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Fix 3D Gizmo webgpu rendering #14652
Commits on Jun 6, 2024
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Allow mix of hdr and non-hdr cameras to same render target (bevyengin…
…e#13419) Changes: - Track whether an output texture has been written to yet and only clear it on the first write. - Use `ClearColorConfig` on `CameraOutputMode` instead of a raw `LoadOp`. - Track whether a output texture has been seen when specializing the upscaling pipeline and use alpha blending for extra cameras rendering to that texture that do not specify an explicit blend mode. Fixes bevyengine#6754 ## Testing Tested against provided test case in issue: ![image](https://github.com/bevyengine/bevy/assets/10366310/d066f069-87fb-4249-a4d9-b6cb1751971b) --- ## Changelog - Allow cameras rendering to the same output texture with mixed hdr to work correctly. ## Migration Guide - - Change `CameraOutputMode` to use `ClearColorConfig` instead of `LoadOp`.
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Commits on Jun 8, 2024
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Update crate metadata for bevy state (bevyengine#13722)
- crate metadata for bevy_state has been copied from bevy_ecs - Update it
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Document the Release Candidate process (bevyengine#13718)
# Objective - Document how to release a RC ## Solution - Also allow CI to trigger on release branches
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rename the crate bevy_state_macros_official back to its original name (…
…bevyengine#13732) - Thanks to the original author we can now use the original name - Use it
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Make the component types of the new animation players clonable. (bevy…
…engine#13736) # Objective Some use cases might require holding onto the previous state of the animation player for change detection. ## Solution Added `clone` and `copy` implementation to most animation types. Added optimized `clone_from` implementations for the specific use case of holding a `PreviousAnimationPlayer` component. --------- Co-authored-by: Alice Cecile <[email protected]>
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13743 app exit hang (bevyengine#13744)
Fixes bevyengine#13743. --------- Co-authored-by: Brezak <[email protected]>
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Commits on Jun 9, 2024
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Clear messed up feature flag on AppExitStates impl (bevyengine#13737)
# Objective - In bevyengine#13649 additional method had been added to AppExitStates, but there feature gate left for method in implementation for App at refactoring stage. - Fixes bevyengine#13733 . ## Solution - Removed the feature gate. ## Testing - Ran reproducing example from bevyengine#13733 with no compilation errors
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view.inverse_clip_from_world should be world_from_clip (bevyengine#13756
) As per the other changes in bevyengine#13489 `view.inverse_clip_from_world` should be `world_from_clip`. # Objective fixes bevyengine#13749 ## Solution Modified lines.wgsl to use the right name as the current name does not exist. ## Testing I ran the 3d_gizmos example and pressed "p". ![screenshot-2024-06-08-at-13 21 22@2x](https://github.com/bevyengine/bevy/assets/551247/b8bfd3db-8273-4606-9dae-040764339883) ![screenshot-2024-06-08-at-13 21 26@2x](https://github.com/bevyengine/bevy/assets/551247/2619f1ae-ce83-44d7-a9fc-07e686950887)
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Fix EntityCommands::despawn docs (bevyengine#13774)
# Objective The `EntityCommands::despawn` method was previously changed from panicking behavior to a warning, but the docs continue to state that it panics. ## Solution - Removed panic section, copied warning blurb from `World::despawn` - Adds a similar warning blurb to `DespawnRecursiveExt::despawn_recursive` and `DespawnRecursiveExt::despawn_descendants`
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Commits on Jun 10, 2024
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Let init_non_send_resource require FromWorld instead of Default (bevy…
…engine#13779) # Objective - Let `init_non_send_resource` take `FromWorld` values again, not only `Default` - This reverts an unintended breaking change introduced in bevyengine#9202 ## Solution - The resource initialized with `init_non_send_resource` requires `FromWorld` again
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2D top-down camera example (bevyengine#12720)
# Objective This PR addresses the 2D part of bevyengine#12658. I plan to separate the examples and make one PR per camera example. ## Solution Added a new top-down example composed of: - [x] Player keyboard movements - [x] UI for keyboard instructions - [x] Colors and bloom effect to see the movement of the player - [x] Camera smooth movement towards the player (lerp) ## Testing ```bash cargo run --features="wayland,bevy/dynamic_linking" --example 2d_top_down_camera ``` https://github.com/bevyengine/bevy/assets/10638479/95db0587-e5e0-4f55-be11-97444b795793
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Add segments to
ExtrusionBuilder
(bevyengine#13719)# Objective - Add support for `segments` for extrusion-meshes, akin to what is possible with cylinders ## Solution - Added a `.segments(segments: usize)` function to `ExtrusionBuilder`. - Implemented support for segments in the meshing algorithm. - If you set `.segments(0)`, the meshing will fail, just like it does with cylinders. ## Additional information Here is a wireframe of some extrusions with 1, 2, 3, etc. segments: ![image_2024-06-06_233205114](https://github.com/bevyengine/bevy/assets/62256001/358081e2-172d-407b-8bdb-9cda88eb4664) --------- Co-authored-by: Lynn Büttgenbach <[email protected]>
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Improve error handling for
AssetServer::add_async
(bevyengine#13745)# Objective The method `AssetServer::add_async` (added in bevyengine#13700) requires a future that returns an `AssetLoadError` error, which was a bit of an oversight on my part, as that type of error only really makes sense in the context of bevy's own asset loader -- returning it from user-defined futures isn't very useful. ## Solution Allow passing custom error types to `add_async`, which get cast into a trait object matching the form of `AssetLoader::load`. If merged before the next release this will not be a breaking change
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Remove unused mip_bias parameter from apply_normal_mapping (bevyengin…
…e#13752) Mip bias is no longer used here
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Adds back in way to convert color to u8 array, implemented for the tw…
…o RGB color types, also renames Color::linear to Color::to_linear. (bevyengine#13759) # Objective One thing missing from the new Color implementation in 0.14 is the ability to easily convert to a u8 representation of the rgb color. (note this is a redo of PR bevyengine#13739 as I needed to move the source branch ## Solution I have added to_u8_array and to_u8_array_no_alpha to a new trait called ColorToPacked to mirror the f32 conversions in ColorToComponents and implemented the new trait for Srgba and LinearRgba. To go with those I also added matching from_u8... functions and converted a couple of cases that used ad-hoc implementations of that conversion to use these. After discussion on Discord of the experience of using the API I renamed Color::linear to Color::to_linear, as without that it looks like a constructor (like Color::rgb). I also added to_srgba which is the other commonly converted to type of color (for UI and 2D) to match to_linear. Removed a redundant extra implementation of to_f32_array for LinearColor as it is also supplied in ColorToComponents (I'm surprised that's allowed?) ## Testing Ran all tests and manually tested. Added to_and_from_u8 to linear_rgba::tests ## Changelog visible change is Color::linear becomes Color::to_linear. --------- Co-authored-by: John Payne <[email protected]>
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Meshlet misc (bevyengine#13761)
- Copy module docs so that they show up in the re-export - Change meshlet_id to cluster_id in the debug visualization - Small doc tweaks
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Add more granular system sets for state transition schedule ordering (b…
…evyengine#13763) # Objective Fixes bevyengine#13711 ## Solution Introduce smaller, generic system sets for each schedule variant, which are ordered against other generic variants: - `ExitSchedules<S>` - For `OnExit` schedules, runs from leaf states to root states. - `TransitionSchedules<S>` - For `OnTransition` schedules, runs in arbitrary order. - `EnterSchedules<S>` - For `OnEnter` schedules, runs from root states to leaf states. Also unified `ApplyStateTransition<S>` schedule which works in basically the same way, just for internals. ## Testing - One test that tests schedule execution order --------- Co-authored-by: Lee-Orr <[email protected]>
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Clarify error message due to missing shader file (bevyengine#13766)
# Objective The error printed-out due to a missing shader file was confusing; This PR changes the error message. Fixes bevyengine#13644 ## Solution I replaced the confusing wording (`... shader is not loaded yet`) with a clear explanation (`... shader could not be loaded`) ## Testing > Did you test these changes? If so, how? removing `assets/shaders/game_of_life.wgsl` & running its associated example now produces the following error: ``` thread '<unnamed>' panicked at examples/shader/compute_shader_game_of_life.rs:233:25: Initializing assets/shaders/game_of_life.wgsl: Pipeline could not be compiled because the following shader could not be loaded: AssetId<bevy_render::render_resource::shader::Shader>{ index: 0, generation: 0} note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace Encountered a panic in system `bevy_render::renderer::render_system`! ``` I don't think there are any tests expecting the previous error message, so this change should not break anything. > Are there any parts that need more testing? If there was an intent behind the original message, this might need more attention. > How can other people (reviewers) test your changes? Is there anything specific they need to know? One should be able to preview the changes by running any example after deleting/renaming their associated shader(s). > If relevant, what platforms did you test these changes on, and are there any important ones you can't test? N/A
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fix docs around
StateTransition
and remove references to `apply_sta… (bevyengine#13772) The documentation for the `State` resource still referenced the use of `apply_state_transition` to manually force a state transition to occur, and the question around how to force transitions had come up a few times on discord. This is a docs-only change, that does the following: - Properly references `StateTransition` in the `MainSchedule` docs - replace the explanations for applying `NextState` with ones that explain the `StateTransition` schedule, and mentions the possibility of calling it manually - Add an example of calling `StateTransition` manually in the docs for the state transition schedule itself. --------- Co-authored-by: Alice Cecile <[email protected]>
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Make FOG_ENABLED a shader_def instead of material flag (bevyengine#13783
) # Objective - If the fog is disabled it still generates a useless branch which can hurt performance ## Solution - Make the flag a shader_def instead ## Testing - I tested enabling/disabling fog works as expected per-material in the fog example - I also tested that scenes that don't add the FogSettings resource still work correctly ## Review notes I'm not sure how to handle the removed material flag. Right now I just commented it out and added a not to reuse it instead of creating a new one.
