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CHANGELOG.md

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0.20.1

  • Added avian picking backend.

0.20.0

  • Updated for Bevy 0.14.0.

0.19.0

Fixes:

  • HighlightPluginSettings::is_enabled made public.
  • bevy_ui nodes with zero sized rects are ignored to fix a false positive.
  • Fixed touch pointer inputs being missed.

Additions:

  • Created a new render_to_texture example to showcase how to render viewport textures that support picking.
  • Added support for a range of compatible versions of egui and rapier, instead of being tied to a specific version of these crates.

0.18.0

Announcements:

This plugin is now officially planned to be upstreamed into Bevy. This will require the bevy_eventlistener crate is also upstreamed, and a few critical features added or changed based on feedback from Bevy's BDFL. Many of the sub-crates in this repo are not appropriate for upstreaming, and will remain here. This includes things like the egui or rapier backends, or the highlighting crate.

The intent is to upstream bevy_eventlistener and bevy_picking_core to be included in Bevy 0.14, time permitting.

Known bugs:

Changes:

New bevy_xpbd backend

  • Added: bevy_xpbd_3d picking backend, available behind the optional backend_xpbd feature.

Automatic 3D Pointer Rays

  • Added: RayMap resource that contains a Ray for every (camera, pointer) pair. This is useful for any users building a raycasting-based picking backend, handling viewports and scale for you.
  • Changed: rapier and bevy_mod_raycast backends use the RayMap instead of constructing their own rays.
  • Fixed: Ray construction now respects DPI / window scale.

Expanded features

  • Added: support for touch inputs across multiple windows.
  • Added: support for bevy_ui UiScale.
  • Added: RaycastBackendSettings::raycast_visibility to support picking hidden meshes.
  • Changed: simplified debug settings and examples. Debug settings can be changed with the DebugPickingMode resource.

Bug Fixes

  • Fixed: sprite picking depth is now consistent with other picking backends.
  • Fixed: entities with identical depth could be dropped due to the use of a BTreeMap to sort entities by depth. This has been changed to use a sorted Vec, to allow entities with the same depth to coexist.
  • Fixed: rapier and bevy_mod_raycast backends use RenderLayers::default when a camera is missing them.
  • Fixed: the bevy ui backend now ignores clipped areas of UI nodes.
  • Fixed: PickingPluginsSettings::enable_input is now used as a run condition for PickSet::ProcessInput.
  • Fixed: replaced uses of .insert with .try_insert, where they could potentially panic.
  • Fixed: replace all .single calls with matched .get_single calls to avoid crashing in environments where there is no window available.

Documentation and Naming

  • Documentation pass over all docs.
  • Changed: renamed Pickable::should_emit_events to is_hoverable and clarified the docs.
  • Removed: PickingPluginsSettings::enable_highlighting, which was nonfunctional.
  • Changed: renamed PickingPluginsSettings, HighlightingPluginSettings fields to be consistent. Renamed SelectionSettings to SelectionPluginSettings.

0.17.0

  • Update for bevy 0.12
  • Fixed: rapier and raycast backends were not considering all cases when cameras or entities lacked the RenderLayers component.
  • Fixed: crate would not compile when the bevy ui backend feature was disabled.
  • Added: backends now re-export their dependency where applicable. bevy_picking_raycast re-exports bevy_mod_raycast, for example.
  • Added: Reflect implementations for all components and resources.

0.16.0

Highlights

  • Faster compile times.
  • Sprites now support atlases, scale, rotation, and anchors.
  • All egui widgets, including side panels, are now supported.
  • bevy_mod_raycast and bevy_rapier backends are now even simpler, no longer requiring any marker components to function.
  • More flexible picking behavior and bevy_ui compatibility with the updated Pickable component.
  • Better support for cameras settings such as is_active, RenderLayers, and show_ui.

Dependencies

  • Changed: Removed dependencies on bevy and instead depend on bevy subcrates (e.g. bevy_ecs) directly. This reduces total dependency count, but more importantly allows compilation of each picking crate to start before bevy finishes.
  • Changed: bevy_ui has been removed as a core dependency, and is now completely optional.

API Improvements

  • Changed: The plugin no longer respects bevy_ui's FocusPolicy because it was not flexible enough. This has been replaced with new fields on the Pickable component. You can use this to override the behavior of any entity in picking.
    • This allows you to decide if that entity will block lower entities (on by default), and if that entity should emit events and be hover-able (on by default).
    • To make objects non-pickable, instead of removing the Pickable entity, use the new const value Pickable::IGNORE.
  • Changed: The PointerInteraction component, which is added to pointers and tracks all entities being interacted with has changed internally from a hashmap of entities and their Interaction to a sorted list of entities and HitData, sorted by depth. This better reflects how pointer data would be expected to work, and makes it easier to find the topmost entity under each pointer.
  • Added: get_nearest_hit method added to PointerInteraction
  • Changed: Moved PointerInteraction from the focus module to pointer.

