# Objective
#19366 implemented core button widgets, which included the `Depressed`
state component.
`Depressed` was chosen instead of `Pressed` to avoid conflict with the
`Pointer<Pressed>` event, but it is problematic and awkward in many
ways:
- Using the word "depressed" for such a high-traffic type is not great
due to the obvious connection to "depressed" as in depression.
- "Depressed" is not what I would search for if I was looking for a
component like this, and I'm not aware of any other engine or UI
framework using the term.
- `Depressed` is not a very natural pair to the `Pointer<Pressed>`
event.
- It might be because I'm not a native English speaker, but I have very
rarely heard someone say "a button is depressed". Seeing it, my mind
initially goes from "depression??" to "oh, de-pressed, meaning released"
and definitely not "is pressed", even though that *is* also a valid
meaning for it.
A related problem is that the current `Pointer<Pressed>` and
`Pointer<Released>` event names use a different verb tense than all of
our other observer events such as `Pointer<Click>` or
`Pointer<DragStart>`. By fixing this and renaming `Pressed` (and
`Released`), we can then use `Pressed` instead of `Depressed` for the
state component.
Additionally, the `IsHovered` and `IsDirectlyHovered` components added
in #19366 use an inconsistent naming; the other similar components don't
use an `Is` prefix. It also makes query filters like `Has<IsHovered>`
and `With<IsHovered>` a bit more awkward.
This is partially related to Cart's [picking concept
proposal](https://gist.github.com/cart/756e48a149db2838028be600defbd24a?permalink_comment_id=5598154).
## Solution
- Rename `Pointer<Pressed>` to `Pointer<Press>`
- Rename `Pointer<Released>` to `Pointer<Release>`
- Rename `Depressed` to `Pressed`
- Rename `IsHovered` to `Hovered`
- Rename `IsDirectlyHovered` to `DirectlyHovered`
# Objective
Part of #19236
## Solution
Adds a new `bevy_core_widgets` crate containing headless widget
implementations. This PR adds a single `CoreButton` widget, more widgets
to be added later once this is approved.
## Testing
There's an example, ui/core_widgets.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
As discussed in #19285, some of our names conflict. `Entry` in bevy_ecs
is one of those overly general names.
## Solution
Rename this type (and the related types) to `ComponentEntry`.
---------
Co-authored-by: urben1680 <55257931+urben1680@users.noreply.github.com>
# Objective
I set out with one simple goal: clearly document the differences between
each of the component lifecycle events via module docs.
Unfortunately, no such module existed: the various lifecycle code was
scattered to the wind.
Without a unified module, it's very hard to discover the related types,
and there's nowhere good to put my shiny new documentation.
## Solution
1. Unify the assorted types into a single
`bevy_ecs::component_lifecycle` module.
2. Write docs.
3. Write a migration guide.
## Testing
Thanks CI!
## Follow-up
1. The lifecycle event names are pretty confusing, especially
`OnReplace`. We should consider renaming those. No bikeshedding in my PR
though!
2. Observers need real module docs too :(
3. Any additional functional changes should be done elsewhere; this is a
simple docs and re-org PR.
---------
Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
## Objective
Fixes#19051.
---
## Solution
Originally implemented `compiler_error!()` within bevy_tasks/src/lib.rs
file to provide descriptive message regarding missing feature. However,
a cleaner approach was to add `async_executor` to the array of features
enabled by `multi_threaded` instead. This removes the need for users to
manually add `features = ["multi_threaded", "async_executor"]`
separately as needed to be done previously.
---
## Testing
These changes were tested using a minimal, external project designed to
specifically test whether the standalone `multi_threaded` feature for
`bevy_tasks` with `default-features` disabled worked as intended without
running into any compile-time error.
### How it was tested:
1. A `bevy_tasks_test` binary project was set up in an external
directory.
2. Its `Cargo.toml` was configured to depend on the local `bevy_tasks`,
explicitly disabling default features and enabling only
`multi_threaded`.
3. A simple `bevy_tasks_test/bin/bevy_crates_test.rs` was created and
configured within `Cargo.toml` file where bevy_tasks was set to the
local version of the crate with the modified changes and `cargo add
bevy_platform` was executed through the terminal since that dependency
is also needed to execute the sample examples.
4. Then both the `examples/busy_behavior.rs` and
`examples/idle_behavior.rs` code was added and tested with just the
`multi_threaded` feature was enabled and the code executed successfully.
### Results:
The code executed successfully for both examples where a threadPool was
utilized with 4 tasks and spawning 40 tasks that spin for 100ms.
Demonstrating how the threads finished executing all the tasks
simultaneously after a brief delay of less than a second (this is
referencing `bevy_tasks/examples/busy_behavior.rs`). Alongside the
second example where one thread per logical core was was utilized for a
single spinning task and aside from utilizing the single thread, system
was intended to remain idle as part of good practice when it comes to
handling small workloads. (this is referencing
`bevy_tasks/examples/idle_behavior.rs`).
### How to test:
Reviewers can easily verify this by:
1. Checking out this PR.
2. Creating `cargo new bevy_tasks_test` and the `Cargo.toml` should look
something like this:
```toml
# bevy/tests/compile_fail_tasks/Cargo.toml
[package]
name = "bevy_tasks_test"
version = "0.1.0"
edition = "2021"
publish = false
[dependencies]
# path to bevy_tasks sub-crate to test locally
bevy_tasks = { path = "../../bevy_tasks", default-features = false,
features = ["multi_threaded"] }
bevy_platform = "0.16.1"
```
3. Copying the examples within bevy_creates/examples one by one and
testing them separately within `src/main.rs` to check whether the
examples work.
4. Then simply running `cargo run` within the terminal should suffice to
test if the single `multi_threaded` feature works without the need for
separately adding `async_executor` as `multi_threaded` already uses
`async_executor` internally.
### Platforms tested:
macOS (aarch64). As a `#[cfg]` based compile-time check, behavior should
be consistent across platforms.
# Objective
Fixes#19403
As described in the issue, the objective is to support the use of
systems returning `Result<(), BevyError>` and
`Result<bool, BevyError>` as run conditions. In these cases, the run
condition would hold on `Ok(())` and `Ok(true)` respectively.
## Solution
`IntoSystem<In, bool, M>` cannot be implemented for systems returning
`Result<(), BevyError>` and `Result<bool, BevyError>` as that would
conflict with their trivial implementation of the trait. That led me to
add a method to the sealed trait `SystemCondition` that does the
conversion. In the original case of a system returning `bool`, the
system is returned as is. With the new types, the system is combined
with `map()` to obtain a `bool`.
By the way, I'm confused as to why `SystemCondition` has a generic `In`
parameter as it is only ever used with `In = ()` as far as I can tell.
## Testing
I added a simple test for both type of system. That's minimal but it
felt enough. I could not picture the more complicated tests passing for
a run condition returning `bool` and failing for the new types.
## Doc
I documenting the change on the page of the trait. I had trouble wording
it right but I'm not sure how to improve it. The phrasing "the condition
returns `true`" which reads naturally is now technically incorrect as
the new types return a `Result`. However, the underlying condition
system that the implementing system turns into does indeed return
`bool`. But talking about the implementation details felt too much.
Another possibility is to use another turn of phrase like "the condition
holds" or "the condition checks out". I've left "the condition returns
`true`" in the documentation of `run_if` and the provided methods for
now.
I'm perplexed about the examples. In the first one, why not implement
the condition directly instead of having a system returning it? Is it
from a time of Bevy where you had to implement your conditions that way?
In that case maybe that should be updated. And in the second example I'm
missing the point entirely. As I stated above, I've only seen conditions
used in contexts where they have no input parameter. Here we create a
condition with an input parameter (cannot be used by `run_if`) and we
are using it with `pipe()` which actually doesn't need our system to
implement `SystemCondition`. Both examples are also calling
`IntoSystem::into_system` which should not be encouraged. What am I
missing?
# Objective
- Cleanup related to #19495.
## Solution
- Delete `System::component_access()`. It is redundant with
`System::component_access_set().combined_access()`.
## Testing
- None. There are no callers of this function.
# Objective
In the past I had custom data structures containing `Tick`s. I learned
that these need to be regularly checked to clamp them. But there was no
way to hook into that logic so I abandoned storing ticks since then.
Another motivation to open this up some more is to be more able to do a
correct implementation of `System::check_ticks`.
## Solution
Add `CheckChangeTicks` and trigger it in `World::check_change_ticks`.
Make `Tick::check_tick` public.
This event makes it possible to store ticks in components or resources
and have them checked.
I also made `Schedules::check_change_ticks` public so users can store
schedules in custom resources/components for whatever reasons.
## Testing
The logic boils down to a single `World::trigger` call and I don't think
this needs more tests.
## Alternatives
Making this obsolete like with #15683.
---
## Showcase
From the added docs:
```rs
use bevy_ecs::prelude::*;
use bevy_ecs::component::CheckChangeTicks;
#[derive(Resource)]
struct CustomSchedule(Schedule);
let mut world = World::new();
world.add_observer(|tick: Trigger<CheckChangeTicks>, mut schedule: ResMut<CustomSchedule>| {
schedule.0.check_change_ticks(tick.get());
});
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#19136
## Solution
- Add a new container attribute which when set does not emit
`BundleFromComponents`
## Testing
- Did you test these changes?
Yes, a new test was added.
- Are there any parts that need more testing?
Since `BundleFromComponents` is unsafe I made extra sure that I did not
misunderstand its purpose. As far as I can tell, _not_ implementing it
is ok.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Nope
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
I don't think the platform is relevant
---
One thing I am not sure about is how to document this? I'll gladly add
it
---------
Signed-off-by: Marcel Müller <neikos@neikos.email>
# Objective
`SystemSet`s are surprisingly rich and nuanced, but are extremely poorly
documented.
Fixes#19536.
## Solution
Explain the basic concept of system sets, how to create them, and give
some opinionated advice about their more advanced functionality.
## Follow-up
I'd like proper module level docs on system ordering that I can link to
here, but they don't exist. Punting to follow-up!
---------
Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
# Objective
Rename `JustifyText`:
* The name `JustifyText` is just ugly.
* It's inconsistent since no other `bevy_text` types have a `Text-`
suffix, only prefix.
* It's inconsistent with the other text layout enum `Linebreak` which
doesn't have a prefix or suffix.
Fixes#19521.
## Solution
Rename `JustifyText` to `Justify`.
Without other context, it's natural to assume the name `Justify` refers
to text justification.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes#4381
## Solution
- Replace `component_access` with `component_access_set` when
determining conflicting systems during schedule building.
- All `component_access()` impls just forward to
`&component_access_set().combined_access`, so we are essentially trading
`Access::is_compatible` for `FilteredAccessSet::is_compatible`.
- `FilteredAccessSet::get_conflicts` internally calls
`combined_access.is_compatible` as the first step, so we can remove that
redundant check.
## Testing
- Un-ignored a previously failing test now that it passes!
- Ran the `build_schedule` benchmark and got basically no change in the
results. Perhaps are benchmarks are just not targetted towards this
situation.
```
$ critcmp main fix-ambiguity -f 'build_schedule'
group fix-ambiguity main
----- ------------- ----
build_schedule/1000_schedule 1.00 2.9±0.02s ? ?/sec 1.01 2.9±0.05s ? ?/sec
build_schedule/1000_schedule_no_constraints 1.02 48.3±1.48ms ? ?/sec 1.00 47.4±1.78ms ? ?/sec
build_schedule/100_schedule 1.00 9.9±0.17ms ? ?/sec 1.06 10.5±0.32ms ? ?/sec
build_schedule/100_schedule_no_constraints 1.00 804.7±21.85µs ? ?/sec 1.03 828.7±19.36µs ? ?/sec
build_schedule/500_schedule 1.00 451.7±7.25ms ? ?/sec 1.04 468.9±11.70ms ? ?/sec
build_schedule/500_schedule_no_constraints 1.02 12.7±0.46ms ? ?/sec 1.00 12.5±0.44ms ? ?/sec
```
# Objective
`Entity::PLACEHOLDER` acts as a magic number that will *probably* never
really exist, but it certainly could. And, `Entity` has a niche, so the
only reason to use `PLACEHOLDER` is as an alternative to `MaybeUninit`
that trades safety risks for logic risks.
As a result, bevy has generally advised against using `PLACEHOLDER`, but
we still use if for a lot internally. This pr starts removing internal
uses of it, starting from observers.
## Solution
Change all trigger target related types from `Entity` to
`Option<Entity>`
Small migration guide to come.
## Testing
CI
## Future Work
This turned a lot of code from
```rust
trigger.target()
```
to
```rust
trigger.target().unwrap()
```
The extra panic is no worse than before; it's just earlier than
panicking after passing the placeholder to something else.
But this is kinda annoying.
I would like to add a `TriggerMode` or something to `Event` that would
restrict what kinds of targets can be used for that event. Many events
like `Removed` etc, are always triggered with a target. We can make
those have a way to assume Some, etc. But I wanted to save that for a
future pr.
# Objective
At the moment, if someone wants to despawn all the children of an
entity, they would need to use `despawn_related::<Children>();`.
In my opinion, this makes a very common operation less easily
discoverable and require some understanding of Entity Relationships.
## Solution
Adding a `despawn_children ` makes a very simple, discoverable and
readable way to despawn all the children while maintaining cohesion with
other similar methods.
## Testing
The implementation itself is very simple as it simply wraps around
`despawn_related` with `Children` as the generic type.
I gave it a quick try by modifying the parenting example and it worked
as expected.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
- Fix https://github.com/bevyengine/bevy/issues/13843
- Clarify the difference between Mut and &mut when accessing query data
## Solution
- Mention `Mut` in `QueryData` docs as an example of a type that
implements this trait
- Give example of `iter_mut` vs `iter` access to `Mut` and `& mut`
parameters
## Testing
-
# Objective
Make the restrictions of `transmute_lens` and related functions clearer.
Related issue: https://github.com/bevyengine/bevy/issues/12156
Related PR: https://github.com/bevyengine/bevy/pull/12157
## Solution
* Make it clearer that the set of returned entities is a subset of those
from the original query
* Move description of read/write/required access to a table
* Reference the new table in `transmute_lens` docs from the other
`transmute_lens*` functions
## Testing
cargo doc --open locally to check this render correctly
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
Add specialized UI transform `Component`s and fix some related problems:
* Animating UI elements by modifying the `Transform` component of UI
nodes doesn't work very well because `ui_layout_system` overwrites the
translations each frame. The `overflow_debug` example uses a horrible
hack where it copies the transform into the position that'll likely
cause a panic if any users naively copy it.
* Picking ignores rotation and scaling and assumes UI nodes are always
axis aligned.
* The clipping geometry stored in `CalculatedClip` is wrong for rotated
and scaled elements.
* Transform propagation is unnecessary for the UI, the transforms can be
updated during layout updates.
* The UI internals use both object-centered and top-left-corner-based
coordinates systems for UI nodes. Depending on the context you have to
add or subtract the half-size sometimes before transforming between
coordinate spaces. We should just use one system consistantly so that
the transform can always be directly applied.
* `Transform` doesn't support responsive coordinates.
## Solution
* Unrequire `Transform` from `Node`.
* New components `UiTransform`, `UiGlobalTransform`:
- `Node` requires `UiTransform`, `UiTransform` requires
`UiGlobalTransform`
- `UiTransform` is a 2d-only equivalent of `Transform` with a
translation in `Val`s.
- `UiGlobalTransform` newtypes `Affine2` and is updated in
`ui_layout_system`.
* New helper functions on `ComputedNode` for mapping between viewport
and local node space.
* The cursor position is transformed to local node space during picking
so that it respects rotations and scalings.
* To check if the cursor hovers a node recursively walk up the tree to
the root checking if any of the ancestor nodes clip the point at the
cursor. If the point is clipped the interaction is ignored.
* Use object-centered coordinates for UI nodes.
* `RelativeCursorPosition`'s coordinates are now object-centered with
(0,0) at the the center of the node and the corners at (±0.5, ±0.5).
* Replaced the `normalized_visible_node_rect: Rect` field of
`RelativeCursorPosition` with `cursor_over: bool`, which is set to true
when the cursor is over an unclipped point on the node. The visible area
of the node is not necessarily a rectangle, so the previous
implementation didn't work.
This should fix all the logical bugs with non-axis aligned interactions
and clipping. Rendering still needs changes but they are far outside the
scope of this PR.
Tried and abandoned two other approaches:
* New `transform` field on `Node`, require `GlobalTransform` on `Node`,
and unrequire `Transform` on `Node`. Unrequiring `Transform` opts out of
transform propagation so there is then no conflict with updating the
`GlobalTransform` in `ui_layout_system`. This was a nice change in its
simplicity but potentially confusing for users I think, all the
`GlobalTransform` docs mention `Transform` and having special rules for
how it's updated just for the UI is unpleasently surprising.
* New `transform` field on `Node`. Unrequire `Transform` on `Node`. New
`transform: Affine2` field on `ComputedNode`.
This was okay but I think most users want a separate specialized UI
transform components. The fat `ComputedNode` doesn't work well with
change detection.
Fixes#18929, #18930
## Testing
There is an example you can look at:
```
cargo run --example ui_transform
```
Sometimes in the example if you press the rotate button couple of times
the first glyph from the top label disappears , I'm not sure what's
causing it yet but I don't think it's related to this PR.
## Migration Guide
New specialized 2D UI transform components `UiTransform` and
`UiGlobalTransform`. `UiTransform` is a 2d-only equivalent of
`Transform` with a translation in `Val`s. `UiGlobalTransform` newtypes
`Affine2` and is updated in `ui_layout_system`.
`Node` now requires `UiTransform` instead of `Transform`. `UiTransform`
requires `UiGlobalTransform`.
In previous versions of Bevy `ui_layout_system` would overwrite UI
node's `Transform::translation` each frame. `UiTransform`s aren't
overwritten and there is no longer any need for systems that cache and
rewrite the transform for translated UI elements.
`RelativeCursorPosition`'s coordinates are now object-centered with
(0,0) at the the center of the node and the corners at (±0.5, ±0.5). Its
`normalized_visible_node_rect` field has been removed and replaced with
a new `cursor_over: bool` field which is set to true when the cursor is
hovering an unclipped area of the UI node.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- A preparation for the 'system as entities'
- The current system has a series of states such as `is_send`,
`is_exclusive`, `has_defered`, As `system as entites` landed, it may
have more states. Using Bitflags to unify all states is a more concise
and performant approach
## Solution
- Using Bitflags to unify system state.
# Objective
Fixes#19464
## Solution
Instead of clearing previous `PickingInteractions` before updating, we
clear them last for those components that weren't updated, and use
`set_if_neq` when writing.
## Testing
I tried the sprite_picking example and it still works.
You can add the following system to picking examples to check that
change detection works as intended:
```rust
fn print_picking(query: Query<(Entity, &PickingInteraction), Changed<PickingInteraction>>) {
for (entity, interaction) in &query {
println!("{entity} {interaction:?}");
}
}
```
# Objective
Deny missing docs for bevy_ecs_macros, towards
https://github.com/bevyengine/bevy/issues/3492.
## Solution
More docs of the form
```
/// Does the thing
fn do_the_thing() {}
```
But I don't think the derive macros are where anyone is going to be
looking for details of these concepts and deny(missing_docs) inevitably
results in some items having noddy docs.
# Objective
Certain classes of games, usually those with enormous worlds, require
some amount of support for double-precision. Libraries like `big_space`
exist to allow for large worlds while integrating cleanly with Bevy's
primarily single-precision ecosystem, but even then, games will often
still work directly in double-precision throughout the part of the
pipeline that feeds into the Bevy interface.
Currently, working with double-precision types in Bevy is a pain. `glam`
provides types like `DVec3`, but Bevy doesn't provide double-precision
analogs for `glam` wrappers like `Dir3`. This is mostly because doing so
involves one of:
- code duplication
- generics
- templates (like `glam` uses)
- macros
Each of these has issues that are enough to be deal-breakers as far as
maintainability, usability or readability. To work around this, I'm
putting together `bevy_dmath`, a crate that duplicates `bevy_math` types
and functionality to allow downstream users to enjoy the ergonomics and
power of `bevy_math` in double-precision. For the most part, it's a
smooth process, but in order to fully integrate, there are some
necessary changes that can only be made in `bevy_math`.
## Solution
This PR addresses the first and easiest issue with downstream
double-precision math support: `VectorSpace` currently can only
represent vector spaces over `f32`. This automatically closes the door
to double-precision curves, among other things. This restriction can be
easily lifted by allowing vector spaces to specify the underlying scalar
field. This PR adds a new trait `ScalarField` that satisfies the
properties of a scalar field (the ones that can be upheld statically)
and adds a new associated type `type Scalar: ScalarField` to
`VectorSpace`. It's mostly an unintrusive change. The biggest annoyances
are:
- it touches a lot of curve code
- `bevy_math::ops` doesn't support `f64`, so there are some annoying
workarounds
As far as curves code, I wanted to make this change unintrusive and
bite-sized, so I'm trying to touch as little code as possible. To prove
to myself it can be done, I went ahead and (*not* in this PR) migrated
most of the curves API to support different `ScalarField`s and it went
really smoothly! The ugliest thing was adding `P::Scalar: From<usize>`
in several places. There's an argument to be made here that we should be
using `num-traits`, but that's not immediately relevant. The point is
that for now, the smallest change I could make was to go into every
curve impl and make them generic over `VectorSpace<Scalar = f32>`.
Curves work exactly like before and don't change the user API at all.
# Follow-up
- **Extend `bevy_math::ops` to work with `f64`.** `bevy_math::ops` is
used all over, and if curves are ever going to support different
`ScalarField` types, we'll need to be able to use the correct `std` or
`libm` ops for `f64` types as well. Adding an `ops64` mod turned out to
be really ugly, but I'll point out the maintenance burden is low because
we're not going to be adding new floating-point ops anytime soon.
Another solution is to build a floating-point trait that calls the right
op variant and impl it for `f32` and `f64`. This reduces maintenance
burden because on the off chance we ever *do* want to go modify it, it's
all tied together: you can't change the interface on one without
changing the trait, which forces you to update the other. A third option
is to use `num-traits`, which is basically option 2 but someone else did
the work for us. They already support `no_std` using `libm`, so it would
be more or less a drop-in replacement. They're missing a couple
floating-point ops like `floor` and `ceil`, but we could make our own
floating-point traits for those (there's even the potential for
upstreaming them into `num-traits`).
- **Tweak curves to accept vector spaces over any `ScalarField`.**
Curves are ready to support custom scalar types as soon as the bullet
above is addressed. I will admit that the code is not as fun to look at:
`P::Scalar` instead of `f32` everywhere. We could consider an alternate
design where we use `f32` even to interpolate something like a `DVec3`,
but personally I think that's a worse solution than parameterizing
curves over the vector space's scalar type. At the end of the day, it's
not really bad to deal with in my opinion... `ScalarType` supports
enough operations that working with them is almost like working with raw
float types, and it unlocks a whole ecosystem for games that want to use
double-precision.
# Objective
#19421 implemented `Ord` for `EntityGeneration` along the lines of [the
impl from
slotmap](https://docs.rs/slotmap/latest/src/slotmap/util.rs.html#8):
```rs
/// Returns if a is an older version than b, taking into account wrapping of
/// versions.
pub fn is_older_version(a: u32, b: u32) -> bool {
let diff = a.wrapping_sub(b);
diff >= (1 << 31)
}
```
But that PR and the slotmap impl are different:
**slotmap impl**
- if `(1u32 << 31)` is greater than `a.wrapping_sub(b)`, then `a` is
older than `b`
- if `(1u32 << 31)` is equal to `a.wrapping_sub(b)`, then `a` is older
than `b`
- if `(1u32 << 31)` is less than `a.wrapping_sub(b)`, then `a` is equal
or newer than `b`
**previous PR impl**
- if `(1u32 << 31)` is greater than `a.wrapping_sub(b)`, then `a` is
older than `b`
- if `(1u32 << 31)` is equal to `a.wrapping_sub(b)`, then `a` is equal
to `b` ⚠️
- if `(1u32 << 31)` is less than `a.wrapping_sub(b)`, then `a` is newer
than `b` ⚠️
This ordering is also not transitive, therefore it should not implement
`PartialOrd`.
## Solution
Fix the impl in a standalone method, remove the `Partialord`/`Ord`
implementation.
## Testing
Given the first impl was wrong and got past reviews, I think a new unit
test is justified.
# Objective
- Fixes#18109.
## Solution
- All these docs now mention screen-space vs world-space.
- `start_pos` and `latest_pos` both link to `viewport_to_world` and
`viewport_to_world_2d`.
- The remaining cases are all deltas. Unfortunately `Camera` doesn't
have an appropriate method for these cases, and implementing one would
be non-trivial (e.g., the delta could have a different world-space size
based on the depth). For these cases, I just link to `Camera` and
suggest using some of its methods. Not a great solution, but at least it
gets users on the correct track.
