-fixed bug with addEntityCopy (on create was called for bad entity, and incorrect block was added to update)
-added function to retrieve Component pointer from Entity (not template function)
-fixed thread_pool bug
-moved system destroy functionality to System structure "destroy()" function
-now arrays are properly destroyed (with destructor calling (__xdtor))
-fixed bug which makes BlockAllocator crashing after freeing it's memory
-fixed many smaller memory leaks
-added new trait to get full name of structure (witho module and package, not tested on more nested packages)
-some small improvements (like adding const to function which need it)
-Adedd function to resize array to Mallocator
-significant speed up for first time ID allocation by using resizeArray instead of makeArray
-fix: onUpdate called with zero length arrays
-call updateBlocks before updateEvents (it's more accurate behaviour)
-some minore fixes
-fixed meson.build for GDC
-fixed code do cross compiling to android
-fixed build with GCC (workaround)
-added little benchmark
-several small fixes
-updated meson build (demos building, working with GCC, LDC and DMD)
-added some meson options
-added ImGUI bind for OpenGL3
-fixed critical bug with adding entities
-fixed small bug with adding entity with replacement components which entity hasn't
-added multiple asserts to faster bug detection in future
-empty components now take no memory, so flag components is now far better
-added test for critical bug
-fixed critical bug with adding/removing entities form inside events
-fixed small bug with TestRunner
-improve basic tests
-fixed betterC compilation on DMD
-remove EntityID form Event structure
-added "return" attribute to some functions
-moved some code from Tempalte side to actual implementation
-fixed bug with EntityTemplate copying
-commented out some possibliy unused code
-use code formatter
-Added possibility to add entity form template + components to replace template data
-basic tests for new functionality
-small performance improvement for events
-added ComponentRef structure which contain data pointer and component ID
-now events are called before entities removing
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.