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# Objective - Bevy should not have any "internal" execution order ambiguities. These clutter the output of user-facing error reporting, and can result in nasty, nondetermistic, very difficult to solve bugs. - Verifying this currently involves repeated non-trivial manual work. ## Solution - [x] add an example to quickly check this - ~~[ ] ensure that this example panics if there are any unresolved ambiguities~~ - ~~[ ] run the example in CI 😈~~ There's one tricky ambiguity left, between UI and animation. I don't have the tools to fix this without system set configuration, so the remaining work is going to be left to #7267 or another PR after that. ``` 2023-01-27T18:38:42.989405Z INFO bevy_ecs::schedule::ambiguity_detection: Execution order ambiguities detected, you might want to add an explicit dependency relation between some of these systems: * Parallel systems: -- "bevy_animation::animation_player" and "bevy_ui::flex::flex_node_system" conflicts: ["bevy_transform::components::transform::Transform"] ``` ## Changelog Resolved internal execution order ambiguities for: 1. Transform propagation (ignored, we need smarter filter checking). 2. Gamepad processing (fixed). 3. bevy_winit's window handling (fixed). 4. Cascaded shadow maps and perspectives (fixed). Also fixed a desynchronized state bug that could occur when the `Window` component is removed and then added to the same entity in a single frame. |
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Bevy Transform
This crate is largely a 1:1 port from legion_transform (ecs: legion, math: nalgebra) to bevy (ecs: bevy_ecs, math: glam)