Commit Graph

8799 Commits

Author SHA1 Message Date
Joona Aalto
7b1c9f192e
Adopt consistent FooSystems naming convention for system sets (#18900)
# Objective

Fixes a part of #14274.

Bevy has an incredibly inconsistent naming convention for its system
sets, both internally and across the ecosystem.

<img alt="System sets in Bevy"
src="https://github.com/user-attachments/assets/d16e2027-793f-4ba4-9cc9-e780b14a5a1b"
width="450" />

*Names of public system set types in Bevy*

Most Bevy types use a naming of `FooSystem` or just `Foo`, but there are
also a few `FooSystems` and `FooSet` types. In ecosystem crates on the
other hand, `FooSet` is perhaps the most commonly used name in general.
Conventions being so wildly inconsistent can make it harder for users to
pick names for their own types, to search for system sets on docs.rs, or
to even discern which types *are* system sets.

To reign in the inconsistency a bit and help unify the ecosystem, it
would be good to establish a common recommended naming convention for
system sets in Bevy itself, similar to how plugins are commonly suffixed
with `Plugin` (ex: `TimePlugin`). By adopting a consistent naming
convention in first-party Bevy, we can softly nudge ecosystem crates to
follow suit (for types where it makes sense to do so).

Choosing a naming convention is also relevant now, as the [`bevy_cli`
recently adopted
lints](https://github.com/TheBevyFlock/bevy_cli/pull/345) to enforce
naming for plugins and system sets, and the recommended naming used for
system sets is still a bit open.

## Which Name To Use?

Now the contentious part: what naming convention should we actually
adopt?

This was discussed on the Bevy Discord at the end of last year, starting
[here](<https://discord.com/channels/691052431525675048/692572690833473578/1310659954683936789>).
`FooSet` and `FooSystems` were the clear favorites, with `FooSet` very
narrowly winning an unofficial poll. However, it seems to me like the
consensus was broadly moving towards `FooSystems` at the end and after
the poll, with Cart
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311140204974706708))
and later Alice
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311092530732859533))
and also me being in favor of it.

Let's do a quick pros and cons list! Of course these are just what I
thought of, so take it with a grain of salt.

`FooSet`:

- Pro: Nice and short!
- Pro: Used by many ecosystem crates.
- Pro: The `Set` suffix comes directly from the trait name `SystemSet`.
- Pro: Pairs nicely with existing APIs like `in_set` and
`configure_sets`.
- Con: `Set` by itself doesn't actually indicate that it's related to
systems *at all*, apart from the implemented trait. A set of what?
- Con: Is `FooSet` a set of `Foo`s or a system set related to `Foo`? Ex:
`ContactSet`, `MeshSet`, `EnemySet`...

`FooSystems`:

- Pro: Very clearly indicates that the type represents a collection of
systems. The actual core concept, system(s), is in the name.
- Pro: Parallels nicely with `FooPlugins` for plugin groups.
- Pro: Low risk of conflicts with other names or misunderstandings about
what the type is.
- Pro: In most cases, reads *very* nicely and clearly. Ex:
`PhysicsSystems` and `AnimationSystems` as opposed to `PhysicsSet` and
`AnimationSet`.
- Pro: Easy to search for on docs.rs.
- Con: Usually results in longer names.
- Con: Not yet as widely used.

Really the big problem with `FooSet` is that it doesn't actually
describe what it is. It describes what *kind of thing* it is (a set of
something), but not *what it is a set of*, unless you know the type or
check its docs or implemented traits. `FooSystems` on the other hand is
much more self-descriptive in this regard, at the cost of being a bit
longer to type.

Ultimately, in some ways it comes down to preference and how you think
of system sets. Personally, I was originally in favor of `FooSet`, but
have been increasingly on the side of `FooSystems`, especially after
seeing what the new names would actually look like in Avian and now
Bevy. I prefer it because it usually reads better, is much more clearly
related to groups of systems than `FooSet`, and overall *feels* more
correct and natural to me in the long term.

For these reasons, and because Alice and Cart also seemed to share a
preference for it when it was previously being discussed, I propose that
we adopt a `FooSystems` naming convention where applicable.

## Solution

Rename Bevy's system set types to use a consistent `FooSet` naming where
applicable.

- `AccessibilitySystem` → `AccessibilitySystems`
- `GizmoRenderSystem` → `GizmoRenderSystems`
- `PickSet` → `PickingSystems`
- `RunFixedMainLoopSystem` → `RunFixedMainLoopSystems`
- `TransformSystem` → `TransformSystems`
- `RemoteSet` → `RemoteSystems`
- `RenderSet` → `RenderSystems`
- `SpriteSystem` → `SpriteSystems`
- `StateTransitionSteps` → `StateTransitionSystems`
- `RenderUiSystem` → `RenderUiSystems`
- `UiSystem` → `UiSystems`
- `Animation` → `AnimationSystems`
- `AssetEvents` → `AssetEventSystems`
- `TrackAssets` → `AssetTrackingSystems`
- `UpdateGizmoMeshes` → `GizmoMeshSystems`
- `InputSystem` → `InputSystems`
- `InputFocusSet` → `InputFocusSystems`
- `ExtractMaterialsSet` → `MaterialExtractionSystems`
- `ExtractMeshesSet` → `MeshExtractionSystems`
- `RumbleSystem` → `RumbleSystems`
- `CameraUpdateSystem` → `CameraUpdateSystems`
- `ExtractAssetsSet` → `AssetExtractionSystems`
- `Update2dText` → `Text2dUpdateSystems`
- `TimeSystem` → `TimeSystems`
- `AudioPlaySet` → `AudioPlaybackSystems`
- `SendEvents` → `EventSenderSystems`
- `EventUpdates` → `EventUpdateSystems`

A lot of the names got slightly longer, but they are also a lot more
consistent, and in my opinion the majority of them read much better. For
a few of the names I took the liberty of rewording things a bit;
definitely open to any further naming improvements.

There are still also cases where the `FooSystems` naming doesn't really
make sense, and those I left alone. This primarily includes system sets
like `Interned<dyn SystemSet>`, `EnterSchedules<S>`, `ExitSchedules<S>`,
or `TransitionSchedules<S>`, where the type has some special purpose and
semantics.

## Todo

- [x] Should I keep all the old names as deprecated type aliases? I can
do this, but to avoid wasting work I'd prefer to first reach consensus
on whether these renames are even desired.
- [x] Migration guide
- [x] Release notes
2025-05-06 15:18:03 +00:00
axlitEels
775fae5b62
Add image sampler configuration in GLTF loader (#17875)
I can't underrate anisotropic filtering.

# Objective

- Allow easily enabling anisotropic filtering on glTF assets.
- Allow selecting `ImageFilterMode` for glTF assets at runtime.

## Solution

- Added a Resource `DefaultGltfImageSampler`: it stores
`Arc<Mutex<ImageSamplerDescriptor>>` and the same `Arc` is stored in
`GltfLoader`. The default is independent from provided to `ImagePlugin`
and is set in the same way but with `GltfPlugin`. It can then be
modified at runtime with `DefaultGltfImageSampler::set`.
- Added two fields to `GltfLoaderSettings`: `default_sampler:
Option<ImageSamplerDescriptor>` to override aforementioned global
default descriptor and `override_sampler: bool` to ignore glTF sampler
data.

