Commit Graph

7295 Commits

Author SHA1 Message Date
Alice Cecile
3926f0208f
Make sequential_dispersed fn constant (#19659)
# Objective

- Try to make more of `bevy_color` const now that we have
const_float_arithmetic.

## Solution

Fail abjectly, because of our heavy use of traits.

I did find these functions though, so you can have a PR 🙃
2025-06-15 16:56:07 +00:00
Joel Singh
12ad7479a0
Add insert_child and remove_child methods (#19622)
# Objective

- `remove_child` was mentioned missing in #19556 and I realized that
`insert_child` was also missing.
- Removes the need to wrap a single entity with `&[]` with
`remove_children` and `insert_children`
- Would have also added `despawn_children` but #19283 does so. 

## Solution

- Simple wrapper around `remove_related`

## Testing

- Added `insert_child` and `remove_child` tests analgous to
`insert_children` and `remove_children` and then ran `cargo run -p ci --
test`
2025-06-15 16:52:25 +00:00
theotherphil
510efdf905
deny(missing_docs) for bevy_mikktspace (#19654)
# Objective

Remove allow(missing_docs) from bevy_mikktspace and add a simple
top-level doc comment, towards
https://github.com/bevyengine/bevy/issues/3492
2025-06-15 16:50:23 +00:00
Joona Aalto
38c3423693
Event Split: Event, EntityEvent, and BufferedEvent (#19647)
# Objective

Closes #19564.

The current `Event` trait looks like this:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The `Event` trait is used by both buffered events
(`EventReader`/`EventWriter`) and observer events. If they are observer
events, they can optionally be targeted at specific `Entity`s or
`ComponentId`s, and can even be propagated to other entities.

However, there has long been a desire to split the trait semantically
for a variety of reasons, see #14843, #14272, and #16031 for discussion.
Some reasons include:

- It's very uncommon to use a single event type as both a buffered event
and targeted observer event. They are used differently and tend to have
distinct semantics.
- A common footgun is using buffered events with observers or event
readers with observer events, as there is no type-level error that
prevents this kind of misuse.
- #19440 made `Trigger::target` return an `Option<Entity>`. This
*seriously* hurts ergonomics for the general case of entity observers,
as you need to `.unwrap()` each time. If we could statically determine
whether the event is expected to have an entity target, this would be
unnecessary.

There's really two main ways that we can categorize events: push vs.
pull (i.e. "observer event" vs. "buffered event") and global vs.
targeted:

|              | Push            | Pull                        |
| ------------ | --------------- | --------------------------- |
| **Global**   | Global observer | `EventReader`/`EventWriter` |
| **Targeted** | Entity observer | -                           |

There are many ways to approach this, each with their tradeoffs.
Ultimately, we kind of want to split events both ways:

- A type-level distinction between observer events and buffered events,
to prevent people from using the wrong kind of event in APIs
- A statically designated entity target for observer events to avoid
accidentally using untargeted events for targeted APIs

This PR achieves these goals by splitting event traits into `Event`,
`EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait
implemented by all events.

## `Event`, `EntityEvent`, and `BufferedEvent`

`Event` is now a very simple trait shared by all events.

```rust
pub trait Event: Send + Sync + 'static {
    // Required for observer APIs
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

You can call `trigger` for *any* event, and use a global observer for
listening to the event.

```rust
#[derive(Event)]
struct Speak {
    message: String,
}

// ...

app.add_observer(|trigger: On<Speak>| {
    println!("{}", trigger.message);
});

// ...

commands.trigger(Speak {
    message: "Y'all like these reworked events?".to_string(),
});
```

To allow an event to be targeted at entities and even propagated
further, you can additionally implement the `EntityEvent` trait:

```rust
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This lets you call `trigger_targets`, and to use targeted observer APIs
like `EntityCommands::observe`:

```rust
#[derive(Event, EntityEvent)]
#[entity_event(traversal = &'static ChildOf, auto_propagate)]
struct Damage {
    amount: f32,
}

// ...

let enemy = commands.spawn((Enemy, Health(100.0))).id();

// Spawn some armor as a child of the enemy entity.
// When the armor takes damage, it will bubble the event up to the enemy.
let armor_piece = commands
    .spawn((ArmorPiece, Health(25.0), ChildOf(enemy)))
    .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| {
        // Note: `On::target` only exists because this is an `EntityEvent`.
        let mut health = query.get(trigger.target()).unwrap();
        health.0 -= trigger.amount();
    });

commands.trigger_targets(Damage { amount: 10.0 }, armor_piece);
```

> [!NOTE]
> You *can* still also trigger an `EntityEvent` without targets using
`trigger`. We probably *could* make this an either-or thing, but I'm not
sure that's actually desirable.

To allow an event to be used with the buffered API, you can implement
`BufferedEvent`:

```rust
pub trait BufferedEvent: Event {}
```

The event can then be used with `EventReader`/`EventWriter`:

```rust
#[derive(Event, BufferedEvent)]
struct Message(String);

fn write_hello(mut writer: EventWriter<Message>) {
    writer.write(Message("I hope these examples are alright".to_string()));
}

fn read_messages(mut reader: EventReader<Message>) {
    // Process all buffered events of type `Message`.
    for Message(message) in reader.read() {
        println!("{message}");
    }
}
```

In summary:

- Need a basic event you can trigger and observe? Derive `Event`!
- Need the event to be targeted at an entity? Derive `EntityEvent`!
- Need the event to be buffered and support the
`EventReader`/`EventWriter` API? Derive `BufferedEvent`!

## Alternatives

I'll now cover some of the alternative approaches I have considered and
briefly explored. I made this section collapsible since it ended up
being quite long :P

<details>

<summary>Expand this to see alternatives</summary>

### 1. Unified `Event` Trait

One option is not to have *three* separate traits (`Event`,
`EntityEvent`, `BufferedEvent`), and to instead just use associated
constants on `Event` to determine whether an event supports targeting
and buffering or not:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    const BUFFERED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

Methods can then use bounds like `where E: Event<TARGETED = true>` or
`where E: Event<BUFFERED = true>` to limit APIs to specific kinds of
events.

This would keep everything under one `Event` trait, but I don't think
it's necessarily a good idea. It makes APIs harder to read, and docs
can't easily refer to specific types of events. You can also create
weird invariants: what if you specify `TARGETED = false`, but have
`Traversal` and/or `AUTO_PROPAGATE` enabled?

### 2. `Event` and `Trigger`

Another option is to only split the traits between buffered events and
observer events, since that is the main thing people have been asking
for, and they have the largest API difference.

If we did this, I think we would need to make the terms *clearly*
separate. We can't really use `Event` and `BufferedEvent` as the names,
since it would be strange that `BufferedEvent` doesn't implement
`Event`. Something like `ObserverEvent` and `BufferedEvent` could work,
but it'd be more verbose.

For this approach, I would instead keep `Event` for the current
`EventReader`/`EventWriter` API, and call the observer event a
`Trigger`, since the "trigger" terminology is already used in the
observer context within Bevy (both as a noun and a verb). This is also
what a long [bikeshed on
Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791)
seemed to land on at the end of last year.

```rust
// For `EventReader`/`EventWriter`
pub trait Event: Send + Sync + 'static {}

// For observers
pub trait Trigger: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The problem is that "event" is just a really good term for something
that "happens". Observers are rapidly becoming the more prominent API,
so it'd be weird to give them the `Trigger` name and leave the good
`Event` name for the less common API.

So, even though a split like this seems neat on the surface, I think it
ultimately wouldn't really work. We want to keep the `Event` name for
observer events, and there is no good alternative for the buffered
variant. (`Message` was suggested, but saying stuff like "sends a
collision message" is weird.)

### 3. `GlobalEvent` + `TargetedEvent`

What if instead of focusing on the buffered vs. observed split, we
*only* make a distinction between global and targeted events?

```rust
// A shared event trait to allow global observers to work
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For buffered events and non-targeted observer events
pub trait GlobalEvent: Event {}

// For targeted observer events
pub trait TargetedEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is actually the first approach I implemented, and it has the neat
characteristic that you can only use non-targeted APIs like `trigger`
with a `GlobalEvent` and targeted APIs like `trigger_targets` with a
`TargetedEvent`. You have full control over whether the entity should or
should not have a target, as they are fully distinct at the type-level.

