Commit Graph

8632 Commits

Author SHA1 Message Date
JMS55
b3c83465b3
Fix and improve tracy rendering spans (#18588)
* `submit_graph_commands` was incorrectly timing the command buffer
generation tasks as well, and not only the queue submission. Moved the
span to fix that.
* Added a new `command_buffer_generation_tasks` span as a parent for all
the individual command buffer generation tasks that don't run as part of
the Core3d span.


![image](https://github.com/user-attachments/assets/5a20c2f5-f1df-4c03-afbb-4865327aea33)
2025-03-28 05:35:47 +00:00
JMS55
f4a5e8bc51
Tracy GPU support (#18490)
# Objective

- Add tracy GPU support

## Solution

- Build on top of the existing render diagnostics recording to also
upload gpu timestamps to tracy
- Copy code from https://github.com/Wumpf/wgpu-profiler

## Showcase

![image](https://github.com/user-attachments/assets/4dd7a7cd-bc0b-43c3-8390-6783dfda6473)
2025-03-28 04:57:01 +00:00
Nick
d20f8553bf
Fix misleading documentation of Main schedule (#18579)
# Objective

Fixes #18562.

## Solution

- Specified that `StateTransition` is actually run before `PreStartup`.
- Specified consequences of this and how to actually run systems before
any game logic regardless of state.
- Updated docs of `StateTransition` to reflect that it is run before
`PreStartup` in addition to being run after `PreUpdate`.

## Testing

- `cargo doc`
- `cargo test --doc`
2025-03-28 01:12:19 +00:00
Al M.
e50a42ad8b
Fix various unused import warnings with no features enabled (#18580)
# Objective

Per title. I was using the `bevy_gizmos` crate without the `webgl`
feature enabled, and noticed there were other warnings with no features
enabled as well.

## Testing

- `cargo check -p bevy_gizmos --no-default-features`
- `cargo check -p bevy_gizmos --all-features`
- `cargo run -p ci -- test`
- Ran gizmo examples.
2025-03-28 00:21:16 +00:00
Guillaume Gomez
0afd9ea806
Update sysinfo version to 0.34.0 (#18581)
Lot of improvements and stuff. You can see the full list
[here](https://github.com/GuillaumeGomez/sysinfo/blob/master/CHANGELOG.md).
:)
2025-03-28 00:00:27 +00:00
JMS55
000b9e52c9
Have the mesh allocator handle modified meshes (#18531)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/16586.

## Solution
- Free meshes before allocating new ones (so hopefully the existing
allocation is used, but it's not guaranteed since it might end up
getting used by a smaller mesh first).
- Keep track of modified render assets, and have the mesh allocator free
their allocations.
- Cleaned up some render asset code to make it more understandable,
since it took me several minutes to reverse engineer/remember how it was
supposed to work.

Long term we'll probably want to explicitly reusing allocations for
modified meshes that haven't grown in size, or do delta uploads using a
compute shader or something, but this is an easy fix for the near term.

## Testing
Ran the example provided in the issue. No crash after a few minutes, and
memory usage remains steady.
2025-03-27 21:39:09 +00:00
krunchington
83ffc90c6c
Fix relationship macro for multiple named members fields (#18530)
# Objective

Fixes #18466 

## Solution

Updated the macro generation pattern to place the comma in the correct
place in the pattern.

## Testing

- Tried named and unnamed fields in combination, and used rust expand
macro tooling to see the generated code and verify its correctness (see
screenshots in example below)

---

## Showcase

Screenshot showing expanded macro with multiple named fields

![image](https://github.com/user-attachments/assets/7ecd324c-10ba-4b23-9b53-b94da03567d3)

Screenshot showing expanded macro with single unnamed field

![image](https://github.com/user-attachments/assets/be72f061-5f07-4d19-b5f6-7ff6c35ec679)

## Migration Guide

n/a
2025-03-27 21:35:47 +00:00
Greeble
a7e6578733
Fix animation transitions affecting other entities (#18572)
## Objective

 Fix #18557.

## Solution

As described in the bug, `remaining_weight` should have been inside the
loop.

## Testing

Locally changed the `animated_mesh_control` example to spawn multiple
meshes and play different transitions.
2025-03-27 21:33:25 +00:00
andriyDev
a08760b19b
Revert PR #15481 to resolve a regression. (#18567)
# Objective

- Fixes #18010.

## Solution

- Revert the offending PRs! These are #15481 and #18013. We now no
longer get an error if there are duplicate subassets.
- In theory we could untangle #18013 from #15481, but that may be
tricky, and may still introduce regressions. To avoid this worry (since
we're already in RC mode), I am just reverting both.

## Testing

- This is just a revert.

---

## Migration Guide

<Remove the migration guides for #15481 and #18013>

I will make a PR to the bevy_website repo after this is merged.
2025-03-27 21:32:01 +00:00
Alice Cecile
00a84d657a
Delete migration guide section from PR template (#18575)
# Objective

Due to the work outlined in #18441, we're no longer storing the
migration guides on the PR description.

