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fix: winit event filter #8

Closed
wants to merge 83 commits into from
Closed

fix: winit event filter #8

wants to merge 83 commits into from

Commits on Feb 27, 2024

  1. Add bevy_gizmos/macros to publish script (bevyengine#11928)

    # Objective
    
    This crate is needed if we want to successfully publish other Bevy
    crates (hint: we do!)
    cart authored and mockersf committed Feb 27, 2024
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  2. revert PointLightBundle to DirectionalLightBundle change made to asse…

    …t_loading example between 0.12.1 and 0.13.0 (bevyengine#11935)
    
    # Objective
    
    - revert a single-line change made to `examples/asset/asset_loading`
    example between `v0.12.1` release and `v0.13.0` release which resulted
    in a too-bright, washed-out rendering
    
    ## Solution
    
    - reverted the changes made to this example between `v0.12.1` and
    `v0.13.0`
    awwsmm authored and mockersf committed Feb 27, 2024
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  3. Fix dds feature dependencies in bevy_core_pipeline (bevyengine#11962)

    # Objective
    
    - Fixes bevyengine#11960
    - The compilation of `bevy_core_pipeline` failed with the `dds` feature
    enabled
    
    ## Solution
    
    - Enable the `dds` feature of `bevy_render` when enabling it for
    `bevy_core_pipeline`
    TimJentzsch authored and mockersf committed Feb 27, 2024
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  4. Add the serde feature to bitflags for bevy_render. (bevyengine#11966)

    # Objective
    
    Fixes bevyengine#11964.
    
    ## Solution
    
    Adds the `serde` feature to `bitflags` for `bevy_render`. This makes
    `bevy_render` compile correctly when used alone.
    
    ---
    
    ## Changelog
    
    - Fixed an issue where depending on `bevy_render` alone would fail to
    compile.
    andriyDev authored and mockersf committed Feb 27, 2024
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  5. Stepping disabled performance fix (bevyengine#11959)

    # Objective
    
    * Fixes bevyengine#11932 (performance impact when stepping is disabled)
    
    ## Solution
    
    The `Option<FixedBitSet>` argument added to `ScheduleExecutor::run()` in
    bevyengine#8453 caused a measurable performance impact even when stepping is
    disabled. This can be seen by the benchmark of running `Schedule:run()`
    on an empty schedule in a tight loop
    (bevyengine#11932 (comment)).
    
    I was able to get the same performance results as on 0.12.1 by changing
    the argument
    `ScheduleExecutor::run()` from `Option<FixedBitSet>` to
    `Option<&FixedBitSet>`. The down-side of this change is that
    `Schedule::run()` now takes about 6% longer (3.7319 ms vs 3.9855ns) when
    stepping is enabled
    
    ---
    
    ## Changelog
    * Change `ScheduleExecutor::run()` `_skipped_systems` from
    `Option<FixedBitSet>` to `Option<&FixedBitSet>`
    * Added a few benchmarks to measure `Schedule::run()` performance with
    various executors
    dmlary authored and mockersf committed Feb 27, 2024
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  6. Fix MSAA writeback when 3 or more cameras have the same target. (bevy…

    …engine#11968)
    
    # Objective
    
    If multiple cameras render to the same target with MSAA enabled, only
    the first and the last camera output will appear in the final output*.
    This is because each camera maintains a separate flag to track the
    active main texture. The first camera renders to texture A and all
    subsequent cameras first write-back from A and then render into texture
    B. Hence, camera 3 onwards will overwrite the work of the previous
    camera.
    
    \* This would manifest slightly differently if there were other calls to
    post_process_write() in a more complex setup.
    
    The is a functional regression from Bevy 0.12.
    
    ## Solution
    
    The flag which tracks the active main texture should be shared between
    cameras with the same `NormalizedRenderTarget`. Add the
    `Arc<AtomicUsize>` to the existing per-target cache.
    komadori authored and mockersf committed Feb 27, 2024
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  7. Create imported_assets directory with full path (bevyengine#12022)

    # Objective
    
    - The file asset source currently creates the `imported_assets/Default`
    directory with relative path, which leads to wrongly created directories
    when the executable is run with a working directory different from the
    project root.
    
    ## Solution
    
    - Use the full path instead.
    infmagic2047 authored and mockersf committed Feb 27, 2024
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  8. Increase 3D Lighting example's light intensity (bevyengine#11982)

    - The 3D Lighting example is meant to show using multiple lights in the
    same scene.
    - It currently looks very dark. (See [this
    image](https://github.com/bevyengine/bevy-website/pull/1023/files/4fdb1455d5a3371d69db32b036e38731342b48de#r1494653511).)
    - Resetting the physical camera properties sets the shutter speed to 1 /
    125, even though it initially starts at 1 / 100.
    
    - Increase the intensity of all 3 lights in the example.
      - Now it is much closer to the example in Bevy 0.12.
    - I had to remove the comment explaining the lightbulb equivalent of the
    intensities because I don't know how it was calculated. Does anyone know
    what light emits 100,000 lumens?
    - Set the initial shutter speed to 1 / 125.
    
    Before:
    
    <img width="1392" alt="before"
    src="https://github.com/bevyengine/bevy/assets/59022059/ac353e02-58e9-4661-aa6d-e5fdf0dcd2f6">
    
    After:
    
    <img width="1392" alt="after"
    src="https://github.com/bevyengine/bevy/assets/59022059/4ff0beb6-0ced-4fb2-a953-04be2c77f437">
    
    ---------
    
    Co-authored-by: Alice Cecile <[email protected]>
    2 people authored and mockersf committed Feb 27, 2024
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  9. reflect: treat proxy types correctly when serializing (bevyengine#12024)

    # Objective
    
    - Fixes bevyengine#12001.
    - Note this PR doesn't change any feature flags, however flaky the issue
    revealed they are.
    