# Objective
As discussed in #19285, we do a poor job at keeping the namespace tidy
and free of duplicates / user-conflicting names in places. `cosmic_text`
re-exports were the worst offender.
## Solution
Remove the re-exports completely. While the type aliases were quite
thoughtful, they weren't used in any of our code / API.
# Objective
- Partial fix#19504
- As more features were added to Bevy ECS, certain core hot-path
function calls exceeded LLVM's automatic inlining threshold, leading to
significant performance regressions in some cases.
## Solution
- inline more functions.
## Performance
This brought nearly 3x improvement in Windows bench (using Sander's
testing code)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- #19504 showed a 11x regression in getting component values for
unregistered components. This pr should fix that and improve others a
little too.
- This is some cleanup work from #18173 .
## Solution
- Whenever we expect a component value to exist, we only care about
fully registered components, not queued to be registered components
since, for the value to exist, it must be registered.
- So we can use the faster `get_valid_*` instead of `get_*` in a lot of
places.
- Also found a bug where `valid_*` did not forward to `get_valid_*`
properly. That's fixed.
## Testing
CI
# Objective
add functionality to allow propagating components to children. requested
originally for `RenderLayers` but can be useful more generally.
## Solution
- add `HierarchyPropagatePlugin<C, F=()>` which schedules systems to
propagate components through entities matching `F`
- add `Propagate<C: Component + Clone + PartialEq>` which will cause `C`
to be added to all children
more niche features:
- add `PropagateStop<C>` which stops the propagation at this entity
- add `PropagateOver<C>` which allows the propagation to continue to
children, but doesn't add/remove/modify a `C` on this entity itself
## Testing
see tests inline
## Notes
- could happily be an out-of-repo plugin
- not sure where it lives: ideally it would be in `bevy_ecs` but it
requires a `Plugin` so I put it in `bevy_app`, doesn't really belong
there though.
- i'm not totally up-to-date on triggers and observers so possibly this
could be done more cleanly, would be very happy to take review comments
- perf: this is pretty cheap except for `update_reparented` which has to
check the parent of every moved entity. since the entirety is opt-in i
think it's acceptable but i could possibly use `(Changed<Children>,
With<Inherited<C>>)` instead if it's a concern
fix: [Ensure linear volume subtraction does not go below zero
](https://github.com/bevyengine/bevy/issues/19417)
## Solution
- Clamp the result of linear volume subtraction to a minimum of 0.0
- Add a new test case to verify behavior when subtracting beyond zero
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
Help users discover how to use `Option<T>` and `When<T>` to handle
failing parameters.
## Solution
Have the error message for a failed parameter mention that `Option<T>`
and `When<T>` can be used to handle the failure.
## Showcase
```
Encountered an error in system `system_name`: Parameter `Res<ResourceType>` failed validation: Resource does not exist
If this is an expected state, wrap the parameter in `Option<T>` and handle `None` when it happens, or wrap the parameter in `When<T>` to skip the system when it happens.
```
# Objective
- `LoadContext::labeled_asset_scope` cannot return errors back to the
asset loader. This means users that need errors need to fall back to
using the raw `begin_labeled_asset` and `add_loaded_labeled_asset`,
which is more error-prone.
## Solution
- Allow returning a (generic) error from `labeled_asset_scope`.
- This has the unfortunate side effect that closures which don't return
any errors need to A) return Ok at the end, B) need to specify an error
type (e.g., `()`).
---
## Showcase
```rust
// impl AssetLoader for MyLoader
let handle = load_context.labeled_asset_scope("MySubasset", |mut load_context| {
if !some_precondition {
return Err(ThingsDontMakeSenseError);
}
let handle = load_context.add_labeled_asset("MySubasset/Other", SomeOtherThing(456));
Ok(Something{ id: 123, handle })
})?;
```
# Objective
Allow using `BevyResult` in `AssetLoader`s for consistency. Currently,
it converts errors into `Box<dyn core::error::Error + Send + Sync +
'static>`, which is essentially a `BevyError` without the optional
backtrace functionality.
## Solution
I don't think needs a migration guide as any type that satisfies
`Into<Box<dyn core::error::Error + Send + Sync + 'static>>` also
satisfies `Into<BevyError>`.
# Objective
- Enable hot patching systems with subsecond
- Fixes#19296
## Solution
- First commit is the naive thin layer
- Second commit only check the jump table when the code is hot patched
instead of on every system execution
- Depends on https://github.com/DioxusLabs/dioxus/pull/4153 for a nicer
API, but could be done without
- Everything in second commit is feature gated, it has no impact when
the feature is not enabled
## Testing
- Check dependencies without the feature enabled: nothing dioxus in tree
- Run the new example: text and color can be changed
---------
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
- Part 1 of #19454 .
- Split from PR #18860(authored by @notmd) for better review and limit
implementation impact. so all credit for this work belongs to @notmd .
## Solution
- Trigger `ArchetypeCreated ` when new archetype is createed
---------
Co-authored-by: mgi388 <135186256+mgi388@users.noreply.github.com>
## Background/motivation
The Nintendo 3DS is supported by the tier 3 rust target
[armv6k-nintendo-3ds](https://doc.rust-lang.org/rustc/platform-support/armv6k-nintendo-3ds.html#armv6k-nintendo-3ds).
Bevy does not officially support the device, but as more of bevy becomes
`no_std` compatible, more targets are being partially supported (e.g.
GBA - https://github.com/bevyengine/bevy/discussions/10680,
https://github.com/bushrat011899/bevy_mod_gba) officially or not.
The Nintendo 3DS runs Horizon as its OS which is
[unix-based](4d08223c05/compiler/rustc_target/src/spec/targets/armv6k_nintendo_3ds.rs (L34)),
and the above target (at least partially) supports rust std. It makes
sense that you would want to use it, since the 3DS supports things like
filesystem reads and the system clock.
## Problem
Unlike standard unix targets, armv6k-nintendo-3ds is not one that can
use/build the the `ctrlc` dependency in `bevy_app` which is enabled by
the bevy `std` cargo feature.
Without the `std` feature flag, scheduled systems panic without
providing another way for bevy to tick using the `Instant` type (like
you might for a
[GBA](72d8bbf47b/src/time.rs (L36))).
<details>
<summary>Example</summary>
```
Finished `dev` profile [optimized + debuginfo] target(s) in 1m 39s
Building smdh: /home/maya/repos/hyperspace-dj/target/armv6k-nintendo-3ds/debug/hyperspace-dj.smdh
Building 3dsx: /home/maya/repos/hyperspace-dj/target/armv6k-nintendo-3ds/debug/hyperspace-dj.3dsx
Adding RomFS from /home/maya/repos/hyperspace-dj/romfs
Running 3dslink
Sending hyperspace-dj.3dsx, 7172344 bytes
2777346 sent (38.72%), 233 blocks
starting server
server active ...
hii we'are about the to start the bevy app
thread 'main' panicked at /home/maya/repos/bevy/crates/bevy_platform/src/time/fallback.rs:177:13:
An elapsed time getter has not been provided to `Instant`. Please use `Instant::set_elapsed(...)` before calling `Instant::now()`
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
</details>
## Solution
This PR simply excludes the `ctrlc` dependency and its uses in
`bevy_app` for the 3DS target (`horizon`) with an addition to its
existing feature flags.
After this fix, we can use the `std` feature, and regular scheduled
systems no longer panic because of missing `Instant` (system clock)
support.
## Testing
I compiled and ran a binary with the modified version of bevy, using
`no_default_features` and feature flags `default_no_std` and `std` on a
physical 3DS (classic) using homebrew and `cargo-3ds`.
Toolchain:
[armv6k-nintendo-3ds](https://doc.rust-lang.org/rustc/platform-support/armv6k-nintendo-3ds.html#armv6k-nintendo-3ds)
(nightly-2025-03-31)
Project reference:
440fc10184
## Considerations
It could be that we don't want to add specific exceptions inside bevy to
support specific hardware with weird quirks inside general bevy code,
but it's not obvious to me what we should use instead of an exception to
(pre-existing) target cfg: every change here is merely an addition to a
cfg that already checks for both the target family and the `std` flag.
It is not clear to me if this PR is exhaustive enough to be considered
an adequate solution for the larger goal of partially supporting the
3DS, but it seems to be a step in the right direction because it at
least lets trivial App::run setups with scheduled systems work.
# Objective
`Populated`, a loose wrapper around `Query`, does not implement
`IntoIterator`, requiring either a deref or `into_inner()` call to
access the `Query` and iterate over that.
## Solution
This pr implements `IntoIterator` for `Populated`, `&Populated`, and
`&mut Populated`, each of which forwards the call to the inner `Query`.
This allows the `Populated` to be used directly for any API that takes
an `impl IntoIterator`.
## Testing
`cargo test` was run on the `bevy_ecs` crate
```
test result: ok. 390 passed; 0 failed; 2 ignored; 0 measured; 0 filtered out; finished in 46.38s
```
# Objective
Fix https://github.com/bevyengine/bevy/issues/18558
## Solution
* Replace `T` in docs with `Self`
* Fix broken link - replace "introspection subtraits" with "reflection
subtraits"
* Added missing `Set` variant to the list of per-`ReflectKind`-variation
behaviours
## Testing
cargo doc --serve locally to check that the broken link is fixed
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
The first 4 commits are designed to be reviewed independently.
- Mark TAA non-experimental now that motion vectors are written for
skinned and morphed meshes, along with skyboxes, and add it to
DefaultPlugins
- Adjust halton sequence to match what DLSS is going to use, doesn't
really affect anything, but may as well
- Make MipBias a required component on TAA instead of inserting it in
the render world
- Remove MipBias, TemporalJitter, RenderLayers, etc from the render
world if they're removed from the main world (fixes a retained render
world bug)
- Remove TAA components from the render world properly if
TemporalAntiAliasing is removed from the main world (fixes a retained
render world bug)
- extract_taa_settings() now has to query over `Option<&mut
TemporalAntiAliasing>`, which will match every single camera, in order
to cover cameras that had TemporalAntiAliasing removed this frame. This
kind of sucks, but I can't think of anything better.
- We probably have the same bug with every other rendering feature
component we have.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Ultimately, I'd like to modify our font atlas creation systems so that
they are able to resize the font atlases as more glyphs are added. At
the moment, they create a new 512x512 atlas every time one fills up.
With large font sizes and many glyphs, your glyphs may end up spread out
across several atlases.
The goal would be to render text more efficiently, because glyphs spread
across fewer textures could benefit more from batching.
`AtlasAllocator` already has support for growing atlases, but we don't
currently have a way of growing a texture while keeping the pixel data
intact.
## Solution
Add a new method to `Image`: `resize_in_place` and a test for it.
## Testing
Ran the new test, and also a little demo comparing this side-by-side
with `resize`.
<details>
<summary>Expand Code</summary>
```rust
//! Testing ground for #19410
use bevy::prelude::*;
use bevy_render::render_resource::Extent3d;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, test)
.init_resource::<Size>()
.insert_resource(FillColor(Hsla::hsl(0.0, 1.0, 0.7)))
.run();
}
#[derive(Resource, Default)]
struct Size(Option<UVec2>);
#[derive(Resource)]
struct FillColor(Hsla);
#[derive(Component)]
struct InPlace;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
commands.spawn((
Transform::from_xyz(220.0, 0.0, 0.0),
Sprite::from_image(asset_server.load("branding/bevy_bird_dark.png")),
));
commands.spawn((
InPlace,
Transform::from_xyz(-220.0, 0.0, 0.0),
Sprite::from_image(asset_server.load("branding/icon.png")),
));
}
fn test(
sprites: Query<(&Sprite, Has<InPlace>)>,
mut images: ResMut<Assets<Image>>,
mut new_size: ResMut<Size>,
mut dir: Local<IVec2>,
mut color: ResMut<FillColor>,
) -> Result {
for (sprite, in_place) in &sprites {
let image = images.get_mut(&sprite.image).ok_or("Image not found")?;
let size = new_size.0.get_or_insert(image.size());
if *dir == IVec2::ZERO {
*dir = IVec2::splat(1);
}
*size = size.saturating_add_signed(*dir);
if size.x > 400 || size.x < 150 {
*dir = *dir * -1;
}
color.0 = color.0.rotate_hue(1.0);
if in_place {
image.resize_in_place_2d(
Extent3d {
width: size.x,
height: size.y,
..default()
},
&Srgba::from(color.0).to_u8_array(),
)?;
} else {
image.resize(Extent3d {
width: size.x,
height: size.y,
..default()
});
}
}
Ok(())
}
```
</details>
https://github.com/user-attachments/assets/6b2d0ec3-6a6e-4da1-98aa-29e7162f16fa
## Alternatives
I think that this might be useful functionality outside of the font
atlas scenario, but we *could* just increase the initial font atlas
size, make it configurable, and/or size font atlases according to device
limits. It's not totally clear to me how to accomplish that last idea.
This adds support for clearing events when **entering** a state (instead
of just when exiting) and updates the names to match
`DespawnOnExitState`.
Before:
```rust
app.add_state_scoped_event::<MyGameEvent>(GameState::Play);
```
After:
```rust
app
.add_event::<MyGameEvent>()
.clear_events_on_exit_state::<MyGameEvent>(GameState::Play);
```
# Objective
This is the first step of #19430 and is a follow up for #19132.
Now that `ArchetypeRow` has a niche, we can use `Option` instead of
needing `INVALID` everywhere.
This was especially concerning since `INVALID` *really was valid!*
Using options here made the code clearer and more data-driven.
## Solution
Replace all uses of `INVALID` entity locations (and archetype/table
rows) with `None`.
## Testing
CI
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#19029 (also maybe sorta #18002, but we may want to handle the SPA
issue I outlined there more gracefully?)
## Solution
The most minimal / surgical approach I could think of, hopefully
cherry-pickable for a point release.
It seems that it's not *entirely* crazy for web services to return 403
for an item that was not found. Here's an example from [Amazon
CloudFront
docs](https://docs.aws.amazon.com/AmazonCloudFront/latest/DeveloperGuide/http-403-permission-denied.html#s3-origin-403-error).
If it is somewhat common for web services to behave this way, then I
think it's best to also treat these responses as if they were "not
found."
I was previously of the opinion that any 400 level error "might as well"
get this treatment, but I'm now thinking that's probably overkill and
there are quite a few 400 level statuses that would indicate some
problem that needs to be fixed, and interpreting these as "not found"
might add confusion to the debugging process.
## Testing
Tested this with a web server that returns 403 for requests to meta
files.
```bash
cargo run -p build-wasm-example -- --api webgl2 sprite && \
open "http://localhost:4000" && \
python3 test_403.py examples/wasm
```
`test_403.py`:
```python
from http.server import HTTPServer, SimpleHTTPRequestHandler
import os
import sys
class CustomHandler(SimpleHTTPRequestHandler):
def do_GET(self):
if self.path.endswith(".meta"):
self.send_response(403)
self.send_header("Content-type", "text/plain")
self.end_headers()
self.wfile.write(b"403 Forbidden: Testing.\n")
else:
super().do_GET()
if __name__ == "__main__":
if len(sys.argv) != 2:
print(f"Usage: {sys.argv[0]} <directory>")
sys.exit(1)
os.chdir(sys.argv[1])
server_address = ("", 4000)
httpd = HTTPServer(server_address, CustomHandler)
httpd.serve_forever()
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Fixed#19035. Fixed#18882. It consisted of two different bugs:
- The allocations where being incremented even when a Data binding was
created.
- The ref counting on the binding was broken.
## Solution
- Stopped incrementing the allocations when a data binding was created.
- Rewrote the ref counting code to more reliably track the ref count.
## Testing
Tested my fix for 10 minutes with the `examples/3d/animated_material.rs`
example. I changed the example to spawn 51x51 meshes instead of 3x3
meshes to heighten the effects of the bug.
My branch: (After 10 minutes of running the modified example)
GPU: 172 MB
CPU: ~700 MB
Main branch: (After 2 minutes of running the modified example, my
computer started to stutter so I had to end it early)
GPU: 376 MB
CPU: ~1300 MB
# Objective
after #15156 it seems like using distinct directional lights on
different views is broken (and will probably break spotlights too). fix
them
## Solution
the reason is a bit hairy so with an example:
- camera 0 on layer 0
- camera 1 on layer 1
- dir light 0 on layer 0 (2 cascades)
- dir light 1 on layer 1 (2 cascades)
in render/lights.rs:
- outside of any view loop,
- we count the total number of shadow casting directional light cascades
(4) and assign an incrementing `depth_texture_base_index` for each (0-1
for one light, 2-3 for the other, depending on iteration order) (line
1034)
- allocate a texture array for the total number of cascades plus
spotlight maps (4) (line 1106)
- in the view loop, for directional lights we
- skip lights that don't intersect on renderlayers (line 1440)
- assign an incrementing texture layer to each light/cascade starting
from 0 (resets to 0 per view) (assigning 0 and 1 each time for the 2
cascades of the intersecting light) (line 1509, init at 1421)
then in the rendergraph:
- camera 0 renders the shadow map for light 0 to texture indices 0 and 1
- camera 0 renders using shadows from the `depth_texture_base_index`
(maybe 0-1, maybe 2-3 depending on the iteration order)
- camera 1 renders the shadow map for light 1 to texture indices 0 and 1
- camera 0 renders using shadows from the `depth_texture_base_index`
(maybe 0-1, maybe 2-3 depending on the iteration order)
issues:
- one of the views uses empty shadow maps (bug)
- we allocated a texture layer per cascade per light, even though not
all lights are used on all views (just inefficient)
- I think we're allocating texture layers even for lights with
`shadows_enabled: false` (just inefficient)
solution:
- calculate upfront the view with the largest number of directional
cascades
- allocate this many layers (plus layers for spotlights) in the texture
array
- keep using texture layers 0..n in the per-view loop, but build
GpuLights.gpu_directional_lights within the loop too so it refers to the
same layers we render to
nice side effects:
- we can now use `max_texture_array_layers / MAX_CASCADES_PER_LIGHT`
shadow-casting directional lights per view, rather than overall.
- we can remove the `GpuDirectionalLight::skip` field, since the gpu
lights struct is constructed per view
a simpler approach would be to keep everything the same, and just
increment the texture layer index in the view loop even for
non-intersecting lights. this pr reduces the total shadowmap vram used
as well and isn't *much* extra complexity. but if we want something less
risky/intrusive for 16.1 that would be the way.
## Testing
i edited the split screen example to put separate lights on layer 1 and
layer 2, and put the plane and fox on both layers (using lots of
unrelated code for render layer propagation from #17575).
without the fix the directional shadows will only render on one of the
top 2 views even though there are directional lights on both layers.
```rs
//! Renders two cameras to the same window to accomplish "split screen".
use std::f32::consts::PI;
use bevy::{
pbr::CascadeShadowConfigBuilder, prelude::*, render:📷:Viewport, window::WindowResized,
};
use bevy_render::view::RenderLayers;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(HierarchyPropagatePlugin::<RenderLayers>::default())
.add_systems(Startup, setup)
.add_systems(Update, (set_camera_viewports, button_system))
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let all_layers = RenderLayers::layer(1).with(2).with(3).with(4);
// plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
all_layers.clone()
));
commands.spawn((
SceneRoot(
asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
),
Propagate(all_layers.clone()),
));
// Light
commands.spawn((
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight {
shadows_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
num_cascades: if cfg!(all(
feature = "webgl2",
target_arch = "wasm32",
not(feature = "webgpu")
)) {
// Limited to 1 cascade in WebGL
1
} else {
2
},
first_cascade_far_bound: 200.0,
maximum_distance: 280.0,
..default()
}
.build(),
RenderLayers::layer(1),
));
commands.spawn((
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight {
shadows_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
num_cascades: if cfg!(all(
feature = "webgl2",
target_arch = "wasm32",
not(feature = "webgpu")
)) {
// Limited to 1 cascade in WebGL
1
} else {
2
},
first_cascade_far_bound: 200.0,
maximum_distance: 280.0,
..default()
}
.build(),
RenderLayers::layer(2),
));
// Cameras and their dedicated UI
for (index, (camera_name, camera_pos)) in [
("Player 1", Vec3::new(0.0, 200.0, -150.0)),
("Player 2", Vec3::new(150.0, 150., 50.0)),
("Player 3", Vec3::new(100.0, 150., -150.0)),
("Player 4", Vec3::new(-100.0, 80., 150.0)),
]
.iter()
.enumerate()
{
let camera = commands
.spawn((
Camera3d::default(),
Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
Camera {
// Renders cameras with different priorities to prevent ambiguities
order: index as isize,
..default()
},
CameraPosition {
pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
},
RenderLayers::layer(index+1)
))
.id();
// Set up UI
commands
.spawn((
UiTargetCamera(camera),
Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
},
))
.with_children(|parent| {
parent.spawn((
Text::new(*camera_name),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.),
left: Val::Px(12.),
..default()
},
));
buttons_panel(parent);
});
}
fn buttons_panel(parent: &mut ChildSpawnerCommands) {
parent
.spawn(Node {
position_type: PositionType::Absolute,
width: Val::Percent(100.),
height: Val::Percent(100.),
display: Display::Flex,
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
padding: UiRect::all(Val::Px(20.)),
..default()
})
.with_children(|parent| {
rotate_button(parent, "<", Direction::Left);
rotate_button(parent, ">", Direction::Right);
});
}
fn rotate_button(parent: &mut ChildSpawnerCommands, caption: &str, direction: Direction) {
parent
.spawn((
RotateCamera(direction),
Button,
Node {
width: Val::Px(40.),
height: Val::Px(40.),
border: UiRect::all(Val::Px(2.)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BorderColor(Color::WHITE),
BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
))
.with_children(|parent| {
parent.spawn(Text::new(caption));
});
}
}
#[derive(Component)]
struct CameraPosition {
pos: UVec2,
}
#[derive(Component)]
struct RotateCamera(Direction);
enum Direction {
Left,
Right,
}
fn set_camera_viewports(
windows: Query<&Window>,
mut resize_events: EventReader<WindowResized>,
mut query: Query<(&CameraPosition, &mut Camera)>,
) {
// We need to dynamically resize the camera's viewports whenever the window size changes
// so then each camera always takes up half the screen.
// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
for resize_event in resize_events.read() {
let window = windows.get(resize_event.window).unwrap();
let size = window.physical_size() / 2;
for (camera_position, mut camera) in &mut query {
camera.viewport = Some(Viewport {
physical_position: camera_position.pos * size,
physical_size: size,
..default()
});
}
}
}
fn button_system(
interaction_query: Query<
(&Interaction, &ComputedNodeTarget, &RotateCamera),
(Changed<Interaction>, With<Button>),
>,
mut camera_query: Query<&mut Transform, With<Camera>>,
) {
for (interaction, computed_target, RotateCamera(direction)) in &interaction_query {
if let Interaction::Pressed = *interaction {
// Since TargetCamera propagates to the children, we can use it to find
// which side of the screen the button is on.
if let Some(mut camera_transform) = computed_target
.camera()
.and_then(|camera| camera_query.get_mut(camera).ok())
{
let angle = match direction {
Direction::Left => -0.1,
Direction::Right => 0.1,
};
camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
}
}
}
}
use std::marker::PhantomData;
use bevy::{
app::{App, Plugin, Update},
ecs::query::QueryFilter,
prelude::{
Changed, Children, Commands, Component, Entity, Local, Query,
RemovedComponents, SystemSet, With, Without,
},
};
/// Causes the inner component to be added to this entity and all children.
/// A child with a Propagate<C> component of it's own will override propagation from
/// that point in the tree
#[derive(Component, Clone, PartialEq)]
pub struct Propagate<C: Component + Clone + PartialEq>(pub C);
/// Internal struct for managing propagation
#[derive(Component, Clone, PartialEq)]
pub struct Inherited<C: Component + Clone + PartialEq>(pub C);
/// Stops the output component being added to this entity.
/// Children will still inherit the component from this entity or its parents
#[derive(Component, Default)]
pub struct PropagateOver<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>);
/// Stops the propagation at this entity. Children will not inherit the component.
