JaySpruce

Results 6 comments of JaySpruce

I don't know how to do Tracy stuff, but I ran the "spawn_commands" benchmark which does this: ``` for i in 0..entity_count { let mut entity = commands.spawn_empty(); entity .insert_if(A,...

Maybe controversial, but since invalid `EntityCommands` just do nothing now, I think it's okay to let `Commands::entity` return one if the entity doesn't exist. It'll panic if the user wants...

I benchmarked again with a modified version of `spawn_commands` that despawns some entities early: main version ``` for i in 0..entity_count { let mut entity = commands.spawn_empty(); if black_box(i %...

I've got a version working that tracks the calling location of `EntityCommands`, so that the error messages can be more useful: ![Code_aMsZ0VVLHl](https://github.com/user-attachments/assets/5e4a59c8-7ad5-4b99-a515-c220623c13c7) It hurts performance of `warn_if_missing` by another ~2%....

Hadn't heard of that, but that does seem to be the case. Maybe just `failure_handling_mode`? Doesn't really need to be short since it's not very public-facing. Totally open to more...

If I understand correctly, this was fixed by #5103, with the `TextureAtlas::texture_rect` method. It's not precisely `Handle`, but I think it's equivalent (`Option` in main)