## Showcase

Enabling anisotropic filtering as easy as:
```rust
app.add_plugins(DefaultPlugins.set(GltfPlugin{
    default_sampler: ImageSamplerDescriptor {
        min_filter: ImageFilterMode::Linear,
        mag_filter: ImageFilterMode::Linear,
        mipmap_filter: ImageFilterMode::Linear,
        anisotropy_clamp: 16,
        ..default()
    },
    ..default()
}))
```

Use code below to ignore both the global default sampler and glTF data,
having `your_shiny_sampler` used directly for all textures instead:
```rust
commands.spawn(SceneRoot(asset_server.load_with_settings(
    GltfAssetLabel::Scene(0).from_asset("models/test-scene.gltf"),
    |settings: &mut GltfLoaderSettings| {
        settings.default_sampler = Some(your_shiny_sampler);
        settings.override_sampler = true;
    }
)));
```
Remove either setting to get different result! They don't come in pair!

Scene rendered with trillinear texture filtering:

![Trillinear](https://github.com/user-attachments/assets/be4c417f-910c-4806-9e64-fd2c21b9fd8d)
Scene rendered with 16x anisotropic texture filtering:
![Anisotropic Filtering
x16](https://github.com/user-attachments/assets/68190be8-aabd-4bef-8e97-d1b5124cce60)

## Migration Guide

- The new fields in `GltfLoaderSettings` have their default values
replicate previous behavior.

---------

Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
2025-05-06 05:48:13 +00:00
Christian Hughes
7e51f60de1
Add IntoSystem::with_input and ::with_input_from system wrappers (#18067)
# Objective

Originally [provided as a solution to a user's problem in
Discord](https://discord.com/channels/691052431525675048/1247654592838111302/1344431131277394042),
library authors might find the need to present user-registered systems
with system-specific data. Typically `Local<T>` is used for this type of
thing, but its not generally feasible or possible to configure/set the
underlying `T` data for locals. Alternatively, we can use `SystemInput`
to pass the data.

## Solution

- Added `IntoSystem::with_input`: Allows system-specific data to be
passed in explicitly.
- Added `IntoSystem::with_input_from`: Allows system-specific data to be
created at initialization time via `FromWorld`.

## Testing

Added two new tests, testing each of `with_input` and `with_input_from`.
2025-05-06 05:46:30 +00:00
Han Kruiger
b8724c21ce
implement MapEntities for higher-order types (#19071)
# Objective

With the current `MapEntities` `impl`s, it is not possible to derive
things like this:

```rust
#[derive(Component)]
pub struct Inventory {
  #[entities]
  slots: Vec<Option<Entity>>,
}
```

This is because `MapEntities` is only implemented for `Vec<Entity>` &
`Option<Entity>`, and not arbitrary combinations of those.

It would be nice to also support those types.

## Solution

I replaced the `impl`s of the following types

- `Option<Entity>`: replaced with `Option<T>` 
- `Vec<Entity>`: replaced with `Vec<T>`
- `HashSet<Entity, S>`: replaced with `HashSet<T, S>`
- `T` also had to be `Eq + core:#️⃣:Hash` here. **Not sure if this is
too restrictive?**
- `IndexSet<Entity, S>`: replaced with `IndexSet <T, S>`
- `T` also had to be `Eq + core:#️⃣:Hash` here. **Not sure if this is
too restrictive?**
- `BTreeSet<Entity>`: replaced with `BTreeSet<T>`
- `VecDeque<Entity>`: replaced with `VecDeque<T>`
- `SmallVec<A: smallvec::Array<Item = Entity>>`: replaced with
`SmallVec<A: smallvec::Array<Item = T>>`

(in all of the above, `T` is a generic type that implements
`MapEntities` (`Entity` being one of them).)

## Testing

I did not test any of this, but extended the `Component::map_entities`
doctest with an example usage of the newly supported types.

---

## Showcase

With these changes, this is now possible:

```rust
#[derive(Component)]
pub struct Inventory {
  #[entities]
  slots: Vec<Option<Entity>>,
}
```
2025-05-06 05:24:37 +00:00
UkoeHB
8f3e45b45f
Expose CustomCursorUrl (#19006)
# Objective

`CustomCursorUrl` is inaccessible.

## Solution

Expose `CustomCursorUrl`.
2025-05-06 05:23:48 +00:00
urben1680
2ae1510f89
Add world and world_mut methods to RelatedSpawner (#18880)
# Objective

`RelatedSpawnerCommands` offers methods to get the underlying
`Commands`.
`RelatedSpawner` does not expose the inner `World` reference so far.

I currently want to write extension traits for both of them but I need
to duplicate the whole API for the latter because I cannot get it's
`&mut World`.

## Solution

Add methods for immutable and mutable `World` access
2025-05-06 05:18:56 +00:00
Corvus
a312170749
Increase upper limit of children! (#18865)
# Objective

Currently, `bevy_ecs`'s `children!` macro only supports spawning up to
twelve children at once. Ideally there would be no limit.

## Solution

`children!` is limited because `SpawnableList`, [the primary trait bound
here](https://docs.rs/bevy/0.16.0-rc.5/bevy/ecs/hierarchy/struct.Children.html#method.spawn),
uses the fake variadics pattern on tuples of up to twelve elements.
However, since a tuple itself implements `SpawnableList`, we can simply
nest tuples of entities when we run out of room.

This PR achieves this using `macro_rules` macros with a bit of brute
force, following [some discussion on
Discord](https://discord.com/channels/691052431525675048/692572690833473578/1362174415458013314).
If we create patterns for lists of up to eleven bundles, then use a
repetition pattern to handle the rest, we can "special-case" the
recursion into a nested tuple.

In principle, this would permit an arbitrary number of children, but
Rust's recursion limits will cut things short at around 1400 elements by
default. Of course, it's generally not a good idea to stick that many
bundles in a single invocation, but it might be worth mentioning in the
docs.

## Implementation notes

### Why are cases 0-11 expanded by hand?

We could make use of a tertiary macro:

```rs
macro_rules! recursive_spawn {
    // so that this...
    ($a:expr, $b:expr) => {
        (
            $crate::spawn::Spawn($a),
            $crate::spawn::Spawn($b),
        )
    };
    
    // becomes this...
    ($a:expr, $b:expr) => {
        $crate::spawn_tuple!($a, $b)
    };
}
```

But I already feel a little bad exporting `recursive_spawn`. I'd really
like to avoid exposing more internals, even if they are annotated with
`#[doc(hidden)]`. If I had to guess, I'd say it'll also make the
expansion a tiny bit slower.

### Do we really need to handle up to twelve elements in the macro?

The macro is a little long, but doing it this way maximizes the
"flatness" of the types to be spawned. This should improve the codegen a
bit and makes the macro output a little bit easier to look at.

## Future work

The `related!` macro is essentially the same as `children!`, so if this
direction is accepted, `related!` should receive the same treatment. I
imagine we'd want to extract out the `recursive_spawn` macro into its
own file since it can be used for both. If this should be tackled in
this PR, let me know!