## Solution

Delete the section of the PR template that suggests you do this.
2025-03-27 21:20:33 +00:00
Carter Anderson
1ba9da0812
Required Components: pass through all tokens in {} and () syntax (#18578)
# Objective

#18555 added improved require syntax, but inline structs didn't support
`..Default::default()` syntax (for technical reasons we can't parse the
struct directly, so there is manual logic that missed this case).

## Solution

When a `{}` or `()` section is encountered for a required component,
rather than trying to parse the fields directly, just pass _all_ of the
tokens through. This ensures no tokens are dropped, protects us against
any future syntax changes, and optimizes our parsing logic (as we're
dropping the field parsing logic entirely).
2025-03-27 21:20:08 +00:00
Miles Silberling-Cook
0a2e183476
Add basic release content tagging workflow (#18568)
# Objective

This PR begins integrating the new releate-content drafting process
(https://github.com/bevyengine/bevy/pull/18427) into our GitHub
workflows. It's similar to what we had before: Messages are posted to
PRs tagged with `M-Needs-Release-Note` or `M-Needs-Migration-Guide`
asking them to add the required material and linking to the
instructions. These messages do not trigger if the PR already has
modified files in the `release-notes` or `migration-guides` directories
(respectively).

I have also re-arranged and content slightly (to remove the need for a
directory with the current version number), tweaked the language, and
switched the templates to use the [standard markdown frontmatter
format](https://jekyllrb.com/docs/front-matter/).

## Reviewer Questions

+ Do we want to add a CI rule actually requiring tagged PRs to
create/modify files in the correct directories, or is the message prompt
enough?
+ Do we want to add a CI rule to lint the metadata, for example to
enforce that the PR number is included in the files it modifies?
2025-03-27 17:46:39 +00:00
François Mockers
0d90da896b
don't wait during publishing (#18563)
# Objective

- Publishing takes a long time
- There's a 20 second wait between crates to not hit the rate limit on
crates.io

## Solution

- Our rate limit has been increased by the crates.io team, don't wait
anymore!
2025-03-26 21:27:29 +00:00
Carter Anderson
538afe2330
Improved Require Syntax (#18555)
# Objective

Requires are currently more verbose than they need to be. People would
like to define inline component values. Additionally, the current
`#[require(Foo(custom_constructor))]` and `#[require(Foo(|| Foo(10))]`
syntax doesn't really make sense within the context of the Rust type
system. #18309 was an attempt to improve ergonomics for some cases, but
it came at the cost of even more weirdness / unintuitive behavior. Our
approach as a whole needs a rethink.

## Solution

Rework the `#[require()]` syntax to make more sense. This is a breaking
change, but I think it will make the system easier to learn, while also
improving ergonomics substantially:

```rust
#[derive(Component)]
#[require(
    A, // this will use A::default()
    B(1), // inline tuple-struct value
    C { value: 1 }, // inline named-struct value
    D::Variant, // inline enum variant
    E::SOME_CONST, // inline associated const
    F::new(1), // inline constructor
    G = returns_g(), // an expression that returns G
    H = SomethingElse::new(), // expression returns SomethingElse, where SomethingElse: Into<H> 
)]
struct Foo;
```

## Migration Guide

Custom-constructor requires should use the new expression-style syntax:

```rust
// before
#[derive(Component)]
#[require(A(returns_a))]
struct Foo;

// after
#[derive(Component)]
#[require(A = returns_a())]
struct Foo;
```

Inline-closure-constructor requires should use the inline value syntax
where possible:

```rust
// before
#[derive(Component)]
#[require(A(|| A(10))]
struct Foo;

// after
#[derive(Component)]
#[require(A(10)]
struct Foo;
```

In cases where that is not possible, use the expression-style syntax:

```rust
// before
#[derive(Component)]
#[require(A(|| A(10))]
struct Foo;

// after
#[derive(Component)]
#[require(A = A(10)]
struct Foo;
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-03-26 17:48:27 +00:00
Greeble
10f1fbf589
Remove unused variable AnimationPlayer::blend_weights. (#18560)
This variable was cruelly abandoned in #15589.

Seems fairly safe to remove as it's private. I'm assuming something
could have used it via reflection, but that seems unlikely

## Testing

