# Objective
Add a method to mutate components with BRP.
Currently the only way to modify a component on an entity with BRP is to
insert a new one with the new values. This isn't ideal for several
reasons, one reason being that the client has to know what all the
fields are of the component and stay in sync with the server.
## Solution
Add a new BRP method called `bevy/mutate_component` to mutate a single
field in a component on an entity.
## Testing
Tested on a simple scene on all `Transform`, `Name`, and a custom
component.
---
## Showcase
Example JSON-RPC request to change the `Name` of an entity to "New
name!"
```json
{
"jsonrpc": "2.0",
"id": 0,
"method": "bevy/mutate_component",
"params": {
"entity": 4294967308,
"component": "bevy_ecs::name::Name",
"path": ".name",
"value": "New name!"
}
}
```
Or setting the X translation to 10.0 on a Transform:
```json
{
"jsonrpc": "2.0",
"id": 0,
"method": "bevy/mutate_component",
"params": {
"entity": 4294967308,
"component": "bevy_transform::components::transform::Transform",
"path": ".translation.x",
"value": 10.0
}
}
```
Clip of my Emacs BRP package using this method:
https://github.com/user-attachments/assets/a786b245-5c20-4189-859f-2261c5086a68
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Stop bevy from crashing when losing window focus
## Solution
- The InputFocus resource is optional but is accessed unconditionally in
bevy_winit. Make it optional.
## Testing
- Ran the window_settings example
## Note
It's possible this might not be a full fix for the issue, but this stop
bevy from crashing.
Closes#16961Closes#17227
# Objective
Diagnostics is reporting incorrect FPS and frame time.
## Solution
Looks like the smoothing value should be `2 / (history_length + 1)` not
`(history_length + 1) / 2`.
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Necessary conditions:
* Scale factor != 1
* Text is being displayed with Text2d
* The primary window is closed on a frame where the text or text's
bounds are modified.
Then when `update_text2d_layout` runs, it finds no primary window and
assumes a scale factor of 1.
The previous scale_factor was not equal to 1 and the text pipeline's old
font atlases were created for a non-1 scale factor, so it creates new
font atlases even though the app is closing.
The bug was first identified in #6666
## Minimal Example
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
present_mode: bevy:🪟:PresentMode::Immediate,
..Default::default()
}),
..default()
}))
.insert_resource(UiScale { scale: std::f64::consts::PI })
.add_startup_system(setup)
.add_system(update)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
commands.spawn(Text2dBundle {
text: Text {
sections: (0..10).map(|i| TextSection {
value: i.to_string(),
style: TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: (10 + i) as f32,
color: Color::WHITE,
}
}).collect(),
..Default::default()
},
..Default::default()
});
}
fn update(mut text: Query<&mut Text>) {
for mut text in text.iter_mut() {
text.set_changed();
}
}
```
## Output
On closing the window you'll see the warning (if you don't, increase the
number of text sections):
```
WARN bevy_text::glyph_brush: warning[B0005]: Number of font atlases has exceeded the maximum of 16. Performance and memory usage may suffer.
```
The app should only create font atlases on startup, but it doesn't
display this warning until after you close the window
## Solution
Skip `update_text_layout` when there is no primary window.
## Changelog
* If no primary window is found, skip `update_text2d_layout`.
* Added a `Local` flag `skipped` to `update_text2d_layout`. This should
ensure there are no edge cases where text might not get drawn at all.
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Use `Clone` on `SystemParam`, when applicable, in a generic context.
## Solution
- Add some derives
## Testing
- I ran `cargo test` once.
- I didn't even look at the output.
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Fix the `bevy_time` unit tests occasionally failing on optimised Windows
builds.
# Background
I noticed that the `bevy_time` unit tests would fail ~50% of the time
after enabling `opt-level=1` in config.toml, or adding `--release` to
cargo test.
```
> cargo test -p bevy_time --release
thread 'real::test::test_update' panicked at crates\bevy_time\src\real.rs:164:9:
assertion `left != right` failed
left: Some(Instant { t: 9458.0756664s })
right: Some(Instant { t: 9458.0756664s })
```
Disabling optimisations would fix the issue, as would switching from Windows to Linux.
The failing path is roughly:
```rust
let mut time = Time::<Real>::new(Instant::now());
time.update();
time.update();
assert_ne!(time.last_update(), time.first_update());
```
Which kinda boils down to:
```rust
let left = Instant::now();
let right = Instant::now();
assert_ne!(left, right);
```
So the failure seems legit, since there's no guarantee that `Instant::now()` increases between calls.
I suspect it only triggers with a combination of Windows + fast CPU + optimisations (Windows has a lower resolution clock than Linux/MacOS). That would explain why it doesn't fail on the Bevy Github CI (optimisations disabled, and I'm guessing the runner CPUs are clocked lower).
# Solution
Make sure `Instant::now()` has increased before calling `time.update()`.
I also considered:
1. Change the unit tests to accept `Instant:now()` not increasing.
- In retrospect this is maybe the better change?
- There's other unit tests that cover time increasing.
- Could also add a deterministic test for zero delta updates.
- I can switch the PR to this if desired.
2. Avoid any paths that hit `Instant::now()` in unit tests.
- Arguably unit tests should always be deterministic.
- But that would mean a bunch of paths aren't tested.
## Testing
`cargo test -p bevy_time --release`
## System Info
`os: "Windows 10 Pro", kernel: "19045", cpu: "AMD Ryzen 9 7900 12-Core Processor", core_count: "12", memory: "63.2 GiB"`
Also tested on same computer with Linux pop-os 6.9.3.
Co-authored-by: François Mockers <mockersf@gmail.com>
We won't be able to retain render phases from frame to frame if the keys
are unstable. It's not as simple as simply keying off the main world
entity, however, because some main world entities extract to multiple
render world entities. For example, directional lights extract to
multiple shadow cascades, and point lights extract to one view per
cubemap face. Therefore, we key off a new type, `RetainedViewEntity`,
which contains the main entity plus a *subview ID*.
This is part of the preparation for retained bins.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
# Objective
I have an application where I'd like to measure average frame rate over
the entire life of the application, and it would be handy if I could
just configure this on the existing `FrameTimeDiagnosticsPlugin`.
Probably fixes#10948?
## Solution
Add `max_history_length` to `FrameTimeDiagnosticsPlugin`, and because
`smoothing_factor` seems to be based on history length, add that too.
## Discussion
I'm not totally sure that `DEFAULT_MAX_HISTORY_LENGTH` is a great
default for `FrameTimeDiagnosticsPlugin` (or any diagnostic?). That's
1/3 of a second at typical game frame rates. Moreover, the default print
interval for `LogDiagnosticsPlugin` is 1 second. So when the two are
combined, you are printing the average over the last third of the
duration between now and the previous print, which seems a bit wonky.
(related: #11429)
I'm pretty sure this default value discussed and the current value
wasn't totally arbitrary though.
Maybe it would be nice for `Diagnostic` to have a
`with_max_history_length_and_also_calculate_a_good_default_smoothing_factor`
method? And then make an explicit smoothing factor in
`FrameTimeDiagnosticsPlugin` optional?
Or add a `new(max_history_length: usize)` method to
`FrameTimeDiagnosticsPlugin` that sets a reasonable default
`smoothing_factor`? edit: This one seems like a no-brainer, doing it.
## Alternatives
It's really easy to roll your own `FrameTimeDiagnosticsPlugin`, but that
might not be super interoperable with, for example, third party FPS
overlays. Still, might be the right call.
## Testing
`cargo run --example many_sprites` (modified to use a custom
`max_history_length`)
## Migration Guide
`FrameTimeDiagnosticsPlugin` now contains two fields. Use
`FrameTimeDiagnosticsPlugin::default()` to match Bevy's previous
behavior or, for example, `FrameTimeDiagnosticsPlugin::new(60)` to
configure it.
# Objective
- Closes https://github.com/bevyengine/bevy/issues/14322.
## Solution
- Implement fast 4-sample bicubic filtering based on this shader toy
https://www.shadertoy.com/view/4df3Dn, with a small speedup from a ghost
of tushima presentation.
## Testing
- Did you test these changes? If so, how?
- Ran on lightmapped example. Practically no difference in that scene.
- Are there any parts that need more testing?
- Lightmapping a better scene.
## Changelog
- Lightmaps now have a higher quality bicubic sampling method (off by
default).
---------
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
- `Once` renamed to `Warn`.
- `param_warn_once()` renamed to `warn_param_missing()`.
- `never_param_warn()` renamed to `ignore_param_missing()`.
Also includes changes to the documentation of the above methods.
Fixes#17262.
## Migration Guide
- `ParamWarnPolicy::Once` has been renamed to `ParamWarnPolicy::Warn`.
- `ParamWarnPolicy::param_warn_once` has been renamed to
`ParamWarnPolicy::warn_param_missing`.
