Commit Graph

8739 Commits

Author SHA1 Message Date
Lucas Franca
eb37e86a1f Make bindings behind pbr_specular_textures flag consistent with other gated fields (#18645)
# Objective

Make all feature gated bindings consistent with each other

## Solution

Make the bindings of fields gated by `pbr_specular_textures` feature
consistent with the other gated bindings
2025-03-31 22:33:28 +02:00
HugoPeters1024
3e7c6a6e9e 0.16 Regression fix: re-expose the display handle via a wrapper resource (#18644)
# Objective

- In the latest released version (15.3) I am able to obtain this
information by getting the actual `EventLoop` via `non_send_resource`.
Now that this object has (probably rightfully so) been replaced by the
`EventLoopProxy`, I can no longer maintain my custom render backend:
https://github.com/HugoPeters1024/bevy_vulkan. I also need the display
handle for a custom winit integration, for which I've made patches to
bevy before: XREF: https://github.com/bevyengine/bevy/pull/15884


## Solution

- Luckily, all that is required is exposing the `OwnedDisplayHandle` in
its own wrapper resource.

## Testing

- Aforementioned custom rendering backend works on this commit.

---------

Co-authored-by: HugoPeters1024 <hugopeters1024@gmail.com>
2025-03-31 22:33:28 +02:00
andriyDev
4fc4fa4559 Delete unused weak handle and remove duplicate loads. (#18635)
# Objective

- Cleanup

## Solution

- Remove completely unused weak_handle
(`MESH_PREPROCESS_TYPES_SHADER_HANDLE`). This value is not used
directly, and is never populated.
- Delete multiple loads of `BUILD_INDIRECT_PARAMS_SHADER_HANDLE`. We
load it three times right after one another. This looks to be a
copy-paste error.

## Testing

- None.
2025-03-31 22:33:28 +02:00
Aevyrie
cba6698033 Parallelize bevy 0.16-rc bottlenecks (#18632)
# Objective

- Found stuttering and performance degradation while updating big_space
stress tests.

## Solution

- Identify and fix slow spots using tracy. Patch to verify fixes.

## Testing

- Tracy
- Before: 

![image](https://github.com/user-attachments/assets/ab7f440d-88c1-4ad9-9ad9-dca127c9421f)
- prev_gt parallelization and mutating instead of component insertion: 

![image](https://github.com/user-attachments/assets/9279a663-c0ba-4529-b709-d0f81f2a1d8b)
- parallelize visibility ranges and mesh specialization

![image](https://github.com/user-attachments/assets/25b70e7c-5d30-48ab-9bb2-79211d4d672f)

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2025-03-31 22:33:28 +02:00
Chris Russell
d5c5de20b1 Use Display instead of Debug in the default error handler (#18629)
# Objective

Improve error messages for missing resources.  

The default error handler currently prints the `Debug` representation of
the error type instead of `Display`. Most error types use
`#[derive(Debug)]`, resulting in a dump of the structure, but will have
a user-friendly message for `Display`.

Follow-up to #18593

## Solution

Change the default error handler to use `Display` instead of `Debug`.  

Change `BevyError` to include the backtrace in the `Display` format in
addition to `Debug` so that it is still included.

## Showcase

Before: 

```
Encountered an error in system `system_name`: SystemParamValidationError { skipped: false, message: "Resource does not exist", param: "bevy_ecs::change_detection::Res<app_name::ResourceType>" }

Encountered an error in system `other_system_name`: "String message with\nmultiple lines."
```

After

```
Encountered an error in system `system_name`: Parameter `Res<ResourceType>` failed validation: Resource does not exist

Encountered an error in system `other_system_name`: String message with
multiple lines.
```
2025-03-31 22:33:28 +02:00
Robin KAY
d5d57bbd26 Expose symbols needed to replicate SetMeshBindGroup in ecosystem crates. (#18613)
# Objective

My ecosystem crate, bevy_mod_outline, currently uses `SetMeshBindGroup`
as part of its custom rendering pipeline. I would like to allow for
possibility that, due to changes in 0.16, I need to customise the
behaviour of `SetMeshBindGroup` in order to make it work. However, not
all of the symbol needed to implement this render command are public
outside of Bevy.

