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# Objective Fixes bevyengine#10069 ## Solution Extracted UI nodes were previously stored in a `SparseSet` and had a predictable iteration order. UI borders and outlines relied on this. Now they are stored in a HashMap and that is no longer true. This adds `entity.index()` to the sort key for `TransparentUi` so that the iteration order is predictable and the "border entities" that get spawned during extraction are guaranteed to get drawn after their respective container nodes again. I **think** that everything still works for overlapping ui nodes etc, because the z value / primary sort is still controlled by the "ui stack." Text above is just my current understanding. A rendering expert should check this out. I will do some more testing when I can.
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