# Objective
While directional navigation is helpful for UI in general for
accessibility reasons, it is *especially* valuable for a game engine,
where menus may be navigated primarily or exclusively through the use of
a game controller.
Thumb-stick powered cursor-based navigation can work as a fallback, but
is generally a pretty poor user experience. We can do better!
## Prior art
Within Bevy, https://github.com/nicopap/ui-navigation and
https://github.com/rparrett/bevy-alt-ui-navigation-lite exist to solve
this same problem. This isn't yet a complete replacement for that
ecosystem, but hopefully we'll be there for 0.16.
## Solution
UI navigation is complicated, and the right tradeoffs will vary based on
the project and even the individual scene.
We're starting with something simple and flexible, hooking into the
existing `InputFocus` resource, and storing a manually constructed graph
of entities to explore in a `DirectionalNavigationMap` resource. The
developer experience won't be great (so much wiring to do!), but the
tools are all there for a great user experience.
We could have chosen to represent these linkages via component-flavored
not-quite-relations. This would be useful for inspectors, and would give
us automatic cleanup when the entities were despawned, but seriously
complicates the developer experience when building and checking this
API. For now, we're doing a dumb "entity graph in a resource" thing and
`remove` helpers. Once relations are added, we can re-evaluate.
I've decided to use a `CompassOctant` as our key for the possible paths.
This should give users a reasonable amount of precise control without
being fiddly, and playing reasonably nicely with arrow-key navigation.
This design lets us store the set of entities that we're connected to as
a 8-byte array (yay Entity-niching). In theory, this is maybe nicer than
the double indirection of two hashmaps. but if this ends up being slow
we should create benchmarks.
To make this work more pleasant, I've added a few utilities to the
`CompassOctant` type: converting to and from usize, and adding a helper
to find the 180 degrees opposite direction. These have been mirrored
onto `CompassQuadrant` for consistency: they should be generally useful
for game logic.
## Future work
This is a relatively complex initiative! In the hopes of easing review
and avoiding merge conflicts, I've opted to split this work into
bite-sized chunks.
Before 0.16, I'd like to have:
- An example demonstrating gamepad and tab-based navigation in a
realistic game menu
- Helpers to convert axis-based inputs into compass quadrants / octants
- Tools to check the listed graph desiderata
- A helper to build a graph from a grid of entities
- A tool to automatically build a graph given a supplied UI layout
One day, it would be sweet if:
- We had an example demonstrating how to use focus navigation in a
non-UI scene to cycle between game objects
- Standard actions for tab-style and directional navigation with a
first-party bevy_actions integration
- We had a visual debugging tool to display these navigation graphs for
QC purposes
- There was a built-in way to go "up a level" by cancelling the current
action
- The navigation graph is built completely out of relations
## Testing
- tests for the new `CompassQuadrant` / `CompassOctant` methods
- tests for the new directional navigation module
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
In UI extraction the default UI camera is queried for every UI node. It
only needs to be retrieved once.
## Solution
Query for the default UI camera once before iterating the UI nodes.
```
cargo run --example many_buttons --release --features "trace_tracy"
```
<img width="631" alt="default-camera-extract"
src="https://github.com/user-attachments/assets/db712bce-6a0b-49a7-8e20-654baf588390"
/>
`extract_uinode_background_colors` yellow is this PR, red is main.
# Objective
- I'm compiling (parts of) bevy for an embedded platform with no 64bit
atomic and ctrlc handler support. Some compilation errors came up. This
PR contains the fixes for those.
- Fix depth_bias casting in PBR material (Fixes#14169)
- Negative depth_bias values were casted to 0 before this PR
- f32::INFINITY depth_bias value was casted to -1 before this PR
## Solutions
- Restrict 64bit atomic reflection to supported platforms
- Restrict ctrlc handler to supported platforms (linux, windows or macos
instead of "not wasm")
- The depth bias value (f32) is first casted to i32 then u64 in order to
preserve negative values
## Testing
- This version compiles on a platform with no 64bit atomic support, and
no ctrlc support
- CtrlC handler still works on Linux and Windows (I can't test on Macos)
- depth_bias:
```rust
println!("{}",f32::INFINITY as u64 as i32); // Prints: -1 (old implementation)
println!("{}",f32::INFINITY as i32 as u64 as i32); // Prints: 2147483647 (expected, new implementation)
```
Also ran a modified version of 3d_scene example with the following
results:
RED cube depth_bias: -1000.0
BLUE cube depth_bias: 0.0

RED cube depth_bias: -INF
BLUE cube depth_bias: 0.0

RED cube depth_bias: INF (case reported in #14169)
BLUE cube depth_bias: 0.0
(Im not completely sure whats going on with the shadows here, it seems
like depth_bias has some affect to those aswell, if this is
unintentional this issue was not introduced by this PR)

Currently, our batchable binned items are stored in a hash table that
maps bin key, which includes the batch set key, to a list of entities.
Multidraw is handled by sorting the bin keys and accumulating adjacent
bins that can be multidrawn together (i.e. have the same batch set key)
into multidraw commands during `batch_and_prepare_binned_render_phase`.
This is reasonably efficient right now, but it will complicate future
work to retain indirect draw parameters from frame to frame. Consider
what must happen when we have retained indirect draw parameters and the
application adds a bin (i.e. a new mesh) that shares a batch set key
with some pre-existing meshes. (That is, the new mesh can be multidrawn
with the pre-existing meshes.) To be maximally efficient, our goal in
that scenario will be to update *only* the indirect draw parameters for
the batch set (i.e. multidraw command) containing the mesh that was
added, while leaving the others alone. That means that we have to
quickly locate all the bins that belong to the batch set being modified.
In the existing code, we would have to sort the list of bin keys so that
bins that can be multidrawn together become adjacent to one another in
the list. Then we would have to do a binary search through the sorted
list to find the location of the bin that was just added. Next, we would
have to widen our search to adjacent indexes that contain the same batch
set, doing expensive comparisons against the batch set key every time.
Finally, we would reallocate the indirect draw parameters and update the
stored pointers to the indirect draw parameters that the bins store.
By contrast, it'd be dramatically simpler if we simply changed the way
bins are stored to first map from batch set key (i.e. multidraw command)
to the bins (i.e. meshes) within that batch set key, and then from each
individual bin to the mesh instances. That way, the scenario above in
which we add a new mesh will be simpler to handle. First, we will look
up the batch set key corresponding to that mesh in the outer map to find
an inner map corresponding to the single multidraw command that will
draw that batch set. We will know how many meshes the multidraw command
is going to draw by the size of that inner map. Then we simply need to
reallocate the indirect draw parameters and update the pointers to those
parameters within the bins as necessary. There will be no need to do any
binary search or expensive batch set key comparison: only a single hash
lookup and an iteration over the inner map to update the pointers.
This patch implements the above technique. Because we don't have
retained bins yet, this PR provides no performance benefits. However, it
opens the door to maximally efficient updates when only a small number
of meshes change from frame to frame.