## Testing

This change is fairly trivial, but I added a single test to verify that
it compiles and nothing goes wrong once recursion starts happening. It's
pretty easy to verify that the change works in practice -- just spawn
over twelve entities as children at once!
2025-05-06 00:58:30 +00:00
Zachary Harrold
aadd3a3ec2
Create bevy_platform::cfg for viral feature management (#18822)
# Objective

- Acts on certain elements of #18799
- Closes #1615
- New baseline for #18170

## Solution

- Created a new `cfg` module in `bevy_platform` which contains two
macros to aid in working with features like `web`, `std`, and `alloc`.
- `switch` is a stable implementation of
[`cfg_match`](https://doc.rust-lang.org/std/macro.cfg_match.html), which
itself is a `core` alternative to [`cfg_if`](https://docs.rs/cfg-if).
- `define_alias` is a `build.rs`-free alternative to
[`cfg_aliases`](https://docs.rs/cfg_aliases) with the ability to share
feature information between crates.
- Switched to these macros within `bevy_platform` to demonstrate usage. 

## Testing

- CI

---

## Showcase

Consider the typical `std` feature as an example of a "virality". With
just `bevy_platform`, `bevy_utils`, and `bevy_ecs`, we have 3 crates in
a chain where activating `std` in any of them should really activate it
everywhere. The status-quo for this is for each crate to define its own
`std` feature, and ensure it includes the `std` feature of every
dependency in that feature. For crates which don't even interact with
`std` directly, this can be quite cumbersome. Especially considering
that Bevy has a fundamental crate, `bevy_platform`, which is a
dependency for effectively every crate.

Instead, we can use `define_alias` to create a macro which will
conditionally compile code if and only if the specified configuration
condition is met _in the defining crate_.

```rust
// In `bevy_platform`

define_alias! {
    #[cfg(feature = "std")] => {
        /// Indicates the `std` crate is available and can be used.
        std
    }
    #[cfg(all(target_arch = "wasm32", feature = "web"))] => {
        /// Indicates that this target has access to browser APIs.
        web
    }
}
```

The above `web` and `std` macros will either no-op the provided code if
the conditions are not met, or pass it unmodified if it is met. Since it
is evaluated in the context of the defining crate, `bevy_platform/std`
can be used to conditionally compile code in `bevy_utils` and `bevy_ecs`
_without_ those crates including their own `std` features.

```rust
// In `bevy_utils`
use bevy_platform::cfg;

// If `bevy_platform` has `std`, then we can too!
cfg::std! {
    extern crate std;
}
```

To aid in more complex configurations, `switch` is provided to provide a
`cfg_if` alternative that is compatible with `define_alias`:

```rust
use bevy_platform::cfg;

cfg::switch! {
    #[cfg(feature = "foo")] => { /* use the foo API */ }
    cfg::web => { /* use browser API */ }
    cfg::std => { /* use std */ }
    _ => { /* use a fallback implementation */ }
}
```

This paradigm would allow Bevy's sub-crates to avoid re-exporting viral
features, and also enable functionality in response to availability in
their dependencies, rather than from explicit features (bottom-up
instead of top-down). I imagine that a "full rollout" of this paradigm
would remove most viral features from Bevy's crates, leaving only
`bevy_platform`, `bevy_internal`, and `bevy` (since `bevy`/`_internal`
are explicitly re-exports of all of Bevy's crates).

This bottom-up approach may be useful in other areas of Bevy's features
too. For example, `bevy_core_pipeline/tonemapping_luts` requires:
- bevy_render/ktx2
- bevy_image/ktx2
- bevy_image/zstd

If `define_alias` was used in `bevy_image`, `bevy_render` would not need
to re-export the `ktx2` feature, and `bevy_core_pipeline` could directly
probe `bevy_image` for the status of `ktx2` and `zstd` features to
determine if it should compile the `tonemapping_luts` functionality,
rather than having an explicitly feature. Of course, an explicit feature
is still important for _features_, so this may not be the best example,
but it highlights that with this paradigm crates can reactively provide
functionality, rather than needing to proactively declare feature
combinations up-front and hope the user enables them.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2025-05-06 00:52:15 +00:00
mgi388
7a1fcb7fe7
Rename StateScoped to DespawnOnExitState and add DespawnOnEnterState (#18818)
# Objective

- Alternative to and builds on top of #16284.
- Fixes #15849.

## Solution

- Rename component `StateScoped` to `DespawnOnExitState`.
- Rename system `clear_state_scoped_entities` to
`despawn_entities_on_exit_state`.
- Add `DespawnOnEnterState` and `despawn_entities_on_enter_state` which
is the `OnEnter` equivalent.

> [!NOTE]
> Compared to #16284, the main change is that I did the rename in such a
way as to keep the terms `OnExit` and `OnEnter` together. In my own
game, I was adding `VisibleOnEnterState` and `HiddenOnExitState` and
when naming those, I kept the `OnExit` and `OnEnter` together. When I
checked #16284 it stood out to me that the naming was a bit awkward.
Putting the `State` in the middle and breaking up `OnEnter` and `OnExit`
also breaks searching for those terms.

## Open questions

1. Should we split `enable_state_scoped_entities` into two functions,
one for the `OnEnter` and one for the `OnExit`? I personally have zero
need thus far for the `OnEnter` version, so I'd be interested in not
having this enabled unless I ask for it.
2. If yes to 1., should we follow my lead in my `Visibility` state
components (see below) and name these
`app.enable_despawn_entities_on_enter_state()` and
`app.enable_despawn_entities_on_exit_state()`, which IMO says what it
does on the tin?

## Testing

Ran all changed examples.

## Side note: `VisibleOnEnterState` and `HiddenOnExitState`

For reference to anyone else and to help with the open questions, I'm
including the code I wrote for controlling entity visibility when a
state is entered/exited.

<details>
<summary>visibility.rs</summary>

```rust
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_reflect::prelude::*;
use bevy_render::prelude::*;
use bevy_state::{prelude::*, state::StateTransitionSteps};
use tracing::*;

pub trait AppExtStates {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self;

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self;
}

impl AppExtStates for App {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self {
        self.main_mut()
            .enable_visible_entities_on_enter_state::<S>();
        self
    }

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self {
        self.main_mut().enable_hidden_entities_on_exit_state::<S>();
        self
    }
}

impl AppExtStates for SubApp {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self {
        if !self
            .world()
            .contains_resource::<Events<StateTransitionEvent<S>>>()
        {
            let name = core::any::type_name::<S>();
            warn!("Visible entities on enter state are enabled for state `{}`, but the state isn't installed in the app!", name);
        }
        // We work with [`StateTransition`] in set
        // [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
        // because [`OnExit`] only runs for one specific variant of the state.
        self.add_systems(
            StateTransition,
            update_to_visible_on_enter_state::<S>.in_set(StateTransitionSteps::ExitSchedules),
        )
    }

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self {
        if !self
            .world()
            .contains_resource::<Events<StateTransitionEvent<S>>>()
        {
            let name = core::any::type_name::<S>();
            warn!("Hidden entities on exit state are enabled for state `{}`, but the state isn't installed in the app!", name);
        }
        // We work with [`StateTransition`] in set
        // [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
        // because [`OnExit`] only runs for one specific variant of the state.
        self.add_systems(
            StateTransition,
            update_to_hidden_on_exit_state::<S>.in_set(StateTransitionSteps::ExitSchedules),
        )
    }
}

#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
pub struct VisibleOnEnterState<S: States>(pub S);

#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
pub struct HiddenOnExitState<S: States>(pub S);

/// Makes entities marked with [`VisibleOnEnterState<S>`] visible when the state
/// `S` is entered.
pub fn update_to_visible_on_enter_state<S: States>(
    mut transitions: EventReader<StateTransitionEvent<S>>,
    mut query: Query<(&VisibleOnEnterState<S>, &mut Visibility)>,
) {
    // We use the latest event, because state machine internals generate at most
    // 1 transition event (per type) each frame. No event means no change
    // happened and we skip iterating all entities.
    let Some(transition) = transitions.read().last() else {
        return;
    };
    if transition.entered == transition.exited {
        return;
    }
    let Some(entered) = &transition.entered else {
        return;
    };
    for (binding, mut visibility) in query.iter_mut() {
        if binding.0 == *entered {
            visibility.set_if_neq(Visibility::Visible);
        }
    }
}

/// Makes entities marked with [`HiddenOnExitState<S>`] invisible when the state
/// `S` is exited.
pub fn update_to_hidden_on_exit_state<S: States>(
    mut transitions: EventReader<StateTransitionEvent<S>>,
    mut query: Query<(&HiddenOnExitState<S>, &mut Visibility)>,
) {
    // We use the latest event, because state machine internals generate at most
    // 1 transition event (per type) each frame. No event means no change
    // happened and we skip iterating all entities.
    let Some(transition) = transitions.read().last() else {
        return;
    };
    if transition.entered == transition.exited {
        return;
    }
    let Some(exited) = &transition.exited else {
        return;
    };
    for (binding, mut visibility) in query.iter_mut() {
        if binding.0 == *exited {
            visibility.set_if_neq(Visibility::Hidden);
        }
    }
}
```

