Commit Graph

8693 Commits

Author SHA1 Message Date
charlotte
495798c00b Make sure the mesh actually exists before we try to specialize. (#18836)
Fixes #18809
Fixes #18823

Meshes despawned in `Last` can still be in visisible entities if they
were visible as of `PostUpdate`. Sanity check that the mesh actually
exists before we specialize. We still want to unconditionally assume
that the entity is in `EntitySpecializationTicks` as its absence from
that cache would likely suggest another bug.
2025-04-14 22:45:49 +02:00
charlotte
5291d1af87 Mark render assets as modified when removed from the asset server (#18814)
# Objective

Fixes #18808

## Solution

When an asset emits a removed event, mark it as modified in the render
world to ensure any appropriate bookkeeping runs as necessary.
2025-04-14 22:45:49 +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
71a9142ded don't disable std in bevy_dylib (#18807)
# Objective

- `bevy_dylib` currently doesn't build independently
```
cargo build -p bevy_dylib
   Compiling bevy_dylib v0.16.0-rc.4 (/crates/bevy_dylib)
error: no global memory allocator found but one is required; link to std or add `#[global_allocator]` to a static item that implements the GlobalAlloc trait

error: `#[panic_handler]` function required, but not found

error: unwinding panics are not supported without std
  |
  = help: using nightly cargo, use -Zbuild-std with panic="abort" to avoid unwinding
  = note: since the core library is usually precompiled with panic="unwind", rebuilding your crate with panic="abort" may not be enough to fix the problem

error: could not compile `bevy_dylib` (lib) due to 3 previous errors
```

## Solution

- remove `#![no_std]` from `bevy_dylib`

## Testing

- it builds now
2025-04-12 01:01:22 +02:00
François Mockers
c4b3d75b46 Release 0.16.0-rc.4 2025-04-11 09:12:55 +02:00
Zachary Harrold
c5365509bf Allow partial support for bevy_log in no_std (#18782)
- Fixes #18781

- Moved `LogPlugin` into its own file gated behind a new `tracing`
feature.
- Used `log` instead of `tracing` where possible.
- Exposed a new `tracing` feature in `bevy` which enables
`bevy_log/tracing`.
- Gated `LogPlugin` from `DefaultPlugins` on `tracing` feature.

- CI

---

- If you were previously using `bevy_log` with default features
disabled, enable the new `std` and `tracing` features.
- If you were using `bevy` with the default features disabled, enable
the new `tracing` feature.

Almost all of the diffs in this PR come from moving `LogPlugin` into its
own file. This just makes the PR less noisy, since the alternative is
excessive `#[cfg(feature = "tracing")]` directives all over the plugin.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-04-11 09:03:12 +02:00
charlotte
3c5eb4473f Allowlist mali drivers for gpu preprocessing support. (#18769)
Fixes #17591

Looking at the arm downloads page, "r48p0" is a version number that
increments, where rXX is the major version and pX seems to be a patch
version. Take the conservative approach here that we know gpu
preprocessing is working on at least version 48 and presumably higher.
The assumption here is that the driver_info string will be reported
similarly on non-pixel devices.
2025-04-11 08:59:57 +02:00
Alice Cecile
89c02ef296 Fix system param validation for piped systems (#18785)
# Objective

- Piped systems are an edge case that we missed when reworking system
parameter validation.
- Fixes #18755.

## Solution

- Validate the parameters for both systems, ~~combining the errors if
both failed validation~~ by simply using an early out.
- ~~Also fix the same bug for combinator systems while we're here.~~

## Testing

I've added a large number of tests checking the behavior under various
permutations. These are separate tests, rather than one mega test
because a) it's easier to track down bugs that way and b) many of these
are `should_panic` tests, which will halt the evaluation of the rest of
the test!

I've also added a test for exclusive systems being pipeable because we
don't have one and I was very surprised that that works!