The main churn that this patch causes is that the *batch set key* (which
uniquely specifies a multidraw command) and *bin key* (which uniquely
specifies a mesh *within* that multidraw command) are now separate,
instead of the batch set key being embedded *within* the bin key.
In order to isolate potential regressions, I think that at least #16890,
#16836, and #16825 should land before this PR does.
## Migration Guide
* The *batch set key* is now separate from the *bin key* in
`BinnedPhaseItem`. The batch set key is used to collect multidrawable
meshes together. If you aren't using the multidraw feature, you can
safely set the batch set key to `()`.
# Objective
Ensure the deny lint attributes added as a result of #17111 point to the
tracking issue.
## Solution
Change all existing instances of:
```rust
#![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)]
```
to
```rust
#![deny(
clippy::allow_attributes,
clippy::allow_attributes_without_reason,
reason = "See #17111; To be removed once all crates are in-line with these attributes"
)]
```
## Testing
N/A
Bump version after release
This PR has been auto-generated
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Contributes to #11478
## Solution
- Made `bevy_utils::tracing` `doc(hidden)`
- Re-exported `tracing` from `bevy_log` for end-users
- Added `tracing` directly to crates that need it.
## Testing
- CI
---
## Migration Guide
If you were importing `tracing` via `bevy::utils::tracing`, instead use
`bevy::log::tracing`. Note that many items within `tracing` are also
directly re-exported from `bevy::log` as well, so you may only need
`bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.).
This also applies to the `log_once!` family of macros.
## Notes
- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
Some hardware and driver combos, such as Intel Iris Xe, have low limits
on the numbers of samplers per shader, causing an overflow. With
first-class bindless arrays, `wgpu` should be able to work around this
limitation eventually, but for now we need to disable bindless materials
on those platforms.
This is an alternative to PR #17107 that calculates the precise number
of samplers needed and compares to the hardware sampler limit,
transparently falling back to non-bindless if the limit is exceeded.
Fixes#16988.
# Objective
- Contributes to #11478
- Contributes to #16877
## Solution
- Removed everything except `Instant` from `bevy_utils::time`
## Testing
- CI
---
## Migration Guide
If you relied on any of the following from `bevy_utils::time`:
- `Duration`
- `TryFromFloatSecsError`
Import these directly from `core::time` regardless of platform target
(WASM, mobile, etc.)
If you relied on any of the following from `bevy_utils::time`:
- `SystemTime`
- `SystemTimeError`
Instead import these directly from either `std::time` or `web_time` as
appropriate for your target platform.
## Notes
`Duration` and `TryFromFloatSecsError` are both re-exports from
`core::time` regardless of whether they are used from `web_time` or
`std::time`, so there is no value gained from re-exporting them from
`bevy_utils::time` as well. As for `SystemTime` and `SystemTimeError`,
no Bevy internal crates or examples rely on these types. Since Bevy
doesn't have a `Time<Wall>` resource for interacting with wall-time (and
likely shouldn't need one), I think removing these from `bevy_utils`
entirely and waiting for a use-case to justify inclusion is a reasonable
path forward.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_audio` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
`cargo clippy`, `cargo clippy --package bevy_dev_tools` and cargo test
--package bevy_dev_tools` were run, and no errors were encountered.
(Except for one warning from bevy_sprite, but I plan to fix that when I
get to bevy_sprite)
# Objective
Optimization for sprite picking
## Solution
Use `radsort` for the sort.
We already have `radsort` in tree for sorting various phase items
(including `Transparent2d` / sprites). It's a stable parallel radix
sort.
## Testing
Tested on an M1 Max.
`cargo run --example sprite_picking`
`cargo run --example bevymark --release --features=trace,trace_tracy --
--waves 100 --per-wave 1000 --benchmark`
<img width="983" alt="image"
src="https://github.com/user-attachments/assets/0f7a8c3a-006b-4323-a2ed-03788918dffa"
/>
# Objective
While checking over https://github.com/bevyengine/bevy/pull/17160, it
occurred to me that rust-analyzer will copy the method signature
exactly, when using tab completion trait methods. This includes provided
trait methods that use underscores to silence the `unused_variables`
lint. This probably isn't good for users, seeing as how they'll have to
remove the underscore if they want to use the parameters.
(I mean, they technically don't have to remove the underscore... but
usually you don't keep a leading underscore on parameters you're using.)
## Solution
Changes `bevy_reflect::RegisterForReflection::__register()` to
`#[expect(unused_variables)]`, and removes the underscores from its
parameter names.
## Testing
N/A
# Objective
- `GetPath` `path` related methods allow an empty string as the
parameter, but this is not included as a test or in documentation. This
PR adds both.
- Fixes#13459
## Solution
- Updates the `bevy_reflect` `GetPath` documentation and unit tests
## Testing
- `cargo run -p ci`
Derived `Default` for all public unit structs that already derive from
`Component`. This allows them to be used more easily as required
components.
To avoid clutter in tests/examples, only public components were
affected, but this could easily be expanded to affect all unit
components.
Fixes#17052.
# Objective
Improve DAG building for virtual geometry
## Solution
- Use METIS to group triangles into meshlets which lets us minimize
locked vertices which improves simplification, instead of using meshopt
which prioritizes culling efficiency. Also some other minor tweaks.
- Currently most meshlets have 126 triangles, and not 128. Fixing this
might involve calling METIS recursively ourselves to manually bisect the
graph, not sure. Not going to attempt to fix this in this PR.
## Testing
- Did you test these changes? If so, how?
- Tested on bunny.glb and cliff.glb
- Are there any parts that need more testing?
- No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Download the new bunny asset, run the meshlet example.
---
## Showcase
New

Old

---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- As stated in the linked issue, if a Mesh2D is drawn with elements with
a positive Z value, resulting gizmos get drawn behind instead of in
front of them.
- Fixes#17053
## Solution
- Similar to the change done for the `SpritePipeline` in the relevant
commit (5abc32ceda), this PR changes both
line gizmos to avoid writing to the depth buffer and always pass the
depth test to ensure they are not filtered out.
## Testing
- Tested with the provided snippet in #17053
- I looked over the `2d_gizmos` example, but it seemed like adding more
elements there to demonstrate this might not be the best idea? Looking
for guidance here on if that should be updated or if a new gizmo example
needs to be made.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_audio` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
## Objective
The error `EntityFetchError::NoSuchEntity` has an `UnsafeWorldCell`
inside it, which it uses to call
`Entities::entity_does_not_exist_error_details_message` when being
printed. That method returns a `String` that, if the `track_location`
feature is enabled, contains the location of whoever despawned the
relevant entity.
I initially had to modify this error while working on #17043. The
`UnsafeWorldCell` was causing borrow problems when being returned from a
command, so I tried replacing it with the `String` that the method
returns, since that was the world cell's only purpose.