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Update serialize flag for bevy_ecs (bevyengine#13740)
# Objective There were some issues with the `serialize` feature: - `bevy_app` had a `serialize` feature and a dependency on `serde` even there is no usage of serde at all inside `bevy_app` - the `bevy_app/serialize` feature enabled `bevy_ecs/serde`, which is strange - `bevy_internal/serialize` did not enable `bevy_app/serialize` so there was no way of serializing an Entity in bevy 0.14 ## Solution - Remove `serde` and `bevy_app/serialize` - Add a `serialize` flag on `bevy_ecs` that enables `serde` - ` bevy_internal/serialize` now enables `bevy_ecs/serialize`
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Remove extra call to clear_trackers (bevyengine#13762)
Fixes bevyengine#13758. # Objective Calling `update` on the main app already calls `clear_trackers`. Calling it again in `SubApps::update` caused RemovedCompenet Events to be cleared earlier than they should be. ## Solution - Don't call clear_trackers an extra time. ## Testing I manually tested the fix with this unit test: ``` #[cfg(test)] mod test { use crate::core::{FrameCount, FrameCountPlugin}; use crate::prelude::*; #[test] fn test_next_frame_removal() { #[derive(Component)] struct Foo; #[derive(Resource)] struct RemovedCount(usize); let mut app = App::new(); app.add_plugins(FrameCountPlugin); app.add_systems(Startup, |mut commands: Commands| { for _ in 0..100 { commands.spawn(Foo); } commands.insert_resource(RemovedCount(0)); }); app.add_systems(First, |counter: Res<FrameCount>| { println!("Frame {}:", counter.0) }); fn detector_system( mut removals: RemovedComponents<Foo>, foos: Query<Entity, With<Foo>>, mut removed_c: ResMut<RemovedCount>, ) { for e in removals.read() { println!(" Detected removed Foo component for {e:?}"); removed_c.0 += 1; } let c = foos.iter().count(); println!(" Total Foos: {}", c); assert_eq!(c + removed_c.0, 100); } fn deleter_system(foos: Query<Entity, With<Foo>>, mut commands: Commands) { foos.iter().next().map(|e| { commands.entity(e).remove::<Foo>(); }); } app.add_systems(Update, (detector_system, deleter_system).chain()); app.update(); app.update(); app.update(); app.update(); } } ```
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Poll system information in separate tasks (bevyengine#13693)
Reading system information severely slows down the update loop. Fixes bevyengine#12848. Read system info in a separate thread. - Open the scene 3d example - Add `FrameTimeDiagnosticsPlugin`, `SystemInformationDiagnosticsPlugin` and `LogDiagnosticsPlugin` to the app. - Add this system to the update schedule to disable Vsync on the main window ```rust fn change_window_mode(mut windows: Query<&mut Window, Added<Window>>) { for mut window in &mut windows { window.present_mode = PresentMode::AutoNoVsync; } } ``` - Read the fps values in the console before and after this PR. On my PC I went from around 50 fps to around 1150 fps. --- - The `SystemInformationDiagnosticsPlugin` now reads system data separate of the update cycle. - The `EXPECTED_SYSTEM_INFORMATION_INTERVAL` constant which defines how often we read system diagnostic data. --------- Co-authored-by: IceSentry <[email protected]>
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Fix meshlet vertex attribute interpolation (bevyengine#13775)
# Objective - Mikktspace requires that we normalize world normals/tangents _before_ interpolation across vertices, and then do _not_ normalize after. I had it backwards. - We do not (am not supposed to?) need a second set of barycentrics for motion vectors. If you think about the typical raster pipeline, in the vertex shader we calculate previous_world_position, and then it gets interpolated using the current triangle's barycentrics. ## Solution - Fix normal/tangent processing - Reuse barycentrics for motion vector calculations - Not implementing this for 0.14, but long term I aim to remove explicit vertex tangents and calculate them in the shader on the fly. ## Testing - I tested out some of the normal maps we have in repo. Didn't seem to make a difference, but mikktspace is all about correctness across various baking tools. I probably just didn't have any of the ones that would cause it to break. - Didn't test motion vectors as there's a known bug with the depth buffer and meshlets that I'm waiting on the render graph rewrite to fix.
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Commits on Jun 11, 2024
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Custom primitives example (bevyengine#13795)
# Objective - Add a new example showcasing how to add custom primitives and what you can do with them. ## Solution - Added a new example `custom_primitives` with a 2D heart shape primitive highlighting - `Bounded2d` by implementing and visualising bounding shapes, - `Measured2d` by implementing it, - `Meshable` to show the shape on the screen - The example also includes an `Extrusion<Heart>` implementing - `Measured3d`, - `Bounded3d` using the `BoundedExtrusion` trait and - meshing using the `Extrudable` trait. ## Additional information Here are two images of the heart and its extrusion: ![image_2024-06-10_194631194](https://github.com/bevyengine/bevy/assets/62256001/53f1836c-df74-4ba6-85e9-fabdafa94c66) ![Screenshot 2024-06-10 194609](https://github.com/bevyengine/bevy/assets/62256001/b1630e71-6e94-4293-b7b5-da8d9cc98faf) --------- Co-authored-by: Jakub Marcowski <[email protected]>
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Add
from_color
toStandardMaterial
andColorMaterial
(bevyengin……e#13791) # Objective Closes bevyengine#13738 ## Solution Added `from_color` to materials that would support it. Didn't add `from_color` to `WireframeMaterial` as it doesn't seem we expect users to be constructing them themselves. ## Testing None --- ## Changelog ### Added - `from_color` to `StandardMaterial` so you can construct this material from any color type. - `from_color` to `ColorMaterial` so you can construct this material from any color type.
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Revert "Make FOG_ENABLED a shader_def instead of material flag (bevye…
…ngine#13783)" (bevyengine#13803) This reverts commit 3ced49f. Relevant to bevyengine#13802. This wasn't done quite right and partially broke fog. Co-authored-by: Alice Cecile <[email protected]>
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Revert "constrain WorldQuery::init_state argument to ComponentInitial… (
bevyengine#13804) …izer (bevyengine#13442)" This reverts commit 5cfb063. - This PR broke bevy-trait-query, which needs to be able to write a resource in init_state. See bevyengine#13798 for more details. - Note this doesn't fix everything as transmutes for bevy-trait-query will still be broken,. But the current usage in that crate is UB, so we need to find another solution.
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Fix minor typos in query join docs (bevyengine#13812)
# Objective - Correct typos in docs for `Query::join`'s docs ## Solution - Fix them Co-authored-by: François Mockers <[email protected]>
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Commits on Jun 14, 2024
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Ensure that events are updated even when using a bare-bones Bevy App (b…
…evyengine#13808) (bevyengine#13842) # Objective - Related to bevyengine#13825 ## Solution - Cherry picked the merged PR and performed the necessary changes to adapt it to the 0.14 release branch. --------- As discovered in Leafwing-Studios/leafwing-input-manager#538, there appears to be some real weirdness going on in how event updates are processed between Bevy 0.13 and Bevy 0.14. To identify the cause and prevent regression, I've added tests to validate the intended behavior. My initial suspicion was that this would be fixed by bevyengine#13762, but that doesn't seem to be the case. Instead, events appear to never be updated at all when using `bevy_app` by itself. This is part of the problem resolved by bevyengine#11528, and introduced by bevyengine#10077. After some investigation, it appears that `signal_event_update_system` is never added using a bare-bones `App`, and so event updates are always skipped. This can be worked around by adding your own copy to a later-in-the-frame schedule, but that's not a very good fix. Ensure that if we're not using a `FixedUpdate` schedule, events are always updated every frame. To do this, I've modified the logic of `event_update_condition` and `event_update_system` to clearly and correctly differentiate between the two cases: where we're waiting for a "you should update now" signal and where we simply don't care. To encode this, I've added the `ShouldUpdateEvents` enum, replacing a simple `bool` in `EventRegistry`'s `needs_update` field. Now, both tests pass as expected, without having to manually add a system! I've written two parallel unit tests to cover the intended behavior: 1. Test that `iter_current_update_events` works as expected in `bevy_ecs`. 2. Test that `iter_current_update_events` works as expected in `bevy_app` I've also added a test to verify that event updating works correctly in the presence of a fixed main schedule, and a second test to verify that fixed updating works at all to help future authors narrow down failures. - [x] figure out why the `bevy_app` version of this test fails but the `bevy_ecs` version does not - [x] figure out why `EventRegistry::run_updates` isn't working properly - [x] figure out why `EventRegistry::run_updates` is never getting called - [x] figure out why `event_update_condition` is always returning false - [x] figure out why `EventRegistry::needs_update` is always false - [x] verify that the problem is a missing `signal_events_update_system` Co-authored-by: Alice Cecile <[email protected]> Co-authored-by: Mike <[email protected]>
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Add missing plugins to doc of DefaultPlugins (bevyengine#13833)
StatesPlugin and GizmoPlugin were missing from the doc comment of DefaultPlugins. I am not sure whether this was for a reason, but i just stumbled over it and it seemed off... ## Testing I'm not sure how to test these changes?
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Use dynamic uniform buffer in post processing example (bevyengine#13540)
# Objective While learning about shaders and pipelines, I found this example to be misleading; it wasn't clear to me how the node knew what the correct "instance" of `PostProcessSettings` we should send to the shader (as the combination of `ExtractComponentPlugin` and `UniformComponentPlugin` extracts + sends _all_ of our `PostProcessSetting` components to the GPU). The goal of this PR is to clarify how to target the view specific `PostProcessSettings` in the shader when there are multiple cameras. ## Solution To accomplish this, we can use a dynamic uniform buffer for `PostProcessSettings`, querying for the relevant `DynamicUniformIndex` in the `PostProcessNode` to get the relevant index to use with the bind group. While the example in its current state is _correct_, I believe that fact that it's intended to showcase a per camera post processing effect warrants a dynamic uniform buffer (even though in the context of this example we have only one camera, and therefore no adverse behaviour). ## Testing - Run the `post_processing` example before and after this change, verifying they behave the same. ## Reviewer notes This is my first PR to Bevy, and I'm by no means an expert in the world of rendering (though I'm trying to learn all I can). If there's a better way to do this / a reason not to take this route, I'd love to hear it! Thanks in advance.
