Commit Graph

6328 Commits

Author SHA1 Message Date
MichiRecRoom
f1dcd701bd
bevy_gizmos: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17281)
# 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.
2025-01-10 19:36:10 +00:00
Rob Parrett
ec795a20a3
Minor TextPipeline cleanup (#17274)
# 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.
2025-01-10 06:56:36 +00:00
Carter Anderson
4bca7f1b6d
Improved Command Errors (#17215)
# 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?
2025-01-10 04:15:50 +00:00
Alice Cecile
145f5f4394
Add a simple directional UI navigation example (#17224)
# 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


![image](https://github.com/user-attachments/assets/3a924255-0cd6-44a5-9bb7-b2c400a22d7e)

## 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>
2025-01-09 21:15:28 +00:00
Antony
0a9740c18f
Make sprite picking opt-in (#17225)
# 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`.
2025-01-09 18:11:44 +00:00
mgi388
b20e23dd41
Add compile-time dyn compatible checks for DynEq, DynHash (#17254)
# 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>
2025-01-09 07:30:54 +00:00
MichiRecRoom
3742e621ef
Allow clippy::too_many_arguments to lint without warnings (#17249)
# 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.
2025-01-09 07:26:15 +00:00
DaoLendaye
7b56a1aa98
If there is no movement, DragStart is not triggered. (#17233)
# 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
2025-01-09 07:17:56 +00:00
MichiRecRoom
9f1b8b4769
bevy_time: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17210)
# 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.
2025-01-09 06:29:42 +00:00
MichiRecRoom
e0d3270c06
bevy_mesh: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17218)
# 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.
2025-01-09 06:29:36 +00:00
MichiRecRoom
2403487239
bevy_winit: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17232)
# 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>
2025-01-09 06:29:29 +00:00
ickshonpe
532bb15489
extract_shadows responsive coords fix (#17236)
# 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.
2025-01-09 06:29:09 +00:00
AlephCubed
3ce8b284d5
Added docs about MinimalPlugins looping as fast as possible. (#17241)
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>
2025-01-09 06:28:06 +00:00
MichiRecRoom
00e82496d4
bevy_log: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17246)
# 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.
2025-01-09 06:26:04 +00:00
MichiRecRoom
53077b9316
bevy_gilrs: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17245)
# 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.
2025-01-09 06:25:45 +00:00
MichiRecRoom
8e51b326b5
Cleanup instances of #[allow(clippy::type_complexity)] (#17248)
# 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.
2025-01-09 06:25:20 +00:00
MichiRecRoom
71cd5f813e
Fix up the reason given for a couple of too_many_arguments lints (#17251)
# 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
2025-01-09 02:39:10 +00:00
MichiRecRoom
789c5e31fa
bevy_input: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17242)
# 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.
2025-01-08 20:42:50 +00:00
MichiRecRoom
8b4c25ad5f
bevy_ui: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17229)
# 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.
2025-01-08 19:30:19 +00:00
Jakob Wolf
5f0674f6c3
Allow tuple structs in animated_field! macro (#17234)
# 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.
2025-01-08 19:04:32 +00:00
ickshonpe
e896c364dc
Rename DefaultCameraView (#17235)
# 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`
2025-01-08 18:44:11 +00:00
BD103
020d082617
Fix "Unrecognized Option" error when using Criterion-specific arguments in benchmarks (#17222)
# 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. :)
2025-01-08 00:09:31 +00:00
Zachary Harrold
d60764908c
Update downcast-rs to version 2 (#17223)
# 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).
2025-01-07 21:33:40 +00:00
MichiRecRoom
8031d8431b
bevy_window: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17213)
# 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.
2025-01-07 18:47:10 +00:00
MichiRecRoom
3aa89e15eb
bevy_ptr: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17214)
# 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.
2025-01-07 18:46:53 +00:00
Antony
a2ae7e9a19
Remove temporary iOS workaround (#17217)
# Objective

Fixes #16928.

## Solution

Remove the temporary workaround introduced in #16548.
2025-01-07 18:44:32 +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
Antony
3578f9e4d0
Reflect bevy_input_focus (#17212)
# Objective

Fixes #17099.

## Solution

Derive, register, and feature flag.

## Testing

Ran CI.
2025-01-07 18:16:46 +00:00
JaySpruce
ee4414159b
Add Result handling to Commands and EntityCommands (#17043)
## Objective

Fixes #2004
Fixes #3845
Fixes #7118
Fixes #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.
2025-01-07 16:50:52 +00:00
Sean Kim
5faff84c10
Upstream DebugPickingPlugin from bevy_mod_picking (#17177)
# 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

---------

Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-07 05:19:50 +00:00
Christian Hughes
d1e5702020
Replace unsafe blocks in World and DeferredWorld with safe equivalents (#17206)
# Objective

Reduce the number of unsafe blocks.

## Solution

Replaced 5 unsafe blocks with safe equivalents.

## Testing

Reusing current tests
2025-01-07 03:21:47 +00:00
François Mockers
b4442bc30e
iOS: can change home indicator / status bar during runtime (#17204)
# Objective

- Followup on
https://github.com/bevyengine/bevy/pull/17179#pullrequestreview-2531852653
- Can show / hide home indicator / status bar during runtime

## Solution

- react on window change

## Testing

- Tested on iOS
2025-01-07 01:07:18 +00:00
AlephCubed
9f18fa695d
Added docs on how Parent component is affected by BuildChildren methods. (#17205)
`BuildChildren` docs didn't specify how the children's `Parent`
components are changed, which is now fixed.
Fixes #16526.
2025-01-07 00:49:50 +00:00
Alex Habich
f26af8f2e8
Remove references to old sample_texture function (#17195)
# Objective

Remove some outdated docs from 0.15 that mention a removed function.

## Solution

In `pbr_functions.wgsl`, I think it's fine to just remove the mention.
In `meshlet/asset.rs`, I think it would be nice to still have a note on
how texture samples should be done. Unfortunately, there isn't a nice
abstraction for it any more. Current workaround, for reference:


b386d08d0f/crates/bevy_pbr/src/render/pbr_fragment.wgsl (L184-L208)

For now, I've just removed the mention.
2025-01-07 00:44:17 +00:00
Eero Lehtinen
7cd1cba765
Add the original source for Oklab conversions (#17199)
# Objective

- Add the original source for Oklab calculations (a blog from the
creator of Oklab) instead of linking to other Rust crates.

## Solution

- Update the links.
2025-01-07 00:41:33 +00:00
Rob Parrett
f896ad8457
Add builder method for TextFont::line_height (#17203)
# Objective

Followup from #16614

`TextFont` has builder methods for its other fields. Add
`with_line_height` for consistency.

## Solution

Add it
2025-01-07 00:40:00 +00:00
Wei Xu
fbc55b84e2
Update winit_runner to use spawn_app for wasm32 target (#16630)
# Objective

- Fixes #12562
- Fixes #12195

## Solution

- Use `spawn_app` instead of `run_app` for web platform in
`winit_runner` as suggested in the
[document](https://docs.rs/winit/latest/winit/platform/web/trait.EventLoopExtWebSys.html#tymethod.spawn_app)

## Testing

- Did you test these changes? If so, how?

Tested on web. Created a react app which renders the bevy WASM app and
returns the disposer to JS. Js will call the disposer on component
unmount to stop the app, the disposer sends a signal to a `signal`
receiver in rust which exits the app like this:

```rust
fn handle_stop_signal(
    signal: NonSendMut<StopSignalReceiver>,
    window_entities: Query<(Entity, &Window)>,
    mut event_writer: EventWriter<WindowCloseRequested>,
) {
    if let Ok(_) = signal.try_recv() {
        for (entity, _window) in window_entities.iter() {
            info!("closing window entity: {:x}", entity.to_bits());
            event_writer.send(WindowCloseRequested { window: entity });
        }
    }
}
```


- Are there any parts that need more testing?

  - No

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?

- Are all resources released after stopping the app like this? The WASM
is still loaded, the LogPlugin complains on the logger
re-initialization, but it's a warning anyway.

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

- Tested the WASM version on web platform and the native version on
MacOS.

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2025-01-06 23:21:24 +00:00
Cyborus04
4ba09f3dd9
add line height to TextFont (#16614)
# Objective

- Allow users to customize the line height of text.
- Implements #16085

## Solution

- Add a `line_height` field to `TextFont` to feed into `cosmic_text`'s
`Metrics`.

## Testing

- Tested on my own game, and worked exactly as I wanted.
- My game is only 2D, so I only tested `Text2d`. `Text` still needs
tested, but I imagine it'll work fine.
- An example is available
[here](https://code.cartoon-aa.xyz/Cyborus/custom-line-height-example)

---

## Showcase

<details>
  <summary>Click to view showcase</summary>

With font:
```rust
TextFont {
    font: /* unimportant */,
    font_size: 16.0,
    line_height: None,
    ..default()
}
```


![image](https://github.com/user-attachments/assets/d12d8334-72ae-44b4-9b2e-993bbfd19da6)

With font:
```rust
TextFont {
    font: /* unimportant */,
    font_size: 16.0,
    line_height: Some(16.0),
    ..default()
}
```


![image](https://github.com/user-attachments/assets/6bc843b0-b633-4c30-bf77-6bbad774c1e5)

</details>

## Migration Guide

`TextFont` now has a `line_height` field. Any instantiation of
`TextFont` that doesn't have `..default()` will need to add this field.
2025-01-06 23:11:38 +00:00
MichiRecRoom
27802e6975
bevy_render: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17194)
# 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_render` in line with the new restrictions.

## Testing
`cargo clippy` and `cargo test --package bevy_render` were run, and no
errors were encountered.
2025-01-06 23:10:58 +00:00
MichiRecRoom
94596d2bbf
bevy_diagnostic: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17186)
# 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_diagnostic` in line with the new restrictions.

## Testing
`cargo clippy` and `cargo test --package bevy_diagnostic` were run, and
no errors were encountered.
2025-01-06 19:29:59 +00:00
MichiRecRoom
51075aab40
Remove bevy_core_pipeline::core_2d::Camera2dBundle (#17185)
# Objective
https://github.com/bevyengine/bevy/pull/16338 forgot to remove this
previously-deprecated item. In fact, it only removed the `#[deprecated]`
attribute attached to it.

## Solution
Removes `bevy_core_pipeline::core_2d::Camera2dBundle`.

## Testing
CI.
2025-01-06 19:29:14 +00:00
MichiRecRoom
3d797d7513
bevy_sprite: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (Attempt 2) (#17184)
I broke the commit history on the other one,
https://github.com/bevyengine/bevy/pull/17160. Woops.

# 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_sprite` in line with the new restrictions.

## Testing
`cargo clippy` and `cargo test --package bevy_sprite` were run, and no
errors were encountered.
2025-01-06 19:26:44 +00:00
MichiRecRoom
b386d08d0f
bevy_asset: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17113)
# 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_asset` 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` and `cargo test --package bevy_asset --features
multi_threaded` were run, and no errors were encountered.
2025-01-06 19:25:47 +00:00
Christian Hughes
f64f3ac997
Cleanup entity reference types (#17149)
# Objective

Cleanup `EntityRef`, `EntityMut`, and `EntityWorldMut` in preparation
for my "Scoped Entity References" PR.