```
cargo run --example animated_mesh
cargo run --example animation_graph
```
2025-03-26 17:42:54 +00:00
IceSentry
f0503930df
Use current_exe for default window title (#18553)
# Objective

- We currently default to "App" for the window title, it would be nice
if examples had more descriptive names

## Solution

- Use `std::env::current_exe` to try to figure out a default title. If
it's not present. Use "App".

## Testing

- I tested that examples that set a custom title still use the custom
title and that examples without a custom title use the example name

---

### Showcase

Here's the 3d_scene example:


![image](https://github.com/user-attachments/assets/bc67edc7-4211-4479-a027-ee6c52b0bd02)

### Notes

Here's a previous attempt at this from a few years ago
https://github.com/bevyengine/bevy/pull/3404

There's some relevant discussion in there, but cart's decision was to
default to "App" when no name was found.

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2025-03-26 17:32:18 +00:00
Greeble
a02cdaa017
Update AnimatableProperty documentation, reduce crate dependencies (#18543)
## Objective

- Remove the second to last `bevy_animation` dependency on
`bevy_render`.
- Update some older documentation to reflect later changes to the crate.

## Narrative

I'm trying to make `bevy_animation` independent of `bevy_render`. The
documentation for `bevy_animation::AnimatableProperty` is one of the
last few dependencies. It uses `bevy_render::Projection` to demonstrate
animating an arbitrary value, but I thought that could be easily swapped
for something else.

I then realised that the rest of the documentation was a bit out of
date. Originally `AnimatableProperty` was the only way to animate a
property and so the documentation was quite detailed. But over time the
crate has gained more documentation and other ways to hook up
properties, leaving parts of the docs stale or covered elsewhere. So
I've slimmed down the `AnimatableProperty` docs and added a link to the
main alternative (`animated_field`).

I've probably swung too far towards brevity, so I can build them back up
if preferred. Also the example is kinda contrived and doesn't show the
range of `AnimatableProperty`, like being able to choose different
components. And finally the memes might be a bit stale?

## Showcase


![image](https://github.com/user-attachments/assets/23f1c0bf-10ea-4602-a566-673abe5dace7)

## Testing

