fn spawn_budgeted(
world: &mut World,
entity_assets: &mut HashMap<Entity, RenderableAsset>,
remaining: &mut VecDeque<EntityRecord>,
renderer: &Renderer<'_>,
project_root: &Path,
) -> boolExpand description
Spawns up to LOAD_BUDGET_PER_FRAME worth of remaining entities into world/
entity_assets, returning true once remaining is empty (the load is finished) — shared by
the “New/Open Project” and “open an additional scene as a new tab” load paths.