## Solution

- Include `MorphIndices` in re-export list. I feel this is morally
equivalent to `SkinUniforms` already being exported.
- Change `MorphIndex::index` field to be public. I feel this is morally
equivalent to the `SkinByteOffset::byte_offset` field already being
public.
- Change `RenderMeshIntances::mesh_asset_id()` to be public (although
since all the fields of `RenderMeshInstances` are public it's possible
to work around this one by reimplementing).

These changes exclude:
- Making any change to the `RenderLightmaps` type as I don't need to
bind the light-maps for my use-case and I wanted to keep these changes
minimal. It has a private field which would need to be public or have
access methods.
- The changes already included in #18612.

## Testing

Confirmed that a copy of `SetMeshBindGroup` can be compiled outside of
Bevy with these changes, provided that the light-map code is removed.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-31 22:33:28 +02:00
charlotte
754d1fa7ca Remove entities from specialization caches when despawned. (#18627)
# Objective

Fixes #17872 

## Solution

This should have basically no impact on static scenes. We can optimize
more later if anything comes up. Needing to iterate the two level bin is
a bit unfortunate but shouldn't matter for apps that use a single
camera.
2025-03-31 22:33:27 +02:00
BD103
4dcee649eb Improve Query's top-level documentation (#18622)
# Objective

- There's been several changes to `Query` for this release cycle, and
`Query`'s top-level documentation has gotten slightly out-of-date.
- Alternative to #18615.

## Solution

- Edit `Query`'s docs for consistency, clarity, and correctness.
- Make sure to group `get()` and `get_many()` together instead of
`single()` and `get_many()`, to enforce the distinction from
https://github.com/bevyengine/bevy/pull/18615#issuecomment-2764355672.
- Reformat doc tests so they would be readable if extracted into their
own file. (Which mainly involves adding more spacing.)
- Move link definitions to be nearer where they are used.
- Fix the tables so they are up-to-date and correctly escape square
brackets `\[ \]`.

## Testing

I ran `cargo doc -p bevy_ecs --no-deps` to view the docs and `cargo test
-p bevy_ecs --doc` to test the doc comments.

## Reviewing

The diff is difficult to read, so I don't recommend _just_ looking at
that. Instead, run `cargo doc -p bevy_ecs --no-deps` locally and read
through the new version. It should theoretically read smoother with less
super-technical jargon. :)

## Follow-up

I want to go through some of `Query`'s methods, such as `single()`,
`get()`, and `get_many()`, but I'll leave that for another PR.

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-03-31 22:33:27 +02:00
charlotte
3d1335aeed Use GpuPreprocessingMode::None if features not supported. (#18630)
# Objective

Fixes #18463 

## Solution

The features didn't seem to be getting checked for selecting
`GpuPreprocessingMode::None`.
2025-03-31 22:33:27 +02:00
charlotte
8edeb85f01 Fix mesh extraction for meshes without associated material. (#18631)
# Objective

Fixes #17986
Fixes #18608

## Solution

Guard against situations where an extracted mesh does not have an
associated material. The way that mesh is dependent on the material api
(although decoupled) here is a bit unfortunate and we might consider
ways in the future to support these material features without this
indirect dependency.
2025-03-31 22:33:27 +02:00
charlotte
4ddab0af39 Add required shader defs for environment map binding arrays in deferred (#18634)
# Objective

Fixes #18468

## Solution

Missing shader defs caused shader compilation failure.
2025-03-31 22:33:27 +02:00
charlotte
d9c62c043e Fix mesh tag feature for 2d. (#18636)
# Objective

Fixes #18564
2025-03-31 22:33:27 +02:00
charlotte
52e314c68d Fix AsBindGroup hygenic issues with storage texture. (#18640)
# Objective

Fixes #18573
2025-03-31 22:33:27 +02:00
charlotte
b9ee68a5bb Only send unused event when final handle is dropped. (#18641)
# Objective