However, there's a few problems:

- There is no type-level indication of whether a `GlobalEvent` supports
buffered events or just non-targeted observer events
- An `Event` on its own does literally nothing, it's just a shared trait
required to make global observers accept both non-targeted and targeted
events
- If an event is both a `GlobalEvent` and `TargetedEvent`, global
observers again have ambiguity on whether an event has a target or not,
undermining some of the benefits
- The names are not ideal

### 4. `Event` and `EntityEvent`

We can fix some of the problems of Alternative 3 by accepting that
targeted events can also be used in non-targeted contexts, and simply
having the `Event` and `EntityEvent` traits:

```rust
// For buffered events and non-targeted observer events
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For targeted observer events
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is essentially identical to this PR, just without a dedicated
`BufferedEvent`. The remaining major "problem" is that there is still
zero type-level indication of whether an `Event` event *actually*
supports the buffered API. This leads us to the solution proposed in
this PR, using `Event`, `EntityEvent`, and `BufferedEvent`.

</details>

## Conclusion

The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR
aims to solve all the common problems with Bevy's current event model
while keeping the "weirdness" factor minimal. It splits in terms of both
the push vs. pull *and* global vs. targeted aspects, while maintaining a
shared concept for an "event".

### Why I Like This

- The term "event" remains as a single concept for all the different
kinds of events in Bevy.
- Despite all event types being "events", they use fundamentally
different APIs. Instead of assuming that you can use an event type with
any pattern (when only one is typically supported), you explicitly opt
in to each one with dedicated traits.
- Using separate traits for each type of event helps with documentation
and clearer function signatures.
- I can safely make assumptions on expected usage.
- If I see that an event is an `EntityEvent`, I can assume that I can
use `observe` on it and get targeted events.
- If I see that an event is a `BufferedEvent`, I can assume that I can
use `EventReader` to read events.
- If I see both `EntityEvent` and `BufferedEvent`, I can assume that
both APIs are supported.

In summary: This allows for a unified concept for events, while limiting
the different ways to use them with opt-in traits. No more guess-work
involved when using APIs.

### Problems?

- Because `BufferedEvent` implements `Event` (for more consistent
semantics etc.), you can still use all buffered events for non-targeted
observers. I think this is fine/good. The important part is that if you
see that an event implements `BufferedEvent`, you know that the
`EventReader`/`EventWriter` API should be supported. Whether it *also*
supports other APIs is secondary.
- I currently only support `trigger_targets` for an `EntityEvent`.
However, you can technically target components too, without targeting
any entities. I consider that such a niche and advanced use case that
it's not a huge problem to only support it for `EntityEvent`s, but we
could also split `trigger_targets` into `trigger_entities` and
`trigger_components` if we wanted to (or implement components as
entities :P).
- You can still trigger an `EntityEvent` *without* targets. I consider
this correct, since `Event` implements the non-targeted behavior, and
it'd be weird if implementing another trait *removed* behavior. However,
it does mean that global observers for entity events can technically
return `Entity::PLACEHOLDER` again (since I got rid of the
`Option<Entity>` added in #19440 for ergonomics). I think that's enough
of an edge case that it's not a huge problem, but it is worth keeping in
mind.
- ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type
currently duplicates the `Event` implementation, so you instead need to
manually implement one of them.~~ Changed to always requiring `Event` to
be derived.

## Related Work

There are plans to implement multi-event support for observers,
especially for UI contexts. [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)
API looked like this:

```rust
// Truncated for brevity
trigger: Trigger<(
    OnAdd<Pressed>,
    OnRemove<Pressed>,
    OnAdd<InteractionDisabled>,
    OnRemove<InteractionDisabled>,
    OnInsert<Hovered>,
)>,
```

I believe this shouldn't be in conflict with this PR. If anything, this
PR might *help* achieve the multi-event pattern for entity observers
with fewer footguns: by statically enforcing that all of these events
are `EntityEvent`s in the context of `EntityCommands::observe`, we can
avoid misuse or weird cases where *some* events inside the trigger are
targeted while others are not.
2025-06-15 16:46:34 +00:00
andriyDev
98c14e5917
Replace UntypedHandle from ReflectAsset with impl Into<UntypedAssetId>. (#19606)
# Objective

- A step towards #19024.
- Allow `ReflectAsset` to work with any `AssetId` not just `Handle`.
- `ReflectAsset::ids()` returns an iterator of `AssetId`s, but then
there's no way to use these ids, since all the other APIs in
`ReflectAsset` require a handle (and we don't have a reflect way to get
the handle).

## Solution

- Replace the `UntypedHandle` argument in `ReflectAsset` methods with
`impl Into<UntypedAssetId>`.
- This matches the regular asset API.
- This allows `ReflectAsset::ids()` to be more useful.

## Testing

- None.
2025-06-15 16:42:54 +00:00
urben1680
8bce3e46f2
Preserve extra data in RelationshipTarget with replace_related(_with_difference) (#19588)
# Objective

The methods and commands `replace_related` and
`replace_related_with_difference` may cause data stored at the
`RelationshipTarget` be lost when all original children are removed
before new children are added.

Part of https://github.com/bevyengine/bevy/issues/19589

## Solution

Fix the issue, either by removing the old children _after_ adding the
new ones and not _before_ (`replace_related_with_difference`) or by
taking the whole `RelationshipTarget` to modify it, not only the inner
collection (`replace_related`).

## Testing

I added a new test asserting the data is kept. I also added a general
test of these methods as they had none previously.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-15 16:41:28 +00:00
JMS55
6ecaf9de53
Add SkipDeferredLighting component (#19628)
Adds a new component for when you want to run the deferred gbuffer
prepass, but not the lighting pass.

This will be used by bevy_solari in the future, as it'll do it's own
shading pass, but still wants the gbuffer.
2025-06-15 16:30:08 +00:00
Trent
29cfad63a1
Fix typos (#19651)
Minor typo fix
2025-06-15 07:49:54 +00:00
Talin
30aa36eaf4
Core slider (#19584)
# Objective

This is part of the "core widgets" effort: #19236. 

## Solution

This PR adds the "core slider" widget to the collection.

## Testing

Tested using examples `core_widgets` and `core_widgets_observers`.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2025-06-15 00:53:31 +00:00
andriyDev
f47b1c00ee
Bump ron version to 0.10. (#19631)
# Objective

- Update ron to the latest version.
- This is blocking changes to AnimationGraph (as some valid structs are
not capable of being deserialized).

## Solution

- Bump ron!

## Testing

- The particular issue I was blocked by seems to be resolved!
2025-06-13 19:54:31 +00:00
Design_Dream
2b0a05cbb8
Fix incorrect description of ClusteredDecal (#19630)
The documentation states that ClusteredDecal projects in the +Z
direction, but in practice, it projects in the -Z direction, which can
be confusing.

# Objective

Fixes #19612
2025-06-13 19:31:09 +00:00
urben1680
a292ac539e
System::check_change_tick and similar methods take CheckChangeTicks (#19600)
Follow-up of #19274.

Make the `check_change_tick` methods, of which some are now public, take
`CheckChangeTicks` to make it obvious where this tick comes from, see
other PR.

This also affects the `System` trait, hence the many changed files.

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-06-13 19:24:27 +00:00
Chris Russell
bb4ea9c28b
Stop storing access for all systems (#19477)
# Objective

Reduce memory usage by storing fewer copies of
`FilteredAccessSet<ComponentId>`.

Currently, the `System` trait exposes the `component_access_set` for the
system, which is used by the multi-threaded executor to determine which
systems can run concurrently. But because it is available on the trait,
it needs to be stored for *every* system, even ones that are not run by
the executor! In particular, it is never needed for observers, or for
the inner systems in a `PipeSystem` or `CombinatorSystem`.


## Solution

Instead of exposing the access from a method on `System`, return it from
`System::initialize`. Since it is still needed during scheduling, store
the access alongside the boxed system in the schedule.

That's not quite enough for systems built using `SystemParamBuilder`s,
though. Those calculate the access in `SystemParamBuilder::build`, which
happens earlier than `System::initialize`. To handle those, we separate
`SystemParam::init_state` into `init_state`, which creates the state
value, and `init_access`, which calculates the access. This lets
`System::initialize` call `init_access` on a state that was provided by
the builder.

An additional benefit of that separation is that it removes the need to
duplicate access checks between `SystemParamBuilder::build` and
`SystemParam::init_state`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-13 17:56:09 +00:00
Erick Z
4da420cc4c
Fixing AutoFocus not working if it's spawn before Startup (#19618)
# Objective

- `AutoFocus` component does seem to work with the `set_initial_focus`
that was running in `Startup`.
- If an element is spawn during `PreStartup` or during
`OnEnter(SomeState)` that happens before `Startup`, the focus is
overridden by `set_initial_focus` which sets the focus to the primary
window.


## Solution

- `set_initial_focus` only sets the focus to the `PrimaryWindow` if no
other focus is set.

- *Note*: `cargo test --package bevy_input_focus` was not working, so
some changes are related to that.

## Testing

- `cargo test --package bevy_input_focus`: OK
- `cargo run --package ci`: OK
2025-06-13 17:15:47 +00:00
Kevin Reid
ce3db843bc
Make IrradianceVolume require LightProbe (and document this). (#19621)
## Objective

Make it easier to use `IrradianceVolume` with fewer ways to silently
fail. Fix #19614.

## Solution

* Add `#[require(LightProbe)]` to `struct IrradianceVolume`.
* Document this fact.
* Also document the volume being centered on the origin by default (this
was the other thing that was unclear when getting started).

I also looked at the other implementor of `LightProbeComponent`,
`EnvironmentMapLight`, but it has a use which is *not* as a light probe,
so it should not require `LightProbe`.

## Testing

* Confirmed that `examples/3d/irradiance_volumes.rs` still works after
removing `LightProbe`.
* Reviewed generated documentation.
2025-06-13 17:09:31 +00:00
Erick Z
8203e5c4e0
Fixing running ci locally in MacOS (#19619)
# Objective

- Running `cargo run --package ci` in MacOS does not currently work in
`main`.
- It shows a `error: this lint expectation is unfulfilled`.
- Fixes #19583

## Solution

- Remove an unnecessary `#[expect(clippy::large_enum_variant)]` on a
function.

## Testing

- `cargo run --package ci`: 👍
2025-06-13 14:51:28 +00:00
Al M.
ef71186d44
Fix LoadContext docs. (#19610)
"add_labeled_asset" (add `Asset`) should be "add_loaded_labeled_asset"
(add `LoadedAsset`).
2025-06-13 03:48:55 +00:00
Joel Singh
fa449e6267
Add example to Single docs (#19461) (#19603)
# Objective

- Add example to `Single` docs, highlighting that you can use methods
and properties directly.
- Fixes #19461

## Solution

- Added example to inline docs of `Single`

## Testing

- `cargo test --doc`
- `cargo doc --open`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-13 00:46:11 +00:00
JMS55
bab31e3777
Initial raytraced lighting progress (bevy_solari) (#19058)
# Bevy Solari 
<img
src="https://github.com/user-attachments/assets/94061fc8-01cf-4208-b72a-8eecad610d76"
width="100" />

## Preface
- See release notes.
- Please talk to me in #rendering-dev on discord or open a github
discussion if you have questions about the long term plan, and keep
discussion in this PR limited to the contents of the PR :)

## Connections
- Works towards #639, #16408.
- Spawned https://github.com/bevyengine/bevy/issues/18993.
- Need to fix RT stuff in naga_oil first
https://github.com/bevyengine/naga_oil/pull/116.

## This PR

After nearly two years, I've revived the raytraced lighting effort I
first started in https://github.com/bevyengine/bevy/pull/10000.

Unlike that PR, which has realtime techniques, I've limited this PR to:
* `RaytracingScenePlugin` - BLAS and TLAS building, geometry and texture
binding, sampling functions.
* `PathtracingPlugin` - A non-realtime path tracer intended to serve as
a testbed and reference.

## What's implemented?

![image](https://github.com/user-attachments/assets/06522007-c205-46eb-8178-823f19917def)

* BLAS building on mesh load
* Emissive lights
* Directional lights with soft shadows
* Diffuse (lambert, not Bevy's diffuse BRDF) and emissive materials
* A reference path tracer with:
  * Antialiasing
  * Direct light sampling (next event estimation) with 0/1 MIS weights
  * Importance-sampled BRDF bounces
  * Russian roulette 

## What's _not_ implemented?
* Anything realtime, including a real-time denoiser
* Integration with Bevy's rasterized gbuffer
* Specular materials
* Non-opaque geometry
* Any sort of CPU or GPU optimizations
* BLAS compaction, proper bindless, and further RT APIs are things that
we need wgpu to add
* PointLights, SpotLights, or skyboxes / environment lighting 
* Support for materials other than StandardMaterial (and only a subset
of properties are supported)
* Skinned/morphed or otherwise animating/deformed meshes
* Mipmaps
* Adaptive self-intersection ray bias
* A good way for developers to detect whether the user's GPU supports RT
or not, and fallback to baked lighting.
* Documentation and actual finalized APIs (literally everything is
subject to change)

## End-user Usage
* Have a GPU that supports RT with inline ray queries
* Add `SolariPlugin` to your app
* Ensure any `Mesh` asset you want to use for raytracing has
`enable_raytracing: true` (defaults to true), and that it uses the
standard uncompressed position/normal/uv_0/tangent vertex attribute set,
triangle list topology, and 32-bit indices.
* If you don't want to build a BLAS and use the mesh for RT, set
enable_raytracing to false.
* Add the `RaytracingMesh3d` component to your entity (separate from
`Mesh3d` or `MeshletMesh3d`).

## Testing

- Did you test these changes? If so, how? 
  - Ran the solari example.
- Are there any parts that need more testing?
  - Other test scenes probably. Normal mapping would be good to test.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - See the solari.rs example for how to setup raytracing.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - Windows 11, NVIDIA RTX 3080.

---------

Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2025-06-12 21:26:10 +00:00
Alice Cecile
58c276ab44
Make the ObservedBy component useful to public consumers (#19591)
# Objective

As raised by @Jondolf, this type is `pub`, and useful for various
consumers to ensure cleanup or debugging.

However, it doesn't offer any way to actually view the data.

## Solution

- Add a read-only view of the data.
- Don't add any (easy) way to mutate the data, as this presents a huge
footgun.
- Implement Reflect and register the component so you can see it in
inspectors nicely.
2025-06-12 20:07:11 +00:00
Joshua Holmes
8010185275
Make GILRS and WINIT_WINDOWS public (#19575)
After removing `!Send` resources, `GILRS` and `WINIT_WINDOWS` were not
made public, which is a breaking change. This was brought up in a
[comment on that
PR](https://github.com/bevyengine/bevy/pull/18386#issuecomment-2954209010).
This PR makes them public.

Fixes #19540.
2025-06-12 20:05:00 +00:00
Joona Aalto
e5dc177b4b
Rename Trigger to On (#19596)
# Objective

Currently, the observer API looks like this:

```rust
app.add_observer(|trigger: Trigger<Explode>| {
    info!("Entity {} exploded!", trigger.target());
});
```

Future plans for observers also include "multi-event observers" with a
trigger that looks like this (see [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)):

```rust
trigger: Trigger<(
    OnAdd<Pressed>,
    OnRemove<Pressed>,
    OnAdd<InteractionDisabled>,
    OnRemove<InteractionDisabled>,
    OnInsert<Hovered>,
)>,
```

In scenarios like this, there is a lot of repetition of `On`. These are
expected to be very high-traffic APIs especially in UI contexts, so
ergonomics and readability are critical.

By renaming `Trigger` to `On`, we can make these APIs read more cleanly
and get rid of the repetition:

```rust
app.add_observer(|trigger: On<Explode>| {
    info!("Entity {} exploded!", trigger.target());
});
```

```rust
trigger: On<(
    Add<Pressed>,
    Remove<Pressed>,
    Add<InteractionDisabled>,
    Remove<InteractionDisabled>,
    Insert<Hovered>,
)>,
```

Names like `On<Add<Pressed>>` emphasize the actual event listener nature
more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees
up the `Trigger` name if we want to use it for the observer event type,
splitting them out from buffered events (bikeshedding this is out of
scope for this PR though).

For prior art:
[`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener)
used
[`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html)
for its event listener type. Though in our case, the observer is the
event listener, and `On` is just a type containing information about the
triggered event.

## Solution

Steal from `bevy_event_listener` by @aevyrie and use `On`.

- Rename `Trigger` to `On`
- Rename `OnAdd` to `Add`
- Rename `OnInsert` to `Insert`
- Rename `OnReplace` to `Replace`
- Rename `OnRemove` to `Remove`
- Rename `OnDespawn` to `Despawn`

## Discussion

### Naming Conflicts??

Using a name like `Add` might initially feel like a very bad idea, since
it risks conflict with `core::ops::Add`. However, I don't expect this to
be a big problem in practice.

- You rarely need to actually implement the `Add` trait, especially in
modules that would use the Bevy ECS.
- In the rare cases where you *do* get a conflict, it is very easy to
fix by just disambiguating, for example using `ops::Add`.
- The `Add` event is a struct while the `Add` trait is a trait (duh), so
the compiler error should be very obvious.

For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors
or conflicts within Bevy itself. But this is of course not entirely
representative of actual projects *using* Bevy.

You might then wonder, why not use `Added`? This would conflict with the
`Added` query filter, so it wouldn't work. Additionally, the current
naming convention for observer events does not use past tense.

### Documentation

This does make documentation slightly more awkward when referring to
`On` or its methods. Previous docs often referred to `Trigger::target`
or "sends a `Trigger`" (which is... a bit strange anyway), which would
now be `On::target` and "sends an observer `Event`".

You can see the diff in this PR to see some of the effects. I think it
should be fine though, we may just need to reword more documentation to
read better.
2025-06-12 18:22:33 +00:00
张林伟
98a46f79df
Fix bevy_core_widgets crate description typo (#19578)
# Objective

Fix `bevy_core_widgets`  crate description typo.
2025-06-11 22:30:35 +00:00
Alice Cecile
12f8f9c07c
Thoroughly document the current state of observers (#19590)
# Objective

The documentation for observers is not very good. This poses a problem
to users, but *also* causes serious problems for engine devs, as they
attempt to improve assorted issues surrounding observers.

This PR:

- Fixes #14084.
- Fixes #14726.
- Fixes #16538.
- Closes #18914, by attempting to solve the same issue.

To keep this PR at all reviewable, I've opted to simply note the various
limitations (some may call them bugs!) in place, rather than attempting
to fix them. There is a huge amount of cleanup work to be done here: see
https://github.com/orgs/bevyengine/projects/17.

## Solution

- Write good module docs for observers, offering bread crumbs to the
most common methods and techniques and comparing-and-contrasting as
needed.
- Fix any actively misleading documentation.
- Try to explain how the various bits of the (public?!) internals are
related.

---------

Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2025-06-11 22:04:52 +00:00
Joona Aalto
33c6f45a35
Rename some pointer events and components (#19574)
# 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`
2025-06-10 21:57:28 +00:00
Mads Marquart
27b64c3bf1
Fix iOS simulator build (#19498)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/18893.

## Solution

`bindgen` currently has issues with building Xcode 16.3 and above, due
to Clang being more strict about target triples. It was fixed in
https://github.com/rust-lang/rust-bindgen/pull/3182, but as a breaking
release, so affected dependencies have to be updated to either not
depend on `bindgen`, or depend on a fixed version of it:
- `tracing-oslog`: https://github.com/Absolucy/tracing-oslog/pull/12
- `coreaudio-sys`: https://github.com/RustAudio/coreaudio-sys/pull/114

## Testing