```
cargo doc -p bevy_animation --no-deps --all-features
cargo test -p bevy_animation --doc --all-features
```
2025-03-26 13:43:32 +00:00
Chris Russell
5d1fe16bfd
Fix run_system for adapter systems wrapping exclusive systems (#18406)
# Objective

Fix panic in `run_system` when running an exclusive system wrapped in a
`PipeSystem` or `AdapterSystem`.

#18076 introduced a `System::run_without_applying_deferred` method. It
normally calls `System::run_unsafe`, but
`ExclusiveFunctionSystem::run_unsafe` panics, so it was overridden for
that type. Unfortunately, `PipeSystem::run_without_applying_deferred`
still calls `PipeSystem::run_unsafe`, which can then call
`ExclusiveFunctionSystem::run_unsafe` and panic.

## Solution

Make `ExclusiveFunctionSystem::run_unsafe` work instead of panicking.
Clarify the safety requirements that make this sound.

The alternative is to override `run_without_applying_deferred` in
`PipeSystem`, `CombinatorSystem`, `AdapterSystem`,
`InfallibleSystemWrapper`, and `InfallibleObserverWrapper`. That seems
like a lot of extra code just to preserve a confusing special case!

Remove some implementations of `System::run` that are no longer
necessary with this change. This slightly changes the behavior of
`PipeSystem` and `CombinatorSystem`: Currently `run` will call
`apply_deferred` on the first system before running the second, but
after this change it will only call it after *both* systems have run.
The new behavior is consistent with `run_unsafe` and
`run_without_applying_deferred`, and restores the behavior prior to
#11823.

The panic was originally necessary because [`run_unsafe` took
`&World`](https://github.com/bevyengine/bevy/pull/6083/files#diff-708dfc60ec5eef432b20a6f471357a7ea9bfb254dc2f918d5ed4a66deb0e85baR90).
Now that it takes `UnsafeWorldCell`, it is possible to make it work. See
also Cart's concerns at
https://github.com/bevyengine/bevy/pull/4166#discussion_r979140356,
although those also predate `UnsafeWorldCell`.

And see #6698 for a previous bug caused by this panic.
2025-03-26 13:40:42 +00:00
François Mockers
7a8dfdaec2
don't include file not available on docs.rs (#18551)
# Objective

- Fixes #18539 
- Doc failed to build as an example `include_str!` an asset, but assets
are not available in the packaged crate

## Solution

- Don't `include_str!` the shader but read it at runtime
2025-03-26 06:07:39 +00:00
Chris Russell
837991a5b5
Replace ValidationOutcome with Result (#18541)
# Objective

Make it easier to short-circuit system parameter validation.  

Simplify the API surface by combining `ValidationOutcome` with
`SystemParamValidationError`.

## Solution

Replace `ValidationOutcome` with `Result<(),
SystemParamValidationError>`. Move the docs from `ValidationOutcome` to
`SystemParamValidationError`.

Add a `skipped` field to `SystemParamValidationError` to distinguish the
`Skipped` and `Invalid` variants.

Use the `?` operator to short-circuit validation in tuples of system
params.
2025-03-26 03:36:16 +00:00
ickshonpe
f74abb1b89
Add sprite flipping to testbed_2d's sprite scene (#18537)
# Objective

Add sprite flipping to `testbed_2d`'s sprite scene

## Solution

Draw the sprite flipped in each axis and both axes.

Changed the sprite to the rectangular bevy banner with text and made the
images different colors.

## Testing
```
cargo run --example testbed_2d
```


![image](https://github.com/user-attachments/assets/dcfe687b-2f40-4417-bb20-6c892b425228)

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-03-25 21:14:17 +00:00
Zachary Harrold
921ff6701f
Add methods to work with dynamic immutable components (#18532)
# Objective

- Fixes #16861

## Solution

- Added: 
  - `UnsafeEntityCell::get_mut_assume_mutable_by_id`
  - `EntityMut::get_mut_assume_mutable_by_id`
  - `EntityMut::get_mut_assume_mutable_by_id_unchecked`
  - `EntityWorldMut::into_mut_assume_mutable_by_id`
  - `EntityWorldMut::into_mut_assume_mutable`
  - `EntityWorldMut::get_mut_assume_mutable_by_id`
  - `EntityWorldMut::into_mut_assume_mutable_by_id`
  - `EntityWorldMut::modify_component_by_id`
  - `World::modify_component_by_id`
  - `DeferredWorld::modify_component_by_id`
- Added `fetch_mut_assume_mutable` to `DynamicComponentFetch` trait
(this is a breaking change)

## Testing

- CI

---

## Migration Guide

If you had previously implemented `DynamicComponentFetch` you must now
include a definition for `fetch_mut_assume_mutable`. In general this
will be identical to `fetch_mut` using the relevant alternatives for
actually getting a component.

---

## Notes

All of the added methods are minor variations on existing functions and
should therefore be of low risk for inclusion during the RC process.
2025-03-25 20:52:07 +00:00
aloucks
d6d9f63101
Fix UpdateMode::Reactive behavior on Windows (#18493)
# Objective

The fix in #17488 forced Windows to always behave as if it were in
`UpdateMode::Continuous`.

CC https://github.com/bevyengine/bevy/pull/17991

## Solution

Removed the unconditional `redraw_requested = true` and added a check
for `Reactive` in `about_to_wait`.

## Testing

- Verified that the `low_power` example worked as expected with all
`UpdateMode` options.
- Verified that animation continued in both `eased_motion ` and
`low_power` examples when in `Continuous` update mode while:
  - Resizing the Window
  - Moving the window via clicking and dragging the title bar
- Verified that `window_settings` example still worked as expected.
- Verified that `monitor_info` example still worked as expected.
2025-03-25 20:29:50 +00:00
Brian Reavis
9d25689f82
Remove Image::from_buffer name argument (only present in debug "dds" builds) (#18538)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/17891
- Cherry-picked from https://github.com/bevyengine/bevy/pull/18411

## Solution

The `name` argument could either be made permanent (by removing the
`#[cfg(...)]` condition) or eliminated entirely. I opted to remove it,
as debugging a specific DDS texture edge case in GLTF files doesn't seem
necessary, and there isn't any other foreseeable need to have it.

## Migration Guide

- `Image::from_buffer()` no longer has a `name` argument that's only
present in debug builds when the `"dds"` feature is enabled. If you
happen to pass a name, remove it.
2025-03-25 19:25:01 +00:00
Eagster
834260845a
Ensure spawning related entities in an OnAdd observer downstream of a World::spawn in a Command does not cause a crash (#18545)
# Objective

fixes #18452.

## Solution

Spawning used to flush commands only, but those commands can reserve
entities. Now, spawning flushes everything, including reserved entities.
I checked, and this was the only place where `flush_commands` is used
instead of `flush` by mistake.

## Testing

I simplified the MRE from #18452 into its own test, which fails on main,
but passes on this branch.
2025-03-25 19:19:53 +00:00
Sorseg
f9cf277634
Make RayMap map public (#18544)
Migration guide:
# Objective

Currently there seems to be no way to enable picking through
render-to-texture cameras

## Solution

This PR allows casting rays from the game code quite easily.

## Testing

- I've tested these in my game and it seems to work
- I haven't tested edge cases

--- 

## Showcase

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

