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Nightly rust-lld fails linking naga with undefined symbols (asinh, acosh, etc.) because -Z build-std=panic_abort,std alone no longer provides C math builtins. Adding -Z build-std-features=compiler-builtins-c ensures libm functions are always linked regardless of nightly toolchain version. Closes #9708
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Dependency ReviewThe following issues were found:
Snapshot WarningsEnsure that dependencies are being submitted on PR branches and consider enabling retry-on-snapshot-warnings. See the documentation for more information and troubleshooting advice. License Issuespackage.json
packages/rust/bevy/bevy_kbve_net/Cargo.toml
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* feat(creatures): add 4-layer seed-deterministic navigation and patrol system
Layer 1 (NavGrid): per-tile walkability + traversal cost from terrain data
- Water detection, height-band costs, tree penalties, 8-connected neighbors
- Lazy per-chunk computation, deterministic from terrain seed
Layer 2 (WaypointGraph): downsampled navigation graph with zone classification
- Extracts ~4 waypoints per chunk at interesting locations (band transitions,
water edges, vegetation clusters)
- Zone tags: Meadow, Forest, ForestEdge, Highland, Peak, Waterfront, Scrubland
- Betweenness centrality scoring via Brandes' algorithm for chokepoint detection
Layer 3 (Influence): per-creature-type weight overlays on waypoints
- Static profiles for wolf, stag, boar, badger, wraith, frog
- Scores based on zone preference, elevation, vegetation density, centrality
Layer 4 (Patrol): seed-deterministic route generation + tile-level A*
- Weighted waypoint selection from influence scores
- Nearest-neighbor ordering for natural patrol paths
- DwellAction (idle/emote) at each waypoint
- Budget-capped A* with octile distance heuristic
Integration:
- New FollowPatrol BehaviorNode variant with Wander as fallback
- PatrolRoute component + patrol snapshot in WorldSnapshot
- All creature behavior trees updated to prefer patrol routes
- Shared between client and server for deterministic sync
* feat(creatures): move nav/patrol computation off main thread via bevy_tasker
NavGrid chunk building, WaypointGraph construction, and PatrolRoute generation
now dispatch to bevy_tasker async tasks instead of running on the game thread.
- NavBuildTimer (2s) dispatches missing chunks + waypoint graph updates
- poll_nav_build merges results back into main-thread resources
- NavEvictTimer (10s) cleans up far-away data
- NeedsPatrolRoute tag + PendingPatrolCompute pattern for per-creature routes
- NavGrid/WaypointGraph gain Clone + clone_for_task for background copies
* refactor(creatures): DashMap for NavGrid + off-thread nav/patrol pipeline
- NavGrid now backed by Arc<DashMap> — background tasks write chunks directly
into the shared map without cloning or merging. Main thread reads concurrently.
- WaypointGraph methods take &NavGrid (not &mut) since DashMap handles interior
mutability. A* pathfinding also takes shared references.
- nav_systems.rs manages the full async lifecycle:
- dispatch_nav_build: spawns bevy_tasker task every 2s for missing chunks
- receive_nav_build: swaps in rebuilt WaypointGraph
- tag_creatures_needing_routes: marks Active creatures without patrol routes
- dispatch_patrol_generation: spawns per-creature route generation tasks
- receive_patrol_routes: inserts PatrolRoute components on completion
- evict_nav_data: periodic cleanup every 10s
- Added dashmap dependency to bevy_kbve_net (creatures feature)
…ackOff (#9715) Vector 0.54 treats unnecessary ?? on infallible upcase() as a fatal compile error. Remove the trailing ?? "LOG" so the db_logs transform compiles and Vector can start collecting logs again.
…9716) - Add 5 script presets (system info, disk bench, network test, python, node) - Add createVM and fetchResult methods to firecrackerService - Add Result button on completed/failed/timeout VMs to view stdout/stderr - Script presets panel uses useRef toggle (no re-renders) - Result viewer shows exit code, duration, stdout, and stderr
…9718) initAuth() was setting $authState='authenticated' before the staff_permissions RPC resolved. The status banner's useEffect fires fetchAll() on authState change, so isStaff was always false on the first run — causing Grafana, ArgoCD, ClickHouse, and ROWS panels to be permanently marked 'unavailable'. Move the staff RPC await before $authState.set('authenticated') so staff panels are included in the initial fetchAll() call.
* chore|build: isometric WASM rebuild with libm math shims - Add libm shims for asinh/acosh/asinhf/acoshf in lib.rs to satisfy naga's C ABI symbol requirements on wasm32-unknown-unknown - Add libm 0.2 dependency to isometric-game Cargo.toml - Revert compiler-builtins-c flag (requires compiler-rt source not shipped with rust-src on macOS) — libm shims are portable across all platforms - Rebuild WASM with nav system changes from #9714 * chore(isometric): add brotli + gzip precompressed assets Matches CI compression step — brotli --best for all static assets (shaders, textures, JS, CSS) and gzip -9 for WASM fallback.
…d chart buttons (#9720) Add two new interactive chart types to the embed system: - Contributors chart: horizontal bar chart of top 15 contributors by commit count - Workflow Runs chart: CI/CD run history with success/fail summary bar and status rows New jedi API methods: get_contributors(), list_workflow_runs() New types: GitHubContributor, GitHubWorkflowRun, GitHubWorkflowRunsResponse Chart buttons now on 8 of 19 subcommands: - /github repo: Languages + Contributors (was just Languages) - /github workflows: Run History (new) - /github noticeboard: Activity + Labels (new) - /github taskboard: Labels + Activity (new)
…roVM execution (#9721) - Add CodeMirror 6 editor with Python syntax highlighting and oneDark theme - ideService.ts: submits code to firecracker-ctl, creates alpine-python VM, polls for result (stdout/stderr/exit_code/duration) - ReactCodeIDE.tsx: editor panel, run/cancel buttons, phase indicator, output panel - AstroIDEDashboard.astro: Astro wrapper with auth gate (staff-only) - Dashboard page at /dashboard/ide/ with sidebar entry - All code execution happens inside hardware-isolated Firecracker microVMs
Add README.md for bevy_battle, bevy_cam, bevy_inventory, bevy_kbve_net, bevy_mapdb, bevy_player, bevy_skills, and bevy_statemachine. Add the readme Cargo.toml field to all 10 bevy crates (including bevy_items and bevy_quests which already had READMEs but were missing the field).
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Release: Dev → Main
12 atomic commits ready for main
Features
3bdd2c2)4cae496)1544648)7876ef4)Bug Fixes
d8fdc5e)a68a304)46497e4)Documentation
7ad32d0)bd6ddfe)Chores
1b9bdd1)e81fb89)Other Changes
0691ac7)This PR is automatically maintained by CI — KBVE Studio