# Objective
- add support for alternate zstd backend through `zstd` for faster
decompression
## Solution
- make existing `zstd` feature only specify that support is required,
disambiguate which backend to use via two other features `zstd_native`
and `zstd_rust`.
- Similar to the approach taken by #18411, but we keep current behavior
by defaulting to the rust implementation because its safer, and isolate
this change.
NOTE: the default feature-set may seem to not currently require `zstd`,
but it does, it is enabled transitively by the `tonemapping_luts`
feature, which is a default feature. Thus this does not add default
features.
## Testing
- Cargo clippy on both feature combinations
# Objective
Upgrade to `wgpu` version `25.0`.
Depends on https://github.com/bevyengine/naga_oil/pull/121
## Solution
### Problem
The biggest issue we face upgrading is the following requirement:
> To facilitate this change, there was an additional validation rule put
in place: if there is a binding array in a bind group, you may not use
dynamic offset buffers or uniform buffers in that bind group. This
requirement comes from vulkan rules on UpdateAfterBind descriptors.
This is a major difficulty for us, as there are a number of binding
arrays that are used in the view bind group. Note, this requirement does
not affect merely uniform buffors that use dynamic offset but the use of
*any* uniform in a bind group that also has a binding array.
### Attempted fixes
The easiest fix would be to change uniforms to be storage buffers
whenever binding arrays are in use:
```wgsl
#ifdef BINDING_ARRAYS_ARE_USED
@group(0) @binding(0) var<uniform> view: View;
@group(0) @binding(1) var<uniform> lights: types::Lights;
#else
@group(0) @binding(0) var<storage> view: array<View>;
@group(0) @binding(1) var<storage> lights: array<types::Lights>;
#endif
```
This requires passing the view index to the shader so that we know where
to index into the buffer:
```wgsl
struct PushConstants {
view_index: u32,
}
var<push_constant> push_constants: PushConstants;
```
Using push constants is no problem because binding arrays are only
usable on native anyway.
However, this greatly complicates the ability to access `view` in
shaders. For example:
```wgsl
#ifdef BINDING_ARRAYS_ARE_USED
mesh_view_bindings::view.view_from_world[0].z
#else
mesh_view_bindings::view[mesh_view_bindings::view_index].view_from_world[0].z
#endif
```
Using this approach would work but would have the effect of polluting
our shaders with ifdef spam basically *everywhere*.
Why not use a function? Unfortunately, the following is not valid wgsl
as it returns a binding directly from a function in the uniform path.
```wgsl
fn get_view() -> View {
#if BINDING_ARRAYS_ARE_USED
let view_index = push_constants.view_index;
let view = views[view_index];
#endif
return view;
}
```
This also poses problems for things like lights where we want to return
a ptr to the light data. Returning ptrs from wgsl functions isn't
allowed even if both bindings were buffers.
The next attempt was to simply use indexed buffers everywhere, in both
the binding array and non binding array path. This would be viable if
push constants were available everywhere to pass the view index, but
unfortunately they are not available on webgpu. This means either
passing the view index in a storage buffer (not ideal for such a small
amount of state) or using push constants sometimes and uniform buffers
only on webgpu. However, this kind of conditional layout infects
absolutely everything.
Even if we were to accept just using storage buffer for the view index,
there's also the additional problem that some dynamic offsets aren't
actually per-view but per-use of a setting on a camera, which would
require passing that uniform data on *every* camera regardless of
whether that rendering feature is being used, which is also gross.
As such, although it's gross, the simplest solution just to bump binding
arrays into `@group(1)` and all other bindings up one bind group. This
should still bring us under the device limit of 4 for most users.
### Next steps / looking towards the future
I'd like to avoid needing split our view bind group into multiple parts.
In the future, if `wgpu` were to add `@builtin(draw_index)`, we could
build a list of draw state in gpu processing and avoid the need for any
kind of state change at all (see
https://github.com/gfx-rs/wgpu/issues/6823). This would also provide
significantly more flexibility to handle things like offsets into other
arrays that may not be per-view.
### Testing
Tested a number of examples, there are probably more that are still
broken.
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/14328
- `DynamicMap::drain` was broken (indices weren't cleared, causing a
panic when reading later)
- `PartialReflect::apply` was broken for maps and sets, because they
don't remove entries from the `self` map that aren't in the applied map.
- I discovered this bug when implementing MapEntities on a Component
containing a `HashMap<Entity, _>`. Because `apply` is used to reapply
the changes to the reflected map, the map ended up littered with a ton
of outdated entries.
## Solution
- Remove the separate `Vec` in `DynamicMap` and use the `HashTable`
directly, like it is in `DynamicSet`.
- Replace `MapIter` by `Box<dyn Iterator>` (like for `DynamicSet`), and
`Map::get_at` and `Map::get_at_mut` which are now unused.
- Now assume `DynamicMap` types are unordered and adjust documentation
accordingly.
- Fix documentation of `DynamicSet` (ordered -> unordered)
- Added `Map::retain` and `Set::retain`, and use them to remove excess
entries in `PartialReflect::apply` implementations.
## Testing
- Added `map::tests::apply` and `set::tests::apply` to validate
`<DynamicMap as PartialReflect>::apply` and `<DynamicSet as
PartialReflect>::apply`
# Objective
- Currently, CI tests take a screenshot at frame X and exits at frame Y
with X < Y, and both number fixed
- This means tests can take longer than they actually need when taking
the screenshot is fast, and can fail to take the screenshot when it's
taking too long
## Solution
- Add a new event `ScreenshotAndExit` that exit directly after the
screenshot is saved
# Objective
- Make follow-up changes from #18866
## Solution
- Switch from the on add observer to an on insert hook
- Make the component immutable
- Remove required components
## Testing
- `tilemap_chunk` example
# Objective
- Upstream mesh raycast UV support used in #19199
## Solution
- Compute UVs, debug a bunch of math issues with barycentric coordinates
and add docs.
## Testing
- Tested in diagetic UI in the linked PR.
Updates the requirements on
[derive_more](https://github.com/JelteF/derive_more) to permit the
latest version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/JelteF/derive_more/releases">derive_more's
releases</a>.</em></p>
<blockquote>
<h2>2.0.1</h2>
<p><a href="https://docs.rs/derive_more/2.0.1">API docs</a>
<a
href="https://github.com/JelteF/derive_more/blob/v2.0.1/CHANGELOG.md#201---2025-02-03">Changelog</a></p>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/JelteF/derive_more/blob/master/CHANGELOG.md">derive_more's
changelog</a>.</em></p>
<blockquote>
<h2>2.0.1 - 2025-02-03</h2>
<h3>Added</h3>
<ul>
<li>Add crate metadata for the Rust Playground. This makes sure that the
Rust
Playground will have all <code>derive_more</code> features available
once
<a
href="https://docs.rs/selectors/latest/selectors"><code>selectors</code></a>
crate updates its
<code>derive_more</code> version.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/445">#445</a>)</li>
</ul>
<h2>2.0.0 - 2025-02-03</h2>
<h3>Breaking changes</h3>
<ul>
<li><code>use derive_more::SomeTrait</code> now imports macro only.
Importing macro with
its trait along is possible now via <code>use
derive_more::with_trait::SomeTrait</code>.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/406">#406</a>)</li>
<li>Top-level <code>#[display("...")]</code> attribute on an
enum now has defaulting behavior
instead of replacing when no wrapping is possible (no
<code>_variant</code> placeholder).
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/395">#395</a>)</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Associated types of type parameters not being treated as generics in
<code>Debug</code>
and <code>Display</code> expansions.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/399">#399</a>)</li>
<li><code>unreachable_code</code> warnings on generated code when
<code>!</code> (never type) is used.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/404">#404</a>)</li>
<li>Ambiguous associated item error when deriving <code>TryFrom</code>,
<code>TryInto</code> or <code>FromStr</code>
with an associated item called <code>Error</code> or <code>Err</code>
respectively.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/410">#410</a>)</li>
<li>Top-level <code>#[display("...")]</code> attribute on an
enum being incorrectly treated
as transparent or wrapping.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/395">#395</a>)</li>
<li>Omitted raw identifiers in <code>Debug</code> and
<code>Display</code> expansions.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/431">#431</a>)</li>
<li>Incorrect rendering of raw identifiers as field names in
<code>Debug</code> expansions.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/431">#431</a>)</li>
<li>Top-level <code>#[display("...")]</code> attribute on an
enum not working transparently
for directly specified fields.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/438">#438</a>)</li>
<li>Incorrect dereferencing of unsized fields in <code>Debug</code> and
<code>Display</code> expansions.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/440">#440</a>)</li>
</ul>
<h2>0.99.19 - 2025-02-03</h2>
<ul>
<li>Add crate metadata for the Rust Playground.</li>
</ul>
<h2>1.0.0 - 2024-08-07</h2>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="a78d8ee41d"><code>a78d8ee</code></a>
chore: Release</li>
<li><a
href="2aeee4d1c0"><code>2aeee4d</code></a>
Update changelog (<a
href="https://redirect.github.com/JelteF/derive_more/issues/446">#446</a>)</li>
<li><a
href="5afbaa1d8e"><code>5afbaa1</code></a>
Add Rust Playground metadata (<a
href="https://redirect.github.com/JelteF/derive_more/issues/445">#445</a>)</li>
<li><a
href="d6c3315f12"><code>d6c3315</code></a>
Prepare 2.0.0 release (<a
href="https://redirect.github.com/JelteF/derive_more/issues/444">#444</a>)</li>
<li><a
href="c5e5e82c0a"><code>c5e5e82</code></a>
Fix unsized fields usage in <code>Display</code>/<code>Debug</code>
derives (<a
href="https://redirect.github.com/JelteF/derive_more/issues/440">#440</a>,
<a
href="https://redirect.github.com/JelteF/derive_more/issues/432">#432</a>)</li>
<li><a
href="d391493a3c"><code>d391493</code></a>
Fix field transparency for top-level shared attribute in
<code>Display</code> (<a
href="https://redirect.github.com/JelteF/derive_more/issues/438">#438</a>)</li>
<li><a
href="f14c7a759a"><code>f14c7a7</code></a>
Fix raw identifiers usage in <code>Display</code>/<code>Debug</code>
derives (<a
href="https://redirect.github.com/JelteF/derive_more/issues/434">#434</a>,
<a
href="https://redirect.github.com/JelteF/derive_more/issues/431">#431</a>)</li>
<li><a
href="7b23de3d53"><code>7b23de3</code></a>
Update <code>convert_case</code> crate from 0.6 to 0.7 version (<a
href="https://redirect.github.com/JelteF/derive_more/issues/436">#436</a>)</li>
<li><a
href="cc9957e9cd"><code>cc9957e</code></a>
Fix <code>compile_fail</code> tests and make Clippy happy for 1.84 Rust
(<a
href="https://redirect.github.com/JelteF/derive_more/issues/435">#435</a>)</li>
<li><a
href="17d61c3118"><code>17d61c3</code></a>
Fix transparency and behavior of shared formatting on enums (<a
href="https://redirect.github.com/JelteF/derive_more/issues/395">#395</a>,
<a
href="https://redirect.github.com/JelteF/derive_more/issues/377">#377</a>,
<a
href="https://redirect.github.com/JelteF/derive_more/issues/411">#411</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/JelteF/derive_more/compare/v1.0.0...v2.0.1">compare
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# Objective
#19410 added support for resizing images "in place" meaning that their
data was copied into the new texture allocation on the CPU. However,
there are some scenarios where an image may be created and populated
entirely on the GPU. Using this method would cause data to disappear, as
it wouldn't be copied into the new texture.
## Solution
When an image is resized in place, if it has no data in it's asset,
we'll opt into a new flag `copy_on_resize` which will issue a
`copy_texture_to_texture` command on the old allocation.
To support this, we require passing the old asset to all `RenderAsset`
implementations. This will be generally useful in the future for
reducing things like buffer re-allocations.
## Testing
Tested using the example in the issue.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Remove a component impl footgun
- Make projection code slightly nicer, and remove the need to import the
projection trait when using the methods on `Projection`.
## Solution
- Do the things.
# Objective
- basis-universal feature is overloaded, you might not want the
compressed_image_saver but you may want basis-universal
## Solution
- split out compressed_image_saver
## Testing
- cargo clippy
# Objective
- Sometimes you only want to write parts of a buffer to the gpu instead
of reuploading the entire buffer. For example when doing data streaming.
- wgpu already supports this and you can do it manually from the user
side but it would be nice if it was built in.
## Solution
- Add `write_buffer_range()` to `RawBufferVec` and `BufferVec` that will
only upload the data contained in the specified range
## Testing
- I did not test it in bevy, but this implementation is copied from
something I used and tested at work
# Objective
- Alternative to and closes#19545
- Resolves#9790 by providing an alternative
- `Mesh` is meant as format optimized for the renderer. There are no
guarantees about how it looks, and breaking changes are expected
- This makes it not feasible to implement `Reflect` for all its fields
or `Serialize` it.
- However, (de)serializing a mesh has an important use case: send a mesh
over BRP to another process, like an editor!
- In my case, I'm making a navmesh editor and need to copy the level
that is running in the game into the editor process
- Assets don't solve this because
- They don't work over BRP #19709 and
- The meshes may be procedural
- So, we need a way to (de)serialize a mesh for short-term
transmissions.
## Solution
- Like `SerializedAnimationGraph` before, let's make a `SerializedMesh`!
- This type's fields are all `private` because we want to keep the
internals of `Mesh` hidden, and exposing them
through this secondary struct would be counter-productive to that
- All this struct can do is be serialized, be deserialized, and be
converted to and from a mesh
- It's not a lossless transmission: the handle for morph targets is
ignored, and things like the render usages make no sense to be
transmitted imo
## Future Work
The same song and dance needs to happen for `Image`, but I can live with
completely white meshes for the moment lol
## Testing
- Added a simple test
---------
Co-authored-by: atlv <email@atlasdostal.com>
# Objective
- Followup to https://github.com/bevyengine/bevy/pull/19633
- As discussed, it's a bit cumbersome to specify that you want the
correct orientation every single time
- Also, glTFs loaded from third parties will still be loaded incorrectly
## Solution
- Allow opting into the new behavior globally or per-asset
- Also improved some docs while on it :)
## Testing
- Ran the animation examples
- Ran the test scene from the last PR with all configuration
combinations
# Objective
Further tests after #19326 showed that configuring `EntityCloner` with
required components is bug prone and the current design has several
weaknesses in it's API:
- Mixing `EntityClonerBuilder::allow` and `EntityClonerBuilder::deny`
requires extra care how to support that which has an impact on
surrounding code that has to keep edge cases in mind. This is especially
true for attempts to fix the following issues. There is no use-case
known (to me) why someone would mix those.
- A builder with `EntityClonerBuilder::allow_all` configuration tries to
support required components like `EntityClonerBuilder::deny_all` does,
but the meaning of that is conflicting with how you'd expect things to
work:
- If all components should be cloned except component `A`, do you also
want to exclude required components of `A` too? Or are these also valid
without `A` at the target entity?
- If `EntityClonerBuilder::allow_all` should ignore required components
and not add them to be filtered away, which purpose has
`EntityClonerBuilder::without_required_components` for this cloner?
- Other bugs found with the linked PR are:
- Denying `A` also denies required components of `A` even when `A` does
not exist at the source entity
- Allowing `A` also allows required components of `A` even when `A` does
not exist at the source entity
- Adding `allow_if_new` filters to the cloner faces the same issues and
require a common solution to dealing with source-archetype sensitive
cloning
Alternative to #19632 and #19635.
# Solution
`EntityClonerBuilder` is made generic and split into
`EntityClonerBuilder<OptOut>` and `EntityClonerBuilder<OptIn>`
For an overview of the changes, see the migration guide. It is generally
a good idea to start a review of that.
## Algorithm
The generic of `EntityClonerBuilder` contains the filter data that is
needed to build and clone the entity components.
As the filter needs to be borrowed mutably for the duration of the
clone, the borrow checker forced me to separate the filter value and all
other fields in `EntityCloner`. The latter are now in the
`EntityClonerConfig` struct. This caused many changed LOC, sorry.
To make reviewing easier:
1. Check the migration guide
2. Many methods of `EntityCloner` now just call identitcal
`EntityClonerConfig` methods with a mutable borrow of the filter
3. Check `EntityClonerConfig::clone_entity_internal` which changed a bit
regarding the filter usage that is now trait powered (`CloneByFilter`)
to support `OptOut`, `OptIn` and `EntityClonerFilter` (an enum combining
the first two)
4. Check `OptOut` type that no longer tracks required components but has
a `insert_mode` field
5. Check `OptIn` type that has the most logic changes
# Testing
I added a bunch of tests that cover the new logic parts and the fixed
issues.
Benchmarks are in a comment a bit below which shows ~4% to 9%
regressions, but it varied wildly for me. For example at one run the
reflection-based clonings were on-par with main while the other are not,
and redoing that swapped the situation for both.
It would be really cool if I could get some hints how to get better
benchmark results or if you could run them on your machine too.
Just be aware this is not a Performance PR but a Bugfix PR, even if I
smuggled in some more functionalities. So doing changes to
`EntityClonerBuilder` is kind of required here which might make us bite
the bullet.
---------
Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com>
# Objective
- Related to #19024.
## Solution
- Remove the `FULLSCREEN_SHADER_HANDLE` `weak_handle` with a resource
holding the shader handle.
- This also changes us from using `load_internal_asset` to
`embedded_asset`/`load_embedded_asset`.
- All uses have been migrated to clone the `FullscreenShader` resource
and use its `to_vertex_state` method.
## Testing
- `anti_aliasing` example still works.
- `bloom_3d` example still works.