    ## Solution
    
    - Use `FromReflect` to convert proxy types to concrete ones in
    `ReflectSerialize::get_serializable`.
    - Use `get_represented_type_info() -> type_id()` to get the correct type
    id to interact with the registry in
    `bevy_reflect::serde::ser::get_serializable`.
    
    ---
    
    ## Changelog
    
    - Registering `ReflectSerialize` now imposes additional `FromReflect`
    and `TypePath` bounds.
    
    ## Migration Guide
    
    - If `ReflectSerialize` is registered on a type, but `TypePath` or
    `FromReflect` implementations are omitted (perhaps by
    `#[reflect(type_path = false)` or `#[reflect(from_reflect = false)]`),
    the traits must now be implemented.
    
    ---------
    
    Co-authored-by: Alice Cecile <[email protected]>
    Co-authored-by: Gino Valente <[email protected]>
    3 people authored and mockersf committed Feb 27, 2024
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  10. Improve lighting in more examples (bevyengine#12021)

    - bevyengine#11868 changed the lighting system, forcing lights to increase their
    intensity. The PR fixed most examples, but missed a few. These I later
    caught in bevyengine/bevy-website#1023.
    - Related: bevyengine#11982, bevyengine#11981.
    - While there, I noticed that the spotlight example could use a few easy
    improvements.
    
    - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and
    `gltf_skinned_mesh`.
    - Improve spotlight example.
    - Make ground plane move with cubes, so they don't phase into each
    other.
      - Batch spawn cubes.
      - Add controls text.
      - Change controls to allow rotating around spotlights.
    
    Before:
    
    <img width="1392" alt="image"
    src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570">
    
    After:
    
    <img width="1392" alt="image"
    src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404">
    
    Before:
    
    <img width="1392" alt="image"
    src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0">
    
    After:
    
    <img width="1392" alt="image"
    src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0">
    
    Before:
    
    <img width="1392" alt="image"
    src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf">
    
    After:
    
    <img width="1392" alt="image"
    src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c">
    
    Before:
    
    <img width="1392" alt="image"
    src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2">
    
    After:
    
    <img width="1392" alt="image"
    src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a">
    
    ---
    
    - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and
    `gltf_skinned_mesh` examples.
    - Improved usability of `spotlight` example.
    BD103 authored and mockersf committed Feb 27, 2024
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  11. Make Globals visible in vertex shaders (bevyengine#12032)

    # Objective
    
    - Globals are supposed to be available in vertex shader but that was
    mistakenly removed in 0.13
    
    ## Solution
    
    - Configure the visibility of the globals correctly
    
    Fixes bevyengine#12015
    IceSentry authored and mockersf committed Feb 27, 2024
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  12. Fix SystemTypeSet::system_type being out of sync with `System::type…

    …_id` (bevyengine#12030)
    
    ## Objective
    
    Always have `some_system.into_system().type_id() ==
    some_system.into_system_set().system_type().unwrap()`.
    
    System sets have a `fn system_type() -> Option<TypeId>` that is
    implemented by `SystemTypeSet` to returning the TypeId of the system's
    function type. This was implemented in
    bevyengine#7715 and is used in
    `bevy_mod_debugdump` to handle `.after(function)` constraints.
    
    Back then, `System::type_id` always also returned the type id of the
    function item, not of `FunctionSystem<M, F>`.
    
    bevyengine#11728 changes the behaviour of
    `System::type_id` so that it returns the id of the
    `FunctionSystem`/`ExclusiveFunctionSystem` wrapper, but it did not
    change `SystemTypeSet::system_type`, so doing the lookup breaks in
    `bevy_mod_debugdump`.
    
    ## Solution
    
    Change `IntoSystemSet` for functions to return a
    `SystemTypeSet<FunctionSystem>` /
    `SystemTypeSet<ExclusiveFunctionSystem>` instead of `SystemTypeSet<F>`.
    jakobhellermann authored and mockersf committed Feb 27, 2024
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  13. Fixed Ui Image slicing (bevyengine#12047)

    # Objective
    
    Fixes bevyengine#11944
    
    ## Solution
    
    bevyengine#11600 made an incorrect assumption on what `UiImageSize` does, removing
    its usage in slicing fixes the problem
    ManevilleF authored and mockersf committed Feb 27, 2024
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  14. FIX: iOS Simulator not rendering due to missing CUBE_ARRAY_TEXTURES (b…

    …evyengine#12052)
    
    This PR closes bevyengine#11978
    
    # Objective
    
    Fix rendering on iOS Simulators.
    
    iOS Simulator doesn't support the capability CUBE_ARRAY_TEXTURES, since
    0.13 this started to make iOS Simulator not render anything with the
    following message being outputted:
    
    ```
    2024-02-19T14:59:34.896266Z ERROR bevy_render::render_resource::pipeline_cache: failed to create shader module: Validation Error
    
    Caused by:
        In Device::create_shader_module
        
    Shader validation error: 
    
    
        Type [40] '' is invalid
        Capability Capabilities(CUBE_ARRAY_TEXTURES) is required
    ```
    
    ## Solution
    
    - Split up NO_ARRAY_TEXTURES_SUPPORT into both NO_ARRAY_TEXTURES_SUPPORT
    and NO_CUBE_ARRAY_TEXTURES_SUPPORT and correctly apply
    NO_ARRAY_TEXTURES_SUPPORT for iOS Simulator using the cfg flag
    introduced in bevyengine#10178.
    