Fixes #18457

## Solution

Move the Unused even after the check for existing strong handles.
2025-03-31 22:33:27 +02:00
François Mockers
3bc61a54be remove bevy_log as a dev-dependency from bevy_asset (#18619)
- the bevy workspace fails to publish
```
   Packaging bevy_asset v0.16.0-dev (/home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset)
    Updating crates.io index
    Updating `kellnr` index
error: failed to prepare local package for uploading

Caused by:
  no matching package named `bevy_log` found
  location searched: `kellnr` index
  required by package `bevy_asset v0.16.0-dev (/home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset)`
```
-
https://github.com/TheBevyFlock/bevy-releasability/actions/runs/14153238476/job/39649160443

- Remove bevy_log dev-dependency from bevy_asset
- Not sure of why this is a problem, but the dev-dependency is not
really needed so... 🤷
2025-03-31 22:33:24 +02:00
Vic
10da4dc9ae Rename EntityBorrow/TrustedEntityBorrow to ContainsEntity/EntityEquivalent (#18470)
# Objective

Fixes #9367.

Yet another follow-up to #16547.

These traits were initially based on `Borrow<Entity>` because that trait
was what they were replacing, and it felt close enough in meaning.
However, they ultimately don't quite match: `borrow` always returns
references, whereas `EntityBorrow` always returns a plain `Entity`.
Additionally, `EntityBorrow` can imply that we are borrowing an `Entity`
from the ECS, which is not what it does.

Due to its safety contract, `TrustedEntityBorrow` is important an
important and widely used trait for `EntitySet` functionality.
In contrast, the safe `EntityBorrow` does not see much use, because even
outside of `EntitySet`-related functionality, it is a better idea to
accept `TrustedEntityBorrow` over `EntityBorrow`.

Furthermore, as #9367 points out, abstracting over returning `Entity`
from pointers/structs that contain it can skip some ergonomic friction.

On top of that, there are aspects of #18319 and #18408 that are relevant
to naming:
We've run into the issue that relying on a type default can switch
generic order. This is livable in some contexts, but unacceptable in
others.

To remedy that, we'd need to switch to a type alias approach: 
The "defaulted" `Entity` case becomes a
`UniqueEntity*`/`Entity*Map`/`Entity*Set` alias, and the base type
receives a more general name. `TrustedEntityBorrow` does not mesh
clearly with sensible base type names.

## Solution
Replace any `EntityBorrow` bounds with `TrustedEntityBorrow`.
+
Rename them as such:
`EntityBorrow` -> `ContainsEntity`
`TrustedEntityBorrow` -> `EntityEquivalent`

For `EntityBorrow` we produce a change in meaning; We designate it for
types that aren't necessarily strict wrappers around `Entity` or some
pointer to `Entity`, but rather any of the myriad of types that contain
a single associated `Entity`.
This pattern can already be seen in the common `entity`/`id` methods
across the engine.
We do not mean for `ContainsEntity` to be a trait that abstracts input
API (like how `AsRef<T>` is often used, f.e.), because eliding
`entity()` would be too implicit in the general case.

We prefix "Contains" to match the intuition of a struct with an `Entity`
field, like some contain a `length` or `capacity`.
It gives the impression of structure, which avoids the implication of a
relationship to the `ECS`.
`HasEntity` f.e. could be interpreted as "a currently live entity", 

As an input trait for APIs like #9367 envisioned, `TrustedEntityBorrow`
is a better fit, because it *does* restrict itself to strict wrappers
and pointers. Which is why we replace any
`EntityBorrow`/`ContainsEntity` bounds with
`TrustedEntityBorrow`/`EntityEquivalent`.

Here, the name `EntityEquivalent` is a lot closer to its actual meaning,
which is "A type that is both equivalent to an `Entity`, and forms the
same total order when compared".
Prior art for this is the
[`Equivalent`](https://docs.rs/hashbrown/latest/hashbrown/trait.Equivalent.html)
trait in `hashbrown`, which utilizes both `Borrow` and `Eq` for its one
blanket impl!

