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fixing line comment in 2d_shapes example #12864
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# Objective This crate is needed if we want to successfully publish other Bevy crates (hint: we do!)
…t_loading example between 0.12.1 and 0.13.0 (bevyengine#11935) # Objective - revert a single-line change made to `examples/asset/asset_loading` example between `v0.12.1` release and `v0.13.0` release which resulted in a too-bright, washed-out rendering ## Solution - reverted the changes made to this example between `v0.12.1` and `v0.13.0`
# Objective - Fixes bevyengine#11960 - The compilation of `bevy_core_pipeline` failed with the `dds` feature enabled ## Solution - Enable the `dds` feature of `bevy_render` when enabling it for `bevy_core_pipeline`
# Objective Fixes bevyengine#11964. ## Solution Adds the `serde` feature to `bitflags` for `bevy_render`. This makes `bevy_render` compile correctly when used alone. --- ## Changelog - Fixed an issue where depending on `bevy_render` alone would fail to compile.
# Objective * Fixes bevyengine#11932 (performance impact when stepping is disabled) ## Solution The `Option<FixedBitSet>` argument added to `ScheduleExecutor::run()` in bevyengine#8453 caused a measurable performance impact even when stepping is disabled. This can be seen by the benchmark of running `Schedule:run()` on an empty schedule in a tight loop (bevyengine#11932 (comment)). I was able to get the same performance results as on 0.12.1 by changing the argument `ScheduleExecutor::run()` from `Option<FixedBitSet>` to `Option<&FixedBitSet>`. The down-side of this change is that `Schedule::run()` now takes about 6% longer (3.7319 ms vs 3.9855ns) when stepping is enabled --- ## Changelog * Change `ScheduleExecutor::run()` `_skipped_systems` from `Option<FixedBitSet>` to `Option<&FixedBitSet>` * Added a few benchmarks to measure `Schedule::run()` performance with various executors
…engine#11968) # Objective If multiple cameras render to the same target with MSAA enabled, only the first and the last camera output will appear in the final output*. This is because each camera maintains a separate flag to track the active main texture. The first camera renders to texture A and all subsequent cameras first write-back from A and then render into texture B. Hence, camera 3 onwards will overwrite the work of the previous camera. \* This would manifest slightly differently if there were other calls to post_process_write() in a more complex setup. The is a functional regression from Bevy 0.12. ## Solution The flag which tracks the active main texture should be shared between cameras with the same `NormalizedRenderTarget`. Add the `Arc<AtomicUsize>` to the existing per-target cache.
# Objective - The file asset source currently creates the `imported_assets/Default` directory with relative path, which leads to wrongly created directories when the executable is run with a working directory different from the project root. ## Solution - Use the full path instead.
- The 3D Lighting example is meant to show using multiple lights in the same scene. - It currently looks very dark. (See [this image](https://github.com/bevyengine/bevy-website/pull/1023/files/4fdb1455d5a3371d69db32b036e38731342b48de#r1494653511).) - Resetting the physical camera properties sets the shutter speed to 1 / 125, even though it initially starts at 1 / 100. - Increase the intensity of all 3 lights in the example. - Now it is much closer to the example in Bevy 0.12. - I had to remove the comment explaining the lightbulb equivalent of the intensities because I don't know how it was calculated. Does anyone know what light emits 100,000 lumens? - Set the initial shutter speed to 1 / 125. Before: <img width="1392" alt="before" src="https://github.com/bevyengine/bevy/assets/59022059/ac353e02-58e9-4661-aa6d-e5fdf0dcd2f6"> After: <img width="1392" alt="after" src="https://github.com/bevyengine/bevy/assets/59022059/4ff0beb6-0ced-4fb2-a953-04be2c77f437"> --------- Co-authored-by: Alice Cecile <[email protected]>