## Solution

- Switched `EntityRef`/`EntityMut` from tuple structs to normal ones.
- Ensured all conversion trait impls use the same `entity` argument
name.
- Replaced some `unsafe` with delegated calls from `EntityMut` to
`EntityRef`
    - Added `EntityMut::into_readonly` to make the replacements clearer
- Replaced some `unsafe` with delegated calls from `EntityWorldMut` to
`EntityMut` and `EntityRef`
- Added `EntityWorldMut::into_readonly`, `::as_readonly`,
`::into_mutable`, `::as_mutable` to make the replacements clearer

## Testing

Reusing current tests.
2025-01-06 19:25:06 +00:00
ickshonpe
17e3b850bd
Simplified UI tree navigation without ghost_nodes (#17143)
# Objective

There is a large performance regression in the UI systems in 0.15
because the `UiChildren` and `UiRootRootNodes` system params (even with
`ghost_nodes` disabled) are really inefficient compared to regular
queries and can trigger a heap allocation with large numbers of
children.

## Solution

Replace the `UiChildren` and `UiRootRootNodes` system params with
simplified versions when the `ghost_nodes` feature is disabled.

## Testing

yellow this PR, red main

cargo run --example many_buttons --features "trace_tracy" --release

`ui_stack_system`
<img width="494" alt="stack"
src="https://github.com/user-attachments/assets/4a09485f-0ded-4e54-bd47-ffbce869051a"
/>

`ui_layout_system`
<img width="467" alt="unghosted"
src="https://github.com/user-attachments/assets/9d906b20-66b6-4257-9eef-578de1827628"
/>

`update_clipping_system`
<img width="454" alt="clipping"
src="https://github.com/user-attachments/assets/320b50e8-1a1d-423a-95a0-42799ae72fc5"
/>
2025-01-06 19:22:00 +00:00
François Mockers
94b9fe384f
can hide status bar on iOS (#17179)
# Objective

- I want to hide the clock and the battery indicator on iOS

## Solution

- Add the platform specific property `prefers_status_bar_hidden` on
Window creation, and map it to `with_prefers_status_bar_hidden` in
winit.

## Testing

- Tested on iOS
2025-01-06 19:19:56 +00:00
Tim Overbeek
1162e03cec
Make the get function on InstanceInputUniformBuffer less error prone (#17131)
# Objective

the `get` function on [`InstanceInputUniformBuffer`] seems very
error-prone. This PR hopes to fix this.

## Solution

Do a few checks to ensure the index is in bounds and that the `BDI` is
not removed.
Return `Option<BDI>` instead of `BDI`. 

## Testing

- Did you test these changes? If so, how?
added a test to verify that the instance buffer works correctly

## Future Work
Performance decreases when using .binary_search(). However this is
likely due to the fact that [`InstanceInputUniformBuffer::get`] for now
is never used, and only get_unchecked.

## Migration Guide
`InstanceInputUniformBuffer::get` now returns `Option<BDI>` instead of
`BDI` to reduce panics. If you require the old functionality of
`InstanceInputUniformBuffer::get` consider using
`InstanceInputUniformBuffer::get_unchecked`.

---------

Co-authored-by: Tim Overbeek <oorbeck@gmail.com>
2025-01-06 19:15:19 +00:00
ickshonpe
d220eccbb1
More DefaultUiCamera fixes (#17120)
# Objective

Found more excessive `DefaultUiCamera` queries outside of extraction.
The default UI camera lookup only needs to be done once. Do it first,
not per node.

---------

Co-authored-by: MichiRecRoom <1008889+LikeLakers2@users.noreply.github.com>
2025-01-06 19:11:04 +00:00
MichiRecRoom
f61de1101c
bevy_audio: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17119)
# 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_audio` 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` and `cargo test --package bevy_audio` were run, and no
errors were encountered.
2025-01-06 19:09:08 +00:00
vil'mo
b30ee2d051
Disallow requesting write resource access in Queries (#17116)
Related to https://github.com/bevyengine/bevy/pull/16843

Since `WorldQuery::Fetch` is `Clone`, it can't store mutable references
to resources, so it doesn't make sense to mutably access resources. In
that sense, it is hard to find usecases of mutably accessing resources
and to clearly define, what mutably accessing resources would mean, so
it's been decided to disallow write resource access.
Also changed documentation of safety requirements of
`WorldQuery::init_fetch` and `WorldQuery::fetch` to clearly state to the
caller, what safety invariants they need to uphold.
2025-01-06 19:04:26 +00:00
arunke
7dd56862a4
Fix duplicate asset loader registration warning (#17105)
# Objective

The original fix (bevyengine/bevy#11870) did not actually implement the
described logic. It checked if there were independently multiple loaders
for a given asset type and multiple loaders for a given extension.
However, this did not handle the case where those loaders were not the
same. For example, there could be a loader for type `Foo` and extension
`.foo`. Anther loader could exist for type `Bar` but extension `.bar`.
If a third loader was added for type `Foo` but extension `.bar`, the
warning would have been incorrectly logged.

## Solution

Instead of independently checking to see if there are preexisting
loaders for both the extension and type, look up the indices of the
loaders for the type in question. Then check to see if the loaders
registered for the extensions has any overlap. Only log if there are
loaders that fit this criteria.

## Testing

Ran CI tests. Locally tested the situation describe in the objective
section for the normal `App::init_asset_loader` flow. I think testing
could be done on the pre-registration flow for loaders still. I tested
on Windows, but the changes should not be affected by platform.
2025-01-06 18:56:05 +00:00
Alice Cecile
aa09b6601d
Add basic directional (gamepad) navigation for UI (and non-UI) (#17102)
# Objective

While directional navigation is helpful for UI in general for
accessibility reasons, it is *especially* valuable for a game engine,
where menus may be navigated primarily or exclusively through the use of
a game controller.

Thumb-stick powered cursor-based navigation can work as a fallback, but
is generally a pretty poor user experience. We can do better!

## Prior art

Within Bevy, https://github.com/nicopap/ui-navigation and
https://github.com/rparrett/bevy-alt-ui-navigation-lite exist to solve
this same problem. This isn't yet a complete replacement for that
ecosystem, but hopefully we'll be there for 0.16.

## Solution

UI navigation is complicated, and the right tradeoffs will vary based on
the project and even the individual scene.

We're starting with something simple and flexible, hooking into the
existing `InputFocus` resource, and storing a manually constructed graph
of entities to explore in a `DirectionalNavigationMap` resource. The
developer experience won't be great (so much wiring to do!), but the
tools are all there for a great user experience.

We could have chosen to represent these linkages via component-flavored
not-quite-relations. This would be useful for inspectors, and would give
us automatic cleanup when the entities were despawned, but seriously
complicates the developer experience when building and checking this
API. For now, we're doing a dumb "entity graph in a resource" thing and
`remove` helpers. Once relations are added, we can re-evaluate.

I've decided to use a `CompassOctant` as our key for the possible paths.
This should give users a reasonable amount of precise control without
being fiddly, and playing reasonably nicely with arrow-key navigation.
This design lets us store the set of entities that we're connected to as
a 8-byte array (yay Entity-niching). In theory, this is maybe nicer than
the double indirection of two hashmaps. but if this ends up being slow
we should create benchmarks.

To make this work more pleasant, I've added a few utilities to the
`CompassOctant` type: converting to and from usize, and adding a helper
to find the 180 degrees opposite direction. These have been mirrored
onto `CompassQuadrant` for consistency: they should be generally useful
for game logic.

## Future work

This is a relatively complex initiative! In the hopes of easing review
and avoiding merge conflicts, I've opted to split this work into
bite-sized chunks.

Before 0.16, I'd like to have:

- An example demonstrating gamepad and tab-based navigation in a
realistic game menu
- Helpers to convert axis-based inputs into compass quadrants / octants
- Tools to check the listed graph desiderata
- A helper to build a graph from a grid of entities
- A tool to automatically build a graph given a supplied UI layout

One day, it would be sweet if:

- We had an example demonstrating how to use focus navigation in a
non-UI scene to cycle between game objects
- Standard actions for tab-style and directional navigation with a
first-party bevy_actions integration
- We had a visual debugging tool to display these navigation graphs for
QC purposes
- There was a built-in way to go "up a level" by cancelling the current
action
- The navigation graph is built completely out of relations

## Testing

- tests for the new `CompassQuadrant` / `CompassOctant` methods
- tests for the new directional navigation module

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-01-06 18:51:44 +00:00
ickshonpe
b4b47d695b
default UI camera extraction fix (#17100)
# Objective

In UI extraction the default UI camera is queried for every UI node. It
only needs to be retrieved once.

## Solution

Query for the default UI camera once before iterating the UI nodes.

```
cargo run --example many_buttons --release --features "trace_tracy"
```
<img width="631" alt="default-camera-extract"
src="https://github.com/user-attachments/assets/db712bce-6a0b-49a7-8e20-654baf588390"
/>

`extract_uinode_background_colors` yellow is this PR, red is main.
2025-01-06 18:49:18 +00:00
Aevyrie
13deb3ed76
Anamorphic Bloom (#17096)
https://github.com/user-attachments/assets/e2de3d20-4246-4eba-a0a7-8469a468dddb

The _JJ Abrahams_


https://github.com/user-attachments/assets/2dce3df9-665b-46ff-b687-e7cb54364f30

The _Cyberfunk 2025_

<img width="1392" alt="image"
src="https://github.com/user-attachments/assets/0179df38-ea2e-4f34-bbd3-d3240f0d0a4f"
/>

# Objective

- Add the ability to scale bloom for artistic control, and to mimic
anamorphic blurs.

## Solution

- Add a scale factor in bloom settings, and plumb this to the shader.

## Testing

- Added runtime-tweak-able setting to the `bloom_3d`/`bloom_2d ` example

---

## Showcase


![image](https://github.com/user-attachments/assets/bb44dae4-52bb-4981-a77f-aaa1ec83f5d6)

- Added `scale` parameter to `Bloom` to improve artistic control and
enable anamorphic bloom.
2025-01-06 18:43:21 +00:00
Nándor Szalma
7f74e3c2f9
Fix depth_bias and build errors on less capable platforms (#17079)
# Objective

- I'm compiling (parts of) bevy for an embedded platform with no 64bit
atomic and ctrlc handler support. Some compilation errors came up. This
PR contains the fixes for those.
- Fix depth_bias casting in PBR material (Fixes #14169)
  - Negative depth_bias values were casted to 0 before this PR
  - f32::INFINITY depth_bias value was casted to -1 before this PR

## Solutions

- Restrict 64bit atomic reflection to supported platforms
- Restrict ctrlc handler to supported platforms (linux, windows or macos
instead of "not wasm")
- The depth bias value (f32) is first casted to i32 then u64 in order to
preserve negative values

## Testing
- This version compiles on a platform with no 64bit atomic support, and
no ctrlc support
- CtrlC handler still works on Linux and Windows (I can't test on Macos)
- depth_bias:
```rust
println!("{}",f32::INFINITY as u64 as i32); // Prints: -1 (old implementation)
println!("{}",f32::INFINITY as i32 as u64 as i32); // Prints: 2147483647 (expected, new implementation)
```
Also ran a modified version of 3d_scene example with the following
results:

RED cube depth_bias: -1000.0
BLUE cube depth_bias: 0.0

![image](https://github.com/user-attachments/assets/d5a96759-dd3c-4a0a-97ff-821163873a0d)

RED cube depth_bias: -INF
BLUE cube depth_bias: 0.0

![image](https://github.com/user-attachments/assets/e4de22b4-0c31-4dea-8be1-12b700e440b9)

RED cube depth_bias: INF (case reported in #14169)
BLUE cube depth_bias: 0.0
(Im not completely sure whats going on with the shadows here, it seems
like depth_bias has some affect to those aswell, if this is
unintentional this issue was not introduced by this PR)

![image](https://github.com/user-attachments/assets/52d9348f-df27-468f-a001-2d3d3ff6b553)
2025-01-06 18:39:08 +00:00
Patrick Walton
a8f15bd95e
Introduce two-level bins for multidrawable meshes. (#16898)
Currently, our batchable binned items are stored in a hash table that
maps bin key, which includes the batch set key, to a list of entities.
Multidraw is handled by sorting the bin keys and accumulating adjacent
bins that can be multidrawn together (i.e. have the same batch set key)
into multidraw commands during `batch_and_prepare_binned_render_phase`.

