irate

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> From my understanding, it has do be set after wgpu creation due to wgpu overriding the canvas width/height: [gfx-rs/wgpu@4400a58/examples/src/utils.rs#L68-L74](https://github.com/gfx-rs/wgpu/blob/4400a5847080d1164bdca93a90622414963ed9f3/examples/src/utils.rs#L68-L74) No, wgpu only sets the html attributes `width` and `height`...

winit is only adding the style attributes when explicitly requested in my testing, so that's all good. >If you mean user explicitly using API to set the resolution, I think...

Agreed. Even experienced Bevy devs are struggling to use events correctly, so something must be done. It is easier said than done, however. `EventReader`s keep track of which events they've...

The issue description is a little strange. > Under version 0.11.3, this prints `2` as expected Wouldn't you expect it to be `1`? That is what gets printed with `nth_frame(1)`...

I see, it was more clearly documented than I thought. fair enough.

> Without `ResMut` acting as a lock, systems can't agree on whose commands should run first. That is unrelated. If you don't use `.after()`, `.before()` or `.chain()` then the order...

I see. You're right that the mutable access could change at which point a system runs each frame. I what threw me off was that your example with `Score` isn't...

That makes sense :) I don't see how that relates to batching though.

> The default DirectionalLightShadowMap size was reduced to 1024 from 2048 when cascade shadow maps were added. Seems to be `2048` still: https://github.com/bevyengine/bevy/tree/latest/crates/bevy_pbr/src/light.rs#L227-L231

`flex_basis` is working for me as well. @alice-i-cecile, you could try running `cargo update` to make sure you're on the latest taffy patch.