# Objective - Fixes bevyengine#12001. - Note this PR doesn't change any feature flags, however flaky the issue revealed they are. ## Solution - Use `FromReflect` to convert proxy types to concrete ones in `ReflectSerialize::get_serializable`. - Use `get_represented_type_info() -> type_id()` to get the correct type id to interact with the registry in `bevy_reflect::serde::ser::get_serializable`. --- ## Changelog - Registering `ReflectSerialize` now imposes additional `FromReflect` and `TypePath` bounds. ## Migration Guide - If `ReflectSerialize` is registered on a type, but `TypePath` or `FromReflect` implementations are omitted (perhaps by `#[reflect(type_path = false)` or `#[reflect(from_reflect = false)]`), the traits must now be implemented. --------- Co-authored-by: Alice Cecile <[email protected]> Co-authored-by: Gino Valente <[email protected]>
- bevyengine#11868 changed the lighting system, forcing lights to increase their intensity. The PR fixed most examples, but missed a few. These I later caught in bevyengine/bevy-website#1023. - Related: bevyengine#11982, bevyengine#11981. - While there, I noticed that the spotlight example could use a few easy improvements. - Increase lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh`. - Improve spotlight example. - Make ground plane move with cubes, so they don't phase into each other. - Batch spawn cubes. - Add controls text. - Change controls to allow rotating around spotlights. Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/8ba00d74-6d68-4414-97a8-28afb8305570"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/ad15c471-6979-4dda-9889-9189136d8404"> Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/53f966de-acf3-46b8-8299-0005c4cb8da0"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/05c73c1e-0739-4226-83d6-e4249a9105e0"> Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/6d7d4ea0-e22e-42a5-9905-ea1731d474cf"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/f1ee08d6-d17a-4391-91a6-d903b9fbdc3c"> Before: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/547569a6-d13b-4fe0-a8c1-e11f02c4f9a2"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/34517aba-09e4-4e9b-982a-a4a8b893c48a"> --- - Increased lighting in `skybox`, `spotlight`, `animated_transform`, and `gltf_skinned_mesh` examples. - Improved usability of `spotlight` example.
# Objective - Globals are supposed to be available in vertex shader but that was mistakenly removed in 0.13 ## Solution - Configure the visibility of the globals correctly Fixes bevyengine#12015
…_id` (bevyengine#12030) ## Objective Always have `some_system.into_system().type_id() == some_system.into_system_set().system_type().unwrap()`. System sets have a `fn system_type() -> Option<TypeId>` that is implemented by `SystemTypeSet` to returning the TypeId of the system's function type. This was implemented in bevyengine#7715 and is used in `bevy_mod_debugdump` to handle `.after(function)` constraints. Back then, `System::type_id` always also returned the type id of the function item, not of `FunctionSystem<M, F>`. bevyengine#11728 changes the behaviour of `System::type_id` so that it returns the id of the `FunctionSystem`/`ExclusiveFunctionSystem` wrapper, but it did not change `SystemTypeSet::system_type`, so doing the lookup breaks in `bevy_mod_debugdump`. ## Solution Change `IntoSystemSet` for functions to return a `SystemTypeSet<FunctionSystem>` / `SystemTypeSet<ExclusiveFunctionSystem>` instead of `SystemTypeSet<F>`.
