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[Merged by Bors] - Separate Extract from Sub App Schedule #7046

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hymm
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@hymm hymm commented Dec 28, 2022

Objective

Solution

  • add a run method to SubApp that runs the schedule
  • change the name of sub_app_runner to extract to make it clear that this function is only for extracting data between the main app and the sub app
  • remove the extract stage from the sub app schedule so it can be run separately. This is done by adding a setup method to the Plugin trait that runs after all plugin build methods run. This is required to allow the extract stage to be removed from the schedule after all the plugins have added their systems to the stage. We will also need the setup method for pipelined rendering to setup the render thread. See
    fn setup(&self, app: &mut App) {
    // skip setting up when headless
    if app.get_sub_app(RenderExtractApp).is_err() {
    return;
    }
    let (app_to_render_sender, app_to_render_receiver) = async_channel::bounded::<SubApp>(1);
    let (render_to_app_sender, render_to_app_receiver) = async_channel::bounded::<SubApp>(1);
    let mut render_app = app
    .remove_sub_app(RenderApp)
    .expect("Unable to get RenderApp. Another plugin may have remove the RenderApp before PipelinedRenderingPlugin");
    // clone main thread executor to render world
    let executor = app.world.get_resource::<MainThreadExecutor>().unwrap();
    render_app.app.world.insert_resource(executor.clone());
    render_to_app_sender.send_blocking(render_app).unwrap();
    app.insert_resource(MainToRenderAppSender(app_to_render_sender));
    app.insert_resource(RenderToMainAppReceiver(render_to_app_receiver));
    std::thread::spawn(move || {
    #[cfg(feature = "trace")]
    let _span = bevy_utils::tracing::info_span!("render thread").entered();
    loop {
    // run a scope here to allow main world to use this thread while it's waiting for the render app
    let mut render_app = ComputeTaskPool::get()
    .scope(|s| {
    s.spawn(async { app_to_render_receiver.recv().await.unwrap() });
    })
    .pop()
    .unwrap();
    #[cfg(feature = "trace")]
    let _span = bevy_utils::tracing::info_span!("render app").entered();
    render_app.run();
    render_to_app_sender.send_blocking(render_app).unwrap();
    }
    });
    }

Changelog

  • Separate SubApp Extract stage from running the sub app schedule.

Migration Guide

SubApp runner has conceptually been changed to an extract function.

The runner no longer is in charge of running the sub app schedule. It's only concern is now moving data between the main world and the sub app. The sub_app.app.schedule is now run for you after the provided function is called.

// before
fn main() {
    let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        render_app.app.schedule.run();
    });
}

// after
fn main() {
        let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        // schedule is automatically called for you after extract is run
    });
}

@hymm
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hymm commented Dec 28, 2022

It felt like these changes had merit on their own separate from pipelined rendering, so they could be reviewed separately.

@alice-i-cecile alice-i-cecile added A-Rendering Drawing game state to the screen C-Performance A change motivated by improving speed, memory usage or compile times C-Usability A simple quality-of-life change that makes Bevy easier to use labels Dec 28, 2022
@hymm hymm requested a review from james7132 December 28, 2022 17:24
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LGTM. My only concern is how this will work when stageless lands, but something like a dedicated schedule in Schedules works just fine.

@hymm
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hymm commented Dec 28, 2022

something like a dedicated schedule in Schedules works just fine.

I think that's my current preference. A separate extract schedule should work.

crates/bevy_app/src/app.rs Outdated Show resolved Hide resolved
crates/bevy_app/src/app.rs Outdated Show resolved Hide resolved
crates/bevy_ecs/src/schedule/mod.rs Outdated Show resolved Hide resolved
crates/bevy_render/src/lib.rs Outdated Show resolved Hide resolved
@recatek
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recatek commented Jan 4, 2023

Correct me if I'm wrong, but the switch to having only an extract method removes the authority of the sub app function to decide whether or not to update the sub-app at all, right? Do sub apps have run criteria to fill this gap? If not, could they?