Backend Improvements

  • Fixed: all backends now correctly check if a camera is_active before attempting hit tests.
  • Changed: PickLayer, which is used to order hits from backends that targets the same render target, such as multiple render passes on the same window, has been changed from an isize to an f32. This change was made to support bevy_ui, which is "special" and can be rendered on any camera via a flag, instead of being rendered with its own camera. The bevy_ui backend now adds 0.5 to the camera order of any events emitted, which was not possible with an integer.

Sprite Backend

  • Added: support for sprite scale, rotation, and custom anchors.
  • Added: support for sprite atlases.

bevy_mod_raycast Backend

  • Fixed: the backend now checks render layers when filtering entities.
  • Changed: RaycastPickCamera and RaycastPickTarget markers components are not longer required. These components have been replaced with a single RaycastPickable marker.
  • Added: RaycastBackendSettings resource added to allow toggling the above requirement for markers at runtime. Enable the require_markers field to match behavior of the plugin prior to this release.

bevy_rapier Backend

  • Fixed: the backend now checks render layers when filtering entities.
  • Changed: RapierPickCamera and RapierPickTarget markers components are not longer required. These components have been replaced with a single RapierPickable marker.
  • Added: RapierBackendSettings resource added to allow toggling the above requirement for markers at runtime. Enable the require_markers field to match behavior of the plugin prior to this release.

bevy_egui Backend

  • Fixed: backend not detecting hits over SidePanels and other widgets. The backend now runs in PostUpdate, which means egui hit tests will be one frame out of date. This is required because users tend to build their egui UI in Update, and egui rebuilds the entire UI from scratch every frame, so the picking backend must be run after users have built their UI.
  • Fixed: backend not returning hits when egui is using the pointer to resize windows or drag widgets like sliders or windows.

Miscellaneous

  • Fixed: a system order ambiguity meant that sometimes clicks would be applied to PickSelection one frame late, and sometimes not. This led to unreliable and sometimes broken behavior, so we fix their ordering to ensure PickSelection is always updated on the frame the pointer is released.
  • Fixed: removed unused PickSet::EventListeners and fixed (upstream) eventlisteners running in the Update schedule instead of the PreUpdate schedule.
  • Fixed: interaction_should_run updating the wrong PickingPluginsSettings field.

0.15.0

  • Update to Bevy 0.11.
  • Removed: The PickingBackend trait is no longer required and has been removed.
  • Fixed: bevy_ui backend incorrectly skipping valid UI cameras.
  • Changed: The plugin no longer respects bevy_ui's FocusPolicy. This was proving to cause problems as mod_picking and bevy_ui have some fundamental differences that cannot be reconciled. This has been replaced by added fields on the Pickable component. You can use this to override the behavior of any entity in picking. This allows you to decide if that entity will block lower entities (on by default), and if that entity should emit events and be hover-able (on by default).
    • To make objects non-pickable, instead of removing the Pickable entity, use the new const value Pickable::IGNORE.
  • Changed: The Pickable component is now optional. Backends can choose to use it for optimization, but should not filter out entities that do not have this component. An example of an optimization would be to early exit and stop raycasting once an entity is hit that blocks the entities below it.
  • Changed: To fully remove bevy_ui as a dependency and avoid issues similar to the FocusPolicy change, bevy_mod_picking no longer updates the bevy_ui Interaction state. This has been replaced with a PickingInteraction component that serves a similar purpose. This component aggregates the picking state of an entity (press, hover, none) across all pointers.
  • Changed: PickLayer, used to order data from backends that targets the same render target, such as multiple render passes on the same window, has been changed fom an isize to an f32. This change was made to support bevy_ui, which is "special" and can be rendered on any camera via a flag, instead of being rendered with its own camera. The bevy_ui backend now sets the order of any events emitted to be the camera order plus 0.5, which was not possible with an integer.
  • Changed: The PointerInteraction component, which is added to pointers and tracks all entities being interacted with has changed internally from a hashmap of entities and their Interaction to a sorted list of entities and HitData, sorted by depth. This better reflects how pointer data would be expected to work, and makes it easier to find the topmost entity under each pointer.
  • Added: get_nearest_hit method added to PointerInteraction
  • Changed: Moved PointerInteraction from the focus module to pointer.
  • Added: split_screen viewport example.
  • Added: many_events and many_buttons stress test examples.
  • Added: constructors for HitData and PointerHits.
  • Changed: selection only considers clicks with the primary pointer button.