pub fn load_scene_dispatch(
project_vfs: Option<&Arc<Mutex<ProjectVfs>>>,
world: &mut GameWorld,
editor_state: &Arc<Mutex<EditorState>>,
abs: &Path,
)Expand description
Load dispatch: same shape as save_scene_dispatch.
Loads a scene, clearing every entity reference the editor still holds.
The clearing happens here rather than at each call site: loading always repopulates the world with fresh ids, so a caller that forgot would leave a selection naming entities from the previous scene — and once a slot is recycled, naming different ones.