# Objective Fixes bevyengine#11944 ## Solution bevyengine#11600 made an incorrect assumption on what `UiImageSize` does, removing its usage in slicing fixes the problem
…evyengine#12052) This PR closes bevyengine#11978 # Objective Fix rendering on iOS Simulators. iOS Simulator doesn't support the capability CUBE_ARRAY_TEXTURES, since 0.13 this started to make iOS Simulator not render anything with the following message being outputted: ``` 2024-02-19T14:59:34.896266Z ERROR bevy_render::render_resource::pipeline_cache: failed to create shader module: Validation Error Caused by: In Device::create_shader_module Shader validation error: Type [40] '' is invalid Capability Capabilities(CUBE_ARRAY_TEXTURES) is required ``` ## Solution - Split up NO_ARRAY_TEXTURES_SUPPORT into both NO_ARRAY_TEXTURES_SUPPORT and NO_CUBE_ARRAY_TEXTURES_SUPPORT and correctly apply NO_ARRAY_TEXTURES_SUPPORT for iOS Simulator using the cfg flag introduced in bevyengine#10178. --- ## Changelog ### Fixed - Rendering on iOS Simulator due to missing CUBE_ARRAY_TEXTURES support. --------- Co-authored-by: Sam Pettersson <[email protected]>
# Objective - Some properties of public types are private but sometimes it's useful to be able to set those ## Solution - Make more stuff pub --- ## Changelog - `MaterialBindGroupId` internal id is now pub and added a new() constructor - `ExtractedPointLight` and `ExtractedDirectionalLight` properties are now all pub --------- Co-authored-by: James Liu <[email protected]>
…2051) # Objective - Fixes bevyengine#11977 - user defined shaders don't work in wasm - After investigation, it won't work if the shader is not yet available when compiling the pipeline on all platforms, for example if you load many assets ## Solution - Set the pipeline state to queued when it errs waiting for the shader so that it's retried
… errors. (bevyengine#12046) # Objective Improve code quality and prevent bugs. ## Solution I removed the unnecessary wildcards from `<LogPlugin as Plugin>::build`. I also changed the warnings that would occur if the subscriber/logger was already set into errors.
# Objective Fixes Skyboxes on WebGL, which broke in Bevy 0.13 due to the addition of the `brightness` uniform, when previously the skybox pipeline only had view and global uniforms. ```ignore panicked at ~/.cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/wgpu_core.rs:3009:5: wgpu error: Validation Error Caused by: In Device::create_render_pipeline note: label = `skybox_pipeline` In the provided shader, the type given for group 0 binding 3 has a size of 4. As the device does not support `DownlevelFlags::BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED`, the type must have a size that is a multiple of 16 bytes. ``` It would be nice if this could be backported to a 0.13.1 patch as well if possible. I'm needing to rely on my own fork for now. ## Solution Similar to the Globals uniform solution here: https://github.com/bevyengine/bevy/blob/d31de3f1398080661a83a04dcbdd31a7ee9fa76e/crates/bevy_render/src/globals.rs#L59-L60 I've added 3 conditional fields to `SkyboxUniforms`.
# Objective Since bevyengine#9822, `SimpleExecutor` panics when an automatic sync point is inserted: ```rust let mut sched = Schedule::default(); sched.set_executor_kind(ExecutorKind::Simple); sched.add_systems((|_: Commands| (), || ()).chain()); sched.run(&mut World::new()); ``` ``` System's param_state was not found. Did you forget to initialize this system before running it? note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace Encountered a panic in system `bevy_ecs::schedule::executor::apply_deferred`! ``` ## Solution Don't try to run the `apply_deferred` system.
# Objective - Make `GizmoConfigStore` play well with reflection-based workflows like editors. ## Solution - `#[derive(Reflect)]` and call `.register_type()`.