</details>

---------

Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
2025-05-06 00:37:04 +00:00
Tim Overbeek
60cdefd128
Derive clone_behavior for Components (#18811)
Allow Derive(Component) to specify a clone_behavior

```rust
#[derive(Component)]
#[component(clone_behavior = Ignore)]
MyComponent;
```
2025-05-06 00:32:59 +00:00
MichiRecRoom
b19f644c2f
The toml workflow job will now install taplo-cli using cargo-binstall (#18773)
# Objective
Avoid needing to compile `taplo-cli` every time we use it in CI.

## Solution
Use [cargo-binstall](https://github.com/cargo-bins/cargo-binstall) to
install `taplo-cli`.

cargo-binstall is different from `cargo install`, in that it will first
attempt download a precompiled `taplo-cli` binary, in an attempt to
avoid compilation. However, failing that (for any reason), it will fall
back to installing the binary through `cargo install`.

While installing `taplo-cli` from source is relatively fast (around
50-60s), this still provides a small speed boost to the job, by not
needing to spend time compiling `taplo-cli` from source at all.

## Note on how this affects workflows
This PR does have one side-effect: Should `taplo-cli` need to be
compiled from source at all, it is no longer guaranteed to use the
latest `stable` version of `rustc`. This may be considered problematic,
as `taplo-cli` doesn't appear to have a MSRV policy.

However, its MSRV (as of writing this PR) is `1.74` - a nearly 1.5 year
old version. This seems to imply that, if `taplo-cli`'s MSRV is ever
updated, it won't be to the absolute latest stable version of Rust until
said version is a few months old.

Combine that with [the Github Actions runner images being frequently
(and automatically) updated to use the latest Rust
tooling](https://github.com/actions/runner-images/pull/11957), and I
don't foresee `taplo-cli`'s MSRV being an issue in 99% of circumstances.

Still, there is the possibility of it being a problem in those 1% of
circumstances - if this is a concern, please let me know and I'll try to
fix it.

## Testing

This change was tested on my local fork. The specific job run can be
found
[here](https://github.com/LikeLakers2/bevy/actions/runs/14350945588/job/40229485624).

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-05-06 00:26:10 +00:00
Eagster
af8d12c3e1
deprecate SimpleExecutor (#18753)
# Objective

Contributes to #18741 and #18453.

## Solution

Deprecate `SimpleExecutor`. If users run into migration issues, we can
backtrack. Otherwise, we follow this up with #18741

We can't easily deprecate the module too because of
[this](https://github.com/rust-lang/rust/issues/47238).

## Testing

CI

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Cyrill Schenkel <cyrill.schenkel@gmail.com>
2025-05-06 00:21:57 +00:00
Jonathan Chan Kwan Yin
cdcb773e9b
Add EntityWorldMut::reborrow_scope() (#18730)
# Objective

Allow `EntityCommand` implementors to delegate to other entity commands
easily:

```rs
impl EntityCommand for Foo {
    fn apply(self, mut entity: EntityWorldMut) {
        entity.reborrow_scope(|e| StepOne.apply(e));
        entity.reborrow_scope(|e| StepTwo.apply(e));
    }
}
```
2025-05-06 00:19:56 +00:00
re0312
5ed8e0639a
Merge ObserverState and Observer into single component (#18728)
# Objective

- bevy removed `Observe` type parameters in #15151 ,it enables merging
`Observer` and `ObserverState ` into a single component. with this
consolidation ,we can improve efficiency while reducing boilerplate.

## Solution

- remove `ObserverState `and merge it  into `Observer`

## Testing

40%~60% performance win due to removal of redundant look up.

![image](https://github.com/user-attachments/assets/eb1d46cb-cca3-4c2b-948c-bf4ecb617de9)

This also improves ergonomics when using dynamic observer
```rust
// previously 
world.spawn(ObserverState {
            // SAFETY: we registered `event_a` above and it matches the type of EventA
            descriptor: unsafe { ObserverDescriptor::default().with_events(vec![event_a]) },
            runner: |mut world, _trigger, _ptr, _propagate| {
                world.resource_mut::<Order>().observed("event_a");
            },
            ..Default::default()
        });

// now
let observe = unsafe {
    Observer::with_dynamic_runner(|mut world, _trigger, _ptr, _propagate| {
        world.resource_mut::<Order>().observed("event_a");
    })
    .with_event(event_a)
};
world.spawn(observe);
```
2025-05-06 00:12:27 +00:00
Chris Russell
3442e2556d
Use new run_without_applying_deferred method in SingleThreadedExecutor (#18684)
# Objective

Simplify code in the `SingleThreadedExecutor` by removing a special case
for exclusive systems.

The `SingleThreadedExecutor` runs systems without immediately applying
deferred buffers. That required calling `run_unsafe()` instead of
`run()`, but that would `panic` for exclusive systems, so the code also
needed a special case for those. Following #18076 and #18406, we have a
`run_without_applying_deferred` method that has the exact behavior we
want and works on exclusive systems.

## Solution

Replace the code in `SingleThreadedExecutor` that runs systems with a
single call to `run_without_applying_deferred()`. Also add this as a
wrapper in the `__rust_begin_short_backtrace` module to preserve the
special behavior for backtraces.
2025-05-06 00:09:02 +00:00
Greeble
49f1827633
Speed up ECS benchmarks by limiting variations (#18659)
## Objective

Reduce the time spent on ECS benchmarks without significantly
compromising coverage.

## Background

A `cargo bench -p benches --bench ecs` takes about 45 minutes. I'm
guessing this bench is mainly used to check for regressions after ECS
changes, and requiring 2x45 minute tests means that most people will
skip benchmarking entirely.

I noticed that some benches are repeated with sizes from long linear
progressions (10, 20, ..., 100). This might be nice for detailed
profiling, but seems too much for a overall regression check.