#[derive(Component, Default)]
pub struct PropagateStop<C: Component + Clone + PartialEq>(PhantomData<fn() -> C>);
pub struct HierarchyPropagatePlugin<C: Component + Clone + PartialEq, F: QueryFilter = ()> {
_p: PhantomData<fn() -> (C, F)>,
}
impl<C: Component + Clone + PartialEq, F: QueryFilter> Default for HierarchyPropagatePlugin<C, F> {
fn default() -> Self {
Self {
_p: Default::default(),
}
}
}
#[derive(SystemSet, Clone, PartialEq, PartialOrd, Ord)]
pub struct PropagateSet<C: Component + Clone + PartialEq> {
_p: PhantomData<fn() -> C>,
}
impl<C: Component + Clone + PartialEq> std::fmt::Debug for PropagateSet<C> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("PropagateSet")
.field("_p", &self._p)
.finish()
}
}
impl<C: Component + Clone + PartialEq> Eq for PropagateSet<C> {}
impl<C: Component + Clone + PartialEq> std:#️⃣:Hash for PropagateSet<C> {
fn hash<H: std:#️⃣:Hasher>(&self, state: &mut H) {
self._p.hash(state);
}
}
impl<C: Component + Clone + PartialEq> Default for PropagateSet<C> {
fn default() -> Self {
Self {
_p: Default::default(),
}
}
}
impl<C: Component + Clone + PartialEq, F: QueryFilter + 'static> Plugin
for HierarchyPropagatePlugin<C, F>
{
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(
update_source::<C, F>,
update_stopped::<C, F>,
update_reparented::<C, F>,
propagate_inherited::<C, F>,
propagate_output::<C, F>,
)
.chain()
.in_set(PropagateSet::<C>::default()),
);
}
}
pub fn update_source<C: Component + Clone + PartialEq, F: QueryFilter>(
mut commands: Commands,
changed: Query<(Entity, &Propagate<C>), (Changed<Propagate<C>>, Without<PropagateStop<C>>)>,
mut removed: RemovedComponents<Propagate<C>>,
) {
for (entity, source) in &changed {
commands
.entity(entity)
.try_insert(Inherited(source.0.clone()));
}
for removed in removed.read() {
if let Ok(mut commands) = commands.get_entity(removed) {
commands.remove::<(Inherited<C>, C)>();
}
}
}
pub fn update_stopped<C: Component + Clone + PartialEq, F: QueryFilter>(
mut commands: Commands,
q: Query<Entity, (With<Inherited<C>>, F, With<PropagateStop<C>>)>,
) {
for entity in q.iter() {
let mut cmds = commands.entity(entity);
cmds.remove::<Inherited<C>>();
}
}
pub fn update_reparented<C: Component + Clone + PartialEq, F: QueryFilter>(
mut commands: Commands,
moved: Query<
(Entity, &ChildOf, Option<&Inherited<C>>),
(
Changed<ChildOf>,
Without<Propagate<C>>,
Without<PropagateStop<C>>,
F,
),
>,
parents: Query<&Inherited<C>>,
) {
for (entity, parent, maybe_inherited) in &moved {
if let Ok(inherited) = parents.get(parent.parent()) {
commands.entity(entity).try_insert(inherited.clone());
} else if maybe_inherited.is_some() {
commands.entity(entity).remove::<(Inherited<C>, C)>();
}
}
}
pub fn propagate_inherited<C: Component + Clone + PartialEq, F: QueryFilter>(
mut commands: Commands,
changed: Query<
(&Inherited<C>, &Children),
(Changed<Inherited<C>>, Without<PropagateStop<C>>, F),
>,
recurse: Query<
(Option<&Children>, Option<&Inherited<C>>),
(Without<Propagate<C>>, Without<PropagateStop<C>>, F),
>,
mut to_process: Local<Vec<(Entity, Option<Inherited<C>>)>>,
mut removed: RemovedComponents<Inherited<C>>,
) {
// gather changed
for (inherited, children) in &changed {
to_process.extend(
children
.iter()
.map(|child| (child, Some(inherited.clone()))),
);
}
// and removed
for entity in removed.read() {
if let Ok((Some(children), _)) = recurse.get(entity) {
to_process.extend(children.iter().map(|child| (child, None)))
}
}
// propagate
while let Some((entity, maybe_inherited)) = (*to_process).pop() {
let Ok((maybe_children, maybe_current)) = recurse.get(entity) else {
continue;
};
if maybe_current == maybe_inherited.as_ref() {
continue;
}
if let Some(children) = maybe_children {
to_process.extend(
children
.iter()
.map(|child| (child, maybe_inherited.clone())),
);
}
if let Some(inherited) = maybe_inherited {
commands.entity(entity).try_insert(inherited.clone());
} else {
commands.entity(entity).remove::<(Inherited<C>, C)>();
}
}
}
pub fn propagate_output<C: Component + Clone + PartialEq, F: QueryFilter>(
mut commands: Commands,
changed: Query<
(Entity, &Inherited<C>, Option<&C>),
(Changed<Inherited<C>>, Without<PropagateOver<C>>, F),
>,
) {
for (entity, inherited, maybe_current) in &changed {
if maybe_current.is_some_and(|c| &inherited.0 == c) {
continue;
}
commands.entity(entity).try_insert(inherited.0.clone());
}
}
```
# Objective
Fixes#19219
## Solution
Instead of calling `world.commands().trigger` and
`world.commands().trigger_targets` whenever each scene is spawned, save
the `instance_id` and optional parent entity to perform all such calls
at the end. This prevents the potential flush of the world command queue
that can happen if `add_child` is called from causing the crash.
## Testing
- Did you test these changes? If so, how?
- Verified that I can no longer reproduce the bug with the instructions
at #19219.
- Ran `bevy_scene` tests
- Visually verified that the following examples still run as expected
`many_foxes`, `scene` . (should I test any more?)
- Are there any parts that need more testing?
- Pending to run `cargo test` at the root to test that all examples
still build; I will update the PR when that's done
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run bevy as usual
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- N/a (tested on Linux/wayland but it shouldn't be relevant)
---
# Objective
Fix#19324
## Solution
`EntityCloner` replaces required components when filtering. This is
unexpected when comparing with the way the rest of bevy handles required
components. This PR separates required components from explicit
components when filtering in `EntityClonerBuilder`.
## Testing
Added a regression test for this case.
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17933
## Solution
Correct "value has changed'" in docs to "value has been added or mutably
dereferenced", with a note for emphasis copied from the docs for
Changed.
## Testing
-
# Objective
- Fix a reference in the example usage comments of bevy_utils
Default::default
## Solution
- Just a word change in the comments
## Testing
- No actual code changes to test
# Objective
Adds the ability to restrict playback of an audio source to a certain
region in time. In other words, you can set a custom start position and
duration for the audio clip. These options are set via the
`PlaybackSettings` component, and it works on all kinds of audio
sources.
## Solution
- Added public `start_position` and `duration` fields to
`PlaybackSettings`, both of type `Option<std::time::Duration>`.
- Used rodio's `Source::skip_duration` and `Source::take_duration`
functions to implement start position and duration, respectively.
- If the audio is looping, it interacts as you might expect - the loop
will start at the start position and end after the duration.
- If the start position is None (the default value), the audio will
start from the beginning, like normal. Similarly, if the duration is
None (default), the audio source will play for as long as possible.
## Testing
I tried adding a custom start position to all the existing audio
examples to test a bunch of different audio sources and settings, and
they all worked fine. I verified that it skips the right amount of time,
and that it skips the entire audio clip if the start position is longer
than the length of the clip. All my testing was done on Fedora Linux.
Update: I did similar testing for duration, and ensured that the two
options worked together in combination and interacted well with looping
audio.
---
## Showcase
```rust
// Play a 10 second segment of a song, starting at 0:30.5
commands.spawn((
AudioPlayer::new(song_handle),
PlaybackSettings::LOOP
.with_start_position(Duration::from_secs_f32(30.5))
.with_duration(Duration::from_secs(10))
));
```
# Objective
Recently the `u32` `Entity::generation` was replaced with the new
`EntityGeneration` in #19121.
This made meanings a lot more clear, and prevented accidental misuse.
One common misuse was assuming that `u32`s that were greater than others
came after those others.
Wrapping makes this assumption false.
When `EntityGeneration` was created, it retained the `u32` ordering,
which was useless at best and wrong at worst.
This pr fixes the ordering implementation, so new generations are
greater than older generations.
Some users were already accounting for this ordering issue (which was
still present in 0.16 and before) by manually accessing the `u32`
representation. This made migrating difficult for avian physics; see
[here](https://discord.com/channels/691052431525675048/749335865876021248/1377431569228103780).
I am generally of the opinion that this type should be kept opaque to
prevent accidental misuse.
As we find issues like this, the functionality should be added to
`EntityGeneration` directly.
## Solution
Fix the ordering implementation through `Ord`.
Alternatively, we could keep `Ord` the same and make a `cmp_age` method,
but I think this is better, even though sorting entity ids may be
*marginally* slower now (but more correct). This is a tradeoff.
## Testing
I improved documentation for aliasing and ordering, adding some doc
tests.
# Objective
There are several uninlined format args (seems to be in more formatting
macros and in more crates) that are not detected on stable, but are on
nightly.
## Solution
Fix them.
# Objective
#19047 added an `MaybeUninit` field to `EntityMeta`, but did not
guarantee that it will be initialized before access:
```rust
let mut world = World::new();
let id = world.entities().reserve_entity();
world.flush();
world.entity(id);
```
<details>
<summary>Miri Error</summary>
```
error: Undefined Behavior: using uninitialized data, but this operation requires initialized memory
--> /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1121:26
|
1121 | unsafe { meta.spawned_or_despawned.assume_init() }
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ using uninitialized data, but this operation requires initialized memory
|
= help: this indicates a bug in the program: it performed an invalid operation, and caused Undefined Behavior
= help: see https://doc.rust-lang.org/nightly/reference/behavior-considered-undefined.html for further information
= note: BACKTRACE:
= note: inside closure at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1121:26: 1121:65
= note: inside `std::option::Option::<&bevy_ecs::entity::EntityMeta>::map::<bevy_ecs::entity::SpawnedOrDespawned, {closure@bevy_ecs::entity::Entities::entity_get_spawned_or_despawned::{closure#1}}>` at /home/vj/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/option.rs:1144:29: 1144:33
= note: inside `bevy_ecs::entity::Entities::entity_get_spawned_or_despawned` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1112:9: 1122:15
= note: inside closure at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1094:13: 1094:57
= note: inside `bevy_ecs::change_detection::MaybeLocation::<std::option::Option<&std::panic::Location<'_>>>::new_with_flattened::<{closure@bevy_ecs::entity::Entities::entity_get_spawned_or_despawned_by::{closure#0}}>` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/change_detection.rs:1371:20: 1371:24
= note: inside `bevy_ecs::entity::Entities::entity_get_spawned_or_despawned_by` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1093:9: 1096:11
= note: inside `bevy_ecs::entity::Entities::entity_does_not_exist_error_details` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1163:23: 1163:70
= note: inside `bevy_ecs::entity::EntityDoesNotExistError::new` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/entity/mod.rs:1182:22: 1182:74
= note: inside `bevy_ecs::world::unsafe_world_cell::UnsafeWorldCell::<'_>::get_entity` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/unsafe_world_cell.rs:368:20: 368:73
= note: inside `<bevy_ecs::entity::Entity as bevy_ecs::world::WorldEntityFetch>::fetch_ref` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/entity_fetch.rs:207:21: 207:42
= note: inside `bevy_ecs::world::World::get_entity::<bevy_ecs::entity::Entity>` at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/world/mod.rs:911:18: 911:42
note: inside `main`
--> src/main.rs:12:15
|
12 | world.entity(id);
|
```
</details>
## Solution
- remove the existing `MaybeUninit` in `EntityMeta.spawned_or_despawned`
- initialize during flush. This is not needed for soundness, but not
doing this means we can't return a sensible location/tick for flushed
entities.
## Testing
Test via the snippet above (also added equivalent test).
---------
Co-authored-by: urben1680 <55257931+urben1680@users.noreply.github.com>
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_pbr` (excluding meshlets).
## Testing
- `atmosphere` example still works
- `fog` example still works
- `decal` example still works
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_ui`.
## Testing
- `box_shadow` example still works.
- `gradient` example is broken at head (see #19384) - but otherwise
gives the same result in the console.
- `ui_materials` example still works.
- `ui_texture_slice` example still works.
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_gizmos`.
## Testing
- `2d_gizmos` example still works.
- `3d_gizmos` example still works.
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_core_pipeline`.
## Testing
- `bloom_3d` example still works.
- `motion_blur` example still works.
- `meshlet` example still works (it uses a shader from core).
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
Renames `Timer::finished` and `Timer::paused` to `Timer::is_finished`
and `Timer::is_paused` to align the public APIs for `Time`, `Timer`, and
`Stopwatch`.
Fixes#19110
# Objective
Fixes#18905
## Solution
`world.commands().entity(target_entity).queue(command)` calls
`commands.with_entity` without an error handler, instead queue on
`Commands` with an error handler
## Testing
Added unit test
Co-authored-by: Heart <>
# Objective
Remove `ArchetypeComponentId` and `archetype_component_access`.
Following #16885, they are no longer used by the engine, so we can stop
spending time calculating them or space storing them.
## Solution
Remove `ArchetypeComponentId` and everything that touches it.
The `System::update_archetype_component_access` method no longer needs
to update `archetype_component_access`. We do still need to update query
caches, but we no longer need to do so *before* running the system. We'd
have to touch every caller anyway if we gave the method a better name,
so just remove `System::update_archetype_component_access` and
`SystemParam::new_archetype` entirely, and update the query cache in
`Query::get_param`.
The `Single` and `Populated` params also need their query caches updated
in `SystemParam::validate_param`, so change `validate_param` to take
`&mut Self::State` instead of `&Self::State`.
# Objective
- move SyncCell and SyncUnsafeCell to bevy_platform
## Solution
- move SyncCell and SyncUnsafeCell to bevy_platform
## Testing
- cargo clippy works
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_sprite`.
## Testing
- `sprite` example still works.
- `mesh2d` example still works.
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
- A step towards splitting out bevy_camera from bevy_render
## Solution
- Move a shim type into bevy_utils to avoid a dependency cycle
- Manually expand Deref/DerefMut to avoid having a bevy_derive
dependency so early in the dep tree
## Testing
- It compiles
Fixes#19081.
Simply created a duplicate of the existing `insert_if_new` test, but
using sparse sets.
## Testing:
The test passes on main, but fails if #19059 is reverted.
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
`bevy_anti_aliasing`.
## Testing
- `anti_aliasing` example still works.
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
Found a typo while looking at gradients in another issue and gave the
docs a skim for more.
## Solution
A couple typo fixes and some tiny improvements
# Objective
Constify `Val::resolve` and `BorderRadius::resolve`
# Solution
* Replace uses of `Vec2::min_element` and `Vec2::max_element` with `min`
and `max` called on the components.
* Make `BorderRadius::resolve` and `BorderRadius::resolve_single_corner`
`const`.
* Swap the order of the `bottom_left` and `bottom_right` fields of
`BorderRadius` and `ResolvedBorderRadius` so they match the ccw order
used in the shader and in css.
# Objective
- Enable state scoped entities by default
- Provide a way to disable it when needed
---------
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
# Objective
- Related to #19024
## Solution
- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
bevy_render.
## Testing
- `animate_shader` example still works
P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
# Objective
Allow creating a new window without it being focused, when `Window`'s
`focused` is `false.
## Solution
Use `winit`'s `WindowBuilder`'s `with_active` method
## Notes
- `winit`'s doc lists [redox's
`Orbital`](https://gitlab.redox-os.org/redox-os/orbital) as an
unsupported platform, but since Bevy doesn't officially support this
platform, I didn't put it in the documentation.
- I only tested on Linux, which is an unsupported platform. I can give
you a test code if you want to test on another platform.
- I initially put a line
[here](https://github.com/bevyengine/bevy/blob/v0.11.0/crates/bevy_winit/src/system.rs#L72)
to set the Bevy `Window`'s `focused` to `winit_window.has_focus()` after
window creation to avoid the case where `with_active` is not supported,
the window is spawned focused, no `WindowFocused` event is triggered,
and Bevy `Window` would be desynced from winit's window. But after
testing on Linux (which doesn't support `with_active`) it seems like at
that point `has_focus` returns `false` and the event is triggered, so I
removed it. Do you think I should add it back to be safe?
## Changelog
- A new unfocused `Window` can be created by setting `focused` to
`false`.
## Migration Guide
- If a `Window` is spawned with `focused` set to `false`, it will now
start not focused on supported platforms.
Adopted from #9208
---------
Co-authored-by: Sélène Amanita <selene.amanita@net-c.com>
Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fix some grammatical errors: it's -> its
Not the most useful commit in the world, but I saw a couple of these and
decided to fix the lot.
## Solution
-
## Testing
-
# Objective
Fix https://github.com/bevyengine/bevy/issues/13390
## Solution
The second parameter of the remove_reflect function is called
component_type_name in ReflectCommandExt but component_type_path in the
implementation for EntityCommands. Use component_type_path in both
places.
## Testing
None
# Objective
cargo update was required to build because into_values was added in a
patch version
## Solution
Depend on the new patch
## Testing
Builds locally now
# Objective
Fixes#17983
## Solution
Implemented a basic `Dir4` struct with methods similar to `Dir3` and
`Dir2`.
## Testing
- Did you test these changes? If so, how?
Added unit tests that follow the same pattern of the other Dir structs.
- Are there any parts that need more testing?
Since the other Dir structs use rotations to test renormalization and I
have been following them as a pattern for the Dir4 struct I haven't
implemented a test to cover renormalization of Dir4's.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Use Dir4 in the wild.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
N/A (Tested on Linux/X11 but it shouldn't be a problem)
# Objective
Fixes#19156
## Solution
There was a call to sort by `TabIndex` after iterating through all the
`TabGroup`s. Simply removing that line of code made the new test case
pass (navigating through `TabIndex` within different `TabGroup`s and
kept everything else working as expected as far as I can tell.
I went ahead and broke the `focusable` vec down into per-group vecs that
get sorted by `TabIndex` and appended to the main vec in group sorted
order to maintain the sorting that was being done before, but respecting
the `TabGroup` sorting that was missing in the issue that this PR
addresses.
## Testing
I added a new unit test that reproduced the issue outlined above that
will run in CI. This test was failing before deleting the sort, and now
both unit tests are passing.
# Objective
Fixes#18790.
Simpler alternative to #19195.
## Solution
As suggested by @PixelDust22, simply avoid overwriting the pass if the
schedule already has auto sync points enabled.
Leave pass logic untouched.
It still is probably a bad idea to add systems/set configs before
changing the build settings, but that is not important as long there are
no more complex build passes.
## Testing
Added a test.
---------
Co-authored-by: Thierry Berger <contact@thierryberger.com>
# Objective
- The WakeUp event is never added to the app. If you need to use that
event you currently need to add it yourself.
## Solution
- Add the WakeUp event to the App in the WinitPlugin
## Testing
- I tested the window_setting example and it compiled and worked
# Objective
- Simplify `Camera` initialization
- allow effects to require HDR
## Solution
- Split out `Camera.hdr` into a marker `Hdr` component
## Testing
- ran `bloom_3d` example
---
## Showcase
```rs
// before
commands.spawn((
Camera3d
Camera {
hdr: true
..Default::default()
}
))
// after
commands.spawn((Camera3d, Hdr));
// other rendering components can require that the camera enables hdr!
// currently implemented for Bloom, AutoExposure, and Atmosphere.
#[require(Hdr)]
pub struct Bloom;
```
> [!important]
> To **maintainers**: we should wait to merge this one in until after
#18944 lands so that cherry-picking the latter for 0.16.1 is simpler.
# Objective
The `std` module is where we implement the reflection traits for types
that are exported from `std` (including `core` and `alloc`). Over time,
this file has grown increasingly large, making it difficult to navigate
and a pain point for merge conflicts.
The goal of this PR is to break up the module into smaller chunks.
## Solution
The `std` module has been split into many submodules:
- `alloc`
- `bevy_platform`
- `core`
- `std`
Each of these new modules is comprised of submodules that closely
resemble the actual module. For example, the impls for
`::alloc::vec::Vec` have been moved to
`bevy_reflect::impls::alloc::vec::Vec`.
Some liberties were taken. For example, `Cow<'static, Path>` was kept in
`bevy_reflect::impls::std::path` rather than
`bevy_reflect::impls::alloc::borrow`.
You may ask: _Isn't this a little overkill? Why does the one-line impl
for `TypeId` need its own file?_
And yes, it is partly overkill. But the benefit with this approach is
that where an `std`-related type should live is mostly unambiguous. If
we wanted to reflect `::core::net::Ipv4Addr`, it's very clear that it
should be done in `bevy_reflect::impls::core::net`.
We can discuss better ways of breaking this up if people have other
ideas or opinions, but I think this is a pretty straightforward way of
doing it.
### Note to Reviewers
The code is pretty much copy-paste from the mega module to the new
submodules. It's probably best to focus efforts on reviewing the general
module structure, as well as maybe which impls are included where.
You _can_ review the code contained within each impl, but I promise you
the only thing I touched were the paths in the macros so they could be
more hygienic :)
## Testing
You can just check that everything compiles still:
```
cargo check -p bevy_reflect --tests
```
# Objective
- The tigger_screenshots system gets added in `.build()` but relies on a
resource that is only inserted in `.finish()`
- This isn't a bug for most users, but when doing headless mode testing
it can technically work without ever calling `.finish()` and did work
before bevy 0.15 but while migrating my work codebase I had an issue of
test failing because of this
## Solution
- Move the trigger_screenshots system to `.finish()`
## Testing
- I ran the screenshot example and it worked as expected
# Objective
- Allow compressed image formats to be used with `ImagePlugin` and
`GltfPlugin` in cases where there is no `RenderDevice` resource. (For
example, when using a custom render backend)
## Solution
- Define a `CompressedImageFormatSupport` component that allows the user
to explicitly determine which formats are supported.
~~Not sure if this is the best solution. Alternatively, I considered
initializing CompressedImageFormatSupport from render device features
separately, it would need to run after the render device is initialized
but before `ImagePlugin` and `GltfPlugin` finish. Not sure where the
best place for that to happen would be.~~
Update: decided on going with @greeble-dev solution: defining the
`CompressedImageFormatSupport` resource in `bevy_image`, but letting
`bevy_render` register the resource value.
## produce a DragEnter event when reentering the dragged entity
when making a piano, i want dragging across the keys to trigger the
notes of each key, but currently if i drag out of a key, then back to
it, this will not work since the dragged entity gets filtered out
## Solution
- make DragEnter event work whenever there's an entry. if the user wants
to ignore the dragged entity they can compare `target` and `dragged`
## Testing
- tested this with a modified version of the 2d_shapes example. i added
an observer to the entities: (and added mesh picking plugin)
```rust
.observe(|t: Trigger<Pointer<DragEnter>>| {
info!("entered {}, started from {}", t.target(), t.dragged);
}
```
- i'm not sure if other things need more testing, or if this is wrong
completely and breaks other things i don't know of!
---
## Showcase
before:
https://github.com/user-attachments/assets/48de606a-e44d-4ca1-ae16-d8dcef640d6e
after:
https://github.com/user-attachments/assets/b1be231f-c826-47bc-be43-c637f22e7846
# Objective
- Allow users to get the playback position of playing audio.
## Solution
- Add a `position` method to `AudioSinkPlayback`
- Implement it for `AudioSink` and `SpatialAudioSink`
## Testing
- Updated `audio_control` example to show playback position
# Objective
- Update AccessKit crates to their latest versions.
- Fixes#19040
## Solution
- Only modifying Cargo.toml files is needed, few changes under the hood
but nothing impacting Bevy.
## Testing
- I ran the tab_navigation example on Windows 11.
# Objective
Since #18704 is done, we can track the length of unique entity row
collections with only a `u32` and identify an index within that
collection with only a `NonMaxU32`. This leaves an opportunity for
performance improvements.
## Solution
- Use `EntityRow` in sparse sets.
- Change table, entity, and query lengths to be `u32` instead of
`usize`.
- Keep `batching` module `usize` based since that is reused for events,
which may exceed `u32::MAX`.
- Change according `Range<usize>` to `Range<u32>`. This is more
efficient and helps justify safety.
- Change `ArchetypeRow` and `TableRow` to wrap `NonMaxU32` instead of
`u32`.
Justifying `NonMaxU32::new_unchecked` everywhere is predicated on this
safety comment in `Entities::set`: "`location` must be valid for the
entity at `index` or immediately made valid afterwards before handing
control to unknown code." This ensures no entity is in two table rows
for example. That fact is used to argue uniqueness of the entity rows in
each table, archetype, sparse set, query, etc. So if there's no
duplicates, and a maximum total entities of `u32::MAX` none of the
corresponding row ids / indexes can exceed `NonMaxU32`.