- `ParamWarnPolicy::never_param_warn` has been renamed to
`ParamWarnPolicy::ignore_param_missing`.
# Objective
With the `track_location` feature, the error message of trying to
acquire an entity that was despawned pointed to the wrong line if the
entity index has been reused.
## Showcase
```rust
use bevy_ecs::prelude::*;
fn main() {
let mut world = World::new();
let e = world.spawn_empty().id();
world.despawn(e);
world.flush();
let _ = world.spawn_empty();
world.entity(e);
}
```
Old message:
```
Entity 0v1 was despawned by src/main.rs:8:19
```
New message:
```
Entity 0v1 does not exist (its index has been reused)
```
# Objective
PR #17225 allowed for sprite picking to be opt-in. After some
discussion, it was agreed that `PickingBehavior` should be used to
opt-in to sprite picking behavior for entities. This leads to
`PickingBehavior` having two purposes: mark an entity for use in a
backend, and describe how it should be picked. Discussion led to the
name `Pickable`making more sense (also: this is what the component was
named before upstreaming).
A follow-up pass will be made after this PR to unify backends.
## Solution
Replace all instances of `PickingBehavior` and `picking_behavior` with
`Pickable` and `pickable`, respectively.
## Testing
CI
## Migration Guide
Change all instances of `PickingBehavior` to `Pickable`.
# Objective
The `camera_entity` field on the extracted uinode structs holds the
render world entity that has the extracted camera components
corresponding to the target camera world entity. It should be renamed so
that it's clear it isn't the target camera world entity itself.
## Solution
Rename the `camera_entity` field on each of the extracted UI item
structs to `extracted_camera_entity`.
# Objective
I realized that setting these to `deny` may have been a little
aggressive - especially since we upgrade warnings to denies in CI.
## Solution
Downgrades these lints to `warn`, so that compiles can work locally. CI
will still treat these as denies.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_picking` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_picking` was run,
and no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_remote` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_remote` was run, and
no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_utils` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_utils` was run, and
no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_internal` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_internal` was run,
and no errors were encountered.
# Objective
Fixes#16783
## Solution
Works around a `cosmic-text` bug or limitation by triggering a re-layout
with the calculated width from the first layout run. See linked issue.
Credit to @ickshonpe for the clever solution.
## Performance
This has a significant performance impact only on unbounded text that
are not `JustifyText::Left`, which is still a bit of a bummer because
text2d performance in 0.15.1 is already not great. But this seems better
than alignment not working.
||many_text2d nfc re|many_text2d nfc re center|
|-|-|-|
|unbounded-layout-no-fix|3.06|3.10|
|unbounded-layout-fix|3.05 ⬜ -0.2%|2.71 🟥 -12.5%|
## Testing
I added a centered text to the `text2d` example.
`cargo run --example text2d`
We should look at other text examples and stress tests. I haven't tested
as thoroughly as I would like, so help testing that this doesn't break
something in UI would be appreciated.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_image` in line with the new restrictions.
## Testing
`cargo clippy --tests --package bevy_image` was run, and no errors were
encountered.
I could not run the above command with `--all-features` due to some
compilation errors with `bevy_core_pipeline` and `bevy_math` - but
hopefully CI catches anything I missed.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
- Fixes#17287
## Solution
- Added a dummy `LocalExecutor` (un)implementation to suppress
irrelevant errors.
- Added explicit `compiler_error!` when _not_ selecting either the
`async_executor` or `edge_executor` features
## Testing
- CI
# Objective
`bevy_image` appears to expect `bevy_math` to have reflection enabled.
If you attempt to build `bevy_image` without another dependency enabling
the `bevy_math/bevy_reflect` feature, then `bevy_image` will fail to
compile.
## Solution
Ideally, `bevy_image` would feature-gate all of its reflection behind a
new feature. However, for the sake of getting compilation fixed
immediately, I'm opting to specify the `bevy_math/bevy_reflect` feature
in `bevy_image`'s `Cargo.toml`.
Perhaps an upcoming PR can remove the forced `bevy_math/bevy_reflect`
feature, in favor of feature-gating `bevy_image`'s reflecton.
## Testing
`cargo clippy --package bevy_image` was ran, and no longer returns the
compilation errors that it did before.
# Objective
Stumbled upon a `from <-> form` transposition while reviewing a PR,
thought it was interesting, and went down a bit of a rabbit hole.
## Solution
Fix em
# Objective
`bevy_remote`'s reflection deserialization basically requires
`ReflectDeserialize` registrations in order to work correctly. In the
context of `bevy` (the library), this means that using `bevy_remote`
without using the `serialize` feature is a footgun, since
`#[reflect(Serialize)]` etc. are gated behind this feature.
The goal of this PR is to avoid this mistake by default.
## Solution
Make the `bevy_remote` feature enable the `serialize` feature, so that
it works as expected.
---
## Migration Guide
The `bevy_remote` feature of `bevy` now enables the `serialize` feature
automatically. If you wish to use `bevy_remote` without enabling the
`serialize` feature for Bevy subcrates, you must import `bevy_remote` on
its own.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_state` in line with the new restrictions.
## Testing
Rust-analyzer did not return any errors once the deny was added.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_scene` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_scene` was run, and
no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_pbr` in line with the new restrictions.
## Testing
`cargo clippy --tests --package bevy_pbr` was run, and no errors were
encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_gltf` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_gltf` was run, and
no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_text` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_text` was run, and
no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_transform` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_transform` was run,
and no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_hierarchy` in line with the new restrictions.
## Testing
Rust-analyzer did not discern any errors.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_gizmos` in line with the new restrictions.
## Testing
`cargo clippy --tests --all-features --package bevy_gizmos` was run, and
no errors were encountered.
# Objective
Both `set_metrics` and `set_size` **can** trigger text re-layout and
re-shaping, if the values provided are different form what is already in
the `Buffer`.
## Solution
Combine the `set_metrics` and `set_size` calls.
This might be a small optimization in some situations, maybe when both
font size and text bounds change in the same frame, or when spawning new
text.
I did measure a ~500 microsecond improvement in `text_system` for
`many_buttons --respawn`, but that may have just been noise.
# Objective
Rework / build on #17043 to simplify the implementation. #17043 should
be merged first, and the diff from this PR will get much nicer after it
is merged (this PR is net negative LOC).
## Solution
1. Command and EntityCommand have been vastly simplified. No more marker
components. Just one function.
2. Command and EntityCommand are now generic on the return type. This
enables result-less commands to exist, and allows us to statically
distinguish between fallible and infallible commands, which allows us to
skip the "error handling overhead" for cases that don't need it.
3. There are now only two command queue variants: `queue` and
`queue_fallible`. `queue` accepts commands with no return type.
`queue_fallible` accepts commands that return a Result (specifically,
one that returns an error that can convert to
`bevy_ecs::result::Error`).
4. I've added the concept of the "default error handler", which is used
by `queue_fallible`. This is a simple direct call to the `panic()` error
handler by default. Users that want to override this can enable the
`configurable_error_handler` cargo feature, then initialize the
GLOBAL_ERROR_HANDLER value on startup. This is behind a flag because
there might be minor overhead with `OnceLock` and I'm guessing this will
be a niche feature. We can also do perf testing with OnceLock if someone
really wants it to be used unconditionally, but I don't personally feel
the need to do that.
5. I removed the "temporary error handler" on Commands (and all code
associated with it). It added more branching, made Commands bigger /
more expensive to initialize (note that we construct it at high
frequencies / treat it like a pointer type), made the code harder to
follow, and introduced a bunch of additional functions. We instead rely
on the new default error handler used in `queue_fallible` for most
things. In the event that a custom handler is required,
`handle_error_with` can be used.
6. EntityCommand now _only_ supports functions that take
`EntityWorldMut` (and all existing entity commands have been ported).
Removing the marker component from EntityCommand hinged on this change,
but I strongly believe this is for the best anyway, as this sets the
stage for more efficient batched entity commands.
7. I added `EntityWorldMut::resource` and the other variants for more
ergonomic resource access on `EntityWorldMut` (removes the need for
entity.world_scope, which also incurs entity-lookup overhead).
## Open Questions
1. I believe we could merge `queue` and `queue_fallible` into a single
`queue` which accepts both fallible and infallible commands (via the
introduction of a `QueueCommand` trait). Is this desirable?
# Objective
Gamepad / directional navigation needs an example, for both teaching and
testing purposes.
## Solution
- Add a simple grid-based example.