## Solution

The PR follows the principles of "three or four different sizes is fine"
and "powers of ten where it fits". The number of benches is reduced from
394 to 238 (-40%), and time from 46.2 minutes to 32.8 (-30%).

While some coverage is lost, I think it's reasonable for anyone doing
detailed profiling of a particular feature to temporarily add more
benches.

There's a couple of changes to avoid leading zeroes. I felt that `0010,
0100, 1000` is harder to read than `10, 100, 1000`.

## Is That Enough?

32 minutes is still too much. Possible future options:

- Reduce measurement and warmup times. I suspect the current times
(mostly 4-5 seconds total) are too conservative, and 1 second would be
fine for spotting significant regressions.
- Split the bench into quick and detailed variants.

## Testing

```
cargo bench -p benches --bench ecs
```
2025-05-06 00:07:18 +00:00
Mincong Lu
023b502153
Implemented Alpha for f32. (#18653)
# Objective

`f32` can be used to represent alpha, this streamlines generic code
related to colors.

## Solution

- Implemented `Alpha` for `f32`.
2025-05-06 00:00:17 +00:00
Mincong Lu
818459113e
Added StableInterpolate implementations for linear colors. (#18601)
# Objective

Colors currently do not implement `StableInterpolate`, which makes them
ineligible for functions like `smooth_nudge` and make some generic APIs
awkward.

## Solution

Implemented `StableInterpolate` for linear color types that should be
uncontroversial. Non-linear types like `Hsl` are not implemented in this
PR.

## Testing

Added a test that checks implementations are correct.
2025-05-05 23:58:56 +00:00
andriyDev
798e1c5498
Move initializing the ScreenshotToScreenPipeline to the ScreenshotPlugin. (#18524)
# Objective

- Minor cleanup.
- This seems to have been introduced in #8336. There is no discussion
about it I can see, there's no comment explaining why this is here and
not in `ScreenshotPlugin`. This seems to have just been misplaced.

## Solution

- Move this to the ScreenshotPlugin!

## Testing

- The screenshot example still works at least on desktop.
2025-05-05 23:56:22 +00:00
Eagster
f6543502b4
Add BundleRemover (#18521)
# Objective

It has long been a todo item in the ecs to create a `BundleRemover`
alongside the inserter, spawner, etc.

This is an uncontroversial first step of #18514.

## Solution

Move existing code from complex helper functions to one generalized
`BundleRemover`.

## Testing

Existing tests.
2025-05-05 23:55:04 +00:00
Chris Russell
bea0a0a9bc
Let FilteredEntity(Ref|Mut) receive access when nested. (#18236)
# Objective

Let `FilteredEntityRef` and `FilteredEntityMut` receive access when
nested inside tuples or `#[derive(QueryData)]` types. Make sure to
exclude any access that would conflict with other subqueries!

Fixes #14349

## Solution

Replace `WorldQuery::set_access(state, access)` with a new method,
`QueryData::provide_extra_access(state, access, available_access)`, that
passes both the total available access and the currently used access.
This is called after `WorldQuery::update_component_access()`, so any
access used by ordinary subqueries will be known. `FilteredEntityRef`
and `FilteredEntityMut` can use the combination to determine how much
access they can safely take, while tuples can safely pass those
parameters directly to their subqueries.

This requires a new `Access::remove_conflicting_access()` method that
can be used to remove any access that would conflict with existing
access. Implementing this method was easier by first factoring some
common set manipulation code out of `Access::extend`. I can extract that
refactoring to a separate PR if desired.

Have `FilteredEntity(Ref|Mut)` store `Access` instead of
`FilteredAccess` because they do not need to keep track of the filter.
This was necessary in an early draft but no longer is. I left it in
because it's small and I'm touching that code anyway, but I can extract
it to a separate PR if desired.
2025-05-05 23:23:46 +00:00
NiseVoid
02d569d0e4
Add Allows filter to bypass DefaultQueryFilters (#18192)
# Objective

Fixes #17803 

## Solution

- Add an `Allows<T>` `QueryFilter` that adds archetypal access for `T`
- Fix access merging to include archetypal from both sides

## Testing

- Added a case to the unit test for the application of
`DefaultQueryFilters`
2025-05-05 23:21:26 +00:00
Eagster
bfc76c589e
Remove insert_or_spawn function family (#18148)
# Objective

Based on and closes #18054, this PR builds on #18035 and #18147 to
remove:

- `Commands::insert_or_spawn_batch`
- `Entities::alloc_at_without_replacement`
- `Entities::alloc_at`
- `entity::AllocAtWithoutReplacement`
- `World::insert_or_spawn_batch`
- `World::insert_or_spawn_batch_with_caller`

## Testing

Just removing unused, deprecated code, so no new tests. Note that as of
writing, #18035 is still under testing and review.

## Future Work

Per
[this](https://github.com/bevyengine/bevy/issues/18054#issuecomment-2689088899)
comment on #18054, there may be additional performance improvements
possible to the entity allocator now that `alloc_at` no longer is
supported. At a glance, I don't see anything obvious to improve, but it
may be worth further investigation in the future.

---------

Co-authored-by: JaySpruce <jsprucebruce@gmail.com>
2025-05-05 23:14:32 +00:00
Jean Mertz
3b24f520b9
feat(log): support customizing default log formatting (#17722)
The LogPlugin now allows overriding the default
`tracing_subscriber::fmt::Layer` through a new `fmt_layer` option. This
enables customization of the default log output format without having to
replace the entire logging system.

For example, to disable timestamps in the log output:

```rust
fn fmt_layer(_app: &mut App) -> Option<bevy::log::BoxedFmtLayer> {
    Some(Box::new(
        bevy::log::tracing_subscriber::fmt::Layer::default()
            .without_time()
            .with_writer(std::io::stderr),
    ))
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(bevy::log::LogPlugin {
            fmt_layer,
            ..default()
        }))
        .run();
}
```

This is different from the existing `custom_layer` option, because that
option _adds_ additional layers to the subscriber, but can't modify the
default formatter layer (at least, not to my knowledge).

I almost always disable timestamps in my Bevy logs, and usually also
tweak other default log formatting (such as `with_span_events`), which
made it so that I always had to disable the default logger. This allows
me to use everything the Bevy logger supports (including tracy support),
while still formatting the default logs the way I like them.

---------

Signed-off-by: Jean Mertz <git@jeanmertz.com>
2025-05-05 23:01:06 +00:00
Antony
bf42cb3532
Add a viewport UI widget (#17253)
# Objective

Add a viewport widget.

## Solution

- Add a new `ViewportNode` component to turn a UI node into a viewport.
- Add `viewport_picking` to pass pointer inputs from other pointers to
the viewport's pointer.
- Notably, this is somewhat functionally different from the viewport
widget in [the editor
prototype](https://github.com/bevyengine/bevy_editor_prototypes/pull/110/files#L124),
which just moves the pointer's location onto the render target. Viewport
widgets have their own pointers.
  - Care is taken to handle dragging in and out of viewports.
- Add `update_viewport_render_target_size` to update the viewport node's
render target's size if the node size changes.
- Feature gate picking-related viewport items behind
`bevy_ui_picking_backend`.

