irate

Results 49 comments of irate

We will need to add base sets to the `FixedUpdate` schedule, otherwise users will need to explicitly run their systems before transform propagation.

Perhaps setting [`double_sided`](https://docs.rs/bevy/latest/bevy/pbr/struct.StandardMaterial.html#structfield.double_sided) to true on the material would fix it. Not really sure why we don't enable it by default.

> UI probably doesn't need a dedicated propagation or GlobalTransform equivalent, relying on the UI layouting algorithm instead. World space UI(#5476) is something to keep in mind.

That game has a lighting system, so it's the lack of a campfire causing the issue :) As you can see, the entire scene is dark, including the trees.

This reminded me of some changes I've got stashed from a couple months ago that would fix this. I'll probably have the PR up in a bit :)

Feel free to blame me as I was the one that pushed for that change :see_no_evil: I agree that it should have some more discussion, and that we should revert...

I misinterpreted the other skip entries as I was thinking about it :V This PR now updates our dependency on concurrent-queue to 2.0. edit: Wait... that means CI will now...

If this is put behind a feature it should definitely be enabled by default. Scenes are a core pillar of game development. Even games that are heavily procedural use scenes...

This might be surprisingly tricky to implement. Removing events will mess with the way `EventReader`s keep track of which events they have read. I might have an idea though, so...