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reduce the antialias strength (bevyengine#13814)
# Objective - Fixes bevyengine#13807 ## Solution - Before this pr we antialiased between 0.5 and -0.5. This pr changes things to antialias between 0.25 and -0.25. I tried slightly larger ranges, but the edge between the boxes still showed. I'm not 100% sure this is the correct solution, but from what I could find the range you use is more art than science. ## Testing - Ran rounded_borders example, the code in the linked issue, and the testing example from bevyengine#12702. --- ## Changelog - reduce antialiasing in ui shader.
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Currently blocked on gfx-rs/wgpu#5774 # Objective Update to wgpu 0.20 ## Solution Update to wgpu 0.20 and naga_oil 0.14. ## Testing Tested a few different examples on linux (vulkan, webgl2, webgpu) and windows (dx12 + vulkan) and they worked. --- ## Changelog - Updated to wgpu 0.20. Note that we don't currently support wgpu's new pipeline overridable constants, as they don't work on web currently and need some more changes to naga_oil (and are somewhat redundant with naga_oil's shader defs). See wgpu's changelog for more https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0200-2024-04-28 ## Migration Guide TODO --------- Co-authored-by: Alice Cecile <[email protected]> Co-authored-by: François Mockers <[email protected]>
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fix non-exact text h-alignment (bevyengine#13846)
# Objective when a parent container is auto-sized, text alignments `Center` and `Right` don't align to the center and right properly. fix it ## Solution ab_glyph positions return +/- values from an anchor point. we currently transform them to positive values from the min-x of the glyphs, and then offset from the left of the bounds. instead, we can keep the negative values as ab_glyph intended and offset from the left/middle/right of the bounds as appropriate. ## Testing texts with align left, center, right, all contained in the purple boxes: before (0.14.0-rc.2): ![Screenshot 2024-06-14 165456](https://github.com/bevyengine/bevy/assets/50659922/90fb73b0-d8bd-4ae8-abf3-7106eafc93ba) after: ![Screenshot 2024-06-14 164449](https://github.com/bevyengine/bevy/assets/50659922/0a75ff09-b51d-4fbe-a491-b655a145c08b) code: ```rs use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } fn setup(mut commands: Commands) { commands.spawn(Camera2dBundle::default()); for (left, justify) in [ (100.0, JustifyText::Left), (500.0, JustifyText::Center), (900.0, JustifyText::Right), ] { commands // container .spawn(NodeBundle { style: Style { flex_direction: FlexDirection::Column, position_type: PositionType::Absolute, left: Val::Px(left), top: Val::Px(100.0), width: Val::Px(300.0), ..Default::default() }, ..Default::default() }) .with_children(|commands| { commands.spawn(NodeBundle{ style: Style { flex_direction: FlexDirection::Row, height: Val::Px(75.0), ..Default::default() }, background_color: Color::srgb(1.0, 0.0, 1.0).into(), ..Default::default() }).with_children(|commands| { // a div that reduces the available size commands.spawn(NodeBundle { style: Style { width: Val::Px(75.0), ..Default::default() }, background_color: Color::srgb(0.0, 1.0, 0.0).into(), ..Default::default() }); // text with width=auto, but actual size will not be what it expcets due to the sibling div above commands.spawn(TextBundle { text: Text::from_section("Some text that wraps onto a second line", Default::default()).with_justify(justify), style: Style { align_self: AlignSelf::Center, ..Default::default() }, ..Default::default() }); }); }); } } ```
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Fix is_plugin_added::<Self>() being true during build (bevyengine#13817)
# Objective Fixes bevyengine#13815 ## Solution Move insertion of the plugin name to after build is called. ## Testing I added a regression test --------- Co-authored-by: Alice Cecile <[email protected]> Co-authored-by: François Mockers <[email protected]> Co-authored-by: François Mockers <[email protected]>
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Commits on Jun 15, 2024
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Restore overwrite capabilities of
insert_state
(bevyengine#13848)# Objective - Fixes bevyengine#13844 - Warn user when initializing state multiple times ## Solution - `insert_state` will overwrite previously initialized state value, reset transition events and re-insert it's own transition event. - `init_state`, `add_sub_state`, `add_computed_state` are idempotent, so calling them multiple times will emit a warning. ## Testing - 2 tests confirming overwrite works. - Given the example from bevyengine#13844 ```rs use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .insert_state(AppState::A) .insert_state(AppState::B) .add_systems(OnEnter(AppState::A), setup_a) .add_systems(OnEnter(AppState::B), setup_b) .add_systems(OnExit(AppState::A), cleanup_a) .add_systems(OnExit(AppState::B), cleanup_b) .run(); } #[derive(States, Debug, Clone, PartialEq, Eq, Hash)] enum AppState { A, B, } fn setup_a() { info!("setting up A"); } fn setup_b() { info!("setting up B"); } fn cleanup_a() { info!("cleaning up A"); } fn cleanup_b() { info!("cleaning up B"); } ``` We get the following result: ``` INFO states: setting up B ``` which matches our expectations.
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Commits on Jun 16, 2024
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Generalised ECS reactivity with Observers (bevyengine#10839) (bevyeng…
…ine#13873) # Objective - Fixes bevyengine#13825 ## Solution - Cherry picked and fixed non-trivial conflicts to be able to merge bevyengine#10839 into the 0.14 release branch. Link to PR: bevyengine#10839 Co-authored-by: James O'Brien <[email protected]> Co-authored-by: Alice Cecile <[email protected]> Co-authored-by: MiniaczQ <[email protected]> Co-authored-by: Carter Anderson <[email protected]>
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text position: use size instead of bounds (bevyengine#13858)
# Objective - bevyengine#13846 introduced a bug where text not bound was not displayed ## Solution - bounds are infinite - use computed size instead, that already should be using the available bounds
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Commits on Jun 19, 2024
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remove inaccurate warning from
in_state
(bevyengine#13862)# Objective Fixes bevyengine#13854 ## Solution Removed the inaccurate warning. This was done for a few reasons: - States not existing is now a valid "state" (for lack of a better term) - Other run conditions don't provide an equivalent warning
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Warn about missing
StatesPlugin
when installing states (bevyengine#……13877) # Objective - Fixes bevyengine#13874 ## Solution - Confirm that the `StatesPlugin` is installed when trying to add states. - Skipped for state scoped entities, since those will warn about missing states.
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Make time_system public (bevyengine#13879)
# Objective If `time_system` isn't public you cannot order systems relative to it in the `TimeSystem` set. ## Solution Make it public
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observers example doesn't follow standards (bevyengine#13884)
# Objective - Observers example is using an unseeded random, prints text to console and doesn't display text as other examples ## Solution - use seeded random - log instead of printing - use common settings for UI text
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Fix phantom key presses in winit on focus change (bevyengine#13299) (b…
…evyengine#13696) # Objective Fixes bevyengine#13299 On Linux/X11, changing focus into a winit window will produce winit KeyboardInput events with a "is_synthetic=true" flag that are not intended to be used. Bevy erroneously passes them on to the user, resulting in phantom key presses. ## Solution This patch properly filters out winit KeyboardInput events with "is_synthetic=true". For example, pressing Alt+Tab to focus a bevy winit window results in a permanently stuck Tab key until the user presses Tab once again to produce a winit KeyboardInput release event. The Tab key press event that causes this problem is "synthetic", should not be used according to the winit devs, and simply ignoring it fixes this problem. Synthetic key **releases** are still evaluated though, as they are essential for correct release key handling. For example, if the user binds the key combination Alt+1 to the action "move the window to workspace 1", places the bevy game in workspace 2, focuses the game and presses Alt+1, then the key release event for the "1" key will be synthetic. If we would filter out all synthetic keys, the bevy game would think that the 1 key remains pressed forever, until the user manually presses+releases the key again inside bevy. Reference: https://docs.rs/winit/0.30.0/winit/event/enum.WindowEvent.html#variant.KeyboardInput.field.is_synthetic Relevant discussion: rust-windowing/winit#3543 ## Testing Tested with the "keyboard_input_events" example. Entering/exiting the window with various keys, as well as changing its workspace, produces the correct press/release events.
