Refactor instance update flow, asset registry, and texture IO
- Renamed AddInstanceRequest to UpdateInstanceRequest; unified add/update logic for GPU instances - Introduced UpdateGPUInstanceSystem to handle changed MeshInstance components - Replaced QueryBuilder.Create() with QueryBuilder.New() for consistency - Switched versioning in ChunkView HasChanged/HasStructuralChanged to uint - Added extension-to-AssetType mapping in AssetHandlerRegistry - Changed TextureAssetHandler/Processor to use nint for image data - Enhanced DDS cache: read mipmap count, handle invalid files - Updated ProjectBrowserViewModel to use IAssetRegistry - Upgraded Misaki.HighPerformance and System.IO.Hashing packages - Set DependencyChainCapacity in JobSchedulerDesc - Fixed instance buffer logic in GhostRenderPipeline - Miscellaneous cleanups and namespace improvements
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@@ -15,7 +15,7 @@ internal class CameraMovingSystem : ISystem
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public void Initialize(ref readonly SystemAPI systemAPI)
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{
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_cameraQueryID = QueryBuilder.Create()
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_cameraQueryID = QueryBuilder.New()
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.WithAll<Camera, LocalToWorld>()
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.Build(systemAPI.World, true);
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