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djeedai / bevy_hanabi
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DEFAULT BRANCH: main
Repo Added 18 Feb 2022 08:39PM UTC
Files 32
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  • main
  • another-pad
  • bevy16-binned-phase-items
  • buffer_id_invalid
  • event-count-expr
  • fix/billboard-example
  • gradient-fix
  • hidden-on-first-frame
  • hotfix/0.12.2
  • init-fill-dynamic-offsets
  • init-fill-source-offset
  • mark-cached-parent-info-as-changed
  • multiple-effects-in-one-buffer
  • on-spawn
  • resize-init-fill-dispatch
  • retry-if-effect-not-loaded
  • side-effecting-binary-operators
  • u/as-asset-id
  • u/bevy16
  • u/bevy17
  • u/buffers
  • u/cargo
  • u/ci-examples
  • u/color-blend-mask
  • u/create-pipeline
  • u/debug-settings
  • u/demo
  • u/depth-stencil
  • u/doc
  • u/drawargs
  • u/extract
  • u/firework
  • u/ifda
  • u/indirect-buffer
  • u/init
  • u/mesh-location
  • u/no-bundle
  • u/no-rand
  • u/no-z-layer-2d
  • u/ops
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  • u/prng_seed
  • u/prop-vec3
  • u/properties
  • u/readme
  • u/reapply-444
  • u/retain
  • u/retain-mesh
  • u/revert-444
  • u/rgi
  • u/rustc189
  • u/sim-bind-group
  • u/sort-bind-off
  • u/spawner-index
  • u/spawner-loop
  • u/tex-bind
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  • u/unused-field
  • u/warn
  • u/wasm
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  • u/wi16
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04 Oct 2025 10:36AM UTC coverage: 66.58% (+0.1%) from 66.455%
18243240671

push

github

web-flow
Split extraction and render into unit systems (#499)

Reorganize most of the extraction and render systems into smaller,
unit-like systems with limited (ideally, a single) responsibility. Split
most of the data into separate, smaller components too. This not only
enable better multithreading, but also greatly simplify maintenance by
clarifying the logic and responsibility of each system and component.

As part of this change, add a "ready state" to the effect, which is read
back from the render world and informs the main world about whether an
effect is ready for simulation and rendering. This includes:

- All GPU resources being allocated, and in particular the PSOs
  (pipelines) which in Bevy are compiled asynchronously and can be very
  slow (many frames of delay).
- The ready state of all descendant effects, recursively. This ensures a
  child is ready to _e.g._ receive GPU spawn events before its parent,
  which emits those events, starts simulating.

This new ready state is accessed via
`CompiledParticleEffect::is_ready()`. Note that the state is updated
during the extract phase with the information collected from the
previous render frame, so by the time `is_ready()` returns `true`,
already one frame of simulation and rendering generally occurred.

Remove the outdated `copyless` dependency.

594 of 896 new or added lines in 12 files covered. (66.29%)

21 existing lines in 3 files now uncovered.

5116 of 7684 relevant lines covered (66.58%)

416.91 hits per line

Relevant lines Covered
Build:
Build:
7684 RELEVANT LINES 5116 COVERED LINES
416.91 HITS PER LINE
Source Files on main
  • Tree
  • List 32
  • Changed 11
  • Source Changed 0
  • Coverage Changed 11
Coverage ∆ File Lines Relevant Covered Missed Hits/Line

Recent builds

Builds Branch Commit Type Ran Committer Via Coverage
18243240671 main Split extraction and render into unit systems (#499) Reorganize most of the extraction and render systems into smaller, unit-like systems with limited (ideally, a single) responsibility. Split most of the data into separate, smaller components to... push 04 Oct 2025 10:58AM UTC web-flow github
66.58
17957503606 main Check the results of `has_side_effect` for binary expressions. (#497) Currently, if the output of `UniformRand` is used in multiple dependent expressions, a new random number will be generated every time. This is at odds with the behavior of `Bui... push 23 Sep 2025 08:22PM UTC web-flow github
66.45
17928343507 main fix(examples/billboard): filter out ui camera (#496) In the billboard example, the automatic camera rotation doesn't work as it filters for any cameras, and trying to get a single mutable camera, which won't work as `utils::DemoApp` also spawns ... push 22 Sep 2025 09:37PM UTC web-flow github
66.29
17928333872 main Make sure `GpuEffectMetadata` gets initialized even if the mesh didn't change on the frame the effect was first extracted. (#498) It's possible for an effect to have a slot in the `GpuEffectMetadata` buffer reserved, but remaining uninitialized, ... push 22 Sep 2025 09:26PM UTC web-flow github
66.29
17710478608 main Move indirect draw args to separate buffer (#495) Move the indirect draw args outside of `EffectMetadata`, and into a separate buffer of their own. This decouples the indirect draw args, which are largely driven by GPU, from the effect metadata, ... push 14 Sep 2025 11:44AM UTC web-flow github
66.28
17650076885 main Fix `gradient.rs` example reference cube visibility (#491) Two changes: - Fix the missing RenderLayer component for reference cube, since this example uses a different RenderLayer in camera. - Make the reference cube most distinguishable from par... push 11 Sep 2025 04:23PM UTC web-flow github
66.03
17622440846 main Fixes for rustc v1.89 (#494) Works around a bug in `encase` : https://github.com/teoxoy/encase/issues/95 push 10 Sep 2025 06:16PM UTC web-flow github
66.03
15806608628 main Transitively gather attributes from expressions (#484) Gather attributes transitively used in expressions used in modifiers. This ensures the generated code is valid, and not referencing attributes not part of the `ParticleLayout`. Fixes #440 push 22 Jun 2025 12:56PM UTC web-flow github
66.64
15806046268 main Fix velocity in `firework.rs` example (#483) Fix the sparkle trail velocity to be random in [-1:1] like the comment claims, instead of [0:1] like `rand()` returns. Fixes #476 push 22 Jun 2025 11:42AM UTC web-flow github
66.62
15798904429 main Fix alignment of `vec3` properties (#482) `PropertyLayout` was incorrectly assuming that `vec3` and `vec2` can be packed in a 3/3/2 layout in 32 bytes. This is not the case; WGSL enforces a strict 16-byte alignment per `vec3` field in a struct. T... push 21 Jun 2025 07:45PM UTC web-flow github
66.62
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