## Testing

I've been using an example I made to test the widget (and added it as
`viewport_node`):

<details><summary>Code</summary>

```rust
//! A simple scene to demonstrate spawning a viewport widget. The example will demonstrate how to
//! pick entities visible in the widget's view.

use bevy::picking::pointer::PointerInteraction;
use bevy::prelude::*;

use bevy::ui::widget::ViewportNode;
use bevy::{
    image::{TextureFormatPixelInfo, Volume},
    window::PrimaryWindow,
};
use bevy_render::{
    camera::RenderTarget,
    render_resource::{
        Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
    },
};

fn main() {
    App::new()
        .add_plugins((DefaultPlugins, MeshPickingPlugin))
        .add_systems(Startup, test)
        .add_systems(Update, draw_mesh_intersections)
        .run();
}

#[derive(Component, Reflect, Debug)]
#[reflect(Component)]
struct Shape;

fn test(
    mut commands: Commands,
    window: Query<&Window, With<PrimaryWindow>>,
    mut images: ResMut<Assets<Image>>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // Spawn a UI camera
    commands.spawn(Camera3d::default());

    // Set up an texture for the 3D camera to render to
    let window = window.get_single().unwrap();
    let window_size = window.physical_size();
    let size = Extent3d {
        width: window_size.x,
        height: window_size.y,
        ..default()
    };
    let format = TextureFormat::Bgra8UnormSrgb;
    let image = Image {
        data: Some(vec![0; size.volume() * format.pixel_size()]),
        texture_descriptor: TextureDescriptor {
            label: None,
            size,
            dimension: TextureDimension::D2,
            format,
            mip_level_count: 1,
            sample_count: 1,
            usage: TextureUsages::TEXTURE_BINDING
                | TextureUsages::COPY_DST
                | TextureUsages::RENDER_ATTACHMENT,
            view_formats: &[],
        },
        ..default()
    };
    let image_handle = images.add(image);

    // Spawn the 3D camera
    let camera = commands
        .spawn((
            Camera3d::default(),
            Camera {
                // Render this camera before our UI camera
                order: -1,
                target: RenderTarget::Image(image_handle.clone().into()),
                ..default()
            },
        ))
        .id();

    // Spawn something for the 3D camera to look at
    commands
        .spawn((
            Mesh3d(meshes.add(Cuboid::new(5.0, 5.0, 5.0))),
            MeshMaterial3d(materials.add(Color::WHITE)),
            Transform::from_xyz(0.0, 0.0, -10.0),
            Shape,
        ))
        // We can observe pointer events on our objects as normal, the
        // `bevy::ui::widgets::viewport_picking` system will take care of ensuring our viewport
        // clicks pass through
        .observe(on_drag_cuboid);

    // Spawn our viewport widget
    commands
        .spawn((
            Node {
                position_type: PositionType::Absolute,
                top: Val::Px(50.0),
                left: Val::Px(50.0),
                width: Val::Px(200.0),
                height: Val::Px(200.0),
                border: UiRect::all(Val::Px(5.0)),
                ..default()
            },
            BorderColor(Color::WHITE),
            ViewportNode::new(camera),
        ))
        .observe(on_drag_viewport);
}

fn on_drag_viewport(drag: Trigger<Pointer<Drag>>, mut node_query: Query<&mut Node>) {
    if matches!(drag.button, PointerButton::Secondary) {
        let mut node = node_query.get_mut(drag.target()).unwrap();

        if let (Val::Px(top), Val::Px(left)) = (node.top, node.left) {
            node.left = Val::Px(left + drag.delta.x);
            node.top = Val::Px(top + drag.delta.y);
        };
    }
}

fn on_drag_cuboid(drag: Trigger<Pointer<Drag>>, mut transform_query: Query<&mut Transform>) {
    if matches!(drag.button, PointerButton::Primary) {
        let mut transform = transform_query.get_mut(drag.target()).unwrap();
        transform.rotate_y(drag.delta.x * 0.02);
        transform.rotate_x(drag.delta.y * 0.02);
    }
}

fn draw_mesh_intersections(
    pointers: Query<&PointerInteraction>,
    untargetable: Query<Entity, Without<Shape>>,
    mut gizmos: Gizmos,
) {
    for (point, normal) in pointers
        .iter()
        .flat_map(|interaction| interaction.iter())
        .filter_map(|(entity, hit)| {
            if !untargetable.contains(*entity) {
                hit.position.zip(hit.normal)
            } else {
                None
            }
        })
    {
        gizmos.arrow(point, point + normal.normalize() * 0.5, Color::WHITE);
    }
}
```

</details>

## Showcase


https://github.com/user-attachments/assets/39f44eac-2c2a-4fd9-a606-04171f806dc1

## Open Questions

- <del>Not sure whether the entire widget should be feature gated behind
`bevy_ui_picking_backend` or not? I chose a partial approach since maybe
someone will want to use the widget without any picking being
involved.</del>
- <del>Is `PickSet::Last` the expected set for `viewport_picking`?
Perhaps `PickSet::Input` is more suited.</del>
- <del>Can `dragged_last_frame` be removed in favor of a better dragging
check? Another option that comes to mind is reading `Drag` and `DragEnd`
events, but this seems messier.</del>

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-05-05 22:57:37 +00:00
Chris Russell
55bb59b844
Stop using ArchetypeComponentId in the executor (#16885)
# Objective

Stop using `ArchetypeComponentId` in the executor. These IDs will grow
even more quickly with relations, and the size may start to degrade
performance.

## Solution

Have systems expose their `FilteredAccessSet<ComponentId>`, and have the
executor use that to determine which systems conflict. This can be
determined statically, so determine all conflicts during initialization
and only perform bit tests when running.

## Testing

I ran many_foxes and didn't see any performance changes. It's probably
worth testing this with a wider range of realistic schedules to see
whether the reduced concurrency has a cost in practice, but I don't know
what sort of test cases to use.

## Migration Guide

The schedule will now prevent systems from running in parallel if there
*could* be an archetype that they conflict on, even if there aren't
actually any. For example, these systems will now conflict even if no
entity has both `Player` and `Enemy` components:
```rust
fn player_system(query: Query<(&mut Transform, &Player)>) {}
fn enemy_system(query: Query<(&mut Transform, &Enemy)>) {}
```

To allow them to run in parallel, use `Without` filters, just as you
would to allow both queries in a single system:
```rust
// Either one of these changes alone would be enough
fn player_system(query: Query<(&mut Transform, &Player), Without<Enemy>>) {}
fn enemy_system(query: Query<(&mut Transform, &Enemy), Without<Player>>) {}
```
2025-05-05 22:52:44 +00:00
François Mockers
31c2dc591d
ignore files starting with . when loading folders (#11214)
# Objective

- When loading a folder with dot files inside, Bevy crashes:
```
thread 'IO Task Pool (1)' panicked at crates/bevy_asset/src/io/mod.rs:260:10:
asset paths must have extensions
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
- those files are common for other tools to store their
settings/metadata

## Solution

- Ignore files starting with a dot when loading folders
2025-05-05 22:42:01 +00:00
Greeble
235257ff62
Fix occlusion culling not respecting device limits (#18974)
The occlusion culling plugin checks for a GPU feature by looking at
`RenderAdapter`. This is wrong - it should be checking `RenderDevice`.
See these notes for background:
https://github.com/bevyengine/bevy/discussions/18973

I don't have any evidence that this was causing any bugs, so right now
it's just a precaution.

## Testing