@james7132 james7132 added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label Jan 4, 2023
@hymm
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hymm commented Jan 4, 2023

Correct me if I'm wrong, but the switch to having only an extract method removes the authority of the sub app function to decide whether or not to update the sub-app at all, right? Do sub apps have run criteria to fill this gap? If not, could they?

The way I would do this is to conditionally run a schedule from inside an exclusive system. This requires a bit of boilerplate right now, but should be significantly easier once stageless is merged.

I could add support for a runner function that would be default run the schedule, but be replaceable. Though the use case for this is if you can't do what you need with just world and need direct access to the sub app. I thought most use cases for this would be taken care of by the extract function, but if there are other use cases that aren't covered I wouldn't mind adding this.

@recatek
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recatek commented Jan 4, 2023

The lost use case here isn't major, but I think it could be useful. That is, if you only want the SubApp to run sometimes (e.g. on a fixed update), and only want to perform the extract if it has run. You can do that under this setup by adding a resource with a frame counter on the SubApp and skipping the extract if that counter hasn't incremented, so it isn't a big deal, but it might be a nice ergonomics add to add a run criteria to the SubApp that also determines whether extract is called.

In summary:
Run condition on SubApp = Controls schedule and extract call.
Run condition on just SubApp's schedule = Controls schedule only, extract still called each time the parent app loops.

Having that distinction has value IMO.

EDIT: I think I had the ordering backwards here. This only calls extract before the SubApp runs its next loop and is intended to bring data from the main app into the sub app, right? What if we want to do the opposite -- have something called after the SubApp runs in order to get its data populated back into the main app?

@james7132 james7132 added this to the 0.10 milestone Jan 5, 2023
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bors r+

bors bot pushed a commit that referenced this pull request Jan 9, 2023
# Objective

- This pulls out some of the changes to Plugin setup and sub apps from #6503 to make that PR easier to review.
- Separate the extract stage from running the sub app's schedule to allow for them to be run on separate threads in the future
- Fixes #6990

## Solution

- add a run method to `SubApp` that runs the schedule
- change the name of `sub_app_runner` to extract to make it clear that this function is only for extracting data between the main app and the sub app
- remove the extract stage from the sub app schedule so it can be run separately. This is done by adding a `setup` method to the `Plugin` trait that runs after all plugin build methods run. This is required to allow the extract stage to be removed from the schedule after all the plugins have added their systems to the stage. We will also need the setup method for pipelined rendering to setup the render thread. See https://github.com/bevyengine/bevy/blob/e3267965e15f14be18eec942dcaf16807144eb05/crates/bevy_render/src/pipelined_rendering.rs#L57-L98

## Changelog

- Separate SubApp Extract stage from running the sub app schedule.

## Migration Guide

### SubApp `runner` has conceptually been changed to an `extract` function.

The `runner` no longer is in charge of running the sub app schedule. It's only concern is now moving data between the main world and the sub app. The `sub_app.app.schedule` is now run for you after the provided function is called.

```rust
// before
fn main() {
    let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        render_app.app.schedule.run();
    });
}

// after
fn main() {
        let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        // schedule is automatically called for you after extract is run
    });
}
```
@bors bors bot changed the title Separate Extract from Sub App Schedule [Merged by Bors] - Separate Extract from Sub App Schedule Jan 9, 2023
@bors bors bot closed this Jan 9, 2023
@hymm hymm deleted the sub-app-cleanup branch January 10, 2023 06:17
james7132 pushed a commit to james7132/bevy that referenced this pull request Jan 21, 2023
# Objective

- This pulls out some of the changes to Plugin setup and sub apps from bevyengine#6503 to make that PR easier to review.
- Separate the extract stage from running the sub app's schedule to allow for them to be run on separate threads in the future
- Fixes bevyengine#6990