---------
Co-authored-by: charlotte 🌸 <charlotte.c.mcelwain@gmail.com>
# Objective
An attempt to start building a base for first-party tilemaps (#13782).
The objective is to create a very simple tilemap chunk rendering plugin
that can be used as a building block for 3rd-party tilemap crates, and
eventually a first-party tilemap implementation.
## Solution
- Introduces two user-facing components, `TilemapChunk` and
`TilemapChunkIndices`, and a new material `TilemapChunkMaterial`.
- `TilemapChunk` holds the chunk and tile sizes, and the tileset image
- The tileset image is expected to be a layered image for use with
`texture_2d_array`, with the assumption that atlases or multiple images
would go through an asset loader/processor. Not sure if that should be
part of this PR or not..
- `TilemapChunkIndices` holds a 1d representation of all of the tile's
Option<u32> index into the tileset image.
- Indices are fixed to the size of tiles in a chunk (though maybe this
should just be an assertion instead?)
- Indices are cloned and sent to the shader through a u32 texture.
## Testing
- Initial testing done with the `tilemap_chunk` example, though I need
to include some way to update indices as part of it.
- Tested wasm with webgl2 and webgpu
- I'm thinking it would probably be good to do some basic perf testing.
---
## Showcase
```rust
let chunk_size = UVec2::splat(64);
let tile_size = UVec2::splat(16);
let indices: Vec<Option<u32>> = (0..chunk_size.x * chunk_size.y)
.map(|_| rng.gen_range(0..5))
.map(|i| if i == 0 { None } else { Some(i - 1) })
.collect();
commands.spawn((
TilemapChunk {
chunk_size,
tile_size,
tileset,
},
TilemapChunkIndices(indices),
));
```

# Objective
- Notice a word duplication typo
- Small quest to fix similar or nearby typos with my faithful companion
`\b(\w+)\s+\1\b`
## Solution
Fix em
# Objective
The objective of this PR is to enable Components to use their
`MapEntities` implementation for `Component::map_entities`.
With the improvements to the entity mapping system, there is definitely
a huge reduction in boilerplate. However, especially since
`(Entity)HashMap<..>` doesn't implement `MapEntities` (I presume because
the lack of specialization in rust makes `HashMap<Entity|X, Entity|X>`
complicated), when somebody has types that contain these hashmaps they
can't use this approach.
More so, we can't even depend on the previous implementation, since
`Component::map_entities` is used instead of
`MapEntities::map_entities`. Outside of implementing `Component `and
`Component::map_entities` on these types directly, the only path forward
is to create a custom type to wrap the hashmaps and implement map
entities on that, or split these components into a wrapper type that
implement `Component`, and an inner type that implements `MapEntities`.
## Current Solution
The solution was to allow adding `#[component(map_entities)]` on the
component. By default this will defer to the `MapEntities`
implementation.
```rust
#[derive(Component)]
#[component(map_entities)]
struct Inventory {
items: HashMap<Entity, usize>
}
impl MapEntities for Inventory {
fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
self.items = self.items
.drain()
.map(|(id, count)|(entity_mapper.get_mapped(id), count))
.collect();
}
}
```
You can use `#[component(map_entities = <function path>)]` instead to
substitute other code in for components. This function can also include
generics, but sso far I haven't been able to find a case where they are
needed.
```rust
#[derive(Component)]
#[component(map_entities = map_the_map)]
// Also works #[component(map_entities = map_the_map::<T,_>)]
struct Inventory<T> {
items: HashMap<Entity, T>
}
fn map_the_map<T, M: EntityMapper>(inv: &mut Inventory<T>, entity_mapper: &mut M) {
inv.items = inv.items
.drain()
.map(|(id, count)|(entity_mapper.get_mapped(id), count))
.collect();
}
```
The idea is that with the previous changes to MapEntities, MapEntities
is implemented more for entity collections than for Components. If you
have a component that makes sense as both, `#[component(map_entities)]`
would work great, while otherwise a component can use
`#[component(map_entities = <function>)]` to change the behavior of
`Component::map_entities` without opening up the component type to be
included in other components.
## (Original Solution if you want to follow the PR)
The solution was to allow adding `#[component(entities)]` on the
component itself to defer to the `MapEntities` implementation
```rust
#[derive(Component)]
#[component(entities)]
struct Inventory {
items: HashMap<Entity, usize>
}
impl MapEntities for Inventory {
fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
self.items = self.items
.drain()
.map(|(id, count)|(entity_mapper.get_mapped(id), count))
.collect();
}
}
```
## Testing
I tested this by patching my local changes into my own bevy project. I
had a system that loads a scene file and executes some logic with a
Component that contains a `HashMap<Entity, UVec2>`, and it panics when
Entity is not found from another query. Since the 0.16 update this
system has reliably panicked upon attempting to the load the scene.
After patching my code in, I added `#[component(entities)]` to this
component, and I was able to successfully load the scene.
Additionally, I wrote a doc test.
## Call-outs
### Relationships
This overrules the default mapping of relationship fields. Anything else
seemed more problematic, as you'd have inconsistent behavior between
`MapEntities` and `Component`.
# Objective
- Start the realtime direct lighting work for bevy solari
## Solution
- Setup all the CPU-side code for the realtime lighting path (minus some
parts for the temporal reuse I haven't written yet)
- Implement RIS with 32 samples to choose a good random light
- Don't sample a disk for the directional light, just treat it as a
single point. This is faster and not much worse quality.
## Future
- Spatiotemporal reuse (ReSTIR DI)
- Denoiser (DLSS-RR)
- Light tile optimization for faster light selection
- Indirect lighting (ReSTIR GI)
## Testing
- Run the solari example to see realtime
- Run the solari example with `-- --pathtracer` to see the existing
pathtracer
---
## Showcase
1 frame direct lighting:

Accumulated pathtracer output:

---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
While working on #17607, I found myself confused and frustrated by the
tangled web woven by the various modules inside of our observers code.
Rather than tackle that as part of a big rewrite PR, I've decided to do
the mature (if frustrating) thing where you split out your trivial but
noisy refactoring first.
There are a large number of moving parts, especially in terms of
storage, and these are strewn willy-nilly across the module with no
apparent ordering. To make matters worse, this was almost all just
dumped into a multi-thousand LOC mod.rs at the root.
## Solution
I've reshuffled the modules, attempting to:
- reduce the size of the mod.rs file
- organize structs so that smaller structs are found after the larger
structs that contain them
- group related functionality together
- document why modules exist, and their broad organization
No functional changes have been made here, although I've had to increase
the visibility of a few fields from private to pub(crate) or pub(super)
to keep things compiling.
During these changes, I've opted for the lazy private module, public
re-export strategy, to avoid causing any breakages, both within and
outside of `bevy` itself. I think we can do better, but I want to leave
that for a proper cleanup pass at the end. There's no sense maintaining
migration guides and forcing multiple breaking changes throughout the
cycle.
## Testing
No functional changes; relying on existing test suite and the Rust
compiler.
# Objective
Fix https://github.com/bevyengine/bevy/issues/19617
# Solution
Add newlines before all impl blocks.
I suspect that at least some of these will be objectionable! If there's
a desired Bevy style for this then I'll update the PR. If not then we
can just close it - it's the work of a single find and replace.
Bump version after release
This PR has been auto-generated
Fixes#19766
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
There is a lot of `world.entities().len()`, especially in tests. In
tests, usually, the assumption is made that empty worlds do not contain
any entities. This is about to change (#19711), and as such all of these
tests are failing for that PR.
## Solution
`num_entities` is a convenience method that returns the number of
entities inside a world. It can later be adapted to exclude 'unexpected'
entities, associated with internal data structures such as Resources,
Queries, Systems. In general I argue for a separation of concepts where
`World` ignores internal entities in methods such as `iter_entities()`
and `clear_entities()`, that discussion is, however, separate from this
PR.
## Testing
I replaced most occurrences of `world.entities().len()` with
`world.num_entities()` and the tests passed.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Some methods and commands carelessly overwrite `Relationship`
components. This may overwrite additional data stored at them which is
undesired.
Part of #19589
## Solution
A new private method will be used instead of insert:
`modify_or_insert_relation_with_relationship_hook_mode`.
This method behaves different to `insert` if `Relationship` is a larger
type than `Entity` and already contains this component. It will then use
the `modify_component` API and a new `Relationship::set_risky` method to
set the related entity, keeping all other data untouched.
For the `replace_related`(`_with_difference`) methods this also required
a `InsertHookMode` parameter for efficient modifications of multiple
children. The changes here are limited to the non-public methods.
I would appreciate feedback if this is all good.
# Testing
Added tests of all methods that previously could reset `Relationship`
data.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
I've noticed that some methods with `MaybeLocation::caller` don't have
`#[track_caller]` which resulted in wrong locations reported when
`track_location` is enabled.
## Solution
add `#[track_caller]` to them.
Click to focus is now a global observer.
# Objective
Previously, the "click to focus" behavior was implemented in each
individual headless widget, producing redundant logic.
## Solution
The new scheme is to have a global observer which looks for pointer down
events and triggers an `AcquireFocus` event on the target. This event
bubbles until it finds an entity with `TabIndex`, and then focuses it.
## Testing
Tested the changes using the various examples that have focusable
widgets. (This will become easier to test when I add focus ring support
to the examples, but that's for another day. For now you just have to
know which keys to press.)
## Migration
This change is backwards-compatible. People who want the new behavior
will need to install the new plugin.
# Objective
Add support for interpolation in OKLab and OKLCH color spaces for UI
gradients.
## Solution
* New `InterpolationColorSpace` enum with `OkLab`, `OkLch`, `OkLchLong`,
`Srgb` and `LinearRgb` variants.
* Added a color space specialization to the gradients pipeline.
* Added support for interpolation in OkLCH and OkLAB color spaces to the
gradients shader. OKLCH interpolation supports both short and long hue
paths. This is mostly based on the conversion functions from
`bevy_color` except that interpolation in polar space uses radians.
* Added `color_space` fields to each gradient type.
## Testing
The `gradients` example has been updated to demonstrate the different
color interpolation methods.
Press space to cycle through the different options.
---
## Showcase

Without this dependency, the bevy_ecs tests fail with missing as_string
methods.
# Objective
- Fixes#19734
## Solution
- add bevy_utils with feature = "Debug" to dev-dependencies
## Testing
- Ran `cargo test -p bevy_ecs`
- Ran `taplo fmt --check`
---
# Objective
- Currently there is predefinied list of supported DataTypes that can be
detected on Bevy JSON Schema generation and mapped as reflect_types
array elements.
- Make it possible to register custom `reflectTypes` mappings for Bevy
JSON Schema.
## Solution
- Create a `SchemaTypesMetadata` Resource that will hold mappings for
`TypeId` of `TypeData`. List is bigger from beggining and it is possible
to expand it without forking package.
## Testing
- I use it for quite a while in my game, I have a fork of bevy_remote
with more changes that later I want to merge to main as well.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
This is part of the "core widgets" effort:
https://github.com/bevyengine/bevy/issues/19236.
## Solution
This adds the "core checkbox" widget type.
## Testing
Tested using examples core_widgets and core_widgets_observers.
Note to reviewers: I reorganized the code in the examples, so the diffs
are large because of code moves.
# Objective
- Splitted off from #19491
- Make adding generated code to the `Bundle` derive macro easier
- Fix a bug when multiple fields are `#[bundle(ignore)]`
## Solution
- Instead of accumulating the code for each method in a different `Vec`,
accumulate only the names of non-ignored fields and their types, then
use `quote` to generate the code for each of them in the method body.
- To fix the bug, change the code populating the `BundleFieldKind` to
push only one of them per-field (previously each `#[bundle(ignore)]`
resulted in pushing twice, once for the correct
`BundleFieldKind::Ignore` and then again unconditionally for
`BundleFieldKind::Component`)
## Testing
- Added a regression test for the bug that was fixed
Custom derived `QueryData` impls currently generate `Item` structs with
the lifetimes swapped, which blows up the borrow checker sometimes.
See:
https://discord.com/channels/691052431525675048/749335865876021248/1385509416086011914
could add a regression test, TBH I don't know the error well enough to
do that minimally. Seems like it's that both lifetimes on
`QueryData::Item` need to be covariant, but I'm not sure.
# Objective
Unblock #18162.
#15396 added the `'s` lifetime to `QueryData::Item` to make it possible
for query items to borrow from the state. The state isn't passed
directly to `QueryData::fetch()`, so it also added the `'s` lifetime to
`WorldQuery::Fetch` so that we can pass the borrows through there.
Unfortunately, having `WorldQuery::Fetch` borrow from the state makes it
impossible to have owned state, because we store the state and the
`Fetch` in the same `struct` during iteration.
## Solution
Undo the change to add the `'s` lifetime to `WorldQuery::Fetch`.
Instead, add a `&'s Self::State` parameter to `QueryData::fetch()` and
`QueryFilter::filter_fetch()` so that borrows from the state can be
passed directly to query items.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Emerson Coskey <emerson@coskey.dev>
# Objective
- Many strings in bevy_ecs are created but only used for debug: system
name, component name, ...
- Those strings make a significant part of the final binary and are no
use in a released game
## Solution
- Use [`strings`](https://linux.die.net/man/1/strings) to find ...
strings in a binary
- Try to find where they come from
- Many are made from `type_name::<T>()` and only used in error / debug
messages
- Add a new structure `DebugName` that holds no value if `debug` feature
is disabled
- Replace `core::any::type_name::<T>()` by `DebugName::type_name::<T>()`
## Testing
Measurements were taken without the new feature being enabled by
default, to help with commands
### File Size
I tried building the `breakout` example with `cargo run --release
--example breakout`
|`debug` enabled|`debug` disabled|
|-|-|
|81621776 B|77735728B|
|77.84MB|74.13MB|
### Compilation time
`hyperfine --min-runs 15 --prepare "cargo clean && sleep 5"
'RUSTC_WRAPPER="" cargo build --release --example breakout'
'RUSTC_WRAPPER="" cargo build --release --example breakout --features
debug'`
```
breakout' 'RUSTC_WRAPPER="" cargo build --release --example breakout --features debug'
Benchmark 1: RUSTC_WRAPPER="" cargo build --release --example breakout
Time (mean ± σ): 84.856 s ± 3.565 s [User: 1093.817 s, System: 32.547 s]
Range (min … max): 78.038 s … 89.214 s 15 runs
Benchmark 2: RUSTC_WRAPPER="" cargo build --release --example breakout --features debug
Time (mean ± σ): 92.303 s ± 2.466 s [User: 1193.443 s, System: 33.803 s]
Range (min … max): 90.619 s … 99.684 s 15 runs
Summary
RUSTC_WRAPPER="" cargo build --release --example breakout ran
1.09 ± 0.05 times faster than RUSTC_WRAPPER="" cargo build --release --example breakout --features debug
```
# Objective
While `KeyCode` is very often the correct way to interact with keyboard
input there are a bunch of cases where it isn't, notably most of the
symbols (e.g. plus, minus, different parentheses). Currently the only
way to get these is to read from `EventReader<KeyboardInput>`, but then
you'd have to redo the `ButtonInput` logic for pressed/released to e.g.
make zoom functionality that depends on plus/minus keys.
This has led to confusion previously, like
https://github.com/bevyengine/bevy/issues/3278
## Solution
Add a `ButtonInput<Key>` resource.
## Testing
Modified the `keyboard_input` example to test it.
## Open questions
I'm not 100% sure this is the right way forward, since it duplicates the
key processing logic and might make people use the shorter
`ButtonInput<Key>` even when it's not appropriate.
Another option is to add a new struct with both `Key` and `KeyCode`, and
use `ButtonInput` with that instead. That would make it more
explanatory, but that is a lot of churn.
The third alternative is to not do this because it's too niche.
I'll add more documentation and take it out of draft if we want to move
forward with it.
# Objective
Fixes#18726
Alternative to and closes#18797
## Solution
Create a method `Observer::system_name` to expose the name of the
`Observer`'s system
## Showcase
```rust
// Returns `my_crate::my_observer`
let observer = Observer::new(my_observer);
println!(observer.system_name());
// Returns `my_crate::method::{{closure}}`
let observer = Observer::new(|_trigger: Trigger<...>|);
println!(observer.system_name());
// Returns `custom_name`
let observer = Observer::new(IntoSystem::into_system(my_observer).with_name("custom_name"));
println!(observer.system_name());
```
## TODO
- [ ] Achieve cart's approval
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fix https://github.com/bevyengine/bevy/issues/19642 by enabling e.g.
```
map.get_type::<MyType>();
```
in place of
```
map.get(&TypeId::of::<MyType>());
```
## Solution
Add an extension trait `TypeIdMapExt` with `insert_type`, `get_type`,
`get_type_mut` and `remove_type` counterparts for `insert`, `get`,
`get_mut` and `remove`.
## Testing
Doc test.
# Objective
- Fixes#19627
- Tackles part of #19644
- Supersedes #19629
- `Window` has become a very very very big component
- As such, our change detection does not *really* work on it, as e.g.
moving the mouse will cause a change for the entire window
- We circumvented this with a cache
- But, some things *shouldn't* be cached as they can be changed from
outside the user's control, notably the cursor grab mode on web
- So, we need to disable the cache for that
- But because change detection is broken, that would result in the
cursor grab mode being set every frame the mouse is moved
- That is usually *not* what a dev wants, as it forces the cursor to be
locked even when the end-user is trying to free the cursor on the
browser
- the cache in this situation is invalid due to #8949
## Solution
- Split `Window` into multiple components, each with working change
detection
- Disable caching of the cursor grab mode
- This will only attempt to force the grab mode when the `CursorOptions`
were touched by the user, which is *much* rarer than simply moving the
mouse.