This is reasonably efficient right now, but it will complicate future
work to retain indirect draw parameters from frame to frame. Consider
what must happen when we have retained indirect draw parameters and the
application adds a bin (i.e. a new mesh) that shares a batch set key
with some pre-existing meshes. (That is, the new mesh can be multidrawn
with the pre-existing meshes.) To be maximally efficient, our goal in
that scenario will be to update *only* the indirect draw parameters for
the batch set (i.e. multidraw command) containing the mesh that was
added, while leaving the others alone. That means that we have to
quickly locate all the bins that belong to the batch set being modified.

In the existing code, we would have to sort the list of bin keys so that
bins that can be multidrawn together become adjacent to one another in
the list. Then we would have to do a binary search through the sorted
list to find the location of the bin that was just added. Next, we would
have to widen our search to adjacent indexes that contain the same batch
set, doing expensive comparisons against the batch set key every time.
Finally, we would reallocate the indirect draw parameters and update the
stored pointers to the indirect draw parameters that the bins store.

By contrast, it'd be dramatically simpler if we simply changed the way
bins are stored to first map from batch set key (i.e. multidraw command)
to the bins (i.e. meshes) within that batch set key, and then from each
individual bin to the mesh instances. That way, the scenario above in
which we add a new mesh will be simpler to handle. First, we will look
up the batch set key corresponding to that mesh in the outer map to find
an inner map corresponding to the single multidraw command that will
draw that batch set. We will know how many meshes the multidraw command
is going to draw by the size of that inner map. Then we simply need to
reallocate the indirect draw parameters and update the pointers to those
parameters within the bins as necessary. There will be no need to do any
binary search or expensive batch set key comparison: only a single hash
lookup and an iteration over the inner map to update the pointers.

This patch implements the above technique. Because we don't have
retained bins yet, this PR provides no performance benefits. However, it
opens the door to maximally efficient updates when only a small number
of meshes change from frame to frame.

The main churn that this patch causes is that the *batch set key* (which
uniquely specifies a multidraw command) and *bin key* (which uniquely
specifies a mesh *within* that multidraw command) are now separate,
instead of the batch set key being embedded *within* the bin key.

In order to isolate potential regressions, I think that at least #16890,
#16836, and #16825 should land before this PR does.

## Migration Guide

* The *batch set key* is now separate from the *bin key* in
`BinnedPhaseItem`. The batch set key is used to collect multidrawable
meshes together. If you aren't using the multidraw feature, you can
safely set the batch set key to `()`.
2025-01-06 18:34:40 +00:00
MichiRecRoom
21c1b6a1e8
Update all previously-merged #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] attributes to include a reason field pointing to the tracking issue (#17136)
# Objective
Ensure the deny lint attributes added as a result of #17111 point to the
tracking issue.

## Solution
Change all existing instances of:
```rust
#![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)]
```
to
```rust
#![deny(
    clippy::allow_attributes,
    clippy::allow_attributes_without_reason,
    reason = "See #17111; To be removed once all crates are in-line with these attributes"
)]
```

## Testing
N/A
2025-01-06 05:40:08 +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
Patrick Walton
0e36abc180
Disable bindless on a per-material basis if the specific material uses more samplers than are available on the device. (#17155)
Some hardware and driver combos, such as Intel Iris Xe, have low limits
on the numbers of samplers per shader, causing an overflow. With
first-class bindless arrays, `wgpu` should be able to work around this
limitation eventually, but for now we need to disable bindless materials
on those platforms.

This is an alternative to PR #17107 that calculates the precise number
of samplers needed and compares to the hardware sampler limit,
transparently falling back to non-bindless if the limit is exceeded.

Fixes #16988.
2025-01-05 20:36:39 +00:00
Zachary Harrold
3c829d7f68
Remove everything except Instant from bevy_utils::time (#17158)
# Objective

- Contributes to #11478
- Contributes to #16877

## Solution

- Removed everything except `Instant` from `bevy_utils::time`

## Testing

- CI

---

## Migration Guide

If you relied on any of the following from `bevy_utils::time`:

- `Duration`
- `TryFromFloatSecsError`

Import these directly from `core::time` regardless of platform target
(WASM, mobile, etc.)

If you relied on any of the following from `bevy_utils::time`:

- `SystemTime`
- `SystemTimeError`

Instead import these directly from either `std::time` or `web_time` as
appropriate for your target platform.

## Notes

`Duration` and `TryFromFloatSecsError` are both re-exports from
`core::time` regardless of whether they are used from `web_time` or
`std::time`, so there is no value gained from re-exporting them from
`bevy_utils::time` as well. As for `SystemTime` and `SystemTimeError`,
no Bevy internal crates or examples rely on these types. Since Bevy
doesn't have a `Time<Wall>` resource for interacting with wall-time (and
likely shouldn't need one), I think removing these from `bevy_utils`
entirely and waiting for a use-case to justify inclusion is a reasonable
path forward.
2025-01-05 20:36:08 +00:00
ickshonpe
49aae89049
unmut extracted view queries (#17142)
# Objective

Noticed a lot of the extracted view queries are unnecessarily mutable.
Fixed them.
2025-01-05 20:34:11 +00:00
Benjamin Brienen
7112d5594e
Remove all deprecated code (#16338)
# Objective

Release cycle things

## Solution

Delete items deprecated in 0.15 and migrate bevy itself.

## Testing

CI
2025-01-05 20:33:39 +00:00
MichiRecRoom
1e03f2a7c1
bevy_dev_tools: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17159)
# 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_audio` 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_dev_tools` and cargo test
--package bevy_dev_tools` were run, and no errors were encountered.
(Except for one warning from bevy_sprite, but I plan to fix that when I
get to bevy_sprite)
2025-01-05 20:32:15 +00:00
Rob Parrett
8898c9e142
Use radsort for sprite picking (#17174)
# Objective

Optimization for sprite picking

## Solution

Use `radsort` for the sort.

We already have `radsort` in tree for sorting various phase items
(including `Transparent2d` / sprites). It's a stable parallel radix
sort.

## Testing

Tested on an M1 Max.

`cargo run --example sprite_picking`

`cargo run --example bevymark --release --features=trace,trace_tracy --
--waves 100 --per-wave 1000 --benchmark`

<img width="983" alt="image"
src="https://github.com/user-attachments/assets/0f7a8c3a-006b-4323-a2ed-03788918dffa"
/>
2025-01-05 20:28:11 +00:00
MichiRecRoom
5f5876b1c9
Change bevy_reflect::RegisterForReflection::__register() to expect unused variables, rather than putting underscores on the parameter names (#17171)
# Objective
While checking over https://github.com/bevyengine/bevy/pull/17160, it
occurred to me that rust-analyzer will copy the method signature
exactly, when using tab completion trait methods. This includes provided
trait methods that use underscores to silence the `unused_variables`
lint. This probably isn't good for users, seeing as how they'll have to
remove the underscore if they want to use the parameters.

(I mean, they technically don't have to remove the underscore... but
usually you don't keep a leading underscore on parameters you're using.)

## Solution
Changes `bevy_reflect::RegisterForReflection::__register()` to
`#[expect(unused_variables)]`, and removes the underscores from its
parameter names.

## Testing
N/A
2025-01-05 20:27:20 +00:00
Sean Kim
f90a41ff72
Update GetPath unit test and documentation for empty path usecase (#17150)
# Objective

- `GetPath` `path` related methods allow an empty string as the
parameter, but this is not included as a test or in documentation. This
PR adds both.
- Fixes #13459

## Solution

- Updates the `bevy_reflect` `GetPath` documentation and unit tests

## Testing

- `cargo run -p ci`
2025-01-05 02:45:26 +00:00
AlephCubed
cf6c65522f
Derived Default for all public unit components. (#17139)
Derived `Default` for all public unit structs that already derive from
`Component`. This allows them to be used more easily as required
components.
To avoid clutter in tests/examples, only public components were
affected, but this could easily be expanded to affect all unit
components.

Fixes #17052.
2025-01-05 02:45:09 +00:00
ickshonpe
9ed76b7a56
More combinator cleanup (#17148)
# Objective

Cleanup some more awkward combinator chains.
2025-01-05 02:44:29 +00:00
JMS55
fe58993577
METIS-based meshlet generation (#16947)
# Objective
Improve DAG building for virtual geometry

## Solution

- Use METIS to group triangles into meshlets which lets us minimize
locked vertices which improves simplification, instead of using meshopt
which prioritizes culling efficiency. Also some other minor tweaks.
- Currently most meshlets have 126 triangles, and not 128. Fixing this
might involve calling METIS recursively ourselves to manually bisect the
graph, not sure. Not going to attempt to fix this in this PR.

## Testing

- Did you test these changes? If so, how?
  - Tested on bunny.glb and cliff.glb
- Are there any parts that need more testing?
  - No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Download the new bunny asset, run the meshlet example.

---

## Showcase

New 

![image](https://github.com/user-attachments/assets/68f5d2f0-a4ca-41e1-90d5-35a2c6969c21)

Old

![image](https://github.com/user-attachments/assets/a3d97a09-773d-44b2-9990-25e1f6b51ec9)

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-01-05 02:03:26 +00:00
Sean Kim
c87ec09674
Fix 2D Gizmos not always drawn on top (#17085)
# Objective

- As stated in the linked issue, if a Mesh2D is drawn with elements with
a positive Z value, resulting gizmos get drawn behind instead of in
front of them.
- Fixes #17053

## Solution

- Similar to the change done for the `SpritePipeline` in the relevant
commit (5abc32ceda), this PR changes both
line gizmos to avoid writing to the depth buffer and always pass the
depth test to ensure they are not filtered out.

## Testing

- Tested with the provided snippet in #17053 
- I looked over the `2d_gizmos` example, but it seemed like adding more
elements there to demonstrate this might not be the best idea? Looking
for guidance here on if that should be updated or if a new gizmo example
needs to be made.
2025-01-05 02:02:30 +00:00
MichiRecRoom
5b0406c722
bevy_color: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17090)
# 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_audio` 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
I ran `cargo clippy`, and received no errors.
2025-01-05 02:01:20 +00:00
JaySpruce
4fde223831
Optimize Entities::entity_does_not_exist_error_details_message, remove UnsafeWorldCell from error (#17115)
## Objective

The error `EntityFetchError::NoSuchEntity` has an `UnsafeWorldCell`
inside it, which it uses to call
`Entities::entity_does_not_exist_error_details_message` when being
printed. That method returns a `String` that, if the `track_location`
feature is enabled, contains the location of whoever despawned the
relevant entity.

I initially had to modify this error while working on #17043. The
`UnsafeWorldCell` was causing borrow problems when being returned from a
command, so I tried replacing it with the `String` that the method
returns, since that was the world cell's only purpose.

Unfortunately, `String`s are slow, and it significantly impacted
performance (on top of that PR's performance hit):
<details>
<summary>17043 benchmarks</summary>

### With `String`

![error_handling_insert_slow](https://github.com/user-attachments/assets/5629ba6d-69fc-4c16-84c9-8be7e449232d)

### No `String`

![error_handling_insert_fixed](https://github.com/user-attachments/assets/6393e2d6-e61a-4558-8ff1-471ff8356c1c)

</details>

For that PR, I just removed the error details entirely, but I figured
I'd try to find a way to keep them around.