## Solution

- add a run method to `SubApp` that runs the schedule
- change the name of `sub_app_runner` to extract to make it clear that this function is only for extracting data between the main app and the sub app
- remove the extract stage from the sub app schedule so it can be run separately. This is done by adding a `setup` method to the `Plugin` trait that runs after all plugin build methods run. This is required to allow the extract stage to be removed from the schedule after all the plugins have added their systems to the stage. We will also need the setup method for pipelined rendering to setup the render thread. See https://github.com/bevyengine/bevy/blob/e3267965e15f14be18eec942dcaf16807144eb05/crates/bevy_render/src/pipelined_rendering.rs#L57-L98

## Changelog

- Separate SubApp Extract stage from running the sub app schedule.

## Migration Guide

### SubApp `runner` has conceptually been changed to an `extract` function.

The `runner` no longer is in charge of running the sub app schedule. It's only concern is now moving data between the main world and the sub app. The `sub_app.app.schedule` is now run for you after the provided function is called.

```rust
// before
fn main() {
    let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        render_app.app.schedule.run();
    });
}

// after
fn main() {
        let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        // schedule is automatically called for you after extract is run
    });
}
```
alradish pushed a commit to alradish/bevy that referenced this pull request Jan 22, 2023
# Objective

- This pulls out some of the changes to Plugin setup and sub apps from bevyengine#6503 to make that PR easier to review.
- Separate the extract stage from running the sub app's schedule to allow for them to be run on separate threads in the future
- Fixes bevyengine#6990

## Solution

- add a run method to `SubApp` that runs the schedule
- change the name of `sub_app_runner` to extract to make it clear that this function is only for extracting data between the main app and the sub app
- remove the extract stage from the sub app schedule so it can be run separately. This is done by adding a `setup` method to the `Plugin` trait that runs after all plugin build methods run. This is required to allow the extract stage to be removed from the schedule after all the plugins have added their systems to the stage. We will also need the setup method for pipelined rendering to setup the render thread. See https://github.com/bevyengine/bevy/blob/e3267965e15f14be18eec942dcaf16807144eb05/crates/bevy_render/src/pipelined_rendering.rs#L57-L98

## Changelog

- Separate SubApp Extract stage from running the sub app schedule.

## Migration Guide

### SubApp `runner` has conceptually been changed to an `extract` function.

The `runner` no longer is in charge of running the sub app schedule. It's only concern is now moving data between the main world and the sub app. The `sub_app.app.schedule` is now run for you after the provided function is called.

```rust
// before
fn main() {
    let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        render_app.app.schedule.run();
    });
}

// after
fn main() {
        let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        // schedule is automatically called for you after extract is run
    });
}
```
ItsDoot pushed a commit to ItsDoot/bevy that referenced this pull request Feb 1, 2023
# Objective

- This pulls out some of the changes to Plugin setup and sub apps from bevyengine#6503 to make that PR easier to review.
- Separate the extract stage from running the sub app's schedule to allow for them to be run on separate threads in the future
- Fixes bevyengine#6990

## Solution

- add a run method to `SubApp` that runs the schedule
- change the name of `sub_app_runner` to extract to make it clear that this function is only for extracting data between the main app and the sub app
- remove the extract stage from the sub app schedule so it can be run separately. This is done by adding a `setup` method to the `Plugin` trait that runs after all plugin build methods run. This is required to allow the extract stage to be removed from the schedule after all the plugins have added their systems to the stage. We will also need the setup method for pipelined rendering to setup the render thread. See https://github.com/bevyengine/bevy/blob/e3267965e15f14be18eec942dcaf16807144eb05/crates/bevy_render/src/pipelined_rendering.rs#L57-L98

## Changelog

- Separate SubApp Extract stage from running the sub app schedule.

