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After few cycles the world.Progress() just never returns, probably waiting on some lock. I had crashes before with multithreaded as well, but now its just freeze. Only 2 multithreaded systems are thes…
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lldb backtrace:
```
(lldb) bt
* thread #1, name = 'Game', stop reason = signal SIGSEGV: address not mapped to object
* frame #0: 0x0000757b768709f5 libcoreclr.so`___lldb_unnamed_symbol9797 + 9…
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for the units addon, all types are defined as `ECS_DECLARE(EcsCenti)`
which translated to `ecs_entity_t EcsCenti, FLECS_IDEcsCentiID_;`
when importing units module with `FlecsUnitsImport` , you on…
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Completions are sorted by the label since 1805837067cc68d563866cbf1eb5873dd64aa93a. Grouping them based on what kind (keyword, function, variable, ...) they are seems reasonable but sorted them alphab…
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## Feature
OnSet and OnRemove would both provide the previous value, becoming: `OnSet(entity, value, prevValue)` and `OnRemove(entity, prevValue)`.
## Motivation
I'm having to regularly creat…
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Some improvements need to be done to ECS:
* cache localized data
* easier parallelism/jobs
* easier background preloading to avoid stuttering when a new entity is added to scene
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**Describe the bug**
When destroying an entity that has a sparse component and there is an observer tracking the sparse component, I get the following assert:
```
fatal: sparse.c: 621: assert: dens…
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**Describe the bug**
When deleting an entity that has a sparse component and the sparse component has an `on_remove` hook declared, Flecs crashes with `fatal: iter.c: 119: assert: !(idr->flags & EcsI…
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Not sure if this is binding issue or flecs issue, the coredump is also quite useless:
```
* thread #1, name = 'Game', stop reason = signal SIGSEGV: address not mapped to object
* frame #0: 0x00…
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**Describe the bug**
When both elements of a pair are components and different entities are set with data in either first or second, data is put in the same column and considered the same in queries.…