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Version 0.8.3 Release [Bugfix]
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Bugfix release
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Dreaming381 committed Oct 16, 2023
1 parent 1008cd7 commit 5c3aa50
Showing 6 changed files with 29 additions and 3 deletions.
9 changes: 9 additions & 0 deletions CHANGELOG.md
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@@ -10,6 +10,15 @@ You can find changelogs for the individual modules in the [official Latios
Framework Documentation
repository](https://github.com/Dreaming381/Latios-Framework-Documentation).

## [0.8.3] – 2023-10-15

Officially supports Entities [1.0.16]

### Changed

- Updated Psyshock to v0.8.3
- Updated Kinemation to v0.8.3

## [0.8.2] – 2023-10-8

Officially supports Entities [1.0.16]
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@@ -20,7 +20,7 @@ public partial struct SetRenderVisibilityFeedbackFlagsSystem : ISystem
[BurstCompile]
public void OnCreate(ref SystemState state)
{
m_query = state.Fluent().WithAll<RenderVisibilityFeedbackFlag>(false).WithAll<ChunkPerFrameCullingMask>(true, true).Build();
m_query = state.Fluent().WithAll<RenderVisibilityFeedbackFlag>(false).WithAll<ChunkPerFrameCullingMask>(true, true).IgnoreEnableableBits().Build();
}

[BurstCompile]
1 change: 1 addition & 0 deletions Kinemation/Systems/PreBatching/TextBackendUpdateSystem.cs
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@@ -11,6 +11,7 @@

namespace Latios.Kinemation.TextBackend.Systems
{
[DisableAutoCreation]
[RequireMatchingQueriesForUpdate]
[BurstCompile]
public partial struct TextBackendUpdateSystem : ISystem
16 changes: 16 additions & 0 deletions PsyshockPhysics/Physics/Types/CollisionLayer.cs
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@@ -104,6 +104,22 @@ public CollisionLayer(in CollisionLayer sourceLayer, AllocatorManager.AllocatorH
this.allocator = allocator;
}

/// <summary>
/// Creates an empty CollisionLayer. This is useful when you just need an empty layer in order to reuse some other codepath.
/// However, if you need a normal layer, you should use Physics.BuildCollisionLayer() instead.
/// </summary>
/// <param name="settings">The settings to use for the layer. You typically want to match this with other layers when using FindPairs.</param>
/// <param name="allocator">The Allocator to use for this layer. Despite being empty, this layer is still allocated and may require disposal.</param>
/// <returns>A CollisionLayer with zero bodies, but with the bucket distribution matching the specified settings</returns>
public static CollisionLayer CreateEmptyCollisionLayer(CollisionLayerSettings settings, AllocatorManager.AllocatorHandle allocator)
{
var layer = new CollisionLayer(0, settings, allocator);
for (int i = 0; i < layer.bucketStartsAndCounts.Length; i++)
layer.bucketStartsAndCounts[i] = 0;
layer.worldSubdivisionsPerAxis.x = math.max(1, layer.worldSubdivisionsPerAxis.x); // Ensure IsCreated is true.
return layer;
}

/// <summary>
/// Disposes the layer immediately
/// </summary>
2 changes: 1 addition & 1 deletion README.md
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@@ -1,6 +1,6 @@
![](https://github.com/Dreaming381/Latios-Framework-Documentation/media/bf2cb606139bb3ca01fe1c4c9f92cdf7.png)

# Latios Framework for Unity ECS – [0.8.1]
# Latios Framework for Unity ECS – [0.8.3]

The Latios Framework is a powerful suite of high-performance low-level APIs and
feature-sets for Unity’s ECS which aims to give you back control over your
2 changes: 1 addition & 1 deletion package.json
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@@ -1,7 +1,7 @@
{
"name": "com.latios.latiosframework",
"displayName": "Latios Framework for ECS",
"version": "0.8.2",
"version": "0.8.3",
"unity": "2022.3",
"description": "Latios Framework for ECS is a collection of tools, algorithms, and API extensions developed by a hardcore hobbyist game developer.\n\nThis package includes all of the following modules:\n\u25aa Core\n\u25aa QVVS Transforms\n\u25aa Psyshock Physics\n\u25aa Myri Audio\n\u25aa Kinemation Animation and Rendering\nu25aa Caligraphics\n\nExamples: \n\u25aa Latios Space Shooter Sample - https://github.com/Dreaming381/lsss-wip \n\u25aa Mini Demos - https://github.com/Dreaming381/LatiosFrameworkMiniDemos \n\u25aa Free Parking - https://github.com/Dreaming381/Free-Parking",
"documentationURL": "https://github.com/Dreaming381/Latios-Framework-Documentation",

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