Unfortunately, `String`s are slow, and it significantly impacted
performance (on top of that PR's performance hit):
<details>
<summary>17043 benchmarks</summary>
### With `String`

### No `String`

</details>
For that PR, I just removed the error details entirely, but I figured
I'd try to find a way to keep them around.
## Solution
- Replace the `String` with a helper struct that holds the location, and
only turn it into a string when someone actually wants to print it.
- Replace the `UnsafeWorldCell` with the aforementioned struct.
- Do the same for `QueryEntityError::NoSuchEntity`.
## Benchmarking
This had some interesting performance impact:
<details>
<summary>This PR vs main</summary>



</details>
## Other work
`QueryEntityError::QueryDoesNotMatch` also has an `UnsafeWorldCell`
inside it. This one would be more complicated to rework while keeping
the same functionality.
## Migration Guide
The errors `EntityFetchError::NoSuchEntity` and
`QueryEntityError::NoSuchEntity` now contain an
`EntityDoesNotExistDetails` struct instead of an `UnsafeWorldCell`. If
you were just printing these, they should work identically.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
Fixes#17098
It seems that it's not totally obvious how to fix this, but that
reverting might be part of the solution anyway.
Let's get the repo back into a working state.
## Solution
Revert the [recent
optimization](https://github.com/bevyengine/bevy/pull/17078) that broke
"many-to-one main->render world entities" for 2d.
## Testing
`cargo run --example text2d`
`cargo run --example sprite_slice`
# Objective
Fixes#3450
## Solution
Scale the input to account for the range
## Testing
Updated unit tests
## Migration Guide
`GamepadButtonChangedEvent.value` is now linearly rescaled to be from
`0.0..=1.0` (instead of `low..=high`) and
`GamepadAxisChangedEvent.value` is now linearly rescaled to be from
`-1.0..=0.0`/`0.0..=1.0` (accounting for the deadzone).
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_reflect` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
# Objective
Remove the reliance on `#[allow(clippy::excessive_precision)]`.
## Solution
Remove the `#[allow(clippy::excessive_precision)]`, and truncate the
float literals to the value rustc would normally truncate them to.
## Testing
I ran `cargo test -p bevy_color`, and received no errors.
# Objective
Use the latest version of `typos` and fix the typos that it now detects
# Additional Info
By the way, `typos` has a "low priority typo suggestions issue" where we
can throw typos we find that `typos` doesn't catch.
(This link may go stale) https://github.com/crate-ci/typos/issues/1200
# Background
In `no_std` compatible crates, there is often an `std` feature which
will allow access to the standard library. Currently, with the `std`
feature _enabled_, the
[`std::prelude`](https://doc.rust-lang.org/std/prelude/index.html) is
implicitly imported in all modules. With the feature _disabled_, instead
the [`core::prelude`](https://doc.rust-lang.org/core/prelude/index.html)
is implicitly imported. This creates a subtle and pervasive issue where
`alloc` items _may_ be implicitly included (if `std` is enabled), or
must be explicitly included (if `std` is not enabled).
# Objective
- Make the implicit imports for `no_std` crates consistent regardless of
what features are/not enabled.
## Solution
- Replace the `cfg_attr` "double negative" `no_std` attribute with
conditional compilation to _include_ `std` as an external crate.
```rust
// Before
#![cfg_attr(not(feature = "std"), no_std)]
// After
#![no_std]
#[cfg(feature = "std")]
extern crate std;
```
- Fix imports that are currently broken but are only now visible with
the above fix.
## Testing
- CI
## Notes
I had previously used the "double negative" version of `no_std` based on
general consensus that it was "cleaner" within the Rust embedded
community. However, this implicit prelude issue likely was considered
when forming this consensus. I believe the reason why is the items most
affected by this issue are provided by the `alloc` crate, which is
rarely used within embedded but extensively used within Bevy.
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_tasks` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
# Objective
Fix incorrect comment on `IntoSystemSetConfigs::after` likely caused by
copy-paste error. It said "before" instead of "after".
## Solution
Update the comment to the correct text.
## Testing
CI tests pass. This is just updating a comment.
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_math` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
---------
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_a11y` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_animation` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_reflect` in line with the new restrictions.
No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.
## Testing
I ran `cargo clippy`, and received no errors.
# Objective
The UI debug overlay draws an outline for every UI node even if it is
invisible or clipped.
Disable debug outlines for hidden and clipped nodes by default and add
options to renable them if needed.
## Solution
* Add `show_hidden` and `show_clipped` fields to `UiDebugOptions`:
```rust
/// Show outlines for non-visible UI nodes
pub show_hidden: bool,
/// Show outlines for clipped sections of UI nodes
pub show_clipped: bool,
```
* Only extract debug outlines for hidden and clipped UI nodes if the
respective field in `UiDebugOptions` is set to `true`.
## Testing
Also added some extra features to the `testbed_ui` example that
demonstrate the new options:
cargo run --example testbed_ui --features "bevy_ui_debug"
<img width="641" alt="show-hidden-and-clipped"
src="https://github.com/user-attachments/assets/16a68600-170c-469e-a3c7-f7dae411dc40"
/>
# Objective
Just being fussy but I hate this `.map(|v|
v.is_some()).unwrap_or(false)` stuff.
## Solution
Reduce it using `and_then`.
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
Fix some outdated `bevy_state` documentation examples.
## Solution
- updated some doc examples in `bevy_state` that hadn't been updated
with the API.
- fixed an outdated link in the documentation issue template that
referred to a 404 page instead of the contribution guide.
## Testing
No necessary testing aside from the usual doctests.
---
## Showcase
N/A
## Migration Guide
N/A
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Contributes to #15460
## Solution
- Added the following features:
- `std` (default)
- `bevy_reflect` (default)
- `libm`
## Testing
- CI
## Notes
- `bevy_reflect` was previously always enabled, which isn't how most
other crates handle reflection. I've brought this in line with how most
crates gate `bevy_reflect`. This is where the majority of the changes
come from in this PR.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/16556
- Closes https://github.com/bevyengine/bevy/issues/11807
## Solution
- Simplify custom projections by using a single source of truth -
`Projection`, removing all existing generic systems and types.
- Existing perspective and orthographic structs are no longer components
- I could dissolve these to simplify further, but keeping them around
was the fast way to implement this.
- Instead of generics, introduce a third variant, with a trait object.
- Do an object safety dance with an intermediate trait to allow cloning
boxed camera projections. This is a normal rust polymorphism papercut.
You can do this with a crate but a manual impl is short and sweet.
## Testing
- Added a custom projection example
---
## Showcase
- Custom projections and projection handling has been simplified.
- Projection systems are no longer generic, with the potential for many
different projection components on the same camera.
- Instead `Projection` is now the single source of truth for camera
projections, and is the only projection component.
- Custom projections are still supported, and can be constructed with
`Projection::custom()`.
## Migration Guide
- `PerspectiveProjection` and `OrthographicProjection` are no longer
components. Use `Projection` instead.
- Custom projections should no longer be inserted as a component.