Given that we lose the `Borrow` moniker, and `Equivalent` can carry
various meanings, we expand on the safety comment of `EntityEquivalent`
somewhat. That should help prevent the confusion we saw in
[#18408](https://github.com/bevyengine/bevy/pull/18408#issuecomment-2742094176).

The new name meshes a lot better with the type aliasing approach in
#18408, by aligning with the base name `EntityEquivalentHashMap`.
For a consistent scheme among all set types, we can use this scheme for
the `UniqueEntity*` wrapper types as well!
This allows us to undo the switched generic order that was introduced to
`UniqueEntityArray` by its `Entity` default.

Even without the type aliases, I think these renames are worth doing!

## Migration Guide

Any use of `EntityBorrow` becomes `ContainsEntity`.
Any use of `TrustedEntityBorrow` becomes `EntityEquivalent`.
2025-03-30 10:24:00 +02:00
Vic
8723096d57 reexport entity set collections in entity module (#18413)
# Objective

Unlike for their helper typers, the import paths for
`unique_array::UniqueEntityArray`, `unique_slice::UniqueEntitySlice`,
`unique_vec::UniqueEntityVec`, `hash_set::EntityHashSet`,
`hash_map::EntityHashMap`, `index_set::EntityIndexSet`,
`index_map::EntityIndexMap` are quite redundant.

When looking at the structure of `hashbrown`, we can also see that while
both `HashSet` and `HashMap` have their own modules, the main types
themselves are re-exported to the crate level.

## Solution

Re-export the types in their shared `entity` parent module, and simplify
the imports where they're used.
2025-03-30 10:24:00 +02:00
François Mockers
c946b9d827 bevy_image: derive TypePath when Reflect is not available (#18501)
- bevy_image fails to build without default features:
```
error[E0277]: `image::Image` does not implement `TypePath` so cannot provide static type path information
   --> crates/bevy_image/src/image.rs:341:12
    |
341 | pub struct Image {
    |            ^^^^^ the trait `bevy_reflect::type_path::TypePath` is not implemented for `image::Image`
    |
    = note: consider annotating `image::Image` with `#[derive(Reflect)]` or `#[derive(TypePath)]`
    = help: the following other types implement trait `bevy_reflect::type_path::TypePath`:
              &'static Location<'static>
              &'static T
              &'static mut T
              ()
              (P,)
              (P1, P0)
              (P1, P2, P0)
              (P1, P2, P3, P0)
            and 146 others
note: required by a bound in `Asset`
   --> /home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset/src/lib.rs:415:43
    |
415 | pub trait Asset: VisitAssetDependencies + TypePath + Send + Sync + 'static {}
    |                                           ^^^^^^^^ required by this bound in `Asset`
    = note: `Asset` is a "sealed trait", because to implement it you also need to implement `bevy_reflect::type_path::TypePath`, which is not accessible; this is usually done to force you to use one of the provided types that already implement it
    = help: the following types implement the trait:
              bevy_asset::AssetIndex
              bevy_asset::LoadedUntypedAsset
              bevy_asset::AssetEvent<A>
              bevy_asset::LoadedFolder
              bevy_asset::StrongHandle
              bevy_asset::Handle<A>
              bevy_asset::AssetId<A>
              bevy_asset::AssetPath<'a>
            and 148 others

error[E0277]: `image::Image` does not implement `TypePath` so cannot provide static type path information
   --> crates/bevy_image/src/image_loader.rs:121:18
    |
121 |     type Asset = Image;
    |                  ^^^^^ the trait `bevy_reflect::type_path::TypePath` is not implemented for `image::Image`
    |
    = note: consider annotating `image::Image` with `#[derive(Reflect)]` or `#[derive(TypePath)]`
    = help: the following other types implement trait `bevy_reflect::type_path::TypePath`:
              &'static Location<'static>
              &'static T
              &'static mut T
              ()
              (P,)
              (P1, P0)
              (P1, P2, P0)
              (P1, P2, P3, P0)
            and 146 others
    = note: required for `<ImageLoader as AssetLoader>::Asset` to implement `Asset`
note: required by a bound in `bevy_asset::AssetLoader::Asset`
   --> /home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset/src/loader.rs:33:17
    |
33  |     type Asset: Asset;
    |                 ^^^^^ required by this bound in `AssetLoader::Asset`

error[E0277]: `texture_atlas::TextureAtlasLayout` does not implement `TypePath` so cannot provide static type path information
   --> crates/bevy_image/src/texture_atlas.rs💯12
    |
100 | pub struct TextureAtlasLayout {
    |            ^^^^^^^^^^^^^^^^^^ the trait `bevy_reflect::type_path::TypePath` is not implemented for `texture_atlas::TextureAtlasLayout`
    |
    = note: consider annotating `texture_atlas::TextureAtlasLayout` with `#[derive(Reflect)]` or `#[derive(TypePath)]`
    = help: the following other types implement trait `bevy_reflect::type_path::TypePath`:
              &'static Location<'static>
              &'static T
              &'static mut T
              ()
              (P,)
              (P1, P0)
              (P1, P2, P0)
              (P1, P2, P3, P0)
            and 146 others
note: required by a bound in `Asset`
   --> /home/runner/work/bevy-releasability/bevy-releasability/crates/bevy_asset/src/lib.rs:415:43
    |
415 | pub trait Asset: VisitAssetDependencies + TypePath + Send + Sync + 'static {}
    |                                           ^^^^^^^^ required by this bound in `Asset`
    = note: `Asset` is a "sealed trait", because to implement it you also need to implement `bevy_reflect::type_path::TypePath`, which is not accessible; this is usually done to force you to use one of the provided types that already implement it
    = help: the following types implement the trait:
              bevy_asset::AssetIndex
              bevy_asset::LoadedUntypedAsset
              bevy_asset::AssetEvent<A>
              bevy_asset::LoadedFolder
              bevy_asset::StrongHandle
              bevy_asset::Handle<A>
              bevy_asset::AssetId<A>
              bevy_asset::AssetPath<'a>
            and 148 others
```
- `Asset` trait depends on `TypePath` which is in bevy_reflect. it's
usually implemented by the `Reflect` derive

