Right now (in the soon to be merged #24 PR) systems are only despawned and therefor hidden when new systems are fetched. We should change this logic to both hide when the system moves outside the spyglass's radius, as well as despawn when the size of loaded entities gets too large. (See #43)
The subtly here is dealing with FetchIndex types other than Region (rename spyglass?). When is a FetchIndex::Route hidden? When is a FetchIndex::Faction hidden? How should these interact with an active spyglass?
Right now (in the soon to be merged #24 PR) systems are only despawned and therefor hidden when new systems are fetched.We should change this logic to both hide when the system moves outside the spyglass's radius, as wellas despawn when the size of loaded entities gets too large. (See #43)The subtly here is dealing with
FetchIndex
types other thanRegion
(rename spyglass?). When is aFetchIndex::Route
hidden? When is aFetchIndex::Faction
hidden? How should these interact with an active spyglass?