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feat!: upgrade to bevy 0.12 #265
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Try depending on [patch.crates-io]
bevy_ecs_ldtk = { git = "https://github.com/trouv/bevy_ecs_ldtk", branch = "feat/bevy-0.12" }
bevy_ecs_tilemap = { git = "https://github.com/divark/bevy_ecs_tilemap", branch = "0.12-fixes" } |
Also - for those looking to upgrade early, be aware that |
I'm getting a crash when using a thread '<unnamed>' panicked at $HOME/.cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.17.2/src/backend/direct.rs:3056:5:
wgpu error: Validation Error
Caused by:
In a RenderPass
note: encoder = `<CommandBuffer-(0, 4, Vulkan)>`
In a set_bind_group command
note: bind group = `tilemap_view_bind_group`
Dynamic binding offset index 0 with offset 2304 would overrun the buffer bound to bind group 0 -> binding 0. Buffer size is 1536 bytes, the binding binds bytes 0..608, meaning the maximum the binding can be offset is 928 bytes Any clue why this is happening? |
I'm not sure, does it happen when using a |
It's a really bizzare issue. I made a reproduction crate here: https://github.com/musjj/tilemap_bug The crash is basically caused by this snippet: fn add_camera(
camera: Query<&CanvasCamera>,
mut commands: Commands,
level_query: Query<&LevelIid>,
canvas_query: Query<&Handle<Image>, With<Canvas>>,
) {
if let Ok(iid) = level_query.get_single() {
if camera.is_empty() {
let canvas = canvas_query.single();
commands.spawn((
Camera2dBundle {
camera: Camera {
order: -1,
target: RenderTarget::Image(canvas.clone()),
..default()
},
..default()
},
CanvasCamera,
));
}
}
} Changing Can you try to reproduce it? |
Another thing: it's not the |
Your project crashes for me too. Let me try to see if it happens w/ just bevy_ecs_tilemap |
Ok - after a lot of testing, I believe this is caused by spawning the camera w/ the custom render target late. I was able to recreate this on a fn add_camera(
camera: Query<&CanvasCamera>,
mut commands: Commands,
mut frame_count: Local<usize>,
canvas_query: Query<&Handle<Image>, With<Canvas>>,
) {
if *frame_count > 10 {
if camera.is_empty() {
let canvas = canvas_query.single();
println!("spawning rendertarget camera");
commands.spawn((
Camera2dBundle {
camera: Camera {
order: -1,
target: RenderTarget::Image(canvas.clone()),
..default()
},
..default()
},
CanvasCamera,
));
}
} else {
*frame_count += 1;
}
} I'll comment on the |
Thanks for all your hard work on this plugin! Got to test this out, and for the most part, everything works! Only thing I noticed that was different is the level layers higher than my main sprites. My solution to this was to set the my current lock for these packages:
|
FYI @musjj a fix has been merged to the |
Huh. I just tested on the new commit they pushed, and it sounds similar to the new bugs: StarArawn/bevy_ecs_tilemap#489 (comment) However, your lockfile suggests you're using the previous commit, not the new one. How are you spawning your camera? |
FYI all - the migration guide is now rendered here: https://trouv.github.io/bevy_ecs_ldtk/how-to-guides/migration-guides/migrate-from-0.8-to-0.9.html |
I just tested this again (lockfile to follow) and still have the same issue. The camera spawns with It definitely seems like the new bug (StarArawn/bevy_ecs_tilemap#489 (comment)).