- make bevy_reflect not an optional dependency
- when feature `bevy_reflect` is not enabled, derive `TypePath` directly
2025-03-30 10:23:55 +02:00
Aevyrie
c4139fe296 Transform Propagation Optimization: Static Subtree Marking (#18589)
# Objective

- Optimize static scene performance by marking unchanged subtrees.
-
[bef0209](bef0209de1)
fixes #18255 and #18363.
- Closes #18365 
- Includes change from #18321

## Solution

- Mark hierarchy subtrees with dirty bits to avoid transform propagation
where not needed
- This causes a performance regression when spawning many entities, or
when the scene is entirely dynamic.
- This results in massive speedups for largely static scenes.
- In the future we could allow the user to change this behavior, or add
some threshold based on how dynamic the scene is?

## Testing

- Caldera Hotel scene
2025-03-30 10:21:20 +02:00
JMS55
f8f7dfe792 Fix diffuse transmission for anisotropic materials (#18610)
Expand the diff, this was obviously just a copy paste bug at some point.
2025-03-30 10:21:20 +02:00
Chris Russell
ac04ec0075 Improve error message for missing resources (#18593)
# Objective

Fixes #18515 

After the recent changes to system param validation, the panic message
for a missing resource is currently:

```
Encountered an error in system `missing_resource_error::res_system`: SystemParamValidationError { skipped: false }
```

Add the parameter type name and a descriptive message, improving the
panic message to:

```
Encountered an error in system `missing_resource_error::res_system`: SystemParamValidationError { skipped: false, message: "Resource does not exist", param: "bevy_ecs::change_detection::Res<missing_resource_error::MissingResource>" }
```

## Solution

Add fields to `SystemParamValidationError` for error context. Include
the `type_name` of the param and a message.

Store them as `Cow<'static, str>` and only format them into a friendly
string in the `Display` impl. This lets us create errors using a
`&'static str` with no allocation or formatting, while still supporting
runtime `String` values if necessary.

Add a unit test that verifies the panic message.