## Solution

- Replace the `String` with a helper struct that holds the location, and
only turn it into a string when someone actually wants to print it.
- Replace the `UnsafeWorldCell` with the aforementioned struct.
- Do the same for `QueryEntityError::NoSuchEntity`.

## Benchmarking

This had some interesting performance impact:

<details>
<summary>This PR vs main</summary>


![dne_rework_1](https://github.com/user-attachments/assets/05bf91b4-dddc-4d76-b2c4-41c9d25c7a57)

![dne_rework_2](https://github.com/user-attachments/assets/34aa76b2-d8a7-41e0-9670-c213207e457d)

![dne_rework_3](https://github.com/user-attachments/assets/8b9bd4e4-77c8-45a7-b058-dc0dfd3dd323)

</details>

## Other work

`QueryEntityError::QueryDoesNotMatch` also has an `UnsafeWorldCell`
inside it. This one would be more complicated to rework while keeping
the same functionality.

## Migration Guide

The errors `EntityFetchError::NoSuchEntity` and
`QueryEntityError::NoSuchEntity` now contain an
`EntityDoesNotExistDetails` struct instead of an `UnsafeWorldCell`. If
you were just printing these, they should work identically.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-05 02:01:01 +00:00
Rob Parrett
859c2d77f9
Revert "Fix sprite performance regression since retained render world (#17078)" (#17123)
# Objective

Fixes #17098

It seems that it's not totally obvious how to fix this, but that
reverting might be part of the solution anyway.

Let's get the repo back into a working state.

## Solution

Revert the [recent
optimization](https://github.com/bevyengine/bevy/pull/17078) that broke
"many-to-one main->render world entities" for 2d.

## Testing

`cargo run --example text2d`
`cargo run --example sprite_slice`
2025-01-04 00:22:18 +00:00
Benjamin Brienen
43db44ca3a
Scale input to account for deadzones (#17015)
# Objective

Fixes #3450 

## Solution

Scale the input to account for the range

## Testing

Updated unit tests

## Migration Guide

`GamepadButtonChangedEvent.value` is now linearly rescaled to be from
`0.0..=1.0` (instead of `low..=high`) and
`GamepadAxisChangedEvent.value` is now linearly rescaled to be from
`-1.0..=0.0`/`0.0..=1.0` (accounting for the deadzone).
2025-01-03 22:27:59 +00:00
MichiRecRoom
120b733ab5
bevy_reflect: Apply #[deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17092)
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_reflect` 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
I ran `cargo clippy`, and received no errors.
2025-01-03 22:22:34 +00:00
MichiRecRoom
66a0e74a21
Truncate the floats in bevy_color::oklaba (#17109)
# Objective
Remove the reliance on `#[allow(clippy::excessive_precision)]`.

## Solution
Remove the `#[allow(clippy::excessive_precision)]`, and truncate the
float literals to the value rustc would normally truncate them to.

## Testing
I ran `cargo test -p bevy_color`, and received no errors.
2025-01-03 22:20:51 +00:00
Rob Parrett
651b22f31f
Update typos (#17126)
# Objective

Use the latest version of `typos` and fix the typos that it now detects

# Additional Info

By the way, `typos` has a "low priority typo suggestions issue" where we
can throw typos we find that `typos` doesn't catch.

(This link may go stale) https://github.com/crate-ci/typos/issues/1200
2025-01-03 17:44:26 +00:00
Zachary Harrold
0403948aa2
Remove Implicit std Prelude from no_std Crates (#17086)
# Background

In `no_std` compatible crates, there is often an `std` feature which
will allow access to the standard library. Currently, with the `std`
feature _enabled_, the
[`std::prelude`](https://doc.rust-lang.org/std/prelude/index.html) is
implicitly imported in all modules. With the feature _disabled_, instead
the [`core::prelude`](https://doc.rust-lang.org/core/prelude/index.html)
is implicitly imported. This creates a subtle and pervasive issue where
`alloc` items _may_ be implicitly included (if `std` is enabled), or
must be explicitly included (if `std` is not enabled).

# Objective

- Make the implicit imports for `no_std` crates consistent regardless of
what features are/not enabled.

## Solution

- Replace the `cfg_attr` "double negative" `no_std` attribute with
conditional compilation to _include_ `std` as an external crate.
```rust
// Before
#![cfg_attr(not(feature = "std"), no_std)]

// After
#![no_std]

#[cfg(feature = "std")]
extern crate std;
```
- Fix imports that are currently broken but are only now visible with
the above fix.

## Testing

- CI

## Notes

I had previously used the "double negative" version of `no_std` based on
general consensus that it was "cleaner" within the Rust embedded
community. However, this implicit prelude issue likely was considered
when forming this consensus. I believe the reason why is the items most
affected by this issue are provided by the `alloc` crate, which is
rarely used within embedded but extensively used within Bevy.
2025-01-03 01:58:43 +00:00
MichiRecRoom
5a5ddb9e35
bevy_tasks: Apply #[deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17089)
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_tasks` 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
I ran `cargo clippy`, and received no errors.
2025-01-02 22:42:25 +00:00
arunke
22bf3b9a62
Fix documentation for system set method (#17106)
# Objective

Fix incorrect comment on `IntoSystemSetConfigs::after` likely caused by
copy-paste error. It said "before" instead of "after".

## Solution

Update the comment to the correct text.

## Testing

CI tests pass. This is just updating a comment.
2025-01-02 22:38:26 +00:00
MichiRecRoom
e2248afb3e
bevy_math: Apply #[deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17091)
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_math` 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
I ran `cargo clippy`, and received no errors.

---------

Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2025-01-02 18:47:36 +00:00
MichiRecRoom
00533a6d1c
bevy_a11y: Apply #[deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17093)
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_a11y` 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
I ran `cargo clippy`, and received no errors.
2025-01-02 18:45:19 +00:00
MichiRecRoom
c9109964e7
bevy_animation: Apply #[deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17094)
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_animation` 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
I ran `cargo clippy`, and received no errors.
2025-01-02 18:45:05 +00:00
MichiRecRoom
5d00ef4237
bevy_app: Apply #[deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17095)
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_reflect` 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
I ran `cargo clippy`, and received no errors.
2025-01-02 18:44:34 +00:00
ickshonpe
1a18c9f87b
UI Debug Overlay show_hidden and show_clipped options (#17097)
# Objective

The UI debug overlay draws an outline for every UI node even if it is
invisible or clipped.
Disable debug outlines for hidden and clipped nodes by default and add
options to renable them if needed.

## Solution

* Add `show_hidden` and `show_clipped` fields to `UiDebugOptions`:
```rust
    /// Show outlines for non-visible UI nodes
    pub show_hidden: bool,
    /// Show outlines for clipped sections of UI nodes
    pub show_clipped: bool,
```

* Only extract debug outlines for hidden and clipped UI nodes if the
respective field in `UiDebugOptions` is set to `true`.

## Testing

Also added some extra features to the `testbed_ui` example that
demonstrate the new options:

cargo run --example testbed_ui --features "bevy_ui_debug"

<img width="641" alt="show-hidden-and-clipped"
src="https://github.com/user-attachments/assets/16a68600-170c-469e-a3c7-f7dae411dc40"
/>
2025-01-02 18:43:14 +00:00
ickshonpe
2931e350b6
reduce nesting in the sparse_set module (#17066)
# Objective

Just being fussy but I hate this `.map(|v|
v.is_some()).unwrap_or(false)` stuff.

## Solution
Reduce it using `and_then`.

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2025-01-01 23:17:11 +00:00
Tristan Murphy
afed4e27d1
small documentation update and issue template fix (#17054)
# Objective
Fix some outdated `bevy_state` documentation examples.

## Solution
- updated some doc examples in `bevy_state` that hadn't been updated
with the API.
- fixed an outdated link in the documentation issue template that
referred to a 404 page instead of the contribution guide.

## Testing
No necessary testing aside from the usual doctests.

---

## Showcase
N/A

## Migration Guide
N/A

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-01 23:09:17 +00:00
Zachary Harrold
10e113d641
Add no_std support to bevy_window (#17031)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `bevy_reflect` (default)
  - `libm`

## Testing

- CI

## Notes

- `bevy_reflect` was previously always enabled, which isn't how most
other crates handle reflection. I've brought this in line with how most
crates gate `bevy_reflect`. This is where the majority of the changes
come from in this PR.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-01 23:05:25 +00:00
Benjamin Brienen
4058bfa47c
Fix clippy::precedence (#17080)
# Objective

Nightly clippy warnings

## Solution

Add parens

## Testing

```
PS C:\Users\BenjaminBrienen\source\bevy> cargo +nightly clippy
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.44s
```
2025-01-01 22:11:22 +00:00
Aevyrie
bed9ddf3ce
Refactor and simplify custom projections (#17063)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/16556
- Closes https://github.com/bevyengine/bevy/issues/11807

## Solution

- Simplify custom projections by using a single source of truth -
`Projection`, removing all existing generic systems and types.
- Existing perspective and orthographic structs are no longer components
- I could dissolve these to simplify further, but keeping them around
was the fast way to implement this.
- Instead of generics, introduce a third variant, with a trait object.
- Do an object safety dance with an intermediate trait to allow cloning
boxed camera projections. This is a normal rust polymorphism papercut.
You can do this with a crate but a manual impl is short and sweet.

## Testing

- Added a custom projection example

---

## Showcase

- Custom projections and projection handling has been simplified.
- Projection systems are no longer generic, with the potential for many
different projection components on the same camera.
- Instead `Projection` is now the single source of truth for camera
projections, and is the only projection component.
- Custom projections are still supported, and can be constructed with
`Projection::custom()`.

## Migration Guide

- `PerspectiveProjection` and `OrthographicProjection` are no longer
components. Use `Projection` instead.
- Custom projections should no longer be inserted as a component.
Instead, simply set the custom projection as a value of `Projection`
with `Projection::custom()`.
2025-01-01 20:44:24 +00:00
Sean Kim
294e0db719
Rename track_change_detection flag to track_location (#17075)
# Objective

- As stated in the related issue, this PR is to better align the feature
flag name with what it actually does and the plans for the future.
- Fixes #16852 

## Solution

- Simple find / replace

## Testing

- Local run of `cargo run -p ci`

## Migration Guide

The `track_change_detection` feature flag has been renamed to
`track_location` to better reflect its extended capabilities.
2025-01-01 18:43:47 +00:00
Robert Swain
fd330c834f
Fix sprite performance regression since retained render world (#17078)
# Objective

- Fix sprite rendering performance regression since retained render
world changes
- The retained render world changes moved `ExtractedSprites` from using
the highly-optimised `EntityHasher` with an `Entity` to using
`FixedHasher` with `(Entity, MainEntity)`. This was enough to regress
framerate in bevymark by 25%.

## Solution

- Move the render world entity into a member of `ExtractedSprite` and
change `ExtractedSprites` to use `MainEntityHashMap` for its storage
- Disable sprite picking in bevymark

## Testing

M4 Max. `bevymark --waves 100 --per-wave 1000 --benchmark`. main in
yellow vs PR in red:

<img width="590" alt="Screenshot 2025-01-01 at 16 36 22"
src="https://github.com/user-attachments/assets/1e4ed6ec-3811-4abf-8b30-336153737f89"
/>

20.2% median frame time reduction.

<img width="594" alt="Screenshot 2025-01-01 at 16 38 37"
src="https://github.com/user-attachments/assets/157c2022-cda6-4cf2-bc63-d0bc40528cf0"
/>

49.7% median extract_sprites execution time reduction.