## Testing
CI
---------
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
# Objective
- Make errors in #19124#13289 clearer, and opt for option 1. of
https://github.com/gfx-rs/wgpu/issues/7677
## Solution
Remove the round to block size `.physical_size(texture_format);`
Error message now becomes much clearer:
```
thread 'Compute Task Pool (5)' panicked at E:\r\wgpu\wgpu\src\backend\wgpu_core.rs:1423:26:
wgpu error: Validation Error
Caused by:
In Device::create_texture
Width 2050 is not a multiple of Bc7RgbaUnormSrgb's block width (4)
```
## Testing
- Tested using the repro in #19124
# Objective
- Fix `AssetChanged` code documentation to mention the `PostUpdate`
schedule instead of the `Last` schedule
## Testing
- Trivial (code doc). Check `bevy_asset/src/lib.rs` in function
`init_asset` to see where this is scheduled:
```rust
.add_systems(
PostUpdate,
Assets::<A>::asset_events
.run_if(Assets::<A>::asset_events_condition)
.in_set(AssetEvents),
)
```
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
`Image::resize` currently prints a warning when resizing an
uninitialized `Image`, even though the resizing works correctly. For
[code](c92f14c9e7/crates/bevy_ui/src/widget/viewport.rs (L175-L179))
that doesn't care about whether the image is initialized CP-side, this
is inconvenient and unnecessary.
# Objective
Ran into a situation where I need to compare two image samplers. My
current workaround is to compare the `Debug` outputs
## Solution
Derive `PartialEq` on `ImageSampler` and structs in its fields.
## Testing
Full CI passed.
# Objective
The new viewport example allocates a texture in main memory, even though
it's only needed on the GPU. Also fix an unnecessary warning when a
viewport's texture doesn't exist CPU-side.
## Testing
Run the `viewport_node` example.
# Objective
allow specifying the left/top/right/bottom border colors separately for
ui elements
fixes#14773
## Solution
- change `BorderColor` to
```rs
pub struct BorderColor {
pub left: Color,
pub top: Color,
pub right: Color,
pub bottom: Color,
}
```
- generate one ui node per distinct border color, set flags for the
active borders
- render only the active borders
i chose to do this rather than adding multiple colors to the
ExtractedUiNode in order to minimize the impact for the common case
where all border colors are the same.
## Testing
modified the `borders` example to use separate colors:

the behaviour is a bit weird but it mirrors html/css border behaviour.
---
## Migration:
To keep the existing behaviour, just change `BorderColor(color)` into
`BorderColor::all(color)`.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
# Objective
- Currently, the error span for `get_struct_field` when encountering an
enum or union points to the macro invocation, rather than the `enum` or
`union` token. It also doesn't mention which macro reported the error.
## Solution
- Report the correct error span
- Add parameter for passing in the name of the macro invocation
## Testing
Bevy compiles fine with this change
## Migration Guide
```rs
// before
let fields = get_struct_fields(&ast.data);
// after
let fields = get_struct_fields(&ast.data, "derive(Bundle)");
```
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Hiya!
# Objective
- Remove upcasting methods that are no longer necessary since Rust 1.86.
- Cleanup the interned label code.
## Notes
- I didn't try to remove the upcasting methods from `bevy_reflect`, as
there appears to be some complexity related to remote type reflection.
- There are likely some other upcasting methods floating around.
## Testing
I ran the `breakout` example to check that the hashing/eq
implementations of the labels are still correct.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
similar to https://github.com/bevyengine/bevy/pull/12030
# Objective
`bevy_mod_debugdump` uses the `SystemTypeSet::system_type` to look up
constrains like `(system_1, system_2.after(system_1))`. For that it
needs to find the type id in `schedule.graph().systems()`
Now with systems being wrapped in an `InfallibleSystemWrapper` this
association was no longer possible.
## Solution
By forwarding the type id in `InfallibleSystemWrapper`,
`bevy_mod_debugdump` can resolve the dependencies as before, and the
wrapper is an unnoticable implementation detail.
## Testing
- `cargo test -p bevy_ecs`
I'm not sure what exactly could break otherwise.
# Objective
- Fixes#18869.
## Solution
The issue was the `?` after a `Result` raising the error, instead of
treating it.
Instead it is handled with `ok`, `and_then`, `map` ...
_Edit: I added the following logic._
On `bevy/query` remote requests, when `strict` is false:
- Unregistered components in `option` and `without` are ignored.
- Unregistered components in `has` are considered absent from the
entity.
- Unregistered components in `components` and `with` result in an empty
response since they specify hard requirements.
I made the `get_component_ids` function return a
`AnyhowResult<(Vec<(TypeId, ComponentId)>, Vec<String>)>` instead of the
previous `AnyhowResult<Vec<(TypeId, ComponentId)>>`; that is I added the
list of unregistered components.
## Testing
I tested changes using the same procedure as in the linked issue:
```sh
cargo run --example server --features="bevy_remote"
```
In another terminal:
```sh
# Not strict:
$ curl -X POST http://localhost:15702 -H "Content-Type: application/json" -d '{ "jsonrpc": "2.0", "method": "bevy/query", "id": 0, "params": { "data": { "components": [ "foo::bar::MyComponent" ] } } }'
{"jsonrpc":"2.0","id":0,"result":[]}
# Strict:
$ curl -X POST http://localhost:15702 -H "Content-Type: application/json" -d '{ "jsonrpc": "2.0", "method": "bevy/query", "id": 0, "params": { "data": { "components": [ "foo::bar::MyComponent" ] }, "strict": true } }'
{"jsonrpc":"2.0","id":0,"error":{"code":-23402,"message":"Component `foo::bar::MyComponent` isn't registered or used in the world"}}
```
# Objective
It's not possible atm for third-party crates to create their own text
systems that use the existing cosmic-text `FontSystem` and font atlases.
## Solution
Make `FontFaceInfo`, `TextPipeline::map_handle_to_font_id`, and
`load_font_fontdb` public so third-party crates can access and update
the existing font atlases
## Objective
Fix#19114.
## Solution
#17875 changed the glTF importer to make sure that sampler filters are
linear when anisotropic filtering is enabled - this is required by
`wgpu`. But the condition was mistakenly inverted, so it forces the
filtering to linear when anisotropic filtering is _not_ enabled.
## Testing
```
cargo run --example color_grading
cargo run --example testbed_3d
```
# Objective
Now that `bevy_platform::cfg` is merged, we can start tidying up
features. This PR starts with `bevy_utils`.
## Solution
- Removed `serde` and `critical-section` features (they were just
re-exports of `bevy_platform` anyway)
- Removed `std`, `alloc` features, relying on `bevy_platform::cfg` to
check for availability.
- Added `parallel` feature to provide access to the `Parallel` type.
- Moved the `HashMap` type aliases into `map.rs` for better
organisation.
## Testing
- CI
Stores mesh names from glTF files in GltfMeshName component rather than
Name component, making both GltfMeshName and GltfMaterialName behave
like strings via Deref.
# Objective
Fixed the side effects of #19287
Fixes Examples that modify gltf materials are broken #19322
## Solution
Add GltfMeshName component and Deref implementations
Stores mesh names from glTF files in GltfMeshName component rather than
Name component, making both GltfMeshName and GltfMaterialName behave
like strings via Deref.
## Testing
cargo run --example depth_of_field
cargo run --example lightmaps
cargo run --example mixed_lighting
They are consistent with the situation before the error occurred.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Closes#19175
Make `LogDiagnosticsState` public to be able to edit its filters
## Solution
Make `LogDiagnosticsState` public and add methods to allow editing the
duration and filter
## Testing
`cargo run -p ci`
## Showcase
Updated `log_diagnostics` example

# Objective
Fix incorrect average returned by `Diagnostic` after `clear_history` is
called.
## Solution
Reset sum and ema values in `Diagnostic::clear_history`.
## Testing
I have added a cargo test for `Diagnostic::clear_history` that checks
average and smoothed average. This test passes, and should not be
platform dependent.
# Objective
Remove errant "a" from docs.
(I'm assuming that this sort of trivial fix is easy enough to merge that
it's worth doing, but let me know if you'd prefer me to not bother.)
# Objective
allow serialization / deserialization on the `ChildOf` entity, for
example in network usage.
my usage was for the bevy_replicon crate, to replicate `ChildOf`.
## Solution
same implementation of serde as other types in the bevy repo
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
## Objective
Add documentation useful to users of `bevy_ecs` not also using `App`.
Fixes#19270.
## Solution
* Add explanation of labels to `Schedule` documentation.
* Add example of `derive(ScheduleLabel)` to `trait ScheduleLabel`.
* Add a third example to `Schedule` which demonstrates using a schedule
via label instead of owning it directly.
* Add further explanation and links to `World::add_schedule()`, and
`World::run_schedule()`.
## Testing
Reviewed generated documentation.
Please review this documentation carefully for correctness, as I have
little experience with `bevy_ecs` and I am adding this information
because it would have helped my own past confusion, but I may still be
wrong about how things should be done.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
# Objective
Fixes#19120
## Solution
Use the find and replace token feature in VSCode to replace all the
`Condition`s with `SystemCondition`s. Then look through all the
documentation with find and replace to replace all the `Condition`s
there.
## Testing
- Did you test these changes? If so, how?
Yes, used cargo clippy, cargo build and cargo test.
- Are there any parts that need more testing?
Nope
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
By compiling and running bevy
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Shouldn't be, but Fedora Linux with KDE Wayland
## Objective
Fix the misleading 2d anchor API where `Anchor` is a component and
required by `Text2d` but is stored on a field for sprites.
Fixes#18367
## Solution
Remove the `anchor` field from `Sprite` and require `Anchor` instead.
## Migration Guide
The `anchor` field has been removed from `Sprite`. Instead the `Anchor`
component is now a required component on `Sprite`.
# Objective
Allowing drawing of UI nodes with a gradient instead of a flat color.
## Solution
The are three gradient structs corresponding to the three types of
gradients supported: `LinearGradient`, `ConicGradient` and
`RadialGradient`. These are then wrapped in a `Gradient` enum
discriminator which has `Linear`, `Conic` and `Radial` variants.
Each gradient type consists of the geometric properties for that
gradient and a list of color stops.
Color stops consist of a color, a position or angle and an optional
hint. If no position is specified for a stop, it's evenly spaced between
the previous and following stops. Color stop positions are absolute, if
you specify a list of stops:
```vec


Conic gradients can be used to draw simple pie charts like in CSS:

# Objective
Spot light shadows are still broken after fixing point lights in #19265
## Solution
Fix spot lights in the same way, just using the spot light specific
visible entities component. I also changed the query to be directly in
the render world instead of being extracted to be more accurate.
## Testing
Tested with the same code but changing `PointLight` to `SpotLight`.
# Objective
Add documentation for the last two functions in bevy_picking that are
missing them.
## Solution
Add boilerplate "Constructs an X" to `PointerHits::new()` and
`HitData::new()`.
This form of no-information documentation of `new()` functions is used
in several places in the repo, and @alice-i-cecile agreed that this is a
reasonable approach - the params are already documented on the fields
within the struct definition.
---------
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
Been looking for simplifications in the text systems as part of the text
input changes.
This enum isn't very helpful I think. We can remove it and the
associated parameters and instead just negate the glyph's y-offsets in
`extract_text2d_sprite`.
## Solution
Remove the `YAxisOrientation` enum and parameters.
Queue text sprites relative to the top-left in `extract_text2d_sprite`
and negate the glyph's y-offset.
## Testing
The `text2d` example can be used for testing:
```
cargo run --example text2d
```
# Objective
[see original
comment](https://github.com/bevyengine/bevy/pull/18801#issuecomment-2796981745)
> Alternately, could we store it on the World instead of a global? I
think we have a World nearby whenever we call default_error_handler().
That would avoid the need for atomics or locks, since we could do
ordinary reads and writes to the World.
Global error handlers don't actually need to be global – per world is
enough. This allows using different handlers for different worlds and
also removes the restrictions on changing the handler only once.
## Solution
Each `World` can now store its own error handler in a resource.
For convenience, you can also set the default error handler for an
`App`, which applies it to the worlds of all `SubApp`s. The old behavior
of only being able to set the error handler once is kept for apps.
We also don't need the `configurable_error_handler` feature anymore now.
## Testing
New/adjusted tests for failing schedule systems & observers.
---
## Showcase
```rust
App::new()
.set_error_handler(info)
…
```
# Objective
Fixes#19150
## Solution
Normally the `validate_cached_entity` in
86cc02dca2/crates/bevy_pbr/src/prepass/mod.rs (L1109-L1126)
marks unchanged entites as clean, which makes them remain in the phase.
If a material is changed to an `alpha_mode` that isn't supposed to be
added to the prepass pipeline, the specialization system just
`continue`s and doesn't indicate to the cache that the entity is not
clean anymore.
I made these invalid entities get removed from the pipeline cache so
that they are correctly not marked clean and then removed from the
phase.
## Testing
Tested with the example code from the issue.
# Objective
Fixes#18945
## Solution
Entities that are not visible in any view (camera or light), get their
render meshes removed. When they become visible somewhere again, the
meshes get recreated and assigned possibly different ids.
Point/spot light visible entities weren't cleared when the lights
themseves went out of view, which caused them to try to queue these fake
visible entities for rendering every frame. The shadow phase cache
usually flushes non visible entites, but because of this bug it never
flushed them and continued to queue meshes with outdated ids.
The simple solution is to every frame clear all visible entities for all
point/spot lights that may or may not be visible. The visible entities
get repopulated directly afterwards. I also renamed the
`global_point_lights` to `global_visible_clusterable` to make it clear
that it includes only visible things.
## Testing
- Tested with the code from the issue.
# Objective
- transitive shader imports sometimes fail to load silently and return
Ok
- Fixes#19226
## Solution
- Don't return Ok, return the appropriate error code which will retry
the load later when the dependencies load
## Testing
- `bevy run --example=3d_scene web --open`
Note: this is was theoretically a problem before the hot reloading PR,
but probably extremely unlikely to occur.
# Objective
- Get in-engine shader hot reloading working
## Solution
- Adopt #12009
- Cut back on everything possible to land an MVP: we only hot-reload PBR
in deferred shading mode. This is to minimize the diff and avoid merge
hell. The rest shall come in followups.
## Testing
- `cargo run --example pbr --features="embedded_watcher"` and edit some
pbr shader code
`bevy_ecs` was meant to have the `States` and `SubStates`
`proc_macro_derive`s removed when the separate `bevy_state` [was
created](https://github.com/bevyengine/bevy/issues/13216) but they were
missed.
# Objective
Fixes#19027
## Solution
Query for the material binding id if using fallback CPU processing
## Testing
I've honestly no clue how to test for this, and I imagine that this
isn't entirely failsafe :( but would highly appreciate a suggestion!
To verify this works, please run the the texture.rs example using WebGL
2.
Additionally, I'm extremely naive about the nuances of pbr. This PR is
essentially to kinda *get the ball rolling* of sorts. Thanks :)
---------
Co-authored-by: Gilles Henaux <ghx_github_priv@fastmail.com>
Co-authored-by: charlotte <charlotte.c.mcelwain@gmail.com>
# Objective
- Fix#14246
## Solution
- If building for wasm windows, add a bit of code that replaces `\\`
with `/` in the `file!()` arg
## Testing
- Used MRE https://github.com/janhohenheim/asset-crash
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Fixes#19130
## Solution
Fully quality `Result::Ok` so as to not accidentally invoke the anyhow
function of the same name
## Testing
Tested on this minimal repro with and without change.
main.rs
```rs
use anyhow::Ok;
use bevy::ecs::system::SystemParam;
#[derive(SystemParam)]
pub struct SomeParams;
fn main() {
}
```
Cargo.toml
```toml
[package]
name = "bevy-playground"
version = "0.1.0"
edition = "2024"
[dependencies]
anyhow = "1.0.98"
bevy = { path = "../bevy" }
```
# Objective
resolves#19092
## Solution
- remove the `.saturating_sub` from the index transformation
- add `.saturating_add` to the internal offset calculation
## Testing
- added regression test, confirming 0 index order + testing max bound
# Objective
In my own project I was encountering the issue to find out which
entities were spawned after applying commands. I began maintaining a
vector of all entities with generational information before and after
applying the command and diffing it. This was awfully complicated though
and has no constant complexity but grows with the number of entities.
## Solution
Looking at `EntyMeta` it seemed obvious to me that struct can track the
tick just as it does with `MaybeLocation`, updated from the same call.
After that it became almost a given to also introduce query data
`SpawnDetails` which offers methods to get the spawn tick and location,
and query filter `Spawned` that filters entities out that were not
spawned since the last run.
## Testing
I expanded a few tests and added new ones, though maybe I forgot a group
of tests that should be extended too. I basically searched `bevy_ecs`
for mentions of `Changed` and `Added` to see where the tests and docs
are.
Benchmarks of spawn/despawn can be found
[here](https://github.com/bevyengine/bevy/pull/19047#issuecomment-2852181374).
---
## Showcase
From the added docs, systems with equal complexity since the filter is
not archetypal:
```rs
fn system1(q: Query<Entity, Spawned>) {
for entity in &q { /* entity spawned */ }
}
fn system2(query: Query<(Entity, SpawnDetails)>) {
for (entity, spawned) in &query {
if spawned.is_spawned() { /* entity spawned */ }
}
}
```
`SpawnedDetails` has a few more methods:
```rs
fn print_spawn_details(query: Query<(Entity, SpawnDetails)>) {
for (entity, spawn_details) in &query {
if spawn_details.is_spawned() {
print!("new ");
}
println!(
"entity {:?} spawned at {:?} by {:?}",
entity,
spawn_details.spawned_at(),
spawn_details.spawned_by()
);
}
}
```
## Changes
No public api was changed, I only added to it. That is why I added no
migration guide.
- query data `SpawnDetails`
- query filter `Spawned`
- method `Entities::entity_get_spawned_or_despawned_at`
- method `EntityRef::spawned_at`
- method `EntityMut::spawned_at`
- method `EntityWorldMut::spawned_at`
- method `UnsafeEntityCell::spawned_at`
- method `FilteredEntityRef::spawned_at`
- method `FilteredEntityMut::spawned_at`
- method `EntityRefExcept::spawned_at`
- method `EntityMutExcept::spawned_at`
---------
Co-authored-by: Eagster <79881080+ElliottjPierce@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
This is a followup to #18704 . There's lots more followup work, but this
is the minimum to unblock #18670, etc.
This direction has been given the green light by Alice
[here](https://github.com/bevyengine/bevy/pull/18704#issuecomment-2853368129).
## Solution
I could have split this over multiple PRs, but I figured skipping
straight here would be easiest for everyone and would unblock things the
quickest.
This removes the now no longer needed `identifier` module and makes
`Entity::generation` go from `NonZeroU32` to `struct
EntityGeneration(u32)`.
## Testing
CI
---------
Co-authored-by: Mark Nokalt <marknokalt@live.com>
# Objective
There are two problems this aims to solve.
First, `Entity::index` is currently a `u32`. That means there are
`u32::MAX + 1` possible entities. Not only is that awkward, but it also
make `Entity` allocation more difficult. I discovered this while working
on remote entity reservation, but even on main, `Entities` doesn't
handle the `u32::MAX + 1` entity very well. It can not be batch reserved
because that iterator uses exclusive ranges, which has a maximum upper
bound of `u32::MAX - 1`. In other words, having `u32::MAX` as a valid
index can be thought of as a bug right now. We either need to make that
invalid (this PR), which makes Entity allocation cleaner and makes
remote reservation easier (because the length only needs to be u32
instead of u64, which, in atomics is a big deal), or we need to take
another pass at `Entities` to make it handle the `u32::MAX` index
properly.
Second, `TableRow`, `ArchetypeRow` and `EntityIndex` (a type alias for
u32) all have `u32` as the underlying type. That means using these as
the index type in a `SparseSet` uses 64 bits for the sparse list because
it stores `Option<IndexType>`. By using `NonMaxU32` here, we cut the
memory of that list in half. To my knowledge, `EntityIndex` is the only
thing that would really benefit from this niche. `TableRow` and
`ArchetypeRow` I think are not stored in an `Option` in bulk. But if
they ever are, this would help. Additionally this ensures
`TableRow::INVALID` and `ArchetypeRow::INVALID` never conflict with an
actual row, which in a nice bonus.
As a related note, if we do components as entities where `ComponentId`
becomes `Entity`, the the `SparseSet<ComponentId>` will see a similar
memory improvement too.
## Solution
Create a new type `EntityRow` that wraps `NonMaxU32`, similar to
`TableRow` and `ArchetypeRow`.
Change `Entity::index` to this type.
## Downsides
`NonMax` is implemented as a `NonZero` with a binary inversion. That
means accessing and storing the value takes one more instruction. I
don't think that's a big deal, but it's worth mentioning.
As a consequence, `to_bits` uses `transmute` to skip the inversion which
keeps it a nop. But that also means that ordering has now flipped. In
other words, higher indices are considered less than lower indices. I
don't think that's a problem, but it's also worth mentioning.
## Alternatives
We could keep the index as a u32 type and just document that `u32::MAX`
is invalid, modifying `Entities` to ensure it never gets handed out.
(But that's not enforced by the type system.) We could still take
advantage of the niche here in `ComponentSparseSet`. We'd just need some
unsafe manual conversions, which is probably fine, but opens up the
possibility for correctness problems later.
We could change `Entities` to fully support the `u32::MAX` index. (But
that makes `Entities` more complex and potentially slightly slower.)
## Testing
- CI
- A few tests were changed because they depend on different ordering and
`to_bits` values.
## Future Work
- It might be worth removing the niche on `Entity::generation` since
there is now a different niche.
- We could move `Entity::generation` into it's own type too for clarity.
- We should change `ComponentSparseSet` to take advantage of the new
niche. (This PR doesn't change that yet.)
- Consider removing or updating `Identifier`. This is only used for
`Entity`, so it might be worth combining since `Entity` is now more
unique.
---------
Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Provide a generic `impl SystemParam for Option<P>` that uses system
parameter validation. This immediately gives useful impls for params
like `EventReader` and `GizmosState` that are defined in terms of `Res`.
It also allows third-party system parameters to be usable with `Option`,
which was previously impossible due to orphan rules.
Note that this is a behavior change for `Option<Single>`. It currently
fails validation if there are multiple matching entities, but with this
change it will pass validation and produce `None`.
Also provide an impl for `Result<P, SystemParamValidationError>`. This
allows systems to inspect the error if necessary, either for bubbling it
up or for checking the `skipped` flag.
Fixes#12634Fixes#14949
Related to #18516
## Solution
Add generic `SystemParam` impls for `Option` and `Result`, and remove
the impls for specific types.
Update documentation and `fallible_params` example with the new
semantics for `Option<Single>`.
# Objective
- Fixes a subset of https://github.com/bevyengine/bevy/issues/13735 by
making `EntityRef`, `EntityMut` + similar WorldQueries use the system's
change ticks when being created from within a system.
In particular, this means that `entity_ref.get_ref::<T>()` will use the
correct change ticks (the ones from the system), which matches the
behaviour of querying for `Ref<T>` directly in the system parameters.
## Solution
- Implements the solution described by
https://github.com/bevyengine/bevy/issues/13735#issuecomment-2652482918
which is to add change ticks to the `UnsafeEntityCell`
## Testing
- Added a unit test that is close to what users would encounter: before
this PR the `Added`/`Changed` filters on `Ref`s created from `EntityRef`
are incorrect.
# Objective
A fair few items were deprecated in 0.16. Let's delete them now that
we're in the 0.17 development cycle!
## Solution
- Deleted items marked deprecated in 0.16.
## Testing
- CI
---
## Notes
I'm making the assumption that _everything_ deprecated in 0.16 should be
removed in 0.17. That may be a false assumption in certain cases. Please
check the items to be removed to see if there are any exceptions we
should keep around for another cycle!
# Objective
In #18301, `NonSendMarker` was defined in such a way that it actually
implements `Send`. This isn't strictly a soundness issue, as its goal is
to be used as a `SystemParam`, and it _does_ appropriately mark system
access as `!Send`. It just seems odd that `NonSendMarker: Send`.
## Solution
- Made `NonSendMarker` wrap `PhantomData<*mut ()>`, which forces it to
be `!Send`.
## Testing
- CI
---
## Notes
This does mean constructing a `NonSendMarker` _value_ will require using
the `SystemParam` trait, but I think that's acceptable as the marker as
a value should be rarely required if at all.
# Objective
Remaining work for and closes#17682. First half of work for that issue
was completed in [PR
17730](https://github.com/bevyengine/bevy/pull/17730). However, the rest
of the work ended up getting blocked because we needed a way of forcing
systems to run on the main thread without the use of `!Send` resources.
That was unblocked by [PR
18301](https://github.com/bevyengine/bevy/pull/18301).
This work should finish unblocking the resources-as-components effort.
# Testing
Ran several examples using my Linux machine, just to make sure things
are working as expected and no surprises pop up.
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Fixes a part of #14274.
Bevy has an incredibly inconsistent naming convention for its system
sets, both internally and across the ecosystem.
<img alt="System sets in Bevy"
src="https://github.com/user-attachments/assets/d16e2027-793f-4ba4-9cc9-e780b14a5a1b"
width="450" />
*Names of public system set types in Bevy*
Most Bevy types use a naming of `FooSystem` or just `Foo`, but there are
also a few `FooSystems` and `FooSet` types. In ecosystem crates on the
other hand, `FooSet` is perhaps the most commonly used name in general.