## Future Work

If we change the default error handling to use `Display` instead of
`Debug`, and to use `ShortName` for the system name, the panic message
could be further improved to:

```
Encountered an error in system `res_system`: Parameter `Res<MissingResource>` failed validation: Resource does not exist
```

However, `BevyError` currently includes the backtrace in `Debug` but not
`Display`, and I didn't want to try to change that in this PR.
2025-03-30 10:21:20 +02:00
Brian Reavis
03e299b455 Fix NonMesh draw command item queries (#17893)
# Objective

This fixes `NonMesh` draw commands not receiving render-world entities
since
- https://github.com/bevyengine/bevy/pull/17698

This unbreaks item queries for queued non-mesh entities:

```rust
struct MyDrawCommand {
    type ItemQuery = Read<DynamicUniformIndex<SomeUniform>>;
    // ...
}
```

### Solution

Pass render entity to `NonMesh` draw commands instead of
`Entity::PLACEHOLDER`. This PR also introduces sorting of the `NonMesh`
bin keys like other types, which I assume is the intended behavior.
@pcwalton

## Testing

- Tested on a local project that extensively uses `NonMesh` items.
2025-03-30 10:21:20 +02:00
Kristoffer Søholm
94eeebb189 Fix compilation of compile_fail_utils when not using rustup (#18394)
# Objective

Currently the `compile_fail_utils` crate fails to compile (ironic) when
the `RUSTUP_HOME` env var isn't set. This has been the case for a long
time, but I only noticed it recently due to rust-analyzer starting to
show the error.

## Solution

Only filter the logs for the `RUSTUP_HOME` variable if it's set.
2025-03-30 10:21:20 +02:00
Robin KAY
d0c92de937 Expose skins_use_uniform_buffers() necessary to use pre-existing setup_morph_and_skinning_defs() API. (#18612)
# Objective

As of bevy 0.16-dev, the pre-existing public function
`bevy::pbr::setup_morph_and_skinning_defs()` is now passed a boolean
flag called `skins_use_uniform_buffers`. The value of this boolean is
computed by the function
`bevy_pbr::render::skin::skins_use_uniform_buffers()`, but it is not
exported publicly.

Found while porting
[bevy_mod_outline](https://github.com/komadori/bevy_mod_outline) to
0.16.

## Solution

Add `skin::skins_use_uniform_buffers` to the re-export list of
`bevy_pbr::render`.

## Testing

Confirmed test program can access public API.
2025-03-30 10:21:20 +02:00
aloucks
002cb73e38 Fix shader pre-pass compile failure when using AlphaMode::Blend and a Mesh without UVs (0.16.0-rc.2) (#18602)
# Objective

The flags are referenced later outside of the VERTEX_UVS ifdef/endif
block. The current behavior causes the pre-pass shader to fail to
compile when UVs are not present in the mesh, such as when using a
`LineStrip` to render a grid.

Fixes #18600

## Solution

Move the definition of the `flags` outside of the ifdef/endif block.

## Testing

Ran a modified `3d_example` that used a mesh and material with
alpha_mode blend, `LineStrip` topology, and no UVs.
2025-03-30 10:21:20 +02:00
Gino Valente
39745eb069 bevy_reflect: Fix TypePath string concatenation (#18609)
# Objective

Fixes #18606

When a type implements `Add` for `String`, the compiler can get confused
when attempting to add a `&String` to a `String`.

Unfortunately, this seems to be [expected
behavior](https://github.com/rust-lang/rust/issues/77143#issuecomment-698369286)
which causes problems for generic types since the current `TypePath`
derive generates code that appends strings in this manner.

## Solution

Explicitly use the `Add<&str>` implementation in the `TypePath` derive
macro.

## Testing

You can test locally by running:

```
cargo check -p bevy_reflect --tests
```
2025-03-30 10:21:19 +02:00
Satellile
c5aca5bca3 Fix LogDiagnosticsPlugin log target typo (#18534)
# Objective

For the LogDiagnosticsPlugin, the log target is "bevy diagnostic" with a
space; I think it may (?) be a typo intended to be "bevy_diagnostic"
with an underline.