- If this PR is merged, I'll do the exact same for the other
constituents of `Window` as a follow-up
## Testing
- Ran all the changed examples
Closes#19677.
I don't think that the output type needs to be `Send`. I've done some
test at it seems to work fine without it, which in IMO makes sense, but
please correct me if that is not the case.
# Objective
- compute_matrix doesn't compute anything, it just puts an Affine3A into
a Mat4. the name is inaccurate
## Solution
- rename it to conform with to_isometry (which, ironically, does compute
a decomposition which is rather expensive)
## Testing
- Its a rename. If it compiles, its good to go
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- When trying to serialize an structure that contains `&'static str`
using only Reflection, I get the following error:
```
"type `&str` did not register the `ReflectSerialize` or `ReflectSerializeWithRegistry` type data.
For certain types, this may need to be registered manually using `register_type_data` (stack: ... -> `core::option::Option<&str>` -> `&str`)")
```
## Solution
- Register `ReflectSerialize` for `&str`
## Testing
- `cargo run -p ci`: OK
# Objective
The position for track clicks in `core_slider` is calculated incorrectly
when using `UiScale`.
## Solution
`trigger.event().pointer_location.position` uses logical window
coordinates, that is:
`position = physical_position / window_scale_factor`
while `ComputedNodeTarget::scale_factor` returns the window scale factor
multiplied by Ui Scale:
`target_scale_factor = window_scale_factor * ui_scale`
So to get the physical position need to divide by the `UiScale`:
```
position * target_scale_factor / ui_scale
= (physical_postion / window_scale_factor) * (window_scale_factor * ui_scale) / ui_scale
= physical_position
```
I thought this was fixed during the slider PR review, but must have got
missed somewhere or lost in a merge.
## Testing
Can test using the `core_widgets` example` with
`.insert_resource(UiScale(2.))` added to the bevy app.
# Objective
When the `CoreSlider`s `on_change` is set to None, Keyboard input, like
ArrowKeys, does not update the `SliderValue`.
## Solution
Handle the missing case, like it is done for Pointer.
## Testing
- Did you test these changes?
Yes: core_widgets & core_widgets_observers
in both examples one has to remove / comment out the setting of
`CoreSlider::on_change` to test the case of `on_change` being none.
- Are there any parts that need more testing?
No not that I am aware of.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Yes: core_widgets & core_widgets_observers
in both examples one has to remove / comment out the setting of
`CoreSlider::on_change` to test the case of `on_change` being none.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
I tested on linux + wayland. But it is unlikely that it would effect
outcomes.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- to_isometry is not a direct conversion, it involves computation. the
docs could be clearer
## Solution
- Improve docs
## Testing
- its docs
# Objective
Our strategy for storing observers is made up of several moving parts,
which are ultimately fairly simple nested HashMaps.
These types are currently `pub`, but lack any meaningful way to access
this data.
We have three options here:
1. Make these internals not `pub` at all.
2. Make the data read-only accessible.
3. Make the data mutably accessible.
## Solution
I've opted for option 2, exposing read-only values. This is consistent
with our existing approach to the ECS internals, allowing for easier
debugging without risking wanton data corruption. If one day you would
like to mutably access this data, please open an issue clearly
explaining what you're trying to do.
This was a pretty mechanical change, exposing fields via getters. I've
also opted to do my best to clarify some field names and documentation:
please double-check those for correctness. It was hard to be fully
confident, as the field names and documentation was not very clear ;)
## Testing
I spent some time going through the code paths, making sure that users
can trace all the way from `World` to the leaf nodes. Reviewers, please
ensure the same!
## Notes for reviewers
This is part of a broader observer overhaul: I fully expect us to change
up these internals and break these shiny new APIs. Probably even within
the same cycle!
But clean up your work area first: this sort of read-only getter and
improved docs will be important to replace as we work.
# Objective
*Fixes #5670 as an opt-in for now*
glTF uses the following coordinate system:
- forward: Z
- up: Y
- right: -X
and Bevy uses:
- forward: -Z
- up: Y
- right: X
For the longest time, Bevy has simply ignored this distinction. That
caused issues when working across programs, as most software respects
the
glTF coordinate system when importing and exporting glTFs. Your scene
might have looked correct in Blender, Maya, TrenchBroom, etc. but
everything would be flipped when importing it into Bevy!
## Solution
Add an option to the glTF loader to perform coordinate conversion. Note
that this makes a distinction in the camera nodes, as glTF uses a
different coordinate system for them.
## Follow Ups
- Add global glTF loader settings, similar to the image loader, so that
users can make third-party crates also load their glTFs with corrected
coordinates
- Decide on a migration strategy to make this the future default
- Create an issue
- Get feedback from Patrick Walton and Cart (not pinging them here to
not spam them)
- Include this pic for reference of how Blender assumes -Y as forward:

## Testing
I ran all glTF animation examples with the new setting enabled to
validate that they look the same, just flipped.
Also got a nice test scene from Chris that includes a camera inside the
glTF. Thanks @ChristopherBiscardi!
Blender (-Y forward):

Bevy (-Z forward, but the model looks the wrong way):

Bevy with `convert_coordinates` enabled (-Z forward):

Validation that the axes are correct with F3D's glTF viewer (+Z
forward):

# Objective
- Fix issue where `SubStates` depending on multiple source states would
only react when _all_ source states changed simultaneously.
- SubStates should be created/destroyed whenever _any_ of their source
states transitions, not only when all change together.
# Solution
- Changed the "did parent change" detection logic from AND to OR. We
need to check if _any_ of the event readers changed, not if _all_ of
them changed.
- See
https://github.com/bevyengine/bevy/actions/runs/15610159742/job/43968937544?pr=19595
for failing test proof before I pushed the fix.
- The generated code we want needs `||`s not `&&`s like this:
```rust
fn register_sub_state_systems_in_schedule<T: SubStates<SourceStates = Self>>(schedule: &mut Schedule) {
let apply_state_transition = |(mut ereader0, mut ereader1, mut ereader2): (
EventReader<StateTransitionEvent<S0::RawState>>,
EventReader<StateTransitionEvent<S1::RawState>>,
EventReader<StateTransitionEvent<S2::RawState>>,
),
event: EventWriter<StateTransitionEvent<T>>,
commands: Commands,
current_state_res: Option<ResMut<State<T>>>,
next_state_res: Option<ResMut<NextState<T>>>,
(s0, s1, s2): (
Option<Res<State<S0::RawState>>>,
Option<Res<State<S1::RawState>>>,
Option<Res<State<S2::RawState>>>,
)| {
// With `||` we can correctly count parent changed if any of the sources changed.
let parent_changed = (ereader0.read().last().is_some()
|| ereader1.read().last().is_some()
|| ereader2.read().last().is_some());
let next_state = take_next_state(next_state_res);
if !parent_changed && next_state.is_none() {
return;
}
// ...
}
}
```
# Testing
- Add new test.
- Check the fix worked in my game.
# Objective
Current way to wire `Layer`s together using `layer.with(new_layer)` in
the `bevy_log` plugin is brittle and not flexible. As #17722
demonstrated, the current solution makes it very hard to do any kind of
advanced wiring, as the type system of `tracing::Subscriber` gets in the
way very quickly (the type of each new layer depends on the type of the
previous ones). We want to make it easier to have more complex wiring of
`Layers`. It would be hard to solve #19085 without it
## Solution
It aims to be functionally equivalent.
- Replace of using `layer.with(new_layer)` . We now add `layer.boxed()`
to a `Vec<BoxedLayer>`. It is a solution recommended by
`tracing_subscriber::Layer` for complex wiring cases (See
https://docs.rs/tracing-subscriber/latest/tracing_subscriber/layer/index.html#runtime-configuration-with-layers)
- Do some refactoring and clean up that is now enabled by the new
solution
## Testing
- Ran CI locally on Linux
- Ran the logs examples
- Need people familiar with the features `trace`, `tracing-chrome`,
`tracing-tracy` to check that it still works as expected
- Need people with access to `ios`, `android` and `wasm` to check it as
well.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
# Objective
I have a custom asset loader, and need access to the error it reports
when failing to load (e.g. through `AssetLoadFailedEvent { error:
AssetLoadError::AssetLoaderError(loader_error), .. }`). However
`AssetLoaderError` doesn't expose its `<core::error::Error>::source()`
(i.e. its `error` field. It only formats it when `Display`ed.
*I haven't searched for issues about it.*
## Solution
- Annotate `AssetLoaderError`'s `error` field with `#[source]`.
- Don't include the error when `AssetLoaderError` is `Display`ed (when
one prints an error's source stack like a backtrace, it would now be
dupplicated).
- (optional, included as a separated commit) Add a getter for the `&dyn
Error` stored in the `error` field (whithin an `Arc`). This is more
ergonomic than using `Error::source()` because it casts an `&Arc<dyn
Error>` into an `&dyn Error`, meaning one has to downcast it twice to
get the original error from the loader, including once where you have to
specify the correct type of the *private* `error` field. So downcasting
from `Error::source()` effectively rely on the internal implementation
of `AssetLoaderError`. The getter instead return the trait object
directly, which mean it will directly downcast to the expected loader
error type.
I didn't included a test that checks that double-downcasting
`<AssetLoaderError as Error>::source()` doesn't break user code that
would rely on the private field's type.
## Testing
- Downcasting the trait objects for both `source()` and the `error()`
getter work as described above.
- `cargo test -p bevy_asset --all-features` pass without errors.
---------
Co-authored-by: austreelis <git@swhaele.net>
# Objective
Improve the performance of `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.
`FilteredEntityRef` needs an `Access<ComponentId>` to determine what
components it can access. There is one stored in the query state, but
query items cannot borrow from the state, so it has to `clone()` the
access for each row. Cloning the access involves memory allocations and
can be expensive.
## Solution
Let query items borrow from their query state.
Add an `'s` lifetime to `WorldQuery::Item` and `WorldQuery::Fetch`,
similar to the one in `SystemParam`, and provide `&'s Self::State` to
the fetch so that it can borrow from the state.
Unfortunately, there are a few cases where we currently return query
items from temporary query states: the sorted iteration methods create a
temporary state to query the sort keys, and the
`EntityRef::components<Q>()` methods create a temporary state for their
query.
To allow these to continue to work with most `QueryData`
implementations, introduce a new subtrait `ReleaseStateQueryData` that
converts a `QueryItem<'w, 's>` to `QueryItem<'w, 'static>`, and is
implemented for everything except `FilteredEntity(Ref|Mut)` and
`Entity(Ref|Mut)Except`.
`#[derive(QueryData)]` will generate `ReleaseStateQueryData`
implementations that apply when all of the subqueries implement
`ReleaseStateQueryData`.
This PR does not actually change the implementation of
`FilteredEntity(Ref|Mut)` or `Entity(Ref|Mut)Except`! That will be done
as a follow-up PR so that the changes are easier to review. I have
pushed the changes as chescock/bevy#5.
## Testing
I ran performance traces of many_foxes, both against main and against
chescock/bevy#5, both including #15282. These changes do appear to make
generalized animation a bit faster:
(Red is main, yellow is chescock/bevy#5)

## Migration Guide
The `WorldQuery::Item` and `WorldQuery::Fetch` associated types and the
`QueryItem` and `ROQueryItem` type aliases now have an additional
lifetime parameter corresponding to the `'s` lifetime in `Query`. Manual
implementations of `WorldQuery` will need to update the method
signatures to include the new lifetimes. Other uses of the types will
need to be updated to include a lifetime parameter, although it can
usually be passed as `'_`. In particular, `ROQueryItem` is used when
implementing `RenderCommand`.
Before:
```rust
fn render<'w>(
item: &P,
view: ROQueryItem<'w, Self::ViewQuery>,
entity: Option<ROQueryItem<'w, Self::ItemQuery>>,
param: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```
After:
```rust
fn render<'w>(
item: &P,
view: ROQueryItem<'w, '_, Self::ViewQuery>,
entity: Option<ROQueryItem<'w, '_, Self::ItemQuery>>,
param: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult;
```
---
Methods on `QueryState` that take `&mut self` may now result in
conflicting borrows if the query items capture the lifetime of the
mutable reference. This affects `get()`, `iter()`, and others. To fix
the errors, first call `QueryState::update_archetypes()`, and then
replace a call `state.foo(world, param)` with
`state.query_manual(world).foo_inner(param)`. Alternately, you may be
able to restructure the code to call `state.query(world)` once and then
make multiple calls using the `Query`.
Before:
```rust
let mut state: QueryState<_, _> = ...;
let d1 = state.get(world, e1);
let d2 = state.get(world, e2); // Error: cannot borrow `state` as mutable more than once at a time
println!("{d1:?}");
println!("{d2:?}");
```
After:
```rust
let mut state: QueryState<_, _> = ...;
state.update_archetypes(world);
let d1 = state.get_manual(world, e1);
let d2 = state.get_manual(world, e2);
// OR
state.update_archetypes(world);
let d1 = state.query(world).get_inner(e1);
let d2 = state.query(world).get_inner(e2);
// OR
let query = state.query(world);
let d1 = query.get_inner(e1);
let d1 = query.get_inner(e2);
println!("{d1:?}");
println!("{d2:?}");
```
# Objective
Getting access to the original target of an entity-event is really
helpful when working with bubbled / propagated events.
`bevy_picking` special-cases this, but users have requested this for all
sorts of bubbled events.
The existing naming convention was also very confusing. Fixes
https://github.com/bevyengine/bevy/issues/17112, but also see #18982.
## Solution
1. Rename `ObserverTrigger::target` -> `current_target`.
1. Store `original_target: Option<Entity>` in `ObserverTrigger`.
1. Wire it up so this field gets set correctly.
1. Remove the `target` field on the `Pointer` events from
`bevy_picking`.
Closes https://github.com/bevyengine/bevy/pull/18710, which attempted
the same thing. Thanks @emfax!
## Testing
I've modified an existing test to check that the entities returned
during event bubbling / propagation are correct.
## Notes to reviewers
It's a little weird / sad that you can no longer access this infromation
via the buffered events for `Pointer`. That said, you already couldn't
access any bubbled target. We should probably remove the `BufferedEvent`
form of `Pointer` to reduce confusion and overhead, but I didn't want to
do so here.
Observer events can be trivially converted into buffered events (write
an observer with an EventWriter), and I suspect that that is the better
migration if you want the controllable timing or performance
characteristics of buffered events for your specific use case.
## Future work
It would be nice to not store this data at all (and not expose any
methods) if propagation was disabled. That involves more trait
shuffling, and I don't think we should do it here for reviewability.
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
- Try to make more of `bevy_color` const now that we have
const_float_arithmetic.
## Solution
Fail abjectly, because of our heavy use of traits.
I did find these functions though, so you can have a PR 🙃
# Objective
- `remove_child` was mentioned missing in #19556 and I realized that
`insert_child` was also missing.
- Removes the need to wrap a single entity with `&[]` with
`remove_children` and `insert_children`
- Would have also added `despawn_children` but #19283 does so.
## Solution
- Simple wrapper around `remove_related`
## Testing
- Added `insert_child` and `remove_child` tests analgous to
`insert_children` and `remove_children` and then ran `cargo run -p ci --
test`
# Objective
Closes#19564.
The current `Event` trait looks like this:
```rust
pub trait Event: Send + Sync + 'static {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```
The `Event` trait is used by both buffered events
(`EventReader`/`EventWriter`) and observer events. If they are observer
events, they can optionally be targeted at specific `Entity`s or
`ComponentId`s, and can even be propagated to other entities.
However, there has long been a desire to split the trait semantically
for a variety of reasons, see #14843, #14272, and #16031 for discussion.
Some reasons include:
- It's very uncommon to use a single event type as both a buffered event
and targeted observer event. They are used differently and tend to have
distinct semantics.
- A common footgun is using buffered events with observers or event
readers with observer events, as there is no type-level error that
prevents this kind of misuse.
- #19440 made `Trigger::target` return an `Option<Entity>`. This
*seriously* hurts ergonomics for the general case of entity observers,
as you need to `.unwrap()` each time. If we could statically determine
whether the event is expected to have an entity target, this would be
unnecessary.
There's really two main ways that we can categorize events: push vs.
pull (i.e. "observer event" vs. "buffered event") and global vs.
targeted:
| | Push | Pull |
| ------------ | --------------- | --------------------------- |
| **Global** | Global observer | `EventReader`/`EventWriter` |
| **Targeted** | Entity observer | - |
There are many ways to approach this, each with their tradeoffs.
Ultimately, we kind of want to split events both ways:
- A type-level distinction between observer events and buffered events,
to prevent people from using the wrong kind of event in APIs
- A statically designated entity target for observer events to avoid
accidentally using untargeted events for targeted APIs
This PR achieves these goals by splitting event traits into `Event`,
`EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait
implemented by all events.
## `Event`, `EntityEvent`, and `BufferedEvent`
`Event` is now a very simple trait shared by all events.
```rust
pub trait Event: Send + Sync + 'static {
// Required for observer APIs
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```
You can call `trigger` for *any* event, and use a global observer for
listening to the event.
```rust
#[derive(Event)]
struct Speak {
message: String,
}
// ...
app.add_observer(|trigger: On<Speak>| {
println!("{}", trigger.message);
});
// ...
commands.trigger(Speak {
message: "Y'all like these reworked events?".to_string(),
});
```
To allow an event to be targeted at entities and even propagated
further, you can additionally implement the `EntityEvent` trait:
```rust
pub trait EntityEvent: Event {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
}
```
This lets you call `trigger_targets`, and to use targeted observer APIs
like `EntityCommands::observe`:
```rust
#[derive(Event, EntityEvent)]
#[entity_event(traversal = &'static ChildOf, auto_propagate)]
struct Damage {
amount: f32,
}
// ...
let enemy = commands.spawn((Enemy, Health(100.0))).id();
// Spawn some armor as a child of the enemy entity.