    ---
    
    ## Changelog
    
    ### Fixed
    - Rendering on iOS Simulator due to missing CUBE_ARRAY_TEXTURES support.
    
    ---------
    
    Co-authored-by: Sam Pettersson <[email protected]>
    2 people authored and mockersf committed Feb 27, 2024
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  15. Make more things pub in the renderer (bevyengine#12053)

    # Objective
    
    - Some properties of public types are private but sometimes it's useful
    to be able to set those
    
    ## Solution
    
    - Make more stuff pub
    
    ---
    
    ## Changelog
    
    - `MaterialBindGroupId` internal id is now pub and added a new()
    constructor
    - `ExtractedPointLight` and `ExtractedDirectionalLight` properties are
    now all pub
    
    ---------
    
    Co-authored-by: James Liu <[email protected]>
    2 people authored and mockersf committed Feb 27, 2024
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  16. set pipeline to queued when shader is not yet available (bevyengine#1…

    …2051)
    
    # Objective
    
    - Fixes bevyengine#11977 - user defined shaders don't work in wasm
    - After investigation, it won't work if the shader is not yet available
    when compiling the pipeline on all platforms, for example if you load
    many assets
    
    ## Solution
    
    - Set the pipeline state to queued when it errs waiting for the shader
    so that it's retried
    mockersf committed Feb 27, 2024
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  17. Remove unnecessary wildcards from LogPlugin and convert warnings to…

    … errors. (bevyengine#12046)
    
    # Objective
    
    Improve code quality and prevent bugs.
    
    ## Solution
    
    I removed the unnecessary wildcards from `<LogPlugin as Plugin>::build`.
    
    I also changed the warnings that would occur if the subscriber/logger
    was already set into errors.
    doonv authored and mockersf committed Feb 27, 2024
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  18. Pad SkyUniforms to 16 bytes for WASM (bevyengine#12078)

    # Objective
    
    Fixes Skyboxes on WebGL, which broke in Bevy 0.13 due to the addition of
    the `brightness` uniform, when previously the skybox pipeline only had
    view and global uniforms.
    
    ```ignore
    panicked at ~/.cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/wgpu_core.rs:3009:5:
    wgpu error: Validation Error
    
    Caused by:
        In Device::create_render_pipeline
          note: label = `skybox_pipeline`
        In the provided shader, the type given for group 0 binding 3 has a size of 4. As the device does not support `DownlevelFlags::BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED`, the type must have a size that is a multiple of 16 bytes.
    ```
    
    It would be nice if this could be backported to a 0.13.1 patch as well
    if possible. I'm needing to rely on my own fork for now.
    
    ## Solution
    
    Similar to the Globals uniform solution here:
    
    
    https://github.com/bevyengine/bevy/blob/d31de3f1398080661a83a04dcbdd31a7ee9fa76e/crates/bevy_render/src/globals.rs#L59-L60
    
    I've added 3 conditional fields to `SkyboxUniforms`.
    Waridley authored and mockersf committed Feb 27, 2024
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  19. Fix SimpleExecutor crash (bevyengine#12076)

    # Objective
    
    Since bevyengine#9822, `SimpleExecutor` panics when an automatic sync point is
    inserted:
    
    ```rust
    let mut sched = Schedule::default();
    sched.set_executor_kind(ExecutorKind::Simple);
    sched.add_systems((|_: Commands| (), || ()).chain());
    sched.run(&mut World::new());
    ```
    ```
    System's param_state was not found. Did you forget to initialize this system before running it?
    note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
    Encountered a panic in system `bevy_ecs::schedule::executor::apply_deferred`!
    ```
    
    ## Solution
    
    Don't try to run the `apply_deferred` system.
    SpecificProtagonist authored and mockersf committed Feb 27, 2024
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  20. Reflect GizmoConfigStore (bevyengine#12104)

    # Objective
    
    - Make `GizmoConfigStore` play well with reflection-based workflows like
    editors.
    
    ## Solution
    
    - `#[derive(Reflect)]` and call `.register_type()`.
    SludgePhD authored and mockersf committed Feb 27, 2024
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Commits on Feb 28, 2024

  1. add note about unloading assets from ram in wasm (bevyengine#12166)

    # Objective
    
    - Fixes bevyengine#12057 
    
    ## Solution
    
    - Add a note about memory management in Wasm
    mockersf committed Feb 28, 2024
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Commits on Feb 29, 2024

  1. Avoid panicking with non-UI nodes (bevyengine#12213)

    # Objective
    
    - Fixes bevyengine#10826
    - Fixes bevyengine#9615
    
    ## Solution
    
    - Early-out when components are missing.
    SludgePhD authored and mockersf committed Feb 29, 2024
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  2. configure_surface needs to be on the main thread on iOS (bevyengine#1…

    …2055)
    