```sh
cargo build --target aarch64-apple-ios-sim
```

With Xcode 16.3 or 16.4.
2025-06-10 17:01:37 +00:00
Talin
57ddae1e93
Core button widget (#19366)
# 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>
2025-06-10 12:50:08 -04:00
Alice Cecile
030edbf3fe
Rename bevy_ecs::world::Entry to ComponentEntry (#19517)
# 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>
2025-06-10 01:12:40 +00:00
Alice Cecile
6ddd0f16a8
Component lifecycle reorganization and documentation (#19543)
# 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>
2025-06-10 00:59:16 +00:00
Ayan Das
c35df3ca66
Added async_executor to the array of features enabled by multi_threaded within bevy_tasks crate to prevent compile-time error when default-features are disabled. (#19334)
## 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.
2025-06-10 00:54:46 +00:00
Guillaume Wafo-Tapa
0e805eb49c
Implement SystemCondition for systems returning Result<bool, BevyError> and Result<(), BevyError> (#19553)
# 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?
2025-06-10 00:04:10 +00:00
Lucas Franca
f5f092f2f3
Fix new typos (#19562)
# Objective

Fix new typos found on new version of `typos` (#19551)

## Solution

Fix typos
2025-06-09 22:55:14 +00:00
andriyDev
0381a798e2
Delete System::component_access(). (#19496)
# 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.
2025-06-09 22:54:52 +00:00
Zion Klinger
a4dd873df8
Fix uninlined format argument lint (#19561)
# Objective
Fixes #19370 

## Solution
Implemented the lint as suggested by clippy.

## Testing
CI tests passed and lint was resolved.
2025-06-09 20:53:19 +00:00
urben1680
1294b71e35
Introduce CheckChangeTicks event that is triggered by World::check_change_ticks (#19274)
# 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>
2025-06-09 20:44:49 +00:00
Marcel Müller
2768af5d2d
Allow not emitting BundleFromComponents with Bundle derive macro (#19249)
# 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>
2025-06-09 20:15:42 +00:00
Erick Z
b6e4d171b5
Adding PartialEq to some UI and Text types (#19552)
# Objective

- During the development of
[`bevy_flair`](https://github.com/eckz/bevy_flair) I found [some types
lacking
`PartialEq`](https://github.com/search?q=repo%3Aeckz%2Fbevy_flair%20%20%22Try%20to%20upstream%20it%20to%20bevy%22&type=code)
which made the unit testing a little bit inconvinient.

## Solution

- Adding `PartialEq` for the following types:
  - `LineHeight `
  - `TextShadow`
  - `NodeImageMode`

## Testing

- Letting github actions do the testing, this is not an invasive change
and `cargo run --bin ci` doesn't seem to work in `main` at the moment.
2025-06-09 20:08:17 +00:00
JMS55
476e644a7d
Add extra buffer usages field to MeshAllocator (#19546)
Split off from https://github.com/bevyengine/bevy/pull/19058
2025-06-09 20:03:57 +00:00
Alice Cecile
155ebf7898
Write real docs for SystemSet (#19538)
# 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>
2025-06-09 20:03:02 +00:00
ickshonpe
02fa833be1
Rename JustifyText to Justify (#19522)
# 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>
2025-06-09 19:59:48 +00:00
SpecificProtagonist
437c4d5b25
Minor clear color doc improvements (#19514) 2025-06-09 19:56:58 +00:00
theotherphil
5279863c42
Add missing docs for ImageLoader (#19499)
# Objective

Yet another tiny step towards
https://github.com/bevyengine/bevy/issues/3492.

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
2025-06-09 19:46:33 +00:00
andriyDev
f163649b48
Use component_access_set to determine the set of conflicting accesses between two systems. (#19495)
# 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
```
2025-06-09 19:40:52 +00:00
Eagster
064e5e48b4
Remove entity placeholder from observers (#19440)
# 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.
2025-06-09 19:37:56 +00:00
SpecificProtagonist
860ff7819b
Remove workaround for image resize warning (#19397)
# Objective

Follow up for #19116 and #19098

## Testing

viewport_node example
2025-06-09 19:32:57 +00:00
Sigma-dev
8cd53162bf
Add a despawn_children method to EntityWorldMut and EntityCommands (#19283)
# 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>
2025-06-09 19:31:40 +00:00
theotherphil
20cd383b31
Mention Mut in QueryData docs, clarify behaviour of Mut vs &mut in Mut docs (#19254)
# 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

-
2025-06-09 19:21:04 +00:00
theotherphil
2bda628ecf
Clarify docs for transmute_lens functions (#19233)
# 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>
2025-06-09 19:10:59 +00:00
ickshonpe
4836c7868c
Specialized UI transform (#16615)
# 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>
2025-06-09 19:05:49 +00:00
JMS55
bf8868b7b7
Require naga_oil 0.17.1 (#19550)
Split off from https://github.com/bevyengine/bevy/pull/19058

The patch should've been picked up anyways, but now it's required.
2025-06-09 04:54:29 +00:00
JMS55
16440be327
Add CameraMainTextureUsages helper method (#19549)
Split off from https://github.com/bevyengine/bevy/pull/19058
2025-06-09 04:54:14 +00:00
JMS55
ec307bcb9f
Add more wgpu helpers/types (#19548)
Split off from https://github.com/bevyengine/bevy/pull/19058
2025-06-09 04:54:02 +00:00
re0312
56f26cfb02
Unify system state (#19506)
# 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.
2025-06-08 18:18:43 +00:00
Kristoffer Søholm
2c37bdeb47
Fix PickingInteraction change detection (#19488)
# 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:?}");
    }
}
```
2025-06-08 16:29:13 +00:00
theotherphil
6b5289bd5e
deny(missing_docs) for bevy_ecs_macros (#19523)
# 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.
2025-06-08 16:28:31 +00:00
JoshValjosh
ddee5cca85
Improve Bevy's double-precision story for third-party crates (#19194)
# 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.
2025-06-08 02:02:47 +00:00
urben1680
76b8310da5
Replace (Partial)Ord for EntityGeneration with corrected standalone method (#19432)
# 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.
2025-06-07 22:29:13 +00:00
andriyDev
de79d3f363
Mention in the docs for pointer events that these are in screen-space. (#19518)
# 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.
2025-06-06 22:20:14 +00:00
Alice Cecile
e1230fdc54
Remove re-exports of cosmic_text types (#19516)
# 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.
2025-06-06 21:49:02 +00:00
re0312
5df9c53977
Fix regression on the get/get_mut/get_not_found (#19505)
# 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>
2025-06-06 21:04:27 +00:00
Eagster
8ad7118443
Only get valid component ids (#19510)
# 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
2025-06-06 20:59:57 +00:00
robtfm
3dc6a07d27
generic component propagation (#17575)
# 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
2025-06-06 00:02:02 +00:00
Carter Anderson
7e9d6d852b
bevyengine.org -> bevy.org (#19503)
We have acquired [bevy.org](https://bevy.org) and the migration has
finished! Meaning we can now update all of the references in this repo.
2025-06-05 23:09:28 +00:00
ZoOL
a35eed0ea4
fix: Ensure linear volume subtraction does not go below zero (#19423)
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>
2025-06-05 03:59:20 +00:00
theotherphil
d0f1b3e9f1
Add a few missing doc comments in bevy_image (#19493)
# Objective

Another tiny step towards
https://github.com/bevyengine/bevy/issues/3492.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-04 21:12:02 +00:00
theotherphil
476d79d821
deny(missing_docs) for bevy_state (#19492)
# Objective

Deny missing docs in bevy_state, towards
https://github.com/bevyengine/bevy/issues/3492.
2025-06-04 20:43:47 +00:00
Chris Russell
bd4c960f26
Mention Option and When in the error message for a failing system parameter (#19490)
# 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.
```
2025-06-04 16:39:54 +00:00
Kristoffer Søholm
6fee6fe827
Add get_mut_untracked to Assets (#19487)
# Objective

Fixes #13104

## Solution

Add a `get_mut_untracked` method to `Assets`
2025-06-04 16:34:27 +00:00
theotherphil
c5dcef5e61
deny(missing_docs) for bevy_diagnostic (#19482)
# Objective

Deny missing docs in bevy_diagnostic, towards
https://github.com/bevyengine/bevy/issues/3492.
2025-06-04 01:30:10 +00:00
theotherphil
e7a309ff5f
deny(missing_docs) for bevy_derive (#19483)
# Objective