- Fix an intermittent panic caused by a race condition with bevy_a11y
- Clean up small issues noticed in bevy_input_focus

## To do: this PR
- [x] figure out why "enter" isn't doing anything
- [x] change button color on interaction rather than printing
- [x] add on-screen directions
- [x] move to an asymmetric grid to catch bugs
- [x] ~~fix colors not resetting on button press~~ lol this is mostly
just a problem with hacking `Interaction` for this
- [x] swap to using observers + bubbling, rather than `Interaction`
## To do: future work
- when I increase the button size, such that there is no line break, the
text on the buttons is no longer centered :( EDIT: this is
https://github.com/bevyengine/bevy/issues/16783
- add gamepad stick navigation
- add tools to find the nearest populated quadrant to make diagonal
inputs work
- add a `add_edges` method to `DirectionalNavigationMap`
- add a `add_grid` method to `DirectionalNavigationMap`
- make the example's layout more complex and realistic
- add tools to automatically generate this list
- add button shake on failed navigation rather than printing an error
- make Pressed events easier to mock: default fields, PointerId::Focus
## Testing
`cargo run --example directional_navigation`
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Fixes#16903.
## Solution
- Make sprite picking opt-in by requiring a new `SpritePickingCamera`
component for cameras and usage of a new `Pickable` component for
entities.
- Update the `sprite_picking` example to reflect these changes.
- Some reflection cleanup (I hope that's ok).
## Testing
Ran the `sprite_picking` example
## Open Questions
<del>
<ul>
<li>Is the name `SpritePickable` appropriate?</li>
<li>Should `SpritePickable` be in `bevy_sprite::prelude?</li>
</ul>
</del>
## Migration Guide
The sprite picking backend is now strictly opt-in using the
`SpritePickingCamera` and `Pickable` components. You should add the
`Pickable` component any entities that you want sprite picking to be
enabled for, and mark their respective cameras with
`SpritePickingCamera`.
# Objective
- Shrink `bevy_utils` more.
- Refs #11478
## Solution
- Removes `assert_object_safe` from `bevy_utils` by using a compile time
check instead.
## Testing
- CI.
---
## Migration Guide
`assert_object_safe` is no longer exported by `bevy_utils`. Instead, you
can write a compile time check that your trait is "dyn compatible":
```rust
/// Assert MyTrait is dyn compatible
const _: Option<Box<dyn MyTrait>> = None;
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Many instances of `clippy::too_many_arguments` linting happen to be on
systems - functions which we don't call manually, and thus there's not
much reason to worry about the argument count.
## Solution
Allow `clippy::too_many_arguments` globally, and remove all lint
attributes related to it.
# Objective
Fixed the issue where DragStart was triggered even when there was no
movement
https://github.com/bevyengine/bevy/issues/17230
## Solution
- When position delta is zero, don't trigger DragStart events, DragStart
is not triggered, so DragEnd is not triggered either. Everything is
fine.
## Testing
- tested with the code from the issue
---
## Migration Guide
> Fix the missing part of Drag
https://github.com/bevyengine/bevy/pull/16950
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_time` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
`cargo clippy`, `cargo clippy --package bevy_time` and `cargo test
--package bevy_time` were run, and no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_mesh` in line with the new restrictions.
## Testing
`cargo clippy --tests` and `cargo test --package bevy_mesh` were run,
and no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_winit` in line with the new restrictions.
## Testing
`cargo clippy --tests` was run, and no errors were encountered.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
`extract_shadows` uses the render world entity corresponding to the
extracted camera when it queries the main world for the camera to get
the viewport size for the responsive viewport coords resolution and
fails. This means that viewport coords get resolved based on a viewport
size of zero.
## Solution
Use the main world camera entity.
This also includes suggestions and an example on how to limit the loop
speed.
Fixes#17147.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_log` in line with the new restrictions.
## Testing
`cargo clippy --tests --package bevy_log` was run, and no errors were
encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_gilrs` in line with the new restrictions.
## Testing
`cargo clippy --tests --package bevy_gilrs` was run, and no errors were
encountered.
# Objective
I never realized `clippy::type_complexity` was an allowed lint - I've
been assuming it'd generate a warning when performing my linting PRs.
## Solution
Removes any instances of `#[allow(clippy::type_complexity)]` and
`#[expect(clippy::type_complexity)]`
## Testing
`cargo clippy` ran without errors or warnings.
# Objective
In my crusade to give every lint attribute a reason, it appears I got
too complacent and copy-pasted this expect onto non-system functions.
## Solution
Fix up the reason on those non-system functions
## Testing
N/A
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_input` in line with the new restrictions.
## Testing
`cargo clippy --tests --package bevy_input` was run, and no errors were
encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_ui` in line with the new restrictions.
## Testing
`cargo clippy --tests` and `cargo test --package bevy_ui` were run, and
no errors were encountered.
# Objective
Allow tuple structs in the animated_field macro.
- for example `animated_field!(MyTupleStruct::0)`.
Fixes#16736
- This issue was partially fixed in #16747, where support for tuple
structs was added to `AnimatedField::new_unchecked`.
## Solution
Change the designator for `$field` in the macro from `ident` to `tt`.
## Testing
Expanded the doc test on `animated_field!` to include an example with a
tuple struct.
# Objective
The name `DefaultCameraView` is confusing and misleading:
* It isn't the default UI camera, which is either the camera with the
`IsDefaultUiCamera` marker component or, if no such camera is found, the
camera with the highest order which has the primary window as its render
target.
* It doesn't make sense to call it a "default", every active 2d and 3d
camera is given its own `DefaultCameraView`.
* The name doesn't make it clear that it's UI specific component.
## Solution
Rename `DefaultCameraView` to `UiCameraView`, add a doc comment for it
and rename a few other fields and variables.
## Migration Guide
`DefaultCameraView` has been renamed to `UiCameraView`
# Objective
- Commands like `cargo bench -- --save-baseline before` do not work
because the default `libtest` is intercepting Criterion-specific CLI
arguments.
- Fixes#17200.
## Solution
- Disable the default `libtest` benchmark harness for the library crate,
as per [the Criterion
book](https://bheisler.github.io/criterion.rs/book/faq.html#cargo-bench-gives-unrecognized-option-errors-for-valid-command-line-options).
## Testing
- `cargo bench -p benches -- --save-baseline before`
- You don't need to run the entire benchmarks, just make sure that they
start without any errors. :)
# Objective & Solution
- Update `downcast-rs` to the latest version, 2.
- Disable (new) `sync` feature to improve compatibility with atomically
challenged platforms.
- Remove stub `downcast-rs` alternative code from `bevy_app`
## Testing
- CI
## Notes
The only change from version 1 to version 2 is the addition of a new
`sync` feature, which allows disabling the `DowncastSync` parts of
`downcast-rs`, which require access to `alloc::sync::Arc`, which is not
available on atomically challenged platforms. Since Bevy makes no use of
the functionality provided by the `sync` feature, I've disabled it in
all crates. Further details can be found
[here](https://github.com/marcianx/downcast-rs/pull/22).
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_window` in line with the new restrictions.
## Testing
`cargo clippy --tests` was run, and no errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_ptr` in line with the new restrictions.
## Testing
`cargo clippy --tests` was run, and no errors were encountered.
I was expecting this crate to give more of a fight.
# Objective
- Allow other crates to use `TextureAtlas` and friends without needing
to depend on `bevy_sprite`.
- Specifically, this allows adding `TextureAtlas` support to custom
cursors in https://github.com/bevyengine/bevy/pull/17121 by allowing
`bevy_winit` to depend on `bevy_image` instead of `bevy_sprite` which is
a [non-starter].
[non-starter]:
https://github.com/bevyengine/bevy/pull/17121#discussion_r1904955083
## Solution
- Move `TextureAtlas`, `TextureAtlasBuilder`, `TextureAtlasSources`,
`TextureAtlasLayout` and `DynamicTextureAtlasBuilder` into `bevy_image`.
- Add a new plugin to `bevy_image` named `TextureAtlasPlugin` which
allows us to register `TextureAtlas` and `TextureAtlasLayout` which was
previously done in `SpritePlugin`. Since `SpritePlugin` did the
registration previously, we just need to make it add
`TextureAtlasPlugin`.
## Testing
- CI builds it.
- I also ran multiple examples which hopefully covered any issues:
```
$ cargo run --example sprite
$ cargo run --example text
$ cargo run --example ui_texture_atlas
$ cargo run --example sprite_animation
$ cargo run --example sprite_sheet
$ cargo run --example sprite_picking
```
---
## Migration Guide
The following types have been moved from `bevy_sprite` to `bevy_image`:
`TextureAtlas`, `TextureAtlasBuilder`, `TextureAtlasSources`,
`TextureAtlasLayout` and `DynamicTextureAtlasBuilder`.
If you are using the `bevy` crate, and were importing these types
directly (e.g. before `use bevy::sprite::TextureAtlas`), be sure to
update your import paths (e.g. after `use bevy::image::TextureAtlas`)
If you are using the `bevy` prelude to import these types (e.g. `use
bevy::prelude::*`), you don't need to change anything.
