Mockers
383b351045 chore: Release 2025-05-31 00:18:34 +02:00
François Mockers
e9418b3845 Release 0.16.0 2025-04-21 23:14:00 +02:00
François Mockers
608f902d1a Release 0.16.0-rc.5 2025-04-15 09:11:38 +02:00
Carter Anderson
9666a7e688 Rename bevy_platform_support to bevy_platform (#18813)
The goal of `bevy_platform_support` is to provide a set of platform
agnostic APIs, alongside platform-specific functionality. This is a high
traffic crate (providing things like HashMap and Instant). Especially in
light of https://github.com/bevyengine/bevy/discussions/18799, it
deserves a friendlier / shorter name.

Given that it hasn't had a full release yet, getting this change in
before Bevy 0.16 makes sense.

- Rename `bevy_platform_support` to `bevy_platform`.
2025-04-14 22:45:27 +02:00
François Mockers
c4b3d75b46 Release 0.16.0-rc.4 2025-04-11 09:12:55 +02:00
François Mockers
bdfd7a3443 Release 0.16.0-rc.3 2025-03-31 23:07:43 +02:00
François Mockers
1f44b56310 Release 0.16.0-rc.2 2025-03-26 19:18:20 +01:00
François Mockers
920515adab Release 0.16.0-rc.1 2025-03-18 21:48:22 +01:00
Zachary Harrold
cc69fdd0c6
Add no_std support to bevy (#17955)
# Objective

- Fixes #15460 (will open new issues for further `no_std` efforts)
- Supersedes #17715

## Solution

- Threaded in new features as required
- Made certain crates optional but default enabled
- Removed `compile-check-no-std` from internal `ci` tool since GitHub CI
can now simply check `bevy` itself now
- Added CI task to check `bevy` on `thumbv6m-none-eabi` to ensure
`portable-atomic` support is still valid [^1]

[^1]: This may be controversial, since it could be interpreted as
implying Bevy will maintain support for `thumbv6m-none-eabi` going
forward. In reality, just like `x86_64-unknown-none`, this is a
[canary](https://en.wiktionary.org/wiki/canary_in_a_coal_mine) target to
make it clear when `portable-atomic` no longer works as intended (fixing
atomic support on atomically challenged platforms). If a PR comes
through and makes supporting this class of platforms impossible, then
this CI task can be removed. I however wager this won't be a problem.

## Testing

- CI

---

## Release Notes

Bevy now has support for `no_std` directly from the `bevy` crate.

Users can disable default features and enable a new `default_no_std`
feature instead, allowing `bevy` to be used in `no_std` applications and
libraries.

```toml
# Bevy for `no_std` platforms
bevy = { version = "0.16", default-features = false, features = ["default_no_std"] }
```

`default_no_std` enables certain required features, such as `libm` and
`critical-section`, and as many optional crates as possible (currently
just `bevy_state`). For atomically-challenged platforms such as the
Raspberry Pi Pico, `portable-atomic` will be used automatically.

For library authors, we recommend depending on `bevy` with
`default-features = false` to allow `std` and `no_std` users to both
depend on your crate. Here are some recommended features a library crate
may want to expose:

```toml
[features]
# Most users will be on a platform which has `std` and can use the more-powerful `async_executor`.
default = ["std", "async_executor"]

# Features for typical platforms.
std = ["bevy/std"]
async_executor = ["bevy/async_executor"]

# Features for `no_std` platforms.
libm = ["bevy/libm"]
critical-section = ["bevy/critical-section"]

[dependencies]
# We disable default features to ensure we don't accidentally enable `std` on `no_std` targets, for example. 
bevy = { version = "0.16", default-features = false }
```

While this is verbose, it gives the maximum control to end-users to
decide how they wish to use Bevy on their platform.

We encourage library authors to experiment with `no_std` support. For
libraries relying exclusively on `bevy` and no other dependencies, it
may be as simple as adding `#![no_std]` to your `lib.rs` and exposing
features as above! Bevy can also provide many `std` types, such as
`HashMap`, `Mutex`, and `Instant` on all platforms. See
`bevy::platform_support` for details on what's available out of the box!