```rust

fn cast_rays_from_additional_camera(
    cameras: Query<(&GlobalTransform, &Camera, Entity), With<RenderToTextureCamera>>,
    mut rays: ResMut<RayMap>,
    pointers: Query<(&PointerId, &PointerLocation)>,
) {
    for (camera_global_transform, camera, camera_entity) in &cameras {
        for (pointer_id, pointer_loc) in &pointers {
            let Some(viewport_pos) = pointer_loc.location() else {
                continue;
            };
            // if camera result is transformed in any way, the reverse transformation
            // should be applied somewhere here
            let ray = camera
                .viewport_to_world(camera_global_transform, viewport_pos.position)
                .ok();
            if let Some(r) = ray {
                rays.map.insert(RayId::new(camera_entity, *pointer_id), r);
            }
        }
    }
}

```

</details>

## Migration Guide
The `bevy_picking::backend::ray::RayMap::map` method is removed as
redundant,
In systems using `Res<RayMap>` replace `ray_map.map()` with
`&ray_map.map`
2025-03-25 19:15:20 +00:00
IceSentry
65d9a7535a
Move non-generic parts of the PrepassPipeline to internal field (#18322)
# Objective

- The prepass pipeline has a generic bound on the specialize function
but 95% of it doesn't need it

## Solution

- Move most of the fields to an internal struct and use a separate
specialize function for those fields

## Testing

- Ran the 3d_scene and it worked like before

---

## Migration Guide

If you were using a field of the `PrepassPipeline`, most of them have
now been move to `PrepassPipeline::internal`.

## Notes

Here's the cargo bloat size comparison (from this tool
https://github.com/bevyengine/bevy/discussions/14864):

```
before:
    (
        "<bevy_pbr::prepass::PrepassPipeline<M> as bevy_render::render_resource::pipeline_specializer::SpecializedMeshPipeline>::specialize",
        25416,
        0.05582993,
    ),

after:
    (
        "<bevy_pbr::prepass::PrepassPipeline<M> as bevy_render::render_resource::pipeline_specializer::SpecializedMeshPipeline>::specialize",
        2496,
        0.005490916,
    ),
    (
        "bevy_pbr::prepass::PrepassPipelineInternal::specialize",
        11444,
        0.025175499,
    ),
```

The size for the specialize function that is generic is now much
smaller, so users won't need to recompile it for every material.
2025-03-25 18:47:31 +00:00
IQuick 143
db923d6319
Fix mesh_picking not working due to mixing vertex and triangle indices. (#18533)
# Objective

- #18495 

## Solution

- The code in the PR #18232 accidentally used a vertex index as a
triangle index, causing the wrong triangle to be used for normal
computation and if the triangle went out of bounds, it would skip the
ray-hit.
- Don't do that.

## Testing

- Run `cargo run --example mesh_picking`
2025-03-25 18:27:35 +00:00
François Mockers
70c68417f0
don't flip sprites twice (#18535)
# Objective

- After #17041, sprite flipping doesn't work

## Solution

- Sprite flipping is applied twice:

b6ccc2a2a0/crates/bevy_sprite/src/render/mod.rs (L766-L773)

b6ccc2a2a0/crates/bevy_sprite/src/render/mod.rs (L792-L799)
- Keep one
2025-03-25 18:20:13 +00:00
Zachary Harrold
b6ccc2a2a0
Fix bevy_math/transform/input Improper Inclusion (#18526)
# Objective

Enabling `serialize`, `critical-section`, or `async-executor` would
improperly enable `bevy_math`, `bevy_input`, and/or `bevy_transform`.
This was caused by those crates previously being required but are now
optional (gated behind `std` and/or `libm`).

## Solution

- Added `?` to features not intended to enable those crates

## Testing

- CI
2025-03-25 08:20:51 +00:00
HugoPeters1024
a58a8bde2b
bugfix(frustra of point lights were not recalculated when a camera changes) (#18519)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/11682

## Solution

- https://github.com/bevyengine/bevy/pull/4086 introduced an
optimization to not do redundant calculations, but did not take into
account changes to the resource `global_lights`. I believe that my patch
includes the optimization benefit but adds the required nuance to fix
said bug.

## Testing

The example originally given by
[@kirillsurkov](https://github.com/kirillsurkov) and then updated by me
to bevy 15.3 here:
https://github.com/bevyengine/bevy/issues/11682#issuecomment-2746287416
will not have shadows without this patch:

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

#[derive(Resource)]
struct State {
    x: f32,
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_systems(Update, update)
        .insert_resource(State { x: -40.0 })
        .run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    commands.spawn((
        Mesh3d(meshes.add(Circle::new(4.0))),
        MeshMaterial3d(materials.add(Color::WHITE)),
    ));
    commands.spawn((
        Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
        MeshMaterial3d(materials.add(Color::linear_rgb(0.0, 1.0, 0.0))),
    ));
    commands.spawn((
        PointLight {
            shadows_enabled: true,
            ..default()
        },
        Transform::from_xyz(4.0, 8.0, 4.0),
    ));
    commands.spawn(Camera3d::default());
}

fn update(mut state: ResMut<State>, mut camera: Query<&mut Transform, With<Camera3d>>) {
    let mut camera = camera.single_mut().unwrap();

    let t = Vec3::new(state.x, 0.0, 10.0);
    camera.translation = t;
    camera.look_at(t - Vec3::Z, Vec3::Y);

    state.x = 0.0;
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2025-03-25 04:48:49 +00:00
Alice Cecile
6a981aaa6f
Define system param validation on a per-system parameter basis (#18504)
# Objective

When introduced, `Single` was intended to simply be silently skipped,
allowing for graceful and efficient handling of systems during invalid
game states (such as when the player is dead).

However, this also caused missing resources to *also* be silently
skipped, leading to confusing and very hard to debug failures. In
0.15.1, this behavior was reverted to a panic, making missing resources
easier to debug, but largely making `Single` (and `Populated`)
worthless, as they would panic during expected game states.

Ultimately, the consensus is that this behavior should differ on a
per-system-param basis. However, there was no sensible way to *do* that
before this PR.

## Solution

Swap `SystemParam::validate_param` from a `bool` to:

```rust
/// The outcome of system / system param validation,
/// used by system executors to determine what to do with a system.
pub enum ValidationOutcome {
    /// All system parameters were validated successfully and the system can be run.
    Valid,
    /// At least one system parameter failed validation, and an error must be handled.
    /// By default, this will result in1 a panic. See [crate::error] for more information.
    ///
    /// This is the default behavior, and is suitable for system params that should *always* be valid,
    /// either because sensible fallback behavior exists (like [`Query`] or because
    /// failures in validation should be considered a bug in the user's logic that must be immediately addressed (like [`Res`]).
    Invalid,
    /// At least one system parameter failed validation, but the system should be skipped due to [`ValidationBehavior::Skip`].
    /// This is suitable for system params that are intended to only operate in certain application states, such as [`Single`].
    Skipped,
}
```
Then, inside of each `SystemParam` implementation, return either Valid,
Invalid or Skipped.

Currently, only `Single`, `Option<Single>` and `Populated` use the
`Skipped` behavior. Other params (like resources) retain their current
failing

## Testing

Messed around with the fallible_params example. Added a pair of tests:
one for panicking when resources are missing, and another for properly
skipping `Single` and `Populated` system params.

## To do

- [x] get https://github.com/bevyengine/bevy/pull/18454 merged
- [x] fix the todo!() in the macro-powered tuple implementation (please
help 🥺)
- [x] test
- [x] write a migration guide
- [x] update the example comments

## Migration Guide

Various system and system parameter validation methods
(`SystemParam::validate_param`, `System::validate_param` and
`System::validate_param_unsafe`) now return and accept a
`ValidationOutcome` enum, rather than a `bool`. The previous `true`
values map to `ValidationOutcome::Valid`, while `false` maps to
`ValidationOutcome::Invalid`.

However, if you wrote a custom schedule executor, you should now respect
the new `ValidationOutcome::Skipped` parameter, skipping any systems
whose validation was skipped. By contrast, `ValidationOutcome::Invalid`
systems should also be skipped, but you should call the
`default_error_handler` on them first, which by default will result in a
panic.

If you are implementing a custom `SystemParam`, you should consider
whether failing system param validation is an error or an expected
state, and choose between `Invalid` and `Skipped` accordingly. In Bevy
itself, `Single` and `Populated` now once again skip the system when
their conditions are not met. This is the 0.15.0 behavior, but stands in
contrast to the 0.15.1 behavior, where they would panic.

---------

Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-03-25 04:27:20 +00:00
Joona Aalto
206599adf7
Add no_std compatible ceil method (#18498)
# Objective


[`f32::ceil`](https://doc.rust-lang.org/std/primitive.f32.html#method.ceil)
is not available in `core`. We have `floor` in `bevy_math::ops`, but no
equivalent for `floor`.

## Solution

Add `ops::ceil` for `no_std` compatibility.
2025-03-25 04:18:00 +00:00
Erick Z
933752ad46
Don't panic on temporary files in file watcher (#18462)
# Objective

Fixes #18461

Apparently `RustRover` creates a temporary file with a tilde like
`load_scene_example.scn.ron~` and at the moment of calling
`.canonicalize()` the file does not exists anymore.

## Solution

Not call `.unwrap()` and return `None` fixes the issue. 

## Testing

- `cargo ci`: OK
- Tested the `scene` example with `file_watcher` feature and it works as
expected.

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-03-25 04:16:33 +00:00
Greeble
584c6665f9
Reduce dependencies on bevy_render by preferring bevy_mesh imports (#18437)
## Objective

Reduce dependencies on `bevy_render` by preferring `bevy_mesh` imports
over `bevy_render` re-exports.