Deny missing docs in bevy_derive, towards
https://github.com/bevyengine/bevy/issues/3492.
2025-06-04 00:06:32 +00:00
andriyDev
723b52abd3
Allow returning an error from labeled_asset_scope. (#19449)
# 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 })
})?;
```
2025-06-04 00:00:32 +00:00
SpecificProtagonist
5561b40bdf
Use BevyError for AssetLoader::Error (#19478)
# 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>`.
2025-06-03 23:58:44 +00:00
François Mockers
7a7bff8c17
Hot patching systems with subsecond (#19309)
# 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>
2025-06-03 21:12:38 +00:00
re0312
50aa40e980
Trigger ArchetypeCreated event when new archetype is created (#19455)
# 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>
2025-06-02 22:27:45 +00:00
maya
f93e5c5622
Exclude ctrlc from bevy_app for the Nintendo 3DS (#19453)
## 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.
2025-06-02 22:21:57 +00:00
zacryol
4d4170d834
Implement IntoIterator for Populated and borrows (#19441)
# 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
```
2025-06-02 22:19:43 +00:00
AlephCubed
415f6d8ca7
Simplified on_replace and on_despawn relationship hooks. (#19378)
Fixes #18364.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-02 22:15:18 +00:00
theotherphil
3d7486b019
Clarify PartialReflect::apply docs (#19250)
# 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>
2025-06-02 22:12:16 +00:00
JMS55
8255e6cda9
Make TAA non-experimental, fixes (#18349)
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>
2025-06-02 16:04:08 +00:00
Rob Parrett
dc4737923c
Add resize_in_place to Image (#19410)
# 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.
2025-05-31 21:55:11 +00:00
AlephCubed
b993202d79
Refactor state scoped events to match entities. (#19435)
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);
```
2025-05-31 20:14:14 +00:00
Eagster
61bd3af7c7
Remove invalid entity locations (#19433)
# 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>
2025-05-31 16:34:33 +00:00
ickshonpe
43b8fbda93
Unrequire VisibilityClass from Node (#17918)
# Objective

The UI doesn't use `ViewVisibility` so it doesn't do anything.

## Solution

Remove it.
2025-05-31 08:18:01 +00:00
Rob Parrett
0fca6938ea
Fix missing meta files breaking Bevy on itch (#19268)
# 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>
2025-05-30 20:33:47 +00:00
Sarthak Singh
d82d3238d1
Fixed memory leak in bindless material (#19041)
# 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
2025-05-30 19:36:56 +00:00
robtfm
c617fc49ae
fix distinct directional lights per view (#19147)
# 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());
    }
}
```
2025-05-30 19:35:55 +00:00
Manuel Brea Carreras
3902804114
Fix #19219 by moving observer triggers out of resource_scope (#19221)
# 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)

---
2025-05-30 19:33:47 +00:00
eugineerd
0694743d8d
Fix EntityCloner replacing required components. (#19326)
# 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.
2025-05-30 19:28:53 +00:00
theotherphil
0ee8bf978c
Clarify Resource change detection behaviour in condition docs (#19252)
# 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

-
2025-05-30 00:47:25 +00:00
AlephCubed
6c003ef794
Loosen add_state_scoped_event trait bound. (#19401)
Fixes #18623, allowing `add_state_scoped_event` to work with computed
states.