# Objective - Fixes bevyengine#12057 ## Solution - Add a note about memory management in Wasm
# Objective - Fixes bevyengine#10826 - Fixes bevyengine#9615 ## Solution - Early-out when components are missing.
…2055) # Objective - Bevy fails to change screen orientation on iOS ``` Main Thread Checker: UI API called on a background thread: -[UIView layer] PID: 37669, TID: 13872050, Thread name: Compute Task Pool (1), Queue name: com.apple.root.default-qos.overcommit, QoS: 0 Backtrace: 4 bevy_mobile_example 0x0000000102cf92b8 _ZN60_$LT$$LP$$RP$$u20$as$u20$objc..message..MessageArguments$GT$6invoke17h8944e3d8ee34f15fE + 64 5 bevy_mobile_example 0x0000000102c46358 _ZN4objc7message8platform15send_unverified17h667844cebe2d7931E + 132 6 bevy_mobile_example 0x0000000102bcbd6c _ZN8wgpu_hal5metal7surface100_$LT$impl$u20$wgpu_hal..Surface$LT$wgpu_hal..metal..Api$GT$$u20$for$u20$wgpu_hal..metal..Surface$GT$9configure17h8a6af0f24cec1328E + 1548 7 bevy_mobile_example 0x000000010279be50 _ZN9wgpu_core6device6global52_$LT$impl$u20$wgpu_core..global..Global$LT$G$GT$$GT$17surface_configure17h52709bbb3b3f0ff1E + 2792 8 bevy_mobile_example 0x000000010287aacc _ZN84_$LT$wgpu..backend..wgpu_core..ContextWgpuCore$u20$as$u20$wgpu..context..Context$GT$17surface_configure17h54077b9f040286a4E + 508 9 bevy_mobile_example 0x00000001028904b4 _ZN47_$LT$T$u20$as$u20$wgpu..context..DynContext$GT$17surface_configure17hfd6a0ac5a67a8f02E + 256 10 bevy_mobile_example 0x00000001028a1870 _ZN4wgpu7Surface9configure17h97bf7dbd54220473E + 148 11 bevy_mobile_example 0x0000000101fdc7cc _ZN11bevy_render8renderer13render_device12RenderDevice17configure_surface17h6853eab840b53e07E + 56 12 bevy_mobile_example 0x000000010228eb64 _ZN11bevy_render4view6window15prepare_windows17hf6f8b3c93ba189b8E + 3248 13 bevy_mobile_example 0x0000000102169eb8 _ZN4core3ops8function5FnMut8call_mut17h53ae762930afec98E + 192 14 bevy_mobile_example 0x0000000101e46a80 _ZN4core3ops8function5impls79_$LT$impl$u20$core..ops..function..FnMut$LT$A$GT$$u20$for$u20$$RF$mut$u20$F$GT$8call_mut17h5789c37c5983ce4cE + 208 15 bevy_mobile_example 0x0000000101e936e4 _ZN152_$LT$Func$u20$as$u20$bevy_ecs..system..function_system..SystemParamFunction$LT$fn$LP$F0$C$F1$C$F2$C$F3$C$F4$C$F5$C$F6$C$F7$RP$$u20$.$GT$$u20$Out$GT$$GT$3run10call_inner17h4ea44d3456146151E + 220 16 bevy_mobile_example 0x0000000101e4683c _ZN152_$LT$Func$u20$as$u20$bevy_ecs..system..function_system..SystemParamFunction$LT$fn$LP$F0$C$F1$C$F2$C$F3$C$F4$C$F5$C$F6$C$F7$RP$$u20$.$GT$$u20$Out$GT$$GT$3run17h6515ba9e61bb4d59E + 204 17 bevy_mobile_example 0x0000000101e7f99c _ZN120_$LT$bevy_ecs..system..function_system..FunctionSystem$LT$Marker$C$F$GT$$u20$as$u20$bevy_ecs..system..system..System$GT$10run_unsafe17h78999ea2add1da26E + 212 18 bevy_mobile_example 0x0000000103b4ef60 _ZN8bevy_ecs8schedule8executor14multi_threaded21MultiThreadedExecutor17spawn_system_task28_$u7b$$u7b$closure$u7d$$u7d$28_$u7b$$u7b$closure$u7d$$u7d$17hb2572f7968d8618eE + 48 19 bevy_mobile_example 0x0000000103b5bc9c _ZN4core3ops8function6FnOnce9call_once17h4cfa9d5c488566d4E + 16 20 bevy_mobile_example 0x0000000103b2d58c _ZN115_$LT$core..panic..unwind_safe..AssertUnwindSafe$LT$F$GT$$u20$as$u20$core..ops..function..FnOnce$LT$$LP$$RP$$GT$$GT$9call_once17he61d5557ff370a2cE + 40 21 bevy_mobile_example 0x0000000103b34548 _ZN3std9panicking3try7do_call17hb9ad087e1a06eb39E + 72 22 bevy_mobile_example 0x0000000103b351bc __rust_try + 32 23 bevy_mobile_example 0x0000000103b33a30 _ZN3std9panicking3try17hdebf82084f4342b0E + 76 24 bevy_mobile_example 0x0000000103c4aedc _ZN3std5panic12catch_unwind17h7e60b22a0a18032eE + 12 25 bevy_mobile_example 0x0000000103b4ea78 _ZN8bevy_ecs8schedule8executor14multi_threaded21MultiThreadedExecutor17spawn_system_task28_$u7b$$u7b$closure$u7d$$u7d$17h1af950387501b795E + 148 26 bevy_mobile_example 0x0000000103b2cfa0 _ZN100_$LT$core..panic..unwind_safe..AssertUnwindSafe$LT$F$GT$$u20$as$u20$core..future..future..Future$GT$4poll17h1258e4bf3dbe2fd8E + 48 ``` ## Solution - run surface configuration on the main thread on iOS ## Migration Guide System `need_new_surfaces` has been renamed `need_surface_configuration` and now also configure the surfaces on window creation or resizing
This PR unpins `web-sys` so that unrelated projects that have `bevy_render` in their workspace can finally update their `web-sys`. More details in and fixes bevyengine#12246. * Update `wgpu` from 0.19.1 to 0.19.3. * Remove the `web-sys` pin. * Update docs and wasm helper to remove the now-stale `--cfg=web_sys_unstable_apis` Rust flag. --- Updated `wgpu` to v0.19.3 and removed `web-sys` pin.
…ne#12197) Hi, this is a minimal implementation of bevyengine#12159. I wasn't sure if the `EventLoopProxy` should be wrapped somewhat to make it more explicit. Minimal implementation of bevyengine#12159 When using `UpdateMode::Reactive` it is currently not possible to request a redraw when a long running task is finished or an external source has new data. This makes the following possible which will then run an app update once ``` rust // EventLoopProxy is Send on most architectures // The EventLoopProxy can also be saved in a thread local for WASM or a static in other architecturecs pub fn example(proxy: NonSend<EventLoopProxy<()>>) { let clone: EventLoopProxy<()> = proxy.clone(); thread::spawn(move || { // do long work clone.send_event(()); }); } ``` By using the EventLoopProxy one can manually send events from external threads to the event loop as `UserEvent`s. This simply sets redraw_requested when a `UserEvent` is received. - Added the ability to request a redraw from an external source --------- Co-authored-by: Kellner, Robin <[email protected]>
# Objective Fixes bevyengine#12126 Notably this does not appear to fix the console error spam that appears to be coming from winit, only the performance bug that occurs when tabbing out and back into the game. ## Solution The winit event loop starts out as `ControlFlow::Wait` by default. When switching to `UpdateMode::Reactive` or `UpdateMode::ReactiveLowPower`, we repeatedly update this to `ControlFlow::WaitUntil(next)`. When switching back to `UpdateMode::Continuous`, the event loop is erroneously stuck at the latest `ControlFlow::WaitUntil(next)` that was issued. I also changed how we handle `Event::NewEvents` since the `StartCause` already tells us enough information to make that decision. This came about my debugging and I left it in as an improvement.
… allowing layout to be calculated (bevyengine#12268) # Objective - Fixes bevyengine#12255 Still needs confirming what the consequences are from having camera viewport nodes live on the root of the taffy tree. ## Solution To fix calculating the layouts for UI nodes we need to cleanup the children previously set whenever `TargetCamera` is updated. This also maintains a list of taffy camera nodes and cleans them up when removed. --- ## Changelog Fixed bevyengine#12255 ## Migration Guide changes affect private structs/members so shouldn't need actions by engine users.