Instead, simply set the custom projection as a value of `Projection`
with `Projection::custom()`.
# Objective
- As stated in the related issue, this PR is to better align the feature
flag name with what it actually does and the plans for the future.
- Fixes#16852
## Solution
- Simple find / replace
## Testing
- Local run of `cargo run -p ci`
## Migration Guide
The `track_change_detection` feature flag has been renamed to
`track_location` to better reflect its extended capabilities.
# Objective
- Fix sprite rendering performance regression since retained render
world changes
- The retained render world changes moved `ExtractedSprites` from using
the highly-optimised `EntityHasher` with an `Entity` to using
`FixedHasher` with `(Entity, MainEntity)`. This was enough to regress
framerate in bevymark by 25%.
## Solution
- Move the render world entity into a member of `ExtractedSprite` and
change `ExtractedSprites` to use `MainEntityHashMap` for its storage
- Disable sprite picking in bevymark
## Testing
M4 Max. `bevymark --waves 100 --per-wave 1000 --benchmark`. main in
yellow vs PR in red:
<img width="590" alt="Screenshot 2025-01-01 at 16 36 22"
src="https://github.com/user-attachments/assets/1e4ed6ec-3811-4abf-8b30-336153737f89"
/>
20.2% median frame time reduction.
<img width="594" alt="Screenshot 2025-01-01 at 16 38 37"
src="https://github.com/user-attachments/assets/157c2022-cda6-4cf2-bc63-d0bc40528cf0"
/>
49.7% median extract_sprites execution time reduction.
Comparing 0.14.2 yellow vs PR red:
<img width="593" alt="Screenshot 2025-01-01 at 16 40 06"
src="https://github.com/user-attachments/assets/abd59b6f-290a-4eb6-8835-ed110af995f3"
/>
~6.1% median frame time reduction.
---
## Migration Guide
- `ExtractedSprites` is now using `MainEntityHashMap` for storage, which
is keyed on `MainEntity`.
- The render world entity corresponding to an `ExtractedSprite` is now
stored in the `render_entity` member of it.
# Objective
Remove the `atlas_scaling` field from `ExtractedUiItem::Gylphs`.
It's only ever set to `Vec2::ONE`. I don't remember why/if this field
was ever needed, maybe it was useful before the scale factor clean up.
## Migration Guide
The `atlas_scaling` field from `ExtractedUiItem::Gylphs` has been
removed. This shouldn't affect any existing code as it wasn't used for
anything.
# Objective
Tab navigation can fail in all manner of ways. The current API
recognizes this, but merely logs a warning and returns `None`.
We should supply the actual reason for failure to the caller, so they
can handle it in whatever fashion they please (including logging a
warning!).
Swapping to a Result-oriented pattern is also a bit more idiomatic and
makes the code's control flow easier to follow.
## Solution
- Refactor the `tab_navigation` module to return a `Result` rather than
an `Option` from its key APIs.
- Move the logging to the provided prebuilt observer. This leaves the
default behavior largely unchanged, but allows for better user control.
- Make the case where no tab group was found for the currently focused
entity an error branch, but provide enough information that we can still
recover from it.
## Testing
The `tab_navigation` example continues to function as intended.
# Objective
Resolves#17064
## Solution
- Bevy no longer converts asset file extensions to lowercase before
trying to resolve an asset loader
## Testing
- I adapted the `custom_asset` example (see comment in #17064)
- The changes were tested on Linux
As far as I know, Windows has a case-insensitive file system by default,
so case-sensitive asset file extensions are probably bad practice in a
game. But we should be case-sensitive everywhere or handle asset paths
completely case-insensitive.
Before this PR:
* asset loader extensions are case-sensitive
* asset file names are case-sensitive
* asset file extensions are converted to lowercase ⚡
Now everything should be case-sensitive
# Objective
Following #16876, `bevy_input_focus` works with more than just keyboard
inputs! The docs should reflect that.
## Solution
Fix a few missed mentions in the documentation.
Also add a brief reference to navigation frameworks within the module
docs to help give more breadcrumbs.
# Objective
- Support more ergonomic conditional updates for types that can be
modified by `clone_into`.
## Solution
- Use `ToOwned::clone_into` to copy a reference provided by the caller
in `Mut::clone_from_if_neq`.
## Testing
- See doc tests.
# Objective
- #16589 added an enum to switch between fallible and infallible system.
This branching should be unnecessary if we wrap infallible systems in a
function to return `Ok(())`.
## Solution
- Create a wrapper system for `System<(), ()>`s that returns `Ok` on the
call to `run` and `run_unsafe`. The wrapper should compile out, but I
haven't checked.
- I removed the `impl IntoSystemConfigs for BoxedSystem<(), ()>` as I
couldn't figure out a way to keep the impl without double boxing.
## Testing
- ran `many_foxes` example to check if it still runs.
## Migration Guide
- `IntoSystemConfigs` has been removed for `BoxedSystem<(), ()>`. Either
use `InfallibleSystemWrapper` before boxing or make your system return
`bevy::ecs::prelude::Result`.
# Objective
It is not obvious that one would know these:
```json
{
"id": 1,
"jsonrpc": "2.0",
"result": [
"bevy_animation::AnimationPlayer",
"bevy_animation::AnimationTarget",
"bevy_animation::graph::AnimationGraphHandle",
"bevy_animation::transition::AnimationTransitions",
"bevy_audio::audio::PlaybackSettings",
"bevy_audio::audio::SpatialListener",
"bevy_core_pipeline::bloom::settings::Bloom",
"bevy_core_pipeline::contrast_adaptive_sharpening::ContrastAdaptiveSharpening",
**... snipping for brevity ...**
"bevy_ui::ui_node::Node",
"bevy_ui::ui_node::Outline",
"bevy_ui::ui_node::ScrollPosition",
"bevy_ui::ui_node::TargetCamera",
"bevy_ui::ui_node::UiAntiAlias",
"bevy_ui::ui_node::ZIndex",
"bevy_ui::widget::button::Button",
"bevy_window::monitor::Monitor",
"bevy_window:🪟:PrimaryWindow",
"bevy_window:🪟:Window",
"bevy_winit::cursor::CursorIcon",
"server::Cube"
]
}
```
Especially if you for example, are reading the GH examples because:

If you for example expand these things, due to the number of places bevy
re-exports things you'll find it difficult to find the true path of
something.
i.e you'd probably be forgiven for writing a query (using the
`client.rs` example):
```sh
$ cargo run --example client -- bevy_pbr::mesh_material::MeshMaterial3d | jq
{
"error": {
"code": -23402,
"message": "Unknown component type: `bevy_pbr::mesh_material::MeshMaterial3d`"
},
"id": 1,
"jsonrpc": "2.0"
}
```
which is where
8d9a00f548/crates/bevy_pbr/src/mesh_material.rs (L41)
would lead you to believe it is...
I've worked with bevy a lot, so it's no issue for me, but for others...
?