Comparing 0.14.2 yellow vs PR red:
<img width="593" alt="Screenshot 2025-01-01 at 16 40 06"
src="https://github.com/user-attachments/assets/abd59b6f-290a-4eb6-8835-ed110af995f3"
/>

~6.1% median frame time reduction.

---

## Migration Guide

- `ExtractedSprites` is now using `MainEntityHashMap` for storage, which
is keyed on `MainEntity`.
- The render world entity corresponding to an `ExtractedSprite` is now
stored in the `render_entity` member of it.
2025-01-01 18:40:11 +00:00
ickshonpe
0141bd01b3
Remove the atlas_scaling field from ExtractedUiItem::Gylphs. (#17047)
# Objective

Remove the `atlas_scaling` field from `ExtractedUiItem::Gylphs`. 

It's only ever set to `Vec2::ONE`. I don't remember why/if this field
was ever needed, maybe it was useful before the scale factor clean up.

## Migration Guide

The `atlas_scaling` field from `ExtractedUiItem::Gylphs` has been
removed. This shouldn't affect any existing code as it wasn't used for
anything.
2025-01-01 04:06:53 +00:00
Alice Cecile
5f1e762f19
Return Result from tab navigation API (#17071)
# Objective

Tab navigation can fail in all manner of ways. The current API
recognizes this, but merely logs a warning and returns `None`.

We should supply the actual reason for failure to the caller, so they
can handle it in whatever fashion they please (including logging a
warning!).

Swapping to a Result-oriented pattern is also a bit more idiomatic and
makes the code's control flow easier to follow.

## Solution

- Refactor the `tab_navigation` module to return a `Result` rather than
an `Option` from its key APIs.
- Move the logging to the provided prebuilt observer. This leaves the
default behavior largely unchanged, but allows for better user control.
- Make the case where no tab group was found for the currently focused
entity an error branch, but provide enough information that we can still
recover from it.

## Testing

The `tab_navigation` example continues to function as intended.
2025-01-01 04:05:48 +00:00
ickshonpe
c817864e4f
Replace map_or(true, _) with is_none_or(_) (#17073)
# Objective

Replace uses of `map_or(true, _)` with the equivalent `is_none_or(_)`.
2025-01-01 04:05:26 +00:00
Niklas Eicker
7302e7c9e0
Do not lowercase asset file extensions (#17065)
# Objective

Resolves #17064

## Solution

- Bevy no longer converts asset file extensions to lowercase before
trying to resolve an asset loader

## Testing

- I adapted the `custom_asset` example (see comment in #17064)
- The changes were tested on Linux

As far as I know, Windows has a case-insensitive file system by default,
so case-sensitive asset file extensions are probably bad practice in a
game. But we should be case-sensitive everywhere or handle asset paths
completely case-insensitive.

Before this PR:
* asset loader extensions are case-sensitive
* asset file names are case-sensitive
* asset file extensions are converted to lowercase  

Now everything should be case-sensitive
2025-01-01 00:42:56 +00:00
ickshonpe
9b4e6b345f
Replace map_or(false, _) with is_some_and(_) (#17074)
# Objective

Replace `map_or(false, _)` with `is_some_and(_)`
2024-12-31 21:13:13 +00:00
ickshonpe
7a5a734452
Replace map + unwrap_or(false) with is_some_and (#17067)
# Objective

The `my_option.map(|inner| inner.is_whatever).unwrap_or(false)` pattern
is fragile and ugly.

Replace it with `is_some_and` everywhere.
2024-12-31 20:28:02 +00:00
ickshonpe
c73daea341
Replace map + unwrap_or(true) with is_none_or (#17070)
# Objective

Reduce all varieties of `my_maybe.map(|x| x.is_true).unwrap_or(true)`
using `is_none_or`.
2024-12-31 20:17:03 +00:00
Alice Cecile
d502796a41
Make the input focus docs less keyboard-centric (#17069)
# Objective

Following #16876, `bevy_input_focus` works with more than just keyboard
inputs! The docs should reflect that.

## Solution

Fix a few missed mentions in the documentation.

Also add a brief reference to navigation frameworks within the module
docs to help give more breadcrumbs.
2024-12-31 18:37:48 +00:00
Jonathan Chan Kwan Yin
3c7fbee2d8
Add Mut::clone_from_if_neq (#17019)
# Objective

- Support more ergonomic conditional updates for types that can be
modified by `clone_into`.

## Solution

- Use `ToOwned::clone_into` to copy a reference provided by the caller
in `Mut::clone_from_if_neq`.

## Testing

- See doc tests.
2024-12-31 16:23:01 +00:00
Benjamin Brienen
c93217b966
Fix compilation error (#17060)
Small follow-up to #17011 

Please don't merge until the CI passes all checks
2024-12-31 16:22:19 +00:00
Aevyrie
63634fd408
Update picking docs (#17057)
More updates to picking docs. Addresses some nits with wording, and
fixes some out of date information.
2024-12-31 01:56:45 +00:00
Aevyrie
f3da36c181
Update picking::events module docs (#17055)
Updates some out of date docs.
2024-12-31 00:46:15 +00:00
Mike
ac43d5c94f
Convert to fallible system in IntoSystemConfigs (#17051)
# Objective

- #16589 added an enum to switch between fallible and infallible system.
This branching should be unnecessary if we wrap infallible systems in a
function to return `Ok(())`.

## Solution

- Create a wrapper system for `System<(), ()>`s that returns `Ok` on the
call to `run` and `run_unsafe`. The wrapper should compile out, but I
haven't checked.
- I removed the `impl IntoSystemConfigs for BoxedSystem<(), ()>` as I
couldn't figure out a way to keep the impl without double boxing.

## Testing

- ran `many_foxes` example to check if it still runs.

## Migration Guide

- `IntoSystemConfigs` has been removed for `BoxedSystem<(), ()>`. Either
use `InfallibleSystemWrapper` before boxing or make your system return
`bevy::ecs::prelude::Result`.
2024-12-31 00:39:29 +00:00
Jer
33afd38ee1
show these 'fully qualified paths' for bevy_remote's rpc (#16944)
# Objective

It is not obvious that one would know these:
```json
{
  "id": 1,
  "jsonrpc": "2.0",
  "result": [
    "bevy_animation::AnimationPlayer",
    "bevy_animation::AnimationTarget",
    "bevy_animation::graph::AnimationGraphHandle",
    "bevy_animation::transition::AnimationTransitions",
    "bevy_audio::audio::PlaybackSettings",
    "bevy_audio::audio::SpatialListener",
    "bevy_core_pipeline::bloom::settings::Bloom",
    "bevy_core_pipeline::contrast_adaptive_sharpening::ContrastAdaptiveSharpening",
   **... snipping for brevity ...**
    "bevy_ui::ui_node::Node",
    "bevy_ui::ui_node::Outline",
    "bevy_ui::ui_node::ScrollPosition",
    "bevy_ui::ui_node::TargetCamera",
    "bevy_ui::ui_node::UiAntiAlias",
    "bevy_ui::ui_node::ZIndex",
    "bevy_ui::widget::button::Button",
    "bevy_window::monitor::Monitor",
    "bevy_window:🪟:PrimaryWindow",
    "bevy_window:🪟:Window",
    "bevy_winit::cursor::CursorIcon",
    "server::Cube"
  ]
}
```
Especially if you for example, are reading the GH examples because:

![image](https://github.com/user-attachments/assets/46c9c983-4bf9-4e70-9d6e-8de936505fbb)
If you for example expand these things, due to the number of places bevy
re-exports things you'll find it difficult to find the true path of
something.
i.e you'd probably be forgiven for writing a query (using the
`client.rs` example):
```sh
$ cargo run --example client --  bevy_pbr::mesh_material::MeshMaterial3d | jq
{
  "error": {
    "code": -23402,
    "message": "Unknown component type: `bevy_pbr::mesh_material::MeshMaterial3d`"
  },
  "id": 1,
  "jsonrpc": "2.0"
}
```
which is where
8d9a00f548/crates/bevy_pbr/src/mesh_material.rs (L41)
would lead you to believe it is...

I've worked with bevy a lot, so it's no issue for me, but for others...
?

## Solution

- Add some more docs, including a sample request (`json` and `rust`)

## Testing

N/A

---

## Showcase
N/A

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2024-12-31 00:29:27 +00:00
Zachary Harrold
3f19997096
Added modify_component to EntityWorldMut, DeferredWorld, and World (#16668)
# Objective

- Make working with immutable components more ergonomic
- Assist #16662

## Solution

Added `modify_component` to `World` and `EntityWorldMut`. This method
"removes" a component from an entity, gives a mutable reference to it to
a provided closure, and then "re-inserts" the component back onto the
entity. This replacement triggers the `OnReplace` and `OnInsert` hooks,
but does _not_ cause an archetype move, as the removal is purely
simulated.

## Testing

- Added doc-tests and a unit test.

---

## Showcase

```rust
use bevy_ecs::prelude::*;

/// An immutable component.
#[derive(Component, PartialEq, Eq, Debug)]
#[component(immutable)]
struct Foo(bool);

let mut world = World::default();

let mut entity = world.spawn(Foo(false));

assert_eq!(entity.get::<Foo>(), Some(&Foo(false)));

// Before the closure is executed, the `OnReplace` hooks/observers are triggered
entity.modify_component(|foo: &mut Foo| {
    foo.0 = true;
});
// After the closure is executed, `OnInsert` hooks/observers are triggered

assert_eq!(entity.get::<Foo>(), Some(&Foo(true)));
```

## Notes

- If the component is not available on the entity, the closure and hooks
aren't executed, and `None` is returned. I chose this as an alternative
to returning an error or panicking, but I'm open to changing that based
on feedback.
- This relies on `unsafe`, in particular for accessing the `Archetype`
to trigger hooks. All the unsafe operations are contained within
`DeferredWorld::modify_component`, and I would appreciate that this
function is given special attention to ensure soundness.
- The `OnAdd` hook can never be triggered by this method, since the
component must already be inserted. I have chosen to not trigger
`OnRemove`, as I believe it makes sense that this method is purely a
replacement operation, not an actual removal/insertion.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Malek <50841145+MalekiRe@users.noreply.github.com>
2024-12-31 00:23:44 +00:00
Benjamin Brienen
4460a4d9ed
Use -D warnings in all relevant CI (#17011)
# Objective

Fixes #17009

See:
https://doc.rust-lang.org/stable/clippy/continuous_integration/index.html

## Solution

Add the env

## Testing

CI should start to fail, then I'll fix it.

## Showcase


![image](https://github.com/user-attachments/assets/acd2888f-9fc0-445a-a96a-842ba9f1c6aa)
2024-12-31 00:15:28 +00:00
Zhixing Zhang
9cebc66486
Make 8 methods public and updated input parameter generics for SystemState::build_system_with_input (#17034)
# Objective

- Made certain methods public for advanced use cases. Methods that
returns mutable references are marked as unsafe due to the possibility
of violating internal lifetime constraint assumptions.
- Fixes an issue introduced by #15184
2024-12-30 23:04:14 +00:00
Zachary Harrold
5f42c9ab6d
Fix no_std CI Warnings and WASM Compatibility (#17049)
# Objective

- Resolve several warnings encountered when compiling for `no_std`
around `dead_code`
- Fix compatibility with `wasm32-unknown-unknown` when using `no_std`
(identified by Sachymetsu on
[Discord](https://discord.com/channels/691052431525675048/692572690833473578/1323365426901549097))

## Solution

- Removed some unused imports
- Added `allow(dead_code)` for certain private items when compiling on
`no_std`
- Fixed `bevy_app` and `bevy_tasks` compatibility with WASM when
compiling without `std` by appropriately importing `Box` and feature
gating panic unwinding

## Testing

- CI
2024-12-30 23:01:27 +00:00
Vic
b78efd339d
Simplify sort/max_by calls (#17048)
# Objective

Some sort calls and `Ord` impls are unnecessarily complex.