If you are using the `bevy_sprite` subcrate, be sure to add `bevy_image`
as a dependency if you do not already have it, and be sure to update
your import paths.
## Objective
Fixes#2004Fixes#3845Fixes#7118Fixes#10166
## Solution
- The crux of this PR is the new `Command::with_error_handling` method.
This wraps the relevant command in another command that, when applied,
will apply the original command and handle any resulting errors.
- To enable this, `Command::apply` and `EntityCommand::apply` now return
`Result`.
- `Command::with_error_handling` takes as a parameter an error handler
of the form `fn(&mut World, CommandError)`, which it passes the error
to.
- `CommandError` is an enum that can be either `NoSuchEntity(Entity)` or
`CommandFailed(Box<dyn Error>)`.
### Closures
- Closure commands can now optionally return `Result`, which will be
passed to `with_error_handling`.
### Commands
- Fallible commands can be queued with `Commands::queue_fallible` and
`Commands::queue_fallible_with`, which call `with_error_handling` before
queuing them (using `Commands::queue` will queue them without error
handling).
- `Commands::queue_fallible_with` takes an `error_handler` parameter,
which will be used by `with_error_handling` instead of a command's
default.
- The `command` submodule provides unqueued forms of built-in fallible
commands so that you can use them with `queue_fallible_with`.
- There is also an `error_handler` submodule that provides simple error
handlers for convenience.
### Entity Commands
- `EntityCommand` now automatically checks if the entity exists before
executing the command, and returns `NoSuchEntity` if it doesn't.
- Since all entity commands might need to return an error, they are
always queued with error handling.
- `EntityCommands::queue_with` takes an `error_handler` parameter, which
will be used by `with_error_handling` instead of a command's default.
- The `entity_command` submodule provides unqueued forms of built-in
entity commands so that you can use them with `queue_with`.
### Defaults
- In the future, commands should all fail according to the global error
handling setting. That doesn't exist yet though.
- For this PR, commands all fail the way they do on `main`.
- Both now and in the future, the defaults can be overridden by
`Commands::override_error_handler` (or equivalent methods on
`EntityCommands` and `EntityEntryCommands`).
- `override_error_handler` takes an error handler (`fn(&mut World,
CommandError)`) and passes it to every subsequent command queued with
`Commands::queue_fallible` or `EntityCommands::queue`.
- The `_with` variants of the queue methods will still provide an error
handler directly to the command.
- An override can be reset with `reset_error_handler`.
## Future Work
- After a universal error handling mode is added, we can change all
commands to fail that way by default.
- Once we have all commands failing the same way (which would require
either the full removal of `try` variants or just making them useless
while they're deprecated), `queue_fallible_with_default` could be
removed, since its only purpose is to enable commands having different
defaults.
# Objective
The debug features (`DebugPickingPlugin`) from `bevy_mod_picking` were
not upstreamed with the rest of the core changes, this PR reintroduces
it for usage inside `bevy_dev_tools`
## Solution
Vast majority of this code is taken as-is from `bevy_mod_picking` aside
from changes to ensure compilation and code style, as such @aevyrie was
added as the co-author for this change.
### Main changes
* `multiselection` support - the relevant code was explicitly not
included in the process of upstreaming the rest of the package, so it
also has been omitted here.
* `bevy_egui` support - the old package had a preference for using
`bevy_egui` instead of `bevy_ui` if possible, I couldn't see a way to
support this in a core crate, so this has been removed.
Relevant code has been added to the `bevy_dev_tools` crate instead of
`bevy_picking` as it is a better fit and requires a dependency on
`bevy_ui` for drawing debug elements.
### Minor changes
* Changed the debug text size from `60` to `12` as the former was so
large as to be unreadable in the new example.
## Testing
* `cargo run -p ci`
* Added a new example in `dev_tools/picking_debug` and visually verified
the in-window results and the console messages
---------
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Remove some outdated docs from 0.15 that mention a removed function.
## Solution
In `pbr_functions.wgsl`, I think it's fine to just remove the mention.
In `meshlet/asset.rs`, I think it would be nice to still have a note on
how texture samples should be done. Unfortunately, there isn't a nice
abstraction for it any more. Current workaround, for reference:
b386d08d0f/crates/bevy_pbr/src/render/pbr_fragment.wgsl (L184-L208)
For now, I've just removed the mention.
# Objective
- Add the original source for Oklab calculations (a blog from the
creator of Oklab) instead of linking to other Rust crates.
## Solution
- Update the links.
# Objective
- Fixes#12562
- Fixes#12195
## Solution
- Use `spawn_app` instead of `run_app` for web platform in
`winit_runner` as suggested in the
[document](https://docs.rs/winit/latest/winit/platform/web/trait.EventLoopExtWebSys.html#tymethod.spawn_app)
## Testing
- Did you test these changes? If so, how?
Tested on web. Created a react app which renders the bevy WASM app and
returns the disposer to JS. Js will call the disposer on component
unmount to stop the app, the disposer sends a signal to a `signal`
receiver in rust which exits the app like this:
```rust
fn handle_stop_signal(
signal: NonSendMut<StopSignalReceiver>,
window_entities: Query<(Entity, &Window)>,
mut event_writer: EventWriter<WindowCloseRequested>,
) {
if let Ok(_) = signal.try_recv() {
for (entity, _window) in window_entities.iter() {
info!("closing window entity: {:x}", entity.to_bits());
event_writer.send(WindowCloseRequested { window: entity });
}
}
}
```
- Are there any parts that need more testing?
- No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Are all resources released after stopping the app like this? The WASM
is still loaded, the LogPlugin complains on the logger
re-initialization, but it's a warning anyway.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- Tested the WASM version on web platform and the native version on
MacOS.
---------
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
# Objective
- Allow users to customize the line height of text.
- Implements #16085
## Solution
- Add a `line_height` field to `TextFont` to feed into `cosmic_text`'s
`Metrics`.
## Testing
- Tested on my own game, and worked exactly as I wanted.
- My game is only 2D, so I only tested `Text2d`. `Text` still needs
tested, but I imagine it'll work fine.
- An example is available
[here](https://code.cartoon-aa.xyz/Cyborus/custom-line-height-example)
---
## Showcase
<details>
<summary>Click to view showcase</summary>
With font:
```rust
TextFont {
font: /* unimportant */,
font_size: 16.0,
line_height: None,
..default()
}
```

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

</details>
## Migration Guide
`TextFont` now has a `line_height` field. Any instantiation of
`TextFont` that doesn't have `..default()` will need to add this field.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_render` in line with the new restrictions.
## Testing
`cargo clippy` and `cargo test --package bevy_render` were run, and no
errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_diagnostic` in line with the new restrictions.
## Testing
`cargo clippy` and `cargo test --package bevy_diagnostic` were run, and
no errors were encountered.
# Objective
https://github.com/bevyengine/bevy/pull/16338 forgot to remove this
previously-deprecated item. In fact, it only removed the `#[deprecated]`
attribute attached to it.
## Solution
Removes `bevy_core_pipeline::core_2d::Camera2dBundle`.
## Testing
CI.
I broke the commit history on the other one,
https://github.com/bevyengine/bevy/pull/17160. Woops.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_sprite` in line with the new restrictions.
## Testing
`cargo clippy` and `cargo test --package bevy_sprite` were run, and no
errors were encountered.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_asset` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
`cargo clippy` and `cargo test --package bevy_asset --features
multi_threaded` were run, and no errors were encountered.
# Objective
Cleanup `EntityRef`, `EntityMut`, and `EntityWorldMut` in preparation
for my "Scoped Entity References" PR.
## Solution
- Switched `EntityRef`/`EntityMut` from tuple structs to normal ones.
- Ensured all conversion trait impls use the same `entity` argument
name.
- Replaced some `unsafe` with delegated calls from `EntityMut` to
`EntityRef`
- Added `EntityMut::into_readonly` to make the replacements clearer
- Replaced some `unsafe` with delegated calls from `EntityWorldMut` to
`EntityMut` and `EntityRef`
- Added `EntityWorldMut::into_readonly`, `::as_readonly`,
`::into_mutable`, `::as_mutable` to make the replacements clearer
## Testing
Reusing current tests.
# Objective
There is a large performance regression in the UI systems in 0.15
because the `UiChildren` and `UiRootRootNodes` system params (even with
`ghost_nodes` disabled) are really inefficient compared to regular
queries and can trigger a heap allocation with large numbers of
children.
## Solution
Replace the `UiChildren` and `UiRootRootNodes` system params with
simplified versions when the `ghost_nodes` feature is disabled.