As a side note, should state scoped events be updated to match the
recently changed [state scoped
entities](https://github.com/bevyengine/bevy/blob/main/release-content/migration-guides/rename_StateScoped.md)?
2025-05-29 21:37:53 +00:00
Coty
439c0fb973
fix reference in example usage comments (#19434)
# 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
2025-05-29 19:12:55 +00:00
L. Borella (Villi)
59ef10562a
Allow restricting audio playback to a custom region (#19400)
# 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))
));
```
2025-05-29 18:45:37 +00:00
andristarr
fe678e1eeb
Updating mesh_picking doc to include RenderAssetUsages (#19413)
# Objective
Fixes #19102 

Updating mesh_picking doc stating that MAIN_WORLD RenderAssetUsages
needs to be on the mesh to be picked.
2025-05-29 18:44:50 +00:00
Daniel Skates
922ee480d2
Rename Position to UiPosition in bevy_ui (#19422)
# Objective

- Fixes #19418

## Solution

- Rename Position to UiPosition in bevy_ui

## Testing

- `cargo build`
- `cargo run --example gradients`
- `cargo run --example stacked_gradients`
2025-05-29 14:52:44 +00:00
Eagster
1966e44400
EntityGeneration ordering (#19421)
# 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.
2025-05-29 05:48:32 +00:00
SpecificProtagonist
a266e7e642
More uninlined_format_args fixes (#19396)
# 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.
2025-05-28 02:35:18 +00:00
SpecificProtagonist
13e89a1678
Fix EntityMeta.spawned_or_despawned unsoundness (#19350)
# 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>
2025-05-27 22:45:07 +00:00
andriyDev
b866bb4254
Remove Shader weak_handles from bevy_pbr (excluding meshlets). (#19365)
# 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.
2025-05-27 22:32:47 +00:00
andriyDev
e8c2a5af66
Remove Shader weak_handles from bevy_ui. (#19393)
# 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.
2025-05-27 22:32:40 +00:00
andriyDev
846cec9ed2
Remove Shader weak_handles from bevy_gizmos. (#19394)
# 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.
2025-05-27 22:32:32 +00:00
andriyDev
57588eb7eb
Remove Shader weak_handles from bevy_core_pipeline (except two). (#19395)
# 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.
2025-05-27 22:32:27 +00:00
Chris Berger
a8376e982e
Rename Timer::finished and Timer::paused to is_finished and is_paused (#19386)
# 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
2025-05-27 22:24:18 +00:00
Rob Parrett
e0ed28022d
Fix error in gradient shader (#19384)
# Objective

Fixes #19383

## Solution

Add missing param and flags from `ui.wgsl` to `gradients.wgsl`

## Testing

`cargo run --example gradients`
`cargo run --example stacked_gradients`
`cargo run --example radial_gradients`

## Notes

`radial_gradients` looks broken, but this appears to be a separate
issue. Its appearance now is the same as in the [first
screenshot](https://pixel-eagle.com/project/b25a040a-a980-4602-b90c-d480ab84076d/run/10348/compare/10342?screenshot=UI%20(User%20Interface)/radial_gradients.png)
recorded in the example runner.

I will document this in a separate issue.
2025-05-27 21:29:10 +00:00
HeartofPhos
131f99de23
Fix custom relations panics with parent/child relations (#19341)
# 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 <>
2025-05-27 21:05:31 +00:00
Griffin
e981bb8902
Make light cascades and tonemapping luts pub (#19189)
Make directional light cascades and tonemapping luts pub so that custom
render passes / backends can use them.
2025-05-27 19:46:04 +00:00
Chris Russell
571b3ba475
Remove ArchetypeComponentId and archetype_component_access (#19143)
# 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`.
2025-05-27 19:04:32 +00:00
atlv
2946de4573
doc(render): fix incorrectly transposed view matrix docs (#19317)
# Objective

- Mend incorrect docs

## Solution

- Mend them
- add example use
- clarify column major

## Testing

- No code changes
2025-05-27 04:58:58 +00:00
atlv
d4985af7cb
refactor(utils): move SyncCell and SyncUnsafeCell to bevy_platform (#19305)
# Objective

- move SyncCell and SyncUnsafeCell to bevy_platform

## Solution

- move SyncCell and SyncUnsafeCell to bevy_platform

## Testing

- cargo clippy works
2025-05-27 04:57:26 +00:00
andriyDev
dc6563477d
Remove Shader weak_handles from bevy_sprite. (#19392)
# 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.
2025-05-27 04:01:34 +00:00
atlv
1732c2253b
refactor(render): move WgpuWrapper into bevy_utils (#19303)
# 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
2025-05-27 03:43:49 +00:00
AlephCubed
7d32dfec18
Add insert_if_new test for sparse set. (#19387)
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.
2025-05-27 03:15:30 +00:00
andriyDev
33b3c08515
Remove Shader weak_handles from bevy_anti_aliasing. (#19391)
# 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.
2025-05-27 03:14:55 +00:00
Rob Parrett
0ff44c9493
Small fixes for gradient docs (#19388)
# 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
2025-05-26 23:20:24 +00:00
theotherphil
1e1853b876
Add missing doc comments for log_diagnostics_plugin (#19261)
# Objective

Fill some of the missing docs from bevy_diagnostics.
2025-05-26 22:29:59 +00:00
ickshonpe
f415e2e96d
Constify Val::resolve and BorderRadius::resolve (#18595)
# 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.
2025-05-26 22:17:52 +00:00
theotherphil
523600133d
Add missing docs for diagnostics.rs (#19264)
# Objective

Fill in some more missing doc comments.

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2025-05-26 20:27:46 +00:00
theotherphil
16a286dac3
Update .entry() docs to show both insert-then-modify and modify-or-insert examples (#19327)
# Objective

Fix https://github.com/bevyengine/bevy/issues/16379
2025-05-26 20:27:20 +00:00
François Mockers
8a223be651
Enable state scoped entities by default (#19354)
# Objective

- Enable state scoped entities by default
- Provide a way to disable it when needed

---------

Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
2025-05-26 20:26:41 +00:00
andriyDev
8db7b6e122
Remove Shader weak_handles from bevy_render. (#19362)
# 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.
2025-05-26 20:20:25 +00:00
SpecificProtagonist
158d9aff0e
Fix spawn tracking for spawn commands (#19351)
# Objective

See also
https://discord.com/channels/691052431525675048/1374187654425481266/1375553989185372292.

## Solution

Set spawn info in `Commands::spawn_empty`.
Also added a benchmark for `Commands::spawn`.

## Testing

See added test.
2025-05-26 20:15:21 +00:00
theotherphil
54c9f03021
Mention in .add_observer() docs that first parameter must be a Trigger (#19315)
# Objective

Fix https://github.com/bevyengine/bevy/issues/13860

## Solution

Add note in docs that Trigger must be the first parameter of observer
systems
2025-05-26 20:06:08 +00:00
Benjamin Brienen
818a8fe154
Allow unfocused window creation (#19237)
# 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>
2025-05-26 20:05:33 +00:00
theotherphil
f8cb8f237d
Fix a few typos in bevy_ecs docs (#19280)
# Objective

Fix a few minor typos that I noticed when reading the docs.
2025-05-26 20:02:13 +00:00
theotherphil
348779850b
Add missing doc comments to system_information_diagnostics_plugin (#19267)
# Objective

More trivial doc comments towards being able to deny missing docs across
the board.
2025-05-26 19:59:49 +00:00
theotherphil
3690ad5b0b
Remove apostrophes in possessive its (#19244)
# 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
-
2025-05-26 19:53:14 +00:00
theotherphil
07c9d1acce
Clarify RenderLayers docs (#19241)
# Objective

Clarify `RenderLayers` docs, to fix
https://github.com/bevyengine/bevy/issues/18874

## Solution

-

## Testing

-
2025-05-26 19:52:22 +00:00
theotherphil
a521998eea
Make remove_reflect parameter names consistent between ReflectCommandExt and impl for EntityCommands (#19243)
# 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
2025-05-26 19:49:56 +00:00
Benjamin Brienen
20057e5ed7
Make sure that serde_json::Map::into_values exists (#19229)
# 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
2025-05-26 19:38:28 +00:00
stevehello166
66877f63be
Add a Dir4 to resolve #17983 (#19223)
# 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)
2025-05-26 19:35:07 +00:00
Chris Berger
0777cc26aa
Navigate through TabGroups in order. (#19218)
# 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.
2025-05-26 19:32:10 +00:00
urben1680
b92c0ebd3d
No schedule build pass overwrite if build settings do not change auto_insert_apply_deferred from true (#19217)
# 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>
2025-05-26 19:28:56 +00:00
IceSentry
2dc6337875
Add WakeUp event to App (#19212)
# 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
2025-05-26 19:26:26 +00:00
Emerson Coskey
7ab00ca185
Split Camera.hdr out into a new component (#18873)
# 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;
```
2025-05-26 19:24:45 +00:00
Gino Valente
1674938c49
bevy_reflect: Split up the std module (#18939)
> [!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
```
2025-05-26 19:10:47 +00:00
IceSentry
85284cbb90
Move trigger_screenshots to finish() (#19204)
# 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
2025-05-26 18:07:17 +00:00
Griffin
d79efada3b
Optional explicit compressed image format support (#19190)
# 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.
2025-05-26 18:00:33 +00:00
universe
5117e6fd49
don't filter dragged entity out of DragEnter events (#19179)
## 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
2025-05-26 17:56:54 +00:00
Weihnachtsbaum
841105a993
Add AudioSinkPlayback::position (#19173)
# 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
2025-05-26 17:50:40 +00:00
Arnold Loubriat
645871e74e
Bump accesskit to 0.19 and accesskit_winit to 0.27 (#19160)
# 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.
2025-05-26 17:48:36 +00:00
Eagster
b6b54912fa
Nonmax all rows (#19132)
# 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>
2025-05-26 17:39:55 +00:00
atlv
7bb97a7eec
Provide physical dimensions to wgpu Device::create_texture_with_data (#19129)
# 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
2025-05-26 17:36:47 +00:00
Gilles Henaux
6341ae4158
Fix AssetChanged code documentation to mention the PostUpdate schedule (#19093)
# 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>
2025-05-26 17:34:46 +00:00
SpecificProtagonist
57eda2efa1
Remove warning from Image::resize (#19116)
# 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.
2025-05-26 17:34:07 +00:00
noxmore
c84a808f80
Derive PartialEq for ImageSampler (#19105)
# 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.
2025-05-26 17:31:21 +00:00
Kumikaya
ee3d9b2a88
Reduce operations in RayCast2d::circle_intersection_at using cross product (#19103)
# Objective

- Using the cross product to compute the perpendicular distance reduces
one multiplication and two additions.
2025-05-26 17:22:14 +00:00
SpecificProtagonist
1c8d2ee3e1
viewport_node example: Remove main world image initialization (#19098)
# 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.
2025-05-26 17:20:29 +00:00
robtfm
b641aa0ecf
separate border colors (#18682)
# 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:


![image](https://github.com/user-attachments/assets/5d9a4492-429a-4ee1-9656-215511886164)

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>
2025-05-26 16:57:13 +00:00
Emerson Coskey
fb2d79ad60
Better macro errors for get_struct_fields (#17639)
# 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>
2025-05-26 16:57:03 +00:00
Periwink
f33074116b
Make SystemChangeTick Clone (#18991)
# Objective

It can be useful to store the `SystemChangeTick` for a given System. I
wanted to copy them but I noticed that it doesn't implement Clone.
2025-05-26 15:43:06 +00:00
Ben Frankel
475b5a8557
Improve visibility of debug picking node (#18990)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/18989.

## Solution

Add `GlobalZIndex(i32::MAX)`,
`BackgroundColor(Color::BLACK.with_alpha(0.75))`, and some padding.

## Testing

Ran `cargo run --example debug_picking`:


![2025-04-30_1745997924_1280x720](https://github.com/user-attachments/assets/4bd39897-f4ab-4d4d-850b-1b885284b072)

Before this PR:


![2025-04-29_1745972540_1280x720](https://github.com/user-attachments/assets/9c8649f4-0f06-4d4d-8fed-ac20e0d5366e)
2025-05-26 15:39:49 +00:00
Tim
4924cf5828
Remove upcasting methods + Cleanup interned label code (#18984)
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>
2025-05-26 15:38:12 +00:00
Jakob Hellermann
93b8f9a303
bevy_ecs: forward type_id in InfallibleSystemWrapper (#18931)
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.
2025-05-26 15:33:05 +00:00
Sébastien Job
2b8bf45f0d
Fix BRP query failing when specifying missing/invalid components (#18871)
# 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"}}
```
2025-05-26 15:26:46 +00:00
ickshonpe
c8872c7665
Allow access to font atlases (#18851)
# 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
2025-05-26 15:22:56 +00:00
Greeble
ed0266b5a6
Fix glTF importer wrongly ignoring sampler filters (#19118)
## 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
```
2025-05-26 13:20:03 +00:00
Ben Frankel
3d9fc5ca10
Register some types (#19361)
# Objective

Fill in some `Reflect` and `app.register_type` gaps.

I only really wanted `GlobalZIndex` but figured I'd fill in a few others
as well.
2025-05-26 02:30:07 +00:00
Zachary Harrold
3d3746e5d0
Simplify bevy_utils Features (#19090)
# 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
2025-05-24 01:46:11 +00:00
DaoLendaye
cf3f26f10b
Add GltfMeshName component and Deref implementations (#19331)
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>
2025-05-23 20:56:48 +00:00
Lucas Franca
d3012df755
Expose LogDiagnosticsState (#19323)
# 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

![image](https://github.com/user-attachments/assets/25bc00f3-40e2-4b4a-b90b-137cc1f307a5)
2025-05-23 20:56:36 +00:00
NonbinaryCoder
f95287ca9b
Diagnostic reset sum ema (#19337)
# 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.
2025-05-22 19:04:24 +00:00
theotherphil
88e73f8eda
Fix one-character typo in SystemParam docs (#19338)
# 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.)
2025-05-22 18:54:02 +00:00
Lucas
e2d087551e
feat: derive Serialize on Childof (#19336)
# 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>
2025-05-22 18:30:14 +00:00
Kevin Reid
870ad21238
Add documentation and examples of [ScheduleLabel] usage. (#19329)
## 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>
2025-05-22 15:55:35 +00:00
stevehello166
c9e69ac65e
Rename Condition to SystemCondition` (#19328)
# 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
2025-05-22 15:50:19 +00:00
atlv
031fa25ff6
fix(picking): Location is not a Component anymore. (#19306)
# Objective

- Fixes #17390

## Solution

- Remove Component derive

## Testing

- cargo clippy
2025-05-22 01:33:01 +00:00
ickshonpe
2b59ab8e2d
Fix Anchor component inconsistancies (#18393)
## 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`.
2025-05-21 15:32:04 +00:00
ickshonpe
bf20c630a8
UI Node Gradients (#18139)
# 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![vec![ColorStop::new(RED, Val::Percent(90.), ColorStop::new(Color::GREEN, Val::Percent(10.))```
the colors will be reordered and the gradient will transition from green at 10% to red at 90%. 

Colors are interpolated between the stops in SRGB space. The hint is a normalized value that can be used to shift the mid-point where the colors are mixed 50-50.  between the stop with the hint and the following stop.

For sharp stops with no interpolated transition, place two stops at the same position.

`ConicGradient`s and RadialGradient`s have a center which is set using the new `Position` type. `Position` consists of a normalized (relative to the UI node) `Vec2` anchor point and a responsive x, y offset.

To draw a UI node with a gradient you insert the components `BackgroundGradient` and `BorderGradient`, which both newtype a vector of `Gradient`s. If you set a background color, the background color is drawn first and the gradient(s) are drawn on top.

The implementation is deliberately simple and self contained. The shader draws the gradient in multiple passes which is quite inefficient for gradients with a very large number of color stops. It's simple though and there won't be any compatibility issues. We could make gradients a specialization for `UiPipeline` but I used a separate pipeline plugin for now to ensure that these changes don't break anything. 

#### Not supported in this PR
* Interpolation in other color spaces besides SRGB. 
* Images and text: This would need some breaking changes like a `UiColor` enum type with `Color` and `Gradient` variants, to enable `BorderColor`, `TextColor`, `BackgroundColor` and `ImageNode::color` to take either a `Color` or a gradient.
* Repeating gradients

## Testing

Includes three examples that can be used for testing:
```
cargo run --example linear_gradients
cargo run --example stacked_gradients
cargo run --example radial_gradients
```

Most of the code except the components API is contained within the `bevy_ui/src/render/linear_gradients` module.
There are no changes to any existing systems or plugins except for the addition of the gradients rendering systems to the render world schedule and the `Val` changes from #18164 . 

## Showcase

![gradients](https://github.com/user-attachments/assets/a09c5bb2-f9dc-4bc5-9d17-21a6338519d3)
![stacked](https://github.com/user-attachments/assets/7a1ad28e-8ae0-41d5-85b2-aa62647aef03)
![rad](https://github.com/user-attachments/assets/48609cf1-52aa-453c-afba-3b4845f3ddec)

Conic gradients can be used to draw simple pie charts like in CSS:
![PIE](https://github.com/user-attachments/assets/4594b96f-52ab-4974-911a-16d065d213bc)
2025-05-20 14:45:22 +00:00
DaoLendaye
c62ca1a0d3
Use material name for mesh entity's Name when available (#19287)
# Objective

Fixes #19286

## Solution

Use material name for mesh entity's Name when available

## Testing

Test code, modified from examples/load_gltf.rs
```rust
//! Loads and renders a glTF file as a scene.