## Solution

Rewrite the "match on cmp, if equal do another cmp" as either a
comparison on tuples, or `Ordering::then_with`, depending on whether the
compare keys need construction.

`sort_by` -> `sort_by_key` when symmetrical. Do the same for
`min_by`/`max_by`.

Note that `total_cmp` can only work with `sort_by`, and not on tuples.

When sorting collected query results that contain
`Entity`/`MainEntity`/`RenderEntity` in their `QueryData`, with that
`Entity` in the sort key:
stable -> unstable sort (all queried entities are unique)

If key construction is not simple, switch to `sort_by_cached_key` when
possible.

Sorts that are only performed to discover the maximal element are
replaced by `max_by_key`.

Dedicated comparison functions and structs are removed where simple.

Derive `PartialOrd`/`Ord` when useful.

Misc. closure style inconsistencies.

## Testing
- Existing tests.
2024-12-30 22:59:36 +00:00
ickshonpe
1e9f647b33
prepare_sprite_image_bind_groups refactor (#17045)
# Objective

In `prepare_sprite_image_bind_groups` the `batch_image_changed`
condition is checked twice but the second if-block seems unnecessary.

# Solution

Queue new `SpriteBatch`es inside the first if-block and remove the
second if-block.
2024-12-30 22:54:04 +00:00
ickshonpe
d2f61e24e7
get_glyph_atlas_info refactor (#17044)
# Objective

Return a `GlyphAtlasInfo` instead of a tuple from the inner block so we
can remove the outer mapping.
2024-12-30 21:08:12 +00:00
Zachary Harrold
db5c31e1c4
Add no_std support to bevy_transform (#17030)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `alloc` (default)
  - `bevy_reflect` (default)
  - `libm`

## Testing

- CI

## Notes

- `alloc` feature added to allow using this crate in `no_alloc`
environments.
- `bevy_reflect` was previously always enabled when `bevy-support` was
enabled, which isn't how most other crates handle reflection. I've
brought this in line with how most crates gate `bevy_reflect`.
2024-12-30 21:01:13 +00:00
JaySpruce
9ac7e17f2e
Refactor hierarchy-related commands to remove structs (#17029)
## Objective

Continuation of #16999.

This PR handles the following:
- Many hierarchy-related commands are wrappers around `World` and
`EntityWorldMut` methods and can be moved to closures:
  - `AddChild`
  - `InsertChildren`
  - `AddChildren`
  - `RemoveChildren`
  - `ClearChildren`
  - `ReplaceChildren`
  - `RemoveParent`
  - `DespawnRecursive`
  - `DespawnChildrenRecursive`
  - `AddChildInPlace`
  - `RemoveParentInPlace`
- `SendEvent` is a wrapper around `World` methods and can be moved to a
closure (and its file deleted).

## Migration Guide

If you were queuing the structs of hierarchy-related commands or
`SendEvent` directly, you will need to change them to the methods
implemented on `EntityCommands` (or `Commands` for `SendEvent`):

| Struct | Method |

|--------------------------------------------------------------------|---------------------------------------------------------------------------------------------|
| `commands.queue(AddChild { child, parent });` |
`commands.entity(parent).add_child(child);` OR
`commands.entity(child).set_parent(parent);` |
| `commands.queue(AddChildren { children, parent });` |
`commands.entity(parent).add_children(children);` |
| `commands.queue(InsertChildren { children, parent });` |
`commands.entity(parent).insert_children(children);` |
| `commands.queue(RemoveChildren { children, parent });` |
`commands.entity(parent).remove_children(children);` |
| `commands.queue(ReplaceChildren { children, parent });` |
`commands.entity(parent).replace_children(children);` |
| `commands.queue(ClearChildren { parent });` |
`commands.entity(parent).clear_children();` |
| `commands.queue(RemoveParent { child });` |
`commands.entity(child).remove_parent()` |
| `commands.queue(DespawnRecursive { entity, warn: true });` |
`commands.entity(entity).despawn_recursive();` |
| `commands.queue(DespawnRecursive { entity, warn: false });` |
`commands.entity(entity).try_despawn_recursive();` |
| `commands.queue(DespawnChildrenRecursive { entity, warn: true });` |
`commands.entity(entity).despawn_descendants();` |
| `commands.queue(DespawnChildrenRecursive { entity, warn: false});` |
`commands.entity(entity).try_despawn_descendants();` |
| `commands.queue(SendEvent { event });` | `commands.send_event(event);`
|
2024-12-30 20:58:03 +00:00
Ethereumdegen
4f9dc6534b
fix visibility propagation during reparenting (#17025)
# Objective
Fixes #17024 

## Solution
 

## Testing
 By adding 

```
if let Some(mut cmd) = commands.get_entity( *equipment_link_node ){
                         cmd.insert(Visibility::Inherited); // a hack for now 
                     }

```
in my build after .set_parent() , this fixes the issue. This is why i
think that this change will fix the issue. Unfortunately i was not able
to test the Changed (parent ) , this actual code change, because no
matter how i 'patch', it breaks my project. I got super close but still
had 23 errors due to Reflect being angry.


---
2024-12-30 20:55:44 +00:00
Brezak
ae16bdf172
Add fallible add methods to PluginGroupBuilder (#17005)
# Objective

Make working with `PluginGroupBuilder` less panicky.
Fixes #17001

## Solution

Expand the `PluginGroupBuilder` api with fallible add methods + a
contains method.
Also reorder the `PluginGroupBuilder` tests because before should come
before after.

## Testing

Ran the `PluginGroupBuilder` tests which call into all the newly added
methods.
2024-12-30 20:14:02 +00:00
Patrick Walton
7767a8d161
Refactor batch_and_prepare_binned_render_phase in preparation for bin retention. (#16922)
This commit makes the following changes:

* `IndirectParametersBuffer` has been changed from a `BufferVec` to a
`RawBufferVec`. This won about 20us or so on Bistro by avoiding `encase`
overhead.

* The methods on the `GetFullBatchData` trait no longer have the
`entity` parameter, as it was unused.

* `PreprocessWorkItem`, which specifies a transform-and-cull operation,
now supplies the mesh instance uniform output index directly instead of
having the shader look it up from the indirect draw parameters.
Accordingly, the responsibility of writing the output index to the
indirect draw parameters has been moved from the CPU to the GPU. This is
in preparation for retained indirect instance draw commands, where the
mesh instance uniform output index may change from frame to frame, while
the indirect instance draw commands will be cached. We won't want the
CPU to have to upload the same indirect draw parameters again and again
if a batch didn't change from frame to frame.

* `batch_and_prepare_binned_render_phase` and
`batch_and_prepare_sorted_render_phase` now allocate indirect draw
commands for an entire batch set at a time when possible, instead of one
batch at a time. This change will allow us to retain the indirect draw
commands for whole batch sets.

* `GetFullBatchData::get_batch_indirect_parameters_index` has been
replaced with `GetFullBatchData::write_batch_indirect_parameters`, which
takes an offset and writes into it instead of allocating. This is
necessary in order to use the optimization mentioned in the previous
point.

* At the WGSL level, `IndirectParameters` has been factored out into
`mesh_preprocess_types.wgsl`. This is because we'll need a new compute
shader that zeroes out the instance counts in preparation for a new
frame. That shader will need to access `IndirectParameters`, so it was
moved to a separate file.

* Bins are no longer raw vectors but are instances of a separate type,
`RenderBin`. This is so that the bin can eventually contain its retained
batches.
2024-12-30 20:11:31 +00:00
Patrick Walton
fde7968168
Unbreak shadows by retaining work item buffers corresponding to ExtractedViews, not ViewTargets. (#17039)
OK, so this is tricky. Every frame, `delete_old_work_item_buffers`
deletes the mesh preprocessing index buffers (a.k.a. work item buffers)
for views that don't have `ViewTarget`s. This was always wrong for
shadow map views, as shadow maps only have `ExtractedView` components,
not `ViewTarget`s. However, before #16836, the problem was masked,
because uploading the mesh preprocessing index buffers for shadow views
had already completed by the time `delete_old_work_item_buffers` ran.
But PR #16836 moved `delete_old_work_item_buffers` from the
`ManageViews` phase to `PrepareResources`, which runs before
`write_batched_instance_buffers` uploads the work item buffers to the
GPU.

This itself isn't wrong, but it exposed the bug, because now it's
possible for work item buffers to get deleted before they're uploaded in
`write_batched_instance_buffers`. This is actually intermittent! It's
possible for the old work item buffers to get deleted, and then
*recreated* in `batch_and_prepare_binned_render_phase`, which runs
during `PrepareResources` as well, and under that system ordering, there
will be no problem other than a little inefficiency arising from
recreating the buffers every frame. But, if
`delete_old_work_item_buffers` runs *after*
`batch_and_prepare_render_phase`, then the work item buffers
corresponding to shadow views will get deleted, and then the shadows
will disappear.

The fact that this is racy is what made it look like #16922 solved the
issue. In fact, it didn't: it just perturbed the ordering on the build
bots enough that the issue stopped appearing. However, on my system, the
shadows still don't appear with #16922.

This commit solves the problem by making `delete_old_work_item_buffers`
look at `ExtractedView`s, not `ViewTarget`s, preventing work item
buffers corresponding to live shadow map views from being deleted.
2024-12-30 20:06:40 +00:00
Benjamin Brienen
0362abd4f4
Make extract_mesh_materials and MaterialBindGroupAllocator public (#16982)
# Objective

Fixes #16730

## Solution

Make the relevant functions public. (`MaterialBindGroupAllocator` itself
was already `pub`)
2024-12-30 05:57:11 +00:00
Brezak
54a3fd7754
Don't overalign aligned values in gpu_readback::align_byte_size (#17007)
# Objective

Fix alignment calculations in our rendering code.
Fixes #16992 

The `gpu_readback::align_byte_size` function incorrectly rounds aligned
values to the next alignment.
If we assume the alignment to be 256 (because that's what wgpu says it
its) the function would align 0 to 256, 256 to 512, etc...

## Solution

Forward the `gpu_readback::align_byte_size` to
`RenderDevice::align_copy_bytes_per_row` so we don't implement the same
method twice.
Simplify `RenderDevice::align_copy_bytes_per_row`.

## Testing

Ran the code provided in #16992 to see if the issue has been solved +
added a test to check if `align_copy_bytes_per_row` returns the correct
values.
2024-12-30 05:51:37 +00:00
Christian Hughes
b09bbfa905
Remove unsound Clone impl for EntityMutExcept (#17032)
# Objective

`EntityMutExcept` can currently be cloned, which can easily violate
aliasing rules.

## Solution

- Remove the `Clone` impl for `EntityMutExcept`
- Also manually derived `Clone` impl for `EntityRefExcept` so that `B:
Clone` isn't required, and also impl'd `Copy`

## Testing

Compile failure tests would be good for this, but I'm not exactly sure
how to set that up.

## Migration Guide

- `EntityMutExcept` can no-longer be cloned, as this violates Rust's
memory safety rules.
2024-12-30 05:17:46 +00:00
Zachary Harrold
79a367db16
Add no_std support to bevy_state (#17028)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `portable-atomic`
  - `critical-section`

## Testing

- CI

## Notes

- `portable-atomic`, and `critical-section` are shortcuts to enable the
relevant features in dependencies, making the usage of this crate on
atomically challenged platforms possible and simpler.
- This PR is blocked until #17027 is merged (as it depends on fixes for
the `once!` macro). Once merged, the change-count for this PR should
reduce.
2024-12-29 23:28:18 +00:00
Rob Parrett
150eec7535
Fix Text2d performance regression (#16991)
# Objective

Probably fixes #16972

## Solution

With 100k text2d, tracy was showing most time being spent in
`extract_components<bevy_sprite::SpriteSource>`.


