Shane Celis
Shane Celis
There's no reason that I know. I did it this way merely to make the least invasive change. Technically using `ArrayPool` introduces a dependency on `System.Buffers` but that's already a...
In response to the feedback and code coverage report given above, I added tests for both pool implementations, and based on those tests I added a fix to make `ArrayBufferPool`'s...
Is this failure genuinely a result of my changes? I'm having trouble running the test suite on macOS. I'll try on Windows another time.
Sure thing. If you haven't tried this already, I'd recommend trying the [v1.1.0 release](https://github.com/shanecelis/emacsy/releases) so that you don't have to bother with autotools. If you're determined to stick to the...
Hmm... I tried so hard to make sure the release didn't require "noweb" too. You can try to either: 1) Run ./configure --enable-noweb=no, or 2) Install [noweb](http://www.cs.tufts.edu/%7Enr/noweb/). Sorry about these...
It seems like AOT compilation is the big stumbling block in using System.Reactive with Unity. I made some headway in getting an unmodified System.Reactive.dll to work in Unity even on...
I was initially against this. But I looked at how winit arranged their [PhysicalKey](https://docs.rs/winit/latest/winit/keyboard/enum.PhysicalKey.html). They keep both `KeyCode` and `PhysicalKey`, which I think is confusing. I prefer this proposal to...
@doonv Re: Handle vs double path I've converted some code from using `load_internal_asset!()` to `embedded_asset!()` and there was a benefit I noted using a path with `embedded_asset!()`. For instance I...
I added some more tests in a PR https://github.com/bonsairobo/bevy/pull/1 to this PR to exercise its behavior on error conditions. I never provoked an unwrap() None error, so I'm happy with...
No, nothing blocking. I’ll be happy to approve. I added some tests and exercised it. It’d be nice for this to make it in. I don’t see the approve button...