Fix: decouple TextRender editor bounds from material readiness#4137
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ifromstone wants to merge 1 commit into
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Fix: decouple TextRender editor bounds from material readiness#4137ifromstone wants to merge 1 commit into
ifromstone wants to merge 1 commit into
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Split `TextRender` bounds calculation from full draw-data generation so editor bounds can be updated as soon as the font and text data are available, without waiting for the material shader to be ready.
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Problem
TextRendereditor bounds could be stale during prefab preview initialization. In prefab windows, this could make auto-fit run before text bounds were valid, so the same prefab appeared framed differently from a scene instance.Solution
TextRender.HasContentLoaded()aligned with other actor types by checking asset load state, not material shader readiness.GetEditorBox(),GetLocalBox(), debug drawing, and intersection code refresh bounds when needed.