    # Objective
    
    - Bevy fails to change screen orientation on iOS
    ```
    Main Thread Checker: UI API called on a background thread: -[UIView layer]
    PID: 37669, TID: 13872050, Thread name: Compute Task Pool (1), Queue name: com.apple.root.default-qos.overcommit, QoS: 0
    Backtrace:
    4   bevy_mobile_example                 0x0000000102cf92b8 _ZN60_$LT$$LP$$RP$$u20$as$u20$objc..message..MessageArguments$GT$6invoke17h8944e3d8ee34f15fE + 64
    5   bevy_mobile_example                 0x0000000102c46358 _ZN4objc7message8platform15send_unverified17h667844cebe2d7931E + 132
    6   bevy_mobile_example                 0x0000000102bcbd6c _ZN8wgpu_hal5metal7surface100_$LT$impl$u20$wgpu_hal..Surface$LT$wgpu_hal..metal..Api$GT$$u20$for$u20$wgpu_hal..metal..Surface$GT$9configure17h8a6af0f24cec1328E + 1548
    7   bevy_mobile_example                 0x000000010279be50 _ZN9wgpu_core6device6global52_$LT$impl$u20$wgpu_core..global..Global$LT$G$GT$$GT$17surface_configure17h52709bbb3b3f0ff1E + 2792
    8   bevy_mobile_example                 0x000000010287aacc _ZN84_$LT$wgpu..backend..wgpu_core..ContextWgpuCore$u20$as$u20$wgpu..context..Context$GT$17surface_configure17h54077b9f040286a4E + 508
    9   bevy_mobile_example                 0x00000001028904b4 _ZN47_$LT$T$u20$as$u20$wgpu..context..DynContext$GT$17surface_configure17hfd6a0ac5a67a8f02E + 256
    10  bevy_mobile_example                 0x00000001028a1870 _ZN4wgpu7Surface9configure17h97bf7dbd54220473E + 148
    11  bevy_mobile_example                 0x0000000101fdc7cc _ZN11bevy_render8renderer13render_device12RenderDevice17configure_surface17h6853eab840b53e07E + 56
    12  bevy_mobile_example                 0x000000010228eb64 _ZN11bevy_render4view6window15prepare_windows17hf6f8b3c93ba189b8E + 3248
    13  bevy_mobile_example                 0x0000000102169eb8 _ZN4core3ops8function5FnMut8call_mut17h53ae762930afec98E + 192
    14  bevy_mobile_example                 0x0000000101e46a80 _ZN4core3ops8function5impls79_$LT$impl$u20$core..ops..function..FnMut$LT$A$GT$$u20$for$u20$$RF$mut$u20$F$GT$8call_mut17h5789c37c5983ce4cE + 208
    15  bevy_mobile_example                 0x0000000101e936e4 _ZN152_$LT$Func$u20$as$u20$bevy_ecs..system..function_system..SystemParamFunction$LT$fn$LP$F0$C$F1$C$F2$C$F3$C$F4$C$F5$C$F6$C$F7$RP$$u20$.$GT$$u20$Out$GT$$GT$3run10call_inner17h4ea44d3456146151E + 220
    16  bevy_mobile_example                 0x0000000101e4683c _ZN152_$LT$Func$u20$as$u20$bevy_ecs..system..function_system..SystemParamFunction$LT$fn$LP$F0$C$F1$C$F2$C$F3$C$F4$C$F5$C$F6$C$F7$RP$$u20$.$GT$$u20$Out$GT$$GT$3run17h6515ba9e61bb4d59E + 204
    17  bevy_mobile_example                 0x0000000101e7f99c _ZN120_$LT$bevy_ecs..system..function_system..FunctionSystem$LT$Marker$C$F$GT$$u20$as$u20$bevy_ecs..system..system..System$GT$10run_unsafe17h78999ea2add1da26E + 212
    18  bevy_mobile_example                 0x0000000103b4ef60 _ZN8bevy_ecs8schedule8executor14multi_threaded21MultiThreadedExecutor17spawn_system_task28_$u7b$$u7b$closure$u7d$$u7d$28_$u7b$$u7b$closure$u7d$$u7d$17hb2572f7968d8618eE + 48
    19  bevy_mobile_example                 0x0000000103b5bc9c _ZN4core3ops8function6FnOnce9call_once17h4cfa9d5c488566d4E + 16
    20  bevy_mobile_example                 0x0000000103b2d58c _ZN115_$LT$core..panic..unwind_safe..AssertUnwindSafe$LT$F$GT$$u20$as$u20$core..ops..function..FnOnce$LT$$LP$$RP$$GT$$GT$9call_once17he61d5557ff370a2cE + 40
    21  bevy_mobile_example                 0x0000000103b34548 _ZN3std9panicking3try7do_call17hb9ad087e1a06eb39E + 72
    22  bevy_mobile_example                 0x0000000103b351bc __rust_try + 32
    23  bevy_mobile_example                 0x0000000103b33a30 _ZN3std9panicking3try17hdebf82084f4342b0E + 76
    24  bevy_mobile_example                 0x0000000103c4aedc _ZN3std5panic12catch_unwind17h7e60b22a0a18032eE + 12
    25  bevy_mobile_example                 0x0000000103b4ea78 _ZN8bevy_ecs8schedule8executor14multi_threaded21MultiThreadedExecutor17spawn_system_task28_$u7b$$u7b$closure$u7d$$u7d$17h1af950387501b795E + 148
    26  bevy_mobile_example                 0x0000000103b2cfa0 _ZN100_$LT$core..panic..unwind_safe..AssertUnwindSafe$LT$F$GT$$u20$as$u20$core..future..future..Future$GT$4poll17h1258e4bf3dbe2fd8E + 48
    ```
    
    ## Solution
    
    - run surface configuration on the main thread on iOS
    
    ## Migration Guide
    
    System `need_new_surfaces` has been renamed `need_surface_configuration`
    and now also configure the surfaces on window creation or resizing
    mockersf committed Feb 29, 2024
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Commits on Mar 2, 2024

  1. Update wgpu to v0.19.3 and unpin web-sys. (bevyengine#12247)

    This PR unpins `web-sys` so that unrelated projects that have
    `bevy_render` in their workspace can finally update their `web-sys`.
    More details in and fixes bevyengine#12246.
    