## Testing
yellow this PR, red main
cargo run --example many_buttons --features "trace_tracy" --release
`ui_stack_system`
<img width="494" alt="stack"
src="https://github.com/user-attachments/assets/4a09485f-0ded-4e54-bd47-ffbce869051a"
/>
`ui_layout_system`
<img width="467" alt="unghosted"
src="https://github.com/user-attachments/assets/9d906b20-66b6-4257-9eef-578de1827628"
/>
`update_clipping_system`
<img width="454" alt="clipping"
src="https://github.com/user-attachments/assets/320b50e8-1a1d-423a-95a0-42799ae72fc5"
/>
# Objective
- I want to hide the clock and the battery indicator on iOS
## Solution
- Add the platform specific property `prefers_status_bar_hidden` on
Window creation, and map it to `with_prefers_status_bar_hidden` in
winit.
## Testing
- Tested on iOS
# Objective
the `get` function on [`InstanceInputUniformBuffer`] seems very
error-prone. This PR hopes to fix this.
## Solution
Do a few checks to ensure the index is in bounds and that the `BDI` is
not removed.
Return `Option<BDI>` instead of `BDI`.
## Testing
- Did you test these changes? If so, how?
added a test to verify that the instance buffer works correctly
## Future Work
Performance decreases when using .binary_search(). However this is
likely due to the fact that [`InstanceInputUniformBuffer::get`] for now
is never used, and only get_unchecked.
## Migration Guide
`InstanceInputUniformBuffer::get` now returns `Option<BDI>` instead of
`BDI` to reduce panics. If you require the old functionality of
`InstanceInputUniformBuffer::get` consider using
`InstanceInputUniformBuffer::get_unchecked`.
---------
Co-authored-by: Tim Overbeek <oorbeck@gmail.com>
# Objective
Found more excessive `DefaultUiCamera` queries outside of extraction.
The default UI camera lookup only needs to be done once. Do it first,
not per node.
---------
Co-authored-by: MichiRecRoom <1008889+LikeLakers2@users.noreply.github.com>
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_audio` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
`cargo clippy` and `cargo test --package bevy_audio` were run, and no
errors were encountered.
Related to https://github.com/bevyengine/bevy/pull/16843
Since `WorldQuery::Fetch` is `Clone`, it can't store mutable references
to resources, so it doesn't make sense to mutably access resources. In
that sense, it is hard to find usecases of mutably accessing resources
and to clearly define, what mutably accessing resources would mean, so
it's been decided to disallow write resource access.
Also changed documentation of safety requirements of
`WorldQuery::init_fetch` and `WorldQuery::fetch` to clearly state to the
caller, what safety invariants they need to uphold.
# Objective
The original fix (bevyengine/bevy#11870) did not actually implement the
described logic. It checked if there were independently multiple loaders
for a given asset type and multiple loaders for a given extension.
However, this did not handle the case where those loaders were not the
same. For example, there could be a loader for type `Foo` and extension
`.foo`. Anther loader could exist for type `Bar` but extension `.bar`.
If a third loader was added for type `Foo` but extension `.bar`, the
warning would have been incorrectly logged.
## Solution
Instead of independently checking to see if there are preexisting
loaders for both the extension and type, look up the indices of the
loaders for the type in question. Then check to see if the loaders
registered for the extensions has any overlap. Only log if there are
loaders that fit this criteria.
## Testing
Ran CI tests. Locally tested the situation describe in the objective
section for the normal `App::init_asset_loader` flow. I think testing
could be done on the pre-registration flow for loaders still. I tested
on Windows, but the changes should not be affected by platform.
# Objective
While directional navigation is helpful for UI in general for
accessibility reasons, it is *especially* valuable for a game engine,
where menus may be navigated primarily or exclusively through the use of
a game controller.
Thumb-stick powered cursor-based navigation can work as a fallback, but
is generally a pretty poor user experience. We can do better!
## Prior art
Within Bevy, https://github.com/nicopap/ui-navigation and
https://github.com/rparrett/bevy-alt-ui-navigation-lite exist to solve
this same problem. This isn't yet a complete replacement for that
ecosystem, but hopefully we'll be there for 0.16.
## Solution
UI navigation is complicated, and the right tradeoffs will vary based on
the project and even the individual scene.
We're starting with something simple and flexible, hooking into the
existing `InputFocus` resource, and storing a manually constructed graph
of entities to explore in a `DirectionalNavigationMap` resource. The
developer experience won't be great (so much wiring to do!), but the
tools are all there for a great user experience.
We could have chosen to represent these linkages via component-flavored
not-quite-relations. This would be useful for inspectors, and would give
us automatic cleanup when the entities were despawned, but seriously
complicates the developer experience when building and checking this
API. For now, we're doing a dumb "entity graph in a resource" thing and
`remove` helpers. Once relations are added, we can re-evaluate.
I've decided to use a `CompassOctant` as our key for the possible paths.
This should give users a reasonable amount of precise control without
being fiddly, and playing reasonably nicely with arrow-key navigation.
This design lets us store the set of entities that we're connected to as
a 8-byte array (yay Entity-niching). In theory, this is maybe nicer than
the double indirection of two hashmaps. but if this ends up being slow
we should create benchmarks.
To make this work more pleasant, I've added a few utilities to the
`CompassOctant` type: converting to and from usize, and adding a helper
to find the 180 degrees opposite direction. These have been mirrored
onto `CompassQuadrant` for consistency: they should be generally useful
for game logic.
## Future work
This is a relatively complex initiative! In the hopes of easing review
and avoiding merge conflicts, I've opted to split this work into
bite-sized chunks.
Before 0.16, I'd like to have:
- An example demonstrating gamepad and tab-based navigation in a
realistic game menu
- Helpers to convert axis-based inputs into compass quadrants / octants
- Tools to check the listed graph desiderata
- A helper to build a graph from a grid of entities
- A tool to automatically build a graph given a supplied UI layout
One day, it would be sweet if:
- We had an example demonstrating how to use focus navigation in a
non-UI scene to cycle between game objects
- Standard actions for tab-style and directional navigation with a
first-party bevy_actions integration
- We had a visual debugging tool to display these navigation graphs for
QC purposes
- There was a built-in way to go "up a level" by cancelling the current
action
- The navigation graph is built completely out of relations
## Testing
- tests for the new `CompassQuadrant` / `CompassOctant` methods
- tests for the new directional navigation module
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
In UI extraction the default UI camera is queried for every UI node. It
only needs to be retrieved once.
## Solution
Query for the default UI camera once before iterating the UI nodes.
```
cargo run --example many_buttons --release --features "trace_tracy"
```
<img width="631" alt="default-camera-extract"
src="https://github.com/user-attachments/assets/db712bce-6a0b-49a7-8e20-654baf588390"
/>
`extract_uinode_background_colors` yellow is this PR, red is main.
# Objective
- I'm compiling (parts of) bevy for an embedded platform with no 64bit
atomic and ctrlc handler support. Some compilation errors came up. This
PR contains the fixes for those.
- Fix depth_bias casting in PBR material (Fixes#14169)
- Negative depth_bias values were casted to 0 before this PR
- f32::INFINITY depth_bias value was casted to -1 before this PR
## Solutions
- Restrict 64bit atomic reflection to supported platforms
- Restrict ctrlc handler to supported platforms (linux, windows or macos
instead of "not wasm")
- The depth bias value (f32) is first casted to i32 then u64 in order to
preserve negative values
## Testing
- This version compiles on a platform with no 64bit atomic support, and
no ctrlc support
- CtrlC handler still works on Linux and Windows (I can't test on Macos)
- depth_bias:
```rust
println!("{}",f32::INFINITY as u64 as i32); // Prints: -1 (old implementation)
println!("{}",f32::INFINITY as i32 as u64 as i32); // Prints: 2147483647 (expected, new implementation)
```
Also ran a modified version of 3d_scene example with the following
results:
RED cube depth_bias: -1000.0
BLUE cube depth_bias: 0.0

RED cube depth_bias: -INF
BLUE cube depth_bias: 0.0

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

Currently, our batchable binned items are stored in a hash table that
maps bin key, which includes the batch set key, to a list of entities.
Multidraw is handled by sorting the bin keys and accumulating adjacent
bins that can be multidrawn together (i.e. have the same batch set key)
into multidraw commands during `batch_and_prepare_binned_render_phase`.
This is reasonably efficient right now, but it will complicate future
work to retain indirect draw parameters from frame to frame. Consider
what must happen when we have retained indirect draw parameters and the
application adds a bin (i.e. a new mesh) that shares a batch set key
with some pre-existing meshes. (That is, the new mesh can be multidrawn
with the pre-existing meshes.) To be maximally efficient, our goal in
that scenario will be to update *only* the indirect draw parameters for
the batch set (i.e. multidraw command) containing the mesh that was
added, while leaving the others alone. That means that we have to
quickly locate all the bins that belong to the batch set being modified.
In the existing code, we would have to sort the list of bin keys so that
bins that can be multidrawn together become adjacent to one another in
the list. Then we would have to do a binary search through the sorted
list to find the location of the bin that was just added. Next, we would
have to widen our search to adjacent indexes that contain the same batch
set, doing expensive comparisons against the batch set key every time.