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Add first person view model example (bevyengine#13828)
# Objective A very common way to organize a first-person view is to split it into two kinds of models: - The *view model* is the model that represents the player's body. - The *world model* is everything else. The reason for this distinction is that these two models should be rendered with different FOVs. The view model is typically designed and animated with a very specific FOV in mind, so it is generally *fixed* and cannot be changed by a player. The world model, on the other hand, should be able to change its FOV to accommodate the player's preferences for the following reasons: - *Accessibility*: How prone is the player to motion sickness? A wider FOV can help. - *Tactical preference*: Does the player want to see more of the battlefield? Or have a more zoomed-in view for precision aiming? - *Physical considerations*: How well does the in-game FOV match the player's real-world FOV? Are they sitting in front of a monitor or playing on a TV in the living room? How big is the screen? ## Solution I've added an example implementing the described setup as follows. The `Player` is an entity holding two cameras, one for each model. The view model camera has a fixed FOV of 70 degrees, while the world model camera has a variable FOV that can be changed by the player. I use different `RenderLayers` to select what to render. - The world model camera has no explicit `RenderLayers` component, so it uses the layer 0. All static objects in the scene are also on layer 0 for the same reason. - The view model camera has a `RenderLayers` component with layer 1, so it only renders objects explicitly assigned to layer 1. The arm of the player is one such object. The order of the view model camera is additionally bumped to 1 to ensure it renders on top of the world model. - The light source in the scene must illuminate both the view model and the world model, so it is assigned to both layers 0 and 1. To better see the effect, the player can move the camera by dragging their mouse and change the world model's FOV with the arrow keys. The arrow up key maps to "decrease FOV" and the arrow down key maps to "increase FOV". This sounds backwards on paper, but is more intuitive when actually changing the FOV in-game since a decrease in FOV looks like a zoom-in. I intentionally do not allow changing the view model's FOV even though it would be illustrative because that would be an anti-pattern and bloat the code a bit. The example is called `first_person_view_model` and not just `first_person` because I want to highlight that this is not a simple flycam, but actually renders the player. ## Testing Default FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/8c2e804f-fac2-48c7-8a22-d85af999dfb2"> Decreased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/1733b3e5-f583-4214-a454-3554e3cbd066"> Increased FOV: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/9047632/0b0640e6-5743-46f6-a79a-7181ba9678e8"> Note that the white bar on the right represents the player's arm, which is more obvious in-game because you can move the camera around. The box on top is there to make sure that the view model is receiving shadows. I tested only on macOS. --- ## Changelog I don't think new examples go in here, do they? ## Caveat The solution used here was implemented with help by @robtfm on [Discord](https://discord.com/channels/691052431525675048/866787577687310356/1241019224491561000): > shadow maps are specific to lights, not to layers > if you want shadows from some meshes that are not visible, you could have light on layer 1+2, meshes on layer 2, camera on layer 1 (for example) > but this might change in future, it's not exactly an intended feature In other words, the example code as-is is not guaranteed to work in the future. I want to bring this up because the use-case presented here is extremely common in first-person games and important for accessibility. It would be good to have a blessed and easy way of how to achieve it. I'm also not happy about how I get the `perspective` variable in `change_fov`. Very open to suggestions :) ## Related issues - Addresses parts of bevyengine#12658 - Addresses parts of bevyengine#12588 --------- Co-authored-by: Pascal Hertleif <[email protected]>
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Update observer archetype flags for sparse components (bevyengine#13886)
# Objective - Fixes bevyengine#13885 ## Solution - Update the flags correctly on archetype creation ## Testing - Added `observer_order_insert_remove_sparse` to catch regressions.
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Shader code paths (bevyengine#13908)
# Objective Add extra metadata for the shader examples that contains the location of their associated shader file(s). This is to be used for the bevy website shader examples so that the shader code is underneath the rust code. ## Solution Parse the example rust files for mentions of `.wgsl`, `.frag`, and `.vert`, then append the found paths to a field called `shader_code_paths` in the generated `index.md`s for each shader example.
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Commits on Jun 21, 2024
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bug: Fix 9-slice textures with asymmetric borders. (bevyengine#13921)
# Objective Fix a 9-slice asymmetric border issue that [QueenOfSquiggles](https://blobfox.coffee/@queenofsquiggles/112639035165575222) found. Here's the behavior before: <img width="340" alt="the-bug" src="https://github.com/bevyengine/bevy/assets/54390/81ff1847-b2ea-4578-9fd0-af6ee96c5438"> ## Solution Here's the behavior with the fix. <img width="327" alt="the-fix" src="https://github.com/bevyengine/bevy/assets/54390/33a4e3f0-b6a8-448e-9654-1197218ea11d"> ## Testing I used QueenOfSquiggles [repo](https://github.com/QueenOfSquiggles/my-bevy-learning-project) to exercise the code. I manually went through a number of variations of the border and caught a few other issues after the first pass. I added some code to create random borders and though they often looked funny there weren't any gaps like before. ### Unit Tests I did add some tests to `slicer.rs` mostly as an exploratory programming exercise. So they currently act as a limited, incomplete, "golden-file"-ish approach. Perhaps they're not worth keeping. In order to write the tests, I did add a `PartialEq` derive for `TextureSlice`. I only tested these changes on macOS. --- ## Changelog Make 9-slice textures work with asymmetric borders.
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Move
StateTransitionSteps
registration to states plugin (bevyengine……#13939) # Objective Fixes bevyengine#13920 ## Solution As described in the issue. ## Testing Moved a custom transition plugin in example before any of the app-state methods.
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Use a ship in Transform::align example (bevyengine#13935)
# Objective The documentation for [`Transform::align`](https://docs.rs/bevy/0.14.0-rc.3/bevy/transform/components/struct.Transform.html#method.align) mentions a hypothetical ship model. Showing this concretely would be a nice improvement over using a cube. > For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates and its dorsal fin pointing in the Y-direction, then align(Dir3::X, v, Dir3::Y, w) will make the spaceship’s nose point in the direction of v, while the dorsal fin does its best to point in the direction w. ## Solution This commit makes the ship less hypothetical by using a kenney ship model in the example. The local axes for the ship needed to change to accommodate the gltf, so the hypothetical in the documentation and this example's local axes don't necessarily match. Docs use `align(Dir3::X, v, Dir3::Y, w)` and this example now uses `(Vec3::NEG_Z, *first, Vec3::X, *second)`. I manually modified the `craft_speederD` Node's `translation` to be 0,0,0 in the gltf file, which means it now differs from kenney's original model. Original ship from: https://kenney.nl/assets/space-kit ## Testing ``` cargo run --example align ``` ![screenshot-2024-06-19-at-14 27 05@2x](https://github.com/bevyengine/bevy/assets/551247/ab1afc8f-76b2-42b6-b455-f0d1c77cfed7) ![screenshot-2024-06-19-at-14 27 12@2x](https://github.com/bevyengine/bevy/assets/551247/4a01031c-4ea1-43ab-8078-3656db67efe0) ![screenshot-2024-06-19-at-14 27 20@2x](https://github.com/bevyengine/bevy/assets/551247/06830f38-ba2b-4e3a-a265-2d10f9ea9de9)
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Correctly check physical size when updating winit (bevyengine#13942)
Fixes bevyengine#13701 After `winit` upgrade to `0.31`, windows were no longer correctly resizing. This appears to just have been a simple mistake, where the new physical size was being sourced from the `winit` window rather than on the incoming `Window` component. ## Testing Tested on macOS, but I'm curious whether this was also broken on other platforms.
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apply window scale to window size when creating it (bevyengine#13967)
# Objective - Fixes bevyengine#13702 - When creating a new window, its scale was changed to match the one returned by winit, but its size was not which resulted in an incorrect size until the event with the correct size was received, at least 1 frame later ## Solution - Apply the window scale to its size when creating it
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Make Observer::with_event (and other variants) unsafe (bevyengine#13954)
# Objective `with_event` will result in unsafe casting of event data of the given type to the type expected by the Observer system. This is inherently unsafe. ## Solution Flag `Observer::with_event` and `ObserverDescriptor::with_events` as unsafe. This will not affect normal workflows as `with_event` is intended for very specific (largely internal) use cases. This _should_ be backported to 0.14 before release. --- ## Changelog - `Observer::with_event` is now unsafe. - Rename `ObserverDescriptor::with_triggers` to `ObserverDescriptor::with_events` and make it unsafe.
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Fix meshlet interactions with regular shading passes (bevyengine#13816)
* Fixes bevyengine#13813 * Fixes bevyengine#13810 Tested a combined scene with both regular meshes and meshlet meshes with: * Regular forward setup * Forward + normal/motion vector prepasses * Deferred (with depth prepass since that's required) * Deferred + depth/normal/motion vector prepasses Still broken: * Using meshlet meshes rendering in deferred and regular meshes rendering in forward + depth/normal prepass. I don't know how to fix this at the moment, so for now I've just add instructions to not mix them.
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Commits on Jun 25, 2024
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Fixing par_read targetting 0.14 branch (bevyengine#14014)
Fix for par_read bugs retargetting 0.14. Remakes bevyengine#13836.
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fix panic: invalid SlotMap key used (bevyengine#13990)
# Objective Tight, in-frame generation, re-parenting, despawning, etc., UI operations could sometime lead taffy to panic (invalid SlotMap key used) when an entity with an invalid state later despawned. Fixes bevyengine#12403 ## Solution Move the `remove_entities` call after children updates. ## Testing `sickle_ui` had a case that always caused the panic. Tested before this change, after this change, and before the change again to make sure the error is there without the fix. The fix worked. Test steps and used commit described in issue bevyengine#12403. I have also ran every bevy UI example, though none of them deal with entity re-parenting or removal. No regression detected on them. Tested on Windows only.
