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Yeet re-exports (#20485)
# Objective - title. Thanks to the last 12 PRs i made, now we can yeet. This is breaking, and should be done in 0.18 IMO. As such, it is a draft PR. ## Solution - do it ## Testing - cargo check --examples
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18 files changed

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-74
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18 files changed

+42
-74
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crates/bevy_core_pipeline/src/core_2d/mod.rs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -33,7 +33,7 @@ pub mod graph {
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use core::ops::Range;
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use bevy_asset::UntypedAssetId;
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pub use bevy_camera::Camera2d;
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use bevy_camera::{Camera, Camera2d};
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use bevy_image::ToExtents;
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use bevy_platform::collections::{HashMap, HashSet};
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use bevy_render::{
@@ -53,7 +53,7 @@ use bevy_app::{App, Plugin};
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use bevy_ecs::prelude::*;
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use bevy_math::FloatOrd;
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use bevy_render::{
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camera::{Camera, ExtractedCamera},
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camera::ExtractedCamera,
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extract_component::ExtractComponentPlugin,
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render_graph::{EmptyNode, RenderGraphExt, ViewNodeRunner},
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render_phase::{

crates/bevy_core_pipeline/src/core_3d/mod.rs

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@@ -69,9 +69,7 @@ pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = true;
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use core::ops::Range;
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pub use bevy_camera::{
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Camera3d, Camera3dDepthLoadOp, Camera3dDepthTextureUsage, ScreenSpaceTransmissionQuality,
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};
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use bevy_camera::{Camera, Camera3d, Camera3dDepthLoadOp};
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use bevy_render::{
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batching::gpu_preprocessing::{GpuPreprocessingMode, GpuPreprocessingSupport},
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camera::CameraRenderGraph,
@@ -91,7 +89,7 @@ use bevy_image::{BevyDefault, ToExtents};
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use bevy_math::FloatOrd;
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use bevy_platform::collections::{HashMap, HashSet};
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use bevy_render::{
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camera::{Camera, ExtractedCamera},
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camera::ExtractedCamera,
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extract_component::ExtractComponentPlugin,
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prelude::Msaa,
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render_graph::{EmptyNode, RenderGraphExt, ViewNodeRunner},

crates/bevy_core_pipeline/src/lib.rs

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@@ -28,14 +28,6 @@ pub use skybox::Skybox;
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mod fullscreen_vertex_shader;
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mod skybox;
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/// The core pipeline prelude.
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///
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/// This includes the most common types in this crate, re-exported for your convenience.
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{core_2d::Camera2d, core_3d::Camera3d};
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}
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use crate::{
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blit::BlitPlugin, bloom::BloomPlugin, core_2d::Core2dPlugin, core_3d::Core3dPlugin,
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deferred::copy_lighting_id::CopyDeferredLightingIdPlugin, dof::DepthOfFieldPlugin,

crates/bevy_light/src/cascade.rs

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@@ -1,4 +1,3 @@
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pub use bevy_camera::primitives::{face_index_to_name, CubeMapFace, CUBE_MAP_FACES};
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use bevy_camera::{Camera, Projection};
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use bevy_ecs::{entity::EntityHashMap, prelude::*};
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use bevy_math::{ops, Mat4, Vec3A, Vec4};

crates/bevy_light/src/probe.rs

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@@ -11,7 +11,7 @@ use bevy_transform::components::Transform;
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///
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/// Note that a light probe will have no effect unless the entity contains some
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/// kind of illumination, which can either be an [`EnvironmentMapLight`] or an
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/// `IrradianceVolume`.
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/// [`IrradianceVolume`].
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///
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/// The light probe range is conceptually a unit cube (1×1×1) centered on the
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/// origin. The [`Transform`] applied to this entity can scale, rotate, or translate

crates/bevy_pbr/src/components.rs

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@@ -1,6 +1,3 @@
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pub use bevy_camera::visibility::{
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CascadesVisibleEntities, CubemapVisibleEntities, VisibleMeshEntities,
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};
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::component::Component;
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use bevy_ecs::entity::{Entity, EntityHashMap};

crates/bevy_pbr/src/decal/clustered.rs

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@@ -28,11 +28,9 @@ use bevy_ecs::{
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system::{Query, Res, ResMut},
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};
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use bevy_image::Image;
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pub use bevy_light::cluster::ClusteredDecal;
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use bevy_light::{DirectionalLightTexture, PointLightTexture, SpotLightTexture};
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use bevy_light::{ClusteredDecal, DirectionalLightTexture, PointLightTexture, SpotLightTexture};
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use bevy_math::Mat4;
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use bevy_platform::collections::HashMap;
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pub use bevy_render::primitives::CubemapLayout;
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use bevy_render::{
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extract_component::ExtractComponentPlugin,
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render_asset::RenderAssets,

crates/bevy_pbr/src/lib.rs

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@@ -47,13 +47,9 @@ mod volumetric_fog;
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use bevy_color::{Color, LinearRgba};
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pub use atmosphere::*;
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use bevy_light::SimulationLightSystems;
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pub use bevy_light::{
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light_consts, AmbientLight, CascadeShadowConfig, CascadeShadowConfigBuilder, Cascades,
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ClusteredDecal, DirectionalLight, DirectionalLightShadowMap, DirectionalLightTexture,
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FogVolume, IrradianceVolume, LightPlugin, LightProbe, NotShadowCaster, NotShadowReceiver,
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PointLight, PointLightShadowMap, PointLightTexture, ShadowFilteringMethod, SpotLight,
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SpotLightTexture, TransmittedShadowReceiver, VolumetricFog, VolumetricLight,
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use bevy_light::{
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AmbientLight, DirectionalLight, LightPlugin, PointLight, ShadowFilteringMethod,
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SimulationLightSystems, SpotLight,
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};
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use bevy_shader::{load_shader_library, ShaderRef};
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pub use cluster::*;
@@ -87,11 +83,6 @@ pub mod prelude {
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pbr_material::StandardMaterial,
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ssao::ScreenSpaceAmbientOcclusionPlugin,
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};
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#[doc(hidden)]
91-
pub use bevy_light::{
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light_consts, AmbientLight, DirectionalLight, EnvironmentMapLight,
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GeneratedEnvironmentMapLight, LightProbe, PointLight, SpotLight,
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};
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}
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pub mod graph {

crates/bevy_pbr/src/light_probe/irradiance_volume.rs

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@@ -134,7 +134,7 @@
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//! [Why ambient cubes?]: #why-ambient-cubes
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use bevy_image::Image;
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pub use bevy_light::IrradianceVolume;
137+
use bevy_light::IrradianceVolume;
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use bevy_render::{
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render_asset::RenderAssets,
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render_resource::{

crates/bevy_pbr/src/pbr_material.rs

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@@ -213,7 +213,7 @@ pub struct StandardMaterial {
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///
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/// - The material's [`StandardMaterial::base_color`] also modulates the transmitted light;
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/// - To receive transmitted shadows on the diffuse transmission lobe (i.e. the “backside”) of the material,
216-
/// use the [`TransmittedShadowReceiver`] component.
216+
/// use the [`TransmittedShadowReceiver`](bevy_light::TransmittedShadowReceiver) component.
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#[doc(alias = "translucency")]
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pub diffuse_transmission: f32,
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