// When the armor takes damage, it will bubble the event up to the enemy.
let armor_piece = commands
.spawn((ArmorPiece, Health(25.0), ChildOf(enemy)))
.observe(|trigger: On<Damage>, mut query: Query<&mut Health>| {
// Note: `On::target` only exists because this is an `EntityEvent`.
let mut health = query.get(trigger.target()).unwrap();
health.0 -= trigger.amount();
});
commands.trigger_targets(Damage { amount: 10.0 }, armor_piece);
```
> [!NOTE]
> You *can* still also trigger an `EntityEvent` without targets using
`trigger`. We probably *could* make this an either-or thing, but I'm not
sure that's actually desirable.
To allow an event to be used with the buffered API, you can implement
`BufferedEvent`:
```rust
pub trait BufferedEvent: Event {}
```
The event can then be used with `EventReader`/`EventWriter`:
```rust
#[derive(Event, BufferedEvent)]
struct Message(String);
fn write_hello(mut writer: EventWriter<Message>) {
writer.write(Message("I hope these examples are alright".to_string()));
}
fn read_messages(mut reader: EventReader<Message>) {
// Process all buffered events of type `Message`.
for Message(message) in reader.read() {
println!("{message}");
}
}
```
In summary:
- Need a basic event you can trigger and observe? Derive `Event`!
- Need the event to be targeted at an entity? Derive `EntityEvent`!
- Need the event to be buffered and support the
`EventReader`/`EventWriter` API? Derive `BufferedEvent`!
## Alternatives
I'll now cover some of the alternative approaches I have considered and
briefly explored. I made this section collapsible since it ended up
being quite long :P
<details>
<summary>Expand this to see alternatives</summary>
### 1. Unified `Event` Trait
One option is not to have *three* separate traits (`Event`,
`EntityEvent`, `BufferedEvent`), and to instead just use associated
constants on `Event` to determine whether an event supports targeting
and buffering or not:
```rust
pub trait Event: Send + Sync + 'static {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
const TARGETED: bool = false;
const BUFFERED: bool = false;
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```
Methods can then use bounds like `where E: Event<TARGETED = true>` or
`where E: Event<BUFFERED = true>` to limit APIs to specific kinds of
events.
This would keep everything under one `Event` trait, but I don't think
it's necessarily a good idea. It makes APIs harder to read, and docs
can't easily refer to specific types of events. You can also create
weird invariants: what if you specify `TARGETED = false`, but have
`Traversal` and/or `AUTO_PROPAGATE` enabled?
### 2. `Event` and `Trigger`
Another option is to only split the traits between buffered events and
observer events, since that is the main thing people have been asking
for, and they have the largest API difference.
If we did this, I think we would need to make the terms *clearly*
separate. We can't really use `Event` and `BufferedEvent` as the names,
since it would be strange that `BufferedEvent` doesn't implement
`Event`. Something like `ObserverEvent` and `BufferedEvent` could work,
but it'd be more verbose.
For this approach, I would instead keep `Event` for the current
`EventReader`/`EventWriter` API, and call the observer event a
`Trigger`, since the "trigger" terminology is already used in the
observer context within Bevy (both as a noun and a verb). This is also
what a long [bikeshed on
Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791)
seemed to land on at the end of last year.
```rust
// For `EventReader`/`EventWriter`
pub trait Event: Send + Sync + 'static {}
// For observers
pub trait Trigger: Send + Sync + 'static {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
const TARGETED: bool = false;
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```
The problem is that "event" is just a really good term for something
that "happens". Observers are rapidly becoming the more prominent API,
so it'd be weird to give them the `Trigger` name and leave the good
`Event` name for the less common API.
So, even though a split like this seems neat on the surface, I think it
ultimately wouldn't really work. We want to keep the `Event` name for
observer events, and there is no good alternative for the buffered
variant. (`Message` was suggested, but saying stuff like "sends a
collision message" is weird.)
### 3. `GlobalEvent` + `TargetedEvent`
What if instead of focusing on the buffered vs. observed split, we
*only* make a distinction between global and targeted events?
```rust
// A shared event trait to allow global observers to work
pub trait Event: Send + Sync + 'static {
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
// For buffered events and non-targeted observer events
pub trait GlobalEvent: Event {}
// For targeted observer events
pub trait TargetedEvent: Event {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
}
```
This is actually the first approach I implemented, and it has the neat
characteristic that you can only use non-targeted APIs like `trigger`
with a `GlobalEvent` and targeted APIs like `trigger_targets` with a
`TargetedEvent`. You have full control over whether the entity should or
should not have a target, as they are fully distinct at the type-level.
However, there's a few problems:
- There is no type-level indication of whether a `GlobalEvent` supports
buffered events or just non-targeted observer events
- An `Event` on its own does literally nothing, it's just a shared trait
required to make global observers accept both non-targeted and targeted
events
- If an event is both a `GlobalEvent` and `TargetedEvent`, global
observers again have ambiguity on whether an event has a target or not,
undermining some of the benefits
- The names are not ideal
### 4. `Event` and `EntityEvent`
We can fix some of the problems of Alternative 3 by accepting that
targeted events can also be used in non-targeted contexts, and simply
having the `Event` and `EntityEvent` traits:
```rust
// For buffered events and non-targeted observer events
pub trait Event: Send + Sync + 'static {
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
// For targeted observer events
pub trait EntityEvent: Event {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
}
```
This is essentially identical to this PR, just without a dedicated
`BufferedEvent`. The remaining major "problem" is that there is still
zero type-level indication of whether an `Event` event *actually*
supports the buffered API. This leads us to the solution proposed in
this PR, using `Event`, `EntityEvent`, and `BufferedEvent`.
</details>
## Conclusion
The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR
aims to solve all the common problems with Bevy's current event model
while keeping the "weirdness" factor minimal. It splits in terms of both
the push vs. pull *and* global vs. targeted aspects, while maintaining a
shared concept for an "event".
### Why I Like This
- The term "event" remains as a single concept for all the different
kinds of events in Bevy.
- Despite all event types being "events", they use fundamentally
different APIs. Instead of assuming that you can use an event type with
any pattern (when only one is typically supported), you explicitly opt
in to each one with dedicated traits.
- Using separate traits for each type of event helps with documentation
and clearer function signatures.
- I can safely make assumptions on expected usage.
- If I see that an event is an `EntityEvent`, I can assume that I can
use `observe` on it and get targeted events.
- If I see that an event is a `BufferedEvent`, I can assume that I can
use `EventReader` to read events.
- If I see both `EntityEvent` and `BufferedEvent`, I can assume that
both APIs are supported.
In summary: This allows for a unified concept for events, while limiting
the different ways to use them with opt-in traits. No more guess-work
involved when using APIs.
### Problems?
- Because `BufferedEvent` implements `Event` (for more consistent
semantics etc.), you can still use all buffered events for non-targeted
observers. I think this is fine/good. The important part is that if you
see that an event implements `BufferedEvent`, you know that the
`EventReader`/`EventWriter` API should be supported. Whether it *also*
supports other APIs is secondary.
- I currently only support `trigger_targets` for an `EntityEvent`.
However, you can technically target components too, without targeting
any entities. I consider that such a niche and advanced use case that
it's not a huge problem to only support it for `EntityEvent`s, but we
could also split `trigger_targets` into `trigger_entities` and
`trigger_components` if we wanted to (or implement components as
entities :P).
- You can still trigger an `EntityEvent` *without* targets. I consider
this correct, since `Event` implements the non-targeted behavior, and
it'd be weird if implementing another trait *removed* behavior. However,
it does mean that global observers for entity events can technically
return `Entity::PLACEHOLDER` again (since I got rid of the
`Option<Entity>` added in #19440 for ergonomics). I think that's enough
of an edge case that it's not a huge problem, but it is worth keeping in
mind.
- ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type
currently duplicates the `Event` implementation, so you instead need to
manually implement one of them.~~ Changed to always requiring `Event` to
be derived.
## Related Work
There are plans to implement multi-event support for observers,
especially for UI contexts. [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)
API looked like this:
```rust
// Truncated for brevity
trigger: Trigger<(
OnAdd<Pressed>,
OnRemove<Pressed>,
OnAdd<InteractionDisabled>,
OnRemove<InteractionDisabled>,
OnInsert<Hovered>,
)>,
```
I believe this shouldn't be in conflict with this PR. If anything, this
PR might *help* achieve the multi-event pattern for entity observers
with fewer footguns: by statically enforcing that all of these events
are `EntityEvent`s in the context of `EntityCommands::observe`, we can
avoid misuse or weird cases where *some* events inside the trigger are
targeted while others are not.
# Objective
- A step towards #19024.
- Allow `ReflectAsset` to work with any `AssetId` not just `Handle`.
- `ReflectAsset::ids()` returns an iterator of `AssetId`s, but then
there's no way to use these ids, since all the other APIs in
`ReflectAsset` require a handle (and we don't have a reflect way to get
the handle).
## Solution
- Replace the `UntypedHandle` argument in `ReflectAsset` methods with
`impl Into<UntypedAssetId>`.
- This matches the regular asset API.
- This allows `ReflectAsset::ids()` to be more useful.
## Testing
- None.
# Objective
The methods and commands `replace_related` and
`replace_related_with_difference` may cause data stored at the
`RelationshipTarget` be lost when all original children are removed
before new children are added.
Part of https://github.com/bevyengine/bevy/issues/19589
## Solution
Fix the issue, either by removing the old children _after_ adding the
new ones and not _before_ (`replace_related_with_difference`) or by
taking the whole `RelationshipTarget` to modify it, not only the inner
collection (`replace_related`).
## Testing
I added a new test asserting the data is kept. I also added a general
test of these methods as they had none previously.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Adds a new component for when you want to run the deferred gbuffer
prepass, but not the lighting pass.
This will be used by bevy_solari in the future, as it'll do it's own
shading pass, but still wants the gbuffer.
# Objective
This is part of the "core widgets" effort: #19236.
## Solution
This PR adds the "core slider" widget to the collection.
## Testing
Tested using examples `core_widgets` and `core_widgets_observers`.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
# Objective
- Update ron to the latest version.
- This is blocking changes to AnimationGraph (as some valid structs are
not capable of being deserialized).
## Solution
- Bump ron!
## Testing
- The particular issue I was blocked by seems to be resolved!
The documentation states that ClusteredDecal projects in the +Z
direction, but in practice, it projects in the -Z direction, which can
be confusing.
# Objective
Fixes#19612
Follow-up of #19274.
Make the `check_change_tick` methods, of which some are now public, take
`CheckChangeTicks` to make it obvious where this tick comes from, see
other PR.
This also affects the `System` trait, hence the many changed files.
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
Reduce memory usage by storing fewer copies of
`FilteredAccessSet<ComponentId>`.
Currently, the `System` trait exposes the `component_access_set` for the
system, which is used by the multi-threaded executor to determine which
systems can run concurrently. But because it is available on the trait,
it needs to be stored for *every* system, even ones that are not run by
the executor! In particular, it is never needed for observers, or for
the inner systems in a `PipeSystem` or `CombinatorSystem`.
## Solution
Instead of exposing the access from a method on `System`, return it from
`System::initialize`. Since it is still needed during scheduling, store
the access alongside the boxed system in the schedule.
That's not quite enough for systems built using `SystemParamBuilder`s,
though. Those calculate the access in `SystemParamBuilder::build`, which
happens earlier than `System::initialize`. To handle those, we separate
`SystemParam::init_state` into `init_state`, which creates the state
value, and `init_access`, which calculates the access. This lets
`System::initialize` call `init_access` on a state that was provided by
the builder.
An additional benefit of that separation is that it removes the need to
duplicate access checks between `SystemParamBuilder::build` and
`SystemParam::init_state`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- `AutoFocus` component does seem to work with the `set_initial_focus`
that was running in `Startup`.
- If an element is spawn during `PreStartup` or during
`OnEnter(SomeState)` that happens before `Startup`, the focus is
overridden by `set_initial_focus` which sets the focus to the primary
window.
## Solution
- `set_initial_focus` only sets the focus to the `PrimaryWindow` if no
other focus is set.
- *Note*: `cargo test --package bevy_input_focus` was not working, so
some changes are related to that.
## Testing
- `cargo test --package bevy_input_focus`: OK
- `cargo run --package ci`: OK
## Objective
Make it easier to use `IrradianceVolume` with fewer ways to silently
fail. Fix#19614.
## Solution
* Add `#[require(LightProbe)]` to `struct IrradianceVolume`.
* Document this fact.
* Also document the volume being centered on the origin by default (this
was the other thing that was unclear when getting started).
I also looked at the other implementor of `LightProbeComponent`,
`EnvironmentMapLight`, but it has a use which is *not* as a light probe,
so it should not require `LightProbe`.
## Testing
* Confirmed that `examples/3d/irradiance_volumes.rs` still works after
removing `LightProbe`.
* Reviewed generated documentation.
# Objective
- Running `cargo run --package ci` in MacOS does not currently work in
`main`.
- It shows a `error: this lint expectation is unfulfilled`.
- Fixes#19583
## Solution
- Remove an unnecessary `#[expect(clippy::large_enum_variant)]` on a
function.
## Testing
- `cargo run --package ci`: 👍
# Objective
- Add example to `Single` docs, highlighting that you can use methods
and properties directly.
- Fixes#19461
## Solution
- Added example to inline docs of `Single`
## Testing
- `cargo test --doc`
- `cargo doc --open`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Bevy Solari
<img
src="https://github.com/user-attachments/assets/94061fc8-01cf-4208-b72a-8eecad610d76"
width="100" />
## Preface
- See release notes.
- Please talk to me in #rendering-dev on discord or open a github
discussion if you have questions about the long term plan, and keep
discussion in this PR limited to the contents of the PR :)
## Connections
- Works towards #639, #16408.
- Spawned https://github.com/bevyengine/bevy/issues/18993.
- Need to fix RT stuff in naga_oil first
https://github.com/bevyengine/naga_oil/pull/116.
## This PR
After nearly two years, I've revived the raytraced lighting effort I
first started in https://github.com/bevyengine/bevy/pull/10000.
Unlike that PR, which has realtime techniques, I've limited this PR to:
* `RaytracingScenePlugin` - BLAS and TLAS building, geometry and texture
binding, sampling functions.
* `PathtracingPlugin` - A non-realtime path tracer intended to serve as
a testbed and reference.
## What's implemented?

* BLAS building on mesh load
* Emissive lights
* Directional lights with soft shadows
* Diffuse (lambert, not Bevy's diffuse BRDF) and emissive materials
* A reference path tracer with:
* Antialiasing
* Direct light sampling (next event estimation) with 0/1 MIS weights
* Importance-sampled BRDF bounces
* Russian roulette
## What's _not_ implemented?
* Anything realtime, including a real-time denoiser
* Integration with Bevy's rasterized gbuffer
* Specular materials
* Non-opaque geometry
* Any sort of CPU or GPU optimizations
* BLAS compaction, proper bindless, and further RT APIs are things that
we need wgpu to add
* PointLights, SpotLights, or skyboxes / environment lighting
* Support for materials other than StandardMaterial (and only a subset
of properties are supported)
* Skinned/morphed or otherwise animating/deformed meshes
* Mipmaps
* Adaptive self-intersection ray bias
* A good way for developers to detect whether the user's GPU supports RT
or not, and fallback to baked lighting.
* Documentation and actual finalized APIs (literally everything is
subject to change)
## End-user Usage
* Have a GPU that supports RT with inline ray queries
* Add `SolariPlugin` to your app
* Ensure any `Mesh` asset you want to use for raytracing has
`enable_raytracing: true` (defaults to true), and that it uses the
standard uncompressed position/normal/uv_0/tangent vertex attribute set,
triangle list topology, and 32-bit indices.
* If you don't want to build a BLAS and use the mesh for RT, set
enable_raytracing to false.
* Add the `RaytracingMesh3d` component to your entity (separate from
`Mesh3d` or `MeshletMesh3d`).
## Testing
- Did you test these changes? If so, how?
- Ran the solari example.
- Are there any parts that need more testing?
- Other test scenes probably. Normal mapping would be good to test.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- See the solari.rs example for how to setup raytracing.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- Windows 11, NVIDIA RTX 3080.
---------
Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
As raised by @Jondolf, this type is `pub`, and useful for various
consumers to ensure cleanup or debugging.
However, it doesn't offer any way to actually view the data.
## Solution
- Add a read-only view of the data.
- Don't add any (easy) way to mutate the data, as this presents a huge
footgun.
- Implement Reflect and register the component so you can see it in
inspectors nicely.
# Objective
Currently, the observer API looks like this:
```rust
app.add_observer(|trigger: Trigger<Explode>| {
info!("Entity {} exploded!", trigger.target());
});
```
Future plans for observers also include "multi-event observers" with a
trigger that looks like this (see [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)):
```rust
trigger: Trigger<(
OnAdd<Pressed>,
OnRemove<Pressed>,
OnAdd<InteractionDisabled>,
OnRemove<InteractionDisabled>,
OnInsert<Hovered>,
)>,
```
In scenarios like this, there is a lot of repetition of `On`. These are
expected to be very high-traffic APIs especially in UI contexts, so
ergonomics and readability are critical.
