Releases: VergilUa/EntitiesExt
Releases · VergilUa/EntitiesExt
EntitiesExt 1.1.3
Changelog (since 1.1.3):
- OpenUPM version bump;
Fixes:
- Fixed IEntityManagedSupplier not gathering entity types correctly when present in hierarchy as a child
Matching Unity version - 6000.2.8f1+
EntitiesExt 1.1.2
Changelog (since 1.1.1):
- Incremented Unity's version to 6000.2.8f1 to avoid CVE
- OpenUPM version bump;
Fixes:
- SyncPositionToEntity & SyncRotationToEntity should now respect DontSyncOneFrame tag as well;
Matching Unity version - 6000.2.8f1
EntitiesExt 1.1.1
Changelog (since 1.1.0):
- Updated supported Unity version to v6000.2;
- OpenUPM version bump;
- Fixed exception thrown if GO name is too long (should now output proper error);
- Minor cleanup
Unity version - 6000.2
EntitiesExt v.1.1.0
OpenUPM publishing related fixes. No other changes done.
EntitiesExt v1.0.7
Changelog (since 1.0.6):
- Exposed World for the EntityBehaviour;
- Added missing system singleton support for the custom ECB Systems identical to Unity's default ECB systems;
E.g. (SystemAPI.GetSingleton<AfterSimulationEntityCommandBufferSystem.Singleton>()) - Added missing unpacking extensions for the data serialization / deserialization;
- Added EntityBehaviour.TryGetBuffer where T - DynamicBuffer;
- Added GatherEntityTypes HashSet.Contains as extension;
- Added component lookup caching for the sync systems;
- Added more SafeDispose extensions for the native collections;
- Updated transform sync systems to use EntityQueryBuilder + WorldUpdateAllocator to allocate queries;
- Fixed incorrect example for the IEntityManagedSupplier case. Previously had wrong component as a query.
EntitiesExt v1.0.6
Changes
- Updated API to match Unity 2022.3 LTS + Entities v1.0.11;
EntitiesExt v1.0.5
Changes
- Added IEntityManagedSupplier to support cases where EntityBehaviour not accessed in runtime at all.
This reduces typing / extra fields displayed via inspector as a result for those cases; - Added IEntityManagedSupplier example & refactored a bit existing examples;
- Internal methods used to add / set / remove data now available as extensions for the EntityManager / EntityCommandBuffer;
- Made EntityBehaviour API by types more consistent (now limited to 3 components per call);
- Fixed issue where in rare cases components added may not propagate changes (now uses Undo) for the validation;
- Removed gameObject.SetupEntityBehaviour() overload without EntityBehaviour reference.
Use gameObject.SetupEntityBehaviour(ref entityBehaviour) instead. [One without ref cause component add / remove issues]
EntitiesExt 1.0.4
Changelog
- Exposed stored EntityArchetype inside EntityBehaviour as SerializedArchetype (accessable via Archetype property);
- Added WriteDataTo method for iterating over IEntitySuppliers and generating data to custom buffers;
[Use this for the cases where entity is generated outside of EntityBehaviour]
Potential API breaking changes
- ArchetypeLookup access is now performed via system of the target world instead of always being generated by passed EntityManager. (multi-world case support, plus no longer reliant on Unity's RuntimeInitializeOnLoadMethod callback)
If you were using SerializedArchetype.AsArchetype -> Use ArchetypeLookup.GetCreateArchetype(SerializedArchetype) overload instead.
Reference to the ArchetypeLookup can be fetched via World.GetOrCreateSystemManaged() (as any managed system)
EntitiesExt 1.0.3
- Fixed incorrect editor assembly definition settings that may prevent from building;
EntitiesExt_1.0.1
- Added an ability to select in which world resulting Entity should be inserted;
- Added UI for the World insert selection;