## Migration Guide

- If you were previously relying on `bevy` with default features
disabled, you may need to enable the `std` and `async_executor`
features.
- `bevy_reflect` has had its `bevy` feature removed. If you were relying
on this feature, simply enable `smallvec` and `smol_str` instead.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-07 03:39:46 +00:00
Zachary Harrold
5241e09671
Upgrade to Rust Edition 2024 (#17967)
# Objective

- Fixes #17960

## Solution

- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)

## Testing

- CI

---

## Summary of Changes

### Documentation Indentation

When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.

```rust
/* Valid */
/// - Item 1
///   Run-on sentence.
/// - Item 2
struct Foo;

/* Invalid */
/// - Item 1
///     Run-on sentence.
/// - Item 2
struct Foo;
```

### Implicit `!` to `()` Conversion

`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.

The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.

So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).

```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);

// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```

### Temporary Variable Lifetimes

The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.

### `gen` is a keyword

We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).

### Formatting has changed

Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`

```toml
style_edition = "2021"
```

This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.

### New `use<>` Opt-Out Syntax

Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.

### `MyUnitStruct { .. }` is an invalid pattern

Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.

### Pretty much every use of `ref` and `mut` are gone

Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.

### `iter::repeat(...).take(...)` is bad

New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.

## Migration Guide

The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.

## Notes

- Check the individual commits for a clearer breakdown for what
_actually_ changed.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-24 03:54:47 +00:00
Zachary Harrold
9bc0ae33c3
Move hashbrown and foldhash out of bevy_utils (#17460)
# 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.
2025-01-23 16:46:08 +00:00
mgi388
e24ae6cf40
Move TextureAtlas and friends into bevy_image (#17219)
# 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.
2025-01-07 18:43:11 +00:00
github-actions[bot]
573b980685
Bump Version after Release (#17176)
Bump version after release
This PR has been auto-generated

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-01-06 00:04:44 +00:00
Zachary Harrold
a371ee3019
Remove tracing re-export from bevy_utils (#17161)
# Objective

- Contributes to #11478

## Solution

- Made `bevy_utils::tracing` `doc(hidden)`
- Re-exported `tracing` from `bevy_log` for end-users
- Added `tracing` directly to crates that need it.

## Testing

- CI

---

## Migration Guide

If you were importing `tracing` via `bevy::utils::tracing`, instead use
`bevy::log::tracing`. Note that many items within `tracing` are also
directly re-exported from `bevy::log` as well, so you may only need
`bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.).
This also applies to the `log_once!` family of macros.

## Notes

- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
2025-01-05 23:06:34 +00:00
Zachary Harrold
a6adced9ed
Deny derive_more error feature and replace it with thiserror (#16684)
# Objective

- Remove `derive_more`'s error derivation and replace it with
`thiserror`

## Solution

- Added `derive_more`'s `error` feature to `deny.toml` to prevent it
sneaking back in.
- Reverted to `thiserror` error derivation

## Notes

Merge conflicts were too numerous to revert the individual changes, so
this reversion was done manually. Please scrutinise carefully during
review.
2024-12-06 17:03:55 +00:00
andriyDev
b1e4512648
Fix the picking backend features not actually disabling the features (#16470)
# Objective

- Fixes #16469.

## Solution

- Make the picking backend features not enabled by default in each
sub-crate.
- Make features in `bevy_internal` to set the backend features
- Make the root `bevy` crate set the features by default.

## Testing

- The mesh and sprite picking examples still work correctly.
2024-11-22 18:14:16 +00:00
Benjamin Brienen
40640fdf42
Don't reëxport bevy_image from bevy_render (#16163)
# Objective

Fixes #15940

## Solution

Remove the `pub use` and fix the compile errors.
Make `bevy_image` available as `bevy::image`.

## Testing

Feature Frenzy would be good here! Maybe I'll learn how to use it if I
have some time this weekend, or maybe a reviewer can use it.

## Migration Guide

Use `bevy_image` instead of `bevy_render::texture` items.

---------

Co-authored-by: chompaa <antony.m.3012@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-10 06:54:38 +00:00
Zachary Harrold
ecd04c1b72
Remove thiserror from bevy_sprite (#15763)
# Objective

- Contributes to #15460

## Solution

- Removed `thiserror` from `bevy_sprite`
2024-10-09 14:29:26 +00:00
Clar Fon
af9b073b0f
Split TextureAtlasSources out of TextureAtlasLayout and make TextureAtlasLayout serializable (#15344)
# Objective

Mostly covers the first point in
https://github.com/bevyengine/bevy/issues/13713#issuecomment-2364786694

The idea here is that a lot of people want to load their own texture
atlases, and many of them do this by deserializing some custom version
of `TextureAtlasLayout`. This makes that a little easier by providing
`serde` impls for them.

## Solution

In order to make `TextureAtlasLayout` serializable, the custom texture
mappings that are added by `TextureAtlasBuilder` were separated into
their own type, `TextureAtlasSources`. The inner fields are made public
so people can create their own version of this type, although because it
embeds asset IDs, it's not as easily serializable. In particular,
atlases that are loaded directly (e.g. sprite sheets) will not have a
copy of this map, and so, don't need to construct it at all.

As an aside, since this is the very first thing in `bevy_sprite` with
`serde` impls, I've added a `serialize` feature to the crate and made
sure it gets activated when the `serialize` feature is enabled on the
parent `bevy` crate.

## Testing

I was kind of shocked that there isn't anywhere in the code besides a
single example that actually used this functionality, so, it was
relatively straightforward to do.

In #13713, among other places, folks have mentioned adding custom
serialization into their pipelines. It would be nice to hear from people
whether this change matches what they're doing in their code, and if
it's relatively seamless to adapt to. I suspect that the answer is yes,
but, that's mainly the only other kind of testing that can be added.

## Migration Guide

`TextureAtlasBuilder` no longer stores a mapping back to the original
images in `TextureAtlasLayout`; that functionality has been added to a
new struct, `TextureAtlasSources`, instead. This also means that the
signature for `TextureAtlasBuilder::finish` has changed, meaning that
calls of the form:

```rust
let (atlas_layout, image) = builder.build()?;
```

Will now change to the form:

```rust
let (atlas_layout, atlas_sources, image) = builder.build()?;
```

And instead of performing a reverse-lookup from the layout, like so:

```rust
let atlas_layout_handle = texture_atlases.add(atlas_layout.clone());
let index = atlas_layout.get_texture_index(&my_handle);
let handle = TextureAtlas {
    layout: atlas_layout_handle,
    index,
};
```

You can perform the lookup from the sources instead:

```rust
let atlas_layout = texture_atlases.add(atlas_layout);
let index = atlas_sources.get_texture_index(&my_handle);
let handle = TextureAtlas {
    layout: atlas_layout,
    index,
};
```

Additionally, `TextureAtlasSources` also has a convenience method,
`handle`, which directly combines the index and an existing
`TextureAtlasLayout` handle into a new `TextureAtlas`:

```rust
let atlas_layout = texture_atlases.add(atlas_layout);
let handle = atlas_sources.handle(atlas_layout, &my_handle);
```

## Extra notes

In the future, it might make sense to combine the three types returned
by `TextureAtlasBuilder` into their own struct, just so that people
don't need to assign variable names to all three parts. In particular,
when creating a version that can be loaded directly (like #11873), we
could probably use this new type.
2024-09-30 17:11:56 +00:00
Benjamin Brienen
9386bd0114
feature gate picking backends (#15369)
# Objective

Fixes #15306

## Solution

- Add feature gate on the module and the place where each one is used
- Declare the features and make them default

## Testing

- CI
2024-09-22 19:35:15 +00:00
JoshValjosh
3540b87e17
Add bevy_picking sprite backend (#14757)
# Objective

Add `bevy_picking` sprite backend as part of the `bevy_mod_picking`
upstreamening (#12365).

## Solution

More or less a copy/paste from `bevy_mod_picking`, with the changes
[here](https://github.com/aevyrie/bevy_mod_picking/pull/354). I'm
putting that link here since those changes haven't yet made it through
review, so should probably be reviewed on their own.

## Testing

I couldn't find any sprite-backend-specific tests in `bevy_mod_picking`
and unfortunately I'm not familiar enough with Bevy's testing patterns
to write tests for code that relies on windowing and input. I'm willing
to break the pointer hit system into testable blocks and add some more
modular tests if that's deemed important enough to block, otherwise I
can open an issue for adding tests as follow-up.

## Follow-up work

- More docs/tests
- Ignore pick events on transparent sprite pixels with potential opt-out

---------

Co-authored-by: Aevyrie <aevyrie@gmail.com>
2024-08-26 18:01:32 +00:00
IceSentry
9d6a4fbc85
Use BinnedRenderPhase for Opaque2d (#13091)
Based on top of #12982  and #13069 

# Objective

- Opaque2d was implemented with SortedRenderPhase but BinnedRenderPhase
should be much faster

## Solution

- Implement BinnedRenderPhase for Opaque2d

## Notes

While testing this PR, before the change I had ~14 fps in bevymark with
100k entities. After this change I get ~71 fps, compared to using
sprites where I only get ~63 fps. This means that after this PR mesh2d
with opaque meshes will be faster than the sprite path. This is not a 1
to 1 comparison since sprites do alpha blending.
2024-08-12 15:38:24 +00:00
Giacomo Stevanato
71c5f1e3e4
Generate links to definition in source code pages on docs.rs and dev-docs.bevyengine.org (#12965)
# Objective

- Fix issue #2611

## Solution

- Add `--generate-link-to-definition` to all the `rustdoc-args` arrays
in the `Cargo.toml`s (for docs.rs)
- Add `--generate-link-to-definition` to the `RUSTDOCFLAGS` environment
variable in the docs workflow (for dev-docs.bevyengine.org)
- Document all the workspace crates in the docs workflow (needed because
otherwise only the source code of the `bevy` package will be included,
making the argument useless)
- I think this also fixes #3662, since it fixes the bug on
dev-docs.bevyengine.org, while on docs.rs it has been fixed for a while
on their side.

---

## Changelog

- The source code viewer on docs.rs now includes links to the
definitions.
2024-07-29 23:10:16 +00:00
Coder-Joe458
8f5345573c
Remove manual --cfg docsrs (#14376)
# Objective

- Fixes #14132 

## Solution

- Remove the cfg docsrs
2024-07-22 18:58:04 +00:00
github-actions[bot]
8df10d2713
Bump Version after Release (#14219)
Bump version after release
This PR has been auto-generated

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-07-08 12:54:08 +00:00
Ame
72c51cdab9
Make feature(doc_auto_cfg) work (#12642)