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-04-11 08:59:57 +02:00
Carter Anderson
5db383ca9c Ignore RenderEntity during entity clones (#18798)
# Objective

Fixes #18795

## Solution

Ignore RenderEntity during entity clones
2025-04-10 23:16:19 +02:00
Gilles Henaux
9ef8d19590 Fix documentation: incorrect references to the Update schedule in ExitCondition (#18438)
# Objective

- The referenced `ScheduleLabel` for `OnPrimaryClosed` and `OnAllClosed`
in `ExitCondition` was incorrect

## Solution

- Changed `Update` to `PostUpdate`
2025-04-10 23:16:19 +02:00
Greeble
1c3a63ad47 Fix newline in PointLightShadowMap comment (#18791)
A clippy failure slipped into #18768, although I'm not sure why CI
didn't catch it.

```sh
> cargo clippy --version
clippy 0.1.85 (4eb161250e 2025-03-15)

> cargo run -p ci
...
error: empty line after doc comment
   --> crates\bevy_pbr\src\light\mod.rs:105:5
    |
105 | /     /// The width and height of each of the 6 faces of the cubemap.
106 | |
    | |_^
    |
    = help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#empty_line_after_doc_comments
    = note: `-D clippy::empty-line-after-doc-comments` implied by `-D warnings`
    = help: to override `-D warnings` add `#[allow(clippy::empty_line_after_doc_comments)]`
    = help: if the empty line is unintentional remove it
help: if the documentation should include the empty line include it in the comment
    |
106 |     ///
    |
```
2025-04-10 22:29:10 +02:00
Zachary Harrold
c56d9a3c1b Add ? (#18783)
# Objective

- Fixes #18780

## Solution

- Add `?`

## Testing

- CI

---

## Notes

_smol_
2025-04-10 22:29:09 +02:00
jf908
50b00c8dc2 Small docs PR for PointLightShadowMap/DirectionalLightShadowMap (#18768)
# Objective

- Improve the docs for `PointLightShadowMap` and
`DirectionalLightShadowMap`

## Solution

- Add example for how to use `PointLightShadowMap` and move the
`DirectionalLightShadowMap` example from `DirectionalLight`.
- Match `PointLight` and `DirectionalLight` docs about shadows.
- Describe what `size` means.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2025-04-10 01:19:35 +02:00
charlotte
ef8a4e0100 Fix forward decal depth_fade_factor. (#18772)
Fixes #18758
2025-04-10 01:19:34 +02:00
charlotte
8c2ef6bf43 Add binned 2d/3d Wireframe render phase (#18587)
# Objective

Fixes #16896
Fixes #17737

## Solution

Adds a new render phase, including all the new cold specialization
patterns, for wireframes. There's a *lot* of regrettable duplication
here between 3d/2d.

## Testing

All the examples.

## Migration Guide
- `WireframePlugin` must now be created with
`WireframePlugin::default()`.
2025-04-10 01:19:34 +02:00
Patrick Walton
d55f47d00a Unify RenderMaterialInstances and RenderMeshMaterialIds, and fix an associated race condition. (#18734)
Currently, `RenderMaterialInstances` and `RenderMeshMaterialIds` are
very similar render-world resources: the former maps main world meshes
to typed material asset IDs, and the latter maps main world meshes to
untyped material asset IDs. This is needlessly-complex and wasteful, so
this patch unifies the two in favor of a single untyped
`RenderMaterialInstances` resource.

This patch also fixes a subtle issue that could cause mesh materials to
be incorrect if a `MeshMaterial3d<A>` was removed and replaced with a
`MeshMaterial3d<B>` material in the same frame. The problematic pattern
looks like:

1. `extract_mesh_materials<B>` runs and, seeing the
`Changed<MeshMaterial3d<B>>` condition, adds an entry mapping the mesh
to the new material to the untyped `RenderMeshMaterialIds`.

2. `extract_mesh_materials<A>` runs and, seeing that the entity is
present in `RemovedComponents<MeshMaterial3d<A>>`, removes the entry
from `RenderMeshMaterialIds`.

3. The material slot is now empty, and the mesh will show up as whatever
material happens to be in slot 0 in the material data slab.

This commit fixes the issue by splitting out `extract_mesh_materials`
into *three* phases: *extraction*, *early sweeping*, and *late
sweeping*, which run in that order:

1. The *extraction* system, which runs for each material, updates
`RenderMaterialInstances` records whenever `MeshMaterial3d` components
change, and updates a change tick so that the following system will know
not to remove it.

2. The *early sweeping* system, which runs for each material, processes
entities present in `RemovedComponents<MeshMaterial3d>` and removes each
such entity's record from `RenderMeshInstances` only if the extraction
system didn't update it this frame. This system runs after *all*
extraction systems have completed, fixing the race condition.

3. The *late sweeping* system, which runs only once regardless of the
number of materials in the scene, processes entities present in
`RemovedComponents<ViewVisibility>` and, as in the early sweeping phase,
removes each such entity's record from `RenderMeshInstances` only if the
extraction system didn't update it this frame. At the end, the late
sweeping system updates the change tick.