## Solution
- Add some more docs, including a sample request (`json` and `rust`)
## Testing
N/A
---
## Showcase
N/A
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
- Make working with immutable components more ergonomic
- Assist #16662
## Solution
Added `modify_component` to `World` and `EntityWorldMut`. This method
"removes" a component from an entity, gives a mutable reference to it to
a provided closure, and then "re-inserts" the component back onto the
entity. This replacement triggers the `OnReplace` and `OnInsert` hooks,
but does _not_ cause an archetype move, as the removal is purely
simulated.
## Testing
- Added doc-tests and a unit test.
---
## Showcase
```rust
use bevy_ecs::prelude::*;
/// An immutable component.
#[derive(Component, PartialEq, Eq, Debug)]
#[component(immutable)]
struct Foo(bool);
let mut world = World::default();
let mut entity = world.spawn(Foo(false));
assert_eq!(entity.get::<Foo>(), Some(&Foo(false)));
// Before the closure is executed, the `OnReplace` hooks/observers are triggered
entity.modify_component(|foo: &mut Foo| {
foo.0 = true;
});
// After the closure is executed, `OnInsert` hooks/observers are triggered
assert_eq!(entity.get::<Foo>(), Some(&Foo(true)));
```
## Notes
- If the component is not available on the entity, the closure and hooks
aren't executed, and `None` is returned. I chose this as an alternative
to returning an error or panicking, but I'm open to changing that based
on feedback.
- This relies on `unsafe`, in particular for accessing the `Archetype`
to trigger hooks. All the unsafe operations are contained within
`DeferredWorld::modify_component`, and I would appreciate that this
function is given special attention to ensure soundness.
- The `OnAdd` hook can never be triggered by this method, since the
component must already be inserted. I have chosen to not trigger
`OnRemove`, as I believe it makes sense that this method is purely a
replacement operation, not an actual removal/insertion.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Malek <50841145+MalekiRe@users.noreply.github.com>
# Objective
- Made certain methods public for advanced use cases. Methods that
returns mutable references are marked as unsafe due to the possibility
of violating internal lifetime constraint assumptions.
- Fixes an issue introduced by #15184
# Objective
- Resolve several warnings encountered when compiling for `no_std`
around `dead_code`
- Fix compatibility with `wasm32-unknown-unknown` when using `no_std`
(identified by Sachymetsu on
[Discord](https://discord.com/channels/691052431525675048/692572690833473578/1323365426901549097))
## Solution
- Removed some unused imports
- Added `allow(dead_code)` for certain private items when compiling on
`no_std`
- Fixed `bevy_app` and `bevy_tasks` compatibility with WASM when
compiling without `std` by appropriately importing `Box` and feature
gating panic unwinding
## Testing
- CI
# Objective
Some sort calls and `Ord` impls are unnecessarily complex.
## Solution
Rewrite the "match on cmp, if equal do another cmp" as either a
comparison on tuples, or `Ordering::then_with`, depending on whether the
compare keys need construction.
`sort_by` -> `sort_by_key` when symmetrical. Do the same for
`min_by`/`max_by`.
Note that `total_cmp` can only work with `sort_by`, and not on tuples.
When sorting collected query results that contain
`Entity`/`MainEntity`/`RenderEntity` in their `QueryData`, with that
`Entity` in the sort key:
stable -> unstable sort (all queried entities are unique)
If key construction is not simple, switch to `sort_by_cached_key` when
possible.
Sorts that are only performed to discover the maximal element are
replaced by `max_by_key`.
Dedicated comparison functions and structs are removed where simple.
Derive `PartialOrd`/`Ord` when useful.
Misc. closure style inconsistencies.
## Testing
- Existing tests.
# Objective
In `prepare_sprite_image_bind_groups` the `batch_image_changed`
condition is checked twice but the second if-block seems unnecessary.
# Solution
Queue new `SpriteBatch`es inside the first if-block and remove the
second if-block.
# Objective
- Contributes to #15460
## Solution
- Added the following features:
- `std` (default)
- `alloc` (default)
- `bevy_reflect` (default)
- `libm`
## Testing
- CI
## Notes
- `alloc` feature added to allow using this crate in `no_alloc`
environments.
- `bevy_reflect` was previously always enabled when `bevy-support` was
enabled, which isn't how most other crates handle reflection. I've
brought this in line with how most crates gate `bevy_reflect`.
# Objective
Fixes#17024
## Solution
## Testing
By adding
```
if let Some(mut cmd) = commands.get_entity( *equipment_link_node ){
cmd.insert(Visibility::Inherited); // a hack for now
}
```
in my build after .set_parent() , this fixes the issue. This is why i
think that this change will fix the issue. Unfortunately i was not able
to test the Changed (parent ) , this actual code change, because no
matter how i 'patch', it breaks my project. I got super close but still
had 23 errors due to Reflect being angry.
---
# Objective
Make working with `PluginGroupBuilder` less panicky.
Fixes#17001
## Solution
Expand the `PluginGroupBuilder` api with fallible add methods + a
contains method.
Also reorder the `PluginGroupBuilder` tests because before should come
before after.
## Testing
Ran the `PluginGroupBuilder` tests which call into all the newly added
methods.
This commit makes the following changes:
* `IndirectParametersBuffer` has been changed from a `BufferVec` to a
`RawBufferVec`. This won about 20us or so on Bistro by avoiding `encase`
overhead.
* The methods on the `GetFullBatchData` trait no longer have the
`entity` parameter, as it was unused.
* `PreprocessWorkItem`, which specifies a transform-and-cull operation,
now supplies the mesh instance uniform output index directly instead of
having the shader look it up from the indirect draw parameters.
Accordingly, the responsibility of writing the output index to the
indirect draw parameters has been moved from the CPU to the GPU. This is
in preparation for retained indirect instance draw commands, where the
mesh instance uniform output index may change from frame to frame, while
the indirect instance draw commands will be cached. We won't want the
CPU to have to upload the same indirect draw parameters again and again
if a batch didn't change from frame to frame.
* `batch_and_prepare_binned_render_phase` and
`batch_and_prepare_sorted_render_phase` now allocate indirect draw
commands for an entire batch set at a time when possible, instead of one
batch at a time. This change will allow us to retain the indirect draw
commands for whole batch sets.
* `GetFullBatchData::get_batch_indirect_parameters_index` has been
replaced with `GetFullBatchData::write_batch_indirect_parameters`, which
takes an offset and writes into it instead of allocating. This is
necessary in order to use the optimization mentioned in the previous
point.
* At the WGSL level, `IndirectParameters` has been factored out into
`mesh_preprocess_types.wgsl`. This is because we'll need a new compute
shader that zeroes out the instance counts in preparation for a new
frame. That shader will need to access `IndirectParameters`, so it was
moved to a separate file.
* Bins are no longer raw vectors but are instances of a separate type,
`RenderBin`. This is so that the bin can eventually contain its retained
batches.