## Migration Guide

### SubApp `runner` has conceptually been changed to an `extract` function.

The `runner` no longer is in charge of running the sub app schedule. It's only concern is now moving data between the main world and the sub app. The `sub_app.app.schedule` is now run for you after the provided function is called.

```rust
// before
fn main() {
    let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        render_app.app.schedule.run();
    });
}

// after
fn main() {
        let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        // schedule is automatically called for you after extract is run
    });
}
```
bors bot pushed a commit to bevyengine/bevy-website that referenced this pull request Mar 6, 2023
## How This Works

For the Bevy 0.10 release blog post (and for the first time ever), I'm publicly opening the doors to other people writing blog post sections. Specifically, if you worked on a feature in a substantial way and are interested in presenting it, you can now ask to claim a section by leaving a comment in this PR. If you claim a section, submit a pull request to the `release-0.10.0` branch in this repo. For the next week, we will be filling in sections (the release target is Saturday March 4th). Please don't claim a section if you don't plan on completing it within that timeline. Also don't claim a section if you weren't an active participant in the design and implementation of the change (unless you are a Maintainer or SME).

I will claim any unclaimed sections.

Try to match the style of previous release blog posts as much as possible.

1. Show, don't tell. Don't bombard people with information. Avoid large walls of text _and_ large walls of code. Prefer the pattern "byte sized description of one thing" -> "example code/picture/video contextualizing that one thing" -> repeat. Take readers on a journey step by simple step.
2. Don't use up reader's "mental bandwidth" without good reason. We can't afford page-long descriptions of minor bug fixes. If it isn't a "headliner change", keep the description short and sweet. If a change is self describing, let it do that (ex: We now support this new mesh shape primitive ... this is what it looks like). If it is a "headliner change", still try to keep it reasonable. We always have a lot to cover.
3. In slight competition with point (2), don't omit interesting technical information when it is truly fun and engaging. A good chunk of our users are highly technical and enjoy learning how the sausage is made. Try to strike a balance between "terse and simple" and "nerdy details".
4. When relevant, briefly describe the problem being solved first, then describe the solution we chose. This contextualizes the change and gives the feature value and purpose.
5. When possible, provide visuals. They create interest / keep people hooked / break up the monotony.
6. Record images and videos at the default bevy resolution (1280x720)
7. Provide an accurate listing of authors that meaningfully contributed to the feature. Try to sort in order of "contribution scale". This is hard to define, but try to be fair. When in doubt, ask other contributors, SMEs, and/or maintainers.
8. Provide numbers and graphs where possible.  If something is faster, use numbers to back it up. We don't (yet) have automated graph generation in blog post style, so send data / info to me (@cart) if you want a graph made.

## Headliners

Headliners are our "big ticket high importance / high profile" changes. They are listed briefly at the beginning of the blog post, their entries are roughly sorted "to the top", and they are given priority when it comes to "space in the blog post". If you think we missed something (or didn't prioritize something appropriately), let us know.

* ECS Schedule v3 (previously known as "stageless")  
* Partial Android Support
* Depth and Normal Prepass
* Environment Map Lighting
* Cascaded Shadow Maps
* Distance and Atmospheric Fog
* Smooth Skeletal Animation Transitions
* Enable Parallel Pipelined Rendering
* Windows as Entities
* Renderer Optimizations
* ECS Optimizations

## Sections

These are the sections we will cover in the blog post. If a section has been claimed, it will have `(claimed by X)` in the title. If it is unclaimed it will have `(unclaimed)` in the title. Let us know if we missed a section. We don't cover every feature, but we should cover pretty much everything that would be interesting to users. Note that what is interesting or challenging to implement is not necessarily something that is relevant to our blog post readers. And sometimes the reverse is true!

If you believe a section should be split up or reorganized, just bring it up here and we can discuss it.