![image](https://github.com/user-attachments/assets/e82d5d4e-bb39-4d7e-ab7f-47a5466cb74f)

Browsing Bevy's code, this `SpriteSource` component is seemingly not
even used in the render world. So I just ~~deleted the code that was
extracting it~~ it.

## Testing

`cargo run --example text2d` still seems to work.

The example from [my
comment](https://github.com/bevyengine/bevy/issues/16972#issuecomment-2562680876)
in the linked issue shows a ~50x speedup.
2024-12-29 23:14:33 +00:00
Lyndon-Mackay
1614b213f1
Basic filtering examples for users of the bevy_log. (#16455)
# Objective

Give users a quick example on how to control logging so they can filter
out library logs while reading their own
This is intended to fix issue #15957.

## Solution

Added some examples

## Testing

I created project and tested the examples work

###
This is purely a documentation change.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Andres O. Vela <andresovela@users.noreply.github.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2024-12-29 22:56:40 +00:00
Zachary Harrold
c8110f5f86
Add portable-atomic support to bevy_utils for once! (#17027)
# Objective

- Improves platform compatibility for `bevy_utils`

## Solution

- Added `portable-atomic` to allow using the `once!` macro on more
platforms (e.g., Raspberry Pi Pico)

## Testing

- CI

## Notes

- This change should be entirely hidden thanks to the use of
`doc(hidden)`. Enabling the new `portable-atomic` feature just allows
using the `once!` macro on platforms which previously could not.
- I took the liberty of updating the feature documentation to be more in
line with how I've documented features in `bevy_ecs`/`bevy_app`/etc. for
their `no_std` updates.
2024-12-29 22:50:08 +00:00
Zachary Harrold
46af46695b
Add no_std support to bevy_input (#16995)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `smol_str` (default)
  - `portable-atomic`
  - `critical-section`
  - `libm`
- Fixed an existing issue where `bevy_reflect` wasn't properly feature
gated.

## Testing

- CI

## Notes

- There were some minor issues with `bevy_math` and `bevy_ecs` noticed
in this PR which I have also resolved here. I can split these out if
desired, but I've left them here for now as they're very small changes
and I don't consider this PR itself to be very controversial.
- `libm`, `portable-atomic`, and `critical-section` are shortcuts to
enable the relevant features in dependencies, making the usage of this
crate on atomically challenged platforms possible and simpler.
- `smol_str` is gated as it doesn't support atomically challenged
platforms (e.g., Raspberry Pi Pico). I have an issue and a
[PR](https://github.com/rust-analyzer/smol_str/pull/91) to discuss this
upstream.
2024-12-29 22:46:30 +00:00
JaySpruce
0f2b2de333
Move some structs that impl Command to methods on World and EntityWorldMut (#16999)
## Objective

Commands were previously limited to structs that implemented `Command`.
Now there are blanket implementations for closures, which (in my
opinion) are generally preferable.

Internal commands within `commands/mod.rs` have been switched from
structs to closures, but there are a number of internal commands in
other areas of the engine that still use structs. I'd like to tidy these
up by moving their implementations to methods on
`World`/`EntityWorldMut` and changing `Commands` to use those methods
through closures.

This PR handles the following:
- `TriggerEvent` and `EmitDynamicTrigger` double as commands and helper
structs, and can just be moved to `World` methods.
- Four structs that enabled insertion/removal of components via
reflection. This functionality shouldn't be exclusive to commands, and
can be added to `EntityWorldMut`.
- Five structs that mostly just wrapped `World` methods, and can be
replaced with closures that do the same thing.

## Solution

- __Observer Triggers__ (`observer/trigger_event.rs` and
`observer/mod.rs`)
- Moved the internals of `TriggerEvent` to the `World` methods that used
it.
  - Replaced `EmitDynamicTrigger` with two `World` methods:
    - `trigger_targets_dynamic`
    - `trigger_targets_dynamic_ref`
- `TriggerTargets` was now the only thing in
`observer/trigger_event.rs`, so it's been moved to `observer/mod.rs` and
`trigger_event.rs` was deleted.
- __Reflection Insert/Remove__ (`reflect/entity_commands.rs`)
- Replaced the following `Command` impls with equivalent methods on
`EntityWorldMut`:
    - `InsertReflect` -> `insert_reflect`
    - `InsertReflectWithRegistry` -> `insert_reflect_with_registry`
    - `RemoveReflect` -> `remove_reflect`
    - `RemoveReflectWithRegistry` -> `remove_reflect_with_registry`
- __System Registration__ (`system/system_registry.rs`)
- The following `Command` impls just wrapped a `World` method and have
been replaced with closures:
    - `RunSystemWith`
    - `UnregisterSystem`
    - `RunSystemCachedWith`
    - `UnregisterSystemCached`
- `RegisterSystem` called a helper function that basically worked as a
constructor for `RegisteredSystem` and made sure it came with a marker
component. That helper function has been replaced with
`RegisteredSystem::new` and a `#[require]`.

## Possible Addition

The extension trait that adds the reflection commands,
`ReflectCommandExt`, isn't strictly necessary; we could just `impl
EntityCommands`. We could even move them to the same files as the main
impls and put it behind a `#[cfg]`.

The PR that added it [had a similar
conversation](https://github.com/bevyengine/bevy/pull/8895#discussion_r1234713671)
and decided to stick with the trait, but we could revisit it here if so
desired.
2024-12-29 22:18:53 +00:00
Benjamin Brienen
8c34f00deb
Fix msrvs (#17012)
# Objective

The rust-versions are out of date.
Fixes #17008

## Solution

Update the values

Cherry-picked from #17006 in case it is controversial

## Testing

Validated locally and in #17006

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-29 20:00:19 +00:00
Brezak
dc2cd71dc8
Make RawHandleWrapper fields private to save users from themselves (#16968)
# Objective

Fixes #16683

## Solution

Make all fields ine `RawHandleWrapper` private.

## Testing

- CI
- `cargo clippy`
- The lightmaps example
---

## Migration Guide

The `window_handle` and `dispay_handle` fields on `RawHandleWrapper` are
no longer public. Use the newly added getters and setters to manipulate
them instead.
2024-12-29 19:54:57 +00:00
super-saturn
2dcf6bcfd7
Fix path checking for FileWatcher for virtual workspace projects (#16958)
# Objective

Fixes #16879

## Solution

Moved the construction of the root path of the assets folder out of
`FileWatcher::new()` and into `source.rs`, as the path is checked there
with `path.exists()` and fails in certain configurations eg., virtual
workspaces.

## Testing

Applied fix to a private fork and tested against both standard project
setups and virtual workspaces. Works without issue on both. Have tested
under macOS and Arch Linux.

---------

Co-authored-by: JP Stringham <jp@bloomdigital.to>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-29 19:43:42 +00:00
Satellile
58a84d965e
Fix Docs // incorrect default value for ChromaticAberration intensity (#16994)
# Objective

Incorrect default value for ChromatticAberration intensity, missing a
zero. Bevy 0.15
2024-12-29 19:32:44 +00:00
Martín Maita
5157c78651
Move futures.rs, ConditionalSend and BoxedFuture types to bevy_tasks (#16951)
# Objective

- Related to https://github.com/bevyengine/bevy/issues/11478

## Solution

- Moved `futures.rs`, `ConditionalSend` `ConditionalSendFuture` and
`BoxedFuture` from `bevy_utils` to `bevy_tasks`.

## Testing

- CI checks

## Migration Guide

- Several modules were moved from `bevy_utils` into `bevy_tasks`:
  - Replace `bevy_utils::futures` imports with `bevy_tasks::futures`.
- Replace `bevy_utils::ConditionalSend` with
`bevy_tasks::ConditionalSend`.
- Replace `bevy_utils::ConditionalSendFuture` with
`bevy_tasks::ConditionalSendFuture`.
  - Replace `bevy_utils::BoxedFuture` with `bevy_tasks::BoxedFuture`.
2024-12-29 19:29:53 +00:00
Benjamin Brienen
847c3a1719
Fix random clippy warning (#17010)
# Objective

Follow-up to #16984 

## Solution

Fix the lint

## Testing

```
PS C:\Users\BenjaminBrienen\source\bevy> cargo clippy
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.71s
PS C:\Users\BenjaminBrienen\source\bevy> cargo clippy -p bevy_ecs
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.21s
```
2024-12-29 19:28:59 +00:00
Matty Weatherley
97909df6c0
Refactor non-core Curve methods into extension traits (#16930)
# Objective

The way `Curve` presently achieves dyn-compatibility involves shoving
`Self: Sized` bounds on a bunch of methods to forbid them from appearing
in vtables. (This is called *explicit non-dispatchability*.) The `Curve`
trait probably also just has way too many methods on its own.

In the past, using extension traits instead to achieve similar
functionality has been discussed. The upshot is that this would allow
the "core" of the curve trait, on which all the automatic methods rely,
to live in a very simple dyn-compatible trait, while other functionality
is implemented by extensions. For instance, `dyn Curve<T>` cannot use
the `Sized` methods, but `Box<dyn Curve<T>>` is `Sized`, hence would
automatically implement the extension trait, containing the methods
which are currently non-dispatchable.

Other motivations for this include modularity and code organization: the
`Curve` trait itself has grown quite large with the addition of numerous
adaptors, and refactoring it to demonstrate the separation of
functionality that is already present makes a lot of sense. Furthermore,
resampling behavior in particular is dependent on special traits that
may be mimicked or analogized in user-space, and creating extension
traits to achieve similar behavior in user-space is something we ought
to encourage by example.

## Solution

`Curve` now contains only `domain` and the `sample` methods. 

`CurveExt` has been created, and it contains all adaptors, along with
the other sampling convenience methods (`samples`, `sample_iter`, etc.).
It is implemented for all `C` where `C: Curve<T> + Sized`.

`CurveResampleExt` has been created, and it contains all resampling
methods. It is implemented for all `C` where `C: Curve<T> + ?Sized`.

## Testing

It compiles and `cargo doc` succeeds.

---

## Future work

- Consider writing extension traits for resampling curves in related
domains (e.g. resampling for `Curve<T>` where `T: Animatable` into an
`AnimatableKeyframeCurve`).
- `CurveExt` might be further broken down to separate the adaptor and
sampling methods.

---

## Migration Guide

`Curve` has been refactored so that much of its functionality is now in
extension traits. Adaptors such as `map`, `reparametrize`, `reverse`,
and so on now require importing `CurveExt`, while the resampling methods
`resample_*` require importing `CurveResampleExt`. Both of these new
traits are exported through `bevy::math::curve` and through
`bevy::math::prelude`.
2024-12-29 19:26:49 +00:00
Zachary Harrold
3d280ec37b
Add no_std support to bevy_hierarchy (#16998)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)

## Testing

- CI

## Notes

- There was a minor issue with `bevy_reflect`'s `smallvec` feature
noticed in this PR which I have also resolved here. I can split this out
if desired, but I've left it here for now as it's a very small change
and I don't consider this PR itself to be very controversial.
2024-12-29 19:12:29 +00:00
Benjamin Brienen
64efd08e13
Prefer Display over Debug (#16112)
# Objective

Fixes #16104

## Solution

I removed all instances of `:?` and put them back one by one where it
caused an error.