By renaming `Trigger` to `On`, we can make these APIs read more cleanly
and get rid of the repetition:
```rust
app.add_observer(|trigger: On<Explode>| {
info!("Entity {} exploded!", trigger.target());
});
```
```rust
trigger: On<(
Add<Pressed>,
Remove<Pressed>,
Add<InteractionDisabled>,
Remove<InteractionDisabled>,
Insert<Hovered>,
)>,
```
Names like `On<Add<Pressed>>` emphasize the actual event listener nature
more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees
up the `Trigger` name if we want to use it for the observer event type,
splitting them out from buffered events (bikeshedding this is out of
scope for this PR though).
For prior art:
[`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener)
used
[`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html)
for its event listener type. Though in our case, the observer is the
event listener, and `On` is just a type containing information about the
triggered event.
## Solution
Steal from `bevy_event_listener` by @aevyrie and use `On`.
- Rename `Trigger` to `On`
- Rename `OnAdd` to `Add`
- Rename `OnInsert` to `Insert`
- Rename `OnReplace` to `Replace`
- Rename `OnRemove` to `Remove`
- Rename `OnDespawn` to `Despawn`
## Discussion
### Naming Conflicts??
Using a name like `Add` might initially feel like a very bad idea, since
it risks conflict with `core::ops::Add`. However, I don't expect this to
be a big problem in practice.
- You rarely need to actually implement the `Add` trait, especially in
modules that would use the Bevy ECS.
- In the rare cases where you *do* get a conflict, it is very easy to
fix by just disambiguating, for example using `ops::Add`.
- The `Add` event is a struct while the `Add` trait is a trait (duh), so
the compiler error should be very obvious.
For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors
or conflicts within Bevy itself. But this is of course not entirely
representative of actual projects *using* Bevy.
You might then wonder, why not use `Added`? This would conflict with the
`Added` query filter, so it wouldn't work. Additionally, the current
naming convention for observer events does not use past tense.
### Documentation
This does make documentation slightly more awkward when referring to
`On` or its methods. Previous docs often referred to `Trigger::target`
or "sends a `Trigger`" (which is... a bit strange anyway), which would
now be `On::target` and "sends an observer `Event`".
You can see the diff in this PR to see some of the effects. I think it
should be fine though, we may just need to reword more documentation to
read better.
# Objective
The documentation for observers is not very good. This poses a problem
to users, but *also* causes serious problems for engine devs, as they
attempt to improve assorted issues surrounding observers.
This PR:
- Fixes#14084.
- Fixes#14726.
- Fixes#16538.
- Closes#18914, by attempting to solve the same issue.
To keep this PR at all reviewable, I've opted to simply note the various
limitations (some may call them bugs!) in place, rather than attempting
to fix them. There is a huge amount of cleanup work to be done here: see
https://github.com/orgs/bevyengine/projects/17.
## Solution
- Write good module docs for observers, offering bread crumbs to the
most common methods and techniques and comparing-and-contrasting as
needed.
- Fix any actively misleading documentation.
- Try to explain how the various bits of the (public?!) internals are
related.
---------
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
#19366 implemented core button widgets, which included the `Depressed`
state component.
`Depressed` was chosen instead of `Pressed` to avoid conflict with the
`Pointer<Pressed>` event, but it is problematic and awkward in many
ways:
- Using the word "depressed" for such a high-traffic type is not great
due to the obvious connection to "depressed" as in depression.
- "Depressed" is not what I would search for if I was looking for a
component like this, and I'm not aware of any other engine or UI
framework using the term.
- `Depressed` is not a very natural pair to the `Pointer<Pressed>`
event.
- It might be because I'm not a native English speaker, but I have very
rarely heard someone say "a button is depressed". Seeing it, my mind
initially goes from "depression??" to "oh, de-pressed, meaning released"
and definitely not "is pressed", even though that *is* also a valid
meaning for it.
A related problem is that the current `Pointer<Pressed>` and
`Pointer<Released>` event names use a different verb tense than all of
our other observer events such as `Pointer<Click>` or
`Pointer<DragStart>`. By fixing this and renaming `Pressed` (and
`Released`), we can then use `Pressed` instead of `Depressed` for the
state component.
Additionally, the `IsHovered` and `IsDirectlyHovered` components added
in #19366 use an inconsistent naming; the other similar components don't
use an `Is` prefix. It also makes query filters like `Has<IsHovered>`
and `With<IsHovered>` a bit more awkward.
This is partially related to Cart's [picking concept
proposal](https://gist.github.com/cart/756e48a149db2838028be600defbd24a?permalink_comment_id=5598154).
## Solution
- Rename `Pointer<Pressed>` to `Pointer<Press>`
- Rename `Pointer<Released>` to `Pointer<Release>`
- Rename `Depressed` to `Pressed`
- Rename `IsHovered` to `Hovered`
- Rename `IsDirectlyHovered` to `DirectlyHovered`
# Objective
Part of #19236
## Solution
Adds a new `bevy_core_widgets` crate containing headless widget
implementations. This PR adds a single `CoreButton` widget, more widgets
to be added later once this is approved.
## Testing
There's an example, ui/core_widgets.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
As discussed in #19285, some of our names conflict. `Entry` in bevy_ecs
is one of those overly general names.
## Solution
Rename this type (and the related types) to `ComponentEntry`.
---------
Co-authored-by: urben1680 <55257931+urben1680@users.noreply.github.com>
# Objective
I set out with one simple goal: clearly document the differences between
each of the component lifecycle events via module docs.
Unfortunately, no such module existed: the various lifecycle code was
scattered to the wind.
Without a unified module, it's very hard to discover the related types,
and there's nowhere good to put my shiny new documentation.
## Solution
1. Unify the assorted types into a single
`bevy_ecs::component_lifecycle` module.
2. Write docs.
3. Write a migration guide.
## Testing
Thanks CI!
## Follow-up
1. The lifecycle event names are pretty confusing, especially
`OnReplace`. We should consider renaming those. No bikeshedding in my PR
though!
2. Observers need real module docs too :(
3. Any additional functional changes should be done elsewhere; this is a
simple docs and re-org PR.
---------
Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
## Objective
Fixes#19051.
---
## Solution
Originally implemented `compiler_error!()` within bevy_tasks/src/lib.rs
file to provide descriptive message regarding missing feature. However,
a cleaner approach was to add `async_executor` to the array of features
enabled by `multi_threaded` instead. This removes the need for users to
manually add `features = ["multi_threaded", "async_executor"]`
separately as needed to be done previously.
---
## Testing
These changes were tested using a minimal, external project designed to
specifically test whether the standalone `multi_threaded` feature for
`bevy_tasks` with `default-features` disabled worked as intended without
running into any compile-time error.
### How it was tested:
1. A `bevy_tasks_test` binary project was set up in an external
directory.
2. Its `Cargo.toml` was configured to depend on the local `bevy_tasks`,
explicitly disabling default features and enabling only
`multi_threaded`.
3. A simple `bevy_tasks_test/bin/bevy_crates_test.rs` was created and
configured within `Cargo.toml` file where bevy_tasks was set to the
local version of the crate with the modified changes and `cargo add
bevy_platform` was executed through the terminal since that dependency
is also needed to execute the sample examples.
4. Then both the `examples/busy_behavior.rs` and
`examples/idle_behavior.rs` code was added and tested with just the
`multi_threaded` feature was enabled and the code executed successfully.
### Results:
The code executed successfully for both examples where a threadPool was
utilized with 4 tasks and spawning 40 tasks that spin for 100ms.
Demonstrating how the threads finished executing all the tasks
simultaneously after a brief delay of less than a second (this is
referencing `bevy_tasks/examples/busy_behavior.rs`). Alongside the
second example where one thread per logical core was was utilized for a
single spinning task and aside from utilizing the single thread, system
was intended to remain idle as part of good practice when it comes to
handling small workloads. (this is referencing
`bevy_tasks/examples/idle_behavior.rs`).
### How to test:
Reviewers can easily verify this by:
1. Checking out this PR.
2. Creating `cargo new bevy_tasks_test` and the `Cargo.toml` should look
something like this:
```toml
# bevy/tests/compile_fail_tasks/Cargo.toml
[package]
name = "bevy_tasks_test"
version = "0.1.0"
edition = "2021"
publish = false
[dependencies]
# path to bevy_tasks sub-crate to test locally
bevy_tasks = { path = "../../bevy_tasks", default-features = false,
features = ["multi_threaded"] }
bevy_platform = "0.16.1"
```
3. Copying the examples within bevy_creates/examples one by one and
testing them separately within `src/main.rs` to check whether the
examples work.
4. Then simply running `cargo run` within the terminal should suffice to
test if the single `multi_threaded` feature works without the need for
separately adding `async_executor` as `multi_threaded` already uses
`async_executor` internally.
### Platforms tested:
macOS (aarch64). As a `#[cfg]` based compile-time check, behavior should
be consistent across platforms.
# Objective
Fixes#19403
As described in the issue, the objective is to support the use of
systems returning `Result<(), BevyError>` and
`Result<bool, BevyError>` as run conditions. In these cases, the run
condition would hold on `Ok(())` and `Ok(true)` respectively.
## Solution
`IntoSystem<In, bool, M>` cannot be implemented for systems returning
`Result<(), BevyError>` and `Result<bool, BevyError>` as that would
conflict with their trivial implementation of the trait. That led me to
add a method to the sealed trait `SystemCondition` that does the
conversion. In the original case of a system returning `bool`, the
system is returned as is. With the new types, the system is combined
with `map()` to obtain a `bool`.
By the way, I'm confused as to why `SystemCondition` has a generic `In`
parameter as it is only ever used with `In = ()` as far as I can tell.
## Testing
I added a simple test for both type of system. That's minimal but it
felt enough. I could not picture the more complicated tests passing for
a run condition returning `bool` and failing for the new types.
## Doc
I documenting the change on the page of the trait. I had trouble wording
it right but I'm not sure how to improve it. The phrasing "the condition
returns `true`" which reads naturally is now technically incorrect as
the new types return a `Result`. However, the underlying condition
system that the implementing system turns into does indeed return
`bool`. But talking about the implementation details felt too much.
Another possibility is to use another turn of phrase like "the condition
holds" or "the condition checks out". I've left "the condition returns
`true`" in the documentation of `run_if` and the provided methods for
now.
I'm perplexed about the examples. In the first one, why not implement
the condition directly instead of having a system returning it? Is it
from a time of Bevy where you had to implement your conditions that way?
In that case maybe that should be updated. And in the second example I'm
missing the point entirely. As I stated above, I've only seen conditions
used in contexts where they have no input parameter. Here we create a
condition with an input parameter (cannot be used by `run_if`) and we
are using it with `pipe()` which actually doesn't need our system to
implement `SystemCondition`. Both examples are also calling
`IntoSystem::into_system` which should not be encouraged. What am I
missing?
# Objective
- Cleanup related to #19495.
## Solution
- Delete `System::component_access()`. It is redundant with
`System::component_access_set().combined_access()`.
## Testing
- None. There are no callers of this function.
# Objective
In the past I had custom data structures containing `Tick`s. I learned
that these need to be regularly checked to clamp them. But there was no
way to hook into that logic so I abandoned storing ticks since then.
Another motivation to open this up some more is to be more able to do a
correct implementation of `System::check_ticks`.
## Solution
Add `CheckChangeTicks` and trigger it in `World::check_change_ticks`.
Make `Tick::check_tick` public.
This event makes it possible to store ticks in components or resources
and have them checked.
I also made `Schedules::check_change_ticks` public so users can store
schedules in custom resources/components for whatever reasons.
## Testing
The logic boils down to a single `World::trigger` call and I don't think
this needs more tests.
## Alternatives
Making this obsolete like with #15683.
---
## Showcase
From the added docs:
```rs
use bevy_ecs::prelude::*;
use bevy_ecs::component::CheckChangeTicks;
#[derive(Resource)]
struct CustomSchedule(Schedule);
let mut world = World::new();
world.add_observer(|tick: Trigger<CheckChangeTicks>, mut schedule: ResMut<CustomSchedule>| {
schedule.0.check_change_ticks(tick.get());
});
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#19136
## Solution
- Add a new container attribute which when set does not emit
`BundleFromComponents`
## Testing
- Did you test these changes?
Yes, a new test was added.
- Are there any parts that need more testing?
Since `BundleFromComponents` is unsafe I made extra sure that I did not
misunderstand its purpose. As far as I can tell, _not_ implementing it
is ok.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Nope
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
I don't think the platform is relevant
---
One thing I am not sure about is how to document this? I'll gladly add
it
---------
Signed-off-by: Marcel Müller <neikos@neikos.email>
# Objective
`SystemSet`s are surprisingly rich and nuanced, but are extremely poorly
documented.
Fixes#19536.
## Solution
Explain the basic concept of system sets, how to create them, and give
some opinionated advice about their more advanced functionality.
## Follow-up
I'd like proper module level docs on system ordering that I can link to
here, but they don't exist. Punting to follow-up!
---------
Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
# Objective
Rename `JustifyText`:
* The name `JustifyText` is just ugly.
* It's inconsistent since no other `bevy_text` types have a `Text-`
suffix, only prefix.
* It's inconsistent with the other text layout enum `Linebreak` which
doesn't have a prefix or suffix.
Fixes#19521.
## Solution
Rename `JustifyText` to `Justify`.
Without other context, it's natural to assume the name `Justify` refers
to text justification.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes#4381
## Solution
- Replace `component_access` with `component_access_set` when
determining conflicting systems during schedule building.
- All `component_access()` impls just forward to
`&component_access_set().combined_access`, so we are essentially trading
`Access::is_compatible` for `FilteredAccessSet::is_compatible`.
- `FilteredAccessSet::get_conflicts` internally calls
`combined_access.is_compatible` as the first step, so we can remove that
redundant check.
## Testing
- Un-ignored a previously failing test now that it passes!
- Ran the `build_schedule` benchmark and got basically no change in the
results. Perhaps are benchmarks are just not targetted towards this
situation.
```
$ critcmp main fix-ambiguity -f 'build_schedule'
group fix-ambiguity main
----- ------------- ----
build_schedule/1000_schedule 1.00 2.9±0.02s ? ?/sec 1.01 2.9±0.05s ? ?/sec
build_schedule/1000_schedule_no_constraints 1.02 48.3±1.48ms ? ?/sec 1.00 47.4±1.78ms ? ?/sec
build_schedule/100_schedule 1.00 9.9±0.17ms ? ?/sec 1.06 10.5±0.32ms ? ?/sec
build_schedule/100_schedule_no_constraints 1.00 804.7±21.85µs ? ?/sec 1.03 828.7±19.36µs ? ?/sec
build_schedule/500_schedule 1.00 451.7±7.25ms ? ?/sec 1.04 468.9±11.70ms ? ?/sec
build_schedule/500_schedule_no_constraints 1.02 12.7±0.46ms ? ?/sec 1.00 12.5±0.44ms ? ?/sec
```
# Objective
`Entity::PLACEHOLDER` acts as a magic number that will *probably* never
really exist, but it certainly could. And, `Entity` has a niche, so the
only reason to use `PLACEHOLDER` is as an alternative to `MaybeUninit`
that trades safety risks for logic risks.
As a result, bevy has generally advised against using `PLACEHOLDER`, but
we still use if for a lot internally. This pr starts removing internal
uses of it, starting from observers.
## Solution
Change all trigger target related types from `Entity` to
`Option<Entity>`
Small migration guide to come.
## Testing
CI
## Future Work
This turned a lot of code from
```rust
trigger.target()
```
to
```rust
trigger.target().unwrap()
```
The extra panic is no worse than before; it's just earlier than
panicking after passing the placeholder to something else.
But this is kinda annoying.
I would like to add a `TriggerMode` or something to `Event` that would
restrict what kinds of targets can be used for that event. Many events
like `Removed` etc, are always triggered with a target. We can make
those have a way to assume Some, etc. But I wanted to save that for a
future pr.
# Objective
At the moment, if someone wants to despawn all the children of an
entity, they would need to use `despawn_related::<Children>();`.
In my opinion, this makes a very common operation less easily
discoverable and require some understanding of Entity Relationships.
## Solution
Adding a `despawn_children ` makes a very simple, discoverable and
readable way to despawn all the children while maintaining cohesion with
other similar methods.
## Testing
The implementation itself is very simple as it simply wraps around
`despawn_related` with `Children` as the generic type.
I gave it a quick try by modifying the parenting example and it worked
as expected.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
- Fix https://github.com/bevyengine/bevy/issues/13843
- Clarify the difference between Mut and &mut when accessing query data
## Solution
- Mention `Mut` in `QueryData` docs as an example of a type that
implements this trait
- Give example of `iter_mut` vs `iter` access to `Mut` and `& mut`
parameters
## Testing
-
# Objective
Make the restrictions of `transmute_lens` and related functions clearer.
Related issue: https://github.com/bevyengine/bevy/issues/12156
Related PR: https://github.com/bevyengine/bevy/pull/12157
## Solution
* Make it clearer that the set of returned entities is a subset of those
from the original query
* Move description of read/write/required access to a table
* Reference the new table in `transmute_lens` docs from the other
`transmute_lens*` functions
## Testing
cargo doc --open locally to check this render correctly
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
Add specialized UI transform `Component`s and fix some related problems:
* Animating UI elements by modifying the `Transform` component of UI
nodes doesn't work very well because `ui_layout_system` overwrites the
translations each frame. The `overflow_debug` example uses a horrible
hack where it copies the transform into the position that'll likely
cause a panic if any users naively copy it.
* Picking ignores rotation and scaling and assumes UI nodes are always
axis aligned.
* The clipping geometry stored in `CalculatedClip` is wrong for rotated
and scaled elements.
* Transform propagation is unnecessary for the UI, the transforms can be
updated during layout updates.
* The UI internals use both object-centered and top-left-corner-based
coordinates systems for UI nodes. Depending on the context you have to
add or subtract the half-size sometimes before transforming between
coordinate spaces. We should just use one system consistantly so that
the transform can always be directly applied.