Because this pattern happens relatively frequently, I think this PR
should land for 0.16.
2025-04-10 01:19:34 +02:00
charlotte
553c322d54 Initialize pre-processing pipelines only when culling is enabled. (#18759)
Better fix for #18463 that still allows enabling mesh preprocessing on
webgpu.

Fixes #18463
2025-04-10 01:19:34 +02:00
Patrick Walton
76422f71cd Make the StandardMaterial bindless index table have a fixed size regardless of the features that are enabled. (#18771)
Due to the preprocessor usage in the shader, different combinations of
features could cause the fields of `StandardMaterialBindings` to shift
around. In certain cases, this could cause them to not line up with the
bindings specified in `StandardMaterial`. This resulted in #18104.

This commit fixes the issue by making `StandardMaterialBindings` have a
fixed size. On the CPU side, it uses the
`#[bindless(index_table(range(M..N)))]` feature I added to `AsBindGroup`
in #18025 to do so. Thus this patch has a dependency on #18025.

Closes #18104.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2025-04-10 01:19:34 +02:00
Brian Reavis
8eb85ea720 Fix get_render_pipeline_state / get_compute_pipeline_state panic (#18752)
This fixes a panic that occurs if one calls
`PipelineCache::get_render_pipeline_state(id)` or
`PipelineCache::get_compute_pipeline_state(id)` with a queued pipeline
id that has not yet been processed by `PipelineCache::process_queue()`.

```
thread 'Compute Task Pool (0)' panicked at [...]/bevy/crates/bevy_render/src/render_resource/pipeline_cache.rs:611:24:
index out of bounds: the len is 0 but the index is 20
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
2025-04-10 01:19:33 +02:00
charlotte
1830a99785 Fix unbatchable meshes. (#18761)
# Objective

Fixes #18550.

Because bin state for unbatchable meshes wasn't being cleared each
frame, the buffer indices for unbatchable meshes would demote from
sparse to dense storage and aggressively leak memory, with all kinds of
weird consequences downstream, namely supplying invalid instance ranges
for render.

## Solution

Clear out the unbatchable mesh bin state when we start a new frame.
2025-04-10 01:19:33 +02:00
Patrick Walton
8a066faea9 Add bindless support back to ExtendedMaterial. (#18025)
PR #17898 disabled bindless support for `ExtendedMaterial`. This commit
adds it back. It also adds a new example, `extended_material_bindless`,
showing how to use it.
2025-04-10 01:19:33 +02:00
Freyja-moth
772524b3a6 Change with_related to work with a Bundle and added with_relationships method (#18699)
# Objective

Fixes #18678

## Solution

Moved the current `with_related` method to `with_relationships` and
added a new `with_related` that uses a bundle.

I'm not entirely sold on the name just yet, if anyone has any ideas let
me know.

## Testing

I wasn't able to test these changes because it crashed my computer every
time I tried (fun). But there don't seem to be any tests that use the
old `with_related` method so it should be fine, hopefully

## Showcase

