![]() Fixes #18809 Fixes #18823 Meshes despawned in `Last` can still be in visisible entities if they were visible as of `PostUpdate`. Sanity check that the mesh actually exists before we specialize. We still want to unconditionally assume that the entity is in `EntitySpecializationTicks` as its absence from that cache would likely suggest another bug. |
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mesh2d | ||
render | ||
texture_slice | ||
lib.rs | ||
picking_backend.rs | ||
sprite.rs |