```
cargo run --example occlusion_culling
```

Tested on Win10/Nvidia across Vulkan, WebGL/Chrome, WebGPU/Chrome.
2025-05-05 18:04:43 +00:00
Chris Russell
5f936aefc8
Prevent exclusive systems from being used as observers (#19033)
# Objective

Prevent using exclusive systems as observers. Allowing them is unsound,
because observers are only expected to have `DeferredWorld` access, and
the observer infrastructure will keep pointers that are invalidated by
the creation of `&mut World`.

See
https://github.com/bevyengine/bevy/actions/runs/14778342801/job/41491517847?pr=19011
for a MIRI failure in a recent PR caused by an exclusive system being
used as an observer in a test.

## Solution

Have `Observer::new` panic if `System::is_exclusive()` is true. Document
that method, and methods that call it, as panicking.

(It should be possible to express this in the type system so that the
calls won't even compile, but I did not want to attempt that.)

## Testing

Added a unit test that calls `World::add_observer` with an exclusive
system.
2025-05-05 17:46:25 +00:00
akimakinai
0f6d532a15
Sprite picking docs fix (#19016)
# Objective

- Docs in sprite picking plugin / example contain outdated information.

References:
- Sprite picking now always require `Picking` - #17842
- Transparency pass-through added - #16388

## Solution

- Fix the docs.
2025-05-05 17:45:14 +00:00
JaySpruce
113d1b7dc1
Fix sparse set components ignoring insert_if_new/InsertMode (#19059)
# Objective

I've been tinkering with ECS insertion/removal lately, and noticed that
sparse sets just... don't interact with `InsertMode` at all. Sure
enough, using `insert_if_new` with a sparse component does the same
thing as `insert`.

# Solution

- Add a check in `BundleInfo::write_components` to drop the new value if
the entity already has the component and `InsertMode` is `Keep`.
- Add necessary methods to sparse set internals to fetch the drop
function.

# Testing

Minimal reproduction:
<details>
<summary>Code</summary>

```
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_systems(PostStartup, component_print)
        .run();
}

#[derive(Component)]
#[component(storage = "SparseSet")]
struct SparseComponent(u32);

fn setup(mut commands: Commands) {
    let mut entity = commands.spawn_empty();
    entity.insert(SparseComponent(1));
    entity.insert(SparseComponent(2));

    let mut entity = commands.spawn_empty();
    entity.insert(SparseComponent(3));
    entity.insert_if_new(SparseComponent(4));
}