```rust
commands.spawn_empty()
    .with_related::<Relationship>(Name::new("Related thingy"))
    .with_relationships(|rel| {
        rel.spawn(Name::new("Second related thingy"));
    });
```

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2025-04-10 01:19:33 +02:00
Moony
83a78d8583 Expose the added tick for change detection, both getting and setting. (#18746)
# Objective

- Allow viewing and setting the added tick for change detection aware
data, to allow operations like checking if the value has been modified
since first being added, and spoofing that state (i.e. returning the
value to default in place without a remove/insert dance)

## Solution

- Added corresponding functions matching the existing `changed` API:
  - `fn added(&self) -> Tick`
  - `fn set_added(&mut self)`
  - `fn set_last_added(&mut self, last_added: Tick)`

Discussed on discord @
https://canary.discord.com/channels/691052431525675048/749335865876021248/1358718892465193060

## Testing

- Running the bevy test suite by.. making a PR, heck.
- No new tests were introduced due to triviality (i.e. I don't know what
to test about this API, and the corresponding API for `changed` is
similarly lacking tests.)

---------

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-04-09 00:21:42 +02:00
ickshonpe
3cd83031e1 Fix AccessKit node bounds (#18706)
# Objective

Fixes #18685

## Solution

* Don't apply the camera translation.
* Calculate the min and max bounds of the accessibility node rect taking
the UI translation relative to its center not the top-left corner.

## Testing

Install [NVDA](https://www.nvaccess.org/). In NVDA set `Preferences ->
Settings -> Vision -> Enable Highlighting`.

Then run bevy's `tab_navigation` example:
```
cargo run --example tab_navigation
```
If everything is working correctly, NVDA should draw a border around the
currently selected tab button:

![Screenshot 2025-04-07
130523](https://github.com/user-attachments/assets/07d9a795-5d55-4b61-9602-2e8917020245)
2025-04-09 00:21:41 +02:00
Jaso333
c439fdb34c clarified docs for bundle removal commands (#18754)
# Objective

Clarify information in the docs about the bundle removal commands.

## Solution

Added information about how the intersection of components are removed.
2025-04-09 00:21:41 +02:00
Máté Homolya
6e147d35f2 Web support for atmosphere (#18582)
# Objective

Add web support to atmosphere by gating dual source blending and using a
macro to determine the target platform.
The main objective of this PR is to ensure that users of Bevy's
atmosphere feature can also run it in a web-based context where WebGPU
support is enabled.

## Solution

- Make use of the `#[cfg(not(target_arch = "wasm32"))]` macro to gate
the dual source blending, as this is not (yet) supported in web
browsers.
- Rename the function `sample_sun_illuminance` to `sample_sun_radiance`
and move calls out of conditionals to ensure the shader compiles and
runs in both native and web-based contexts.
- Moved the multiplication of the transmittance out when calculating the
sun color, because calling the `sample_sun_illuminance` function was
causing issues in web. Overall this results in cleaner code and more
readable.

## Testing

- Tested by building a wasm target and loading it in a web page with
Vite dev server using `mate-h/bevy-webgpu` repo template.
- Tested the native build with `cargo run --example atmosphere` to
ensure it still works with dual source blending.

---

## Showcase

Screenshots show the atmosphere example running in two different
contexts:

<img width="1281" alt="atmosphere-web-showcase"
src="https://github.com/user-attachments/assets/40b1ee91-89ae-41a6-8189-89630d1ca1a6"
/>

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2025-04-09 00:21:41 +02:00
Greeble
8f083307c3 Remove WebGL padding from MotionBlur (#18727)
## Objective

The `MotionBlur` component exposes renderer internals. Users shouldn't
have to deal with this.

```rust
MotionBlur {
    shutter_angle: 1.0,
    samples: 2,
    #[cfg(all(feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu")))]
    _webgl2_padding: Default::default(),
},
```

## Solution

The renderer now uses a separate `MotionBlurUniform` struct for its
internals. `MotionBlur` no longer needs padding.

I was a bit unsure about the name `MotionBlurUniform`. Other modules use
a mix of `Uniform` and `Uniforms`.

## Testing

```
cargo run --example motion_blur
```

Tested on Win10/Nvidia across Vulkan, WebGL/Chrome, WebGPU/Chrome.
2025-04-09 00:21:41 +02:00
Zachary Harrold
f3f4e80d87 Newtype hashbrown (#18694)
# Objective

- Fixes #18690
- Closes [#2065](https://github.com/bevyengine/bevy-website/pull/2065)
- Alternative to #18691

The changes to the Hash made in #15801 to the
[BuildHasher](https://doc.rust-lang.org/std/hash/trait.BuildHasher.html)
resulted in serious migration problems and downgraded UX for users of
Bevy's re-exported hashmaps. Once merged, we need to go in and remove
the migration guide added as part of #15801.

## Solution

- Newtype `HashMap` and `HashSet` instead of type aliases
- Added `Deref/Mut` to allow accessing future `hashbrown` methods
without maintenance from Bevy
- Added bidirectional `From` implementations to provide escape hatch for
API incompatibility
- Added inlinable re-exports of all methods directly to Bevy's types.
This ensures `HashMap::new()` works (since the `Deref` implementation
wont cover these kinds of invocations).

## Testing

- CI

---

## Migration Guide

- If you relied on Bevy's `HashMap` and/or `HashSet` types to be
identical to `hashbrown`, consider using `From` and `Into` to convert
between the `hashbrown` and Bevy types as required.
- If you relied on `hashbrown/serde` or `hashbrown/rayon` features, you
may need to enable `bevy_platform_support/serialize` and/or
`bevy_platform_support/rayon` respectively.

---

## Notes

- Did not replicate the Rayon traits, users will need to rely on the
`Deref/Mut` or `From` implementations for those methods.
- Did not re-expose the `unsafe` methods from `hashbrown`. In most cases
users will still have access via `Deref/Mut` anyway.
- I have added `inline` to all methods as they are trivial wrappings of
existing methods.
- I chose to make `HashMap::new` and `HashSet::new` const, which is
different to `hashbrown`. We can do this because we default to a
fixed-state build-hasher. Mild ergonomic win over using
`HashMap::with_hasher(FixedHasher)`.
2025-04-09 00:21:41 +02:00
Greeble
3d17865c2e Fix many_foxes + motion blur = crash on WebGL (#18715)
## Objective

Fix  #18714.

## Solution

Make sure `SkinUniforms::prev_buffer` is resized at the same time as
`current_buffer`.

There will be a one frame visual glitch when the buffers are resized,
since `prev_buffer` is incorrectly initialised with the current joint
transforms.

Note that #18074 includes the same fix. I'm assuming this smaller PR
will land first.

## Testing

See repro instructions in #18714. Tested on `animated_mesh`,
`many_foxes`, `custom_skinned_mesh`, Win10/Nvidia with Vulkan,
WebGL/Chrome, WebGPU/Chrome.
2025-04-09 00:21:40 +02:00
Hennadii Chernyshchyk
0c831d2caa Add Default for all schedule labels (#18731)
# Objective

In `bevy_enhanced_input`, I'm trying to associate `Actions` with a
schedule. I can do this via an associated type on a trait, but there's
no way to construct the associated label except by requiring a `Default`
implementation. However, Bevy labels don't implement `Default`.

## Solution

Add `Default` to all built-in labels. I think it should be useful in
general.
2025-04-09 00:21:40 +02:00
Brian Reavis
3b1cda2ebd Expose TextureFormatFeatureFlags, TextureFormatFeatures from wgpu (#18721)
# Objective

This PR exposes the wgpu types necessary to use the result of
`RenderAdapter::get_texture_format_features`:

```rust
use bevy::render::render_resource::TextureFormatFeatureFlags;
// ^ now available

let adapter = world.resource::<RenderAdapter>();
let flags = adapter.get_texture_format_features(TextureFormat::R32Float).flags;
let filtering = flags.contains(TextureFormatFeatureFlags::FILTERABLE);
```

## Solution

- Expose `TextureFormatFeatureFlags`, `TextureFormatFeatures` like other
wgpu types in bevy_render
2025-04-09 00:21:40 +02:00
person93
f3323f8b14 Add accessors to DynamicEnum for the DynamicVariant (#18693)
# Objective

- Closes https://github.com/bevyengine/bevy/issues/18692

## Solution

Add the methods as described
```rust
impl DynamicEnum {
    fn variant(&self) -> &DynamicVariant;
    fn variant_mut(&mut self) -> &mut DynamicVariant;
}
```
2025-04-09 00:21:40 +02:00
Greeble
76318d99d7 Fix motion blur on skinned meshes (#18712)
## Objective

Fix motion blur not working on skinned meshes.

## Solution

`set_mesh_motion_vector_flags` can set
`RenderMeshInstanceFlags::HAS_PREVIOUS_SKIN` after specialization has
already cached the material. This can lead to
`MeshPipelineKey::HAS_PREVIOUS_SKIN` never getting set, disabling motion
blur.

The fix is to make sure `set_mesh_motion_vector_flags` happens before
specialization.

Note that the bug is fixed in a different way by #18074, which includes
other fixes but is a much larger change.

## Testing

Open the `animated_mesh` example and add these components to the
`Camera3d` entity:

```rust
MotionBlur {
    shutter_angle: 5.0,
    samples: 2,
    #[cfg(all(feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu")))]
    _webgl2_padding: Default::default(),
},
#[cfg(all(feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu")))]
Msaa::Off,
```

Tested on `animated_mesh`, `many_foxes`, `custom_skinned_mesh`,
Win10/Nvidia with Vulkan, WebGL/Chrome, WebGPU/Chrome. Note that testing
`many_foxes` WebGL requires #18715.
2025-04-05 01:08:55 +02:00
Lucas Franca
ded663b9b9 Add PartialEq and Hash reflections for AnimationNodeIndex (#18718)
# Objective

Fixes #18701

## Solution

Add reflection of `PartialEq` and `Hash` to `AnimationNodeIndex`

## Testing

Added a new `#[test]` with the minimal reproduction posted on #18701.
2025-04-04 23:16:49 +02:00
BD103
0b3a51bd7e Add #[deprecated(since = "0.16.0", ...)] to items missing it (#18702)
- The `#[deprecated]` attributes supports a `since` field, which
documents in which version an item was deprecated. This field is visible
in `rustdoc`.
- We inconsistently use `since` throughout the project.

For an example of what `since` renders as, take a look at
`ChildOf::get()`:

```rust
/// The parent entity of this child entity.
pub fn get(&self) -> Entity {
    self.0
}
```

![image](https://github.com/user-attachments/assets/2ea5d8c9-2eab-430a-9a1c-421f315ff123)

- Add `since = "0.16.0"` to all `#[deprecated]` attributes that do not
already use it.
- Add an example of deprecating a struct with the `since` field in the
migration guide document.

I would appreciate if this could be included in 0.16's release, as its a
low-risk documentation improvement that is valuable for the release, but
I'd understand if this was cut.

You can use `cargo doc` to inspect the rendered form of
`#[deprecated(since = "0.16.0", ...)]`.
2025-04-03 21:46:46 +02:00
Vic
c9fb956058 use entity set collections type aliases instead of defaults (#18695)
# Objective

Newest installment of the #16547 series.

In #18319 we introduced `Entity` defaults to accomodate the most common
use case for these types, however that resulted in the switch of the `T`
and `N` generics of `UniqueEntityArray`.
Swapping generics might be somewhat acceptable for `UniqueEntityArray`,
it is not at all acceptable for map and set types, which we would make
generic over `T: EntityEquivalent` in #18408.

Leaving these defaults in place would result in a glaring inconsistency
between these set collections and the others.

Additionally, the current standard in the engine is for "entity" to mean
`Entity`. APIs could be changed to accept `EntityEquivalent`, however
that is a separate and contentious discussion.

## Solution

Name these set collections `UniqueEntityEquivalent*`, and retain the
`UniqueEntity*` name for an alias of the `Entity` case.
While more verbose, this allows for all generics to be in proper order,
full consistency between all set types*, and the "entity" name to be
restricted to `Entity`.
On top of that, `UniqueEntity*` now always have 1 generic less, when
previously this was not enforced for the default case.

*`UniqueEntityIter<I: Iterator<T: EntityEquivalent>>` is the sole
exception to this. Aliases are unable to enforce bounds
(`lazy_type_alias` is needed for this), so for this type, doing this
split would be a mere suggestion, and in no way enforced.
Iterator types are rarely ever named, and this specific one is intended
to be aliased when it sees more use, like we do for the corresponding
set collection iterators.
Furthermore, the `EntityEquivalent` precursor `Borrow<Entity>` was used
exactly because of such iterator bounds!
Because of that, we leave it as is.

While no migration guide for 0.15 users, for those that upgrade from
main:
`UniqueEntityVec<T>` -> `UniqueEntityEquivalentVec<T>`
`UniqueEntitySlice<T>` -> `UniqueEntityEquivalentSlice<T>`
`UniqueEntityArray<N, T>` -> `UniqueEntityEquivalentArray<T, N>`
2025-04-03 21:45:44 +02:00
Periwink
2771803cbd add reflect for SocketAddr (#18676) 2025-04-03 21:45:43 +02:00
Chris Russell
ed28b5ccf7 Improve error message for missing events (#18683)
# Objective

Improve the parameter validation error message for
`Event(Reader|Writer|Mutator)`.

System parameters defined using `#[derive(SystemParam)]`, including the
parameters for events, currently propagate the validation errors from
their subparameters. The error includes the type of the failing
parameter, so the resulting error includes the type of the failing
subparameter instead of the derived parameter.

In particular, `EventReader<T>` will report an error from a
`Res<Events<T>>`, even though the user has no parameter of that type!

This is a follow-up to #18593.

## Solution

Have `#[derive]`d system parameters map errors during propagation so
that they report the outer parameter type.

To continue to provide context, add a field to
`SystemParamValidationError` that identifies the subparameter by name,
and is empty for non-`#[derive]`d parameters.

Allow them to override the failure message for individual parameters.
Use this to convert "Resource does not exist" to "Event not initialized"
for `Event(Reader|Writer|Mutator)`.

## Showcase

The validation error for a `EventReader<SomeEvent>` parameter when
`add_event` has not been called changes from:

Before: 
```
Parameter `Res<Events<SomeEvent>>` failed validation: Resource does not exist
```

After
```
Parameter `EventReader<SomeEvent>::events` failed validation: Event not initialized
```
2025-04-03 21:45:43 +02:00
BD103
4b5df0f1ab Fix indentation of bevy/query strict parameter in docs (#18681)
# Objective

- The `strict` field of
