Skip to content

Conversation

@Eideren
Copy link
Collaborator

@Eideren Eideren commented Dec 1, 2024

PR Details

See title

Related Issue

Fix #2532

Types of changes

  • Docs change / refactoring / dependency upgrade
  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to change)

Checklist

  • My change requires a change to the documentation.
  • I have added tests to cover my changes.
  • All new and existing tests passed.
  • I have built and run the editor to try this change out.

@Eideren Eideren added the area-Core Issue of the engine unrelated to other defined areas label Dec 1, 2024
Copy link
Contributor

@Doprez Doprez left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

One question but functionally this looks good to me.

public interface IProcessorBase
{
/// <summary> The logic using this value expects it to be constant at runtime </summary>
ExecutionMode ExecutionMode => ExecutionMode.Runtime;
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Do we want the default to act like a regular EntityProcessor for the sake of consistency?

Copy link
Collaborator Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I think most users would actually expect their processors to only run at runtime out of the box, like script do. I understand that it's a bit counter intuitive when you come from how EntityProcessor work out of the box, which is why I wanted to change that as well but that's a far bigger breaking change

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

With the amount of times I have crashed the editor due to me forgetting to add ExecutionMode I fully agree with that logic.

Sounds good to me then.

@Eideren Eideren merged commit c6d6483 into stride3d:master Dec 6, 2024
3 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

area-Core Issue of the engine unrelated to other defined areas

Projects

None yet

Development

Successfully merging this pull request may close these issues.

FlexibleProcessing runs in GameStudio always

2 participants