-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.
-removed some unused code
-fixed bug with struct destructors (Mallocator called __dtor instead of __xdtor)
-added unittests for events
-addded _d_eh_personality null implementation as LDC betterC bug workaround
-fixed bug in EntityManager
-added better support for non-betterC unittests
-added many new unittests
-slightly improved JUnit xml output
-fixed WASM compile script
-added new textures
-fixed model texture coordinaes in demos
-some minor bug fixes in demo
TODO: demos cpu usage in non-betterC mode
-unittest runner works for non betterC build
-working unittest coverage generation
-unittest runner support for named tests. Simple regex is supported (* as any substring) and two list of expressions are used, one for include regex and one for exclude regex
-test runner support before/after everty test callback funcion
-added some basic tests for template allocation
-added function to allocate new template from different template and list of addition and removed components
-fixed bug with events called on destroyed entities (crash)
-don't call event on system for unsupported entity
-added "entity_id" property to EntitiesData
*updated build scripts
*removed tls variables from code (needed to support WebAssembly)
*some mmutils tweaks
*some fixes
*pthread TLS thread ID implementation
-added Atomic file (reimplementation of atomics templates for emscripten)
-added emscripten support to ecs.std
*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
-addEntity now returns pointer instead of reference (it's has more sense)
-added function addEntityCopy(EntityID) which adds copy of entity with it's whole data
-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