```diff
- use bevy_render::mesh::Mesh;
+ use bevy_mesh::Mesh;
```

This is intended to help with #18423 (render crate restructure). Affects
`bevy_gltf`, `bevy_animation` and `bevy_picking`.

## But Why?

As part of #18423, I'm assuming there'll be a push to make crates less
dependent on the big render crates. This PR seemed like a small and safe
step along that path - it only changes imports and makes the `bevy_mesh`
crate dependency explicit in `Cargo.toml`. Any remaining dependencies on
`bevy_render` are true dependencies.

## Testing

```
cargo run --example testbed_3d
cargo run --example mesh_picking
```
2025-03-25 04:14:42 +00:00
Kristoffer Søholm
7a37c4a109
Update bincode to 2.0 (#18396)
# Objective

Update bincode

## Solution

Fix compilation for #18352 by reading the [migration
guide](https://github.com/bincode-org/bincode/blob/trunk/docs/migration_guide.md)

Also fixes an unused import warning I got when running the tests for
bevy_reflect.
2025-03-25 04:09:46 +00:00
JMS55
8481b63ed8
Record bloom render commands in parallel (#18330)
Closes https://github.com/bevyengine/bevy/issues/18304.

Requesting that someone more experienced with tracy test performance on
a larger scene please!
2025-03-25 04:06:42 +00:00
Martín Maita
37b62b83c4
Update accesskit and accesskit_winit requirements (#18285)
# Objective

- Fixes #18225

## Solution

-  Updated `accesskit` version requirement from 0.17 to 0.18
-  Updated `accesskit_winit` version requirement from 0.23 to 0.25

## Testing

- Ran CI checks locally.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-03-25 04:04:28 +00:00
Joshua Maleszewski
751263ddaf
AssetServer out of bounds protection (#18088)
Addresses Issue #18073

---------

Co-authored-by: Threadzless <threadzless@gmail.com>
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2025-03-25 04:02:22 +00:00
ickshonpe
390877cdae
ExtractedSprites slice buffer (#17041)
# Objective

Instead of extracting an individual sprite per glyph of a text spawn or
slice of a nine-patched sprite, add a buffer to store the extracted
slice geometry.

Fixes #16972

## Solution

* New struct `ExtractedSlice` to hold sprite slice size, position and
atlas info (for text each glyph is a slice).
* New resource `ExtractedSlices` that wraps the `ExtractedSlice` buffer.
This is a separate resource so it can be used without sprites (with a
text material, for example).
* New enum `ExtractedSpriteKind` with variants `Single` and `Slices`.
`Single` represents a single sprite, `Slices` contains a range into the
`ExtractedSlice` buffer.
* Only queue a single `ExtractedSprite` for sets of glyphs or slices and
push the geometry for each individual slice or glyph into the
`ExtractedSlice` buffer.
* Modify `ComputedTextureSlices` to return an `ExtractedSlice` iterator
instead of `ExtractedSprites`.
* Modify `extract_text2d_sprite` to only queue new `ExtractedSprite`s on
font changes and otherwise push slices.

I don't like the name `ExtractedSpriteKind` much, it's a bit redundant
and too haskellish. But although it's exported, it's not something users
will interact with most of the time so don't want to overthink it.

## Testing
yellow = this pr, red = main

```cargo run --example many_glyphs --release --features "trace_tracy" -- --no-ui```