### ~~Schedule V3 (claimed by @alice-i-cecile)~~

* [Migrate engine to Schedule v3][7267]
* [Add `bevy_ecs::schedule_v3` module][6587]
* [Stageless: fix unapplied systems][7446]
* [Stageless: move final apply outside of spawned executor][7445]
* Sets
* Base Sets
  * [Base Sets][7466]
* Reporting
  * [Report sets][7756]
  * [beter cycle reporting][7463]
* Run Conditions
  * [Add condition negation][7559]
  * [And/Or][7605]
  * [Add more common run conditions][7579]
* States
  * [States derive macro][7535]
* System Piping Flexibility
  * [Support piping exclusive systems][7023]
  * [Allow piping run conditions][7547]

### ~~Depth and Normal Prepass (claimed by @IceSentry)~~

* [Add depth and normal prepass][6284]
* [Move prepass functions to prepass_utils][7354]

### ~~Distance and Atmospheric Fog (claimed by @coreh)~~

* [Add Distance and Atmospheric Fog support][6412]

### ~~Cascaded Shadow Maps (claimed by @cart)~~

* [Cascaded shadow maps.][7064]
* [Better cascades config defaults + builder, tweak example configs][7456]

### ~~Environment Map Lighting (claimed by @cart)~~

* [EnvironmentMapLight, BRDF Improvements][7051]
* [Webgl2 support][7737]

### ~~Tonemapping options (claimed by @cart)~~

* [Initial tonemapping options][7594]

### ~~Android support + unification (claimed by @mockersf)~~

* [IOS, Android... same thing][7493]

### ~~Windows as Entities (claimed by @Aceeri)~~

* [Windows as Entities][5589]
* [break feedback loop when moving cursor][7298]
* [Fix `Window` feedback loop between the OS and Bevy][7517]

### ~~Enable Parallel Pipelined Rendering (claimed by @james7132)~~

* [Pipelined Rendering][6503]
* [Stageless: add a method to scope to always run a task on the scope thread][7415]
* [Separate Extract from Sub App Schedule][7046]

### ~~Smooth Skeletal Animation Transitions (claimed by @james7132)~~

* [Smooth Transition between Animations][6922]

### ~~Spatial Audio (claimed by @harudagondi)~~

* [Spatial Audio][6028]

### ~~Shader Processor Features (claimed by @cart)~~

* [Shader defs can now have a value][5900]
* [Shaders can now have #else ifdef chains][7431]
* [Define shader defs in shader][7518]

### ~~Shader Flexibility Improvements (claimed by @cart)~~

* [add ambient lighting hook][5428]
* [Refactor Globals and View structs into separate shaders][7512]

### ~~Renderer Optimizations (claimed by @james7132)~~

* [bevy_pbr: Avoid copying structs and using registers in shaders][7069]
* [Flatten render commands][6885]
* [Replace UUID based IDs with a atomic-counted ones][6988]
* [improve compile time by type-erasing wgpu structs][5950]
* [Shrink DrawFunctionId][6944]
* [Shrink ComputedVisibility][6305]
* [Reduce branching in TrackedRenderPass][7053]
* [Make PipelineCache internally mutable.][7205]
* [Improve `Color::hex` performance][6940]
* [Support recording multiple CommandBuffers in RenderContext][7248]
* [Parallelized transform propagation][4775]
* [Introduce detailed_trace macro, use in TrackedRenderPass][7639]
* [Optimize color computation in prepare_uinodes][7311]
* [Directly extract joints into SkinnedMeshJoints][6833]
* [Parallelize forward kinematics animation systems][6785]
* [Move system_commands spans into apply_buffers][6900]
* [Reduce the use of atomics in the render phase][7084]

### ~~ECS Optimizations (claimed by @james7132 )~~

* [Remove redundant table and sparse set component IDs from Archetype][4927]
* [Immutable sparse sets for metadata storage][4928]
* [Replace BlobVec's swap_scratch with a swap_nonoverlapping][4853]
* [Use T::Storage::STORAGE_TYPE to optimize out unused branches][6800]
* [Remove unnecessary branching from bundle insertion][6902]
* [Split Component Ticks][6547]
* [use bevy_utils::HashMap for better performance. TypeId is predefined …][7642]
* [Extend EntityLocation with TableId and TableRow][6681]
* [Basic adaptive batching for parallel quer- [Speed up `CommandQueue` by storing commands more densely][6391]y iteration][4777]