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feat(bevy_app): expose an API to perform updates for a specific sub-a…
…pp. (bevyengine#14009) # Objective - Fixes bevyengine#14003 ## Solution - Expose an API to perform updates for a specific sub-app, so we can avoid mutable borrow the app twice. ## Testing - I have tested the API by modifying the code in the `many_lights` example with the following changes: ```rust impl Plugin for LogVisibleLights { fn build(&self, app: &mut App) { let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app.add_systems(Render, print_visible_light_count.in_set(RenderSet::Prepare)); } fn finish(&self, app: &mut App) { app.update_sub_app_by_label(RenderApp); } } ``` --- ## Changelog - add the `update_sub_app_by_label` API to `App` and `SubApps`. --------- Co-authored-by: Jan Hohenheim <[email protected]>
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Don't show
.to_bits
inDisplay
impl forEntity
(bevyengine#14011)accurate for debugging. To ensure that its can still be readily logged in error messages and inspectors, this PR added a more concise and human-friendly `Display` impl. However, users found this form too verbose: the `to_bits` information was unhelpful and too long. Fixes bevyengine#13980. - Don't include `Entity::to_bits` in the `Display` implementation for `Entity`. This information can readily be accessed and logged for users who need it. - Also clean up the implementation of `Display` for `DebugName`, introduced in bevyengine#13760, to simply use the new `Display` impl (since this was the desired format there). I've updated an existing test to verify the output of `Entity::display`. --------- Co-authored-by: Kristoffer Søholm <[email protected]>
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Fix MeshletMesh material system ordering (bevyengine#14016)
# Objective - Fixes bevyengine#13811 (probably, I lost my test code...) ## Solution - Turns out that Queue and PrepareAssets are _not_ ordered. We should probably either rethink our system sets (again), or improve the documentation here. For reference, I've included the current ordering below. - The `prepare_meshlet_meshes_X` systems need to run after `prepare_assets::<PreparedMaterial<M>>`, and have also been moved to QueueMeshes. ```rust schedule.configure_sets( ( ExtractCommands, ManageViews, Queue, PhaseSort, Prepare, Render, Cleanup, ) .chain(), ); schedule.configure_sets((ExtractCommands, PrepareAssets, Prepare).chain()); schedule.configure_sets(QueueMeshes.in_set(Queue).after(prepare_assets::<GpuMesh>)); schedule.configure_sets( (PrepareResources, PrepareResourcesFlush, PrepareBindGroups) .chain() .in_set(Prepare), ); ``` ## Testing - Ambiguity checker to make sure I don't have ambiguous system ordering
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Make default behavior for
BackgroundColor
andBorderColor
more in……tuitive (bevyengine#14017) # Objective In Bevy 0.13, `BackgroundColor` simply tinted the image of any `UiImage`. This was confusing: in every other case (e.g. Text), this added a solid square behind the element. bevyengine#11165 changed this, but removed `BackgroundColor` from `ImageBundle` to avoid confusion, since the semantic meaning had changed. However, this resulted in a serious UX downgrade / inconsistency, as this behavior was no longer part of the bundle (unlike for `TextBundle` or `NodeBundle`), leaving users with a relatively frustrating upgrade path. Additionally, adding both `BackgroundColor` and `UiImage` resulted in a bizarre effect, where the background color was seemingly ignored as it was covered by a solid white placeholder image. Fixes bevyengine#13969. ## Solution Per @viridia's design: > - if you don't specify a background color, it's transparent. > - if you don't specify an image color, it's white (because it's a multiplier). > - if you don't specify an image, no image is drawn. > - if you specify both a background color and an image color, they are independent. > - the background color is drawn behind the image (in whatever pixels are transparent) As laid out by @benfrankel, this involves: 1. Changing the default `UiImage` to use a transparent texture but a pure white tint. 2. Adding `UiImage::solid_color` to quickly set placeholder images. 3. Changing the default `BorderColor` and `BackgroundColor` to transparent. 4. Removing the default overrides for these values in the other assorted UI bundles. 5. Adding `BackgroundColor` back to `ImageBundle` and `ButtonBundle`. 6. Adding a 1x1 `Image::transparent`, which can be accessed from `Assets<Image>` via the `TRANSPARENT_IMAGE_HANDLE` constant. Huge thanks to everyone who helped out with the design in the linked issue and [the Discord thread](https://discord.com/channels/691052431525675048/1255209923890118697/1255209999278280844): this was very much a joint design. @cart helped me figure out how to set the UiImage's default texture to a transparent 1x1 image, which is a much nicer fix. ## Testing I've checked the examples modified by this PR, and the `ui` example as well just to be sure. ## Migration Guide - `BackgroundColor` no longer tints the color of images in `ImageBundle` or `ButtonBundle`. Set `UiImage::color` to tint images instead. - The default texture for `UiImage` is now a transparent white square. Use `UiImage::solid_color` to quickly draw debug images. - The default value for `BackgroundColor` and `BorderColor` is now transparent. Set the color to white manually to return to previous behavior.
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Commits on Jun 26, 2024
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AnyOf soundness fix (bevyengine#14013)
# Objective Fixes bevyengine#13993 PR inspired by bevyengine#14007 to accomplish the same thing, but maybe in a clearer fashion. @Gingeh feel free to take my changes and add them to your PR, I don't want to steal any credit --------- Co-authored-by: Gingeh <[email protected]> Co-authored-by: Bob Gardner <[email protected]> Co-authored-by: Martín Maita <[email protected]>
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don't crash without features
bevy_pbr
,ktx2
,zstd
(bevyengine#1……4020) # Objective - Fixes bevyengine#13728 ## Solution - add a new feature `smaa_luts`. if enables, it also enables `ktx2` and `zstd`. if not, it doesn't load the files but use placeholders instead - adds all the resources needed in the same places that system that uses them are added.
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Print warning when using llvmpipe (bevyengine#13780)
# Objective Numerous people have been confused that Bevy runs slowly, when the reason is that the `llvmpipe` software rendered is being used. ## Solution Printing a warning could reduce the confusion.
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example showcase: keep the order of the shaders imported (bevyengine#…
…14035) # Objective - After bevyengine#13908, shaders imported are collected - this is done with a hashset, so order is random between executions ## Solution - Don't use a hashset, and keep the order they were found in the example
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fix examples color_grading and mobile after BackgroundColor changes (b…
…evyengine#14033) # Objective - bevyengine#14017 changed how `UiImage` and `BackgroundColor` work - one change was missed in example `color_grading`, another in the mobile example ## Solution - Change it in the examples
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Emit a warning if the result of
EntityCommand::with_entity
is not u……sed (bevyengine#14028) When using combinators such as `EntityCommand::with_entity` to build commands, it can be easy to forget to apply that command, leading to dead code. In many cases this doesn't even lead to an unused variable warning, which can make these mistakes difficult to track down Annotate the method with `#[must_use]` Co-authored-by: Alice Cecile <[email protected]>
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Fix typo in CPU adapter warning (bevyengine#14037)
An annoying typo slipped through in bevyengine#13780
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Have WindowPosition::Centered take scale_factor_override into account (…
…bevyengine#13949) # Objective Fixes bevyengine#8916 My game has a low resolution pixel art style, and I use `.with_scale_factor_override()` to make the window larger. `WindowPosition::Centered` doesn't work for me. ## Solution If `scale_factor_override` is set, use that over `monitor.scale_factor` ## Testing Tested on Windows 11 with an Nvidia GPU: ### Main ![image](https://github.com/bevyengine/bevy/assets/3324533/5f9ae90e-b65a-48d9-b601-117df8f08a28) ### This PR ![image](https://github.com/bevyengine/bevy/assets/3324533/cd860611-7b6a-4ae5-b690-28d9ba8ea6ad)
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Commits on Jun 27, 2024
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Improve MeshletMesh::from_mesh performance (bevyengine#13904)
This change reworks `find_connected_meshlets` to scale more linearly with the mesh size, which significantly reduces the cost of building meshlet representations. As a small extra complexity reduction, it moves `simplify_scale` call out of the loop so that it's called once (it only depends on the vertex data => is safe to cache). The new implementation of connectivity analysis builds edge=>meshlet list data structure, which allows us to only iterate through `tuple_combinations` of a (usually) small list. There is still some redundancy as if two meshlets share two edges, they will be represented in the meshlet lists twice, but it's overall much faster. Since the hash traversal is non-deterministic, to keep this part of the algorithm deterministic for reproducible results we sort the output adjacency lists. Overall this reduces the time to process bunny mesh from ~4.2s to ~1.7s when using release; in unoptimized builds the delta is even more significant. This was tested by using bevyengine#13431 and: a) comparing the result of `find_connected_meshlets` using old and new code; they are equal in all steps of the clustering process b) comparing the rendered result of the old code vs new code *after* making the rest of the algorithm deterministic: right now the loop that iterates through the result of `group_meshlets()` call executes in different order between program runs. This is orthogonal to this change and can be fixed separately. Note: a future change can shrink the processing time further from ~1.7s to ~0.4s with a small diff but that requires an update to meshopt crate which is pending in gwihlidal/meshopt-rs#42. This change is independent.
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Make meshlet processing deterministic (bevyengine#13913)
This is a followup to bevyengine#13904 based on the discussion there, and switches two HashMaps that used meshlet ids as keys to Vec. In addition to a small further performance boost for `from_mesh` (1.66s => 1.60s), this makes processing deterministic modulo threading issues wrt CRT rand described in the linked PR. This is valuable for debugging, as you can visually or programmatically inspect the meshlet distribution before/after making changes that should not change the output, whereas previously every asset rebuild would change the meshlet structure. Tested with bevyengine#13431; after this change, the visual output of meshlets is consistent between asset rebuilds, and the MD5 of the output GLB file does not change either, which was not the case before.
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Improve MeshletMesh::from_mesh performance further (bevyengine#14038)
This change updates meshopt-rs to 0.3 to take advantage of the newly added sparse simplification mode: by default, simplifier assumes that the entire mesh is simplified and runs a set of calculations that are O(vertex count), but in our case we simplify many small mesh subsets which is inefficient. Sparse mode instead assumes that the simplified subset is only using a portion of the vertex buffer, and optimizes accordingly. This changes the meaning of the error (as it becomes relative to the subset, in our case a meshlet group); to ensure consistent error selection, we also use the ErrorAbsolute mode which allows us to operate in mesh coordinate space. Additionally, meshopt 0.3 runs optimizeMeshlet automatically as part of `build_meshlets` so we no longer need to call it ourselves. This reduces the time to build meshlet representation for Stanford Bunny mesh from ~1.65s to ~0.45s (3.7x) in optimized builds.
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Fix incorrect computation of mips for cluster occlusion lookup (bevye…
…ngine#14042) The comment was incorrect - we are already looking at the pyramid texture so we do not need to transform the size in any way. Doing that resulted in a mip that was too fine to be selected in certain cases, which resulted in a 2x2 pixel footprint not actually fully covering the cluster sphere - sometimes this could lead to a non-conservative depth value being computed which resulted in the cluster being marked as invisible incorrectly.
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add missing sort_unstable_by_key to QueryIter (bevyengine#14040)
# Objective `QueryIter::sort_unstable_by_key` is missing. ## Solution Add `QueryIter::sort_unstable_by_key`. ## Testing Added the new method to existing test. ## Changelog Added `QueryIter::sort_unstable_by_key`.
