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## [1.3.2] - 2024-09-06 ### Added * Overloads for `ComponentLookup.HasComponent`, `ComponentLookup.TryGetComponent`, `BufferLookup.HasBuffer`, and `BufferLookup.TryGetBuffer` adding parameter `out bool entityExists`, as well as dedicated `ComponentLookup.EntityExists` and `BufferLookup.EntityExists` APIs, to allow user-code to distinguish entity non-existence from component non-existence without additional boilerplate, inside jobs. * adding missing dependencies `com.unity.modules.physics`, `com.unity.modules.uielements`. ### Changed * Updated Burst dependency to version 1.8.17 * Add API docs discouraging the use of the `ExclusiveEntityTransaction.EntityManager` property. Many EntityManager operations are not safe to use within the context of an ExclusiveEntityTransaction; only the methods directly exposed by `ExclusiveEntityTransaction` are guaranteed to work correctly. * Add API docs discouraging the creation of `EntityQuery` objects with multiple query descriptions. This feature works in narrow contexts, but is known to cause errors and incompatibilities with other DOTS features. * Add API docs to note that enabling and disabling components inside `IJobEntityChunkBeginEnd.OnChunkBegin()` does not affect the entities iterated in the current chunk, as its `chunkEnabledMask` has already been computed. * Zero-size `IBufferElementData` and `ISharedComponentData` structs no longer cause the TypeManager to throw during initialization. Zero-size buffer and shared components are usually a sign of pointless waste (especially buffer components, which have a significant chunk-memory cost even if the actual elements are empty), but they shouldn't cause a fatal error. ### Fixed * Various SGICE002 errors that happen if you type invalid C# code * Various SGICE003 errors that happen if you type invalid C# code * NullReferenceException on UnityObjectRef<T> after Asset Garbage Collection (This fix requires editor versions 2022.3.43f1 and 6000.0.16f1 and beyond)
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Unity Technologies
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Sep 6, 2024
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