### ~~Reflect Improvements (claimed by @cart)~~

* [bevy_reflect: Add `ReflectFromReflect` (v2)][6245]
* [Add reflection support for VecDeque][6831]
* [reflect: add `insert` and `remove` methods to `List`][7063]
* [Add `remove` method to `Map` reflection trait.][6564]
* [bevy_reflect: Fix binary deserialization not working for unit structs][6722]
* [Add `TypeRegistrationDeserializer` and remove `BorrowedStr`][7094]
* [bevy_reflect: Add simple enum support to reflection paths][6560]
* [Enable deriving Reflect on structs with generic types][7364]
* [bevy_reflect: Support tuple reflection paths][7324]
* [bevy_reflect: Pre-parsed paths][7321]
* [bevy_ecs: ReflectComponentFns without World][7206]

### ~~AsBindGroup Improvements (claimed by @cart)~~

* [Support storage buffers in derive `AsBindGroup`][6129]
* [Support raw buffers in AsBindGroup][7701]

### ~~Cylinder Shape (claimed by @cart)~~

* [Add cylinder shape][6809]

### ~~Subdividable Plane Shape (claimed by @cart)~~

* [added subdivisions to shape::Plane][7546]

### ~~StandardMaterial Blend Modes (claimed by @coreh)~~

* [Standard Material Blend Modes][6644]

### ~~Configurable Visibility Component (claimed by @cart)~~

* [enum `Visibility` component][6320]

### Task Improvements (claimed by @cart)

* [Fix panicking on another scope][6524]
* [Add thread create/destroy callbacks to TaskPool][6561]
* [Thread executor for running tasks on specific threads.][7087]
* [await tasks to cancel][6696]
* [Stageless: move MainThreadExecutor to schedule_v3][7444]
* [Stageless: close the finish channel so executor doesn't deadlock][7448]

### ~~Upgrade to wgpu 0.15 (claimed by @cart)~~

* [Wgpu 0.15][7356]

### ~~Expose Bindless / Non-uniform Indexing Support (claimed by @cart)~~

* [Request WGPU Capabilities for Non-uniform Indexing][6995]

### ~~Cubic Spline (claimed by @aevyrie)~~

* [Bezier][7653]

### ~~Revamp Bloom (claimed by @JMS55)~~

* [Revamp bloom](bevyengine/bevy#6677)

### ~~Use Prepass Shaders for Shadows (claimed by @superdump)~~

* [use prepass shaders for shadows](bevyengine/bevy#7784)

### ~~AccessKit (claimed by @alice-i-cecile)~~

* [accesskit](bevyengine/bevy#6874)

### ~~Camera Output Modes (claimed by @cart)~~

* [camera output modes](bevyengine/bevy#7671)

### ~~SystemParam Improvements (claimed by @JoJoJet)~~

* [Make the `SystemParam` derive macro more flexible][6694]
* [Add a `SystemParam` primitive for deferred mutations; allow `#[derive]`ing more types of SystemParam][6817]

### ~~Gamepad Improvements (claimed by @cart)~~

* [Gamepad events refactor][6965]
* [add `Axis::devices` to get all the input devices][5400]

### ~~Input Methods (claimed by @cart)~~

* [add Input Method Editor support][7325]

### ~~Color Improvements (claimed by @cart)~~

* [Add LCH(ab) color space to `bevy_render::color::Color`][7483]
* [Add a more familiar hex color entry][7060]

### ~~Split Up CorePlugin (claimed by @cart)~~

* [Break `CorePlugin` into `TaskPoolPlugin`, `TypeRegistrationPlugin`, `FrameCountPlugin`.][7083]

### ~~ExtractComponent Derive (claimed by @cart)~~

* [Extract component derive][7399]