Conventions being so wildly inconsistent can make it harder for users to
pick names for their own types, to search for system sets on docs.rs, or
to even discern which types *are* system sets.
To reign in the inconsistency a bit and help unify the ecosystem, it
would be good to establish a common recommended naming convention for
system sets in Bevy itself, similar to how plugins are commonly suffixed
with `Plugin` (ex: `TimePlugin`). By adopting a consistent naming
convention in first-party Bevy, we can softly nudge ecosystem crates to
follow suit (for types where it makes sense to do so).
Choosing a naming convention is also relevant now, as the [`bevy_cli`
recently adopted
lints](https://github.com/TheBevyFlock/bevy_cli/pull/345) to enforce
naming for plugins and system sets, and the recommended naming used for
system sets is still a bit open.
## Which Name To Use?
Now the contentious part: what naming convention should we actually
adopt?
This was discussed on the Bevy Discord at the end of last year, starting
[here](<https://discord.com/channels/691052431525675048/692572690833473578/1310659954683936789>).
`FooSet` and `FooSystems` were the clear favorites, with `FooSet` very
narrowly winning an unofficial poll. However, it seems to me like the
consensus was broadly moving towards `FooSystems` at the end and after
the poll, with Cart
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311140204974706708))
and later Alice
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311092530732859533))
and also me being in favor of it.
Let's do a quick pros and cons list! Of course these are just what I
thought of, so take it with a grain of salt.
`FooSet`:
- Pro: Nice and short!
- Pro: Used by many ecosystem crates.
- Pro: The `Set` suffix comes directly from the trait name `SystemSet`.
- Pro: Pairs nicely with existing APIs like `in_set` and
`configure_sets`.
- Con: `Set` by itself doesn't actually indicate that it's related to
systems *at all*, apart from the implemented trait. A set of what?
- Con: Is `FooSet` a set of `Foo`s or a system set related to `Foo`? Ex:
`ContactSet`, `MeshSet`, `EnemySet`...
`FooSystems`:
- Pro: Very clearly indicates that the type represents a collection of
systems. The actual core concept, system(s), is in the name.
- Pro: Parallels nicely with `FooPlugins` for plugin groups.
- Pro: Low risk of conflicts with other names or misunderstandings about
what the type is.
- Pro: In most cases, reads *very* nicely and clearly. Ex:
`PhysicsSystems` and `AnimationSystems` as opposed to `PhysicsSet` and
`AnimationSet`.
- Pro: Easy to search for on docs.rs.
- Con: Usually results in longer names.
- Con: Not yet as widely used.
Really the big problem with `FooSet` is that it doesn't actually
describe what it is. It describes what *kind of thing* it is (a set of
something), but not *what it is a set of*, unless you know the type or
check its docs or implemented traits. `FooSystems` on the other hand is
much more self-descriptive in this regard, at the cost of being a bit
longer to type.
Ultimately, in some ways it comes down to preference and how you think
of system sets. Personally, I was originally in favor of `FooSet`, but
have been increasingly on the side of `FooSystems`, especially after
seeing what the new names would actually look like in Avian and now
Bevy. I prefer it because it usually reads better, is much more clearly
related to groups of systems than `FooSet`, and overall *feels* more
correct and natural to me in the long term.
For these reasons, and because Alice and Cart also seemed to share a
preference for it when it was previously being discussed, I propose that
we adopt a `FooSystems` naming convention where applicable.
## Solution
Rename Bevy's system set types to use a consistent `FooSet` naming where
applicable.
- `AccessibilitySystem` → `AccessibilitySystems`
- `GizmoRenderSystem` → `GizmoRenderSystems`
- `PickSet` → `PickingSystems`
- `RunFixedMainLoopSystem` → `RunFixedMainLoopSystems`
- `TransformSystem` → `TransformSystems`
- `RemoteSet` → `RemoteSystems`
- `RenderSet` → `RenderSystems`
- `SpriteSystem` → `SpriteSystems`
- `StateTransitionSteps` → `StateTransitionSystems`
- `RenderUiSystem` → `RenderUiSystems`
- `UiSystem` → `UiSystems`
- `Animation` → `AnimationSystems`
- `AssetEvents` → `AssetEventSystems`
- `TrackAssets` → `AssetTrackingSystems`
- `UpdateGizmoMeshes` → `GizmoMeshSystems`
- `InputSystem` → `InputSystems`
- `InputFocusSet` → `InputFocusSystems`
- `ExtractMaterialsSet` → `MaterialExtractionSystems`
- `ExtractMeshesSet` → `MeshExtractionSystems`
- `RumbleSystem` → `RumbleSystems`
- `CameraUpdateSystem` → `CameraUpdateSystems`
- `ExtractAssetsSet` → `AssetExtractionSystems`
- `Update2dText` → `Text2dUpdateSystems`
- `TimeSystem` → `TimeSystems`
- `AudioPlaySet` → `AudioPlaybackSystems`
- `SendEvents` → `EventSenderSystems`
- `EventUpdates` → `EventUpdateSystems`
A lot of the names got slightly longer, but they are also a lot more
consistent, and in my opinion the majority of them read much better. For
a few of the names I took the liberty of rewording things a bit;
definitely open to any further naming improvements.
There are still also cases where the `FooSystems` naming doesn't really
make sense, and those I left alone. This primarily includes system sets
like `Interned<dyn SystemSet>`, `EnterSchedules<S>`, `ExitSchedules<S>`,
or `TransitionSchedules<S>`, where the type has some special purpose and
semantics.
## Todo
- [x] Should I keep all the old names as deprecated type aliases? I can
do this, but to avoid wasting work I'd prefer to first reach consensus
on whether these renames are even desired.
- [x] Migration guide
- [x] Release notes
I can't underrate anisotropic filtering.
# Objective
- Allow easily enabling anisotropic filtering on glTF assets.
- Allow selecting `ImageFilterMode` for glTF assets at runtime.
## Solution
- Added a Resource `DefaultGltfImageSampler`: it stores
`Arc<Mutex<ImageSamplerDescriptor>>` and the same `Arc` is stored in
`GltfLoader`. The default is independent from provided to `ImagePlugin`
and is set in the same way but with `GltfPlugin`. It can then be
modified at runtime with `DefaultGltfImageSampler::set`.
- Added two fields to `GltfLoaderSettings`: `default_sampler:
Option<ImageSamplerDescriptor>` to override aforementioned global
default descriptor and `override_sampler: bool` to ignore glTF sampler
data.
## Showcase
Enabling anisotropic filtering as easy as:
```rust
app.add_plugins(DefaultPlugins.set(GltfPlugin{
default_sampler: ImageSamplerDescriptor {
min_filter: ImageFilterMode::Linear,
mag_filter: ImageFilterMode::Linear,
mipmap_filter: ImageFilterMode::Linear,
anisotropy_clamp: 16,
..default()
},
..default()
}))
```
Use code below to ignore both the global default sampler and glTF data,
having `your_shiny_sampler` used directly for all textures instead:
```rust
commands.spawn(SceneRoot(asset_server.load_with_settings(
GltfAssetLabel::Scene(0).from_asset("models/test-scene.gltf"),
|settings: &mut GltfLoaderSettings| {
settings.default_sampler = Some(your_shiny_sampler);
settings.override_sampler = true;
}
)));
```
Remove either setting to get different result! They don't come in pair!
Scene rendered with trillinear texture filtering:

Scene rendered with 16x anisotropic texture filtering:

## Migration Guide
- The new fields in `GltfLoaderSettings` have their default values
replicate previous behavior.
---------
Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
# Objective
Originally [provided as a solution to a user's problem in
Discord](https://discord.com/channels/691052431525675048/1247654592838111302/1344431131277394042),
library authors might find the need to present user-registered systems
with system-specific data. Typically `Local<T>` is used for this type of
thing, but its not generally feasible or possible to configure/set the
underlying `T` data for locals. Alternatively, we can use `SystemInput`
to pass the data.
## Solution
- Added `IntoSystem::with_input`: Allows system-specific data to be
passed in explicitly.
- Added `IntoSystem::with_input_from`: Allows system-specific data to be
created at initialization time via `FromWorld`.
## Testing
Added two new tests, testing each of `with_input` and `with_input_from`.
# Objective
With the current `MapEntities` `impl`s, it is not possible to derive
things like this:
```rust
#[derive(Component)]
pub struct Inventory {
#[entities]
slots: Vec<Option<Entity>>,
}
```
This is because `MapEntities` is only implemented for `Vec<Entity>` &
`Option<Entity>`, and not arbitrary combinations of those.
It would be nice to also support those types.
## Solution
I replaced the `impl`s of the following types
- `Option<Entity>`: replaced with `Option<T>`
- `Vec<Entity>`: replaced with `Vec<T>`
- `HashSet<Entity, S>`: replaced with `HashSet<T, S>`
- `T` also had to be `Eq + core:#️⃣:Hash` here. **Not sure if this is
too restrictive?**
- `IndexSet<Entity, S>`: replaced with `IndexSet <T, S>`
- `T` also had to be `Eq + core:#️⃣:Hash` here. **Not sure if this is
too restrictive?**
- `BTreeSet<Entity>`: replaced with `BTreeSet<T>`
- `VecDeque<Entity>`: replaced with `VecDeque<T>`
- `SmallVec<A: smallvec::Array<Item = Entity>>`: replaced with
`SmallVec<A: smallvec::Array<Item = T>>`
(in all of the above, `T` is a generic type that implements
`MapEntities` (`Entity` being one of them).)
## Testing
I did not test any of this, but extended the `Component::map_entities`
doctest with an example usage of the newly supported types.
---
## Showcase
With these changes, this is now possible:
```rust
#[derive(Component)]
pub struct Inventory {
#[entities]
slots: Vec<Option<Entity>>,
}
```
# Objective
`RelatedSpawnerCommands` offers methods to get the underlying
`Commands`.
`RelatedSpawner` does not expose the inner `World` reference so far.
I currently want to write extension traits for both of them but I need
to duplicate the whole API for the latter because I cannot get it's
`&mut World`.
## Solution
Add methods for immutable and mutable `World` access
# Objective
Currently, `bevy_ecs`'s `children!` macro only supports spawning up to
twelve children at once. Ideally there would be no limit.
## Solution
`children!` is limited because `SpawnableList`, [the primary trait bound
here](https://docs.rs/bevy/0.16.0-rc.5/bevy/ecs/hierarchy/struct.Children.html#method.spawn),
uses the fake variadics pattern on tuples of up to twelve elements.
However, since a tuple itself implements `SpawnableList`, we can simply
nest tuples of entities when we run out of room.
This PR achieves this using `macro_rules` macros with a bit of brute
force, following [some discussion on
Discord](https://discord.com/channels/691052431525675048/692572690833473578/1362174415458013314).
If we create patterns for lists of up to eleven bundles, then use a
repetition pattern to handle the rest, we can "special-case" the
recursion into a nested tuple.
In principle, this would permit an arbitrary number of children, but
Rust's recursion limits will cut things short at around 1400 elements by
default. Of course, it's generally not a good idea to stick that many
bundles in a single invocation, but it might be worth mentioning in the
docs.
## Implementation notes
### Why are cases 0-11 expanded by hand?
We could make use of a tertiary macro:
```rs
macro_rules! recursive_spawn {
// so that this...
($a:expr, $b:expr) => {
(
$crate::spawn::Spawn($a),
$crate::spawn::Spawn($b),
)
};
// becomes this...
($a:expr, $b:expr) => {
$crate::spawn_tuple!($a, $b)
};
}
```
But I already feel a little bad exporting `recursive_spawn`. I'd really
like to avoid exposing more internals, even if they are annotated with
`#[doc(hidden)]`. If I had to guess, I'd say it'll also make the
expansion a tiny bit slower.
### Do we really need to handle up to twelve elements in the macro?
The macro is a little long, but doing it this way maximizes the
"flatness" of the types to be spawned. This should improve the codegen a
bit and makes the macro output a little bit easier to look at.
## Future work
The `related!` macro is essentially the same as `children!`, so if this
direction is accepted, `related!` should receive the same treatment. I
imagine we'd want to extract out the `recursive_spawn` macro into its
own file since it can be used for both. If this should be tackled in
this PR, let me know!
## Testing
This change is fairly trivial, but I added a single test to verify that
it compiles and nothing goes wrong once recursion starts happening. It's
pretty easy to verify that the change works in practice -- just spawn
over twelve entities as children at once!
# Objective
- Acts on certain elements of #18799
- Closes#1615
- New baseline for #18170
## Solution
- Created a new `cfg` module in `bevy_platform` which contains two
macros to aid in working with features like `web`, `std`, and `alloc`.
- `switch` is a stable implementation of
[`cfg_match`](https://doc.rust-lang.org/std/macro.cfg_match.html), which
itself is a `core` alternative to [`cfg_if`](https://docs.rs/cfg-if).
- `define_alias` is a `build.rs`-free alternative to
[`cfg_aliases`](https://docs.rs/cfg_aliases) with the ability to share
feature information between crates.
- Switched to these macros within `bevy_platform` to demonstrate usage.
## Testing
- CI
---
## Showcase
Consider the typical `std` feature as an example of a "virality". With
just `bevy_platform`, `bevy_utils`, and `bevy_ecs`, we have 3 crates in
a chain where activating `std` in any of them should really activate it
everywhere. The status-quo for this is for each crate to define its own
`std` feature, and ensure it includes the `std` feature of every
dependency in that feature. For crates which don't even interact with
`std` directly, this can be quite cumbersome. Especially considering
that Bevy has a fundamental crate, `bevy_platform`, which is a
dependency for effectively every crate.
Instead, we can use `define_alias` to create a macro which will
conditionally compile code if and only if the specified configuration
condition is met _in the defining crate_.
```rust
// In `bevy_platform`
define_alias! {
#[cfg(feature = "std")] => {
/// Indicates the `std` crate is available and can be used.
std
}
#[cfg(all(target_arch = "wasm32", feature = "web"))] => {
/// Indicates that this target has access to browser APIs.
web
}
}
```
The above `web` and `std` macros will either no-op the provided code if
the conditions are not met, or pass it unmodified if it is met. Since it
is evaluated in the context of the defining crate, `bevy_platform/std`
can be used to conditionally compile code in `bevy_utils` and `bevy_ecs`
_without_ those crates including their own `std` features.
```rust
// In `bevy_utils`
use bevy_platform::cfg;
// If `bevy_platform` has `std`, then we can too!
cfg::std! {
extern crate std;
}
```
To aid in more complex configurations, `switch` is provided to provide a
`cfg_if` alternative that is compatible with `define_alias`:
```rust
use bevy_platform::cfg;
cfg::switch! {
#[cfg(feature = "foo")] => { /* use the foo API */ }
cfg::web => { /* use browser API */ }
cfg::std => { /* use std */ }
_ => { /* use a fallback implementation */ }
}
```
This paradigm would allow Bevy's sub-crates to avoid re-exporting viral
features, and also enable functionality in response to availability in
their dependencies, rather than from explicit features (bottom-up
instead of top-down). I imagine that a "full rollout" of this paradigm
would remove most viral features from Bevy's crates, leaving only
`bevy_platform`, `bevy_internal`, and `bevy` (since `bevy`/`_internal`
are explicitly re-exports of all of Bevy's crates).
This bottom-up approach may be useful in other areas of Bevy's features
too. For example, `bevy_core_pipeline/tonemapping_luts` requires:
- bevy_render/ktx2
- bevy_image/ktx2
- bevy_image/zstd
If `define_alias` was used in `bevy_image`, `bevy_render` would not need
to re-export the `ktx2` feature, and `bevy_core_pipeline` could directly
probe `bevy_image` for the status of `ktx2` and `zstd` features to
determine if it should compile the `tonemapping_luts` functionality,
rather than having an explicitly feature. Of course, an explicit feature
is still important for _features_, so this may not be the best example,
but it highlights that with this paradigm crates can reactively provide
functionality, rather than needing to proactively declare feature
combinations up-front and hope the user enables them.
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- Alternative to and builds on top of #16284.
- Fixes#15849.
## Solution
- Rename component `StateScoped` to `DespawnOnExitState`.
- Rename system `clear_state_scoped_entities` to
`despawn_entities_on_exit_state`.
- Add `DespawnOnEnterState` and `despawn_entities_on_enter_state` which
is the `OnEnter` equivalent.
> [!NOTE]
> Compared to #16284, the main change is that I did the rename in such a
way as to keep the terms `OnExit` and `OnEnter` together. In my own
game, I was adding `VisibleOnEnterState` and `HiddenOnExitState` and
when naming those, I kept the `OnExit` and `OnEnter` together. When I
checked #16284 it stood out to me that the naming was a bit awkward.
Putting the `State` in the middle and breaking up `OnEnter` and `OnExit`
also breaks searching for those terms.
## Open questions
1. Should we split `enable_state_scoped_entities` into two functions,
one for the `OnEnter` and one for the `OnExit`? I personally have zero
need thus far for the `OnEnter` version, so I'd be interested in not
having this enabled unless I ask for it.
2. If yes to 1., should we follow my lead in my `Visibility` state
components (see below) and name these
`app.enable_despawn_entities_on_enter_state()` and
`app.enable_despawn_entities_on_exit_state()`, which IMO says what it
does on the tin?
## Testing
Ran all changed examples.
## Side note: `VisibleOnEnterState` and `HiddenOnExitState`
For reference to anyone else and to help with the open questions, I'm
including the code I wrote for controlling entity visibility when a
state is entered/exited.
<details>
<summary>visibility.rs</summary>
```rust
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_reflect::prelude::*;
use bevy_render::prelude::*;
use bevy_state::{prelude::*, state::StateTransitionSteps};
use tracing::*;
pub trait AppExtStates {
fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self;
fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self;
}
impl AppExtStates for App {
fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self {
self.main_mut()
.enable_visible_entities_on_enter_state::<S>();
self
}
fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self {
self.main_mut().enable_hidden_entities_on_exit_state::<S>();
self
}
}
impl AppExtStates for SubApp {
fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self {
if !self
.world()
.contains_resource::<Events<StateTransitionEvent<S>>>()
{
let name = core::any::type_name::<S>();
warn!("Visible entities on enter state are enabled for state `{}`, but the state isn't installed in the app!", name);
}
// We work with [`StateTransition`] in set
// [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
// because [`OnExit`] only runs for one specific variant of the state.
self.add_systems(
StateTransition,
update_to_visible_on_enter_state::<S>.in_set(StateTransitionSteps::ExitSchedules),
)
}
fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self {
if !self
.world()
.contains_resource::<Events<StateTransitionEvent<S>>>()
{
let name = core::any::type_name::<S>();
warn!("Hidden entities on exit state are enabled for state `{}`, but the state isn't installed in the app!", name);
}
// We work with [`StateTransition`] in set
// [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
// because [`OnExit`] only runs for one specific variant of the state.
self.add_systems(
StateTransition,
update_to_hidden_on_exit_state::<S>.in_set(StateTransitionSteps::ExitSchedules),
)
}
}
#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
pub struct VisibleOnEnterState<S: States>(pub S);
#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
pub struct HiddenOnExitState<S: States>(pub S);
/// Makes entities marked with [`VisibleOnEnterState<S>`] visible when the state
/// `S` is entered.
pub fn update_to_visible_on_enter_state<S: States>(
mut transitions: EventReader<StateTransitionEvent<S>>,
mut query: Query<(&VisibleOnEnterState<S>, &mut Visibility)>,
) {
// We use the latest event, because state machine internals generate at most
// 1 transition event (per type) each frame. No event means no change
// happened and we skip iterating all entities.
let Some(transition) = transitions.read().last() else {
return;
};
if transition.entered == transition.exited {
return;
}
let Some(entered) = &transition.entered else {
return;
};
for (binding, mut visibility) in query.iter_mut() {
if binding.0 == *entered {
visibility.set_if_neq(Visibility::Visible);
}
}
}
/// Makes entities marked with [`HiddenOnExitState<S>`] invisible when the state
/// `S` is exited.
pub fn update_to_hidden_on_exit_state<S: States>(
mut transitions: EventReader<StateTransitionEvent<S>>,
mut query: Query<(&HiddenOnExitState<S>, &mut Visibility)>,
) {
// We use the latest event, because state machine internals generate at most
// 1 transition event (per type) each frame. No event means no change
// happened and we skip iterating all entities.
let Some(transition) = transitions.read().last() else {
return;
};
if transition.entered == transition.exited {
return;
}
let Some(exited) = &transition.exited else {
return;
};
for (binding, mut visibility) in query.iter_mut() {
if binding.0 == *exited {
visibility.set_if_neq(Visibility::Hidden);
}
}
}
```
</details>
---------
Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
# Objective
Contributes to #18741 and #18453.
## Solution
Deprecate `SimpleExecutor`. If users run into migration issues, we can
backtrack. Otherwise, we follow this up with #18741
We can't easily deprecate the module too because of
[this](https://github.com/rust-lang/rust/issues/47238).
## Testing
CI
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Cyrill Schenkel <cyrill.schenkel@gmail.com>
# Objective
- bevy removed `Observe` type parameters in #15151 ,it enables merging
`Observer` and `ObserverState ` into a single component. with this
consolidation ,we can improve efficiency while reducing boilerplate.
## Solution
- remove `ObserverState `and merge it into `Observer`
## Testing
40%~60% performance win due to removal of redundant look up.

This also improves ergonomics when using dynamic observer
```rust
// previously
world.spawn(ObserverState {
// SAFETY: we registered `event_a` above and it matches the type of EventA
descriptor: unsafe { ObserverDescriptor::default().with_events(vec![event_a]) },
runner: |mut world, _trigger, _ptr, _propagate| {
world.resource_mut::<Order>().observed("event_a");
},
..Default::default()
});
// now
let observe = unsafe {
Observer::with_dynamic_runner(|mut world, _trigger, _ptr, _propagate| {
world.resource_mut::<Order>().observed("event_a");
})
.with_event(event_a)
};
world.spawn(observe);
```
# Objective
Simplify code in the `SingleThreadedExecutor` by removing a special case
for exclusive systems.
The `SingleThreadedExecutor` runs systems without immediately applying
deferred buffers. That required calling `run_unsafe()` instead of
`run()`, but that would `panic` for exclusive systems, so the code also
needed a special case for those. Following #18076 and #18406, we have a
`run_without_applying_deferred` method that has the exact behavior we
want and works on exclusive systems.
## Solution
Replace the code in `SingleThreadedExecutor` that runs systems with a
single call to `run_without_applying_deferred()`. Also add this as a
wrapper in the `__rust_begin_short_backtrace` module to preserve the
special behavior for backtraces.
# Objective
Colors currently do not implement `StableInterpolate`, which makes them
ineligible for functions like `smooth_nudge` and make some generic APIs
awkward.
## Solution
Implemented `StableInterpolate` for linear color types that should be
uncontroversial. Non-linear types like `Hsl` are not implemented in this
PR.
## Testing
Added a test that checks implementations are correct.
# Objective
- Minor cleanup.
- This seems to have been introduced in #8336. There is no discussion
about it I can see, there's no comment explaining why this is here and
not in `ScreenshotPlugin`. This seems to have just been misplaced.
## Solution
- Move this to the ScreenshotPlugin!
## Testing
- The screenshot example still works at least on desktop.
# Objective
It has long been a todo item in the ecs to create a `BundleRemover`
alongside the inserter, spawner, etc.
This is an uncontroversial first step of #18514.
## Solution
Move existing code from complex helper functions to one generalized
`BundleRemover`.
## Testing
Existing tests.
# Objective
Let `FilteredEntityRef` and `FilteredEntityMut` receive access when
nested inside tuples or `#[derive(QueryData)]` types. Make sure to
exclude any access that would conflict with other subqueries!
Fixes#14349
## Solution
Replace `WorldQuery::set_access(state, access)` with a new method,
`QueryData::provide_extra_access(state, access, available_access)`, that
passes both the total available access and the currently used access.
This is called after `WorldQuery::update_component_access()`, so any
access used by ordinary subqueries will be known. `FilteredEntityRef`
and `FilteredEntityMut` can use the combination to determine how much
access they can safely take, while tuples can safely pass those
parameters directly to their subqueries.
This requires a new `Access::remove_conflicting_access()` method that
can be used to remove any access that would conflict with existing
access. Implementing this method was easier by first factoring some
common set manipulation code out of `Access::extend`. I can extract that
refactoring to a separate PR if desired.
Have `FilteredEntity(Ref|Mut)` store `Access` instead of
`FilteredAccess` because they do not need to keep track of the filter.
This was necessary in an early draft but no longer is. I left it in
because it's small and I'm touching that code anyway, but I can extract
it to a separate PR if desired.