I removed some bevy_utils helper functions that were only used in 2
places and don't add value. See: #11478

## Testing

CI should catch the mistakes

## Migration Guide

`bevy::utils::{dbg,info,warn,error}` were removed. Use
`bevy::utils::tracing::{debug,info,warn,error}` instead.

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
2024-12-27 00:40:06 +00:00
François Mockers
394e82f4bc
panic on system error (#16979)
# Objective

- First step for #16718 
- #16589 introduced an api that can only ignore errors, which is risky

## Solution

- Panic instead of just ignoring the errors

## Testing

- Changed the `fallible_systems` example to return an error
```
Encountered an error in system `fallible_systems::setup`: TooManyVertices { subdivisions: 300, number_of_resulting_points: 906012 }
Encountered a panic in system `fallible_systems::setup`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```
2024-12-26 23:44:46 +00:00
DAA
3eae8590cc
Make animate_targets run before inherit_weights (#16981)
# Objective

ensure that `animate_targets` runs **before**
`bevy_render::mesh::inherit_weights` to address the one-frame delay

Fixes #16554 

## Solution

switch ordering constraints from `after` to `before`

## Testing

ran bevy_animation tests and the animated_fox example on MacOS
2024-12-26 22:20:08 +00:00
Benjamin Brienen
1675d68366
Fix beta CI (#16984)
# Objective

Fixes #16607

## Solution

Satisfy clippy

## Testing

Ran clippy
2024-12-26 22:17:51 +00:00
MevLyshkin
cae2da3cee
BRP registry JSON schema endpoint (#16882)
# Objective

Resolve #16745

## Solution

Provide a way to map `AppTypeRegistry` types into a JSON Schema that can
be used in other applications. I took code from
https://github.com/kaosat-dev/Blenvy as a starting point, cleaned up and
adapter more for `bevy_remote` needs. Based on feedback and needs it
could be improved, I could add some filtering options, etc.

## Testing

- I was comparing results with the ones from code in `blenvy`
- There is added unit test, could be added more
- I was testing it in my game with this code:
```rust
fn types_to_file(world: &mut World) {
    use bevy_remote::builtin_methods::export_registry_types;
    let Ok(Ok(types_schema)) = world.run_system_cached_with(export_registry_types, None) else {
        return;
    };
    let registry_save_path = std::path::Path::new("assets").join("registry.json");
    let writer =
        std::fs::File::create(registry_save_path).expect("should have created schema file");
    serde_json::to_writer_pretty(writer, &types_schema).expect("Failed to save types to file");
}
```
It can be run by adding it at startup 
```rust
app.add_systems(Startup, types_to_file);
```

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-12-26 22:14:08 +00:00
Patrick Walton
11c4339f45
Get lightmaps working in deferred rendering. (#16836)
A previous PR, #14599, attempted to enable lightmaps in deferred mode,
but it still used the `OpaqueNoLightmap3dBinKey`, which meant that it
would be broken if multiple lightmaps were used. This commit fixes that
issue, and allows bindless lightmaps to work with deferred rendering as
well.
2024-12-26 22:13:05 +00:00
François Mockers
e8fc279705
Fix non-meshlet shaders for non-bindless mode (#16966)
# Objective

- Running example `load_gltf` when not using bindless gives this error
```
ERROR bevy_render::render_resource::pipeline_cache: failed to process shader:
error: no definition in scope for identifier: 'slot'
    ┌─ crates/bevy_pbr/src/render/pbr_fragment.wgsl:153:13
    │
153 │             slot,
    │             ^^^^ unknown identifier
    │
    = no definition in scope for identifier: 'slot'
```
- since https://github.com/bevyengine/bevy/pull/16825

## Solution

- Set `slot` to the expected value when not mindless
- Also use it for `uv_b`

## Testing

- Run example `load_gltf` on a Mac or in wasm
2024-12-26 18:00:21 +00:00
Jerome Humbert
f9c8f511fd
Add SubApp::take_extract() (#16862)
# Objective

Fixes #16850

## Solution

Add a new function `SubApp::take_extract()`, similar to
`Option::take()`, which allows stealing the currently installed extract
function of a sub-app, with the intent to replace it with a custom one
calling the original one via `set_extract()`.

This pattern enables registering a custom "world sync" function similar
to the existing one `entity_sync_system()`, to run custom world sync
logic with mutable access to both the main and render worlds.

## Testing

`cargo r -p ci` currently doesn't build locally, event after upgrading
rustc to latest and doing a `cargo update`.
2024-12-24 18:26:32 +00:00
Matty Weatherley
43d5472fda
Easing curves for tuples (#16945)
# Objective

Make it so that users can ease between tuples of easeable values. 

## Solution

Use `variadics_please`'s `all_tuples_enumerated` macro to generate code
that creates these trait implementations. For two elements, the result
looks like this:
```rust
impl<T0: Ease, T1: Ease> Ease for (T0, T1) {
    fn interpolating_curve_unbounded(start: Self, end: Self) -> impl Curve<Self> {
        let curve_tuple = (
            <T0 as Ease>::interpolating_curve_unbounded(start.0, end.0),
            <T1 as Ease>::interpolating_curve_unbounded(start.1, end.1),
        );
        FunctionCurve::new(Interval::EVERYWHERE, move |t| {
            (
                curve_tuple.0.sample_unchecked(t),
                curve_tuple.1.sample_unchecked(t),
            )
        })
    }
}
```

## Testing

It compiles, and I futzed about with some manual examples, which seem to
work as expected.

---

## Showcase

Easing curves now support easing tuples of values that can themselves be
eased. For example:
```rust
// Easing between two `(Vec3, Quat)` values:
let easing_curve = EasingCurve::new(
    (vec3(0.0, 0.0, 0.0), Quat::from_rotation_z(-FRAC_PI_2)),
    (vec3(1.0, 1.0, 1.0), Quat::from_rotation_z(FRAC_PI_2)),
    EaseFunction::ExponentialInOut
);
```
2024-12-24 18:06:08 +00:00
scottmcm
f96653498b
[math] Add SmoothStep and SmootherStep easing functions (#16957)
# Objective

Almost all of the `*InOut` easing functions are not actually smooth
(`SineInOut` is the one exception).

Because they're defined piecewise, they jump from accelerating upwards
to accelerating downwards, causing infinite jerk at t=½.

## Solution

This PR adds the well-known
[smoothstep](https://registry.khronos.org/OpenGL-Refpages/gl4/html/smoothstep.xhtml),
as well as its higher-degree version
[smootherstep](https://en.wikipedia.org/wiki/Smoothstep#Variations), as
easing functions.

Mathematically, these are the classic [Hermite
interpolation](https://en.wikipedia.org/wiki/Hermite_interpolation)
results:
- for smoothstep, the cubic with velocity zero at both ends
- for smootherstep, the quintic with velocity zero *and acceleration
zero* at both ends

And because they're simple polynomials, there's no branching and thus
they don't have the acceleration jump in the middle.

I also added some more information and cross-linking to the
documentation for these and some of the other easing functions, to help
clarify why one might want to use these over other existing ones. In
particular, I suspect that if people are willing to pay for a quintic
they might prefer `SmootherStep` to `QuinticInOut`.

For consistency with how everything else has triples, I added
`Smooth(er)Step{In,Out}` as well, in case people want to run the `In`
and `Out` versions separately for some reason. Qualitatively they're not
hugely different from `Quadratic{In,Out}` or `Cubic{In,Out}`, though, so
could be removed if you'd rather. They're low cost to keep, though, and
convenient for testing.

## Testing

These are simple polynomials, so their coefficients can be read directly
from the Horner's method implementation and compared to the reference
materials. The tests from #16910 were updated to also test these 6 new
easing functions, ensuring basic behaviour, plus one was updated to
better check that the InOut versions of things match their rescaled In
and Out versions.

Even small changes like
```diff
-    (((2.5 + (-1.875 + 0.375*t) * t) * t) * t) * t
+    (((2.5 + (-1.85 + 0.375*t) * t) * t) * t) * t
```
are caught by multiple tests this way.

If you want to confirm them visually, here are the 6 new ones graphed:
<https://www.desmos.com/calculator/2d3ofujhry>

![smooth-and-smoother-step](https://github.com/user-attachments/assets/a114530e-e55f-4b6a-85e7-86e7abf51482)

---

## Migration Guide

This version of bevy marks `EaseFunction` as `#[non_exhaustive]` to that
future changes to add more easing functions will be non-breaking. If you
were exhaustively matching that enum -- which you probably weren't --
you'll need to add a catch-all (`_ =>`) arm to cover unknown easing
functions.
2024-12-24 17:17:28 +00:00
mgi388
124f8031e3
Remove unnecessary cast in DynamicTextureAtlasBuilder (#16937)
# Summary 

- I started experimenting if `TextureAtlas` and friends can be moved to
`bevy_image`. See
[Discord](https://discord.com/channels/691052431525675048/692572690833473578/1320176054911897642)
thread.
- While doing that, and moving `DynamicTextureAtlasBuilder` to
`bevy_image`, it revealed that `DynamicTextureAtlasBuilder` depends on
`bevy_render::GpuImage`, but we can't have `bevy_image` depend on
`bevy_render`.
- The reason for the dependency is an assertion introduced in [this
PR](https://github.com/bevyengine/bevy/pull/12827/files?show-viewed-files=true&file-filters%5B%5D=#diff-d9afd2170466f4aae340b244bdaa2a80aef58e979268c003878ca6c95860eb37R59).
- [It doesn't seem like there was a specific reason for that
change](https://discord.com/channels/691052431525675048/743663924229963868/1320506862067650580),
so should be safe to change it.
- So instead of the cast, just look up `asset_usage` directly on the
concrete `Image` type.
- Also update the message which referred to a non-existent variable
`atlas_texture_handle` (it was renamed during a subsequent refactor PR).

# Testing

- Checked on Discord if there was any known reason this had to stay like
this.
- CI builds it.
2024-12-24 17:14:06 +00:00
Alice Cecile
48fe2a6e21
Rename "focus" in bevy_picking to "hover" (#16872)
# Objective

With the introduction of bevy_input_focus, the uses of "focus" in
bevy_picking are quite confusing and make searching hard.

Users will intuitively think these concepts are related, but they
actually aren't.

## Solution

Rename / rephrase all uses of "focus" in bevy_picking to refer to
"hover", since this is ultimately related to creating the `HoverMap`.

## Migration Guide

Various terms related to "focus" in `bevy_picking` have been renamed to
refer to "hover" to avoid confusion with `bevy_input_focus`. In
particular:

- The `update_focus` system has been renamed to `generate_hovermap`
- `PickSet::Focus` and `PostFocus` have been renamed to `Hover` and
`PostHover`
- The `bevy_picking::focus` module has been renamed to
`bevy_picking::hover`
- The `is_focus_enabled` field on `PickingPlugin` has been renamed to
`is_hover_enabled`
- The `focus_should_run` run condition has been renamed to
`hover_should_run`
2024-12-24 06:22:13 +00:00
MichiRecRoom
4a681c3f05
Expose access to SubApps within App (#16952)
# Objective
`SubApps` is visible within the documentation for `bevy_app`. However,
no way of accessing the `SubApps` field in `App` is currently available.

## Solution
Expose two new functions, `App::sub_apps()` and `App::sub_apps_mut()`,
which give immutable and mutable access to `SubApps` respectively.

The other solution is to hide `SubApps`, which I submitted as a PR at
<https://github.com/bevyengine/bevy/pull/16953>.

## Testing
Because of the simplicity of the changes, I only tested by compiling
`bevy_app` - which compiled successfully.

Note: `SubApps`, and its corresponding field on `App`, are not used
outside of `bevy_app` - which means that compiling the other crates is
not necessary.
2024-12-24 06:15:16 +00:00