use bevy::{gltf::GltfMaterialName, prelude::*, scene::SceneInstanceReady};

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

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn((
        Camera3d::default(),
        Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
    ));

    commands.spawn((DirectionalLight {
        shadows_enabled: true,
        ..default()
    },));

    commands.spawn(SceneRoot(asset_server.load(
        GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf"),
    )));
}

fn on_scene_load(
    trigger: Trigger<SceneInstanceReady>,
    children: Query<&Children>,
    names: Query<&Name>,
    material_names: Query<&GltfMaterialName>,
) {
    let target = trigger.target();

    for child in children.iter_descendants(target) {
        let name = if let Ok(name) = names.get(child) {
            Some(name.to_string())
        } else {
            None
        };
        let material_name = if let Ok(name) = material_names.get(child) {
            Some(name.0.clone())
        } else {
            None
        };

        info!("Entity name:{:?} | material name:{:?}", name, material_name);
    }
}
```

---

## Showcase

Run log:
<img width="859" alt="Image"
src="https://github.com/user-attachments/assets/87daddf3-31e6-41f8-9be2-4b292da9b75a"
/>

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
2025-05-20 14:45:04 +00:00
Lucas Franca
55edb0b476
Fix warnings and errors reported on Rust beta (#19294)
# Objective

Fixes errors and warnings on this week's Rust beta pipeline 
*
https://github.com/bevyengine/bevy/issues/18748#issuecomment-2890820218
2025-05-19 23:56:48 +00:00
Eero Lehtinen
17914943a3
Fix spot light shadow glitches (#19273)
# 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`.
2025-05-19 19:42:09 +00:00
theotherphil
70e6a9010d
Add missing words in Traversal doc comment (#19298)
# Objective

Minor docs fix - add missing "is responsible".
2025-05-19 19:34:59 +00:00
theotherphil
fe16624d3c
Add boilerplate docs for PointerHits::new and HitData::new (#19259)
# 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>
2025-05-19 19:22:07 +00:00
ickshonpe
37b16d869d
Remove YAxisOrientation from bevy_text (#19077)
# 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
```
2025-05-19 19:17:20 +00:00
SpecificProtagonist
e7e9973c80
Per world error handler (#18810)
# 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)
    …
```
2025-05-19 01:35:07 +00:00
atlv
45ba5b9f03
refactor(render): cleanup add_import_to_composer (#19269)
# Objective

- Reduce nesting

## Solution

- Refactor

## Testing

- `bevy run --example=3d_scene web --open`
2025-05-18 06:30:38 +00:00
Eero Lehtinen
2db103708a
Make sure prepass notices changes in alpha mode (#19170)
# 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.
2025-05-18 06:28:30 +00:00
Eero Lehtinen
4d1b045855
Fix point light shadow glitches (#19265)
# 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.
2025-05-18 06:24:37 +00:00
atlv
eed1dc428b
fix(render): transitive shader imports now work consistently on web (#19266)
# 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.
2025-05-17 19:03:47 +00:00
atlv
139515278c
Use embedded_asset to load PBR shaders (#19137)
# 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
2025-05-16 05:47:34 +00:00
atlv
415ffa5028
clippy: expect large variants and other small fixes (#19222)
# Objective

- Fix CI

## Solution

- Expect new lint
- See #19220

## Testing

- cargo clippy
2025-05-15 22:29:59 +00:00
mgi388
01d2b8571c
Remove dead states code from bevy_ecs (#19210)
`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.
2025-05-14 13:19:20 +00:00
atlv
673e70c72e
Fix specular cutoff on lights with radius overlapping with mesh (#19157)
# Objective

- Fixes #13318

## Solution

- Clamp a dot product to be positive to avoid choosing a `centerToRay`
which is not on the ray but behind it.

## Testing

- Repro in #13318

Main:
<img width="963" alt="{DA2A2B99-27C7-4A76-83B6-CCB70FB57CAD}"
src="https://github.com/user-attachments/assets/afae8001-48ee-4762-9522-e247bbe3577a"
/>

This PR:
<img width="963" alt="{2C4BC3E7-C6A6-4736-A916-0366FBB618DA}"
src="https://github.com/user-attachments/assets/5bea4162-0b58-4df0-bf22-09fcb27dc167"
/>

Eevee reference:

![329697008-ff28a5f3-27f3-4e98-9cee-d836a6c76aee](https://github.com/user-attachments/assets/a1b566ab-16ee-40d3-a0b6-ad179ca0fe3a)
2025-05-12 19:14:13 +00:00
Daniel Gallups
eb0f4f76ba
Fix: Provide CPU mesh processing with MaterialBindingId (#19083)
# 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>
2025-05-12 18:11:14 +00:00
atlv
ddc9f41519
fix windows wasm embedded assets (#19139)
# 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>
2025-05-12 10:10:32 +00:00
Jordan Dominion
86cc02dca2
Fix macro pollution in SystemParam derive (#19155)
# 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" }
```
2025-05-10 02:45:25 +00:00
databasedav
95470df3c8
fix .insert_related index bound (#19134)
# 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
2025-05-09 17:10:54 +00:00
urben1680
732b2e0c79
Track spawn Tick of entities, offer methods, query data SpawnDetails and query filter Spawned (#19047)
# 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>
2025-05-08 14:57:33 +00:00
Eagster
12aba64900
Make entity generation a new type and remove identifier (#19121)
# 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>
2025-05-08 04:03:05 +00:00
Eagster
0b4858726c
Make entity::index non max (#18704)
# 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>
2025-05-07 18:20:30 +00:00
Chris Russell
9e2bd8ac18
Generic SystemParam impls for Option and Result (#18766)
# 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 #12634
Fixes #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>`.
2025-05-07 18:20:08 +00:00
Periwink
60ea43d01d
Add system ticks to EntityRef/Mut WorldQuery (#19115)
# 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.
2025-05-07 18:19:35 +00:00
Zachary Harrold
63e78fe489
Deprecated Begone! 0.16 Cleanup (#19108)
# 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!
2025-05-07 18:17:41 +00:00
Zachary Harrold
4051465b06
Make NonSendMarker !Send (#19107)
# 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.
2025-05-07 00:40:35 +00:00
SpecificProtagonist
73cde28cf8
Missing punctuation (#19097) 2025-05-06 23:01:59 +00:00
Joshua Holmes
770f10bc19
Remove remaining internal use of !Send resources (#18386)
# 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>
2025-05-06 22:23:59 +00:00
Joona Aalto
7b1c9f192e
Adopt consistent FooSystems naming convention for system sets (#18900)
# Objective

Fixes a part of #14274.