# Objective

- In #12366 `![cfg_attr(docsrs, feature(doc_auto_cfg))] `was added. But
to apply it it needs `--cfg=docsrs` in rustdoc-args.


## Solution

- Apply `--cfg=docsrs` to all crates and CI.

I also added `[package.metadata.docs.rs]` to all crates to avoid adding
code behind a feature and forget adding the metadata.

Before:

![Screenshot 2024-03-22 at 00 51
57](https://github.com/bevyengine/bevy/assets/104745335/6a9dfdaa-8710-4784-852b-5f9b74e3522c)

After:
![Screenshot 2024-03-22 at 00 51
32](https://github.com/bevyengine/bevy/assets/104745335/c5bd6d8e-8ddb-45b3-b844-5ecf9f88961c)
2024-03-23 02:22:52 +00:00
James Liu
8327ce85d8
Update to fixedbitset 0.5 (#12512)
# Objective
Improve code quality involving fixedbitset.

## Solution
Update to fixedbitset 0.5. Use the new `grow_and_insert` function
instead of `grow` and `insert` functions separately.

This should also speed up most of the set operations involving
fixedbitset. They should be ~2x faster, but testing this against the
stress tests seems to show little to no difference. The multithreaded
executor doesn't seem to be all that much faster in many_cubes and
many_foxes. These use cases are likely dominated by other operations or
the bitsets aren't big enough to make them the bottleneck.

This introduces a duplicate dependency due to petgraph and wgpu, but the
former may take some time to update.

## Changelog
Removed: `Access::grow`

## Migration Guide
`Access::grow` has been removed. It's no longer needed. Remove all
references to it.
2024-03-17 18:43:05 +00:00
James Liu
5619bd09d1
Replace bevy_log's tracing reexport with bevy_utils' (#12254)
# Objective
Fixes #11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.

## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.

Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
2024-03-02 18:38:04 +00:00
Alice Cecile
599e5e4e76
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective

- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.

## Solution

I've chosen to use the polymorphic `Color` type as our standard
user-facing API.

- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes

Incidental improvements to ease migration:

- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`

## Migration Guide

Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.

These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.

TODO...

- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
github-actions[bot]
e7c3359c4b
Bump Version after Release (#12020)
Fixes #12016.

Bump version after release
This PR has been auto-generated

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-21 20:58:59 +00:00
Carter Anderson
abb8c353f4
Release 0.13.0 (#11920)
Bump Bevy crates to 0.13.0 in preparation for release.

(Note that we accidentally skipped the `0.13.0-dev` step this cycle)
2024-02-17 09:24:25 +00:00
Elabajaba
35ac1b152e
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280)
# Objective

Keep core dependencies up to date.

## Solution

Update the dependencies.

wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was
included in this.

The rwh 0.6 version bump is just the simplest way of doing it. There
might be a way we can take advantage of wgpu's new safe surface creation
api, but I'm not familiar enough with bevy's window management to
untangle it and my attempt ended up being a mess of lifetimes and rustc
complaining about missing trait impls (that were implemented). Thanks to
@MiniaczQ for the (much simpler) rwh 0.6 version bump code.

Unblocks https://github.com/bevyengine/bevy/pull/9172 and
https://github.com/bevyengine/bevy/pull/10812

~~This might be blocked on cpal and oboe updating their ndk versions to
0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested
on android, and everything seems to work correctly (audio properly stops
when minimized, and plays when re-focusing the app).

---

## Changelog

- `wgpu` has been updated to 0.19! The long awaited arcanization has
been merged (for more info, see
https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan
should now be working again on Intel GPUs.
- Targeting WebGPU now requires that you add the new `webgpu` feature
(setting the `RUSTFLAGS` environment variable to
`--cfg=web_sys_unstable_apis` is still required). This feature currently
overrides the `webgl2` feature if you have both enabled (the `webgl2`
feature is enabled by default), so it is not recommended to add it as a
default feature to libraries without putting it behind a flag that
