# 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.
Fixes#17192.
Replaces "animated_fox" with "animated_mesh".
I considered a few different names - should it say "skinned_mesh" to be
precise? Should it mention gltf? But "animated_mesh" seems intuitive and
keeps it short.
## Testing
- Ran all three examples (Windows 10).
# 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
My previous PR is causing the github bot to comment whenver a PR build
fails. This is a mistake.
## Solution
msrv should depend on build succeeding
## 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
Our `animated_fox` example used to be a bare-bones example of how to
spawn an animated gltf and play a single animation.
I think that's a valuable example, and the current `animated_fox`
example is doing way too much. Users who are trying to understand how
our animation system are presented with an enormous amount of
information that may not be immediately relevant.
Over the past few releases, I've been migrating a simple app of mine
where the only animation I need is a single gltf that starts playing a
single animation when it is loaded. It has been a slight struggle to
wade through changes to the animation system to figure out the minimal
amount of things required to accomplish this.
Somewhat motivated by this [recent reddit
thread](https://www.reddit.com/r/rust/comments/1ht93vl/comment/m5c0nc9/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1)
where Bevy and animation got a mention.
## Solution
- Split `animated_fox` into three separate examples
- `animated_fox` - Loads and immediately plays a single animation
- `animated_fox_control` - Shows how to control animations
- `animated_fox_events` - Shows fancy particles when the fox's feet hit
the ground
- Some minor drive-by tidying of these examples
I have created this PR after playing around with the idea and liking how
it turned out, but the duplication isn't totally ideal and there's some
slight overlap with other examples and inconsistencies:
- `animation_events` is simplified and not specific to "loaded animated
scenes" and seems valuable on its own
- `animation_graph` also uses a fox
I am happy to close this if there's no consensus that it's a good idea /
step forward for these examples.
## Testing
`cargo run --example animated_fox`
`cargo run --example animated_fox_control`
`cargo run --example animated_fox_events`
# 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.