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base repository: bevyengine/bevy
base: v0.17.1
head repository: bevyengine/bevy
compare: v0.17.2
- 6 commits
- 68 files changed
- 9 contributors
Commits on Oct 3, 2025
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bevy_render: improve panic message when render graph node doesn't exi…
…st (#21321) # Objective It should be possible to enable minimal bevy features by disabling all and then progressively enabling them until everything works. This however requires, that bevy has good error reporting and gracefully supports different featuresets. I ran my code with minimal features and got this unhelpful error: ``` thread 'main' (993068) panicked at /home/jakob/dev/rust/bevy/crates/bevy_render/src/render_graph/graph.rs:158:26: InvalidNode(PostProcessing) ``` ## Solution With this PR it looks like this: ``` thread 'main' (989393) panicked at /home/jakob/dev/rust/bevy/crates/bevy_pbr/src/wireframe.rs:136:14: node PostProcessing does not exist ``` Which immediately helps me figure out that I need some feature for the `WireframePlugin` I added. Co-authored-by: Alice Cecile <[email protected]>
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clustered decals docs: macOS and iOS are no longer restricted (#21332)
# Objective #21297 removed the restriction that prevented macos/ios from using clustered decals ## Solution Remove them from the list of "unsupported" targets.
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Solari: Fix world cache update using last frame's light tiles due to …
…incorrect pass ordering (#21348) Light tiles used to be generated _after_ the world cache update, despite the world cache update relying on them. This means that the world cache update used last frame's light tiles, which is fine for static lights, but completely wrong for dynamic lights and lead to missing GI contributions from dynamic lights. Moving the presample light tile step to before the world cache update fixes this. Can be tested by running the solari example, turning off the directional light so there's only the emissive robot light, enabling VISUALIZE_WORLD_CACHE, and then comparing before/after this PR.
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Avoid a "RefCell already borrowed" error with WINIT_WINDOWS (#21338)
# Objective Fixes #21319. ## Solution In the "about_to_wait" state of Bevy's winit event loop, we borrow WINIT_WINDOWS only to check the conditions for a redraw, and perform the call after that check is concluded. ## Testing Tested by confirming that the RefCell error no longer occurs in my application. In my application, the error occurred when the `bevy-egui-inspector` crate was used. I do not know whether the original reporter of #21319 was also using third-party Bevy plugins that might have caused the issue. It would be good if they could check whether this change fixes it for them. Tested on Windows 11, where the bug is known to occur. The code that was changed is only included in Windows builds so there is little need to test on other platforms. --------- Co-authored-by: Alice Cecile <[email protected]> Co-authored-by: Dimitrios Loukadakis <[email protected]>
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Commits on Oct 4, 2025
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set spawn_despawn on the correct entity when despawning (#21364)
# Objective Fixes #21293 Fixes #17314 to ensure that this is tested correctly. ## Solution when despawning an entity, previously the swapped in (archetype) or moved in entity (table) (which both require extra bookkeeping to update archetype or table rows) were marked as `spawned_or_despawned` by the location and tick that the to-be-removed entity was meant to be marked, while the to-be-removed entity wasn't marked. As pointed out by @akimakinai in [#19047](#19047), I've re-added the correct `mark_spawn_despawn` call to `despawn_with_caller`. ## Testing I've added a test `spawned_after_swap_remove` that ensures that despawning an entity by swapping doesn't effect other entities `spawned_or_despawned` location, and that it does effect the despawned entity's index's `spawned_or_despawned` location. Co-Authored By: [email protected] --------- Co-authored-by: WaterWhisperer <[email protected]>
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