# Objective
Fixes#17803
## Solution
- Add an `Allows<T>` `QueryFilter` that adds archetypal access for `T`
- Fix access merging to include archetypal from both sides
## Testing
- Added a case to the unit test for the application of
`DefaultQueryFilters`
# Objective
Based on and closes#18054, this PR builds on #18035 and #18147 to
remove:
- `Commands::insert_or_spawn_batch`
- `Entities::alloc_at_without_replacement`
- `Entities::alloc_at`
- `entity::AllocAtWithoutReplacement`
- `World::insert_or_spawn_batch`
- `World::insert_or_spawn_batch_with_caller`
## Testing
Just removing unused, deprecated code, so no new tests. Note that as of
writing, #18035 is still under testing and review.
## Future Work
Per
[this](https://github.com/bevyengine/bevy/issues/18054#issuecomment-2689088899)
comment on #18054, there may be additional performance improvements
possible to the entity allocator now that `alloc_at` no longer is
supported. At a glance, I don't see anything obvious to improve, but it
may be worth further investigation in the future.
---------
Co-authored-by: JaySpruce <jsprucebruce@gmail.com>
The LogPlugin now allows overriding the default
`tracing_subscriber::fmt::Layer` through a new `fmt_layer` option. This
enables customization of the default log output format without having to
replace the entire logging system.
For example, to disable timestamps in the log output:
```rust
fn fmt_layer(_app: &mut App) -> Option<bevy::log::BoxedFmtLayer> {
Some(Box::new(
bevy::log::tracing_subscriber::fmt::Layer::default()
.without_time()
.with_writer(std::io::stderr),
))
}
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(bevy::log::LogPlugin {
fmt_layer,
..default()
}))
.run();
}
```
This is different from the existing `custom_layer` option, because that
option _adds_ additional layers to the subscriber, but can't modify the
default formatter layer (at least, not to my knowledge).
I almost always disable timestamps in my Bevy logs, and usually also
tweak other default log formatting (such as `with_span_events`), which
made it so that I always had to disable the default logger. This allows
me to use everything the Bevy logger supports (including tracy support),
while still formatting the default logs the way I like them.
---------
Signed-off-by: Jean Mertz <git@jeanmertz.com>
# Objective
Add a viewport widget.
## Solution
- Add a new `ViewportNode` component to turn a UI node into a viewport.
- Add `viewport_picking` to pass pointer inputs from other pointers to
the viewport's pointer.
- Notably, this is somewhat functionally different from the viewport
widget in [the editor
prototype](https://github.com/bevyengine/bevy_editor_prototypes/pull/110/files#L124),
which just moves the pointer's location onto the render target. Viewport
widgets have their own pointers.
- Care is taken to handle dragging in and out of viewports.
- Add `update_viewport_render_target_size` to update the viewport node's
render target's size if the node size changes.
- Feature gate picking-related viewport items behind
`bevy_ui_picking_backend`.
## Testing
I've been using an example I made to test the widget (and added it as
`viewport_node`):
<details><summary>Code</summary>
```rust
//! A simple scene to demonstrate spawning a viewport widget. The example will demonstrate how to
//! pick entities visible in the widget's view.
use bevy::picking::pointer::PointerInteraction;
use bevy::prelude::*;
use bevy::ui::widget::ViewportNode;
use bevy::{
image::{TextureFormatPixelInfo, Volume},
window::PrimaryWindow,
};
use bevy_render::{
camera::RenderTarget,
render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
},
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, MeshPickingPlugin))
.add_systems(Startup, test)
.add_systems(Update, draw_mesh_intersections)
.run();
}
#[derive(Component, Reflect, Debug)]
#[reflect(Component)]
struct Shape;
fn test(
mut commands: Commands,
window: Query<&Window, With<PrimaryWindow>>,
mut images: ResMut<Assets<Image>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Spawn a UI camera
commands.spawn(Camera3d::default());
// Set up an texture for the 3D camera to render to
let window = window.get_single().unwrap();
let window_size = window.physical_size();
let size = Extent3d {
width: window_size.x,
height: window_size.y,
..default()
};
let format = TextureFormat::Bgra8UnormSrgb;
let image = Image {
data: Some(vec![0; size.volume() * format.pixel_size()]),
texture_descriptor: TextureDescriptor {
label: None,
size,
dimension: TextureDimension::D2,
format,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
},
..default()
};
let image_handle = images.add(image);
// Spawn the 3D camera
let camera = commands
.spawn((
Camera3d::default(),
Camera {
// Render this camera before our UI camera
order: -1,
target: RenderTarget::Image(image_handle.clone().into()),
..default()
},
))
.id();
// Spawn something for the 3D camera to look at
commands
.spawn((
Mesh3d(meshes.add(Cuboid::new(5.0, 5.0, 5.0))),
MeshMaterial3d(materials.add(Color::WHITE)),
Transform::from_xyz(0.0, 0.0, -10.0),
Shape,
))
// We can observe pointer events on our objects as normal, the
// `bevy::ui::widgets::viewport_picking` system will take care of ensuring our viewport
// clicks pass through
.observe(on_drag_cuboid);
// Spawn our viewport widget
commands
.spawn((
Node {
position_type: PositionType::Absolute,
top: Val::Px(50.0),
left: Val::Px(50.0),
width: Val::Px(200.0),
height: Val::Px(200.0),
border: UiRect::all(Val::Px(5.0)),
..default()
},
BorderColor(Color::WHITE),
ViewportNode::new(camera),
))
.observe(on_drag_viewport);
}
fn on_drag_viewport(drag: Trigger<Pointer<Drag>>, mut node_query: Query<&mut Node>) {
if matches!(drag.button, PointerButton::Secondary) {
let mut node = node_query.get_mut(drag.target()).unwrap();
if let (Val::Px(top), Val::Px(left)) = (node.top, node.left) {
node.left = Val::Px(left + drag.delta.x);
node.top = Val::Px(top + drag.delta.y);
};
}
}
fn on_drag_cuboid(drag: Trigger<Pointer<Drag>>, mut transform_query: Query<&mut Transform>) {
if matches!(drag.button, PointerButton::Primary) {
let mut transform = transform_query.get_mut(drag.target()).unwrap();
transform.rotate_y(drag.delta.x * 0.02);
transform.rotate_x(drag.delta.y * 0.02);
}
}
fn draw_mesh_intersections(
pointers: Query<&PointerInteraction>,
untargetable: Query<Entity, Without<Shape>>,
mut gizmos: Gizmos,
) {
for (point, normal) in pointers
.iter()
.flat_map(|interaction| interaction.iter())
.filter_map(|(entity, hit)| {
if !untargetable.contains(*entity) {
hit.position.zip(hit.normal)
} else {
None
}
})
{
gizmos.arrow(point, point + normal.normalize() * 0.5, Color::WHITE);
}
}
```
</details>
## Showcase
https://github.com/user-attachments/assets/39f44eac-2c2a-4fd9-a606-04171f806dc1
## Open Questions
- <del>Not sure whether the entire widget should be feature gated behind
`bevy_ui_picking_backend` or not? I chose a partial approach since maybe
someone will want to use the widget without any picking being
involved.</del>
- <del>Is `PickSet::Last` the expected set for `viewport_picking`?
Perhaps `PickSet::Input` is more suited.</del>
- <del>Can `dragged_last_frame` be removed in favor of a better dragging
check? Another option that comes to mind is reading `Drag` and `DragEnd`
events, but this seems messier.</del>
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Stop using `ArchetypeComponentId` in the executor. These IDs will grow
even more quickly with relations, and the size may start to degrade
performance.
## Solution
Have systems expose their `FilteredAccessSet<ComponentId>`, and have the
executor use that to determine which systems conflict. This can be
determined statically, so determine all conflicts during initialization
and only perform bit tests when running.
## Testing
I ran many_foxes and didn't see any performance changes. It's probably
worth testing this with a wider range of realistic schedules to see
whether the reduced concurrency has a cost in practice, but I don't know
what sort of test cases to use.
## Migration Guide
The schedule will now prevent systems from running in parallel if there
*could* be an archetype that they conflict on, even if there aren't
actually any. For example, these systems will now conflict even if no
entity has both `Player` and `Enemy` components:
```rust
fn player_system(query: Query<(&mut Transform, &Player)>) {}
fn enemy_system(query: Query<(&mut Transform, &Enemy)>) {}
```
To allow them to run in parallel, use `Without` filters, just as you
would to allow both queries in a single system:
```rust
// Either one of these changes alone would be enough
fn player_system(query: Query<(&mut Transform, &Player), Without<Enemy>>) {}
fn enemy_system(query: Query<(&mut Transform, &Enemy), Without<Player>>) {}
```
# Objective
- When loading a folder with dot files inside, Bevy crashes:
```
thread 'IO Task Pool (1)' panicked at crates/bevy_asset/src/io/mod.rs:260:10:
asset paths must have extensions
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
- those files are common for other tools to store their
settings/metadata
## Solution
- Ignore files starting with a dot when loading folders
# Objective
Prevent using exclusive systems as observers. Allowing them is unsound,
because observers are only expected to have `DeferredWorld` access, and
the observer infrastructure will keep pointers that are invalidated by
the creation of `&mut World`.
See
https://github.com/bevyengine/bevy/actions/runs/14778342801/job/41491517847?pr=19011
for a MIRI failure in a recent PR caused by an exclusive system being
used as an observer in a test.
## Solution
Have `Observer::new` panic if `System::is_exclusive()` is true. Document
that method, and methods that call it, as panicking.
(It should be possible to express this in the type system so that the
calls won't even compile, but I did not want to attempt that.)
## Testing
Added a unit test that calls `World::add_observer` with an exclusive
system.
# Objective
I've been tinkering with ECS insertion/removal lately, and noticed that
sparse sets just... don't interact with `InsertMode` at all. Sure
enough, using `insert_if_new` with a sparse component does the same
thing as `insert`.
# Solution
- Add a check in `BundleInfo::write_components` to drop the new value if
the entity already has the component and `InsertMode` is `Keep`.
- Add necessary methods to sparse set internals to fetch the drop
function.
# Testing
Minimal reproduction:
<details>
<summary>Code</summary>
```
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(PostStartup, component_print)
.run();
}
#[derive(Component)]
#[component(storage = "SparseSet")]
struct SparseComponent(u32);
fn setup(mut commands: Commands) {
let mut entity = commands.spawn_empty();
entity.insert(SparseComponent(1));
entity.insert(SparseComponent(2));
let mut entity = commands.spawn_empty();
entity.insert(SparseComponent(3));
entity.insert_if_new(SparseComponent(4));
}
fn component_print(query: Query<&SparseComponent>) {
for component in &query {
info!("{}", component.0);
}
}
```
</details>
Here it is on Bevy Playground (0.15.3):
https://learnbevy.com/playground?share=2a96a68a81e804d3fdd644a833c1d51f7fa8dd33fc6192fbfd077b082a6b1a41
Output on `main`:
```
2025-05-04T17:50:50.401328Z INFO system{name="fork::component_print"}: fork: 2
2025-05-04T17:50:50.401583Z INFO system{name="fork::component_print"}: fork: 4
```
Output with this PR :
```
2025-05-04T17:51:33.461835Z INFO system{name="fork::component_print"}: fork: 2
2025-05-04T17:51:33.462091Z INFO system{name="fork::component_print"}: fork: 3
```
# Objective
- Contributes to #18978
## Solution
- Disable default features on all dependencies in `bevy_asset` and
explicitly enable ones that are required.
- Remove `compile_error` caused by enabling `file_watcher` without
`multi_threaded` by including `multi_threaded` in `file_watcher`.
## Testing
- CI
---
## Notes
No breaking changes here, just a little cleaning before the more
controversial changes for `no_std` support.
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Fixes#18969
## Solution
Also updated `Aabb3d` implementation for consistency.
## Testing
Added tests for `Aabb2d` and `Aabb3d` to verify correct rotation
behavior for angles greater than 90 degrees.
# Objective
`BTreeSet` doesn't implement `RelationshipSourceCollection`.
## Solution
Implement it.
## Testing
`cargo clippy`
---
## Showcase
You can now use `BTreeSet` in a `RelationshipTarget`
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Create a `When` system param wrapper for skipping systems that fail
validation.
Currently, the `Single` and `Populated` parameters cause systems to skip
when they fail validation, while the `Res` family causes systems to
error. Generalize this so that any fallible parameter can be used either
to skip a system or to raise an error. A parameter used directly will
always raise an error, and a parameter wrapped in `When<P>` will always
cause the system to be silently skipped.
~~Note that this changes the behavior for `Single` and `Populated`. The
current behavior will be available using `When<Single>` and
`When<Populated>`.~~
Fixes#18516
## Solution
Create a `When` system param wrapper that wraps an inner parameter and
converts all validation errors to `skipped`.
~~Change the behavior of `Single` and `Populated` to fail by default.~~
~~Replace in-engine use of `Single` with `When<Single>`. I updated the
`fallible_systems` example, but not all of the others. The other
examples I looked at appeared to always have one matching entity, and it
seemed more clear to use the simpler type in those cases.~~
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- If using a `NonNilUuid` in Bevy, it's difficult to reflect it.
## Solution
- Adds `NonNilUuid` using `impl_reflect_opaque!`.
## Testing
- Built with no issues found locally.
- Essentially the same as the `Uuid` support except without `Default`.
Co-authored-by: TM Storey <mail@tmstorey.id.au>
# Objective
Add background colors for text.
Fixes#18889
## Solution
New component `TextBackgroundColor`, add it to any UI `Text` or
`TextSpan` entity to add a background color to its text.
New field on `TextLayoutInfo` `section_rects` holds the list of bounding
rects for each text section.
The bounding rects are generated in `TextPipeline::queue_text` during
text layout, `extract_text_background_colors` extracts the colored
background rects for rendering.
Didn't include `Text2d` support because of z-order issues.
The section rects can also be used to implement interactions targeting
individual text sections.
## Testing
Includes a basic example that can be used for testing:
```
cargo run --example text_background_colors
```
---
## Showcase

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

---------
Co-authored-by: Olle Lukowski <lukowskiolle@gmail.com>
Co-authored-by: Gilles Henaux <ghx_github_priv@fastmail.com>
Adopted #13869
# Objective
Fixes#9076
## Solution
Using `rodio`'s `try_seek`
## Testing
@ivanstepanovftw added a `seek` system using `AudioSink` to the
`audio_control.rs` example. I got it working with .mp3 files, but rodio
doesn't support seeking for .ogg and .flac files, so I removed it from
the commit (since the assets folder only has .ogg files). Another thing
to note is that `try_seek` fails when using `PlaybackMode::Loop`, as
`rodio::source::buffered::Buffered` doesn't support `try_seek`. I
haven't tested `SpatialAudioSink`.
## Notes
I copied the docs for `try_seek` verbatim from `rodio`, and re-exported
`rodio::source::SeekError`. I'm not completely confident in those
decisions, please let me know if I'm doing anything wrong.
</details>
---------
Co-authored-by: Ivan Stepanov <ivanstepanovftw@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
The default should be `OverflowClipBox::PaddingBox` not
`OverflowClipBox::ContentBox`
`padding-box` is the default in CSS.
## Solution
Set the default to `PaddingBox`.
## Testing
Compare the `overflow` UI example on main vs with this PR. You should
see that on main the outline around the inner node gets clipped. With
this PR by default clipping starts at the inner edge of the border (the
`padding-box`) and the outlines are visible.
Fixes#18934
# Objective
We have methods to:
- Add related entities
- Replace related entities
- Remove specific related entities
We don't have a method the remove all related entities so.
## Solution
Add a method to remove all related entities.
## Testing
A new test case.
# Objective
When implementing `SystemParam` for an object which contains a mutable
reference to World, which cannot be derived due to a required lifetime
parameter, it's necessary to check that there aren't any conflicts.
As far as I know, the is_empty method is the only way provided to check
for no conflicts at all
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/15389.
- Add documentation for RawHandleWrapper::_window field since It's
needed to drop the window at the correct time.
## Solution
- Added documentation to RawHandleWrapper::_window field as same as
WindowWrapper documentation.
## Testing
- No testing needed since it is documentation.
---
# Objective
Subtle, very minor issue. The following code fails to compile on main:
```rs
struct bevy;
#[derive(::bevy::ecs::component::Component)]
struct MyComponent;
```
The derive proc macro is pasting in essentially:
```rs
impl bevy::ecs::component::Component for MyComponent
```
...which normally works, but I've added `struct bevy`, which makes the
proc macro spit out incorrect code.
Very cursed, but to my knowledge has never been encountered in practice.
All the same, it's technically incorrect and should be fixed.
## Solution
The solution is simply to prepend `::` to crate names. Specifically, all
(all?) Bevy's derive macros determine the root crate name using
`BevyManifest`, which does some toml-parsing witchcraft to figure out
whether to qualify names using the umbrella `bevy` crate or individual
`bevy_xxx` crates. I just added a `::` to the spot where we parse the
`syn::Path`. The above example compiles properly after that.
## Testing
- CI should catch any errors since this change should cause compile
errors if for some reason they're being used in a cursed way somewhere
that would make this break something.
## Note
If this does break something for someone, this *really* needs a comment
in `BevyManifest::maybe_get_path` explaining why we can't make this
change.
# Objective
Fixes#18943
## Solution
Reintroduces support for `hashbrown`'s `HashMap` and `HashSet` types.
These were inadvertently removed when `bevy_platform` newtyped the
`hashbrown` types.
Since we removed our `hashbrown` dependency, I gated these impls behind
a `hashbrown` feature. Not entirely sure if this is necessary since we
enabled it for `bevy_reflect` through `bevy_platform` anyways. (Complex
features still confuse me a bit so let me know if I can just remove it!)
I also went ahead and preemptively implemented `TypePath` for `PassHash`
while I was here.
## Testing
You can test that it works by adding the following to a Bevy example
based on this PR (you'll also need to include `hashbrown` of course):
```rust
#[derive(Reflect)]
struct Foo(hashbrown::HashMap<String, String>);
```
Then check it compiles with:
```
cargo check --example hello_world --no-default-features --features=bevy_reflect/hashbrown
```
# Objective
- Fixes#18856.
## Solution
After PR #17633, `Camera::viewport_to_world` method corrects
`viewport_position` passed in that input so that it's offset by camera's
viewport. `Camera::viewport_to_world` is used by `make_ray` function
which in turn also offsets pointer position by viewport position, which
causes picking objects to be shifted by viewport position, and it wasn't
removed in the aforementioned PR. This second offsetting in `make_ray`
was removed.
## Testing
- I tested simple_picking example by applying some horizontal offset to
camera's viewport.
- I tested my application that displayed a single rectangle with picking
on two cameras arranged in a row. When using local bevy with this fix,
both cameras can be used for picking correctly.
- I modified split_screen example: I added observer to ground plane that
changes color on hover, and removed UI as it interfered with picking
both on master and my branch. On master, only top left camera was
triggering the observer, and on my branch all cameras could change
plane's color on hover.
- I added viewport offset to mesh_picking, with my changes it works
correctly, while on master picking ray is shifted.
- Sprite picking with viewport offset doesn't work both on master and on
this branch.
These are the only scenarios I tested. I think other picking functions
that use this function should be tested but I couldn't track more uses
of it.
Co-authored-by: Krzysztof Zywiecki <krzysiu@pop-os.Dlink>
# Objective
Fixes#18857.
## Solution
Add the requested method, and a `try_` variant as well.
## Testing
It compiles, doctests succeed, and is trivial enough that I don't think
it needs a unit test (correct me if I'm wrong though).
# Objective
Fix problems with `FontAtlasSet`:
* `FontAtlasSet` derives `Asset` but `FontAtlasSet`s are not Bevy
assets.
* The doc comments state that `FontAtlasSet`s are assets that are
created automatically when fonts are loaded. They aren't, they are
created as needed during text updates.
## Solution
* Removed the `Asset` derive.
* Rewrote the doc comments.
# Objective
Was copying off `bevy_ui`'s homework writing a picking backend and
noticed the `Has<IsDefaultPickingCamera>` is not used anywhere.
## Testing
Ran a random example.
This shouldn't cause any behavioral changes at all because the
component/archetype access/filter flags should be the same. `Has<X>`
doesn't affect access since it doesn't actually read or write anything,
and it doesn't affect matched archetypes either. Can't think of another
reason any behavior would change.
# Objective
A small typo was found on `bevy_ecs/examples/event.rs`.
I know it's very minor but I'd think fixing it would still help others
in the long run.
## Solution
Fix the typo.
## Testing
I don't think this is necessary.
# Objective
Fixes#18843
## Solution
We need to account for the material being added and removed in the
course of the same frame. We evict the caches first because the entity
will be re-added if it was marked as needing specialization, which
avoids another check on removed components to see if it was "really"
despawned.
# Objective
One to one relationships (added in
https://github.com/bevyengine/bevy/pull/18087) can currently easily be
invalidated by having two entities relate to the same target.
Alternative to #18817 (removing one-to-one relationships)
## Solution
Panic if a RelationshipTarget is already targeted. Thanks @urben1680 for
the idea!
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
There's still a race resulting in blank materials whenever a material of
type A is added on the same frame that a material of type B is removed.
PR #18734 improved the situation, but ultimately didn't fix the race
because of two issues:
1. The `late_sweep_material_instances` system was never scheduled. This
PR fixes the problem by scheduling that system.
2. `early_sweep_material_instances` needs to be called after *every*
material type has been extracted, not just when the material of *that*
type has been extracted. The `chain()` added during the review process
in PR #18734 broke this logic. This PR reverts that and fixes the
ordering by introducing a new `SystemSet` that contains all material
extraction systems.
I also took the opportunity to switch a manual reference to
`AssetId::<StandardMaterial>::invalid()` to the new
`DUMMY_MESH_MATERIAL` constant for clarity.
Because this is a bug that can affect any application that switches
material types in a single frame, I think this should be uplifted to
Bevy 0.16.
This reverts commit ac52cca033.
Fixes#18815
# Objective
#18782 resulted in using `log` macros instead of `tracing` macros (in
the interest of providing no_std support, specifically no_atomic
support). That tradeoff isn't worth it, especially given that tracing is
likely to get no_atomic support.
## Solution
Revert #18782
Fixes#18834.
`EntityWorldMut::remove_children` and `EntityCommands::remove_children`
were removed in the relationships overhaul (#17398) and never got
replaced.
I don't *think* this was intentional (the methods were never mentioned
in the PR or its comments), but I could've missed something.
# Objective
I was wrong about how RPITIT works when I wrote this stuff initially,
and in order to actually give people access to all the traits
implemented by the output (e.g. Debug and so on) it's important to
expose the real output type, even if it makes the trait uglier and less
comprehensible. (☹️)
## Solution
Expose the curve output type of the `CurveWithDerivative` trait and its
double-derivative companion. I also added a bunch of trait derives to
`WithDerivative<T>`, since I think that was just an oversight.
Fixes a small mix-up from #18058, which added bulk relationship
replacement methods.
`EntityCommands::replace_related_with_difference` calls
`EntityWorldMut::replace_children_with_difference` instead of
`EntityWorldMut::replace_related_with_difference`, which means it always
operates on the `ChildOf` relationship instead of the `R: Relationship`
generic it's provided.
`EntityCommands::replace_children_with_difference` takes an `R:
Relationship` generic that it shouldn't, but it accidentally works
correctly on `main` because it calls the above method.
# Objective
After #17967, closures which always panic no longer satisfy various Bevy
traits. Principally, this affects observers, systems and commands.
While this may seem pointless (systems which always panic are kind of
useless), it is distinctly annoying when using the `todo!` macro, or
when writing tests that should panic.
Fixes#18778.
## Solution
- Add failing tests to demonstrate the problem
- Add the trick from
[`never_say_never`](https://docs.rs/never-say-never/latest/never_say_never/)
to name the `!` type on stable Rust
- Write looots of docs explaining what the heck is going on and why
we've done this terrible thing
## To do
Unfortunately I couldn't figure out how to avoid conflicting impls, and
I am out of time for today, the week and uh the week after that.
Vacation! If you feel like finishing this for me, please submit PRs to
my branch and I can review and press the button for it while I'm off.
Unless you're Cart, in which case you have write permissions to my
branch!
- [ ] fix for commands
- [ ] fix for systems
- [ ] fix for observers
- [ ] revert https://github.com/bevyengine/bevy-website/pull/2092/
## Testing
I've added a compile test for these failure cases and a few adjacent
non-failing cases (with explicit return types).
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
The parameter `In` of `call_inner` is completely unconstrained by its
arguments and return type. We are only able to infer it by assuming that
the only associated type equal to `In::Param<'_>` is `In::Param<'_>`
itself. It could just as well be some other associated type which only
normalizes to `In::Param<'_>`. This will change with the next-generation
trait solver and was encountered by a crater run
https://github.com/rust-lang/rust/pull/133502-
cc
https://github.com/rust-lang/trait-system-refactor-initiative/issues/168
I couldn't think of a cleaner alternative here. I first tried to just
provide `In` as an explicit type parameter. This is also kinda ugly as I
need to provide a variable number of them and `${ignore(..)}` is
currently still unstable https://github.com/rust-lang/rust/issues/83527.