Finally, we would reallocate the indirect draw parameters and update the
stored pointers to the indirect draw parameters that the bins store.
By contrast, it'd be dramatically simpler if we simply changed the way
bins are stored to first map from batch set key (i.e. multidraw command)
to the bins (i.e. meshes) within that batch set key, and then from each
individual bin to the mesh instances. That way, the scenario above in
which we add a new mesh will be simpler to handle. First, we will look
up the batch set key corresponding to that mesh in the outer map to find
an inner map corresponding to the single multidraw command that will
draw that batch set. We will know how many meshes the multidraw command
is going to draw by the size of that inner map. Then we simply need to
reallocate the indirect draw parameters and update the pointers to those
parameters within the bins as necessary. There will be no need to do any
binary search or expensive batch set key comparison: only a single hash
lookup and an iteration over the inner map to update the pointers.
This patch implements the above technique. Because we don't have
retained bins yet, this PR provides no performance benefits. However, it
opens the door to maximally efficient updates when only a small number
of meshes change from frame to frame.
The main churn that this patch causes is that the *batch set key* (which
uniquely specifies a multidraw command) and *bin key* (which uniquely
specifies a mesh *within* that multidraw command) are now separate,
instead of the batch set key being embedded *within* the bin key.
In order to isolate potential regressions, I think that at least #16890,
#16836, and #16825 should land before this PR does.
## Migration Guide
* The *batch set key* is now separate from the *bin key* in
`BinnedPhaseItem`. The batch set key is used to collect multidrawable
meshes together. If you aren't using the multidraw feature, you can
safely set the batch set key to `()`.
# Objective
Ensure the deny lint attributes added as a result of #17111 point to the
tracking issue.
## Solution
Change all existing instances of:
```rust
#![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)]
```
to
```rust
#![deny(
clippy::allow_attributes,
clippy::allow_attributes_without_reason,
reason = "See #17111; To be removed once all crates are in-line with these attributes"
)]
```
## Testing
N/A
Bump version after release
This PR has been auto-generated
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Contributes to #11478
## Solution
- Made `bevy_utils::tracing` `doc(hidden)`
- Re-exported `tracing` from `bevy_log` for end-users
- Added `tracing` directly to crates that need it.
## Testing
- CI
---
## Migration Guide
If you were importing `tracing` via `bevy::utils::tracing`, instead use
`bevy::log::tracing`. Note that many items within `tracing` are also
directly re-exported from `bevy::log` as well, so you may only need
`bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.).
This also applies to the `log_once!` family of macros.
## Notes
- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
Some hardware and driver combos, such as Intel Iris Xe, have low limits
on the numbers of samplers per shader, causing an overflow. With
first-class bindless arrays, `wgpu` should be able to work around this
limitation eventually, but for now we need to disable bindless materials
on those platforms.
This is an alternative to PR #17107 that calculates the precise number
of samplers needed and compares to the hardware sampler limit,
transparently falling back to non-bindless if the limit is exceeded.
Fixes#16988.
# Objective
- Contributes to #11478
- Contributes to #16877
## Solution
- Removed everything except `Instant` from `bevy_utils::time`
## Testing
- CI
---
## Migration Guide
If you relied on any of the following from `bevy_utils::time`:
- `Duration`
- `TryFromFloatSecsError`
Import these directly from `core::time` regardless of platform target
(WASM, mobile, etc.)
If you relied on any of the following from `bevy_utils::time`:
- `SystemTime`
- `SystemTimeError`
Instead import these directly from either `std::time` or `web_time` as
appropriate for your target platform.
## Notes
`Duration` and `TryFromFloatSecsError` are both re-exports from
`core::time` regardless of whether they are used from `web_time` or
`std::time`, so there is no value gained from re-exporting them from
`bevy_utils::time` as well. As for `SystemTime` and `SystemTimeError`,
no Bevy internal crates or examples rely on these types. Since Bevy
doesn't have a `Time<Wall>` resource for interacting with wall-time (and
likely shouldn't need one), I think removing these from `bevy_utils`
entirely and waiting for a use-case to justify inclusion is a reasonable
path forward.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_audio` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
`cargo clippy`, `cargo clippy --package bevy_dev_tools` and cargo test
--package bevy_dev_tools` were run, and no errors were encountered.
(Except for one warning from bevy_sprite, but I plan to fix that when I
get to bevy_sprite)
# Objective
Optimization for sprite picking
## Solution
Use `radsort` for the sort.
We already have `radsort` in tree for sorting various phase items
(including `Transparent2d` / sprites). It's a stable parallel radix
sort.
## Testing
Tested on an M1 Max.
`cargo run --example sprite_picking`
`cargo run --example bevymark --release --features=trace,trace_tracy --
--waves 100 --per-wave 1000 --benchmark`
<img width="983" alt="image"
src="https://github.com/user-attachments/assets/0f7a8c3a-006b-4323-a2ed-03788918dffa"
/>
# Objective
While checking over https://github.com/bevyengine/bevy/pull/17160, it
occurred to me that rust-analyzer will copy the method signature
exactly, when using tab completion trait methods. This includes provided
trait methods that use underscores to silence the `unused_variables`
lint. This probably isn't good for users, seeing as how they'll have to
remove the underscore if they want to use the parameters.
(I mean, they technically don't have to remove the underscore... but
usually you don't keep a leading underscore on parameters you're using.)
## Solution
Changes `bevy_reflect::RegisterForReflection::__register()` to
`#[expect(unused_variables)]`, and removes the underscores from its
parameter names.
## Testing
N/A
# Objective
- `GetPath` `path` related methods allow an empty string as the
parameter, but this is not included as a test or in documentation. This
PR adds both.
- Fixes#13459
## Solution
- Updates the `bevy_reflect` `GetPath` documentation and unit tests
## Testing
- `cargo run -p ci`
Derived `Default` for all public unit structs that already derive from
`Component`. This allows them to be used more easily as required
components.
To avoid clutter in tests/examples, only public components were
affected, but this could easily be expanded to affect all unit
components.
Fixes#17052.
# Objective
Improve DAG building for virtual geometry
## Solution
- Use METIS to group triangles into meshlets which lets us minimize
locked vertices which improves simplification, instead of using meshopt
which prioritizes culling efficiency. Also some other minor tweaks.
- Currently most meshlets have 126 triangles, and not 128. Fixing this
might involve calling METIS recursively ourselves to manually bisect the
graph, not sure. Not going to attempt to fix this in this PR.
## Testing
- Did you test these changes? If so, how?
- Tested on bunny.glb and cliff.glb
- Are there any parts that need more testing?
- No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Download the new bunny asset, run the meshlet example.
---
## Showcase
New

Old

---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- As stated in the linked issue, if a Mesh2D is drawn with elements with
a positive Z value, resulting gizmos get drawn behind instead of in
front of them.
- Fixes#17053
## Solution
- Similar to the change done for the `SpritePipeline` in the relevant
commit (5abc32ceda), this PR changes both
line gizmos to avoid writing to the depth buffer and always pass the
depth test to ensure they are not filtered out.
## Testing
- Tested with the provided snippet in #17053
- I looked over the `2d_gizmos` example, but it seemed like adding more
elements there to demonstrate this might not be the best idea? Looking
for guidance here on if that should be updated or if a new gizmo example
needs to be made.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_audio` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
## Objective
The error `EntityFetchError::NoSuchEntity` has an `UnsafeWorldCell`
inside it, which it uses to call
`Entities::entity_does_not_exist_error_details_message` when being
printed. That method returns a `String` that, if the `track_location`
feature is enabled, contains the location of whoever despawned the
relevant entity.
I initially had to modify this error while working on #17043. The
`UnsafeWorldCell` was causing borrow problems when being returned from a
command, so I tried replacing it with the `String` that the method
returns, since that was the world cell's only purpose.
Unfortunately, `String`s are slow, and it significantly impacted
performance (on top of that PR's performance hit):
<details>
<summary>17043 benchmarks</summary>
### With `String`

### No `String`

</details>
For that PR, I just removed the error details entirely, but I figured
I'd try to find a way to keep them around.
## Solution
- Replace the `String` with a helper struct that holds the location, and
only turn it into a string when someone actually wants to print it.
- Replace the `UnsafeWorldCell` with the aforementioned struct.
- Do the same for `QueryEntityError::NoSuchEntity`.
## Benchmarking
This had some interesting performance impact:
<details>
<summary>This PR vs main</summary>



</details>
## Other work
`QueryEntityError::QueryDoesNotMatch` also has an `UnsafeWorldCell`
inside it. This one would be more complicated to rework while keeping
the same functionality.