- Avoid version mismatch - When cpal updates oboe in a patch release, this breaks android support for Bevy - Use the same version of oboe as cpal by relying on it to re-export the feature
…rride` (bevyengine#12321) # Objective Fixes bevyengine#12282. ## Solution Use `set_scale_factor_override` in `with_scale_factor_override`.
…ity (bevyengine#12342) # Objective - Fix slightly wrong logic from bevyengine#11442 - Directional lights should not have a near clip plane ## Solution - Push near clip out to infinity, so that the frustum normal is still available if its needed for whatever reason in shader - also opportunistically nabs a typo
…bevyengine#12355) # Objective Fixes bevyengine#12353 When only `webp` was selected, `ImageLoader` would not be initialized. That is, users using `default-features = false` would need to add `png` or `bmp` or something in addition to `webp` in order to use `webp`. This was also the case for `pnm`. ## Solution Add `webp` and `pnm` to the list of features that trigger the initialization of `ImageLoader`.
- With the recent lighting changes, the default configuration in the `bloom_3d` example is less clear what bloom actually does - See [this screenshot](https://github.com/bevyengine/bevy-website/pull/1023/files/4fdb1455d5a3371d69db32b036e38731342b48de#r1494648414) for a comparison. - `bloom_3d` additionally uses a for-loop to spawn the spheres, which can be turned into `commands::spawn_batch` call. - The text is black, which is difficult to see on the gray background. - Increase emmisive values of materials. - Set text to white. Before: <img width="1392" alt="before" src="https://github.com/bevyengine/bevy/assets/59022059/757057ad-ed9f-4eed-b135-8e2032fcdeb5"> After: <img width="1392" alt="image" src="https://github.com/bevyengine/bevy/assets/59022059/3f9dc7a8-94b2-44b9-8ac3-deef1905221b"> --------- Co-authored-by: Alice Cecile <[email protected]>
…_rotation_translation` (bevyengine#12375) # Objective Fixes bevyengine#12360. ## Solution Normalize the rotation `Quat` in `sphere`.
# Objective fix occasional crash from commands.insert when quickly spawning and despawning skinned/morphed meshes ## Solution use `try_insert` instead of `insert`. if the entity is deleted we don't mind failing to add the `NoAutomaticBatching` marker.
…evyengine#12395) # Objective fix bevyengine#12007 ## Solution when node size is zero on either axis, set `RelativeCursorPosition::normalized` to None.
# Objective `System<f32>` currently does not implement `Eq` even though it should ## Solution Manually implement `Eq` like other traits are manually implemented
# Objective Fixes bevyengine#12064 ## Solution Prior to bevyengine#11326, the "global physical" translation of text was rounded. After bevyengine#11326, only the "offset" is being rounded. This moves things around so that the "global translation" is converted to physical pixels, rounded, and then converted back to logical pixels, which is what I believe was happening before / what the comments above describe. ## Discussion This seems to work and fix an obvious mistake in some code, but I don't fully grok the ui / text pipelines / math here. ## Before / After and test example <details> <summary>Expand Code</summary> ```rust use std::f32::consts::FRAC_PI_2; use bevy::prelude::*; use bevy_internal::window::WindowResolution; const FONT_SIZE: f32 = 25.0; const PADDING: f32 = 5.0; fn main() { App::new() .add_plugins( DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { resolution: WindowResolution::default().with_scale_factor_override(1.0), ..default() }), ..default() }), //.set(ImagePlugin::default_nearest()), ) .add_systems(Startup, setup) .run(); } fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { commands.spawn(Camera2dBundle::default()); let font = asset_server.load("fonts/FiraSans-Bold.ttf"); for x in [20.5, 140.0] { for i in 1..10 { text( &mut commands, font.clone(), x, (FONT_SIZE + PADDING) * i as f32, i, Quat::default(), 1.0, ); } } for x in [450.5, 700.0] { for i in 1..10 { text( &mut commands, font.clone(), x, ((FONT_SIZE * 2.0) + PADDING) * i as f32, i, Quat::default(), 2.0, ); } } for y in [400.0, 600.0] { for i in 1..10 { text( &mut commands, font.clone(), (FONT_SIZE + PADDING) * i as f32, y, i, Quat::from_rotation_z(FRAC_PI_2), 1.0, ); } } } fn text( commands: &mut Commands, font: Handle<Font>, x: f32, y: f32, i: usize, rot: Quat, scale: f32, ) { let text = (65..