allows library users to opt out of it! In the future we plan on
supporting wasm binaries that can target both webgl2 and webgpu now that
wgpu added support for doing so (see
https://github.com/bevyengine/bevy/issues/11505).
- `raw-window-handle` has been updated to version 0.6.

## Migration Guide

- `bevy_render::instance_index::get_instance_index()` has been removed
as the webgl2 workaround is no longer required as it was fixed upstream
in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed.
- WebGPU now requires the new `webgpu` feature to be enabled. The
`webgpu` feature currently overrides the `webgl2` feature so you no
longer need to disable all default features and re-add them all when
targeting `webgpu`, but binaries built with both the `webgpu` and
`webgl2` features will only target the webgpu backend, and will only
work on browsers that support WebGPU.
- Places where you conditionally compiled things for webgl2 need to be
updated because of this change, eg:
- `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]`
becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"),
feature = "webgpu"))]`
- `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes
`#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))]`
- `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if
cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))`
- `create_texture_with_data` now also takes a `TextureDataOrder`. You
can probably just set this to `TextureDataOrder::default()`
- `TextureFormat`'s `block_size` has been renamed to `block_copy_size`
- See the `wgpu` changelog for anything I might've missed:
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
Ame
8c0ce5280b
Standardize toml format with taplo (#10594)
# Objective

- Standardize fmt for toml files

## Solution

- Add [taplo](https://taplo.tamasfe.dev/) to CI (check for fmt and diff
for toml files), for context taplo is used by the most popular extension
in VScode [Even Better
TOML](https://marketplace.visualstudio.com/items?itemName=tamasfe.even-better-toml
- Add contribution section to explain toml fmt with taplo.
 
Now to pass CI you need to run `taplo fmt --option indent_string=" "` or
if you use vscode have the `Even Better TOML` extension with 4 spaces
for indent

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-21 01:04:14 +00:00
Ame
951c9bb1a2
Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective

- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796

## Solution

- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```

## Changelog

- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2023-11-18 20:58:48 +00:00
github-actions[bot]
bf30a25efc
Release 0.12 (#10362)
Preparing next release
This PR has been auto-generated

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-11-04 17:24:23 +00:00
Robert Swain
b6286cf570
Fix 2d_shapes and general 2D mesh instancing (#10051)
# Objective

- Fix #10050 

## Solution

- Push constants needed to be defined in the pipeline layout and
`bevy_sprite` needed to have a `webgl` feature.
2023-10-08 20:17:01 +00:00
Rob Parrett
bdb063497d
Use radsort for Transparent2d PhaseItem sorting (#9882)
# Objective

Fix a performance regression in the "[bevy vs
pixi](https://github.com/SUPERCILEX/bevy-vs-pixi)" benchmark.

This benchmark seems to have a slightly pathological distribution of `z`
values -- Sprites are spawned with a random `z` value with a child
sprite at `f32::EPSILON` relative to the parent.

See discussion here:
https://github.com/bevyengine/bevy/issues/8100#issuecomment-1726978633

## Solution

Use `radsort` for sorting `Transparent2d` `PhaseItem`s.

Use random `z` values in bevymark to stress the phase sort. Add an
`--ordered-z` option to `bevymark` that uses the old behavior.

## Benchmarks

mac m1 max

| benchmark | fps before | fps after | diff |
| - | - | - | - |
| bevymark --waves 120 --per-wave 1000 --random-z | 42.16 | 47.06 | 🟩
+11.6% |
| bevymark --waves 120 --per-wave 1000 | 52.50 | 52.29 | 🟥 -0.4% |
| bevymark --waves 120 --per-wave 1000 --mode mesh2d --random-z | 9.64 |
10.24 | 🟩 +6.2% |
| bevymark --waves 120 --per-wave 1000 --mode mesh2d | 15.83 | 15.59 | 🟥
-1.5% |
| bevy-vs-pixi | 39.71 | 59.88 | 🟩 +50.1% |

## Discussion

It's possible that `TransparentUi` should also change. We could probably
use `slice::sort_unstable_by_key` with the current sort key though, as
its items are always sorted and unique. I'd prefer to follow up later to
look into that.

Here's a survey of sorts used by other `PhaseItem`s

#### slice::sort_by_key
`Transparent2d`, `TransparentUi`