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Add missing StaticSystemParam::queue implementation. (bevyengine#14051)
# Objective `StaticSystemParam` should delegate all `SystemParam` methods to the inner param, but it looks like it was missed when the new `queue()` method was added in bevyengine#10839. ## Solution Implement `StaticSystemParam::queue()` to delegate to the inner param.
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Allow phase items not associated with meshes to be binned. (bevyengin…
…e#14029) As reported in bevyengine#14004, many third-party plugins, such as Hanabi, enqueue entities that don't have meshes into render phases. However, the introduction of indirect mode added a dependency on mesh-specific data, breaking this workflow. This is because GPU preprocessing requires that the render phases manage indirect draw parameters, which don't apply to objects that aren't meshes. The existing code skips over binned entities that don't have indirect draw parameters, which causes the rendering to be skipped for such objects. To support this workflow, this commit adds a new field, `non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple list of (bin key, entity) pairs. After drawing batchable and unbatchable objects, the non-mesh items are drawn one after another. Bevy itself doesn't enqueue any items into this list; it exists solely for the application and/or plugins to use. Additionally, this commit switches the asset ID in the standard bin keys to be an untyped asset ID rather than that of a mesh. This allows more flexibility, allowing bins to be keyed off any type of asset. This patch adds a new example, `custom_phase_item`, which simultaneously serves to demonstrate how to use this new feature and to act as a regression test so this doesn't break again. Fixes bevyengine#14004. ## Changelog ### Added * `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins to add custom items to.
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add PartialEq to Outline (bevyengine#14055)
# Objective `sickle_ui` needs `PartialEq` on components to turn them into animatable style attributes. ## Solution All properties of Outline is already `PartialEq`, add derive on `Outline` as well. ## Testing - used `sickle_ui` to test if it can be made animatable
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Fix error in AnyOf (bevyengine#14027)
# Objective - Fixes a correctness error introduced in bevyengine#14013 ... ## Solution I've been playing around a lot of with the access code and I realized that I introduced a soundness error when trying to simplify the code. When we have a `Or<(With<A>, With<B>)>` filter, we cannot call ``` let mut intermediate = FilteredAccess::default(); $name::update_component_access($name, &mut intermediate); _new_access.append_or(&intermediate); ``` because that's just equivalent to adding the new components as `Or` clauses. For example if the existing `filter_sets` was `vec![With<C>]`, we would then get `vec![With<C>, With<A>, With<B>]` which translates to `A or B or C`. Instead what we want is `(A and B) or (A and C)`, so we need to have each new OR clause compose with the existing access like so: ``` let mut intermediate = _access.clone(); // if we previously had a With<C> in the filter_set, this will become `With<C> AND With<A>` $name::update_component_access($name, &mut intermediate); _new_access.append_or(&intermediate); ``` ## Testing - Added a unit test that is broken in main, but passes in this PR
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Commits on Jun 29, 2024
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don't put previous skin/morph in the morphed_skinned_mesh_layout (bev…
…yengine#14065) # Objective - Fixes bevyengine#14059 - `morphed_skinned_mesh_layout` is the same as `morphed_skinned_motion_mesh_layout` but shouldn't have the skin / morph from previous frame, as they're used for motion ## Solution - Remove the extra entries ## Testing - Run with the glTF file reproducing bevyengine#14059, it works
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Commits on Jun 30, 2024
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only run one update per frame drawn (bevyengine#14023)
# Objective - Fixes bevyengine#13965 ## Solution - Don't run multiple updates for a single frame
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Commits on Jul 2, 2024
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Fix compile failure in WASM without
wgpu
backend (bevyengine#14081)# Objective - When no wgpu backend is selected, there should be a clear explanation. - Fix a regression in 0.14 when not using default features. I hit this compile failure when trying to build bevy_framepace for 0.14.0-rc.4 ``` error[E0432]: unresolved import `crate::core_3d::DEPTH_TEXTURE_SAMPLING_SUPPORTED` --> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/dof/mod.rs:59:19 | 59 | Camera3d, DEPTH_TEXTURE_SAMPLING_SUPPORTED, | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ no `DEPTH_TEXTURE_SAMPLING_SUPPORTED` in `core_3d` | note: found an item that was configured out --> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/core_3d/mod.rs:53:11 | 53 | pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = false; | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ note: found an item that was configured out --> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/core_3d/mod.rs:63:11 | 63 | pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = true; | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ``` ## Solution - Ensure that `DEPTH_TEXTURE_SAMPLING_SUPPORTED` is either `true` or `false`, it shouldn't be completely missing. ## Testing - Building on WASM without default features, which now seemingly no longer includes webgl, will panic on startup with a message saying that no wgpu backend was selected. This is much more helpful than the compile time failure: ``` No wgpu backend feature that is implemented for the target platform was enabled ``` - I can see an argument for making this a compile time failure, however the current failure mode is very confusing for novice users, and provides no clues for how to fix it. If we want this to fail at compile time, we should do it in a way that fails with a helpful message, similar to what this PR acheives.
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Support operations for render layers and fix equality comparisons (be…
…vyengine#13310) # Objective Allow combining render layers with a more-ergonomic syntax than `RenderLayers::from_iter(a.iter().chain(b.iter()))`. ## Solution Add the `or` operation (and corresponding `const` method) to allow computing the union of a set of render layers. While we're here, also added `and` and `xor` operations. Someone might find them useful ## Testing Added a simple unit test.
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Clarify the difference between default render layers and
none
rende……r layers (bevyengine#14075) # Objective It's not always obvious what the default value for `RenderLayers` represents. It is documented, but since it's an implementation of a trait method the documentation may or may not be shown depending on the IDE. ## Solution Add documentation to the `none` method that explicitly calls out the difference. --------- Co-authored-by: Alice Cecile <[email protected]>
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Backport bevyengine#14083 (deregister events) to 0.14 branch (bevyeng…
…ine#14114) Changes by @lee-orr. Fixes bevyengine#14113. Co-authored-by: Alice Cecile <[email protected]>
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Fix
push_children
inserting aChildren
component even when no chi……ldren are supplied (bevyengine#14109) # Objective The Bevy API around manipulating hierarchies removes `Children` if the operation results in an entity having no children. This means that `Children` is guaranteed to hold actual children. However, the following code unexpectedly inserts empty `Children`: ```rust commands.entity(entity).with_children(|_| {}); ``` This was discovered by @Jondolf: https://discord.com/channels/691052431525675048/1124043933886976171/1257660865625325800 ## Solution - `with_children` is now a noop when no children were passed ## Testing - Added a regression test
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add missing mention of sort_unstable_by_key in QuerySortedIter docs (b…
…evyengine#14108) # Objective There is a missing mention of `sort_unstable_by_key` in the `QuerySortedIter` docs. ## Solution Add it.
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Added
get_main_animation
forAnimationTransitions
(bevyengine#14104)# Objective Added a getter for the main animation of `AnimationTransitions`. ## Solution Added `get_main_animation` for `AnimationTransitions`.
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Added feature switch to default Standard Material's new anisotropy te…
…xture to off (bevyengine#14048) # Objective - Standard Material is starting to run out of samplers (currently uses 13 with no additional features off, I think in 0.13 it was 12). - This change adds a new feature switch, modelled on the other ones which add features to Standard Material, to turn off the new anisotropy feature by default. ## Solution - feature + texture define ## Testing - Anisotropy example still works fine - Other samples work fine - Standard Material now takes 12 samplers by default on my Mac instead of 13 ## Migration Guide - Add feature pbr_anisotropy_texture if you are using that texture in any standard materials. --------- Co-authored-by: John Payne <[email protected]>
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Commits on Jul 3, 2024
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fix remaining issues with background color in examples (bevyengine#14115
) # Objective - Fixes bevyengine#14097 ## Solution - Switching the uses of `UiImage` in examples to `BackgroundColor` when needed
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Fix border color in
ui_texture_slice
andui_texture_atlas_slice
e……xamples. (bevyengine#14121) # Objective Fixes bevyengine#14120 `ui_texture_slice` and `ui_texture_atlas_slice` were working as intended, so undo the changes. ## Solution Partially revert bevyengine#14115 for `ui_texture_slice` and `ui_texture_atlas_slice`. ## Testing Ran those two examples, confirmed the border color is the thing that changes when buttons are hovered.
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Commits on Jul 4, 2024
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Release 0.14.0 version bump (bevyengine#14126)
# Objective - Bump the version before the release - This should not be merged until ready for the release to have prettier git history and tags
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Commits on Aug 2, 2024
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EmptyPathStream is only used in android/wasm32 (bevyengine#14200)
# Objective - `EmptyPathStream` is only used in android and wasm32 - This now makes rust nightly warn ## Solution - flag the struct to only be present when needed - also change how `MorphTargetNames` is used because that makes rust happier?
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impl Reflect + Clone for StateScoped (bevyengine#14156)
# Objective - Expand the flexibilty of StateScoped by adding Reflect and Clone - This lets StateScoped be used in Clone Bundles, for example ```rust #[derive(Component, Reflect, Clone)] pub struct StateScoped<S: States>(pub S); ``` Notes: - States are already Clone. - Type registration is up to the user, but this is commonly the case with reflected generic types. ## Testing - Ran the examples.