|
Made a post about using this for bevy jam 4, it reiterates the patch you need to use: #273 (comment) |
New migration guide link (same one, it just moved): https://trouv.github.io/bevy_ecs_ldtk/latest/how-to-guides/migration-guides/migrate-from-0.8-to-0.9.html |
Just tested, #232 still exists on this branch. I'll look into it and update the ticket when I know more |
FYI, just pulled some changes into this branch for updating to LDtk 1.5.3. Support for previous versions is being dropped |
I've decided to merge this into |
🤖 I have created a release *beep* *boop* --- ## [0.9.0](v0.8.0...v0.9.0) (2024-02-11) ### ⚠ BREAKING CHANGES * upgrade to bevy 0.12 ([#265](#265)) * upgrade to LDtk 1.5.3, dropping support for previous versions ([#295](#295)) * add `SpawnExclusions` to `LdtkSettings` for skipping layers by identifier ([#275](#275)) * add layer entity for Entity layers, changing the hierarchy ([#257](#257)) * upgrade to LDtk types and examples to 1.4.1 (drop support for <1.4.1) ([#256](#256)) * LdtkLevel renamed to LdtkExternalLevel and is no longer used as a component ([#244](#244)) * redesign LdtkProject with better level data accessors and correct modeling of internal/external levels ([#244](#244)) * use the bundle's `Default` implementation rather than the field's in `LdtkEntity` and `LdtkIntCell` derive macros ([#222](#222)) * add `RawLevelAccessor` trait for `LdtkJson` level borrowing/iteration, replacing existing methods ([#225](#225)) * add `LevelIndices` type defining a level's location in a project and use it in `LevelSelection::Indices` ([#221](#221)) * change `LevelEvent` inner types from `String` to `LevelIid` ([#219](#219)) * change `LevelSet` inner type from `String` to `LevelIid` ([#219](#219)) * change `LevelSelection::Iid` inner type from `String` to `LevelIid` ([#219](#219)) * replace `LevelSet::from_iid` with `LevelSet::from_iids`, which can convert from any collection of strings. ([#219](#219)) * use new LevelIid type in LevelEvent, LevelSet, and LevelSelection, plus other improvements ([#219](#219)) * `LdtkProject::project` and `LdtkLevel::level` fields have both been renamed to `data` ([#206](#206)) * All fields of `LdtkProject` and `LdtkLevel` are now privatized, and have immutable getter methods ([#206](#206)) * `LevelMap` and `TilesetMap` type aliases have been removed ([#206](#206)) * `LdtkAsset` and `LdtkProject` are now exported in new `assets` module instead of `lib.rs` ([#206](#206)) * asset `Loader` types are now private ([#206](#206)) * `LdtkAsset` renamed to `LdtkProject` ([#206](#206)) ### Features * add `LevelIndices` type defining a level's location in a project and use it in `LevelSelection::Indices` ([#221](#221)) ([59618fe](59618fe)) * add `RawLevelAccessor` trait for `LdtkJson` level borrowing/iteration, replacing existing methods ([#225](#225)) ([d3de2d9](d3de2d9)) * add `SpawnExclusions` to `LdtkSettings` for skipping layers by identifier ([#275](#275)) ([282404d](282404d)), closes [#272](#272) * add layer entity for Entity layers, changing the hierarchy ([#257](#257)) ([ee20a53](ee20a53)) * add LdtkJsonWithMetadata type for representing internal- and external-level project data with generics ([#242](#242)) ([630434a](630434a)) * add LdtkProjectData for representing either internal- or external-level project data concretely ([#243](#243)) ([c530bc9](c530bc9)) * add level locale types and begin splitting internal_levels and external_levels features ([#237](#237)) ([8129e55](8129e55)) * add LevelIid component and spawn it on every level ([#215](#215)) ([ad83455](ad83455)) * add LoadedLevel type that wraps around levels with complete data ([#214](#214)) ([3d40c15](3d40c15)) * add types and traits around LevelMetadata ([#229](#229)) ([382dea2](382dea2)) * change `LevelEvent` inner types from `String` to `LevelIid` ([#219](#219)) ([0039ed7](0039ed7)) * change `LevelSelection::Iid` inner type from `String` to `LevelIid` ([#219](#219)) ([0039ed7](0039ed7)) * change `LevelSet` inner type from `String` to `LevelIid` ([#219](#219)) ([0039ed7](0039ed7)) * LdtkLevel renamed to LdtkExternalLevel and is no longer used as a component ([#244](#244)) ([670cd4e](670cd4e)) * redesign LdtkProject with better level data accessors and correct modeling of internal/external levels ([#244](#244)) ([670cd4e](670cd4e)) * replace `LevelSet::from_iid` with `LevelSet::from_iids`, which can convert from any collection of