[`BrpQueryParams`](https://dev-docs.bevyengine.org/bevy/remote/builtin_methods/struct.BrpQueryParams.html)
was newly added as part of 0.16.
- Its documentation in `lib.rs` improperly indents `strict`, making look
like its part of
[`BrpQueryFilter`](https://dev-docs.bevyengine.org/bevy/remote/builtin_methods/struct.BrpQueryFilter.html):


![image](https://github.com/user-attachments/assets/f49521da-36d3-4d5d-a7ea-f7a44ddaf195)

## Solution

- Fix `strict`'s indentation so its clear that it is a field of
`BrpQueryParams`, not `BrpQueryFilter`.

I would like this to be included in 0.16, since it's a trivial
documentation change that fixes an error, but if it needs to be removed
from the milestone that's fine.

## Testing

Run `cargo doc -p bevy_remote --no-deps` and verify the indentation is
fixed. :)
2025-04-03 21:45:43 +02:00
JaySpruce
deba691fff Implement insert_children for EntityCommands (#18675)
Extension of #18409.

I was updating a migration guide for hierarchy commands and realized
`insert_children` wasn't added to `EntityCommands`, only
`EntityWorldMut`.

This adds that and `insert_related` (basically just some
copy-and-pasting).
2025-04-03 21:45:43 +02:00
Kristoffer Søholm
d5d799cbb6 Fix issues in log_diagnostics example (#18652)
# Objective

Adopts / builds on top of #18435.

The `log_diagnostics` example has bit-rotted and accumulated multiple
issues:
- It didn't explain the ordering constraint on DefaultPlugins, as noted
by the original PR
- Apparently `AssetCountDiagnosticsPlugin` no longer exists (?!). I
couldn't figure out when or why it was removed, maybe it got missed in
Assets v2?
- The comments didn't explain what kind of info you get by the various
plugins, making you do work to figure it out
- ~As far as I can tell `RenderDiagnosticsPlugin` currently doesn't
register any diagnostics in the traditional sense, but is only focused
on rendering spans? At least it doesn't print anything extra when added
for me, so having it here is misleading.~ It didn't print anything
because there was nothing to render in this example

## Solution

- Make all plugins be commented in to prevent further bit-rot
- Remove reference to the missing plugin
- Add extra comments describing the diagnostics in more detail
- Add something to render so we get render diagnostics

## Testing

Run the example, see relevant diagnostics printed out
2025-04-03 21:45:43 +02:00
Carter Anderson
1553ee98ff Switch ChildOf back to tuple struct (#18672)
# Objective

In #17905 we swapped to a named field on `ChildOf` to help resolve
variable naming ambiguity of child vs parent (ex: `child_of.parent`
clearly reads as "I am accessing the parent of the child_of
relationship", whereas `child_of.0` is less clear).

Unfortunately this has the side effect of making initialization less
ideal. `ChildOf { parent }` reads just as well as `ChildOf(parent)`, but
`ChildOf { parent: root }` doesn't read nearly as well as
`ChildOf(root)`.

## Solution

Move back to `ChildOf(pub Entity)` but add a `child_of.parent()`
function and use it for all accesses. The downside here is that users
are no longer "forced" to access the parent field with `parent`
nomenclature, but I think this strikes the right balance.

Take a look at the diff. I think the results provide strong evidence for
this change. Initialization has the benefit of reading much better _and_
of taking up significantly less space, as many lines go from 3 to 1, and
we're cutting out a bunch of syntax in some cases.

Sadly I do think this should land in 0.16 as the cost of doing this
_after_ the relationships migration is high.
2025-04-03 21:45:43 +02:00
JaySpruce
5cbc20f787 Update relationship commands to use EntityCommands instead of Commands (#18667)
These should use `EntityCommands` so that the entity existence check is
hooked up to the default error handler, rather than only panicking.
2025-04-03 21:45:43 +02:00
ickshonpe
8be04958c1 Remove the visited local system param from update_ui_context_system. (#18664)
# Objective

The `visited: Local<HashSet<Entity>>` system param is meant to track
which entities `update_contexts_recursively` has visited and updated but
when the reparent_nodes_query isn't ordered descending from parent to
child nodes can get marked as visited even though their camera target is
unset and if the camera target is unset then the node won't be rendered.

Fixes #18616

## Solution

Remove the `visited` system param from `update_ui_context_system` and
the associated visited check from `update_contexts_recursively`. It was