* `Transform` doesn't support responsive coordinates.
## Solution
* Unrequire `Transform` from `Node`.
* New components `UiTransform`, `UiGlobalTransform`:
- `Node` requires `UiTransform`, `UiTransform` requires
`UiGlobalTransform`
- `UiTransform` is a 2d-only equivalent of `Transform` with a
translation in `Val`s.
- `UiGlobalTransform` newtypes `Affine2` and is updated in
`ui_layout_system`.
* New helper functions on `ComputedNode` for mapping between viewport
and local node space.
* The cursor position is transformed to local node space during picking
so that it respects rotations and scalings.
* To check if the cursor hovers a node recursively walk up the tree to
the root checking if any of the ancestor nodes clip the point at the
cursor. If the point is clipped the interaction is ignored.
* Use object-centered coordinates for UI nodes.
* `RelativeCursorPosition`'s coordinates are now object-centered with
(0,0) at the the center of the node and the corners at (±0.5, ±0.5).
* Replaced the `normalized_visible_node_rect: Rect` field of
`RelativeCursorPosition` with `cursor_over: bool`, which is set to true
when the cursor is over an unclipped point on the node. The visible area
of the node is not necessarily a rectangle, so the previous
implementation didn't work.
This should fix all the logical bugs with non-axis aligned interactions
and clipping. Rendering still needs changes but they are far outside the
scope of this PR.
Tried and abandoned two other approaches:
* New `transform` field on `Node`, require `GlobalTransform` on `Node`,
and unrequire `Transform` on `Node`. Unrequiring `Transform` opts out of
transform propagation so there is then no conflict with updating the
`GlobalTransform` in `ui_layout_system`. This was a nice change in its
simplicity but potentially confusing for users I think, all the
`GlobalTransform` docs mention `Transform` and having special rules for
how it's updated just for the UI is unpleasently surprising.
* New `transform` field on `Node`. Unrequire `Transform` on `Node`. New
`transform: Affine2` field on `ComputedNode`.
This was okay but I think most users want a separate specialized UI
transform components. The fat `ComputedNode` doesn't work well with
change detection.
Fixes#18929, #18930
## Testing
There is an example you can look at:
```
cargo run --example ui_transform
```
Sometimes in the example if you press the rotate button couple of times
the first glyph from the top label disappears , I'm not sure what's
causing it yet but I don't think it's related to this PR.
## Migration Guide
New specialized 2D UI transform components `UiTransform` and
`UiGlobalTransform`. `UiTransform` is a 2d-only equivalent of
`Transform` with a translation in `Val`s. `UiGlobalTransform` newtypes
`Affine2` and is updated in `ui_layout_system`.
`Node` now requires `UiTransform` instead of `Transform`. `UiTransform`
requires `UiGlobalTransform`.
In previous versions of Bevy `ui_layout_system` would overwrite UI
node's `Transform::translation` each frame. `UiTransform`s aren't
overwritten and there is no longer any need for systems that cache and
rewrite the transform for translated UI elements.
`RelativeCursorPosition`'s coordinates are now object-centered with
(0,0) at the the center of the node and the corners at (±0.5, ±0.5). Its
`normalized_visible_node_rect` field has been removed and replaced with
a new `cursor_over: bool` field which is set to true when the cursor is
hovering an unclipped area of the UI node.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- A preparation for the 'system as entities'
- The current system has a series of states such as `is_send`,
`is_exclusive`, `has_defered`, As `system as entites` landed, it may
have more states. Using Bitflags to unify all states is a more concise
and performant approach
## Solution
- Using Bitflags to unify system state.
# Objective
Fixes#19464
## Solution
Instead of clearing previous `PickingInteractions` before updating, we
clear them last for those components that weren't updated, and use
`set_if_neq` when writing.
## Testing
I tried the sprite_picking example and it still works.
You can add the following system to picking examples to check that
change detection works as intended:
```rust
fn print_picking(query: Query<(Entity, &PickingInteraction), Changed<PickingInteraction>>) {
for (entity, interaction) in &query {
println!("{entity} {interaction:?}");
}
}
```
# Objective
Deny missing docs for bevy_ecs_macros, towards
https://github.com/bevyengine/bevy/issues/3492.
## Solution
More docs of the form
```
/// Does the thing
fn do_the_thing() {}
```
But I don't think the derive macros are where anyone is going to be
looking for details of these concepts and deny(missing_docs) inevitably
results in some items having noddy docs.
# Objective
Certain classes of games, usually those with enormous worlds, require
some amount of support for double-precision. Libraries like `big_space`
exist to allow for large worlds while integrating cleanly with Bevy's
primarily single-precision ecosystem, but even then, games will often
still work directly in double-precision throughout the part of the
pipeline that feeds into the Bevy interface.
Currently, working with double-precision types in Bevy is a pain. `glam`
provides types like `DVec3`, but Bevy doesn't provide double-precision
analogs for `glam` wrappers like `Dir3`. This is mostly because doing so
involves one of:
- code duplication
- generics
- templates (like `glam` uses)
- macros
Each of these has issues that are enough to be deal-breakers as far as
maintainability, usability or readability. To work around this, I'm
putting together `bevy_dmath`, a crate that duplicates `bevy_math` types
and functionality to allow downstream users to enjoy the ergonomics and
power of `bevy_math` in double-precision. For the most part, it's a
smooth process, but in order to fully integrate, there are some
necessary changes that can only be made in `bevy_math`.
## Solution
This PR addresses the first and easiest issue with downstream
double-precision math support: `VectorSpace` currently can only
represent vector spaces over `f32`. This automatically closes the door
to double-precision curves, among other things. This restriction can be
easily lifted by allowing vector spaces to specify the underlying scalar
field. This PR adds a new trait `ScalarField` that satisfies the
properties of a scalar field (the ones that can be upheld statically)
and adds a new associated type `type Scalar: ScalarField` to
`VectorSpace`. It's mostly an unintrusive change. The biggest annoyances
are:
- it touches a lot of curve code
- `bevy_math::ops` doesn't support `f64`, so there are some annoying
workarounds
As far as curves code, I wanted to make this change unintrusive and
bite-sized, so I'm trying to touch as little code as possible. To prove
to myself it can be done, I went ahead and (*not* in this PR) migrated
most of the curves API to support different `ScalarField`s and it went
really smoothly! The ugliest thing was adding `P::Scalar: From<usize>`
in several places. There's an argument to be made here that we should be
using `num-traits`, but that's not immediately relevant. The point is
that for now, the smallest change I could make was to go into every
curve impl and make them generic over `VectorSpace<Scalar = f32>`.
Curves work exactly like before and don't change the user API at all.
# Follow-up
- **Extend `bevy_math::ops` to work with `f64`.** `bevy_math::ops` is
used all over, and if curves are ever going to support different
`ScalarField` types, we'll need to be able to use the correct `std` or
`libm` ops for `f64` types as well. Adding an `ops64` mod turned out to
be really ugly, but I'll point out the maintenance burden is low because
we're not going to be adding new floating-point ops anytime soon.
Another solution is to build a floating-point trait that calls the right
op variant and impl it for `f32` and `f64`. This reduces maintenance
burden because on the off chance we ever *do* want to go modify it, it's
all tied together: you can't change the interface on one without
changing the trait, which forces you to update the other. A third option
is to use `num-traits`, which is basically option 2 but someone else did
the work for us. They already support `no_std` using `libm`, so it would
be more or less a drop-in replacement. They're missing a couple
floating-point ops like `floor` and `ceil`, but we could make our own
floating-point traits for those (there's even the potential for
upstreaming them into `num-traits`).
- **Tweak curves to accept vector spaces over any `ScalarField`.**
Curves are ready to support custom scalar types as soon as the bullet
above is addressed. I will admit that the code is not as fun to look at:
`P::Scalar` instead of `f32` everywhere. We could consider an alternate
design where we use `f32` even to interpolate something like a `DVec3`,
but personally I think that's a worse solution than parameterizing
curves over the vector space's scalar type. At the end of the day, it's
not really bad to deal with in my opinion... `ScalarType` supports
enough operations that working with them is almost like working with raw
float types, and it unlocks a whole ecosystem for games that want to use
double-precision.
# Objective
#19421 implemented `Ord` for `EntityGeneration` along the lines of [the
impl from
slotmap](https://docs.rs/slotmap/latest/src/slotmap/util.rs.html#8):
```rs
/// Returns if a is an older version than b, taking into account wrapping of
/// versions.
pub fn is_older_version(a: u32, b: u32) -> bool {
let diff = a.wrapping_sub(b);
diff >= (1 << 31)
}
```
But that PR and the slotmap impl are different:
**slotmap impl**
- if `(1u32 << 31)` is greater than `a.wrapping_sub(b)`, then `a` is
older than `b`
- if `(1u32 << 31)` is equal to `a.wrapping_sub(b)`, then `a` is older
than `b`
- if `(1u32 << 31)` is less than `a.wrapping_sub(b)`, then `a` is equal
or newer than `b`
**previous PR impl**
- if `(1u32 << 31)` is greater than `a.wrapping_sub(b)`, then `a` is
older than `b`
- if `(1u32 << 31)` is equal to `a.wrapping_sub(b)`, then `a` is equal
to `b` ⚠️
- if `(1u32 << 31)` is less than `a.wrapping_sub(b)`, then `a` is newer
than `b` ⚠️
This ordering is also not transitive, therefore it should not implement
`PartialOrd`.
## Solution
Fix the impl in a standalone method, remove the `Partialord`/`Ord`
implementation.
## Testing
Given the first impl was wrong and got past reviews, I think a new unit
test is justified.
# Objective
- Fixes#18109.
## Solution
- All these docs now mention screen-space vs world-space.
- `start_pos` and `latest_pos` both link to `viewport_to_world` and
`viewport_to_world_2d`.
- The remaining cases are all deltas. Unfortunately `Camera` doesn't
have an appropriate method for these cases, and implementing one would
be non-trivial (e.g., the delta could have a different world-space size
based on the depth). For these cases, I just link to `Camera` and
suggest using some of its methods. Not a great solution, but at least it
gets users on the correct track.
# Objective
As discussed in #19285, we do a poor job at keeping the namespace tidy
and free of duplicates / user-conflicting names in places. `cosmic_text`
re-exports were the worst offender.
## Solution
Remove the re-exports completely. While the type aliases were quite
thoughtful, they weren't used in any of our code / API.
# Objective
- Partial fix#19504
- As more features were added to Bevy ECS, certain core hot-path
function calls exceeded LLVM's automatic inlining threshold, leading to
significant performance regressions in some cases.
## Solution
- inline more functions.
## Performance
This brought nearly 3x improvement in Windows bench (using Sander's
testing code)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- #19504 showed a 11x regression in getting component values for
unregistered components. This pr should fix that and improve others a
little too.
- This is some cleanup work from #18173 .
## Solution
- Whenever we expect a component value to exist, we only care about
fully registered components, not queued to be registered components
since, for the value to exist, it must be registered.
- So we can use the faster `get_valid_*` instead of `get_*` in a lot of
places.
- Also found a bug where `valid_*` did not forward to `get_valid_*`
properly. That's fixed.
## Testing
CI
# Objective
add functionality to allow propagating components to children. requested
originally for `RenderLayers` but can be useful more generally.
## Solution
- add `HierarchyPropagatePlugin<C, F=()>` which schedules systems to
propagate components through entities matching `F`
- add `Propagate<C: Component + Clone + PartialEq>` which will cause `C`
to be added to all children
more niche features:
- add `PropagateStop<C>` which stops the propagation at this entity
- add `PropagateOver<C>` which allows the propagation to continue to
children, but doesn't add/remove/modify a `C` on this entity itself
## Testing
see tests inline
## Notes
- could happily be an out-of-repo plugin
- not sure where it lives: ideally it would be in `bevy_ecs` but it
requires a `Plugin` so I put it in `bevy_app`, doesn't really belong
there though.
- i'm not totally up-to-date on triggers and observers so possibly this
could be done more cleanly, would be very happy to take review comments
- perf: this is pretty cheap except for `update_reparented` which has to
check the parent of every moved entity. since the entirety is opt-in i
think it's acceptable but i could possibly use `(Changed<Children>,
With<Inherited<C>>)` instead if it's a concern
fix: [Ensure linear volume subtraction does not go below zero
](https://github.com/bevyengine/bevy/issues/19417)
## Solution
- Clamp the result of linear volume subtraction to a minimum of 0.0
- Add a new test case to verify behavior when subtracting beyond zero
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
Help users discover how to use `Option<T>` and `When<T>` to handle
failing parameters.
## Solution
Have the error message for a failed parameter mention that `Option<T>`
and `When<T>` can be used to handle the failure.
## Showcase
```
Encountered an error in system `system_name`: Parameter `Res<ResourceType>` failed validation: Resource does not exist
If this is an expected state, wrap the parameter in `Option<T>` and handle `None` when it happens, or wrap the parameter in `When<T>` to skip the system when it happens.
```
# Objective
- `LoadContext::labeled_asset_scope` cannot return errors back to the
asset loader. This means users that need errors need to fall back to
using the raw `begin_labeled_asset` and `add_loaded_labeled_asset`,
which is more error-prone.
## Solution
- Allow returning a (generic) error from `labeled_asset_scope`.
- This has the unfortunate side effect that closures which don't return
any errors need to A) return Ok at the end, B) need to specify an error
type (e.g., `()`).
---
## Showcase
```rust
// impl AssetLoader for MyLoader
let handle = load_context.labeled_asset_scope("MySubasset", |mut load_context| {
if !some_precondition {
return Err(ThingsDontMakeSenseError);
}
let handle = load_context.add_labeled_asset("MySubasset/Other", SomeOtherThing(456));
Ok(Something{ id: 123, handle })
})?;
```
# Objective
Allow using `BevyResult` in `AssetLoader`s for consistency. Currently,
it converts errors into `Box<dyn core::error::Error + Send + Sync +
'static>`, which is essentially a `BevyError` without the optional
backtrace functionality.
## Solution
I don't think needs a migration guide as any type that satisfies
`Into<Box<dyn core::error::Error + Send + Sync + 'static>>` also
satisfies `Into<BevyError>`.
# Objective
- Enable hot patching systems with subsecond
- Fixes#19296
## Solution
- First commit is the naive thin layer
- Second commit only check the jump table when the code is hot patched
instead of on every system execution
- Depends on https://github.com/DioxusLabs/dioxus/pull/4153 for a nicer
API, but could be done without
- Everything in second commit is feature gated, it has no impact when
the feature is not enabled
## Testing
- Check dependencies without the feature enabled: nothing dioxus in tree
- Run the new example: text and color can be changed
---------
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
- Part 1 of #19454 .
- Split from PR #18860(authored by @notmd) for better review and limit
implementation impact. so all credit for this work belongs to @notmd .
## Solution
- Trigger `ArchetypeCreated ` when new archetype is createed
---------
Co-authored-by: mgi388 <135186256+mgi388@users.noreply.github.com>
## Background/motivation
The Nintendo 3DS is supported by the tier 3 rust target
[armv6k-nintendo-3ds](https://doc.rust-lang.org/rustc/platform-support/armv6k-nintendo-3ds.html#armv6k-nintendo-3ds).
Bevy does not officially support the device, but as more of bevy becomes
`no_std` compatible, more targets are being partially supported (e.g.
GBA - https://github.com/bevyengine/bevy/discussions/10680,
https://github.com/bushrat011899/bevy_mod_gba) officially or not.
The Nintendo 3DS runs Horizon as its OS which is
[unix-based](4d08223c05/compiler/rustc_target/src/spec/targets/armv6k_nintendo_3ds.rs (L34)),
and the above target (at least partially) supports rust std. It makes
sense that you would want to use it, since the 3DS supports things like
filesystem reads and the system clock.
## Problem
Unlike standard unix targets, armv6k-nintendo-3ds is not one that can
use/build the the `ctrlc` dependency in `bevy_app` which is enabled by
the bevy `std` cargo feature.
Without the `std` feature flag, scheduled systems panic without
providing another way for bevy to tick using the `Instant` type (like
you might for a
[GBA](72d8bbf47b/src/time.rs (L36))).
<details>
<summary>Example</summary>
```
Finished `dev` profile [optimized + debuginfo] target(s) in 1m 39s
Building smdh: /home/maya/repos/hyperspace-dj/target/armv6k-nintendo-3ds/debug/hyperspace-dj.smdh
Building 3dsx: /home/maya/repos/hyperspace-dj/target/armv6k-nintendo-3ds/debug/hyperspace-dj.3dsx
Adding RomFS from /home/maya/repos/hyperspace-dj/romfs
Running 3dslink
Sending hyperspace-dj.3dsx, 7172344 bytes
2777346 sent (38.72%), 233 blocks
starting server
server active ...
hii we'are about the to start the bevy app
thread 'main' panicked at /home/maya/repos/bevy/crates/bevy_platform/src/time/fallback.rs:177:13:
An elapsed time getter has not been provided to `Instant`. Please use `Instant::set_elapsed(...)` before calling `Instant::now()`
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
</details>
## Solution
This PR simply excludes the `ctrlc` dependency and its uses in
`bevy_app` for the 3DS target (`horizon`) with an addition to its
existing feature flags.
After this fix, we can use the `std` feature, and regular scheduled
systems no longer panic because of missing `Instant` (system clock)
support.
## Testing
I compiled and ran a binary with the modified version of bevy, using
`no_default_features` and feature flags `default_no_std` and `std` on a
physical 3DS (classic) using homebrew and `cargo-3ds`.
