emil28092005 9d68559962 fix: reset scene crash — remove physics bodies before entity destruct
Root cause: after Destruct(), physics world still references dead
entities in its internal dictionary. SyncTransforms iterates dead
entity IDs → Flecs assert ecs_is_alive.

Fix:
- Pause physics during reset
- For each deleted entity: check Has<RigidBody>, call physicsWorld.RemoveBody
  to clean up Jolt body + dictionary entries BEFORE Destruct
- Resume physics after CreateObjects
- New objects get IsInitialized=false, physics bodies created next frame
2026-06-19 16:23:03 +03:00
S
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