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Make sure the mesh actually exists before we try to specialize. #18836

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Merged
merged 1 commit into from
Apr 14, 2025

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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.

@tychedelia tychedelia added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Apr 13, 2025
@tychedelia tychedelia added this to the 0.16 milestone Apr 13, 2025
@IceSentry IceSentry added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Apr 14, 2025
@superdump superdump added this pull request to the merge queue Apr 14, 2025
Merged via the queue into bevyengine:main with commit 6f3ea06 Apr 14, 2025
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mockersf pushed a commit that referenced this pull request Apr 14, 2025
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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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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