glsledit used to crash if you were to write a wrong shader (which is at any new keystroke basically) and THEN if you come back to an old shader.
we were still using the old shader object even tho it was released.
this removes a wrong assumption that was taken in <Node> that Node hold the shader object, it's no longer true as it comes from the <Surface> and it caches there,
therefore, the <Node> must not .dispose() the shader object
the issue now however is that glsledit example will start leaking shader objects as we cache them, we will fix that using a LRU
upgrade some projects.. next release will be 3.0.0 ! not that it's fully ready yet (will still be in @next, but in order to get semver on track.. & so the projects can properly dep on the right version)
there were currently an issue with gl-react@3.0.0-alpha1 being installed instead of gl-react@3.0.0-alpha.8 when not depending on exact version, 'cause it's just not very compliant with semver