    * Update `wgpu` from 0.19.1 to 0.19.3.
    * Remove the `web-sys` pin.
    * Update docs and wasm helper to remove the now-stale
    `--cfg=web_sys_unstable_apis` Rust flag.
    
    ---
    
    Updated `wgpu` to v0.19.3 and removed `web-sys` pin.
    xStrom authored and mockersf committed Mar 2, 2024
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Commits on Mar 5, 2024

  1. Add the ability to request a redraw from an external source (bevyengi…

    …ne#12197)
    
    Hi, this is a minimal implementation of bevyengine#12159. I wasn't sure if the
    `EventLoopProxy` should be wrapped somewhat to make it more explicit.
    
    Minimal implementation of bevyengine#12159
    When using `UpdateMode::Reactive` it is currently not possible to
    request a redraw when a long running task is finished or an external
    source has new data.
    
    This makes the following possible which will then run an app update once
    
    ``` rust
    // EventLoopProxy is Send on most architectures
    // The EventLoopProxy can also be saved in a thread local for WASM or a static in other architecturecs
    pub fn example(proxy: NonSend<EventLoopProxy<()>>) {
        let clone: EventLoopProxy<()> = proxy.clone();
        thread::spawn(move || {
            // do long work
            clone.send_event(());
        });
    }
    ```
    
    By using the EventLoopProxy one can manually send events from external
    threads to the event loop as `UserEvent`s.
    This simply sets redraw_requested when a `UserEvent` is received.
    
    - Added the ability to request a redraw from an external source
    
    ---------
    
    Co-authored-by: Kellner, Robin <[email protected]>
    2 people authored and mockersf committed Mar 5, 2024
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  2. Fix winit control flow when re-focusing game (bevyengine#12239)

    # Objective
    
    Fixes bevyengine#12126
    
    Notably this does not appear to fix the console error spam that appears
    to be coming from winit, only the performance bug that occurs when
    tabbing out and back into the game.
    
    ## Solution
    
    The winit event loop starts out as `ControlFlow::Wait` by default. When
    switching to `UpdateMode::Reactive` or `UpdateMode::ReactiveLowPower`,
    we repeatedly update this to `ControlFlow::WaitUntil(next)`. When
    switching back to `UpdateMode::Continuous`, the event loop is
    erroneously stuck at the latest `ControlFlow::WaitUntil(next)` that was
    issued.
    
    I also changed how we handle `Event::NewEvents` since the `StartCause`
    already tells us enough information to make that decision. This came
    about my debugging and I left it in as an improvement.
    thebluefish authored and mockersf committed Mar 5, 2024
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  3. Fix bevyengine#12255 Updating TargetCamera on multi camera scenes not…

    … allowing layout to be calculated (bevyengine#12268)
    
    # Objective
    
    - Fixes bevyengine#12255
    
    Still needs confirming what the consequences are from having camera
    viewport nodes live on the root of the taffy tree.
    
    ## Solution
    
    To fix calculating the layouts for UI nodes we need to cleanup the
    children previously set whenever `TargetCamera` is updated. This also
    maintains a list of taffy camera nodes and cleans them up when removed.
    
    ---
    
    ## Changelog
    
    Fixed bevyengine#12255
    
    ## Migration Guide
    
    changes affect private structs/members so shouldn't need actions by
    engine users.
    StrikeForceZero authored and mockersf committed Mar 5, 2024
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  4. don't depend directly on oboe (bevyengine#12316)

    - Avoid version mismatch
    - When cpal updates oboe in a patch release, this breaks android support
    for Bevy
    
    - Use the same version of oboe as cpal by relying on it to re-export the
    feature
    mockersf committed Mar 5, 2024
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  5. Fix with_scale_factor_override improperly setting `scale_factor_ove…

    …rride` (bevyengine#12321)
    
    # Objective
    
    Fixes bevyengine#12282.
    
    ## Solution
    
    Use `set_scale_factor_override` in `with_scale_factor_override`.
    chompaa authored and mockersf committed Mar 5, 2024
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Commits on Mar 8, 2024

  1. Fix directional light shadow frustum culling near clip plane to infin…

    …ity (bevyengine#12342)
    
    # Objective
    
    - Fix slightly wrong logic from bevyengine#11442
    - Directional lights should not have a near clip plane
    
    ## Solution
    
    - Push near clip out to infinity, so that the frustum normal is still
    available if its needed for whatever reason in shader
    - also opportunistically nabs a typo
    atlv24 authored and mockersf committed Mar 8, 2024
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  2. Fix ImageLoader not being initialized with webp or pnm features (

    …bevyengine#12355)
    
    # Objective
    
    Fixes bevyengine#12353
    
    When only `webp` was selected, `ImageLoader` would not be initialized.
    
    That is, users using `default-features = false` would need to add `png`
    or `bmp` or something in addition to `webp` in order to use `webp`.
    
    This was also the case for `pnm`. 
    