## Migration Guide
The errors `EntityFetchError::NoSuchEntity` and
`QueryEntityError::NoSuchEntity` now contain an
`EntityDoesNotExistDetails` struct instead of an `UnsafeWorldCell`. If
you were just printing these, they should work identically.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
Fixes#17098
It seems that it's not totally obvious how to fix this, but that
reverting might be part of the solution anyway.
Let's get the repo back into a working state.
## Solution
Revert the [recent
optimization](https://github.com/bevyengine/bevy/pull/17078) that broke
"many-to-one main->render world entities" for 2d.
## Testing
`cargo run --example text2d`
`cargo run --example sprite_slice`
# Objective
Fixes#3450
## Solution
Scale the input to account for the range
## Testing
Updated unit tests
## Migration Guide
`GamepadButtonChangedEvent.value` is now linearly rescaled to be from
`0.0..=1.0` (instead of `low..=high`) and
`GamepadAxisChangedEvent.value` is now linearly rescaled to be from
`-1.0..=0.0`/`0.0..=1.0` (accounting for the deadzone).
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_reflect` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
# Objective
Remove the reliance on `#[allow(clippy::excessive_precision)]`.
## Solution
Remove the `#[allow(clippy::excessive_precision)]`, and truncate the
float literals to the value rustc would normally truncate them to.
## Testing
I ran `cargo test -p bevy_color`, and received no errors.
# Objective
Use the latest version of `typos` and fix the typos that it now detects
# Additional Info
By the way, `typos` has a "low priority typo suggestions issue" where we
can throw typos we find that `typos` doesn't catch.
(This link may go stale) https://github.com/crate-ci/typos/issues/1200
# Background
In `no_std` compatible crates, there is often an `std` feature which
will allow access to the standard library. Currently, with the `std`
feature _enabled_, the
[`std::prelude`](https://doc.rust-lang.org/std/prelude/index.html) is
implicitly imported in all modules. With the feature _disabled_, instead
the [`core::prelude`](https://doc.rust-lang.org/core/prelude/index.html)
is implicitly imported. This creates a subtle and pervasive issue where
`alloc` items _may_ be implicitly included (if `std` is enabled), or
must be explicitly included (if `std` is not enabled).
# Objective
- Make the implicit imports for `no_std` crates consistent regardless of
what features are/not enabled.
## Solution
- Replace the `cfg_attr` "double negative" `no_std` attribute with
conditional compilation to _include_ `std` as an external crate.
```rust
// Before
#![cfg_attr(not(feature = "std"), no_std)]
// After
#![no_std]
#[cfg(feature = "std")]
extern crate std;
```
- Fix imports that are currently broken but are only now visible with
the above fix.
## Testing
- CI
## Notes
I had previously used the "double negative" version of `no_std` based on
general consensus that it was "cleaner" within the Rust embedded
community. However, this implicit prelude issue likely was considered
when forming this consensus. I believe the reason why is the items most
affected by this issue are provided by the `alloc` crate, which is
rarely used within embedded but extensively used within Bevy.
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_tasks` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
# Objective
Fix incorrect comment on `IntoSystemSetConfigs::after` likely caused by
copy-paste error. It said "before" instead of "after".
## Solution
Update the comment to the correct text.
## Testing
CI tests pass. This is just updating a comment.
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_math` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
---------
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_a11y` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_animation` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_reflect` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
# Objective
The UI debug overlay draws an outline for every UI node even if it is
invisible or clipped.
Disable debug outlines for hidden and clipped nodes by default and add
options to renable them if needed.
## Solution
* Add `show_hidden` and `show_clipped` fields to `UiDebugOptions`:
```rust
/// Show outlines for non-visible UI nodes
pub show_hidden: bool,
/// Show outlines for clipped sections of UI nodes
pub show_clipped: bool,
```
* Only extract debug outlines for hidden and clipped UI nodes if the
respective field in `UiDebugOptions` is set to `true`.
## Testing
Also added some extra features to the `testbed_ui` example that
demonstrate the new options:
cargo run --example testbed_ui --features "bevy_ui_debug"
<img width="641" alt="show-hidden-and-clipped"
src="https://github.com/user-attachments/assets/16a68600-170c-469e-a3c7-f7dae411dc40"
/>
# Objective
Just being fussy but I hate this `.map(|v|
v.is_some()).unwrap_or(false)` stuff.
## Solution
Reduce it using `and_then`.
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
Fix some outdated `bevy_state` documentation examples.
## Solution
- updated some doc examples in `bevy_state` that hadn't been updated
with the API.
- fixed an outdated link in the documentation issue template that
referred to a 404 page instead of the contribution guide.
## Testing
No necessary testing aside from the usual doctests.
---
## Showcase
N/A
## Migration Guide
N/A
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Contributes to #15460
## Solution
- Added the following features:
- `std` (default)
- `bevy_reflect` (default)
- `libm`
## Testing
- CI
## Notes
- `bevy_reflect` was previously always enabled, which isn't how most
other crates handle reflection. I've brought this in line with how most
crates gate `bevy_reflect`. This is where the majority of the changes
come from in this PR.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/16556
- Closes https://github.com/bevyengine/bevy/issues/11807
## Solution
- Simplify custom projections by using a single source of truth -
`Projection`, removing all existing generic systems and types.
- Existing perspective and orthographic structs are no longer components
- I could dissolve these to simplify further, but keeping them around
was the fast way to implement this.
- Instead of generics, introduce a third variant, with a trait object.
- Do an object safety dance with an intermediate trait to allow cloning
boxed camera projections. This is a normal rust polymorphism papercut.
You can do this with a crate but a manual impl is short and sweet.
## Testing
- Added a custom projection example
---
## Showcase
- Custom projections and projection handling has been simplified.
- Projection systems are no longer generic, with the potential for many
different projection components on the same camera.
- Instead `Projection` is now the single source of truth for camera
projections, and is the only projection component.
- Custom projections are still supported, and can be constructed with
`Projection::custom()`.
## Migration Guide
- `PerspectiveProjection` and `OrthographicProjection` are no longer
components. Use `Projection` instead.
- Custom projections should no longer be inserted as a component.
Instead, simply set the custom projection as a value of `Projection`
with `Projection::custom()`.
# Objective
- As stated in the related issue, this PR is to better align the feature
flag name with what it actually does and the plans for the future.
- Fixes#16852
## Solution
- Simple find / replace
## Testing
- Local run of `cargo run -p ci`
## Migration Guide
The `track_change_detection` feature flag has been renamed to
`track_location` to better reflect its extended capabilities.
# Objective
- Fix sprite rendering performance regression since retained render
world changes
- The retained render world changes moved `ExtractedSprites` from using
the highly-optimised `EntityHasher` with an `Entity` to using
`FixedHasher` with `(Entity, MainEntity)`. This was enough to regress
framerate in bevymark by 25%.
## Solution
- Move the render world entity into a member of `ExtractedSprite` and
change `ExtractedSprites` to use `MainEntityHashMap` for its storage
- Disable sprite picking in bevymark
## Testing
M4 Max. `bevymark --waves 100 --per-wave 1000 --benchmark`. main in
yellow vs PR in red:
<img width="590" alt="Screenshot 2025-01-01 at 16 36 22"
src="https://github.com/user-attachments/assets/1e4ed6ec-3811-4abf-8b30-336153737f89"
/>
20.2% median frame time reduction.
<img width="594" alt="Screenshot 2025-01-01 at 16 38 37"
src="https://github.com/user-attachments/assets/157c2022-cda6-4cf2-bc63-d0bc40528cf0"
/>
49.7% median extract_sprites execution time reduction.
Comparing 0.14.2 yellow vs PR red:
<img width="593" alt="Screenshot 2025-01-01 at 16 40 06"
src="https://github.com/user-attachments/assets/abd59b6f-290a-4eb6-8835-ed110af995f3"
/>
~6.1% median frame time reduction.
---
## Migration Guide
- `ExtractedSprites` is now using `MainEntityHashMap` for storage, which
is keyed on `MainEntity`.
- The render world entity corresponding to an `ExtractedSprite` is now
stored in the `render_entity` member of it.
# Objective
Remove the `atlas_scaling` field from `ExtractedUiItem::Gylphs`.
It's only ever set to `Vec2::ONE`. I don't remember why/if this field
was ever needed, maybe it was useful before the scale factor clean up.
## Migration Guide
The `atlas_scaling` field from `ExtractedUiItem::Gylphs` has been
removed. This shouldn't affect any existing code as it wasn't used for
anything.
# Objective
Tab navigation can fail in all manner of ways. The current API
recognizes this, but merely logs a warning and returns `None`.
We should supply the actual reason for failure to the caller, so they
can handle it in whatever fashion they please (including logging a
warning!).
Swapping to a Result-oriented pattern is also a bit more idiomatic and
makes the code's control flow easier to follow.
## Solution
- Refactor the `tab_navigation` module to return a `Result` rather than
an `Option` from its key APIs.