OK, so this is tricky. Every frame, `delete_old_work_item_buffers`
deletes the mesh preprocessing index buffers (a.k.a. work item buffers)
for views that don't have `ViewTarget`s. This was always wrong for
shadow map views, as shadow maps only have `ExtractedView` components,
not `ViewTarget`s. However, before #16836, the problem was masked,
because uploading the mesh preprocessing index buffers for shadow views
had already completed by the time `delete_old_work_item_buffers` ran.
But PR #16836 moved `delete_old_work_item_buffers` from the
`ManageViews` phase to `PrepareResources`, which runs before
`write_batched_instance_buffers` uploads the work item buffers to the
GPU.
This itself isn't wrong, but it exposed the bug, because now it's
possible for work item buffers to get deleted before they're uploaded in
`write_batched_instance_buffers`. This is actually intermittent! It's
possible for the old work item buffers to get deleted, and then
*recreated* in `batch_and_prepare_binned_render_phase`, which runs
during `PrepareResources` as well, and under that system ordering, there
will be no problem other than a little inefficiency arising from
recreating the buffers every frame. But, if
`delete_old_work_item_buffers` runs *after*
`batch_and_prepare_render_phase`, then the work item buffers
corresponding to shadow views will get deleted, and then the shadows
will disappear.
The fact that this is racy is what made it look like #16922 solved the
issue. In fact, it didn't: it just perturbed the ordering on the build
bots enough that the issue stopped appearing. However, on my system, the
shadows still don't appear with #16922.
This commit solves the problem by making `delete_old_work_item_buffers`
look at `ExtractedView`s, not `ViewTarget`s, preventing work item
buffers corresponding to live shadow map views from being deleted.
# Objective
Fix alignment calculations in our rendering code.
Fixes#16992
The `gpu_readback::align_byte_size` function incorrectly rounds aligned
values to the next alignment.
If we assume the alignment to be 256 (because that's what wgpu says it
its) the function would align 0 to 256, 256 to 512, etc...
## Solution
Forward the `gpu_readback::align_byte_size` to
`RenderDevice::align_copy_bytes_per_row` so we don't implement the same
method twice.
Simplify `RenderDevice::align_copy_bytes_per_row`.
## Testing
Ran the code provided in #16992 to see if the issue has been solved +
added a test to check if `align_copy_bytes_per_row` returns the correct
values.
# Objective
`EntityMutExcept` can currently be cloned, which can easily violate
aliasing rules.
## Solution
- Remove the `Clone` impl for `EntityMutExcept`
- Also manually derived `Clone` impl for `EntityRefExcept` so that `B:
Clone` isn't required, and also impl'd `Copy`
## Testing
Compile failure tests would be good for this, but I'm not exactly sure
how to set that up.
## Migration Guide
- `EntityMutExcept` can no-longer be cloned, as this violates Rust's
memory safety rules.
# Objective
- Contributes to #15460
## Solution
- Added the following features:
- `std` (default)
- `portable-atomic`
- `critical-section`
## Testing
- CI
## Notes
- `portable-atomic`, and `critical-section` are shortcuts to enable the
relevant features in dependencies, making the usage of this crate on
atomically challenged platforms possible and simpler.
- This PR is blocked until #17027 is merged (as it depends on fixes for
the `once!` macro). Once merged, the change-count for this PR should
reduce.
# Objective
Give users a quick example on how to control logging so they can filter
out library logs while reading their own
This is intended to fix issue #15957.
## Solution
Added some examples
## Testing
I created project and tested the examples work
###
This is purely a documentation change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Andres O. Vela <andresovela@users.noreply.github.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
- Improves platform compatibility for `bevy_utils`
## Solution
- Added `portable-atomic` to allow using the `once!` macro on more
platforms (e.g., Raspberry Pi Pico)
## Testing
- CI
## Notes
- This change should be entirely hidden thanks to the use of
`doc(hidden)`. Enabling the new `portable-atomic` feature just allows
using the `once!` macro on platforms which previously could not.
- I took the liberty of updating the feature documentation to be more in
line with how I've documented features in `bevy_ecs`/`bevy_app`/etc. for
their `no_std` updates.
# Objective
- Contributes to #15460
## Solution
- Added the following features:
- `std` (default)
- `smol_str` (default)
- `portable-atomic`
- `critical-section`
- `libm`
- Fixed an existing issue where `bevy_reflect` wasn't properly feature
gated.
## Testing
- CI
## Notes
- There were some minor issues with `bevy_math` and `bevy_ecs` noticed
in this PR which I have also resolved here. I can split these out if
desired, but I've left them here for now as they're very small changes
and I don't consider this PR itself to be very controversial.
- `libm`, `portable-atomic`, and `critical-section` are shortcuts to
enable the relevant features in dependencies, making the usage of this
crate on atomically challenged platforms possible and simpler.
- `smol_str` is gated as it doesn't support atomically challenged
platforms (e.g., Raspberry Pi Pico). I have an issue and a
[PR](https://github.com/rust-analyzer/smol_str/pull/91) to discuss this
upstream.
## Objective
Commands were previously limited to structs that implemented `Command`.
Now there are blanket implementations for closures, which (in my
opinion) are generally preferable.
Internal commands within `commands/mod.rs` have been switched from
structs to closures, but there are a number of internal commands in
other areas of the engine that still use structs. I'd like to tidy these
up by moving their implementations to methods on
`World`/`EntityWorldMut` and changing `Commands` to use those methods
through closures.
This PR handles the following:
- `TriggerEvent` and `EmitDynamicTrigger` double as commands and helper
structs, and can just be moved to `World` methods.
- Four structs that enabled insertion/removal of components via
reflection. This functionality shouldn't be exclusive to commands, and
can be added to `EntityWorldMut`.
- Five structs that mostly just wrapped `World` methods, and can be
replaced with closures that do the same thing.
## Solution
- __Observer Triggers__ (`observer/trigger_event.rs` and
`observer/mod.rs`)
- Moved the internals of `TriggerEvent` to the `World` methods that used
it.
- Replaced `EmitDynamicTrigger` with two `World` methods:
- `trigger_targets_dynamic`
- `trigger_targets_dynamic_ref`
- `TriggerTargets` was now the only thing in
`observer/trigger_event.rs`, so it's been moved to `observer/mod.rs` and
`trigger_event.rs` was deleted.
- __Reflection Insert/Remove__ (`reflect/entity_commands.rs`)
- Replaced the following `Command` impls with equivalent methods on
`EntityWorldMut`:
- `InsertReflect` -> `insert_reflect`
- `InsertReflectWithRegistry` -> `insert_reflect_with_registry`
- `RemoveReflect` -> `remove_reflect`
- `RemoveReflectWithRegistry` -> `remove_reflect_with_registry`
- __System Registration__ (`system/system_registry.rs`)
- The following `Command` impls just wrapped a `World` method and have
been replaced with closures:
- `RunSystemWith`
- `UnregisterSystem`
- `RunSystemCachedWith`
- `UnregisterSystemCached`
- `RegisterSystem` called a helper function that basically worked as a
constructor for `RegisteredSystem` and made sure it came with a marker
component. That helper function has been replaced with
`RegisteredSystem::new` and a `#[require]`.