    ## Solution
    
    Add `webp` and `pnm` to the list of features that trigger the
    initialization of `ImageLoader`.
    rparrett authored and mockersf committed Mar 8, 2024
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  3. Improve Bloom 3D lighting (bevyengine#11981)

    - With the recent lighting changes, the default configuration in the
    `bloom_3d` example is less clear what bloom actually does
    - See [this
    screenshot](https://github.com/bevyengine/bevy-website/pull/1023/files/4fdb1455d5a3371d69db32b036e38731342b48de#r1494648414)
    for a comparison.
    - `bloom_3d` additionally uses a for-loop to spawn the spheres, which
    can be turned into `commands::spawn_batch` call.
    - The text is black, which is difficult to see on the gray background.
    
    - Increase emmisive values of materials.
    - Set text to white.
    
    Before:
    
    <img width="1392" alt="before"
    src="https://github.com/bevyengine/bevy/assets/59022059/757057ad-ed9f-4eed-b135-8e2032fcdeb5">
    
    After:
    
    <img width="1392" alt="image"
    src="https://github.com/bevyengine/bevy/assets/59022059/3f9dc7a8-94b2-44b9-8ac3-deef1905221b">
    
    ---------
    
    Co-authored-by: Alice Cecile <[email protected]>
    2 people authored and mockersf committed Mar 8, 2024
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  4. Fix gizmos panicking given bad output from `GlobalTransform::to_scale…

    …_rotation_translation` (bevyengine#12375)
    
    # Objective
    
    Fixes bevyengine#12360.
    
    ## Solution
    
    Normalize the rotation `Quat` in `sphere`.
    chompaa authored and mockersf committed Mar 8, 2024
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Commits on Mar 10, 2024

  1. try_insert NoAutomaticBatching (bevyengine#12396)

    # Objective
    
    fix occasional crash from commands.insert when quickly spawning and
    despawning skinned/morphed meshes
     
    ## Solution
    
    use `try_insert` instead of `insert`. if the entity is deleted we don't
    mind failing to add the `NoAutomaticBatching` marker.
    robtfm authored and mockersf committed Mar 10, 2024
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  2. don't attempt to set cursor relative position for zero sized nodes (b…

    …evyengine#12395)
    
    # Objective
    
    fix bevyengine#12007
    
    ## Solution
    
    when node size is zero on either axis, set
    `RelativeCursorPosition::normalized` to None.
    robtfm authored and mockersf committed Mar 10, 2024
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Commits on Mar 13, 2024

  1. SystemId should manually implement Eq (bevyengine#12436)

    # Objective
    
    `System<f32>` currently does not implement `Eq` even though it should
    
    ## Solution
    
    Manually implement `Eq` like other traits are manually implemented
    eira-fransham authored and mockersf committed Mar 13, 2024
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  2. Fix blurry text (bevyengine#12429)

    # Objective
    
    Fixes bevyengine#12064
    
    ## Solution
    
    Prior to bevyengine#11326, the "global physical" translation of text was rounded.
    
    After bevyengine#11326, only the "offset" is being rounded.
    
    This moves things around so that the "global translation" is converted
    to physical pixels, rounded, and then converted back to logical pixels,
    which is what I believe was happening before / what the comments above
    describe.
    
    ## Discussion
    
    This seems to work and fix an obvious mistake in some code, but I don't
    fully grok the ui / text pipelines / math here.
    
    ## Before / After and test example
    
    <details>
    <summary>Expand Code</summary>
    
    ```rust
    use std::f32::consts::FRAC_PI_2;
    
    use bevy::prelude::*;
    use bevy_internal::window::WindowResolution;
    
    const FONT_SIZE: f32 = 25.0;
    const PADDING: f32 = 5.0;
    
    fn main() {
        App::new()
            .add_plugins(
                DefaultPlugins.set(WindowPlugin {
                    primary_window: Some(Window {
                        resolution: WindowResolution::default().with_scale_factor_override(1.0),
                        ..default()
                    }),
                    ..default()
                }),
                //.set(ImagePlugin::default_nearest()),
            )
            .add_systems(Startup, setup)
            .run();
    }
    
    fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
        commands.spawn(Camera2dBundle::default());
    
        let font = asset_server.load("fonts/FiraSans-Bold.ttf");
    
        for x in [20.5, 140.0] {
            for i in 1..10 {
                text(
                    &mut commands,
                    font.clone(),
                    x,
                    (FONT_SIZE + PADDING) * i as f32,
                    i,
                    Quat::default(),
                    1.0,
                );
            }
        }
    
        for x in [450.5, 700.0] {
            for i in 1..10 {
                text(
                    &mut commands,
                    font.clone(),
                    x,
                    ((FONT_SIZE * 2.0) + PADDING) * i as f32,
                    i,
                    Quat::default(),
                    2.0,
                );
            }
        }
    
        for y in [400.0, 600.0] {
            for i in 1..10 {
                text(
                    &mut commands,
                    font.clone(),
                    (FONT_SIZE + PADDING) * i as f32,
                    y,
                    i,
                    Quat::from_rotation_z(FRAC_PI_2),
                    1.0,
                );
            }
        }
    }
    
    fn text(
        commands: &mut Commands,
        font: Handle<Font>,
        x: f32,
        y: f32,
        i: usize,
        rot: Quat,
        scale: f32,
    ) {
        let text = (65..(65 + i)).map(|a| a as u8 as char).collect::<String>();
    
        commands.spawn(TextBundle {
            style: Style {
                position_type: PositionType::Absolute,
                left: Val::Px(x),
                top: Val::Px(y),
                ..default()
            },
            text: Text::from_section(
                text,
                TextStyle {
                    font,
                    font_size: FONT_SIZE,
                    ..default()
                },
            ),
            transform: Transform::from_rotation(rot).with_scale(Vec2::splat(scale).extend(1.)),
            ..default()
        });
    }
    ```
    
    </details>
    
    Open both images in new tabs and swap back and forth. Pay attention to
    the "A" and "ABCD" lines.
    