fn component_print(query: Query<&SparseComponent>) {
    for component in &query {
        info!("{}", component.0);
    }
}
```

</details>

Here it is on Bevy Playground (0.15.3): 

https://learnbevy.com/playground?share=2a96a68a81e804d3fdd644a833c1d51f7fa8dd33fc6192fbfd077b082a6b1a41

Output on `main`:
```
2025-05-04T17:50:50.401328Z  INFO system{name="fork::component_print"}: fork: 2
2025-05-04T17:50:50.401583Z  INFO system{name="fork::component_print"}: fork: 4
```

Output with this PR :
```
2025-05-04T17:51:33.461835Z  INFO system{name="fork::component_print"}: fork: 2
2025-05-04T17:51:33.462091Z  INFO system{name="fork::component_print"}: fork: 3
```
2025-05-05 17:42:36 +00:00
Marius Cobzarenco
20b2b5e6b1
Fix tonemapping example when using a local image (#19061)
# Objective

- The tonemapping example allows using a local image to try out
different color grading. However, using a local file stopped working
when we added the `UnapprovedPathMode` setting to the assets plugin.

## Solution

- Set `unapproved_path_mode: UnapprovedPathMode::Allow` in the example

## Testing

- I tried out the example with local images, previously it would fail
saying it's an untrusted path.
2025-05-05 17:39:32 +00:00
Lucas Franca
54856d088d
Upgrade atomicow version (#19075)
# Objective
`atomicow` `1.0` does not have `std` feature requested by `bevy_asset`,
but `1.1` does

## Solution

Bump version
2025-05-05 17:38:31 +00:00
Greeble
b516e78317
Bump crate-ci/typos from 1.31.1 to 1.32.0 (#19072)
Adopted #19066. Bumps
[crate-ci/typos](https://github.com/crate-ci/typos) from 1.31.1 to
1.32.0.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-05-05 17:27:36 +00:00
Rob Parrett
831fe305e4
Update ktx2 to 0.4.0 (#19073)
# Objective

Adopted #19065
Closes #19065

Updates the requirements on [ktx2](https://github.com/BVE-Reborn/ktx2)
to permit the latest version.
- [Release notes](https://github.com/BVE-Reborn/ktx2/releases)
-
[Changelog](https://github.com/BVE-Reborn/ktx2/blob/trunk/CHANGELOG.md)
- [Commits](https://github.com/BVE-Reborn/ktx2/compare/v0.3.0...v0.4.0)

# Overview

- Some renames
- A `u8` became `NonZero<u8>`
- Some methods return a new `Level` struct with a `data` member instead
of raw level data.

# Testing

- Passed CI locally
- Ran several examples which utilize `ktx2` files: `scrolling_fog`,
`mixed_lighting`, `skybox`, `lightmaps`.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-05-05 16:42:36 +00:00
Zachary Harrold
ea7e868f5c
Strip unused features from bevy_asset dependencies (#18979)
# Objective

- Contributes to #18978

## Solution

- Disable default features on all dependencies in `bevy_asset` and
explicitly enable ones that are required.
- Remove `compile_error` caused by enabling `file_watcher` without
`multi_threaded` by including `multi_threaded` in `file_watcher`.

## Testing

- CI

---

## Notes

No breaking changes here, just a little cleaning before the more
controversial changes for `no_std` support.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-05-05 05:51:01 +00:00
Daniel Skates
65f7b05841
Ignore RUSTSEC-2023-0089 until postcard is updated (#19038)
# Objective

- CI fails due to `atomic-polyfill` being unmaintained

## Solution

- Dependency chain of `postcard -> heapless -> atomic-polyfill` .
`heapless` is updated. `postcard` has not yet.
- See https://github.com/jamesmunns/postcard/issues/223
- Ignore the advisory for now

## Testing

- CI with this PR

---------

Co-authored-by: MichiRecRoom <1008889+LikeLakers2@users.noreply.github.com>
2025-05-05 05:50:03 +00:00
Guillaume Gomez
c286e4f5f3
Update sysinfo version to 0.35.0 (#19028)
This release is mostly about bugfixes and API/code improvements. Pretty
straightforward update. :)
2025-05-05 05:49:23 +00:00
Innokentiy Popov
2c3d20d748
Fix rotate_by implementation for Aabb2d (#19015)
# Objective

Fixes #18969 

## Solution

Also updated `Aabb3d` implementation for consistency.

## Testing

Added tests for `Aabb2d` and `Aabb3d` to verify correct rotation
behavior for angles greater than 90 degrees.
2025-05-04 13:05:27 +00:00
Brezak
e05e74a76a
Implement RelationshipSourceCollection for IndexSet (#18471)
# Objective

`IndexSet` doesn't implement `RelationshipSourceCollection`

## Solution

Implement `MapEntities` for `IndexSet`
Implement `RelationshipSourceCollection` for `IndexSet`

## Testing

`cargo clippy`

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-05-04 10:17:29 +00:00
Brezak
c6d41a0d34
Implement RelationshipSourceCollection for BTreeSet (#18469)
# Objective

`BTreeSet` doesn't implement `RelationshipSourceCollection`.

## Solution

Implement it.

## Testing

`cargo clippy`

---

## Showcase

You can now use `BTreeSet` in a `RelationshipTarget`

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-05-04 09:18:07 +00:00
Chris Russell
d28e4908ca
Create a When system param wrapper for skipping systems that fail validation (#18765)
# Objective

Create a `When` system param wrapper for skipping systems that fail
validation.

Currently, the `Single` and `Populated` parameters cause systems to skip
when they fail validation, while the `Res` family causes systems to
error. Generalize this so that any fallible parameter can be used either
to skip a system or to raise an error. A parameter used directly will
always raise an error, and a parameter wrapped in `When<P>` will always
cause the system to be silently skipped.

~~Note that this changes the behavior for `Single` and `Populated`. The
current behavior will be available using `When<Single>` and
`When<Populated>`.~~

Fixes #18516

## Solution

Create a `When` system param wrapper that wraps an inner parameter and
converts all validation errors to `skipped`.

~~Change the behavior of `Single` and `Populated` to fail by default.~~

~~Replace in-engine use of `Single` with `When<Single>`. I updated the
`fallible_systems` example, but not all of the others. The other
examples I looked at appeared to always have one matching entity, and it
seemed more clear to use the simpler type in those cases.~~

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-05-04 08:41:42 +00:00
Chris Biscardi
56405890f2
refactor ui/borders example to use new children! macro (#18962)
# Objective

Refactor
[`examples/ui/borders.rs`](7f0490655c/examples/ui/borders.rs)
to use the new spawning/hierarchy APIs in 0.16.

## Solution

This refactor reduces the number of `.spawn` calls from about 16 to 2,
using one spawn for each major feature:

* camera2d
* ui layout

The `Children::spawn` relationship API is used to take advantage of
`SpawnIter` for the borders examples in each block.

Each block of examples now returns a Bundle into its respective
variable, which is then used in combination with the new `label` widget
which makes use of the new `impl Bundle` return capability. This allows
the ui layout to use a single `.spawn` with the `children!` macro.

The blocks of examples are still in separate variables because it felt
like a useful way to organize it still, even without needing to spawn at
those locations.

Functionality of the demo hasn't changed, this is just an API/code
update.

## Showcase

![screenshot-2025-04-27-at-18 05
19@2x](https://github.com/user-attachments/assets/5f10b28b-b0f1-4a55-af9f-2e7b05b7b4bf)

<details>
<summary>Before screenshot</summary>

![screenshot-2025-04-27-at-18 17
12@2x](https://github.com/user-attachments/assets/ae159d96-ba4d-4429-b934-7779470c480a)

</details>

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-05-04 08:35:03 +00:00
tmstorey
c55c69e3fc
Add NonNilUuid support to bevy_reflect (#18604)
# Objective

- If using a `NonNilUuid` in Bevy, it's difficult to reflect it.

## Solution

- Adds `NonNilUuid` using `impl_reflect_opaque!`.

## Testing

- Built with no issues found locally.
- Essentially the same as the `Uuid` support except without `Default`.

Co-authored-by: TM Storey <mail@tmstorey.id.au>
2025-05-04 08:22:57 +00:00
ickshonpe
5e2ecf4178
Text background colors (#18892)
# Objective

Add background colors for text.

Fixes #18889

## Solution

New component `TextBackgroundColor`, add it to any UI `Text` or
`TextSpan` entity to add a background color to its text.
New field on `TextLayoutInfo` `section_rects` holds the list of bounding
rects for each text section.

The bounding rects are generated in `TextPipeline::queue_text` during
text layout, `extract_text_background_colors` extracts the colored
background rects for rendering.

Didn't include `Text2d` support because of z-order issues.

The section rects can also be used to implement interactions targeting
individual text sections.

## Testing
Includes a basic example that can be used for testing:
```
cargo run --example text_background_colors
```
---

## Showcase


![tbcm](https://github.com/user-attachments/assets/e584e197-1a8c-4248-82ab-2461d904a85b)

Using a proportional font with kerning the results aren't so tidy (since
the bounds of adjacent glyphs can overlap) but it still works fine:


![tbc](https://github.com/user-attachments/assets/788bb052-4216-4019-a594-7c1b41164dd5)

---------

Co-authored-by: Olle Lukowski <lukowskiolle@gmail.com>
Co-authored-by: Gilles Henaux <ghx_github_priv@fastmail.com>
2025-05-04 08:18:46 +00:00
Martín Maita
8c34cbbb27
Add TextureAtlas convenience methods (#19023)
# Objective

- Add a few useful methods to `TextureAtlas`.

## Solution

- Added `TextureAtlas::with_index()`.
- Added `TextureAtlas::with_layout()`.

## Testing

- CI checks.
2025-05-04 08:11:59 +00:00
Taj Holliday
2affecdb07
Audio sink seek adopted (#18971)
Adopted #13869 

# Objective

Fixes #9076 

## Solution

Using `rodio`'s `try_seek`

## Testing

@ivanstepanovftw added a `seek` system using `AudioSink` to the
`audio_control.rs` example. I got it working with .mp3 files, but rodio
doesn't support seeking for .ogg and .flac files, so I removed it from
the commit (since the assets folder only has .ogg files). Another thing
to note is that `try_seek` fails when using `PlaybackMode::Loop`, as
`rodio::source::buffered::Buffered` doesn't support `try_seek`. I
haven't tested `SpatialAudioSink`.

## Notes

I copied the docs for `try_seek` verbatim from `rodio`, and re-exported
`rodio::source::SeekError`. I'm not completely confident in those
decisions, please let me know if I'm doing anything wrong.

</details>

---------

Co-authored-by: Ivan Stepanov <ivanstepanovftw@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-05-03 11:29:38 +00:00
Peter S.
cd67bac544
Expose deferred screen edges setting for ios devices (#18729)
# Objective

- This just exposes the preferred [screen edges deferring system
gestures](https://developer.apple.com/documentation/uikit/uiviewcontroller/preferredscreenedgesdeferringsystemgestures)
setting from
[winit](https://docs.rs/winit/latest/winit/platform/ios/trait.WindowExtIOS.html#tymethod.set_preferred_screen_edges_deferring_system_gestures),
making it accessible in bevy apps.

This setting is useful for ios apps that make use of the screen edges,
letting the app have control of the first edge gesture before relegating
to the os.


## Testing

- Tested on simulator and on an iPhone Xs

---

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-04-30 21:24:53 +00:00
ickshonpe
21b62d640b
Change the default visual box for OverflowClipMargin to PaddingBox (#18935)
# Objective

The default should be `OverflowClipBox::PaddingBox` not
`OverflowClipBox::ContentBox`

`padding-box` is the default in CSS. 

## Solution

Set the default to `PaddingBox`.

## Testing

Compare the `overflow` UI example on main vs with this PR. You should
see that on main the outline around the inner node gets clipped. With
this PR by default clipping starts at the inner edge of the border (the
`padding-box`) and the outlines are visible.

Fixes #18934
2025-04-30 21:00:42 +00:00
Brezak
3631a64a3d
Add a method to clear all related entity to EntityCommands and friends (#18907)
# Objective

We have methods to:
- Add related entities
- Replace related entities
- Remove specific related entities

We don't have a method the remove all related entities so.

## Solution

Add a method to remove all related entities.

## Testing

A new test case.
2025-04-30 20:59:29 +00:00