### ~~Added OpenGL and DX11 Backends By Default (claimed by @cart)~~

* [add OpenGL and DX11 backends][7481]

### ~~UnsafeWorldCell (claimed by @BoxyUwU)~~

* [Move all logic to `UnsafeWorldCell`][7381]
* [Rename `UnsafeWorldCellEntityRef` to `UnsafeEntityCell`][7568]

### ~~Entity Commands (claimed by @cart)~~

* [Add a trait for commands that run for a given `Entity`][7015]

* [Add an extension trait to `EntityCommands` to update hierarchy while preserving `GlobalTransform`][7024]
* [Add ReplaceChildren and ClearChildren EntityCommands][6035]

### ~~Iterate EntityRef (claimed by @james7132)~~

* [Allow iterating over with EntityRef over the entire World][6843]

### ~~Ref Queries (@JoJoJet)~~

* [Added Ref to allow immutable access with change detection][7097]

### ~~Taffy Upgrade (claimed by @cart)~~

* [Upgrade to Taffy 0.2][6743]

### ~~Relative Cursor Position (claimed by @cart)~~

* [Relative cursor position][7199]

### ~~Const UI Config (claimed by @cart)~~

* [Add const to methods and const defaults to bevy_ui][5542]

### ~~Examples (claimed by @cart)~~

* [Add pixelated Bevy to assets and an example][6408]
* [Organized scene_viewer into plugins for reuse and organization][6936]

### ~~CI Improvements (claimed by @cart)~~

* [add rust-version for MSRV and CI job to check][6852]
* [msrv: only send a message on failure during the actual msrv part][7532]
* [Make CI friendlier][7398]
* [Fix CI welcome message][7428]
* [add an action to ask for a migration guide when one is missing][7507]

### ~~SMEs (@cart)~~

This was already covered in another blog post. Just briefly call out what they are and that this is the first release that used them. Link to the other blog post.

* [Subject Matter Experts and new Bevy Org docs][7185]