    <details>
    <summary>Before</summary>
    
    <img width="640" alt="main3"
    src="https://github.com/bevyengine/bevy/assets/200550/248d7a55-d06d-433f-80da-1914803c3551">
    
    </details>
    
    <details>
    <summary>After</summary>
    
    <img width="640" alt="pr3"
    src="https://github.com/bevyengine/bevy/assets/200550/26a9d292-07ae-4af3-b035-e187b2529ace">
    
    </details>
    
    ---------
    
    Co-authored-by: François Mockers <[email protected]>
    rparrett and mockersf committed Mar 13, 2024
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Commits on Mar 15, 2024

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  2. Make CreateWindowParams type and create_windows system public (be…

    …vyengine#12428)
    
    # Objective
    
    To have a user level workaround for bevyengine#12237.
    
    ## Solution
    
    Workaround to the problem is described in:
    bevyengine#12237 (comment)
    
    ## Changelog
    
    ### Changed
    
    - `CreateWindowParams` type and `create_windows` system from
    `bevy_winit` is now public, which allows library authors and game
    developers to manually trigger window creation when needed.
    umut-sahin authored and mockersf committed Mar 15, 2024
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  3. Fix: deserialize DynamicEnum using index (bevyengine#12464)

    # Objective
    
    - Addresses bevyengine#12462
    - When we serialize an enum, deserialize it, then reserialize it, the
    correct variant should be selected.
    
    ## Solution
    
    - Change `dynamic_enum.set_variant` to
    `dynamic_enum.set_variant_with_index` in `EnumVisitor`
    mrchantey authored and mockersf committed Mar 15, 2024
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  4. Fix CI desktop mode patch (bevyengine#12440)

    # Objective
    
    The `example-showcase` command is failing to run.
    
    ```
     cargo run --release -p example-showcase -- run --screenshot --in-ci                                  
        Updating crates.io index
       Compiling example-showcase v0.14.0-dev (/Users/robparrett/src/bevy/tools/example-showcase)
        Finished release [optimized] target(s) in 2.59s
         Running `target/release/example-showcase run --screenshot --in-ci`
    $ git apply --ignore-whitespace tools/example-showcase/remove-desktop-app-mode.patch
    error: patch failed: crates/bevy_winit/src/winit_config.rs:29
    error: crates/bevy_winit/src/winit_config.rs: patch does not apply
    thread 'main' panicked at tools/example-showcase/src/main.rs:203:18:
    called `Result::unwrap()` on an `Err` value: command exited with non-zero code `git apply --ignore-whitespace tools/example-showcase/remove-desktop-app-mode.patch`: 1
    note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
    ```
    
    ## Solution
    
    Update `remove-desktop-app-mode.patch`.
    rparrett authored and mockersf committed Mar 15, 2024
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Commits on Mar 18, 2024

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  2. send Unused event when asset is actually unused (bevyengine#12459)

    fix bevyengine#12344
    
    use existing machinery in track_assets to determine if the asset is
    unused before firing Asset::Unused event
    
    ~~most extract functions use `AssetEvent::Removed` to schedule deletion
    of render world resources. `RenderAssetPlugin` was using
    `AssetEvent::Unused` instead.
    `Unused` fires when the last strong handle is dropped, even if a new one
    is created. `Removed` only fires when a new one is not created.
    as far as i can see, `Unused` is the same as `Removed` except for this
    "feature", and that it also fires early if all handles for a loading
    asset are dropped (`Removed` fires after the loading completes). note
    that in that case, processing based on `Loaded` won't have been done
    anyway.
    i think we should get rid of `Unused` completely, it is not currently
    used anywhere (except here, previously) and i think using it is probably
    always a mistake.
    i also am not sure why we keep loading assets that have been dropped
    while loading, we should probably drop the loader task as well and
    remove immediately.~~
    robtfm authored and mockersf committed Mar 18, 2024
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  3. Release: 0.13.1

    mockersf committed Mar 18, 2024
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Commits on Mar 21, 2024

  1. fix: fixed winit loop

    pietrosophya committed Mar 21, 2024
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Commits on Mar 22, 2024

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  3. fix: refactored loop

    pietrosophya committed Mar 22, 2024
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  4. fix: refactored loop

    pietrosophya committed Mar 22, 2024
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Commits on Mar 23, 2024

  1. fix: fixed CPU spikes

    pietrosophya committed Mar 23, 2024
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  2. chore: small fixes

    pietrosophya committed Mar 23, 2024
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Commits on Apr 1, 2024

  1. Fix fetching assets in Web Workers (bevyengine#12134)

    # Objective
    
    This PR fixes bevyengine#12125
    
    ## Solution
    
    The logic in this PR was borrowed from gloo-net and essentially probes
    the global Javascript context to see if we are in a window or a worker
    before calling `fetch_with_str`.
    
    ---------
    
    Co-authored-by: Zachary Harrold <[email protected]>
    2 people authored and mockersf committed Apr 1, 2024
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  2. Restore pre 0.13.1 Root Node Layout behavior (bevyengine#12698)

    # Objective
    
    Fix the regression for Root Node's Layout behavior introduced in
    bevyengine#12268
    
    - Add regression test for Root Node Layout's behaving as they did before
    0.13.1
    - Restore pre 0.13.1 Root Node Layout behavior (fixes
    bevyengine#12624)
    
    ## Solution
    
    This implements [@nicoburns suggestion
    ](https://discord.com/channels/691052431525675048/743663673393938453/1221593626476548146),
    where instead of adding the camera to the taffy node tree, we revert
    back to adding a new "parent" node for each root node while maintaining
    their relationship with the camera.
    