- Move the logging to the provided prebuilt observer. This leaves the
default behavior largely unchanged, but allows for better user control.
- Make the case where no tab group was found for the currently focused
entity an error branch, but provide enough information that we can still
recover from it.
## Testing
The `tab_navigation` example continues to function as intended.
# Objective
Resolves#17064
## Solution
- Bevy no longer converts asset file extensions to lowercase before
trying to resolve an asset loader
## Testing
- I adapted the `custom_asset` example (see comment in #17064)
- The changes were tested on Linux
As far as I know, Windows has a case-insensitive file system by default,
so case-sensitive asset file extensions are probably bad practice in a
game. But we should be case-sensitive everywhere or handle asset paths
completely case-insensitive.
Before this PR:
* asset loader extensions are case-sensitive
* asset file names are case-sensitive
* asset file extensions are converted to lowercase ⚡
Now everything should be case-sensitive
# Objective
Following #16876, `bevy_input_focus` works with more than just keyboard
inputs! The docs should reflect that.
## Solution
Fix a few missed mentions in the documentation.
Also add a brief reference to navigation frameworks within the module
docs to help give more breadcrumbs.
# Objective
- Support more ergonomic conditional updates for types that can be
modified by `clone_into`.
## Solution
- Use `ToOwned::clone_into` to copy a reference provided by the caller
in `Mut::clone_from_if_neq`.
## Testing
- See doc tests.
# Objective
- #16589 added an enum to switch between fallible and infallible system.
This branching should be unnecessary if we wrap infallible systems in a
function to return `Ok(())`.
## Solution
- Create a wrapper system for `System<(), ()>`s that returns `Ok` on the
call to `run` and `run_unsafe`. The wrapper should compile out, but I
haven't checked.
- I removed the `impl IntoSystemConfigs for BoxedSystem<(), ()>` as I
couldn't figure out a way to keep the impl without double boxing.
## Testing
- ran `many_foxes` example to check if it still runs.
## Migration Guide
- `IntoSystemConfigs` has been removed for `BoxedSystem<(), ()>`. Either
use `InfallibleSystemWrapper` before boxing or make your system return
`bevy::ecs::prelude::Result`.
# Objective
It is not obvious that one would know these:
```json
{
"id": 1,
"jsonrpc": "2.0",
"result": [
"bevy_animation::AnimationPlayer",
"bevy_animation::AnimationTarget",
"bevy_animation::graph::AnimationGraphHandle",
"bevy_animation::transition::AnimationTransitions",
"bevy_audio::audio::PlaybackSettings",
"bevy_audio::audio::SpatialListener",
"bevy_core_pipeline::bloom::settings::Bloom",
"bevy_core_pipeline::contrast_adaptive_sharpening::ContrastAdaptiveSharpening",
**... snipping for brevity ...**
"bevy_ui::ui_node::Node",
"bevy_ui::ui_node::Outline",
"bevy_ui::ui_node::ScrollPosition",
"bevy_ui::ui_node::TargetCamera",
"bevy_ui::ui_node::UiAntiAlias",
"bevy_ui::ui_node::ZIndex",
"bevy_ui::widget::button::Button",
"bevy_window::monitor::Monitor",
"bevy_window:🪟:PrimaryWindow",
"bevy_window:🪟:Window",
"bevy_winit::cursor::CursorIcon",
"server::Cube"
]
}
```
Especially if you for example, are reading the GH examples because:

If you for example expand these things, due to the number of places bevy
re-exports things you'll find it difficult to find the true path of
something.
i.e you'd probably be forgiven for writing a query (using the
`client.rs` example):
```sh
$ cargo run --example client -- bevy_pbr::mesh_material::MeshMaterial3d | jq
{
"error": {
"code": -23402,
"message": "Unknown component type: `bevy_pbr::mesh_material::MeshMaterial3d`"
},
"id": 1,
"jsonrpc": "2.0"
}
```
which is where
8d9a00f548/crates/bevy_pbr/src/mesh_material.rs (L41)
would lead you to believe it is...
I've worked with bevy a lot, so it's no issue for me, but for others...
?
## Solution
- Add some more docs, including a sample request (`json` and `rust`)
## Testing
N/A
---
## Showcase
N/A
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
- Make working with immutable components more ergonomic
- Assist #16662
## Solution
Added `modify_component` to `World` and `EntityWorldMut`. This method
"removes" a component from an entity, gives a mutable reference to it to
a provided closure, and then "re-inserts" the component back onto the
entity. This replacement triggers the `OnReplace` and `OnInsert` hooks,
but does _not_ cause an archetype move, as the removal is purely
simulated.
## Testing
- Added doc-tests and a unit test.
---
## Showcase
```rust
use bevy_ecs::prelude::*;
/// An immutable component.
#[derive(Component, PartialEq, Eq, Debug)]
#[component(immutable)]
struct Foo(bool);
let mut world = World::default();
let mut entity = world.spawn(Foo(false));
assert_eq!(entity.get::<Foo>(), Some(&Foo(false)));
// Before the closure is executed, the `OnReplace` hooks/observers are triggered
entity.modify_component(|foo: &mut Foo| {
foo.0 = true;
});
// After the closure is executed, `OnInsert` hooks/observers are triggered
assert_eq!(entity.get::<Foo>(), Some(&Foo(true)));
```
## Notes
- If the component is not available on the entity, the closure and hooks
aren't executed, and `None` is returned. I chose this as an alternative
to returning an error or panicking, but I'm open to changing that based
on feedback.
- This relies on `unsafe`, in particular for accessing the `Archetype`
to trigger hooks. All the unsafe operations are contained within
`DeferredWorld::modify_component`, and I would appreciate that this
function is given special attention to ensure soundness.
- The `OnAdd` hook can never be triggered by this method, since the
component must already be inserted. I have chosen to not trigger
`OnRemove`, as I believe it makes sense that this method is purely a
replacement operation, not an actual removal/insertion.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Malek <50841145+MalekiRe@users.noreply.github.com>
# Objective
- Made certain methods public for advanced use cases. Methods that
returns mutable references are marked as unsafe due to the possibility
of violating internal lifetime constraint assumptions.
- Fixes an issue introduced by #15184
# Objective
- Resolve several warnings encountered when compiling for `no_std`
around `dead_code`
- Fix compatibility with `wasm32-unknown-unknown` when using `no_std`
(identified by Sachymetsu on
[Discord](https://discord.com/channels/691052431525675048/692572690833473578/1323365426901549097))
## Solution
- Removed some unused imports
- Added `allow(dead_code)` for certain private items when compiling on
`no_std`
- Fixed `bevy_app` and `bevy_tasks` compatibility with WASM when
compiling without `std` by appropriately importing `Box` and feature
gating panic unwinding
## Testing
- CI
# Objective
Some sort calls and `Ord` impls are unnecessarily complex.
## Solution
Rewrite the "match on cmp, if equal do another cmp" as either a
comparison on tuples, or `Ordering::then_with`, depending on whether the
compare keys need construction.
`sort_by` -> `sort_by_key` when symmetrical. Do the same for
`min_by`/`max_by`.
Note that `total_cmp` can only work with `sort_by`, and not on tuples.
When sorting collected query results that contain
`Entity`/`MainEntity`/`RenderEntity` in their `QueryData`, with that
`Entity` in the sort key:
stable -> unstable sort (all queried entities are unique)
If key construction is not simple, switch to `sort_by_cached_key` when
possible.
Sorts that are only performed to discover the maximal element are
replaced by `max_by_key`.
Dedicated comparison functions and structs are removed where simple.
Derive `PartialOrd`/`Ord` when useful.
Misc. closure style inconsistencies.
## Testing
- Existing tests.
# Objective
In `prepare_sprite_image_bind_groups` the `batch_image_changed`
condition is checked twice but the second if-block seems unnecessary.
# Solution
Queue new `SpriteBatch`es inside the first if-block and remove the
second if-block.
# Objective
- Contributes to #15460
## Solution
- Added the following features:
- `std` (default)
- `alloc` (default)
- `bevy_reflect` (default)
- `libm`
## Testing
- CI
## Notes
- `alloc` feature added to allow using this crate in `no_alloc`
environments.
- `bevy_reflect` was previously always enabled when `bevy-support` was
enabled, which isn't how most other crates handle reflection. I've
brought this in line with how most crates gate `bevy_reflect`.
# Objective
Fixes#17024
## Solution
## Testing
By adding
```
if let Some(mut cmd) = commands.get_entity( *equipment_link_node ){
cmd.insert(Visibility::Inherited); // a hack for now
}
```
in my build after .set_parent() , this fixes the issue. This is why i
think that this change will fix the issue. Unfortunately i was not able
to test the Changed (parent ) , this actual code change, because no
matter how i 'patch', it breaks my project. I got super close but still
had 23 errors due to Reflect being angry.
---