I couldn't get filtering INFO level logs with work with this plugin,
changing this seems to produce the expected behavior.
2025-03-30 10:21:19 +02:00
François Mockers
0ab477e266 Fix wesl in wasm and webgl2 (#18591)
# Objective

- feature `shader_format_wesl` doesn't compile in Wasm
- once fixed, example `shader_material_wesl` doesn't work in WebGL2

## Solution

- remove special path handling when loading shaders. this seems like a
way to escape the asset folder which we don't want to allow, and can't
compile on android or wasm, and can't work on iOS (filesystem is rooted
there)
- pad material so that it's 16 bits. I couldn't get conditional
compilation to work in wesl for type declaration, it fails to parse
- the shader renders the color `(0.0, 0.0, 0.0, 0.0)` when it's not a
polka dot. this renders as black on WebGPU/metal/..., and white on
WebGL2. change it to `(0.0, 0.0, 0.0, 1.0)` so that it's black
everywhere
2025-03-28 23:33:00 +01:00
JMS55
a143a499c2 Fix and improve tracy rendering spans (#18588)
* `submit_graph_commands` was incorrectly timing the command buffer
generation tasks as well, and not only the queue submission. Moved the
span to fix that.
* Added a new `command_buffer_generation_tasks` span as a parent for all
the individual command buffer generation tasks that don't run as part of
the Core3d span.


![image](https://github.com/user-attachments/assets/5a20c2f5-f1df-4c03-afbb-4865327aea33)
2025-03-28 23:33:00 +01:00
JMS55
7bcacb6609 Tracy GPU support (#18490)
# Objective

- Add tracy GPU support

## Solution

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

## Showcase

![image](https://github.com/user-attachments/assets/4dd7a7cd-bc0b-43c3-8390-6783dfda6473)
2025-03-28 23:33:00 +01:00
Nick
11b3525065 Fix misleading documentation of Main schedule (#18579)
# Objective

Fixes #18562.

## Solution

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

## Testing

- `cargo doc`
- `cargo test --doc`
2025-03-28 23:33:00 +01:00
Guillaume Gomez
67811be308 Update sysinfo version to 0.34.0 (#18581)
Lot of improvements and stuff. You can see the full list
[here](https://github.com/GuillaumeGomez/sysinfo/blob/master/CHANGELOG.md).
:)
2025-03-28 23:33:00 +01:00
JMS55
5e8dec8a90 Have the mesh allocator handle modified meshes (#18531)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/16586.

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

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

## Testing
Ran the example provided in the issue. No crash after a few minutes, and
memory usage remains steady.
2025-03-27 23:31:05 +01:00
krunchington
96d5f1e5de Fix relationship macro for multiple named members fields (#18530)
# Objective

Fixes #18466 

## Solution

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

## Testing

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

---

## Showcase

Screenshot showing expanded macro with multiple named fields

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

Screenshot showing expanded macro with single unnamed field

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

## Migration Guide

n/a
2025-03-27 22:58:21 +01:00
Greeble
bf915012ff Fix animation transitions affecting other entities (#18572)
## Objective

 Fix #18557.

## Solution

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

## Testing

Locally changed the `animated_mesh_control` example to spawn multiple
meshes and play different transitions.
2025-03-27 22:58:21 +01:00
andriyDev
fe3656fa8b Revert PR #15481 to resolve a regression. (#18567)
- Fixes #18010.

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

- This is just a revert.