    > If you can do the ecs change detection to move the node to the correct
    Taffy instance for the camera then you should also be able to move it to
    a `Vec` of root nodes for that camera.
    
    ---
    
    ## Changelog
    
    Fixed bevyengine#12624 - Restores pre
    0.13.1 Root Node Layout behavior
    
    ## Migration Guide
    
    If you were affected by the 0.13.1 regression and added `position_type:
    Absolute` to all your root nodes you might be able to reclaim some LOC
    by removing them now that the 0.13 behavior is restored.
    StrikeForceZero authored and mockersf committed Apr 1, 2024
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  3. fix example mesh2d_manual in wasm/webgl2 (bevyengine#12753)

    # Objective
    
    - Example `mesh2d_manual` crashes in wasm/webgl2, as reported in
    bevyengine/bevy-website#1123 (comment)
    ```
    wgpu error: Validation Error
    
    Caused by:
        In a RenderPass
          note: encoder = `<CommandBuffer-(0, 1, Gl)>`
        In a set_push_constant command
        Provided push constant is for stage(s) ShaderStages(VERTEX), however the pipeline layout has no push constant range for the stage(s) ShaderStages(VERTEX)
    ```
    
    ## Solution
    
    - Properly declare the push constant as in
    https://github.com/bevyengine/bevy/blob/4508077297a92295d8b6fb6b07a63b547deac1e0/crates/bevy_sprite/src/mesh2d/mesh.rs#L514-L524
    mockersf committed Apr 1, 2024
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  4. Fix unhandled null characters in Android logs (bevyengine#12743)

    # Objective
    Fix bevyengine#12728. Fix unsoundnesss from unhandled null characters in Android
    logs.
    
    ## Solution
    Use `CString` instead of using formatted Strings. Properly document the
    safety invariants of the FFI call.
    james7132 authored and mockersf committed Apr 1, 2024
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  5. Fix crash on Linux Nvidia 550 driver (bevyengine#12542)

    # Objective
    
    Fix crashing on Linux with latest stable Nvidia 550 driver when
    resizing. The crash happens at startup with some setups.
    
    Fixes bevyengine#12199
    
    I think this would be nice to get into 0.13.1
    
    ## Solution
    
    Ignore `wgpu::SurfaceError::Outdated` always on this platform+driver.
    
    It looks like Nvidia considered the previous behaviour of not returning
    this error a bug:
    "Fixed a bug where vkAcquireNextImageKHR() was not returning
    VK_ERROR_OUT_OF_DATE_KHR when it should with WSI X11 swapchains"
    (https://www.nvidia.com/Download/driverResults.aspx/218826/en-us/)
    
    What I gather from this is that the surface was outdated on previous
    drivers too, but they just didn't report it as an error. So behaviour
    shouldn't change.
    
    In the issue conversation we experimented with calling `continue` when
    this error happens, but I found that it results in some small issues
    like bevy_egui scale not updating with the window sometimes. Just doing
    nothing seems to work better.
    
    ## Changelog
    
    - Fixed crashing on Linux with Nvidia 550 driver when resizing the
    window
    
    ## Migration Guide
    
    ---------
    
    Co-authored-by: James Liu <[email protected]>
    2 people authored and mockersf committed Apr 1, 2024
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Commits on Apr 2, 2024

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Commits on Apr 4, 2024

  1. Disable RAY_QUERY and RAY_TRACING_ACCELERATION_STRUCTURE by default (b…

    …evyengine#12862)
    
    # Objective
    
    See gfx-rs/wgpu#5488 for context and
    rationale.
    
    ## Solution
    
    - Disables `wgpu::Features::RAY_QUERY` and
    `wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE` by default. They
    must be explicitly opted into now.
    
    ---
    
    ## Changelog
    
    - Disables `wgpu::Features::RAY_QUERY` and
    `wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE` by default. They
    must be explicitly opted into now.
    
    ## Migration Guide
    
    - If you need `wgpu::Features::RAY_QUERY` or
    `wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE`, enable them
    explicitly using `WgpuSettings::features`
    cart authored and mockersf committed Apr 4, 2024
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  2. Release: 0.13.2

    mockersf committed Apr 4, 2024
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Commits on Apr 22, 2024

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  2. fix: app updating when moving the cursor (#2)

    * fix: wait elapsed true due to window events
    
    * fix: reacting to window events
    
    * refactor: cleanup uneeded check
    
    * fix: 1 frame delay when changing WinitSettings
    
    * chore: comment
    Maximetinu authored Apr 22, 2024
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Commits on Apr 23, 2024

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Commits on Apr 24, 2024

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Commits on Apr 29, 2024

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Commits on May 14, 2024

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Commits on May 20, 2024

  1. fix: moving winit code

    pietrosophya committed May 20, 2024
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  2. chore: cleanup

    pietrosophya committed May 20, 2024
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  4. fix: using custom event

    pietrosophya committed May 20, 2024
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  5. chore: fmt ❤️

    pietrosophya committed May 20, 2024
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Commits on May 22, 2024

  1. fix: fixed compilation

    pietrosophya committed May 22, 2024
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Commits on May 23, 2024

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Commits on May 24, 2024

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Commits on Jun 4, 2024

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