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add entity to error message (bevyengine#14163)
# Objective - There was a new warning added about having an unstyled child in the ui hierarchy. Debugging the new error is pretty hard without any info about which entity is. ## Solution - Add the entity id to the warning. ```text // Before 2024-07-05T19:40:59.904014Z WARN bevy_ui::layout::ui_surface: Unstyled child in a UI entity hierarchy. You are using an entity without UI components as a child of an entity with UI components, results may be unexpected. //After 2024-07-05T19:40:59.904014Z WARN bevy_ui::layout::ui_surface: Unstyled child `3v1` in a UI entity hierarchy. You are using an entity without UI components as a child of an entity with UI components, results may be unexpected. ``` ## Changelog - add entity id to ui surface warning
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use Display for entity id in log_components (bevyengine#14164)
# Objective - Cleanup a doubled `Entity` in log components ``` // Before 2024-07-05T19:54:09.082773Z INFO bevy_ecs::system::commands: Entity Entity { index: 2, generation: 1 }: ["bevy_transform::components::transform::Transform"] // After 2024-07-05T19:54:09.082773Z INFO bevy_ecs::system::commands: Entity 2v1: ["bevy_transform::components::transform::Transform"] ``` --------- Co-authored-by: Jan Hohenheim <[email protected]>
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Optimize unnecessary normalizations for
Transform::local_{xyz}
(bev……yengine#14171) Note that `GlobalTransform` already does it like this for `right`, `left`, etc. so I didn't have to touch that one
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disable gpu preprocessing on android with Adreno 730 GPU and earilier (…
…bevyengine#14176) # Objective Fix bevyengine#14146 ## Solution Expansion of bevyengine#13323 , excluded Adreno 730 and earlier. ## Testing Tested on android device(Adreno 730) that used to crash
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bevy_input: allow use without bevy_reflect (bevyengine#14167)
Allow use of `bevy_input` types without needing `bevy_reflect`. Make `bevy_reflect` within `bevy_input` optional. It's compiled in by default. Turn on reflect in dependencies as well when this feature is on. - Did you test these changes? If so, how? I did a `cargo hack -p bevy_input --each-feature build`. Signed-off-by: Torstein Grindvik <[email protected]> Co-authored-by: Torstein Grindvik <[email protected]>
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fix: Possible NaN due to denormalised quaternions in AABB implementat…
…ions for round shapes. (bevyengine#14240) # Objective With an unlucky denormalised quaternion (or just a regular very denormalised quaternion), it's possible to obtain NaN values for AABB's in shapes which rely on an AABB for a disk. ## Solution Add an additional `.max(Vec3::ZERO)` clamp to get rid of negative values arising due to numerical errors. Fixup some unnecessary calculations and improve variable names in relevant code, aiming for consistency. ## Discussion These two (nontrivial) lines of code are repeated at least 5 times, maybe they could be their own method.
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Dirty fix for App hanging when windows are invisible on WindowsOS (be…
…vyengine#14155) # Objective - Fixes bevyengine#14135 ## Solution - If no windows are visible, app updates will run regardless of redraw call result. This a relatively dirty fix, a more robust solution is desired in the long run: bevyengine#1343 (comment) https://discord.com/channels/691052431525675048/1253771396832821270/1258805997011730472 The solution would disconnect rendering from app updates. ## Testing - `window_settings` now works ## Other platforms Not a problem on Linux: https://discord.com/channels/691052431525675048/692572690833473578/1259526650622640160 Not a problem on MacOS: https://discord.com/channels/691052431525675048/692572690833473578/1259563986148659272
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Fix swapped docs for
Rot2::rotation_to/from_y
(bevyengine#14307)# Objective Fixes bevyengine#14301 ## Solution Swap them so that they are no longer swapped.
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Allow observer systems to have outputs (bevyengine#14159)
Fixes bevyengine#14157 - Update the ObserverSystem traits to accept an `Out` parameter - Added a test where an observer system has a non-empty output which is piped into another system Co-authored-by: Alice Cecile <[email protected]>
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Make initial
StateTransition
run beforePreStartup
(bevyengine#14208) # Objective - Fixes bevyengine#14206 ## Solution - Run initial `StateTransition` as a startup schedule before `PreStartup`, instead of running it inside `Startup` as an exclusive system. Related discord discussion: https://discord.com/channels/691052431525675048/692572690833473578/1259543775668207678 ## Testing Reproduction now works correctly: ```rs use bevy::prelude::*; #[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)] enum AppState { #[default] Menu, InGame, } fn main() { App::new() .add_plugins(DefaultPlugins) .init_state::<AppState>() .add_systems(Startup, setup) .add_systems(OnEnter(AppState::Menu), enter_menu_state) .run(); } fn setup(mut next_state: ResMut<NextState<AppState>>) { next_state.set(AppState::Menu); } fn enter_menu_state() { println!("Entered menu state"); } ``` ![image](https://github.com/bevyengine/bevy/assets/13040204/96d7a533-c439-4c0b-8f15-49f620903ce1) --- ## Changelog - Initial `StateTransition` runs before `PreStartup` instead of inside `Startup`.
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Fix overflow in
RenderLayers::iter_layers
(bevyengine#14264)# Objective - Fixes overflow when calling `RenderLayers::iter_layers` on layers of the form `k * 64 - 1` - Causes a panic in debug mode, and an infinite iterator in release mode ## Solution - Use `u64::checked_shr` instead of `>>=` ## Testing - Added a test case for this: `render_layer_iter_no_overflow`
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Fix
bevy_window
failing withserialize
feature (bevyengine#14298)# Objective - [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy) found an issue where `bevy_window` would fail to build when its `serialize` feature is enabled. - See [here](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/9924187577/job/27415224405) for the specific log. ## Solution - Turns out it was failing because the `bevy_ecs/serialize` feature was not enabled. This error can be fixed by adding the flag as a dependency. ## Testing ```bash cargo check -p bevy_window -F serialize # Or if you're very cool... flag-frenzy --manifest-path path/to/bevy/Cargo.toml --config config -p bevy_window ```
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Fix error/typo in SMAA shader (bevyengine#14338)
# Objective - Actually use the value assigned to `d_xz`, like in [the original SMAA implementation](https://github.com/iryoku/smaa/blob/master/SMAA.hlsl#L960). This not already being the case was likely a mistake when converting from HLSL to WGSL ## Solution - Use `d_xz.x` and `d_xz.y` instead of `d.x` and `d.z` ## Testing - Quickly tested on Windows 11, `x86_64-pc-windows-gnu` `1.79.0` with the latest NVIDIA drivers. App runs with SMAA enabled and everything seems to work as intended - I didn't observe any major visual difference between this and the previous version, though this should be more correct as it matches the original SMAA implementation
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Make
Viewport::default()
return a 1x1 viewport (bevyengine#14372)# Objective - The current default viewport crashes bevy due to a wgpu validation error, this PR fixes that - Fixes bevyengine#14355 ## Solution - `Viewport::default()` now returns a 1x1 viewport ## Testing - I modified the `3d_viewport_to_world` example to use `Viewport::default()`, and it works as expected (only the top-left pixel is rendered)
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fix building cargo_gltf with feature dds (bevyengine#14360)
# Objective - Building bevy_gltf with feature dds fails: ``` > cargo build -p bevy_gltf --features dds Compiling bevy_core_pipeline v0.15.0-dev (crates/bevy_core_pipeline) error[E0061]: this function takes 7 arguments but 6 arguments were supplied --> crates/bevy_core_pipeline/src/tonemapping/mod.rs:442:5 | 442 | Image::from_buffer( | ^^^^^^^^^^^^^^^^^^ ... 445 | bytes, | ----- an argument of type `std::string::String` is missing | note: associated function defined here --> crates/bevy_render/src/texture/image.rs:709:12 | 709 | pub fn from_buffer( | ^^^^^^^^^^^ help: provide the argument | 442 | Image::from_buffer(/* std::string::String */, bytes, image_type, CompressedImageFormats::NONE, false, image_sampler, RenderAssetUsages::RENDER_WORLD) | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For more information about this error, try `rustc --explain E0061`. error: could not compile `bevy_core_pipeline` (lib) due to 1 previous error ``` - If you're fixing a specific issue, say "Fixes #X". ## Solution - enable dds feature in bevy_core_pipeline ## Testing - `cargo build -p bevy_gltf --features dds`
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Fix incorrect function calls to hsv_to_rgb in render debug code. (bev…
…yengine#14260) # Objective - Fixes bevyengine#14139 ## Solution - correct the input parameters at these call sites. ## Testing 1. Use a 3D scene example with PBR lighting and shadows enabled, such as the `shadow_caster_receiver` and `load_gltf` example, for testing. 2. Enable relevant shader defines in crates/bevy_pbr/src/pbr_material.rs for the StandardMaterial. ```rust impl Material for StandardMaterial { // ... fn specialize( _pipeline: &MaterialPipeline<Self>, descriptor: &mut RenderPipelineDescriptor, _layout: &MeshVertexBufferLayoutRef, key: MaterialPipelineKey<Self>, ) -> Result<(), SpecializedMeshPipelineError> { // ... // shader_defs.push("CLUSTERED_FORWARD_DEBUG_Z_SLICES".into()); // shader_defs.push("CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY".into()); shader_defs.push("DIRECTIONAL_LIGHT_SHADOW_MAP_DEBUG_CASCADES".into()); // ... } } ``` ## Showcase ### CLUSTERED_FORWARD_DEBUG_Z_SLICES - example: examples/3d/shadow_caster_receiver.rs ![Screenshot2024_07_10_143150](https://github.com/bevyengine/bevy/assets/6300263/fbd12712-5cb9-489d-a7d1-ed55f72fb234) ### CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY - example: examples/3d/shadow_caster_receiver.rs ![Screenshot2024_07_10_143312](https://github.com/bevyengine/bevy/assets/6300263/8eca5d7a-27b6-4ff5-9f8d-d10b49b3f990) ### DIRECTIONAL_LIGHT_SHADOW_MAP_DEBUG_CASCADES For this one, we need to use a large scene and modity the `CascadeShadowConfigBuilder`, here is a simple patch for the `load_gltf` example: ``` diff --git a/examples/3d/load_gltf.rs b/examples/3d/load_gltf.rs index 358446238..9403aa288 100644 --- a/examples/3d/load_gltf.rs +++ b/examples/3d/load_gltf.rs @@ -18,7 +18,7 @@ fn main() { fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { commands.spawn(( Camera3dBundle { - transform: Transform::from_xyz(0.7, 0.7, 1.0) + transform: Transform::from_xyz(0.7, 0.7, 2.0) .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y), ..default() }, @@ -39,30 +39,40 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { // We also adjusted the shadow map to be larger since we're // only using a single cascade. cascade_shadow_config: CascadeShadowConfigBuilder { - num_cascades: 1, - maximum_distance: 1.6, + num_cascades: 5, + maximum_distance: 20.0, ..default() } .into(), ..default() }); + commands.spawn(SceneBundle { scene: asset_server .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")), ..default() }); + + for i in 1..=10 { + commands.spawn(SceneBundle { + scene: asset_server + .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")), + transform: Transform::from_xyz(i as f32 * 0.5, 0.0, i as f32 * -2.0), + ..default() + }); + } } fn animate_light_direction( time: Res<Time>, mut query: Query<&mut Transform, With<DirectionalLight>>, ) { - for mut transform in &mut query { - transform.rotation = Quat::from_euler( - EulerRot::ZYX, - 0.0, - time.elapsed_seconds() * PI / 5.0, - -FRAC_PI_4, - ); - } + // for mut transform in &mut query { + // transform.rotation = Quat::from_euler( + // EulerRot::ZYX, + // 0.0, + // time.elapsed_seconds() * PI / 5.0, + // -FRAC_PI_4, + // ); + // } } ``` ![Screenshot2024_07_10_145737](https://github.com/bevyengine/bevy/assets/6300263/c5c71894-f9f7-45fa-9b4f-598e324b42d0) --------- Co-authored-by: ickshonpe <[email protected]>
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Add some missing reflect attributes (bevyengine#14259)
# Objective - Some types are missing reflection attributes, which means we can't use them in scene serialization etc. - Effected types - `BorderRadius` - `AnimationTransitions` - `OnAdd` - `OnInsert` - `OnRemove` - My use-case for `OnAdd` etc to derive reflect is 'Serializable Observer Components'. Add the component, save the scene, then the observer is re-added on scene load. ```rust #[derive(Reflect)] struct MySerializeableObserver<T: Event>(#[reflect(ignore)]PhantomData<T>); impl<T: Event> Component for MySerializeableObserver<T> { const STORAGE_TYPE: StorageType = StorageType::Table; fn register_component_hooks(hooks: &mut ComponentHooks) { hooks.on_add(|mut world, entity, _| { world .commands() .entity(entity) .observe(|_trigger: Trigger<T>| { println!("it triggered etc."); }); }); } } ``` ## Solution - Add the missing traits ---
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Fix single keyframe animations. (bevyengine#14344)
# Objective For clips with more than one curve, only the first was being applied if there is only one keyframe in it. ## Solution Continue!