#### radsort
`Opaque3d`, `AlphaMask3d`, `Transparent3d`, `Opaque3dPrepass`,
`AlphaMask3dPrepass`, `Shadow`

I also tried `slice::sort_unstable_by_key` with a compound sort key
including `Entity`, but it didn't seem as promising and I didn't test it
as thoroughly.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-09-21 17:53:20 +00:00
Carter Anderson
7c3131a761
Bump Version after Release (#9106)
CI-capable version of #9086

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-07-10 21:19:27 +00:00
Carter Anderson
8ba9571eed
Release 0.11.0 (#9080)
I created this manually as Github didn't want to run CI for the
workflow-generated PR. I'm guessing we didn't hit this in previous
releases because we used bors.

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-07-09 08:43:47 +00:00
François
bea7fd1c0b
update bitflags to 2.3 (#8728)
# Objective

- Update bitflags to 2.3
2023-06-01 08:41:42 +00:00
github-actions[bot]
6898351348
chore: Release (#7920)
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-03-06 05:13:36 +00:00
github-actions[bot]
b44af49200 Release 0.10.0 (#7919)
Preparing next release
This PR has been auto-generated
2023-03-06 03:53:02 +00:00
github-actions[bot]
8eb67932f1 Bump Version after Release (#7918)
Bump version after release
This PR has been auto-generated
2023-03-06 02:10:30 +00:00
github-actions[bot]
920543c824 Release 0.9.0 (#6568)
Preparing next release
This PR has been auto-generated
2022-11-12 20:01:29 +00:00
SpecificProtagonist
128c169503 remove copyless (#6100)
# Objective
Remove copyless
copyless apparently isn't needed anymore to prevent extraneous memcopies and therefore got deprecated: https://github.com/kvark/copyless/issues/22
2022-09-27 18:11:40 +00:00
Squirrel
43f9271d13 unused dep references? (#5954)
Got a hunch ( from undepend ) that these are not needed.
2022-09-18 15:49:49 +00:00
ira
992681b59b Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.

While ergonomic, this results in several drawbacks:

* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
 * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
   *ira: My commits are not as well organized :')*
 * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
 * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.

## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.

## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.

If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.

`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.


Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
github-actions[bot]
444150025d Bump Version after Release (#5576)
Bump version after release
This PR has been auto-generated
2022-08-05 02:03:05 +00:00
github-actions[bot]
856588ed7c Release 0.8.0 (#5490)
Preparing next release
This PR has been auto-generated
2022-07-30 14:07:30 +00:00
Carter Anderson
40d4992401 Visibilty Inheritance, universal ComputedVisibility and RenderLayers support (#5310)
# Objective

Fixes #4907. Fixes #838. Fixes #5089.
Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114

Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities.

Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information.

## Solution

Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function.

Additionally, all entities that have `Visibility` now also have `ComputedVisibility`.  Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate.

This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views.

Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice.

Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite.

![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png)


Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale. 

## Follow up work

* Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?.
* Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset.
* Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc).
---

## Changelog

* ComputedVisibility now takes hierarchy visibility into account.
* 2D, UI and Light entities now use the ComputedVisibility component.

## Migration Guide

If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead:

```rust
// before (0.7)
fn system(query: Query<&Visibility>) {
  for visibility in query.iter() {
    if visibility.is_visible {
       log!("found visible entity");
    }
  }
}

// after (0.8)
fn system(query: Query<&ComputedVisibility>) {
  for visibility in query.iter() {
    if visibility.is_visible() {
       log!("found visible entity");
    }
  }
}
``` 


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-15 23:24:42 +00:00