Cameron
Cameron
To add some context, the lifetime change was deliberate and was made in #10077. (In hindsight, it was a mistake to include it in the 0.12.1 release.) I just didn't...
> Is this particular bug fixed now? I know we're not at "ideal final form" yet, but I seem to remember the cache-clearing bug getting fixed in 0.13. I believe...
> +1 For `StaticWorld`, as commands are the natural way of modifying world structure, and they are deferred, which `DeferredWorld` can not do. It's called `DeferredWorld` in the sense of...
> I'm personally less convinced: wouldn't those arguments similarly apply to any custom commands? Custom commands are fine since they're still commands. The batching implementation I'm investigating (used by flecs)...
> We could also reorder commands to reduce surprising errors and confusing interactions. > This would avoid a large number of spurious failures without needing explicit command error handling or...
> Given your example queue, imagine that `` ends up reducing to `add Mass to e2`. This could be the case if `` is a more complex command, that in...
> I would find it very surprising to discover that `Insert` was executed before `MyCustomCommand`. If this is the path we take, there should at least be a warning in...
> Let's say we have 2 systems (A and B) that take a mutable reference to `GameState`. Both of these systems want to update the `Score` resource based on the...
> The idea is that you don't care which system runs first because they will both generate appropriate commands for the state they observe. > `A` and `B` don't care...
You haven't addressed what I've been saying about this problem still existing if you take the same setup and just change it so that `A` and `B` both have `Res`...