Sorry for the inconvenience. Also fun that this function exists to avoid
a separate solver bug in the first place 😅
Fixes#18809Fixes#18823
Meshes despawned in `Last` can still be in visisible entities if they
were visible as of `PostUpdate`. Sanity check that the mesh actually
exists before we specialize. We still want to unconditionally assume
that the entity is in `EntitySpecializationTicks` as its absence from
that cache would likely suggest another bug.
# Objective
Fixes#18808
## Solution
When an asset emits a removed event, mark it as modified in the render
world to ensure any appropriate bookkeeping runs as necessary.
# Objective
The goal of `bevy_platform_support` is to provide a set of platform
agnostic APIs, alongside platform-specific functionality. This is a high
traffic crate (providing things like HashMap and Instant). Especially in
light of https://github.com/bevyengine/bevy/discussions/18799, it
deserves a friendlier / shorter name.
Given that it hasn't had a full release yet, getting this change in
before Bevy 0.16 makes sense.
## Solution
- Rename `bevy_platform_support` to `bevy_platform`.
# Objective
- `bevy_dylib` currently doesn't build independently
```
cargo build -p bevy_dylib
Compiling bevy_dylib v0.16.0-rc.4 (/crates/bevy_dylib)
error: no global memory allocator found but one is required; link to std or add `#[global_allocator]` to a static item that implements the GlobalAlloc trait
error: `#[panic_handler]` function required, but not found
error: unwinding panics are not supported without std
|
= help: using nightly cargo, use -Zbuild-std with panic="abort" to avoid unwinding
= note: since the core library is usually precompiled with panic="unwind", rebuilding your crate with panic="abort" may not be enough to fix the problem
error: could not compile `bevy_dylib` (lib) due to 3 previous errors
```
## Solution
- remove `#![no_std]` from `bevy_dylib`
## Testing
- it builds now
# Objective
- Fixes#18781
## Solution
- Moved `LogPlugin` into its own file gated behind a new `tracing`
feature.
- Used `log` instead of `tracing` where possible.
- Exposed a new `tracing` feature in `bevy` which enables
`bevy_log/tracing`.
- Gated `LogPlugin` from `DefaultPlugins` on `tracing` feature.
## Testing
- CI
---
## Migration Guide
- If you were previously using `bevy_log` with default features
disabled, enable the new `std` and `tracing` features.
- If you were using `bevy` with the default features disabled, enable
the new `tracing` feature.
## Notes
Almost all of the diffs in this PR come from moving `LogPlugin` into its
own file. This just makes the PR less noisy, since the alternative is
excessive `#[cfg(feature = "tracing")]` directives all over the plugin.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Fixes#17591
Looking at the arm downloads page, "r48p0" is a version number that
increments, where rXX is the major version and pX seems to be a patch
version. Take the conservative approach here that we know gpu
preprocessing is working on at least version 48 and presumably higher.
The assumption here is that the driver_info string will be reported
similarly on non-pixel devices.
# Objective
- Piped systems are an edge case that we missed when reworking system
parameter validation.
- Fixes#18755.
## Solution
- Validate the parameters for both systems, ~~combining the errors if
both failed validation~~ by simply using an early out.
- ~~Also fix the same bug for combinator systems while we're here.~~
## Testing
I've added a large number of tests checking the behavior under various
permutations. These are separate tests, rather than one mega test
because a) it's easier to track down bugs that way and b) many of these
are `should_panic` tests, which will halt the evaluation of the rest of
the test!
I've also added a test for exclusive systems being pipeable because we
don't have one and I was very surprised that that works!
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
- The referenced `ScheduleLabel` for `OnPrimaryClosed` and `OnAllClosed`
in `ExitCondition` was incorrect
## Solution
- Changed `Update` to `PostUpdate`
A clippy failure slipped into #18768, although I'm not sure why CI
didn't catch it.
```sh
> cargo clippy --version
clippy 0.1.85 (4eb161250e 2025-03-15)
> cargo run -p ci
...
error: empty line after doc comment
--> crates\bevy_pbr\src\light\mod.rs:105:5
|
105 | / /// The width and height of each of the 6 faces of the cubemap.
106 | |
| |_^
|
= help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#empty_line_after_doc_comments
= note: `-D clippy::empty-line-after-doc-comments` implied by `-D warnings`
= help: to override `-D warnings` add `#[allow(clippy::empty_line_after_doc_comments)]`
= help: if the empty line is unintentional remove it
help: if the documentation should include the empty line include it in the comment
|
106 | ///
|
```
# Objective
- Improve the docs for `PointLightShadowMap` and
`DirectionalLightShadowMap`
## Solution
- Add example for how to use `PointLightShadowMap` and move the
`DirectionalLightShadowMap` example from `DirectionalLight`.
- Match `PointLight` and `DirectionalLight` docs about shadows.
- Describe what `size` means.
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
# Objective
Fixes#16896Fixes#17737
## Solution
Adds a new render phase, including all the new cold specialization
patterns, for wireframes. There's a *lot* of regrettable duplication
here between 3d/2d.
## Testing
All the examples.
## Migration Guide
- `WireframePlugin` must now be created with
`WireframePlugin::default()`.
Currently, `RenderMaterialInstances` and `RenderMeshMaterialIds` are
very similar render-world resources: the former maps main world meshes
to typed material asset IDs, and the latter maps main world meshes to
untyped material asset IDs. This is needlessly-complex and wasteful, so
this patch unifies the two in favor of a single untyped
`RenderMaterialInstances` resource.
This patch also fixes a subtle issue that could cause mesh materials to
be incorrect if a `MeshMaterial3d<A>` was removed and replaced with a
`MeshMaterial3d<B>` material in the same frame. The problematic pattern
looks like:
1. `extract_mesh_materials<B>` runs and, seeing the
`Changed<MeshMaterial3d<B>>` condition, adds an entry mapping the mesh
to the new material to the untyped `RenderMeshMaterialIds`.
2. `extract_mesh_materials<A>` runs and, seeing that the entity is
present in `RemovedComponents<MeshMaterial3d<A>>`, removes the entry
from `RenderMeshMaterialIds`.
3. The material slot is now empty, and the mesh will show up as whatever
material happens to be in slot 0 in the material data slab.
This commit fixes the issue by splitting out `extract_mesh_materials`
into *three* phases: *extraction*, *early sweeping*, and *late
sweeping*, which run in that order:
1. The *extraction* system, which runs for each material, updates
`RenderMaterialInstances` records whenever `MeshMaterial3d` components
change, and updates a change tick so that the following system will know
not to remove it.
2. The *early sweeping* system, which runs for each material, processes
entities present in `RemovedComponents<MeshMaterial3d>` and removes each
such entity's record from `RenderMeshInstances` only if the extraction
system didn't update it this frame. This system runs after *all*
extraction systems have completed, fixing the race condition.
3. The *late sweeping* system, which runs only once regardless of the
number of materials in the scene, processes entities present in
`RemovedComponents<ViewVisibility>` and, as in the early sweeping phase,
removes each such entity's record from `RenderMeshInstances` only if the
extraction system didn't update it this frame. At the end, the late
sweeping system updates the change tick.
Because this pattern happens relatively frequently, I think this PR
should land for 0.16.
Due to the preprocessor usage in the shader, different combinations of
features could cause the fields of `StandardMaterialBindings` to shift
around. In certain cases, this could cause them to not line up with the
bindings specified in `StandardMaterial`. This resulted in #18104.
This commit fixes the issue by making `StandardMaterialBindings` have a
fixed size. On the CPU side, it uses the
`#[bindless(index_table(range(M..N)))]` feature I added to `AsBindGroup`
in #18025 to do so. Thus this patch has a dependency on #18025.
Closes#18104.
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
This fixes a panic that occurs if one calls
`PipelineCache::get_render_pipeline_state(id)` or
`PipelineCache::get_compute_pipeline_state(id)` with a queued pipeline
id that has not yet been processed by `PipelineCache::process_queue()`.
```
thread 'Compute Task Pool (0)' panicked at [...]/bevy/crates/bevy_render/src/render_resource/pipeline_cache.rs:611:24:
index out of bounds: the len is 0 but the index is 20
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
# Objective
Fixes#18550.
Because bin state for unbatchable meshes wasn't being cleared each
frame, the buffer indices for unbatchable meshes would demote from
sparse to dense storage and aggressively leak memory, with all kinds of
weird consequences downstream, namely supplying invalid instance ranges
for render.
## Solution
Clear out the unbatchable mesh bin state when we start a new frame.
PR #17898 disabled bindless support for `ExtendedMaterial`. This commit
adds it back. It also adds a new example, `extended_material_bindless`,
showing how to use it.
# Objective
Fixes#18678
## Solution
Moved the current `with_related` method to `with_relationships` and
added a new `with_related` that uses a bundle.
I'm not entirely sold on the name just yet, if anyone has any ideas let
me know.
## Testing
I wasn't able to test these changes because it crashed my computer every
time I tried (fun). But there don't seem to be any tests that use the
old `with_related` method so it should be fine, hopefully
## Showcase
```rust
commands.spawn_empty()
.with_related::<Relationship>(Name::new("Related thingy"))
.with_relationships(|rel| {
rel.spawn(Name::new("Second related thingy"));
});
```
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Allow viewing and setting the added tick for change detection aware
data, to allow operations like checking if the value has been modified
since first being added, and spoofing that state (i.e. returning the
value to default in place without a remove/insert dance)
## Solution
- Added corresponding functions matching the existing `changed` API:
- `fn added(&self) -> Tick`
- `fn set_added(&mut self)`
- `fn set_last_added(&mut self, last_added: Tick)`
Discussed on discord @
https://canary.discord.com/channels/691052431525675048/749335865876021248/1358718892465193060
## Testing
- Running the bevy test suite by.. making a PR, heck.
- No new tests were introduced due to triviality (i.e. I don't know what
to test about this API, and the corresponding API for `changed` is
similarly lacking tests.)
---------
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
Fixes#18685
## Solution
* Don't apply the camera translation.
* Calculate the min and max bounds of the accessibility node rect taking
the UI translation relative to its center not the top-left corner.
## Testing
Install [NVDA](https://www.nvaccess.org/). In NVDA set `Preferences ->
Settings -> Vision -> Enable Highlighting`.
Then run bevy's `tab_navigation` example:
```
cargo run --example tab_navigation
```
If everything is working correctly, NVDA should draw a border around the
currently selected tab button:

# Objective
Clarify information in the docs about the bundle removal commands.
## Solution
Added information about how the intersection of components are removed.
# Objective
Add web support to atmosphere by gating dual source blending and using a
macro to determine the target platform.
The main objective of this PR is to ensure that users of Bevy's
atmosphere feature can also run it in a web-based context where WebGPU
support is enabled.
## Solution
- Make use of the `#[cfg(not(target_arch = "wasm32"))]` macro to gate
the dual source blending, as this is not (yet) supported in web
browsers.
- Rename the function `sample_sun_illuminance` to `sample_sun_radiance`
and move calls out of conditionals to ensure the shader compiles and
runs in both native and web-based contexts.
- Moved the multiplication of the transmittance out when calculating the
sun color, because calling the `sample_sun_illuminance` function was
causing issues in web. Overall this results in cleaner code and more
readable.
## Testing
- Tested by building a wasm target and loading it in a web page with
Vite dev server using `mate-h/bevy-webgpu` repo template.
- Tested the native build with `cargo run --example atmosphere` to
ensure it still works with dual source blending.
---
## Showcase
Screenshots show the atmosphere example running in two different
contexts:
<img width="1281" alt="atmosphere-web-showcase"
src="https://github.com/user-attachments/assets/40b1ee91-89ae-41a6-8189-89630d1ca1a6"
/>
---------
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
## Objective
The `MotionBlur` component exposes renderer internals. Users shouldn't
have to deal with this.
```rust
MotionBlur {
shutter_angle: 1.0,
samples: 2,
#[cfg(all(feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu")))]
_webgl2_padding: Default::default(),
},
```
## Solution
The renderer now uses a separate `MotionBlurUniform` struct for its
internals. `MotionBlur` no longer needs padding.
I was a bit unsure about the name `MotionBlurUniform`. Other modules use
a mix of `Uniform` and `Uniforms`.
## Testing
```
cargo run --example motion_blur
```
Tested on Win10/Nvidia across Vulkan, WebGL/Chrome, WebGPU/Chrome.
# Objective
- Fixes#18690
- Closes [#2065](https://github.com/bevyengine/bevy-website/pull/2065)
- Alternative to #18691
The changes to the Hash made in #15801 to the
[BuildHasher](https://doc.rust-lang.org/std/hash/trait.BuildHasher.html)
resulted in serious migration problems and downgraded UX for users of
Bevy's re-exported hashmaps. Once merged, we need to go in and remove
the migration guide added as part of #15801.
## Solution
- Newtype `HashMap` and `HashSet` instead of type aliases
- Added `Deref/Mut` to allow accessing future `hashbrown` methods
without maintenance from Bevy
- Added bidirectional `From` implementations to provide escape hatch for
API incompatibility
- Added inlinable re-exports of all methods directly to Bevy's types.
This ensures `HashMap::new()` works (since the `Deref` implementation
wont cover these kinds of invocations).
## Testing
- CI
---
## Migration Guide
- If you relied on Bevy's `HashMap` and/or `HashSet` types to be
identical to `hashbrown`, consider using `From` and `Into` to convert
between the `hashbrown` and Bevy types as required.
- If you relied on `hashbrown/serde` or `hashbrown/rayon` features, you
may need to enable `bevy_platform_support/serialize` and/or
`bevy_platform_support/rayon` respectively.
---
## Notes
- Did not replicate the Rayon traits, users will need to rely on the
`Deref/Mut` or `From` implementations for those methods.
- Did not re-expose the `unsafe` methods from `hashbrown`. In most cases
users will still have access via `Deref/Mut` anyway.
- I have added `inline` to all methods as they are trivial wrappings of
existing methods.
- I chose to make `HashMap::new` and `HashSet::new` const, which is
different to `hashbrown`. We can do this because we default to a
fixed-state build-hasher. Mild ergonomic win over using
`HashMap::with_hasher(FixedHasher)`.
## Objective
Fix #18714.
## Solution
Make sure `SkinUniforms::prev_buffer` is resized at the same time as
`current_buffer`.
There will be a one frame visual glitch when the buffers are resized,
since `prev_buffer` is incorrectly initialised with the current joint
transforms.
Note that #18074 includes the same fix. I'm assuming this smaller PR
will land first.
## Testing
See repro instructions in #18714. Tested on `animated_mesh`,
`many_foxes`, `custom_skinned_mesh`, Win10/Nvidia with Vulkan,
WebGL/Chrome, WebGPU/Chrome.
# Objective
In `bevy_enhanced_input`, I'm trying to associate `Actions` with a
schedule. I can do this via an associated type on a trait, but there's
no way to construct the associated label except by requiring a `Default`
implementation. However, Bevy labels don't implement `Default`.
## Solution
Add `Default` to all built-in labels. I think it should be useful in
general.
# Objective
This PR exposes the wgpu types necessary to use the result of
`RenderAdapter::get_texture_format_features`:
```rust
use bevy::render::render_resource::TextureFormatFeatureFlags;
// ^ now available
let adapter = world.resource::<RenderAdapter>();
let flags = adapter.get_texture_format_features(TextureFormat::R32Float).flags;
let filtering = flags.contains(TextureFormatFeatureFlags::FILTERABLE);
```
## Solution
- Expose `TextureFormatFeatureFlags`, `TextureFormatFeatures` like other
wgpu types in bevy_render
## Objective
Fix motion blur not working on skinned meshes.
## Solution
`set_mesh_motion_vector_flags` can set
`RenderMeshInstanceFlags::HAS_PREVIOUS_SKIN` after specialization has
already cached the material. This can lead to
`MeshPipelineKey::HAS_PREVIOUS_SKIN` never getting set, disabling motion
blur.
The fix is to make sure `set_mesh_motion_vector_flags` happens before
specialization.
Note that the bug is fixed in a different way by #18074, which includes
other fixes but is a much larger change.
## Testing
Open the `animated_mesh` example and add these components to the
`Camera3d` entity:
```rust
MotionBlur {
shutter_angle: 5.0,
samples: 2,
#[cfg(all(feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu")))]
_webgl2_padding: Default::default(),
},
#[cfg(all(feature = "webgl2", target_arch = "wasm32", not(feature = "webgpu")))]
Msaa::Off,
```
Tested on `animated_mesh`, `many_foxes`, `custom_skinned_mesh`,
Win10/Nvidia with Vulkan, WebGL/Chrome, WebGPU/Chrome. Note that testing
`many_foxes` WebGL requires #18715.
# Objective
Fixes#18701
## Solution
Add reflection of `PartialEq` and `Hash` to `AnimationNodeIndex`
## Testing
Added a new `#[test]` with the minimal reproduction posted on #18701.
# Objective
- The `#[deprecated]` attributes supports a `since` field, which
documents in which version an item was deprecated. This field is visible
in `rustdoc`.
- We inconsistently use `since` throughout the project.
For an example of what `since` renders as, take a look at
`ChildOf::get()`:
```rust
/// The parent entity of this child entity.
#[deprecated(since = "0.16.0", note = "Use child_of.parent() instead")]
#[inline]
pub fn get(&self) -> Entity {
self.0
}
```

## Solution
- Add `since = "0.16.0"` to all `#[deprecated]` attributes that do not
already use it.
- Add an example of deprecating a struct with the `since` field in the
migration guide document.
I would appreciate if this could be included in 0.16's release, as its a
low-risk documentation improvement that is valuable for the release, but
I'd understand if this was cut.
## Testing
You can use `cargo doc` to inspect the rendered form of
`#[deprecated(since = "0.16.0", ...)]`.
# Objective
Newest installment of the #16547 series.
In #18319 we introduced `Entity` defaults to accomodate the most common
use case for these types, however that resulted in the switch of the `T`
and `N` generics of `UniqueEntityArray`.
Swapping generics might be somewhat acceptable for `UniqueEntityArray`,
it is not at all acceptable for map and set types, which we would make
generic over `T: EntityEquivalent` in #18408.
Leaving these defaults in place would result in a glaring inconsistency
between these set collections and the others.
Additionally, the current standard in the engine is for "entity" to mean
`Entity`. APIs could be changed to accept `EntityEquivalent`, however
that is a separate and contentious discussion.
## Solution
Name these set collections `UniqueEntityEquivalent*`, and retain the
`UniqueEntity*` name for an alias of the `Entity` case.
While more verbose, this allows for all generics to be in proper order,
full consistency between all set types*, and the "entity" name to be
restricted to `Entity`.
On top of that, `UniqueEntity*` now always have 1 generic less, when
previously this was not enforced for the default case.
*`UniqueEntityIter<I: Iterator<T: EntityEquivalent>>` is the sole
exception to this. Aliases are unable to enforce bounds
(`lazy_type_alias` is needed for this), so for this type, doing this
split would be a mere suggestion, and in no way enforced.
Iterator types are rarely ever named, and this specific one is intended
to be aliased when it sees more use, like we do for the corresponding
set collection iterators.
Furthermore, the `EntityEquivalent` precursor `Borrow<Entity>` was used
exactly because of such iterator bounds!
Because of that, we leave it as is.
While no migration guide for 0.15 users, for those that upgrade from
main:
`UniqueEntityVec<T>` -> `UniqueEntityEquivalentVec<T>`
`UniqueEntitySlice<T>` -> `UniqueEntityEquivalentSlice<T>`
`UniqueEntityArray<N, T>` -> `UniqueEntityEquivalentArray<T, N>`
#18555 improved syntax for required components.
However some code was a bit redundant after the new parsing and struct
initializing would not give proper errors.
This PR fixes that.
---------
Co-authored-by: Tim Overbeek <oorbecktim@Tims-MacBook-Pro.local>
# Objective
Improve the parameter validation error message for
`Event(Reader|Writer|Mutator)`.
System parameters defined using `#[derive(SystemParam)]`, including the
parameters for events, currently propagate the validation errors from
their subparameters. The error includes the type of the failing
parameter, so the resulting error includes the type of the failing
subparameter instead of the derived parameter.
In particular, `EventReader<T>` will report an error from a
`Res<Events<T>>`, even though the user has no parameter of that type!
This is a follow-up to #18593.
## Solution
Have `#[derive]`d system parameters map errors during propagation so
that they report the outer parameter type.
To continue to provide context, add a field to
`SystemParamValidationError` that identifies the subparameter by name,
and is empty for non-`#[derive]`d parameters.
Allow them to override the failure message for individual parameters.
Use this to convert "Resource does not exist" to "Event not initialized"
for `Event(Reader|Writer|Mutator)`.
## Showcase
The validation error for a `EventReader<SomeEvent>` parameter when
`add_event` has not been called changes from:
Before:
```
Parameter `Res<Events<SomeEvent>>` failed validation: Resource does not exist
```
After
```
Parameter `EventReader<SomeEvent>::events` failed validation: Event not initialized
```
Extension of #18409.
I was updating a migration guide for hierarchy commands and realized
`insert_children` wasn't added to `EntityCommands`, only
`EntityWorldMut`.
This adds that and `insert_related` (basically just some
copy-and-pasting).
# Objective
In #17905 we swapped to a named field on `ChildOf` to help resolve
variable naming ambiguity of child vs parent (ex: `child_of.parent`
clearly reads as "I am accessing the parent of the child_of
relationship", whereas `child_of.0` is less clear).
Unfortunately this has the side effect of making initialization less
ideal. `ChildOf { parent }` reads just as well as `ChildOf(parent)`, but
`ChildOf { parent: root }` doesn't read nearly as well as
`ChildOf(root)`.
## Solution
Move back to `ChildOf(pub Entity)` but add a `child_of.parent()`
function and use it for all accesses. The downside here is that users
are no longer "forced" to access the parent field with `parent`
nomenclature, but I think this strikes the right balance.
Take a look at the diff. I think the results provide strong evidence for
this change. Initialization has the benefit of reading much better _and_
of taking up significantly less space, as many lines go from 3 to 1, and
we're cutting out a bunch of syntax in some cases.
Sadly I do think this should land in 0.16 as the cost of doing this
_after_ the relationships migration is high.
# Objective
The `visited: Local<HashSet<Entity>>` system param is meant to track
which entities `update_contexts_recursively` has visited and updated but
when the reparent_nodes_query isn't ordered descending from parent to
child nodes can get marked as visited even though their camera target is
unset and if the camera target is unset then the node won't be rendered.
Fixes#18616
## Solution
Remove the `visited` system param from `update_ui_context_system` and
the associated visited check from `update_contexts_recursively`. It was
redundant anyway since the set_if_neq check is sufficient to track
already updated nodes.
## Testing
The example from #18616 can be used for testing.
# Objective
Provide more useful errors when `World::run_system` and related methods
fail parameter validation.
Let callers determine whether the validation failure would have skipped
or failed the system.
Follow-up to #18541.
## Solution
Add a `SystemParamValidationError` value to the
`RunSystemError::InvalidParams` and
`RegisteredSystemError::InvalidParams` variants. That includes the
complete context of the parameter validation error, including the
`skipped` flag.
fixes#17478
# Objective
- Complete #17558.
- the `insert_children` method was previously removed, and as #17478
points out, needs to be added back.
## Solution
- Add a `OrderedRelationshipSourceCollection`, which allows sorting,
ordering, rearranging, etc of a `RelationshipSourceCollection`.
- Implement `insert_related`
- Implement `insert_children`
- Tidy up some docs while I'm here.
## Testing
@bjoernp116 set up a unit test, and I added a doc test to
`OrderedRelationshipSourceCollection`.
---------
Co-authored-by: bjoernp116 <bjoernpollen@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: Talin <viridia@gmail.com>
# Objective
#18173 allows components to be queued without being fully registered.
But much of bevy's debug logging contained
`components.get_name(id).unwrap()`. However, this panics when the id is
queued. This PR fixes this, allowing names to be retrieved for debugging
purposes, etc, even while they're still queued.
## Solution
We change `ComponentInfo::descriptor` to be `Arc<ComponentDescriptor>`
instead of not arc'd. This lets us pass the descriptor around (as a name
or otherwise) as needed. The alternative would require some form of
`MappedRwLockReadGuard`, which is unstable, and would be terribly
blocking. Putting it in an arc also signifies that it doesn't change,
which is a nice signal to users. This does mean there's an extra pointer
dereference, but I don't think that's an issue here, as almost all paths
that use this are for debugging purposes or one-time set ups.
## Testing
Existing tests.
