Commit Graph

9034 Commits

Author SHA1 Message Date
Carter Anderson
fdf5dd677f
Update FUNDING.yml 2025-06-05 15:04:57 -07:00
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
Lucas
05e0315355
add 2d_on_ui example (#18513)
hello ! im not english native, don't hesitate to correct my code
comments.

# Objective

a simple example for new users. This is a question asked a lot, and i
struggled to do it at first too.
see https://github.com/bevyengine/bevy/discussions/11223

## Showcase


![image](https://github.com/user-attachments/assets/179ec3ad-add5-4963-ab32-3ad1cc9df15c)

---------

Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
2025-06-02 22:11:32 +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
Elliott Pierce
531658cf4f handle despawn better 2025-06-01 08:07:36 -04:00
Eagster
866476e851
Merge branch 'main' into Remove-entity-reserving/pending/flushing-system 2025-05-31 18:40:25 -04:00
Elliott Pierce
7967807d2d fix command doc 2025-05-31 18:40:10 -04:00
Elliott Pierce
63effde692 add migration guide 2025-05-31 18:38:17 -04:00
Elliott Pierce
9baf15a932 fixed potential bug 2025-05-31 18:19:04 -04:00
Elliott Pierce
763877f786 fix test 2025-05-31 18:17:39 -04:00
Elliott Pierce
068a2a9153 fix doc 2025-05-31 18:16:01 -04:00
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
Elliott Pierce
20a6ee3c7f fix warning 2025-05-31 17:49:48 -04:00
Elliott Pierce
180b349721 all destructs increment the generation 2025-05-31 17:49:13 -04:00
Elliott Pierce
0c194b734a doc improvements 2025-05-31 17:40:09 -04:00
Elliott Pierce
8956adcc5b fix doc tests for errors 2025-05-31 17:21:37 -04:00
Elliott Pierce
38a97105a4 fix scenes test 2025-05-31 17:09:50 -04:00
Elliott Pierce
b415dc8325 small perf improvement 2025-05-31 16:58:49 -04:00
Elliott Pierce
9cce28fe38 fix docs 2025-05-31 16:56:07 -04:00
Elliott Pierce
7e39f9dda1 much, much better error handling 2025-05-31 16:52:41 -04:00
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
Elliott Pierce
4844dda4cc fix error 2025-05-31 14:13:26 -04:00
Elliott Pierce
85b0d03dec entity refs can have no location 2025-05-31 14:09:07 -04:00
Elliott Pierce
58ee663ece remove no longer needed flush 2025-05-31 14:08:37 -04:00
Elliott Pierce
019c154d07 add world-level destruction 2025-05-31 14:08:37 -04:00
Elliott Pierce
5a69ebfbc0 guard against arbitrary constructions 2025-05-31 14:08:37 -04:00
Elliott Pierce
0c1c9c3fa4 docs 2025-05-31 14:08:37 -04:00
Elliott Pierce
ea9a3bee7f fixed tests 2025-05-31 14:08:37 -04:00
Elliott Pierce
c100f9e6ed improve perf 2025-05-31 14:08:37 -04:00
Elliott Pierce
01d6785f2d use bulk allocator 2025-05-31 14:08:37 -04:00
Elliott Pierce
5c582666be added back get_entity
it's not exact, but it should be good enough.
2025-05-31 14:08:37 -04:00
Elliott Pierce
7b044c0908 docs 2025-05-31 14:08:37 -04:00
Elliott Pierce
3df6ab012b fix final few errors 2025-05-31 14:08:37 -04:00
Elliott Pierce
f4e06add26 entity cloning and mapping 2025-05-31 14:08:37 -04:00
Elliott Pierce
8556b190f3 fixed commands 2025-05-31 14:08:37 -04:00
Elliott Pierce
4eab25cb85 finished most easy fixes 2025-05-31 14:08:37 -04:00