Adam
Adam
As mirrored in [this gist](https://gist.github.com/ilexp/3c9135e051b2dd95b3ce24ec8d39e422), there is a sample implementation of a non-re-entrant synchronization context in the first StackOverflow link. Performed a quick test with the editor. ## Test Setup...
More research: - [Example how the default sync context can deadlock](http://stackoverflow.com/questions/21571598/which-blocking-operations-cause-an-sta-thread-to-pump-com-messages). Not applying here, as this locks even with the default sync context implementation, but it allows some insight into...
Unrelated to previous posts, some insight on how Unity makes sure async await doesn't blow up their thread safety. Remotely related to this for their use of a custom "main...
With the recent update from .NET 4.5 to .NET 4.7.2, we now should have this [fix from .NET 4.6](https://github.com/microsoft/dotnet/blob/master/releases/net46/dotnet46-changes.md): > GDI+ reentrant paint operations fixed. [1075715] Not entirely sure this...
For research: https://devblogs.microsoft.com/dotnet/configureawait-faq/
With testability in mind, this would be a lot easier to implement after dealing with issue #343.
Removing this from the v3.0 milestone, as it's a somewhat rare occurrence, and no clear solution has been defined yet.
Mirroring could be a general RigidBody editor feature allowing features like: - Auto-mirroring polygon based shapes, as you mentioned. - Mirroring movement of existing or newly created polygon based shape...
I don't think filling an area with truly random tiles would be a useful thing to have. _However_, making every tool configurable to only paint each normally affected tile with...
**Note:** A first step that doesn't require too much engineering and design would be to merge `ShaderProgram` into `DrawTechnique`. Also note that the draft in this issue needs to be...