(65 + i)).map(|a| a as u8 as char).collect::<String>(); commands.spawn(TextBundle { style: Style { position_type: PositionType::Absolute, left: Val::Px(x), top: Val::Px(y), ..default() }, text: Text::from_section( text, TextStyle { font, font_size: FONT_SIZE, ..default() }, ), transform: Transform::from_rotation(rot).with_scale(Vec2::splat(scale).extend(1.)), ..default() }); } ``` </details> Open both images in new tabs and swap back and forth. Pay attention to the "A" and "ABCD" lines. <details> <summary>Before</summary> <img width="640" alt="main3" src="https://github.com/bevyengine/bevy/assets/200550/248d7a55-d06d-433f-80da-1914803c3551"> </details> <details> <summary>After</summary> <img width="640" alt="pr3" src="https://github.com/bevyengine/bevy/assets/200550/26a9d292-07ae-4af3-b035-e187b2529ace"> </details> --------- Co-authored-by: François Mockers <[email protected]>
…vyengine#12428) # Objective To have a user level workaround for bevyengine#12237. ## Solution Workaround to the problem is described in: bevyengine#12237 (comment) ## Changelog ### Changed - `CreateWindowParams` type and `create_windows` system from `bevy_winit` is now public, which allows library authors and game developers to manually trigger window creation when needed.
# Objective - Addresses bevyengine#12462 - When we serialize an enum, deserialize it, then reserialize it, the correct variant should be selected. ## Solution - Change `dynamic_enum.set_variant` to `dynamic_enum.set_variant_with_index` in `EnumVisitor`
# Objective The `example-showcase` command is failing to run. ``` cargo run --release -p example-showcase -- run --screenshot --in-ci Updating crates.io index Compiling example-showcase v0.14.0-dev (/Users/robparrett/src/bevy/tools/example-showcase) Finished release [optimized] target(s) in 2.59s Running `target/release/example-showcase run --screenshot --in-ci` $ git apply --ignore-whitespace tools/example-showcase/remove-desktop-app-mode.patch error: patch failed: crates/bevy_winit/src/winit_config.rs:29 error: crates/bevy_winit/src/winit_config.rs: patch does not apply thread 'main' panicked at tools/example-showcase/src/main.rs:203:18: called `Result::unwrap()` on an `Err` value: command exited with non-zero code `git apply --ignore-whitespace tools/example-showcase/remove-desktop-app-mode.patch`: 1 note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace ``` ## Solution Update `remove-desktop-app-mode.patch`.
fix bevyengine#12344 use existing machinery in track_assets to determine if the asset is unused before firing Asset::Unused event ~~most extract functions use `AssetEvent::Removed` to schedule deletion of render world resources. `RenderAssetPlugin` was using `AssetEvent::Unused` instead. `Unused` fires when the last strong handle is dropped, even if a new one is created. `Removed` only fires when a new one is not created. as far as i can see, `Unused` is the same as `Removed` except for this "feature", and that it also fires early if all handles for a loading asset are dropped (`Removed` fires after the loading completes). note that in that case, processing based on `Loaded` won't have been done anyway. i think we should get rid of `Unused` completely, it is not currently used anywhere (except here, previously) and i think using it is probably always a mistake. i also am not sure why we keep loading assets that have been dropped while loading, we should probably drop the loader task as well and remove immediately.~~
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Objective
Solution