## Migration Guide
`Components::get_name` now returns `Option<Cow<'_, str>` instead of
`Option<&str>`. This is because it now returns results for queued
components. If that behavior is not desired, or you know the component
is not queued, you can use
`components.get_info().map(ComponentInfo::name)` instead.
Similarly, `ScheduleGraph::conflicts_to_string` now returns `impl
Iterator<Item = (String, String, Vec<Cow<str>>)>` instead of `impl
Iterator<Item = (String, String, Vec<&str>)>`. Because `Cow<str>` derefs
to `&str`, most use cases can remain unchanged.
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
- Fixes#18617
## Solution
- Added `thread::sleep` to `bevy_platform_support` using a spin-based
fallback.
- Fixed bug in `bevy_platform_support::time::Instant::elapsed`
(comparison was backwards)
- Switched `ScheduleRunnerPlugin` to use
`bevy_platform_support:🧵:sleep` on `std` and `no_std` platforms
(WASM + Browser excluded)
## Testing
- Ran reproduction code from @mockersf in linked issue and confirmed a
consistent 60 counts per `println!`.
---
## Notes
- I chose to add `bevy_platform_support:🧵:sleep` instead of
putting the fix in-line within `ScheduleRunnerPlugin` to keep the
separation of concerns clean. `sleep` is only used in one other location
in Bevy, `bevy_asset`, but I have decided to leave that as-is since
`bevy_asset` isn't `no_std` compatible anyway.
- The bug in `bevy_platform_support::time::Instant::elapsed` wasn't the
cause of this issue, but it did prevent this fix from working so I have
included the it in this PR.
- Lots of nits, formatting, and rephrasing, with the goal of making
things more consistent.
- Fix outdated error handler explanation in `Commands` and
`EntityCommands` docs.
- Expand docs for system-related commands.
- Remove panic notes if the command only panics with the default error
handler.
- Update error handling notes for `try_` variants.
- Hide `prelude` import in most doctest examples, unless the example
uses something that people might not realize is in the prelude (like
`Name`).
- Remove a couple doctest examples that (in my opinion) didn't make
sense.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
The `NoIndirectDrawing` wasn't working and was causing the scene not to
be rendered.
## Solution
Check the configured preprocessing mode when adding new batch sets and
mark them as batchable instead of muli-drawable if indirect rendering
has been disabled.
## Testing
`cargo run --example many_cubes -- --no-indirect-drawing`
# Objective
- Fixes#18397
- Supersedes #18474
- Simplifies 0.16 migration
## Solution
- Upgrade to Glam 0.29.3, which has backported the `nostd-libm` feature.
- Expose a similar feature in `bevy_math` and enable it in
`bevy_internal`, allowing `bevy_math`, `bevy_input`, and
`bevy_transform` to be unconditional dependencies again.
## Testing
- CI
---
## Notes
- This includes `libm` as a dependency, but this was already the case in
the common scenario where `rand` or many other features were enabled.
Considering `libm` is an official Rust crate, it's a very low-risk
dependency to unconditionally include.
- For users who do not want `libm` included, simply import Bevy's
subcrates directly, since `bevy_math/nostd-libm` will not be enabled.
- I know we are _very_ late in the RC cycle for 0.16, but this has a
substantial impact on the usability of `bevy` that I consider worth
including.
# Objective
- Fixes#18081
- Enable use-cases like getting UVs or texture colors for the hit point
(which are currently not possible due to this bug).
## Solution
- Return the triangle index instead of the first vertex index of the
triangle.
## Testing
Tested successfully with my project which does a raycast to get the UV
coordinates of the hit. My code:
```rust
fn get_uv(
mesh: &Mesh,
attribute: &MeshVertexAttribute,
hit: &RayMeshHit,
_gizmos: &mut Gizmos,
) -> Result<Vec2> {
let (a, b, c) = get_indices(mesh, hit)?;
let attrs = mesh
.attribute(*attribute)
.ok_or_eyre(format!("Attribute {:?} not found", &attribute))?;
let all_uvs: &Vec<[f32; 2]> = match &attrs {
VertexAttributeValues::Float32x2(positions) => positions,
_ => bail!("Unexpected types in {:?}", Mesh::ATTRIBUTE_UV_0),
};
let bary = hit.barycentric_coords;
Ok(Vec2::from_array(all_uvs[a]) * bary.x
+ Vec2::from_array(all_uvs[b]) * bary.y
+ Vec2::from_array(all_uvs[c]) * bary.z)
}
fn get_indices(mesh: &Mesh, hit: &RayMeshHit) -> Result<(usize, usize, usize)> {
let i = hit
.triangle_index
.ok_or_eyre("Intersection Index not found")?;
Ok(mesh.indices().map_or_else(
|| (i, i + 1, i + 2),
|indices| match indices {
Indices::U16(indices) => (
indices[i * 3] as usize,
indices[i * 3 + 1] as usize,
indices[i * 3 + 2] as usize,
),
Indices::U32(indices) => (
indices[i * 3] as usize,
indices[i * 3 + 1] as usize,
indices[i * 3 + 2] as usize,
),
},
))
}
```
PS: created a new PR because the old one was coming from and targeting
the wrong branches
# Objective
Make all feature gated bindings consistent with each other
## Solution
Make the bindings of fields gated by `pbr_specular_textures` feature
consistent with the other gated bindings
# Objective
- In the latest released version (15.3) I am able to obtain this
information by getting the actual `EventLoop` via `non_send_resource`.
Now that this object has (probably rightfully so) been replaced by the
`EventLoopProxy`, I can no longer maintain my custom render backend:
https://github.com/HugoPeters1024/bevy_vulkan. I also need the display
handle for a custom winit integration, for which I've made patches to
bevy before: XREF: https://github.com/bevyengine/bevy/pull/15884
## Solution
- Luckily, all that is required is exposing the `OwnedDisplayHandle` in
its own wrapper resource.
## Testing
- Aforementioned custom rendering backend works on this commit.
---------
Co-authored-by: HugoPeters1024 <hugopeters1024@gmail.com>
# Objective
- Cleanup
## Solution
- Remove completely unused weak_handle
(`MESH_PREPROCESS_TYPES_SHADER_HANDLE`). This value is not used
directly, and is never populated.
- Delete multiple loads of `BUILD_INDIRECT_PARAMS_SHADER_HANDLE`. We
load it three times right after one another. This looks to be a
copy-paste error.
## Testing
- None.
# Objective
Improve error messages for missing resources.
The default error handler currently prints the `Debug` representation of
the error type instead of `Display`. Most error types use
`#[derive(Debug)]`, resulting in a dump of the structure, but will have
a user-friendly message for `Display`.
Follow-up to #18593
## Solution
Change the default error handler to use `Display` instead of `Debug`.
Change `BevyError` to include the backtrace in the `Display` format in
addition to `Debug` so that it is still included.
## Showcase
Before:
```
Encountered an error in system `system_name`: SystemParamValidationError { skipped: false, message: "Resource does not exist", param: "bevy_ecs::change_detection::Res<app_name::ResourceType>" }
Encountered an error in system `other_system_name`: "String message with\nmultiple lines."
```
After
```
Encountered an error in system `system_name`: Parameter `Res<ResourceType>` failed validation: Resource does not exist
Encountered an error in system `other_system_name`: String message with
multiple lines.
```
# Objective
My ecosystem crate, bevy_mod_outline, currently uses `SetMeshBindGroup`
as part of its custom rendering pipeline. I would like to allow for
possibility that, due to changes in 0.16, I need to customise the
behaviour of `SetMeshBindGroup` in order to make it work. However, not
all of the symbol needed to implement this render command are public
outside of Bevy.
## Solution
- Include `MorphIndices` in re-export list. I feel this is morally
equivalent to `SkinUniforms` already being exported.
- Change `MorphIndex::index` field to be public. I feel this is morally
equivalent to the `SkinByteOffset::byte_offset` field already being
public.
- Change `RenderMeshIntances::mesh_asset_id()` to be public (although
since all the fields of `RenderMeshInstances` are public it's possible
to work around this one by reimplementing).
These changes exclude:
- Making any change to the `RenderLightmaps` type as I don't need to
bind the light-maps for my use-case and I wanted to keep these changes
minimal. It has a private field which would need to be public or have
access methods.
- The changes already included in #18612.
## Testing
Confirmed that a copy of `SetMeshBindGroup` can be compiled outside of
Bevy with these changes, provided that the light-map code is removed.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#17872
## Solution
This should have basically no impact on static scenes. We can optimize
more later if anything comes up. Needing to iterate the two level bin is
a bit unfortunate but shouldn't matter for apps that use a single
camera.
# Objective
- There's been several changes to `Query` for this release cycle, and
`Query`'s top-level documentation has gotten slightly out-of-date.
- Alternative to #18615.
## Solution
- Edit `Query`'s docs for consistency, clarity, and correctness.
- Make sure to group `get()` and `get_many()` together instead of
`single()` and `get_many()`, to enforce the distinction from
https://github.com/bevyengine/bevy/pull/18615#issuecomment-2764355672.
- Reformat doc tests so they would be readable if extracted into their
own file. (Which mainly involves adding more spacing.)
- Move link definitions to be nearer where they are used.
- Fix the tables so they are up-to-date and correctly escape square
brackets `\[ \]`.
## Testing
I ran `cargo doc -p bevy_ecs --no-deps` to view the docs and `cargo test
-p bevy_ecs --doc` to test the doc comments.
## Reviewing
The diff is difficult to read, so I don't recommend _just_ looking at
that. Instead, run `cargo doc -p bevy_ecs --no-deps` locally and read
through the new version. It should theoretically read smoother with less
super-technical jargon. :)
## Follow-up
I want to go through some of `Query`'s methods, such as `single()`,
`get()`, and `get_many()`, but I'll leave that for another PR.
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
Fixes#17986Fixes#18608
## Solution
Guard against situations where an extracted mesh does not have an
associated material. The way that mesh is dependent on the material api
(although decoupled) here is a bit unfortunate and we might consider
ways in the future to support these material features without this
indirect dependency.
# Objective
- the bevy workspace fails to publish
```
Packaging bevy_asset v0.16.0-dev (/home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset)
Updating crates.io index
Updating `kellnr` index
error: failed to prepare local package for uploading
Caused by:
no matching package named `bevy_log` found
location searched: `kellnr` index
required by package `bevy_asset v0.16.0-dev (/home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset)`
```
-
https://github.com/TheBevyFlock/bevy-releasability/actions/runs/14153238476/job/39649160443
## Solution
- Remove bevy_log dev-dependency from bevy_asset
- Not sure of why this is a problem, but the dev-dependency is not
really needed so... 🤷
# Objective
Fixes#9367.
Yet another follow-up to #16547.
These traits were initially based on `Borrow<Entity>` because that trait
was what they were replacing, and it felt close enough in meaning.
However, they ultimately don't quite match: `borrow` always returns
references, whereas `EntityBorrow` always returns a plain `Entity`.
Additionally, `EntityBorrow` can imply that we are borrowing an `Entity`
from the ECS, which is not what it does.
Due to its safety contract, `TrustedEntityBorrow` is important an
important and widely used trait for `EntitySet` functionality.
In contrast, the safe `EntityBorrow` does not see much use, because even
outside of `EntitySet`-related functionality, it is a better idea to
accept `TrustedEntityBorrow` over `EntityBorrow`.
Furthermore, as #9367 points out, abstracting over returning `Entity`
from pointers/structs that contain it can skip some ergonomic friction.
On top of that, there are aspects of #18319 and #18408 that are relevant
to naming:
We've run into the issue that relying on a type default can switch
generic order. This is livable in some contexts, but unacceptable in
others.
To remedy that, we'd need to switch to a type alias approach:
The "defaulted" `Entity` case becomes a
`UniqueEntity*`/`Entity*Map`/`Entity*Set` alias, and the base type
receives a more general name. `TrustedEntityBorrow` does not mesh
clearly with sensible base type names.
## Solution
Replace any `EntityBorrow` bounds with `TrustedEntityBorrow`.
+
Rename them as such:
`EntityBorrow` -> `ContainsEntity`
`TrustedEntityBorrow` -> `EntityEquivalent`
For `EntityBorrow` we produce a change in meaning; We designate it for
types that aren't necessarily strict wrappers around `Entity` or some
pointer to `Entity`, but rather any of the myriad of types that contain
a single associated `Entity`.
This pattern can already be seen in the common `entity`/`id` methods
across the engine.
We do not mean for `ContainsEntity` to be a trait that abstracts input
API (like how `AsRef<T>` is often used, f.e.), because eliding
`entity()` would be too implicit in the general case.
We prefix "Contains" to match the intuition of a struct with an `Entity`
field, like some contain a `length` or `capacity`.
It gives the impression of structure, which avoids the implication of a
relationship to the `ECS`.
`HasEntity` f.e. could be interpreted as "a currently live entity",
As an input trait for APIs like #9367 envisioned, `TrustedEntityBorrow`
is a better fit, because it *does* restrict itself to strict wrappers
and pointers. Which is why we replace any
`EntityBorrow`/`ContainsEntity` bounds with
`TrustedEntityBorrow`/`EntityEquivalent`.
Here, the name `EntityEquivalent` is a lot closer to its actual meaning,
which is "A type that is both equivalent to an `Entity`, and forms the
same total order when compared".
Prior art for this is the
[`Equivalent`](https://docs.rs/hashbrown/latest/hashbrown/trait.Equivalent.html)
trait in `hashbrown`, which utilizes both `Borrow` and `Eq` for its one
blanket impl!
Given that we lose the `Borrow` moniker, and `Equivalent` can carry
various meanings, we expand on the safety comment of `EntityEquivalent`
somewhat. That should help prevent the confusion we saw in
[#18408](https://github.com/bevyengine/bevy/pull/18408#issuecomment-2742094176).
The new name meshes a lot better with the type aliasing approach in
#18408, by aligning with the base name `EntityEquivalentHashMap`.
For a consistent scheme among all set types, we can use this scheme for
the `UniqueEntity*` wrapper types as well!
This allows us to undo the switched generic order that was introduced to
`UniqueEntityArray` by its `Entity` default.
Even without the type aliases, I think these renames are worth doing!
## Migration Guide
Any use of `EntityBorrow` becomes `ContainsEntity`.
Any use of `TrustedEntityBorrow` becomes `EntityEquivalent`.
# Objective
Unlike for their helper typers, the import paths for
`unique_array::UniqueEntityArray`, `unique_slice::UniqueEntitySlice`,
`unique_vec::UniqueEntityVec`, `hash_set::EntityHashSet`,
`hash_map::EntityHashMap`, `index_set::EntityIndexSet`,
`index_map::EntityIndexMap` are quite redundant.
When looking at the structure of `hashbrown`, we can also see that while
both `HashSet` and `HashMap` have their own modules, the main types
themselves are re-exported to the crate level.
## Solution
Re-export the types in their shared `entity` parent module, and simplify
the imports where they're used.
# Objective
- bevy_image fails to build without default features:
```
error[E0277]: `image::Image` does not implement `TypePath` so cannot provide static type path information
--> crates/bevy_image/src/image.rs:341:12
|
341 | pub struct Image {
| ^^^^^ the trait `bevy_reflect::type_path::TypePath` is not implemented for `image::Image`
|
= note: consider annotating `image::Image` with `#[derive(Reflect)]` or `#[derive(TypePath)]`
= help: the following other types implement trait `bevy_reflect::type_path::TypePath`:
&'static Location<'static>
&'static T
&'static mut T
()
(P,)
(P1, P0)
(P1, P2, P0)
(P1, P2, P3, P0)
and 146 others
note: required by a bound in `Asset`
--> /home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset/src/lib.rs:415:43
|
415 | pub trait Asset: VisitAssetDependencies + TypePath + Send + Sync + 'static {}
| ^^^^^^^^ required by this bound in `Asset`
= note: `Asset` is a "sealed trait", because to implement it you also need to implement `bevy_reflect::type_path::TypePath`, which is not accessible; this is usually done to force you to use one of the provided types that already implement it
= help: the following types implement the trait:
bevy_asset::AssetIndex
bevy_asset::LoadedUntypedAsset
bevy_asset::AssetEvent<A>
bevy_asset::LoadedFolder
bevy_asset::StrongHandle
bevy_asset::Handle<A>
bevy_asset::AssetId<A>
bevy_asset::AssetPath<'a>
and 148 others
error[E0277]: `image::Image` does not implement `TypePath` so cannot provide static type path information
--> crates/bevy_image/src/image_loader.rs:121:18
|
121 | type Asset = Image;
| ^^^^^ the trait `bevy_reflect::type_path::TypePath` is not implemented for `image::Image`
|
= note: consider annotating `image::Image` with `#[derive(Reflect)]` or `#[derive(TypePath)]`
= help: the following other types implement trait `bevy_reflect::type_path::TypePath`:
&'static Location<'static>
&'static T
&'static mut T
()
(P,)
(P1, P0)
(P1, P2, P0)
(P1, P2, P3, P0)
and 146 others
= note: required for `<ImageLoader as AssetLoader>::Asset` to implement `Asset`
note: required by a bound in `bevy_asset::AssetLoader::Asset`
--> /home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset/src/loader.rs:33:17
|
33 | type Asset: Asset;
| ^^^^^ required by this bound in `AssetLoader::Asset`
error[E0277]: `texture_atlas::TextureAtlasLayout` does not implement `TypePath` so cannot provide static type path information
--> crates/bevy_image/src/texture_atlas.rs💯12
|
100 | pub struct TextureAtlasLayout {
| ^^^^^^^^^^^^^^^^^^ the trait `bevy_reflect::type_path::TypePath` is not implemented for `texture_atlas::TextureAtlasLayout`
|
= note: consider annotating `texture_atlas::TextureAtlasLayout` with `#[derive(Reflect)]` or `#[derive(TypePath)]`
= help: the following other types implement trait `bevy_reflect::type_path::TypePath`:
&'static Location<'static>
&'static T
&'static mut T
()
(P,)
(P1, P0)
(P1, P2, P0)
(P1, P2, P3, P0)
and 146 others
note: required by a bound in `Asset`
--> /home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset/src/lib.rs:415:43
|
415 | pub trait Asset: VisitAssetDependencies + TypePath + Send + Sync + 'static {}
| ^^^^^^^^ required by this bound in `Asset`
= note: `Asset` is a "sealed trait", because to implement it you also need to implement `bevy_reflect::type_path::TypePath`, which is not accessible; this is usually done to force you to use one of the provided types that already implement it
= help: the following types implement the trait:
bevy_asset::AssetIndex
bevy_asset::LoadedUntypedAsset
bevy_asset::AssetEvent<A>
bevy_asset::LoadedFolder
bevy_asset::StrongHandle
bevy_asset::Handle<A>
bevy_asset::AssetId<A>
bevy_asset::AssetPath<'a>
and 148 others
```
- `Asset` trait depends on `TypePath` which is in bevy_reflect. it's
usually implemented by the `Reflect` derive
## Solution
- make bevy_reflect not an optional dependency
- when feature `bevy_reflect` is not enabled, derive `TypePath` directly
# Objective
- Optimize static scene performance by marking unchanged subtrees.
-
[bef0209](bef0209de1)
fixes#18255 and #18363.
- Closes#18365
- Includes change from #18321
## Solution
- Mark hierarchy subtrees with dirty bits to avoid transform propagation
where not needed
- This causes a performance regression when spawning many entities, or
when the scene is entirely dynamic.
- This results in massive speedups for largely static scenes.
- In the future we could allow the user to change this behavior, or add
some threshold based on how dynamic the scene is?
## Testing
- Caldera Hotel scene
# Objective
Fixes#18515
After the recent changes to system param validation, the panic message
for a missing resource is currently:
```
Encountered an error in system `missing_resource_error::res_system`: SystemParamValidationError { skipped: false }
```
Add the parameter type name and a descriptive message, improving the
panic message to:
```
Encountered an error in system `missing_resource_error::res_system`: SystemParamValidationError { skipped: false, message: "Resource does not exist", param: "bevy_ecs::change_detection::Res<missing_resource_error::MissingResource>" }
```
## Solution
Add fields to `SystemParamValidationError` for error context. Include
the `type_name` of the param and a message.
Store them as `Cow<'static, str>` and only format them into a friendly
string in the `Display` impl. This lets us create errors using a
`&'static str` with no allocation or formatting, while still supporting
runtime `String` values if necessary.
Add a unit test that verifies the panic message.
## Future Work
If we change the default error handling to use `Display` instead of
`Debug`, and to use `ShortName` for the system name, the panic message
could be further improved to:
```
Encountered an error in system `res_system`: Parameter `Res<MissingResource>` failed validation: Resource does not exist
```
However, `BevyError` currently includes the backtrace in `Debug` but not
`Display`, and I didn't want to try to change that in this PR.
# Objective
This fixes `NonMesh` draw commands not receiving render-world entities
since
- https://github.com/bevyengine/bevy/pull/17698
This unbreaks item queries for queued non-mesh entities:
```rust
struct MyDrawCommand {
type ItemQuery = Read<DynamicUniformIndex<SomeUniform>>;
// ...
}
```
### Solution
Pass render entity to `NonMesh` draw commands instead of
`Entity::PLACEHOLDER`. This PR also introduces sorting of the `NonMesh`
bin keys like other types, which I assume is the intended behavior.
@pcwalton
## Testing
- Tested on a local project that extensively uses `NonMesh` items.
# Objective
- Avoid breaking builds for projects that have glam `0.29.0` in their
`Cargo.lock` files.
## Solution
Reflection support for additional `glam` types were added in #17493,
which were only introduced to `glam` in [`0.29.1`][glam-changelog]. If
you have a `Cargo.lock` file that refers to `0.29.0`, then `bevy_derive`
will fail to compile.
The workaround is easy enough once you figure out what's going on, but
specifying the required minimum will avoid the paper cut for others.
`0.29.2` is used here as the required version to include the fix for a
regression that was introduced `0.29.1`.
[glam-changelog]:
<https://github.com/bitshifter/glam-rs/blob/main/CHANGELOG.md#0291---2024-10-30>
# Objective
As of bevy 0.16-dev, the pre-existing public function
`bevy::pbr::setup_morph_and_skinning_defs()` is now passed a boolean
flag called `skins_use_uniform_buffers`. The value of this boolean is
computed by the function
`bevy_pbr::render::skin::skins_use_uniform_buffers()`, but it is not
exported publicly.
Found while porting
[bevy_mod_outline](https://github.com/komadori/bevy_mod_outline) to
0.16.
## Solution
Add `skin::skins_use_uniform_buffers` to the re-export list of
`bevy_pbr::render`.
## Testing
Confirmed test program can access public API.
# Objective
The flags are referenced later outside of the VERTEX_UVS ifdef/endif
block. The current behavior causes the pre-pass shader to fail to
compile when UVs are not present in the mesh, such as when using a
`LineStrip` to render a grid.
Fixes#18600
## Solution
Move the definition of the `flags` outside of the ifdef/endif block.
## Testing
Ran a modified `3d_example` that used a mesh and material with
alpha_mode blend, `LineStrip` topology, and no UVs.
# Objective
Fixes#18606
When a type implements `Add` for `String`, the compiler can get confused
when attempting to add a `&String` to a `String`.
Unfortunately, this seems to be [expected
behavior](https://github.com/rust-lang/rust/issues/77143#issuecomment-698369286)
which causes problems for generic types since the current `TypePath`
derive generates code that appends strings in this manner.
## Solution
Explicitly use the `Add<&str>` implementation in the `TypePath` derive
macro.
## Testing
You can test locally by running:
```
cargo check -p bevy_reflect --tests
```
# Objective
For the LogDiagnosticsPlugin, the log target is "bevy diagnostic" with a
space; I think it may (?) be a typo intended to be "bevy_diagnostic"
with an underline.
I couldn't get filtering INFO level logs with work with this plugin,
changing this seems to produce the expected behavior.
# Objective
- feature `shader_format_wesl` doesn't compile in Wasm
- once fixed, example `shader_material_wesl` doesn't work in WebGL2
## Solution
- remove special path handling when loading shaders. this seems like a
way to escape the asset folder which we don't want to allow, and can't
compile on android or wasm, and can't work on iOS (filesystem is rooted
there)
- pad material so that it's 16 bits. I couldn't get conditional
compilation to work in wesl for type declaration, it fails to parse
- the shader renders the color `(0.0, 0.0, 0.0, 0.0)` when it's not a
polka dot. this renders as black on WebGPU/metal/..., and white on
WebGL2. change it to `(0.0, 0.0, 0.0, 1.0)` so that it's black
everywhere
* `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.

# 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`
# 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.
# 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.
## 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.
# 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.
# 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).
# 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>
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
```
# 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:

### 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>
## 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

## Testing
```
cargo doc -p bevy_animation --no-deps --all-features
cargo test -p bevy_animation --doc --all-features
```
# 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.
# 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.
# 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.
# 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.
# 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.
# 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.
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`
# 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.
# 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`
# 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
# 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>
# 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>
# 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>