Now whole committing process is called in specific order:
- UpdateBlocks
- ChangeEntities
- RemoveEntities
- HandleEvents
Whole process is repeated until there will be no more changes to commit
-fixed issue with adding/removing entities inside events handling
-fixed EntityMeta.getComponent() (added check if component_id is valid)
-added function hasComponent to entity to check if component exists
-Fixed performance issue with multithreading and rendering
-start making better shaders (by using many macros)
-speed up rendeing when maximum objects count was reached
-remove map rendering form Snake demo, and render entities by themself
-start adding depth and color rendering parameters
-added properly names to jobs (for debugging purpses)
-starts adding multithreaded rendering
-added some math to vectors
-changes execute() to willExecute(). Probably should have different name.