We're storing shared pointers to nodes in the scene tree here. There's a bug in waiting if we have a reference to a node that was taken off the active scene tree between queries. I don't really know how to think about the problem just now.
Determine whether it is actually necessary to have all a Resource's construction and assignment operators defined when using the ResourceDatabase for something.
This sort of makes it so that an object with LightEmissionData and StaticModel components gets conflicting results for ObjectBounds. Do we want to allow entities to have both? If not, should we do something to explicitly prevent it?
This isn't particularly intuitive or useful yet; expand on this so that shaders can declare their vertex layouts in their json headers maybe? At present we've just hardcoded this into the render stages.