[4775]: bevyengine/bevy#4775
[4777]: bevyengine/bevy#4777
[4853]: bevyengine/bevy#4853
[4927]: bevyengine/bevy#4927
[4928]: bevyengine/bevy#4928
[5400]: bevyengine/bevy#5400
[5428]: bevyengine/bevy#5428
[5542]: bevyengine/bevy#5542
[5589]: bevyengine/bevy#5589
[5900]: bevyengine/bevy#5900
[5950]: bevyengine/bevy#5950
[6028]: bevyengine/bevy#6028
[6035]: bevyengine/bevy#6035
[6129]: bevyengine/bevy#6129
[6179]: bevyengine/bevy#6179
[6245]: bevyengine/bevy#6245
[6284]: bevyengine/bevy#6284
[6305]: bevyengine/bevy#6305
[6320]: bevyengine/bevy#6320
[6391]: bevyengine/bevy#6391
[6408]: bevyengine/bevy#6408
[6412]: bevyengine/bevy#6412
[6503]: bevyengine/bevy#6503
[6524]: bevyengine/bevy#6524
[6547]: bevyengine/bevy#6547
[6557]: bevyengine/bevy#6557
[6560]: bevyengine/bevy#6560
[6561]: bevyengine/bevy#6561
[6564]: bevyengine/bevy#6564
[6587]: bevyengine/bevy#6587
[6644]: bevyengine/bevy#6644
[6649]: bevyengine/bevy#6649
[6681]: bevyengine/bevy#6681
[6694]: bevyengine/bevy#6694
[6696]: bevyengine/bevy#6696
[6722]: bevyengine/bevy#6722
[6743]: bevyengine/bevy#6743
[6785]: bevyengine/bevy#6785
[6800]: bevyengine/bevy#6800
[6802]: bevyengine/bevy#6802
[6809]: bevyengine/bevy#6809
[6817]: bevyengine/bevy#6817
[6831]: bevyengine/bevy#6831
[6833]: bevyengine/bevy#6833
[6843]: bevyengine/bevy#6843
[6852]: bevyengine/bevy#6852
[6885]: bevyengine/bevy#6885
[6900]: bevyengine/bevy#6900
[6902]: bevyengine/bevy#6902
[6922]: bevyengine/bevy#6922
[6926]: bevyengine/bevy#6926
[6936]: bevyengine/bevy#6936
[6940]: bevyengine/bevy#6940
[6944]: bevyengine/bevy#6944
[6965]: bevyengine/bevy#6965
[6988]: bevyengine/bevy#6988
[6995]: bevyengine/bevy#6995
[7015]: bevyengine/bevy#7015
[7023]: bevyengine/bevy#7023
[7024]: bevyengine/bevy#7024
[7046]: bevyengine/bevy#7046
[7051]: bevyengine/bevy#7051
[7053]: bevyengine/bevy#7053
[7060]: bevyengine/bevy#7060
[7063]: bevyengine/bevy#7063
[7064]: bevyengine/bevy#7064
[7069]: bevyengine/bevy#7069
[7083]: bevyengine/bevy#7083
[7084]: bevyengine/bevy#7084
[7087]: bevyengine/bevy#7087
[7094]: bevyengine/bevy#7094
[7097]: bevyengine/bevy#7097
[7185]: bevyengine/bevy#7185
[7199]: bevyengine/bevy#7199
[7205]: bevyengine/bevy#7205
[7206]: bevyengine/bevy#7206
[7248]: bevyengine/bevy#7248
[7267]: bevyengine/bevy#7267
[7298]: bevyengine/bevy#7298
[7311]: bevyengine/bevy#7311
[7321]: bevyengine/bevy#7321
[7324]: bevyengine/bevy#7324
[7325]: bevyengine/bevy#7325
[7354]: bevyengine/bevy#7354
[7356]: bevyengine/bevy#7356
[7364]: bevyengine/bevy#7364
[7381]: bevyengine/bevy#7381
[7398]: bevyengine/bevy#7398
[7399]: bevyengine/bevy#7399
[7415]: bevyengine/bevy#7415
[7428]: bevyengine/bevy#7428
[7431]: bevyengine/bevy#7431
[7444]: bevyengine/bevy#7444
[7445]: bevyengine/bevy#7445
[7446]: bevyengine/bevy#7446
[7448]: bevyengine/bevy#7448
[7456]: bevyengine/bevy#7456
[7463]: bevyengine/bevy#7463
[7466]: bevyengine/bevy#7466
[7481]: bevyengine/bevy#7481
[7483]: bevyengine/bevy#7483
[7493]: bevyengine/bevy#7493
[7507]: bevyengine/bevy#7507
[7510]: bevyengine/bevy#7510
[7512]: bevyengine/bevy#7512
[7517]: bevyengine/bevy#7517
[7518]: bevyengine/bevy#7518
[7532]: bevyengine/bevy#7532
[7535]: bevyengine/bevy#7535
[7546]: bevyengine/bevy#7546
[7547]: bevyengine/bevy#7547
[7559]: bevyengine/bevy#7559
[7568]: bevyengine/bevy#7568
[7579]: bevyengine/bevy#7579
[7594]: bevyengine/bevy#7594
[7605]: bevyengine/bevy#7605
[7639]: bevyengine/bevy#7639
[7642]: bevyengine/bevy#7642
[7653]: bevyengine/bevy#7653
[7701]: bevyengine/bevy#7701
[7737]: bevyengine/bevy#7737
[7756]: bevyengine/bevy#7756


Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
Co-authored-by: Boxy <supbscripter@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Marco Buono <thecoreh@gmail.com>
Co-authored-by: Aceeri <conmcclusk@gmail.com>
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Labels
A-Rendering Drawing game state to the screen C-Performance A change motivated by improving speed, memory usage or compile times C-Usability A simple quality-of-life change that makes Bevy easier to use S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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render app: Added stages get ignored
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