---

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

I will make a PR to the bevy_website repo after this is merged.
2025-03-27 22:58:18 +01:00
Carter Anderson
1a6b480ba2 Required Components: pass through all tokens in {} and () syntax (#18578)
# Objective

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

## Solution

When a `{}` or `()` section is encountered for a required component,
rather than trying to parse the fields directly, just pass _all_ of the
tokens through. This ensures no tokens are dropped, protects us against
any future syntax changes, and optimizes our parsing logic (as we're
dropping the field parsing logic entirely).
2025-03-27 22:56:49 +01:00
François Mockers
3c37eae52e don't wait during publishing (#18563)
- Publishing takes a long time
- There's a 20 second wait between crates to not hit the rate limit on
crates.io

- Our rate limit has been increased by the crates.io team, don't wait
anymore!
2025-03-26 22:50:10 +01:00
François Mockers
1f44b56310 Release 0.16.0-rc.2 2025-03-26 19:18:20 +01:00
Carter Anderson
f647482237 Improved Require Syntax (#18555)
# Objective

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

## Solution

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

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

## Migration Guide

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

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

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

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

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

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

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

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

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-03-26 19:07:30 +01:00
Greeble
9a3baa7dc0 Update AnimatableProperty documentation, reduce crate dependencies (#18543)
## Objective

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

## Narrative

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

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

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

## Showcase


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

## Testing

```
cargo doc -p bevy_animation --no-deps --all-features
cargo test -p bevy_animation --doc --all-features
```
2025-03-26 19:06:51 +01:00
Chris Russell
4bc4f93f5b Fix run_system for adapter systems wrapping exclusive systems (#18406)
# Objective

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

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

## Solution

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

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

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

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

And see #6698 for a previous bug caused by this panic.
2025-03-26 19:06:51 +01:00
François Mockers
1c747bd78c don't include file not available on docs.rs (#18551)
# Objective

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

## Solution

- Don't `include_str!` the shader but read it at runtime
2025-03-26 09:01:42 +01:00
Chris Russell
765e5842cd Replace ValidationOutcome with Result (#18541)
# Objective

Make it easier to short-circuit system parameter validation.  

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

## Solution

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

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

Use the `?` operator to short-circuit validation in tuples of system
params.
2025-03-26 09:01:42 +01:00
Zachary Harrold
9705eaef02 Add methods to work with dynamic immutable components (#18532)
# Objective

- Fixes #16861

## Solution

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

## Testing

- CI

---

## Migration Guide

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

---

## Notes

All of the added methods are minor variations on existing functions and
should therefore be of low risk for inclusion during the RC process.
2025-03-25 23:01:22 +01:00
aloucks
8dc1a7cd81 Fix UpdateMode::Reactive behavior on Windows (#18493)
# Objective

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

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

## Solution

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

## Testing

- Verified that the `low_power` example worked as expected with all
`UpdateMode` options.
- Verified that animation continued in both `eased_motion ` and
`low_power` examples when in `Continuous` update mode while:
  - Resizing the Window
  - Moving the window via clicking and dragging the title bar
- Verified that `window_settings` example still worked as expected.
- Verified that `monitor_info` example still worked as expected.
2025-03-25 23:01:22 +01:00
Eagster
b1c1aac1b3 Ensure spawning related entities in an OnAdd observer downstream of a World::spawn in a Command does not cause a crash (#18545)
# Objective

fixes #18452.

## Solution

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

## Testing

I simplified the MRE from #18452 into its own test, which fails on main,
but passes on this branch.
2025-03-25 22:59:05 +01:00
Sorseg
30a022feae Make RayMap map public (#18544)
Migration guide:
# Objective

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

## Solution

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

## Testing

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

--- 

## Showcase

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

```rust

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

```

</details>

## Migration Guide
The `bevy_picking::backend::ray::RayMap::map` method is removed as
redundant,
In systems using `Res<RayMap>` replace `ray_map.map()` with
`&ray_map.map`
2025-03-25 22:59:05 +01:00
IceSentry
af9fd4e939 Move non-generic parts of the PrepassPipeline to internal field (#18322)
# Objective

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

## Solution

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

## Testing

- Ran the 3d_scene and it worked like before

---

## Migration Guide

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

## Notes

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

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

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

The size for the specialize function that is generic is now much
smaller, so users won't need to recompile it for every material.
2025-03-25 22:59:04 +01:00
IQuick 143
a021ed1ce8 Fix mesh_picking not working due to mixing vertex and triangle indices. (#18533)
# Objective

- #18495 

## Solution

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

## Testing

- Run `cargo run --example mesh_picking`
2025-03-25 22:59:04 +01:00