## Possible Addition
The extension trait that adds the reflection commands,
`ReflectCommandExt`, isn't strictly necessary; we could just `impl
EntityCommands`. We could even move them to the same files as the main
impls and put it behind a `#[cfg]`.
The PR that added it [had a similar
conversation](https://github.com/bevyengine/bevy/pull/8895#discussion_r1234713671)
and decided to stick with the trait, but we could revisit it here if so
desired.
# Objective
The rust-versions are out of date.
Fixes#17008
## Solution
Update the values
Cherry-picked from #17006 in case it is controversial
## Testing
Validated locally and in #17006
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#16683
## Solution
Make all fields ine `RawHandleWrapper` private.
## Testing
- CI
- `cargo clippy`
- The lightmaps example
---
## Migration Guide
The `window_handle` and `dispay_handle` fields on `RawHandleWrapper` are
no longer public. Use the newly added getters and setters to manipulate
them instead.
# Objective
Fixes#16879
## Solution
Moved the construction of the root path of the assets folder out of
`FileWatcher::new()` and into `source.rs`, as the path is checked there
with `path.exists()` and fails in certain configurations eg., virtual
workspaces.
## Testing
Applied fix to a private fork and tested against both standard project
setups and virtual workspaces. Works without issue on both. Have tested
under macOS and Arch Linux.
---------
Co-authored-by: JP Stringham <jp@bloomdigital.to>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Related to https://github.com/bevyengine/bevy/issues/11478
## Solution
- Moved `futures.rs`, `ConditionalSend` `ConditionalSendFuture` and
`BoxedFuture` from `bevy_utils` to `bevy_tasks`.
## Testing
- CI checks
## Migration Guide
- Several modules were moved from `bevy_utils` into `bevy_tasks`:
- Replace `bevy_utils::futures` imports with `bevy_tasks::futures`.
- Replace `bevy_utils::ConditionalSend` with
`bevy_tasks::ConditionalSend`.
- Replace `bevy_utils::ConditionalSendFuture` with
`bevy_tasks::ConditionalSendFuture`.
- Replace `bevy_utils::BoxedFuture` with `bevy_tasks::BoxedFuture`.
# Objective
The way `Curve` presently achieves dyn-compatibility involves shoving
`Self: Sized` bounds on a bunch of methods to forbid them from appearing
in vtables. (This is called *explicit non-dispatchability*.) The `Curve`
trait probably also just has way too many methods on its own.
In the past, using extension traits instead to achieve similar
functionality has been discussed. The upshot is that this would allow
the "core" of the curve trait, on which all the automatic methods rely,
to live in a very simple dyn-compatible trait, while other functionality
is implemented by extensions. For instance, `dyn Curve<T>` cannot use
the `Sized` methods, but `Box<dyn Curve<T>>` is `Sized`, hence would
automatically implement the extension trait, containing the methods
which are currently non-dispatchable.
Other motivations for this include modularity and code organization: the
`Curve` trait itself has grown quite large with the addition of numerous
adaptors, and refactoring it to demonstrate the separation of
functionality that is already present makes a lot of sense. Furthermore,
resampling behavior in particular is dependent on special traits that
may be mimicked or analogized in user-space, and creating extension
traits to achieve similar behavior in user-space is something we ought
to encourage by example.
## Solution
`Curve` now contains only `domain` and the `sample` methods.
`CurveExt` has been created, and it contains all adaptors, along with
the other sampling convenience methods (`samples`, `sample_iter`, etc.).
It is implemented for all `C` where `C: Curve<T> + Sized`.
`CurveResampleExt` has been created, and it contains all resampling
methods. It is implemented for all `C` where `C: Curve<T> + ?Sized`.
## Testing
It compiles and `cargo doc` succeeds.
---
## Future work
- Consider writing extension traits for resampling curves in related
domains (e.g. resampling for `Curve<T>` where `T: Animatable` into an
`AnimatableKeyframeCurve`).
- `CurveExt` might be further broken down to separate the adaptor and
sampling methods.
---
## Migration Guide
`Curve` has been refactored so that much of its functionality is now in
extension traits. Adaptors such as `map`, `reparametrize`, `reverse`,
and so on now require importing `CurveExt`, while the resampling methods
`resample_*` require importing `CurveResampleExt`. Both of these new
traits are exported through `bevy::math::curve` and through
`bevy::math::prelude`.
# Objective
- Contributes to #15460
## Solution
- Added the following features:
- `std` (default)
## Testing
- CI
## Notes
- There was a minor issue with `bevy_reflect`'s `smallvec` feature
noticed in this PR which I have also resolved here. I can split this out
if desired, but I've left it here for now as it's a very small change
and I don't consider this PR itself to be very controversial.
# Objective
Fixes#16104
## Solution
I removed all instances of `:?` and put them back one by one where it
caused an error.
I removed some bevy_utils helper functions that were only used in 2
places and don't add value. See: #11478
## Testing
CI should catch the mistakes
## Migration Guide
`bevy::utils::{dbg,info,warn,error}` were removed. Use
`bevy::utils::tracing::{debug,info,warn,error}` instead.
---------
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
# Objective
- First step for #16718
- #16589 introduced an api that can only ignore errors, which is risky
## Solution
- Panic instead of just ignoring the errors
## Testing
- Changed the `fallible_systems` example to return an error
```
Encountered an error in system `fallible_systems::setup`: TooManyVertices { subdivisions: 300, number_of_resulting_points: 906012 }
Encountered a panic in system `fallible_systems::setup`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```
# Objective
ensure that `animate_targets` runs **before**
`bevy_render::mesh::inherit_weights` to address the one-frame delay
Fixes#16554
## Solution
switch ordering constraints from `after` to `before`
## Testing
ran bevy_animation tests and the animated_fox example on MacOS
# Objective
Resolve#16745
## Solution
Provide a way to map `AppTypeRegistry` types into a JSON Schema that can
be used in other applications. I took code from
https://github.com/kaosat-dev/Blenvy as a starting point, cleaned up and
adapter more for `bevy_remote` needs. Based on feedback and needs it
could be improved, I could add some filtering options, etc.
## Testing
- I was comparing results with the ones from code in `blenvy`
- There is added unit test, could be added more
- I was testing it in my game with this code:
```rust
fn types_to_file(world: &mut World) {
use bevy_remote::builtin_methods::export_registry_types;
let Ok(Ok(types_schema)) = world.run_system_cached_with(export_registry_types, None) else {
return;
};
let registry_save_path = std::path::Path::new("assets").join("registry.json");
let writer =
std::fs::File::create(registry_save_path).expect("should have created schema file");
serde_json::to_writer_pretty(writer, &types_schema).expect("Failed to save types to file");
}
```
It can be run by adding it at startup
```rust
app.add_systems(Startup, types_to_file);
```
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
A previous PR, #14599, attempted to enable lightmaps in deferred mode,
but it still used the `OpaqueNoLightmap3dBinKey`, which meant that it
would be broken if multiple lightmaps were used. This commit fixes that
issue, and allows bindless lightmaps to work with deferred rendering as
well.