<img width="454" alt="many-glyphs" src="https://github.com/user-attachments/assets/711b52c9-2d4d-43c7-b154-e81a69c94dce" />

```cargo run --example many_text2d --release --features "trace_tracy"```
<img width="415" alt="many-text2d"
src="https://github.com/user-attachments/assets/5ea2480a-52e0-4cd0-9f12-07405cf6b8fa"
/>

## Migration Guide
* `ExtractedSprite` has a new `kind: ExtractedSpriteKind` field with
variants `Single` and `Slices`.
- `Single` represents a single sprite. `ExtractedSprite`'s `anchor`,
`rect`, `scaling_mode` and `custom_size` fields have been moved into
`Single`.
- `Slices` contains a range that indexes into a new resource
`ExtractedSlices`. Slices are used to draw elements composed from
multiple sprites such as text or nine-patched borders.
* `ComputedTextureSlices::extract_sprites` has been renamed to
`extract_slices`. Its `transform` and `original_entity` parameters have
been removed.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2025-03-25 03:51:50 +00:00
damccull
16dacb0fb6
Update linux_dependencies.md (#18523)
# Objective

The latest version of nixpkgs doesn't include the file, breaking the old
link.

## Solution

Change the nixos packaging example link to a permalink with the latest
known version of the 'jumpy' program.

## Testing

- Did you test these changes? If so, how?
  - No testing needed. Just a link change.
- Are there any parts that need more testing?
  - No
2025-03-25 01:51:18 +00:00
Zachary Harrold
6bb7573a33
Switch from OnceCell to LazyLock in bevy_tasks (#18506)
# Objective

Remove `critical-section` from required dependencies, allowing linking
without any features.

## Solution

- Switched from `OnceCell` to `LazyLock`
- Removed `std` feature from `bevy_dylib` (proof that it works)

## Testing

- CI
2025-03-24 07:43:22 +00:00
andriyDev
08d3b113e0
Delete unused weak_handle INSTANCE_INDEX_SHADER_HANDLE. (#18507)
# Objective

- This variable is unused and never populated. I searched for the
literal text of the const and got no hits.

## Solution

- Delete it!

## Testing

- None.
2025-03-24 07:42:06 +00:00
Alice Cecile
ce7d4e41d6
Make system param validation rely on the unified ECS error handling via the GLOBAL_ERROR_HANDLER (#18454)
# Objective

There are two related problems here:

1. Users should be able to change the fallback behavior of *all*
ECS-based errors in their application by setting the
`GLOBAL_ERROR_HANDLER`. See #18351 for earlier work in this vein.
2. The existing solution (#15500) for customizing this behavior is high
on boilerplate, not global and adds a great deal of complexity.

The consensus is that the default behavior when a parameter fails
validation should be set based on the kind of system parameter in
question: `Single` / `Populated` should silently skip the system, but
`Res` should panic. Setting this behavior at the system level is a
bandaid that makes getting to that ideal behavior more painful, and can
mask real failures (if a resource is missing but you've ignored a system
to make the Single stop panicking you're going to have a bad day).

## Solution

I've removed the existing `ParamWarnPolicy`-based configuration, and
wired up the `GLOBAL_ERROR_HANDLER`/`default_error_handler` to the
various schedule executors to properly plumb through errors .

Additionally, I've done a small cleanup pass on the corresponding
example.

## Testing

I've run the `fallible_params` example, with both the default and a
custom global error handler. The former panics (as expected), and the
latter spams the error console with warnings 🥲

## Questions for reviewers

1. Currently, failed system param validation will result in endless
console spam. Do you want me to implement a solution for warn_once-style
debouncing somehow?
2. Currently, the error reporting for failed system param validation is
very limited: all we get is that a system param failed validation and
the name of the system. Do you want me to implement improved error
reporting by bubbling up errors in this PR?
3. There is broad consensus that the default behavior for failed system
param validation should be set on a per-system param basis. Would you
like me to implement that in this PR?

My gut instinct is that we absolutely want to solve 2 and 3, but it will
be much easier to do that work (and review it) if we split the PRs
apart.

## Migration Guide

`ParamWarnPolicy` and the `WithParamWarnPolicy` have been removed
completely. Failures during system param validation are now handled via
the `GLOBAL_ERROR_HANDLER`: please see the `bevy_ecs::error` module docs
for more information.

---------

Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
2025-03-24 05:58:05 +00:00
Zachary Harrold
13fdae1694
Address Lints in bevy_reflect (#18479)
# Objective

On Windows there are several unaddressed lints raised by clippy.

## Solution

Addressed them!

## Testing

- CI on Windows & Ubuntu
2025-03-23 23:53:31 +00:00
François Mockers
1ffa8254d4
enable x11 by default in bevy_winit (#18475)
# Objective

- building bevy_winit on linux fails with
```
error: The platform you're compiling for is not supported by winit
  --> /home/runner/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/winit-0.30.9/src/platform_impl/mod.rs:78:1
   |
78 | compile_error!("The platform you're compiling for is not supported by winit");
   | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
```
- this blocks publishing Bevy from linux during the verification step

## Solution

- Enable `x11` by default when building bevy_winit, and disable default
features of bevy_winit in bevy_internal
- This doesn't change anything when depending on Bevy
2025-03-23 23:52:58 +00:00
darth levi
f6578adf7b
register ComputedNodeTarget (#18503)
I had no reference to `ComputedNodeTarget` in my project. After updating
to bevy 0.16.0-rc1 i got a compile error complaining about this.
2025-03-23 23:50:15 +00:00
François Mockers
031f67ebb6
fix error and lints when building for wasm32 (#18500)
# Objective

- Some crates don't compile or have clippy warnings when building for
wasm32

## Solution

- bevy_asset: unused lifetime
- bevy_gltf: the error is not too large in wasm32
- bevy_remote: fails to compile as feature http is also gated on wasm32
- bevy_winit: unused import `error`
2025-03-23 22:06:28 +00:00
Zachary Harrold
dd56d45557
Address lints in bevy_asset (#18502)
# Objective

`cargo clippy -p bevy_asset` warns on a pair of lints on my Windows 10
development machine (return from let binding).

## Solution

Addressed them!

## Testing

- CI
2025-03-23 22:05:12 +00:00
Ida "Iyes
7161e9ca20
Regression fix: Reintroduce sorting/reordering methods on Children (#18476)
# Objective

Bevy 0.15 used to have methods on `Children` for sorting and reordering
them. This is very important, because in certain situations, the order
of children matters. For example, in the context of UI nodes.

These methods are missing/omitted/forgotten in the current version,
after the Relationships rework.

Without them, it is impossible for me to upgrade `iyes_perf_ui` to Bevy
0.16.

## Solution

Reintroduce the methods. This PR simply copy-pastes them from Bevy 0.15.
2025-03-23 22:02:22 +00:00