-added multiple new function to allocate template and add entity
-updated README.md (complete initial version)
-empty components now don't take memory
-fixedd small bug with TestRunner
-added many new tests (HashMap, Vector, EntityMeta, ...)
-added default hashing function to HashMap
-fixed critical bug with adding entities
-fixed small bug with adding entity with remplacement components
-added asserts into code to better bug detection
-small performance improvement for events
-added ComponentRef structure which contain data pointer and componentID
-remove EntityID from Event structure
-now events are handled before removing entiteis
-fixed GDC compilation
-fixed rendering of rotated sprites
-added weapons as separate entities to space ship and others
-added Tower enemy to SpaceInvaders demo
-added Boss to SpaceInvaders demo (boss has four tower attached to it)
-Boss towers shoot multiple bullets upon death
-fixed critical bug with demos switching
-fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback
-added animation support
-added particles sypport and particles for firing and explostions, and more
-multithreaded rendering now has same rendering order as singlethreaded
-application automaticallu detect host CPU threads count
-added upgrades to SPaceInvaders demo
-fixed texture memory freeing
-improved documentation
-improved multithreaded performance
-improve shader code
-fixed registration issue
-some additional performance improvements
-added depth and colors to rendering parameters
-jobs now has names corresponding to their systems
-change execute() -> willExecute()
-added EntityMeta structure to speedup getting fetching components form entity
-improved multithreading rendering
-added possibility tio change number of threads runtime
-added bullets collision detection in SpaceInvaders demo
-some CI changes
-added VBO batch rendering (current default, no render mode switch yet)
-fixed camera positioning calculation
-fixed buffer issue with WebGL
-added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger.
-center demos gameplay area
-added fullpage html template for Emscripten build
-added many new sprites to atlas
-fixed critical bug with CPU usage in multithreaded mode
-snake render tile coresponding to body part
-snake is destroyed after collision and emit some particles
-added some functionality to vectors
-fixed documentation issue in Manager.d
-more minor code changes and cleanup
-added webpage deploymnet stage
-added separate build stage which build all binaries and generate documentation
-added Emscripten build stage for merge to master only
-added VBO batch rendering (current default, no render mode switch yet)
-fixed camera positioning calculation
-fixed buffer issue with WebGL
-added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger.
-center demos gameplay area
-added fullpage html template for Emscripten build
*replaced array[..] = array[ .. ] sclice copy with mempcy
*added own std library (allocator, alloca, Mutex)
*changed tamplates for collecting components for systems
-fixed issue with multiple optional components registering for system
-changed "absent" to "excluded" everywhere
-added Events support:
*systems are scanned by handleEvent() function
*generate system callers for events
*event sending have (untested) multithreaded support
*EventInput structure in System has input components for event
-beginRegister() and endRegister() was added (every register functions must be called between this calls, update calls can't be called there)
-SystemCallers and Systems dependecies is rebuild always in endRegister();
-beginRegister() clear all SystemCallers and Systems dependencies
-possibility to get System ID and execution state
-JobGroup has now pointer to it's parent (SystemCaller)
-SystemCaller clean up destructor
-Multithreaded IDManager.getNewID()
*use implementation with free IDs stack (instead of classic pool)
-support for multiple UpdatePasses. Passes are added by name, and must be called between begin() end() functions.
-removed mutex from addEntity()
-commit() function added. Used to commit all changes made while update() call. Called automatically by begin() end() functions.
*system has arrays of read only and modified components
*new attribute "readonly" usable for variables which should be visible as read only. Const can be used instead for enable checks by compiler.
*JobGroup was added. JobGroup contain array of jobs and array of dependencies (JobGroups)
*new function generateDependencies() generate exclusion between systems, and then generate dependencies for SystemCallers and JobGroups
-fixed issue with jobs generating (empty blocks with only newly added entities was used, and led to crash)
-fixed small typo mistake
-Multithreading support:
*multithreaded update - updateMT(), function generates jobs to execute
*added dispatch callback function to dispatch generated jobs (setJobDispachFunc)
*added getID callback for get thread ID by EntityManager
-added Job structure. Job has one function "execute()".
-calling partial info update (required to multithreading)
-multithreaded removeEntity, addCompoenents, removeComponents. Every thread has own data and remove/change lists.
-multithreaded addEntity (WIP)
-fixed issue with duplicating components
-simpler and faster "findBlockWithFreeSpace" function
-CallDataAllocator, allocator for CallDatas (used for Jobs)
-fixed some bugs/issues
-more messy tests
-some documentation
-some useful code moved to functions
-adding components to existing entity
-opportunity to get entity by ID
-fixed calculating deltas
-sorting IDs arrays for allocating Templates
-fixed alignment caluclation
-added compile-time checks for "component_id" member existing in component
-adding entities
-Template allocating and freeing
-Deltas calulating for components in EntityType
-Updating for every EntityType and System
-Generate deltas, components list, and functions callers for Systems