Toolchain:
[armv6k-nintendo-3ds](https://doc.rust-lang.org/rustc/platform-support/armv6k-nintendo-3ds.html#armv6k-nintendo-3ds)
(nightly-2025-03-31)
Project reference:
440fc10184
## Considerations
It could be that we don't want to add specific exceptions inside bevy to
support specific hardware with weird quirks inside general bevy code,
but it's not obvious to me what we should use instead of an exception to
(pre-existing) target cfg: every change here is merely an addition to a
cfg that already checks for both the target family and the `std` flag.
It is not clear to me if this PR is exhaustive enough to be considered
an adequate solution for the larger goal of partially supporting the
3DS, but it seems to be a step in the right direction because it at
least lets trivial App::run setups with scheduled systems work.
# Objective
`Populated`, a loose wrapper around `Query`, does not implement
`IntoIterator`, requiring either a deref or `into_inner()` call to
access the `Query` and iterate over that.
## Solution
This pr implements `IntoIterator` for `Populated`, `&Populated`, and
`&mut Populated`, each of which forwards the call to the inner `Query`.
This allows the `Populated` to be used directly for any API that takes
an `impl IntoIterator`.
## Testing
`cargo test` was run on the `bevy_ecs` crate
```
test result: ok. 390 passed; 0 failed; 2 ignored; 0 measured; 0 filtered out; finished in 46.38s
```
# Objective
Fix https://github.com/bevyengine/bevy/issues/18558
## Solution
* Replace `T` in docs with `Self`
* Fix broken link - replace "introspection subtraits" with "reflection
subtraits"
* Added missing `Set` variant to the list of per-`ReflectKind`-variation
behaviours
## Testing
cargo doc --serve locally to check that the broken link is fixed
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
The first 4 commits are designed to be reviewed independently.
- Mark TAA non-experimental now that motion vectors are written for
skinned and morphed meshes, along with skyboxes, and add it to
DefaultPlugins
- Adjust halton sequence to match what DLSS is going to use, doesn't
really affect anything, but may as well
- Make MipBias a required component on TAA instead of inserting it in
the render world
- Remove MipBias, TemporalJitter, RenderLayers, etc from the render
world if they're removed from the main world (fixes a retained render
world bug)
- Remove TAA components from the render world properly if
TemporalAntiAliasing is removed from the main world (fixes a retained
render world bug)
- extract_taa_settings() now has to query over `Option<&mut
TemporalAntiAliasing>`, which will match every single camera, in order
to cover cameras that had TemporalAntiAliasing removed this frame. This
kind of sucks, but I can't think of anything better.
- We probably have the same bug with every other rendering feature
component we have.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Ultimately, I'd like to modify our font atlas creation systems so that
they are able to resize the font atlases as more glyphs are added. At
the moment, they create a new 512x512 atlas every time one fills up.
With large font sizes and many glyphs, your glyphs may end up spread out
across several atlases.
The goal would be to render text more efficiently, because glyphs spread
across fewer textures could benefit more from batching.
`AtlasAllocator` already has support for growing atlases, but we don't
currently have a way of growing a texture while keeping the pixel data
intact.
## Solution
Add a new method to `Image`: `resize_in_place` and a test for it.
## Testing
Ran the new test, and also a little demo comparing this side-by-side
with `resize`.
<details>
<summary>Expand Code</summary>
```rust
//! Testing ground for #19410
use bevy::prelude::*;
use bevy_render::render_resource::Extent3d;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, test)
.init_resource::<Size>()
.insert_resource(FillColor(Hsla::hsl(0.0, 1.0, 0.7)))
.run();
}
#[derive(Resource, Default)]
struct Size(Option<UVec2>);
#[derive(Resource)]
struct FillColor(Hsla);
#[derive(Component)]
struct InPlace;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
commands.spawn((
Transform::from_xyz(220.0, 0.0, 0.0),
Sprite::from_image(asset_server.load("branding/bevy_bird_dark.png")),
));
commands.spawn((
InPlace,
Transform::from_xyz(-220.0, 0.0, 0.0),
Sprite::from_image(asset_server.load("branding/icon.png")),
));
}
fn test(
sprites: Query<(&Sprite, Has<InPlace>)>,
mut images: ResMut<Assets<Image>>,
mut new_size: ResMut<Size>,
mut dir: Local<IVec2>,
mut color: ResMut<FillColor>,
) -> Result {
for (sprite, in_place) in &sprites {
let image = images.get_mut(&sprite.image).ok_or("Image not found")?;
let size = new_size.0.get_or_insert(image.size());
if *dir == IVec2::ZERO {
*dir = IVec2::splat(1);
}
*size = size.saturating_add_signed(*dir);
if size.x > 400 || size.x < 150 {
*dir = *dir * -1;
}
color.0 = color.0.rotate_hue(1.0);
if in_place {
image.resize_in_place_2d(
Extent3d {
width: size.x,
height: size.y,
..default()
},
&Srgba::from(color.0).to_u8_array(),
)?;
} else {
image.resize(Extent3d {
width: size.x,
height: size.y,
..default()
});
}
}
Ok(())
}
```
</details>
https://github.com/user-attachments/assets/6b2d0ec3-6a6e-4da1-98aa-29e7162f16fa
## Alternatives
I think that this might be useful functionality outside of the font
atlas scenario, but we *could* just increase the initial font atlas
size, make it configurable, and/or size font atlases according to device
limits. It's not totally clear to me how to accomplish that last idea.
This adds support for clearing events when **entering** a state (instead
of just when exiting) and updates the names to match
`DespawnOnExitState`.
Before:
```rust
app.add_state_scoped_event::<MyGameEvent>(GameState::Play);
```
After:
```rust
app
.add_event::<MyGameEvent>()
.clear_events_on_exit_state::<MyGameEvent>(GameState::Play);
```
# Objective
This is the first step of #19430 and is a follow up for #19132.
Now that `ArchetypeRow` has a niche, we can use `Option` instead of
needing `INVALID` everywhere.
This was especially concerning since `INVALID` *really was valid!*
Using options here made the code clearer and more data-driven.
## Solution
Replace all uses of `INVALID` entity locations (and archetype/table
rows) with `None`.
## Testing
CI
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#19029 (also maybe sorta #18002, but we may want to handle the SPA
issue I outlined there more gracefully?)
## Solution
The most minimal / surgical approach I could think of, hopefully
cherry-pickable for a point release.
It seems that it's not *entirely* crazy for web services to return 403
for an item that was not found. Here's an example from [Amazon
CloudFront
docs](https://docs.aws.amazon.com/AmazonCloudFront/latest/DeveloperGuide/http-403-permission-denied.html#s3-origin-403-error).
If it is somewhat common for web services to behave this way, then I
think it's best to also treat these responses as if they were "not
found."
I was previously of the opinion that any 400 level error "might as well"
get this treatment, but I'm now thinking that's probably overkill and
there are quite a few 400 level statuses that would indicate some
problem that needs to be fixed, and interpreting these as "not found"
might add confusion to the debugging process.
## Testing
Tested this with a web server that returns 403 for requests to meta
files.
```bash
cargo run -p build-wasm-example -- --api webgl2 sprite && \
open "http://localhost:4000" && \
python3 test_403.py examples/wasm
```
`test_403.py`:
```python
from http.server import HTTPServer, SimpleHTTPRequestHandler
import os
import sys
class CustomHandler(SimpleHTTPRequestHandler):
def do_GET(self):
if self.path.endswith(".meta"):
self.send_response(403)
self.send_header("Content-type", "text/plain")
self.end_headers()
self.wfile.write(b"403 Forbidden: Testing.\n")
else:
super().do_GET()
if __name__ == "__main__":
if len(sys.argv) != 2:
print(f"Usage: {sys.argv[0]} <directory>")
sys.exit(1)
os.chdir(sys.argv[1])
server_address = ("", 4000)
httpd = HTTPServer(server_address, CustomHandler)
httpd.serve_forever()
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Fixed#19035. Fixed#18882. It consisted of two different bugs:
- The allocations where being incremented even when a Data binding was
created.
- The ref counting on the binding was broken.
## Solution
- Stopped incrementing the allocations when a data binding was created.
- Rewrote the ref counting code to more reliably track the ref count.
## Testing
Tested my fix for 10 minutes with the `examples/3d/animated_material.rs`
example. I changed the example to spawn 51x51 meshes instead of 3x3
meshes to heighten the effects of the bug.
My branch: (After 10 minutes of running the modified example)
GPU: 172 MB
CPU: ~700 MB
Main branch: (After 2 minutes of running the modified example, my
computer started to stutter so I had to end it early)
GPU: 376 MB
CPU: ~1300 MB
# Objective
after #15156 it seems like using distinct directional lights on
different views is broken (and will probably break spotlights too). fix
them
## Solution
the reason is a bit hairy so with an example:
- camera 0 on layer 0
- camera 1 on layer 1
- dir light 0 on layer 0 (2 cascades)
- dir light 1 on layer 1 (2 cascades)
in render/lights.rs:
- outside of any view loop,
- we count the total number of shadow casting directional light cascades
(4) and assign an incrementing `depth_texture_base_index` for each (0-1
for one light, 2-3 for the other, depending on iteration order) (line
1034)
- allocate a texture array for the total number of cascades plus
spotlight maps (4) (line 1106)
- in the view loop, for directional lights we
- skip lights that don't intersect on renderlayers (line 1440)
- assign an incrementing texture layer to each light/cascade starting
from 0 (resets to 0 per view) (assigning 0 and 1 each time for the 2
cascades of the intersecting light) (line 1509, init at 1421)
then in the rendergraph:
- camera 0 renders the shadow map for light 0 to texture indices 0 and 1
- camera 0 renders using shadows from the `depth_texture_base_index`
(maybe 0-1, maybe 2-3 depending on the iteration order)
- camera 1 renders the shadow map for light 1 to texture indices 0 and 1
- camera 0 renders using shadows from the `depth_texture_base_index`
(maybe 0-1, maybe 2-3 depending on the iteration order)
issues:
- one of the views uses empty shadow maps (bug)
- we allocated a texture layer per cascade per light, even though not
all lights are used on all views (just inefficient)
- I think we're allocating texture layers even for lights with
`shadows_enabled: false` (just inefficient)
solution:
- calculate upfront the view with the largest number of directional
cascades
- allocate this many layers (plus layers for spotlights) in the texture
array
- keep using texture layers 0..n in the per-view loop, but build
GpuLights.gpu_directional_lights within the loop too so it refers to the
same layers we render to
nice side effects:
- we can now use `max_texture_array_layers / MAX_CASCADES_PER_LIGHT`
shadow-casting directional lights per view, rather than overall.
- we can remove the `GpuDirectionalLight::skip` field, since the gpu
lights struct is constructed per view
a simpler approach would be to keep everything the same, and just
increment the texture layer index in the view loop even for
non-intersecting lights. this pr reduces the total shadowmap vram used
as well and isn't *much* extra complexity. but if we want something less
risky/intrusive for 16.1 that would be the way.
## Testing
i edited the split screen example to put separate lights on layer 1 and
layer 2, and put the plane and fox on both layers (using lots of
unrelated code for render layer propagation from #17575).
without the fix the directional shadows will only render on one of the
top 2 views even though there are directional lights on both layers.
```rs
//! Renders two cameras to the same window to accomplish "split screen".
use std::f32::consts::PI;
use bevy::{
pbr::CascadeShadowConfigBuilder, prelude::*, render:📷:Viewport, window::WindowResized,
};
use bevy_render::view::RenderLayers;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(HierarchyPropagatePlugin::<RenderLayers>::default())
.add_systems(Startup, setup)
.add_systems(Update, (set_camera_viewports, button_system))
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let all_layers = RenderLayers::layer(1).with(2).with(3).with(4);
// plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
all_layers.clone()
));
commands.spawn((
SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
),
Propagate(all_layers.clone()),
));
// Light
commands.spawn((
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight {
shadows_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
num_cascades: if cfg!(all(
feature = "webgl2",
target_arch = "wasm32",
not(feature = "webgpu")
)) {
// Limited to 1 cascade in WebGL
1
} else {
2
},
first_cascade_far_bound: 200.0,
maximum_distance: 280.0,
..default()
}
.build(),
RenderLayers::layer(1),
));
commands.spawn((
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight {
shadows_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
num_cascades: if cfg!(all(
feature = "webgl2",
target_arch = "wasm32",
not(feature = "webgpu")
)) {
// Limited to 1 cascade in WebGL
1
} else {
2
},
first_cascade_far_bound: 200.0,
maximum_distance: 280.0,
..default()
}
.build(),
RenderLayers::layer(2),
));
// Cameras and their dedicated UI
for (index, (camera_name, camera_pos)) in [
("Player 1", Vec3::new(0.0, 200.0, -150.0)),
("Player 2", Vec3::new(150.0, 150., 50.0)),
("Player 3", Vec3::new(100.0, 150., -150.0)),
("Player 4", Vec3::new(-100.0, 80., 150.0)),
]
.iter()
.enumerate()
{
let camera = commands
.spawn((
Camera3d::default(),
Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
Camera {
// Renders cameras with different priorities to prevent ambiguities
order: index as isize,
..default()
},
CameraPosition {
pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
},
RenderLayers::layer(index+1)
))
.id();
// Set up UI
commands
.spawn((
UiTargetCamera(camera),
Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
},
))
.with_children(|parent| {
parent.spawn((
Text::new(*camera_name),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.),
left: Val::Px(12.),
..default()
},
));
buttons_panel(parent);
});
}
fn buttons_panel(parent: &mut ChildSpawnerCommands) {
parent
.spawn(Node {
position_type: PositionType::Absolute,
width: Val::Percent(100.),
height: Val::Percent(100.),
display: Display::Flex,
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
padding: UiRect::all(Val::Px(20.)),
..default()
})
.with_children(|parent| {
rotate_button(parent, "<", Direction::Left);
rotate_button(parent, ">", Direction::Right);
});
}
fn rotate_button(parent: &mut ChildSpawnerCommands, caption: &str, direction: Direction) {
parent
.spawn((
RotateCamera(direction),
Button,
Node {
width: Val::Px(40.),
height: Val::Px(40.),
border: UiRect::all(Val::Px(2.)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BorderColor(Color::WHITE),
BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
))
.with_children(|parent| {
parent.spawn(Text::new(caption));
});
}
}
#[derive(Component)]
struct CameraPosition {
pos: UVec2,
}
#[derive(Component)]
struct RotateCamera(Direction);
enum Direction {
Left,
Right,
}
fn set_camera_viewports(
windows: Query<&Window>,
mut resize_events: EventReader<WindowResized>,
mut query: Query<(&CameraPosition, &mut Camera)>,
) {
// We need to dynamically resize the camera's viewports whenever the window size changes
// so then each camera always takes up half the screen.
// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
for resize_event in resize_events.read() {
let window = windows.get(resize_event.window).unwrap();
let size = window.physical_size() / 2;
for (camera_position, mut camera) in &mut query {
camera.viewport = Some(Viewport {
physical_position: camera_position.pos * size,
physical_size: size,
..default()
});
}
}
}
fn button_system(
interaction_query: Query<
(&Interaction, &ComputedNodeTarget, &RotateCamera),
(Changed<Interaction>, With<Button>),
>,
mut camera_query: Query<&mut Transform, With<Camera>>,
) {
for (interaction, computed_target, RotateCamera(direction)) in &interaction_query {
if let Interaction::Pressed = *interaction {
// Since TargetCamera propagates to the children, we can use it to find
// which side of the screen the button is on.
if let Some(mut camera_transform) = computed_target
.camera()
.and_then(|camera| camera_query.get_mut(camera).ok())
{
let angle = match direction {
Direction::Left => -0.1,
Direction::Right => 0.1,
};
camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
}
}
}
}
use std::marker::PhantomData;
use bevy::{
app::{App, Plugin, Update},
ecs::query::QueryFilter,
prelude::{
Changed, Children, Commands, Component, Entity, Local, Query,
RemovedComponents, SystemSet, With, Without,
},
};
/// Causes the inner component to be added to this entity and all children.
/// A child with a Propagate<C> component of it's own will override propagation from
/// that point in the tree
#[derive(Component, Clone, PartialEq)]
pub struct Propagate<C: Component + Clone + PartialEq>(pub C);
/// Internal struct for managing propagation
#[derive(Component, Clone, PartialEq)]
pub struct Inherited<C: Component + Clone + PartialEq>(pub C);
/// Stops the output component being added to this entity.
/// Children will still inherit the component from this entity or its parents
#[derive(Component, Default)]
pub struct PropagateOver<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>);
/// Stops the propagation at this entity. Children will not inherit the component.