strings. ([#219](#219)) ([0039ed7](0039ed7)) * upgrade to bevy 0.12 ([#265](#265)) ([194731e](194731e)) * upgrade to LDtk 1.5.3, dropping support for previous versions ([#295](#295)) ([4926a50](4926a50)) * upgrade to LDtk types and examples to 1.4.1 (drop support for <1.4.1) ([#256](#256)) ([ab21e2c](ab21e2c)) * use new LevelIid type in LevelEvent, LevelSet, and LevelSelection, plus other improvements ([#219](#219)) ([0039ed7](0039ed7)) * use the bundle's `Default` implementation rather than the field's in `LdtkEntity` and `LdtkIntCell` derive macros ([#222](#222)) ([f003127](f003127)) ### Bug Fixes * don't apply level set until project and dependencies are completely loaded ([#296](#296)) ([dbfe1c6](dbfe1c6)) * normalize resolved asset paths using `path_clean` ([#255](#255)) ([33a8998](33a8998)), closes [#240](#240) * only spawn invisible tiles on first sub-layer of AutoTile+IntGrid layers ([#231](#231)) ([d2873e3](d2873e3)) * recalculate layer offset to adjust for tileset sizes ([#254](#254)) ([c00085d](c00085d)) * use entity definition tile size instead of entity instance tile size as basis when calculating ldtk entity scale ([#271](#271)) ([833af01](833af01)) ### Documentation Changes * add 0.8 to 0.9 migration guide ([#266](#266)) ([bb91660](bb91660)) * add collectathon cargo example ([#288](#288)) ([32dfb85](32dfb85)) * add mdbook with outline and introduction ([#261](#261)) ([810b25a](810b25a)) * add tile-based game example w/ a tutorial in the book, replacing getting-started guide ([#269](#269)) ([2d43efa](2d43efa)) * document all-features in docs.rs ([#252](#252)) ([321bb07](321bb07)) * reference book in API ref and README.md, replacing redundant sections ([#282](#282)) ([e7afdad](e7afdad)) * remove README.md caveat for hot reloading external levels ([#253](#253)) ([59eb6b3](59eb6b3)) * write *Anatomy of the World* chapter of book ([#285](#285)) ([29d5e33](29d5e33)) * write *Create bevy relations from ldtk entity references* chapter of book ([#287](#287)) ([8080f24](8080f24)) * write *Game Logic Integration* chapter of the book ([#279](#279)) ([a62a556](a62a556)) * write *Level Selection* chapter of book ([#284](#284)) ([226c60c](226c60c)) * write *Make level selection follow player* chapter of book ([#293](#293)) ([201d908](201d908)) * write *Respawn levels and worlds* chapter of book ([#289](#289)) ([55ed30f](55ed30f)) ### Code Refactors * `LdtkAsset` and `LdtkProject` are now exported in new `assets` module instead of `lib.rs` ([#206](#206)) ([fe44774](fe44774)) * `LdtkAsset` renamed to `LdtkProject` ([#206](#206)) ([fe44774](fe44774)) * `LdtkProject::project` and `LdtkLevel::level` fields have both been renamed to `data` ([#206](#206)) ([fe44774](fe44774)) * `LevelMap` and `TilesetMap` type aliases have been removed ([#206](#206)) ([fe44774](fe44774)) * All fields of `LdtkProject` and `LdtkLevel` are now privatized, and have immutable getter methods ([#206](#206)) ([fe44774](fe44774)) * asset `Loader` types are now private ([#206](#206)) ([fe44774](fe44774)) --- This PR was generated with [Release Please](https://github.com/googleapis/release-please). See [documentation](https://github.com/googleapis/release-please#release-please). Co-authored-by: Trevor Lovell <[email protected]>
Closes #259
Also, I think updating to 0.12 implicitly...
Closes #233
Closes #111
This PR upgrades the
bevy
dependency to0.12
, as well asbevy_ecs_tilemap
to0.12
. For dev-dependencies, it also upgradesbevy_rapier2d
to0.23
, andbevy-ecs-egui
to0.21
. Most other changes were just necessary to get the lib/tests/doc-tests/examples to compile.This was a little more complicated for
ldtk_external_level.rs
andldtk_project.rs
since they are updating to use bevy assets v2. However, using assets v2 did help improve these modules slightly. In particular, it was easier to add dependent assets to the load context, and having an associated type for the error allowed me to remove the dependency onanyhow
entirely.Another slightly more difficult update was the
process_ldtk_assets
system. However, I'm quite happy with the distinction betwenAssetEvent::Added
andAssetEvent::LoadedWithDependencies
.bevy_ecs_ldtk
now waits for the latter before spawning levels, which is functionally what it meant to do originally.I've verified that all the examples are visually OK, and also checked out some visual edge cases. Any visual bugs I noticed aren't new.
Will keep this as a draft until
bevy_ecs_tilemap
0.12 releases.