redundant anyway since the set_if_neq check is sufficient to track
already updated nodes.

## Testing

The example from #18616 can be used for testing.
2025-04-03 21:45:42 +02:00
Chris Russell
9d4d110704 Include SystemParamValidationError in RunSystemError and RegisteredSystemError (#18666)
# Objective

Provide more useful errors when `World::run_system` and related methods
fail parameter validation.

Let callers determine whether the validation failure would have skipped
or failed the system.

Follow-up to #18541.

## Solution

Add a `SystemParamValidationError` value to the
`RunSystemError::InvalidParams` and
`RegisteredSystemError::InvalidParams` variants. That includes the
complete context of the parameter validation error, including the
`skipped` flag.
2025-04-03 21:45:42 +02:00
JaySpruce
4ad5f464ea Add notes to fallible commands (#18649)
Follow-up to #18639.

Fallible commands should have notes explaining how they can fail, what
error they return, and how it's handled.
2025-04-03 21:45:42 +02:00
Eagster
11ad3b6dde Finish #17558, re-adding insert_children (#18409)
fixes #17478

# Objective

- Complete #17558.
- the `insert_children` method was previously removed, and as #17478
points out, needs to be added back.

## Solution

- Add a `OrderedRelationshipSourceCollection`, which allows sorting,
ordering, rearranging, etc of a `RelationshipSourceCollection`.
- Implement `insert_related`
- Implement `insert_children`
- Tidy up some docs while I'm here.

## Testing

@bjoernp116 set up a unit test, and I added a doc test to
`OrderedRelationshipSourceCollection`.

---------

Co-authored-by: bjoernp116 <bjoernpollen@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: Talin <viridia@gmail.com>
2025-04-03 21:45:42 +02:00
Eagster
202faf6a1c Get names of queued components (#18451)
# Objective

#18173 allows components to be queued without being fully registered.
But much of bevy's debug logging contained
`components.get_name(id).unwrap()`. However, this panics when the id is
queued. This PR fixes this, allowing names to be retrieved for debugging
purposes, etc, even while they're still queued.

## Solution

We change `ComponentInfo::descriptor` to be `Arc<ComponentDescriptor>`
instead of not arc'd. This lets us pass the descriptor around (as a name
or otherwise) as needed. The alternative would require some form of
`MappedRwLockReadGuard`, which is unstable, and would be terribly
blocking. Putting it in an arc also signifies that it doesn't change,
which is a nice signal to users. This does mean there's an extra pointer
dereference, but I don't think that's an issue here, as almost all paths
that use this are for debugging purposes or one-time set ups.

## Testing

Existing tests.

## Migration Guide

`Components::get_name` now returns `Option<Cow<'_, str>` instead of
`Option<&str>`. This is because it now returns results for queued
components. If that behavior is not desired, or you know the component
is not queued, you can use
`components.get_info().map(ComponentInfo::name)` instead.

Similarly, `ScheduleGraph::conflicts_to_string` now returns `impl
Iterator<Item = (String, String, Vec<Cow<str>>)>` instead of `impl
Iterator<Item = (String, String, Vec<&str>)>`. Because `Cow<str>` derefs
to `&str`, most use cases can remain unchanged.

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-04-03 21:45:42 +02:00
Zachary Harrold
7925e03f7f Add sleep based on spin to bevy_platform_support (#18633)
# Objective

- Fixes #18617

## Solution

- Added `thread::sleep` to `bevy_platform_support` using a spin-based
fallback.
- Fixed bug in `bevy_platform_support::time::Instant::elapsed`
(comparison was backwards)
- Switched `ScheduleRunnerPlugin` to use
`bevy_platform_support:🧵:sleep` on `std` and `no_std` platforms
(WASM + Browser excluded)

## Testing

- Ran reproduction code from @mockersf in linked issue and confirmed a
consistent 60 counts per `println!`.

---

## Notes

- I chose to add `bevy_platform_support:🧵:sleep` instead of
putting the fix in-line within `ScheduleRunnerPlugin` to keep the
separation of concerns clean. `sleep` is only used in one other location
in Bevy, `bevy_asset`, but I have decided to leave that as-is since
`bevy_asset` isn't `no_std` compatible anyway.
- The bug in `bevy_platform_support::time::Instant::elapsed` wasn't the
cause of this issue, but it did prevent this fix from working so I have
included the it in this PR.
2025-04-03 21:45:42 +02:00
François Mockers
bdfd7a3443 Release 0.16.0-rc.3 2025-03-31 23:07:43 +02:00