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Fix
bevy_gltf
PBR features not enabling correspondingbevy_pbr
fl……ags (bevyengine#14486) # Objective - `bevy_gltf` does not build with only the `pbr_multi_layer_material_textures` or `pbr_anisotropy_texture` features. - Caught by [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy) in [this run](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/10087486444/job/27891723948). ## Solution - This error was due to the feature not enabling the corresponding feature in `bevy_pbr`. Adding these flags as a dependency fixes this error. ## Testing The following commands fail on `main`, but pass with this PR: ```bash cargo check -p bevy_gltf --no-default-features -F pbr_multi_layer_material_textures cargo check -p bevy_gltf --no-default-features -F pbr_anisotropy_texture ```
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Handle 0 height in prepare_bloom_textures (bevyengine#14423)
# Objective - Fix a confusing panic when the viewport width is non-zero and the height is 0, `prepare_bloom_textures` tries to create a `4294967295x1` texture. ## Solution - Avoid dividing by zero - Apps still crash after this, but now on a more reasonable error about the zero-size viewport ## Testing - I isolated and tested the math. A height of 0 sets `mip_height_ratio` to `inf`, causing the width to explode if it isn't also 0
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Fix
bevy_winit
not building withserialize
feature (bevyengine#14469) # Objective - `bevy_winit` fails to build with just the `serialize` feature. - Caught by [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy) in [this run](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/10087486444/job/27891723948), using the new, nuanced configuration system! ## Solution - It was failing because `bevy_winit` did not pass the `serialize` flag to two of its dependencies: `bevy_input` and `bevy_window`. - To fix this, add these crates to the feature flag. ## Testing ```bash # On Linux, you must also specify a backend: `x11` or `wayland`. # You can do this with `-F serialize,x11`, etc. cargo check -p bevy_winit --no-default-features -F serialize ```
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Fix TextureCache memory leak and add is_empty() method (bevyengine#14480
) # Objective Fix a memory leak in `TextureCache` caused by the internal HashMap never having unused entries cleared. This isn't a giant memory leak, given the unused entries are simply empty vectors. Though, if someone goes and resizes a window a bunch, it can lead to hundreds/thousands of TextureDescriptor keys adding up in the hashmap – which isn't ideal. ## Solution - Only retain hashmap entries that still have textures. - I also added an `is_empty()` method to `TextureCache`, which is useful for 3rd-party higher-level caches that might have individual caches by view entity or texture type, for example. ## Testing - Verified the examples still work (this is a trivial change)
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Fix breaking image 0.25.2 release. (bevyengine#14421)
Deprecated item breaking ci: https://github.com/image-rs/image/releases/tag/v0.25.2. See https://github.com/bevyengine/bevy/actions/runs/10030764981/job/27720434072?pr=14419 for example.
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Fix
bevy_render
'simage
dependency version (bevyengine#14505)# Objective - `bevy_render` depends on `image 0.25` but uses `image::ImageReader` which was added only in `image 0.25.2` - users that have `image 0.25` in their `Cargo.lock` and update to the latest `bevy_render` may thus get a compilation due to this (at least I did) ## Solution - Properly set the correct minimum version of `image` that `bevy_render` depends on.
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Disabled usage of the POLYGON_MODE_LINE gpu feature in the examples (b…
…evyengine#14402) Fixes bevyengine#14353 Fixes bevyengine#14371 --------- Signed-off-by: Sarthak Singh <[email protected]> Co-authored-by: Alice Cecile <[email protected]> Co-authored-by: BD103 <[email protected]>
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fix issue with phantom ui node children (bevyengine#14490)
# Objective The `ui_layout_system` relies on change detection to sync parent-child relation to taffy. The children need to by synced before node removal to avoid trying to set deleted nodes as children (due to how the different queries collect entities). This however may leave nodes that were removed set as children to other nodes in special cases. Fixes bevyengine#11385 ## Solution The solution is simply to re-sync the changed children after the nodes are removed. ## Testing Tested with `sickle_ui` where docking zone highlights would end up glitched when docking was done in a certain manner: - run the `docking_zone_splits` example - pop out a tab from the top - dock the floating panel in the center right - grab another tab and try to hover the original static docking zone: the highlight is semi-stuck - (NOTE: sometimes it worked even without the fix due to scheduling order not producing the bugged query results) After the fix, the issue is no longer present. NOTE: The performance impact should be minimal, as the child sync relies on change detection. The change detection was also the reason the parent nodes remained "stuck" with the phantom children if no other update were done to them.
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Properly handle repeated window close requests (bevyengine#14573)
# Objective Spamming the window close button on window may trigger a panic. ``` thread 'main' panicked at <Bevy repo>\crates\bevy_ecs\src\system\commands\mod.rs:1320:13: error[B0003]: Could not insert a bundle (of type `bevy_window::window::ClosingWindow`) for entity 0v1#4294967296 because it doesn't exist in this World. See: https://bevyengine.org/learn/errors/b0003 note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace Encountered a panic when applying buffers for system `bevy_window::system::close_when_requested`! 2024-08-01T15:00:29.742612Z WARN bevy_ecs::world::command_queue: CommandQueue has un-applied commands being dropped. Did you forget to call SystemState::apply? Encountered a panic in system `bevy_app::main_schedule::Main::run_main`! error: process didn't exit successfully: `target\debug\bevy.exe` (exit code: 101) ``` ## Solution Don't panic when trying to insert the `ClosingWindow` component into a entity. ## Testing Found and tested on windows. I haven't checked if this bug happens on linux or macos. For testing I ran this code: ```rust use std::{thread, time::Duration}; use bevy::prelude::*; fn lag() { thread::sleep(Duration::from_millis(300)); } fn main() -> AppExit { App::new() .add_plugins(DefaultPlugins) .add_systems(Update, lag) .run() } ``` Then spammed the window close button. The panic no longer occurs.
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fix asymmetrical 9-slicing (bevyengine#14148)
# Objective Fixes bevyengine#14147. ## Solution Modify the slicing checks and algorithm to fully allow asymmetrical textures to work. Some opinionated code cleanup. ## Testing Tested using the ui_texture_slice example and a custom asymmetrical texture. Before: ![asymmetrical_texture_slice_before](https://github.com/bevyengine/bevy/assets/88861660/00dafce1-904a-41ac-b5d9-faaf087b0681) After: ![asymmetrical_texture_slice_after](https://github.com/bevyengine/bevy/assets/88861660/f3d742f3-6157-4d35-b383-aee4b8f6e7d0) --------- Co-authored-by: Alice Cecile <[email protected]>
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Skip batching for phase items from other pipelines (bevyengine#14296)
# Objective - Fix bevyengine#14295 ## Solution - Early out when `GFBD::get_index_and_compare_data` returns None. ## Testing - Tested on a selection of examples including `many_foxes` and `3d_shapes`. - Resolved the original issue in `bevy_vector_shapes`.
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feat: add insert_after and insert_startup_before (bevyengine#13941)
# Objective Fixes bevyengine#13866 ## Solution Add `insert_before` in **FixedMainScheduleOrder** and **MainScheduleOrder**, add `insert_startup_before` in **MainScheduleOrder**, applying the same logic as `insert_after`, except for parameters naming and insertion index.
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Commits on Aug 8, 2024
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