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

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

*Names of public system set types in Bevy*

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

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

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

## Which Name To Use?

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

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

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

`FooSet`:

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

`FooSystems`:

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

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

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

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

## Solution

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

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

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

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

## Todo

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

# Objective

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

## Solution

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

## Showcase

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

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

Scene rendered with trillinear texture filtering:

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

## Migration Guide

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

---------

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

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

## Solution

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

## Testing

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

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

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

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

It would be nice to also support those types.

## Solution

I replaced the `impl`s of the following types

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

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

## Testing

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

---

## Showcase

With these changes, this is now possible:

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

`CustomCursorUrl` is inaccessible.

## Solution

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

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

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

## Solution

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

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

## Solution

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

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

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

## Implementation notes

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

We could make use of a tertiary macro:

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

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

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

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

## Future work

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

## Testing

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

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

## Solution

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

## Testing

- CI

---

## Showcase

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

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

```rust
// In `bevy_platform`

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

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

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

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

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

```rust
use bevy_platform::cfg;

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

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

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

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

---------

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

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

## Solution

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

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

## Open questions

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

## Testing

Ran all changed examples.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

</details>

---------

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

```rust
#[derive(Component)]
#[component(clone_behavior = Ignore)]
MyComponent;
```
2025-05-06 00:32:59 +00:00
Eagster
af8d12c3e1
deprecate SimpleExecutor (#18753)
# Objective

Contributes to #18741 and #18453.

## Solution

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

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

## Testing

CI

---------

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

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

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

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

## Solution

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

## Testing

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

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

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

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

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

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

## Solution

Replace the code in `SingleThreadedExecutor` that runs systems with a
single call to `run_without_applying_deferred()`. Also add this as a
wrapper in the `__rust_begin_short_backtrace` module to preserve the
special behavior for backtraces.
2025-05-06 00:09:02 +00:00
Mincong Lu
023b502153
Implemented Alpha for f32. (#18653)
# Objective

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

## Solution

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

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

## Solution

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

## Testing

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

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

## Solution

- Move this to the ScreenshotPlugin!

## Testing

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

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

This is an uncontroversial first step of #18514.

## Solution

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

## Testing

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

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

Fixes #14349

## Solution

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

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

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

Fixes #17803 

## Solution

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

## Testing

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

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

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

## Testing

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

## Future Work

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

---------

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

For example, to disable timestamps in the log output:

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

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

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

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

---------

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

Add a viewport widget.

## Solution

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

## Testing

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

<details><summary>Code</summary>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

</details>

## Showcase


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

## Open Questions

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

---------

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

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

## Solution

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

## Testing

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

## Migration Guide

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

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

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

## Solution

- Ignore files starting with a dot when loading folders
2025-05-05 22:42:01 +00:00
Chris Russell
5f936aefc8
Prevent exclusive systems from being used as observers (#19033)
# Objective

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

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

## Solution

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

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

## Testing

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

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

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

## Solution

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

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

# Solution

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

# Testing

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

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

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

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

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

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

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

</details>

Here it is on Bevy Playground (0.15.3): 

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

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

Output with this PR :
```
2025-05-04T17:51:33.461835Z  INFO system{name="fork::component_print"}: fork: 2
2025-05-04T17:51:33.462091Z  INFO system{name="fork::component_print"}: fork: 3
```
2025-05-05 17:42:36 +00:00
Lucas Franca
54856d088d
Upgrade atomicow version (#19075)
# Objective
`atomicow` `1.0` does not have `std` feature requested by `bevy_asset`,
but `1.1` does

## Solution

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

---------

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

Adopted #19065
Closes #19065

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

# Overview

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

# Testing

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

---------

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

- Contributes to #18978

## Solution

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

## Testing

- CI

---

## Notes

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

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-05-05 05:51:01 +00:00
Guillaume Gomez
c286e4f5f3
Update sysinfo version to 0.35.0 (#19028)
This release is mostly about bugfixes and API/code improvements. Pretty
straightforward update. :)
2025-05-05 05:49:23 +00:00
Innokentiy Popov
2c3d20d748
Fix rotate_by implementation for Aabb2d (#19015)
# Objective

Fixes #18969 

## Solution

Also updated `Aabb3d` implementation for consistency.

## Testing

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

`IndexSet` doesn't implement `RelationshipSourceCollection`

## Solution

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

## Testing

`cargo clippy`

---------

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

`BTreeSet` doesn't implement `RelationshipSourceCollection`.

## Solution

Implement it.

## Testing

`cargo clippy`

---

## Showcase

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

---------

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

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

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

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

Fixes #18516

## Solution

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

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

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-05-04 08:41:42 +00:00
tmstorey
c55c69e3fc
Add NonNilUuid support to bevy_reflect (#18604)
# Objective

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

## Solution

- Adds `NonNilUuid` using `impl_reflect_opaque!`.

## Testing

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

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

Add background colors for text.

Fixes #18889

## Solution

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

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

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

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

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

## Showcase


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

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


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

---------

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

- Add a few useful methods to `TextureAtlas`.

## Solution

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

## Testing

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

# Objective

Fixes #9076 

## Solution

Using `rodio`'s `try_seek`

## Testing

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

## Notes

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

</details>

---------

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

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

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


## Testing

- Tested on simulator and on an iPhone Xs

---

---------

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

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

`padding-box` is the default in CSS. 

## Solution

Set the default to `PaddingBox`.

## Testing

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

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

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

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

## Solution

Add a method to remove all related entities.

## Testing

A new test case.
2025-04-30 20:59:29 +00:00
François Mockers
0fa115f911
fix new nightly lint on mikktspace (#18988)
# Objective

- new nightly lint make CI fail

## Solution

- Follow the lint: https://github.com/rust-lang/rust/pull/123239
2025-04-30 05:19:01 +00:00
1.11e-1f64
9fca353782
Make AccessConflicts::is_empty public (#18688)
# 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
2025-04-28 21:48:46 +00:00
Frédéric Vauchelles
19682aa4c3
Added derive Reflect to UntypedHandle and UntypedAssetId (#18827)
# Objective

- We have the ability to serialize/deserialize `Handle<T>` with
[`TypedReflectSerializer`](https://docs.rs/bevy/latest/bevy/reflect/serde/struct.TypedReflectSerializer.html)
and
[`TypedReflectDeserializer`](https://docs.rs/bevy/latest/bevy/reflect/serde/struct.TypedReflectDeserializer.html),
but it is not possible for `UntypedHandle`.
- `Handle<T>` already has the `Reflect` derive, so it sounds coherent to
also have this derive also on the untyped API

## Solution

- Add the `Reflect` derive macro to both `UntypedHandle` and `
UntypedAssetId`.

## Testing

- I used a custom processor to handle the serialization based on the
example of
[`TypedReflectSerializer`](https://docs.rs/bevy/latest/bevy/reflect/serde/struct.TypedReflectSerializer.html)
(see [source
code](https://docs.rs/bevy_reflect/0.15.3/src/bevy_reflect/serde/ser/serializer.rs.html#149))

Co-authored-by: Frédéric Vauchelles <frederic.vauchelles@outlook.com>
2025-04-28 21:46:36 +00:00
mhsalem36
2556405feb
Fixes #15389, added docs to RawHandleWrapper::_window field (#18832)
# 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. 

---
2025-04-28 21:44:57 +00:00
JoshValjosh
7f9eae2c87
Fully qualify crate paths in BevyManifest (#18938)
# 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.
2025-04-28 21:43:48 +00:00
Gino Valente
31e9a3c411
bevy_reflect: Re-reflect hashbrown types (#18944)
# 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
```
2025-04-28 19:26:53 +00:00
Krzysztof Żywiecki
7f0490655c
Removed conversion from pointer physical coordinates to viewport local coordinates in bevy_picking make_ray function (#18870)
# 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>
2025-04-27 13:54:28 +00:00
Martín Maita
17da7e13f2
Update spin requirement from 0.9.8 to 0.10.0 (#18655)
# Objective

- Closes #18643 

## Solution

- Updated spin requirement from 0.9.8 to 0.10.0.
- Renamed `spin/portable_atomic` feature to `spin/portable-atomic`.

## Testing

- CI checks (already passing in the dependabot PR).

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-04-27 06:18:24 +00:00
Kristoffer Søholm
78d9f05d31
Update cosmic-text to 0.14 (#18651)
# Objective

New cosmic-text version is out, we should use it.

## Solution

Bump the version.

## Testing

Code compiles, text example works
2025-04-26 21:36:24 +00:00
Olle Lukowski
9167f02bdf
Create EntityCommands::remove_if (#18899)
# 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).
2025-04-26 21:32:02 +00:00
ickshonpe
2b7cecd5b3
FontAtlasSet fixes (#18850)
# 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.
2025-04-26 21:22:40 +00:00