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Sweep bins after queuing so as to only sweep them once. #17787
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Currently, we *sweep*, or remove entities from bins when those entities became invisible or changed phases, during `queue_material_meshes` and similar phases. This, however, is wrong, because `queue_material_meshes` executes once per material type, not once per phase. This could result in sweeping bins multiple times per phase, which can corrupt the bins. This commit fixes the issue by moving sweeping to a separate system that runs after queuing. This manifested itself as entities appearing and disappearing seemingly at random. Closes bevyengine#17759.
I spotted this over in #17769 too, for anyone looking for a reproduction. |
tychedelia
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Feb 10, 2025
superdump
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Feb 10, 2025
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Approved aside from @tychedelia 's comment.
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# Objective - #17787 removed sweeping of binned render phases from 2D by accident due to them not using the `BinnedRenderPhasePlugin`. - Fixes #17885 ## Solution - Schedule `sweep_old_entities` in `QueueSweep` like `BinnedRenderPhasePlugin` does, but for 2D where that plugin is not used. ## Testing Tested with the modified `shader_defs` example in #17885 .
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A-Rendering
Drawing game state to the screen
C-Bug
An unexpected or incorrect behavior
P-High
This is particularly urgent, and deserves immediate attention
S-Needs-Review
Needs reviewer attention (from anyone!) to move forward
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Currently, we sweep, or remove entities from bins when those entities became invisible or changed phases, during
queue_material_meshes
and similar phases. This, however, is wrong, becausequeue_material_meshes
executes once per material type, not once per phase. This could result in sweeping bins multiple times per phase, which can corrupt the bins. This commit fixes the issue by moving sweeping to a separate system that runs after queuing.This manifested itself as entities appearing and disappearing seemingly at random.
Closes #17759.