Nicole L
Nicole L
This might be a case to start investigating async support in game logic, since this is a case where we want to wait on an async operation (loading the asset)...
For now, this work is as simple as changing the `Sink` impl for `Serialized` to take a reference to the message being sent, rather than taking the message by value....
#18 implements sending and receiving raw bytes. The next step is to generalize support for serialization strategies when using `Serialized`. This would be a good first task for someone to...
This was partially implemented in #26, but this will be much easier to fully implement after #24. Having the message pump centralized would also allow us to centralize the timeout,...
As of #20, an initial version of reliable message send is implemented for raw byte messages. We still need to implement support for reliable sending for serialized messages, but this...
Thanks for the response! I'm curious, how would this help resolve #67? I'm not seeing the connection between custom component allocators and having to iterate over all of the entities...
I'm running 4.6.2. I'll see about finding a trivial repro case.
Currently are there any technical limitations on preserving parent/child relationships while doing the merge? When I tried GitMerge it completely undid my scene hierarchy, which meant I couldn't use the...
So I put together a simple test to find out in what cases the parent/child relationship doesn't get properly merged. In a scene with a root object with one parent...
The hard part of getting `Transform.parent` exposed in the merge view is that, when serialized, the parent holds the list of of children in its "m_Children" property. That means we...