# Objective
- Running example `load_gltf` when not using bindless gives this error
```
ERROR bevy_render::render_resource::pipeline_cache: failed to process shader:
error: no definition in scope for identifier: 'slot'
┌─ crates/bevy_pbr/src/render/pbr_fragment.wgsl:153:13
│
153 │ slot,
│ ^^^^ unknown identifier
│
= no definition in scope for identifier: 'slot'
```
- since https://github.com/bevyengine/bevy/pull/16825
## Solution
- Set `slot` to the expected value when not mindless
- Also use it for `uv_b`
## Testing
- Run example `load_gltf` on a Mac or in wasm
# Objective
Fixes#16850
## Solution
Add a new function `SubApp::take_extract()`, similar to
`Option::take()`, which allows stealing the currently installed extract
function of a sub-app, with the intent to replace it with a custom one
calling the original one via `set_extract()`.
This pattern enables registering a custom "world sync" function similar
to the existing one `entity_sync_system()`, to run custom world sync
logic with mutable access to both the main and render worlds.
## Testing
`cargo r -p ci` currently doesn't build locally, event after upgrading
rustc to latest and doing a `cargo update`.
# Objective
Make it so that users can ease between tuples of easeable values.
## Solution
Use `variadics_please`'s `all_tuples_enumerated` macro to generate code
that creates these trait implementations. For two elements, the result
looks like this:
```rust
impl<T0: Ease, T1: Ease> Ease for (T0, T1) {
fn interpolating_curve_unbounded(start: Self, end: Self) -> impl Curve<Self> {
let curve_tuple = (
<T0 as Ease>::interpolating_curve_unbounded(start.0, end.0),
<T1 as Ease>::interpolating_curve_unbounded(start.1, end.1),
);
FunctionCurve::new(Interval::EVERYWHERE, move |t| {
(
curve_tuple.0.sample_unchecked(t),
curve_tuple.1.sample_unchecked(t),
)
})
}
}
```
## Testing
It compiles, and I futzed about with some manual examples, which seem to
work as expected.
---
## Showcase
Easing curves now support easing tuples of values that can themselves be
eased. For example:
```rust
// Easing between two `(Vec3, Quat)` values:
let easing_curve = EasingCurve::new(
(vec3(0.0, 0.0, 0.0), Quat::from_rotation_z(-FRAC_PI_2)),
(vec3(1.0, 1.0, 1.0), Quat::from_rotation_z(FRAC_PI_2)),
EaseFunction::ExponentialInOut
);
```
# Objective
Almost all of the `*InOut` easing functions are not actually smooth
(`SineInOut` is the one exception).
Because they're defined piecewise, they jump from accelerating upwards
to accelerating downwards, causing infinite jerk at t=½.
## Solution
This PR adds the well-known
[smoothstep](https://registry.khronos.org/OpenGL-Refpages/gl4/html/smoothstep.xhtml),
as well as its higher-degree version
[smootherstep](https://en.wikipedia.org/wiki/Smoothstep#Variations), as
easing functions.
Mathematically, these are the classic [Hermite
interpolation](https://en.wikipedia.org/wiki/Hermite_interpolation)
results:
- for smoothstep, the cubic with velocity zero at both ends
- for smootherstep, the quintic with velocity zero *and acceleration
zero* at both ends
And because they're simple polynomials, there's no branching and thus
they don't have the acceleration jump in the middle.
I also added some more information and cross-linking to the
documentation for these and some of the other easing functions, to help
clarify why one might want to use these over other existing ones. In
particular, I suspect that if people are willing to pay for a quintic
they might prefer `SmootherStep` to `QuinticInOut`.
For consistency with how everything else has triples, I added
`Smooth(er)Step{In,Out}` as well, in case people want to run the `In`
and `Out` versions separately for some reason. Qualitatively they're not
hugely different from `Quadratic{In,Out}` or `Cubic{In,Out}`, though, so
could be removed if you'd rather. They're low cost to keep, though, and
convenient for testing.
## Testing
These are simple polynomials, so their coefficients can be read directly
from the Horner's method implementation and compared to the reference
materials. The tests from #16910 were updated to also test these 6 new
easing functions, ensuring basic behaviour, plus one was updated to
better check that the InOut versions of things match their rescaled In
and Out versions.
Even small changes like
```diff
- (((2.5 + (-1.875 + 0.375*t) * t) * t) * t) * t
+ (((2.5 + (-1.85 + 0.375*t) * t) * t) * t) * t
```
are caught by multiple tests this way.
If you want to confirm them visually, here are the 6 new ones graphed:
<https://www.desmos.com/calculator/2d3ofujhry>

---
## Migration Guide
This version of bevy marks `EaseFunction` as `#[non_exhaustive]` to that
future changes to add more easing functions will be non-breaking. If you
were exhaustively matching that enum -- which you probably weren't --
you'll need to add a catch-all (`_ =>`) arm to cover unknown easing
functions.
# Objective
With the introduction of bevy_input_focus, the uses of "focus" in
bevy_picking are quite confusing and make searching hard.
Users will intuitively think these concepts are related, but they
actually aren't.
## Solution
Rename / rephrase all uses of "focus" in bevy_picking to refer to
"hover", since this is ultimately related to creating the `HoverMap`.
## Migration Guide
Various terms related to "focus" in `bevy_picking` have been renamed to
refer to "hover" to avoid confusion with `bevy_input_focus`. In
particular:
- The `update_focus` system has been renamed to `generate_hovermap`
- `PickSet::Focus` and `PostFocus` have been renamed to `Hover` and
`PostHover`
- The `bevy_picking::focus` module has been renamed to
`bevy_picking::hover`
- The `is_focus_enabled` field on `PickingPlugin` has been renamed to
`is_hover_enabled`
- The `focus_should_run` run condition has been renamed to
`hover_should_run`
# Objective
`SubApps` is visible within the documentation for `bevy_app`. However,
no way of accessing the `SubApps` field in `App` is currently available.
## Solution
Expose two new functions, `App::sub_apps()` and `App::sub_apps_mut()`,
which give immutable and mutable access to `SubApps` respectively.
The other solution is to hide `SubApps`, which I submitted as a PR at
<https://github.com/bevyengine/bevy/pull/16953>.
## Testing
Because of the simplicity of the changes, I only tested by compiling
`bevy_app` - which compiled successfully.
Note: `SubApps`, and its corresponding field on `App`, are not used
outside of `bevy_app` - which means that compiling the other crates is
not necessary.
# Objective
- Fixes#16571
## Solution
- When position delta is zero, don't trigger `Drag` or `DragOver` events
## Testing
- tested with the code from the issue