#[derive(Component, Default)]
pub struct PropagateStop<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>);
pub struct HierarchyPropagatePlugin<C: Component + Clone + PartialEq, F: QueryFilter = ()> {
_p: PhantomData<fn() -> (C, F)>,
}
impl<C: Component + Clone + PartialEq, F: QueryFilter> Default for HierarchyPropagatePlugin<C, F> {
fn default() -> Self {
Self {
_p: Default::default(),
}
}
}
#[derive(SystemSet, Clone, PartialEq, PartialOrd, Ord)]
pub struct PropagateSet<C: Component + Clone + PartialEq> {
_p: PhantomData<fn() -> C>,
}
impl<C: Component + Clone + PartialEq> std::fmt::Debug for PropagateSet<C> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("PropagateSet")
.field("_p", &self._p)
.finish()
}
}
impl<C: Component + Clone + PartialEq> Eq for PropagateSet<C> {}
impl<C: Component + Clone + PartialEq> std:#️⃣:Hash for PropagateSet<C> {
fn hash<H: std:#️⃣:Hasher>(&self, state: &mut H) {
self._p.hash(state);
}
}
impl<C: Component + Clone + PartialEq> Default for PropagateSet<C> {
fn default() -> Self {
Self {
_p: Default::default(),
}
}
}
impl<C: Component + Clone + PartialEq, F: QueryFilter + 'static> Plugin
for HierarchyPropagatePlugin<C, F>
{
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(
update_source::<C, F>,
update_stopped::<C, F>,
update_reparented::<C, F>,
propagate_inherited::<C, F>,
propagate_output::<C, F>,
)
.chain()
.in_set(PropagateSet::<C>::default()),
);
}
}
pub fn update_source<C: Component + Clone + PartialEq, F: QueryFilter>(
mut commands: Commands,
changed: Query<(Entity, &Propagate<C>), (Changed<Propagate<C>>, Without<PropagateStop<C>>)>,
mut removed: RemovedComponents<Propagate<C>>,
) {
for (entity, source) in &changed {
commands
.entity(entity)
.try_insert(Inherited(source.0.clone()));
}
for removed in removed.read() {
if let Ok(mut commands) = commands.get_entity(removed) {
commands.remove::<(Inherited<C>, C)>();
}
}
}
pub fn update_stopped<C: Component + Clone + PartialEq, F: QueryFilter>(
mut commands: Commands,
q: Query<Entity, (With<Inherited<C>>, F, With<PropagateStop<C>>)>,
) {
for entity in q.iter() {
let mut cmds = commands.entity(entity);
cmds.remove::<Inherited<C>>();
}
}
pub fn update_reparented<C: Component + Clone + PartialEq, F: QueryFilter>(
mut commands: Commands,
moved: Query<
(Entity, &ChildOf, Option<&Inherited<C>>),
(
Changed<ChildOf>,
Without<Propagate<C>>,
Without<PropagateStop<C>>,
F,
),
>,
parents: Query<&Inherited<C>>,
) {
for (entity, parent, maybe_inherited) in &moved {
if let Ok(inherited) = parents.get(parent.parent()) {
commands.entity(entity).try_insert(inherited.clone());
} else if maybe_inherited.is_some() {
commands.entity(entity).remove::<(Inherited<C>, C)>();
}
}
}
pub fn propagate_inherited<C: Component + Clone + PartialEq, F: QueryFilter>(
mut commands: Commands,
changed: Query<
(&Inherited<C>, &Children),
(Changed<Inherited<C>>, Without<PropagateStop<C>>, F),
>,
recurse: Query<
(Option<&Children>, Option<&Inherited<C>>),
(Without<Propagate<C>>, Without<PropagateStop<C>>, F),
>,
mut to_process: Local<Vec<(Entity, Option<Inherited<C>>)>>,
mut removed: RemovedComponents<Inherited<C>>,
) {
// gather changed
for (inherited, children) in &changed {
to_process.extend(
children
.iter()
.map(|child| (child, Some(inherited.clone()))),
);
}
// and removed
for entity in removed.read() {
if let Ok((Some(children), _)) = recurse.get(entity) {
to_process.extend(children.iter().map(|child| (child, None)))
}
}
// propagate
while let Some((entity, maybe_inherited)) = (*to_process).pop() {
let Ok((maybe_children, maybe_current)) = recurse.get(entity) else {
continue;
};
if maybe_current == maybe_inherited.as_ref() {
continue;
}
if let Some(children) = maybe_children {
to_process.extend(
children
.iter()
.map(|child| (child, maybe_inherited.clone())),
);
}
if let Some(inherited) = maybe_inherited {
commands.entity(entity).try_insert(inherited.clone());
} else {
commands.entity(entity).remove::<(Inherited<C>, C)>();
}
}
}
pub fn propagate_output<C: Component + Clone + PartialEq, F: QueryFilter>(
mut commands: Commands,
changed: Query<
(Entity, &Inherited<C>, Option<&C>),
(Changed<Inherited<C>>, Without<PropagateOver<C>>, F),
>,
) {
for (entity, inherited, maybe_current) in &changed {
if maybe_current.is_some_and(|c| &inherited.0 == c) {
continue;
}
commands.entity(entity).try_insert(inherited.0.clone());
}
}
```
# Objective
Fixes#19219
## Solution
Instead of calling `world.commands().trigger` and
`world.commands().trigger_targets` whenever each scene is spawned, save
the `instance_id` and optional parent entity to perform all such calls
at the end. This prevents the potential flush of the world command queue
that can happen if `add_child` is called from causing the crash.
## Testing
- Did you test these changes? If so, how?
- Verified that I can no longer reproduce the bug with the instructions
at #19219.
- Ran `bevy_scene` tests
- Visually verified that the following examples still run as expected
`many_foxes`, `scene` . (should I test any more?)
- Are there any parts that need more testing?
- Pending to run `cargo test` at the root to test that all examples
still build; I will update the PR when that's done
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run bevy as usual
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- N/a (tested on Linux/wayland but it shouldn't be relevant)
---
# Objective
Fix#19324
## Solution
`EntityCloner` replaces required components when filtering. This is
unexpected when comparing with the way the rest of bevy handles required
components. This PR separates required components from explicit
components when filtering in `EntityClonerBuilder`.
## Testing
Added a regression test for this case.
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17933
## Solution
Correct "value has changed'" in docs to "value has been added or mutably
dereferenced", with a note for emphasis copied from the docs for
Changed.
## Testing
-
# Objective
- Fix a reference in the example usage comments of bevy_utils
Default::default
## Solution
- Just a word change in the comments
## Testing
- No actual code changes to test
# Objective
Adds the ability to restrict playback of an audio source to a certain
region in time. In other words, you can set a custom start position and
duration for the audio clip. These options are set via the
`PlaybackSettings` component, and it works on all kinds of audio
sources.
## Solution
- Added public `start_position` and `duration` fields to
`PlaybackSettings`, both of type `Option<std::time::Duration>`.
- Used rodio's `Source::skip_duration` and `Source::take_duration`
functions to implement start position and duration, respectively.
- If the audio is looping, it interacts as you might expect - the loop
will start at the start position and end after the duration.
- If the start position is None (the default value), the audio will
start from the beginning, like normal. Similarly, if the duration is
None (default), the audio source will play for as long as possible.
## Testing
I tried adding a custom start position to all the existing audio
examples to test a bunch of different audio sources and settings, and
they all worked fine. I verified that it skips the right amount of time,
and that it skips the entire audio clip if the start position is longer
than the length of the clip. All my testing was done on Fedora Linux.
Update: I did similar testing for duration, and ensured that the two
options worked together in combination and interacted well with looping
audio.
---
## Showcase
```rust
// Play a 10 second segment of a song, starting at 0:30.5
commands.spawn((
AudioPlayer::new(song_handle),
PlaybackSettings::LOOP
.with_start_position(Duration::from_secs_f32(30.5))
.with_duration(Duration::from_secs(10))
));
```
# Objective
Recently the `u32` `Entity::generation` was replaced with the new
`EntityGeneration` in #19121.
This made meanings a lot more clear, and prevented accidental misuse.
One common misuse was assuming that `u32`s that were greater than others
came after those others.
Wrapping makes this assumption false.
When `EntityGeneration` was created, it retained the `u32` ordering,
which was useless at best and wrong at worst.
This pr fixes the ordering implementation, so new generations are
greater than older generations.
Some users were already accounting for this ordering issue (which was
still present in 0.16 and before) by manually accessing the `u32`
representation. This made migrating difficult for avian physics; see
[here](https://discord.com/channels/691052431525675048/749335865876021248/1377431569228103780).
I am generally of the opinion that this type should be kept opaque to
prevent accidental misuse.
As we find issues like this, the functionality should be added to
`EntityGeneration` directly.
## Solution
Fix the ordering implementation through `Ord`.
Alternatively, we could keep `Ord` the same and make a `cmp_age` method,
but I think this is better, even though sorting entity ids may be
*marginally* slower now (but more correct). This is a tradeoff.
## Testing
I improved documentation for aliasing and ordering, adding some doc
tests.
# Objective
There are several uninlined format args (seems to be in more formatting
macros and in more crates) that are not detected on stable, but are on
nightly.
## Solution
Fix them.
# Objective
#19047 added an `MaybeUninit` field to `EntityMeta`, but did not
guarantee that it will be initialized before access:
```rust
let mut world = World::new();
let id = world.entities().reserve_entity();
world.flush();
world.entity(id);
```
<details>
<summary>Miri Error</summary>
```
error: Undefined Behavior: using uninitialized data, but this operation requires initialized memory
--> /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1121:26
|
1121 | unsafe { meta.spawned_or_despawned.assume_init() }
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ using uninitialized data, but this operation requires initialized memory
|
= help: this indicates a bug in the program: it performed an invalid operation, and caused Undefined Behavior
= help: see https://doc.rust-lang.org/nightly/reference/behavior-considered-undefined.html for further information
= note: BACKTRACE:
= note: inside closure at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1121:26: 1121:65
= note: inside `std::option::Option::<&bevy_ecs::entity::EntityMeta>::map::<bevy_ecs::entity::SpawnedOrDespawned, {closure@bevy_ecs::entity::Entities::entity_get_spawned_or_despawned::{closure#1}}>` at /home/vj/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/option.rs:1144:29: 1144:33
= note: inside `bevy_ecs::entity::Entities::entity_get_spawned_or_despawned` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1112:9: 1122:15
= note: inside closure at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1094:13: 1094:57
= note: inside `bevy_ecs::change_detection::MaybeLocation::<std::option::Option<&std::panic::Location<'_>>>::new_with_flattened::<{closure@bevy_ecs::entity::Entities::entity_get_spawned_or_despawned_by::{closure#0}}>` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/change_detection.rs:1371:20: 1371:24
= note: inside `bevy_ecs::entity::Entities::entity_get_spawned_or_despawned_by` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1093:9: 1096:11
= note: inside `bevy_ecs::entity::Entities::entity_does_not_exist_error_details` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1163:23: 1163:70
= note: inside `bevy_ecs::entity::EntityDoesNotExistError::new` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1182:22: 1182:74
= note: inside `bevy_ecs::world::unsafe_world_cell::UnsafeWorldCell::<'_>::get_entity` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/unsafe_world_cell.rs:368:20: 368:73
= note: inside `<bevy_ecs::entity::Entity as bevy_ecs::world::WorldEntityFetch>::fetch_ref` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/entity_fetch.rs:207:21: 207:42
= note: inside `bevy_ecs::world::World::get_entity::<bevy_ecs::entity::Entity>` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/mod.rs:911:18: 911:42
note: inside `main`
--> src/main.rs:12:15
|
12 | world.entity(id);
|
```
</details>
## Solution
- remove the existing `MaybeUninit` in `EntityMeta.spawned_or_despawned`
- initialize during flush. This is not needed for soundness, but not
doing this means we can't return a sensible location/tick for flushed
entities.
## Testing
Test via the snippet above (also added equivalent test).
---------
Co-authored-by: urben1680 <55257931+urben1680@users.noreply.github.com>
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_pbr` (excluding meshlets).
## Testing
- `atmosphere` example still works
- `fog` example still works
- `decal` example still works
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_ui`.
## Testing
- `box_shadow` example still works.
- `gradient` example is broken at head (see #19384) - but otherwise
gives the same result in the console.
- `ui_materials` example still works.
- `ui_texture_slice` example still works.
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_gizmos`.
## Testing
- `2d_gizmos` example still works.
- `3d_gizmos` example still works.
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_core_pipeline`.
## Testing
- `bloom_3d` example still works.
- `motion_blur` example still works.
- `meshlet` example still works (it uses a shader from core).
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
Renames `Timer::finished` and `Timer::paused` to `Timer::is_finished`
and `Timer::is_paused` to align the public APIs for `Time`, `Timer`, and
`Stopwatch`.
Fixes#19110
# Objective
Fixes#18905
## Solution
`world.commands().entity(target_entity).queue(command)` calls
`commands.with_entity` without an error handler, instead queue on
`Commands` with an error handler
## Testing
Added unit test
Co-authored-by: Heart <>
# Objective
Remove `ArchetypeComponentId` and `archetype_component_access`.
Following #16885, they are no longer used by the engine, so we can stop
spending time calculating them or space storing them.
## Solution
Remove `ArchetypeComponentId` and everything that touches it.
The `System::update_archetype_component_access` method no longer needs
to update `archetype_component_access`. We do still need to update query
caches, but we no longer need to do so *before* running the system. We'd
have to touch every caller anyway if we gave the method a better name,
so just remove `System::update_archetype_component_access` and
`SystemParam::new_archetype` entirely, and update the query cache in
`Query::get_param`.
The `Single` and `Populated` params also need their query caches updated
in `SystemParam::validate_param`, so change `validate_param` to take
`&mut Self::State` instead of `&Self::State`.
# Objective
- move SyncCell and SyncUnsafeCell to bevy_platform
## Solution
- move SyncCell and SyncUnsafeCell to bevy_platform
## Testing
- cargo clippy works
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_sprite`.
## Testing
- `sprite` example still works.
- `mesh2d` example still works.
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
- A step towards splitting out bevy_camera from bevy_render
## Solution
- Move a shim type into bevy_utils to avoid a dependency cycle
- Manually expand Deref/DerefMut to avoid having a bevy_derive
dependency so early in the dep tree
## Testing
- It compiles
Fixes#19081.
Simply created a duplicate of the existing `insert_if_new` test, but
using sparse sets.
## Testing:
The test passes on main, but fails if #19059 is reverted.
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_anti_aliasing`.
## Testing
- `anti_aliasing` example still works.
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
Found a typo while looking at gradients in another issue and gave the
docs a skim for more.
## Solution
A couple typo fixes and some tiny improvements
# Objective
Constify `Val::resolve` and `BorderRadius::resolve`
# Solution
* Replace uses of `Vec2::min_element` and `Vec2::max_element` with `min`
and `max` called on the components.
* Make `BorderRadius::resolve` and `BorderRadius::resolve_single_corner`
`const`.
* Swap the order of the `bottom_left` and `bottom_right` fields of
`BorderRadius` and `ResolvedBorderRadius` so they match the ccw order
used in the shader and in css.
# Objective
- Enable state scoped entities by default
- Provide a way to disable it when needed
---------
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
bevy_render.
## Testing
- `animate_shader` example still works
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
Allow creating a new window without it being focused, when `Window`'s
`focused` is `false.
## Solution
Use `winit`'s `WindowBuilder`'s `with_active` method
## Notes
- `winit`'s doc lists [redox's
`Orbital`](https://gitlab.redox-os.org/redox-os/orbital) as an
unsupported platform, but since Bevy doesn't officially support this
platform, I didn't put it in the documentation.
- I only tested on Linux, which is an unsupported platform. I can give
you a test code if you want to test on another platform.
- I initially put a line
[here](https://github.com/bevyengine/bevy/blob/v0.11.0/crates/bevy_winit/src/system.rs#L72)
to set the Bevy `Window`'s `focused` to `winit_window.has_focus()` after
window creation to avoid the case where `with_active` is not supported,
the window is spawned focused, no `WindowFocused` event is triggered,
and Bevy `Window` would be desynced from winit's window. But after
testing on Linux (which doesn't support `with_active`) it seems like at
that point `has_focus` returns `false` and the event is triggered, so I
removed it. Do you think I should add it back to be safe?
## Changelog
- A new unfocused `Window` can be created by setting `focused` to
`false`.
## Migration Guide
- If a `Window` is spawned with `focused` set to `false`, it will now
start not focused on supported platforms.
Adopted from #9208
---------
Co-authored-by: Sélène Amanita <selene.amanita@net-c.com>
Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fix some grammatical errors: it's -> its
Not the most useful commit in the world, but I saw a couple of these and
decided to fix the lot.
## Solution
-
## Testing
-
# Objective
Fix https://github.com/bevyengine/bevy/issues/13390
## Solution
The second parameter of the remove_reflect function is called
component_type_name in ReflectCommandExt but component_type_path in the
implementation for EntityCommands. Use component_type_path in both
places.
## Testing
None
# Objective
cargo update was required to build because into_values was added in a
patch version
## Solution
Depend on the new patch
## Testing
Builds locally now
# Objective
Fixes#17983
## Solution
Implemented a basic `Dir4` struct with methods similar to `Dir3` and
`Dir2`.
## Testing
- Did you test these changes? If so, how?
Added unit tests that follow the same pattern of the other Dir structs.
- Are there any parts that need more testing?
Since the other Dir structs use rotations to test renormalization and I
have been following them as a pattern for the Dir4 struct I haven't
implemented a test to cover renormalization of Dir4's.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Use Dir4 in the wild.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
N/A (Tested on Linux/X11 but it shouldn't be a problem)
# Objective
Fixes#19156
## Solution
There was a call to sort by `TabIndex` after iterating through all the
`TabGroup`s. Simply removing that line of code made the new test case
pass (navigating through `TabIndex` within different `TabGroup`s and
kept everything else working as expected as far as I can tell.
I went ahead and broke the `focusable` vec down into per-group vecs that
get sorted by `TabIndex` and appended to the main vec in group sorted
order to maintain the sorting that was being done before, but respecting
the `TabGroup` sorting that was missing in the issue that this PR
addresses.
## Testing
I added a new unit test that reproduced the issue outlined above that
will run in CI. This test was failing before deleting the sort, and now
both unit tests are passing.
# Objective
Fixes#18790.
Simpler alternative to #19195.
## Solution
As suggested by @PixelDust22, simply avoid overwriting the pass if the
schedule already has auto sync points enabled.
Leave pass logic untouched.
It still is probably a bad idea to add systems/set configs before
changing the build settings, but that is not important as long there are
no more complex build passes.
## Testing
Added a test.
---------
Co-authored-by: Thierry Berger <contact@thierryberger.com>