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## [0.6.0] - 2020-02-17 ### Added * The `[GenerateAuthoringComponent]` attribute is now allowed on structs implementing `IBufferElementData`. An authoring component is automatically generated to support adding a `DynamicBuffer` of the type implementing `IBufferElementData` to an entity. * Added new `SystemBase` base class for component systems. This new way of defining component systems manages dependencies for the user (manual dependency management is still possible by accessing the `SystemBase.Dependency` field directly). * New `ScheduleParallel` methods in `IJobChunk` and `Entities.ForEach` (in `SystemBase`) to make parallel scheduling of jobs explicit. `ScheduleSingle` in `IJobChunk` indicates scheduling work to be done in a non-parallel manner. * New editor workflow to quickly and easily build LiveLink player using the `BuildConfiguration` API. * Adds Live Link support for `GameObject` scenes. * The `SceneSystem` API now also loads `GameObject` scenes via `LoadSceneAsync` API. * Added new build component for LiveLink settings in `Unity.Scenes.Editor` to control how initial scenes are handled (LiveLink all, embed all, embed first). * Users can now inspect post-procssed IL code inside Unity Editor: `DOTS` -> `DOTS Compiler` -> `Open Inspector` ### Changed * The package `com.unity.build` has been merged into the package `com.unity.platforms`. As such, removed the dependency on `[email protected]` and replaced it with `[email protected]`. Please read the changelog of `com.unity.platforms` for more details. * Managed components are now stored in a way that will generate less GC allocations when entities change archetype. * Moved `Unity.Entities.ICustomBootstrap` from Unity.Entities.Hybrid to Unity.Entities. * `World.Dispose()` now completes all reader/writer jobs on the `World`'s `EntityManager` before releasing any resources, to avoid use-after-free errors. * Fix `AssemblyResolveException` when loading a project with dependent packages that are using Burst in static initializers or `InitializeOnLoad`. * `.sceneWithBuildSettings` files that are stored in Assets/SceneDependencyCache are no longer rebuilt constantly. Because they are required for SubScene behaviour to work in the editor, if these are deleted they are recreated by OnValidate of the SubScene in the edited Scene. They should also be recreated on domain reload (restarting unity, entering/exiting playmode, etc). * `EntityQuery.cs`: Overloads of `CreateArchetypeChunkArray`, `ToComponentDataArray`, `ToEntityArray`, and `CopyFromComponentDataArray` that return a JobHandle (allowing the work to be done asynchronously) have been renamed to add `Async` to the title (i.e. `ToComponentDataArrayAsync`). The old overloads have been deprecated and an API Updater clause has been added. * `Entities.WithName` now only accepts names that use letters, digits, and underscores (not starting with a digit, no two consecutive underscores) * Updated package `com.unity.properties` to version `0.10.4-preview`. * Updated package `com.unity.serialization` to version `0.6.4-preview`. * The entity debugger now remembers whether chunk info panel is visible * The entity debugger now displays the full name for nested types in the system list * The entity debugger now sorts previously used filter components to the top of the filter GUI * Bumped burst version to include the new features and fixes including: * Fix an issue with function pointers being corrupted after a domain reload that could lead to hard crashes. * Fix potential deadlock between Burst and the AssetDatabase if burst is being used when building the database. ### Deprecated * Method `GetBuildSettingsComponent` on class `GameObjectConversionSystem` has been renamed to `GetBuildConfigurationComponent`. * Method `TryGetBuildSettingsComponent` on class `GameObjectConversionSystem` has been renamed to `TryGetBuildConfigurationComponent`. * Member `BuildSettings` on class `GameObjectConversionSettings` has been renamed to `BuildConfiguration`. * Member `BuildSettingsGUID` on class `SceneSystem` has been renamed to `BuildConfigurationGUID`. ### Removed * Removed expired API `SceneSectionData.SharedComponentCount` * Removed expired API `struct SceneData` * Removed expired API `SubScene._SceneEntities` * Removed expired API `World.Active` ### Fixed * Ability to open and close SubScenes from the scene hierarchy window (Without having to move cursor to inspector window). * Ability to create a new empty Sub Scene without first creating a game object. * Improve performance of SubScene loading and change tracking in the editor. * Fixed regression where `GetSingleton` would create a new query on every call. * Fixed SubScenes trying to load an already loaded AssetBundle when loaded multiple times on the same player, but with different Worlds. * Make it clear that SubScenes in Prefabs are not supported. * Lambda job codegen tests now fail if the error message does not contain the expected contents. * Improved performance of setting up the world required for game object conversion * The `chunkIndex` parameter passed to `IJobChunk.Execute()` now has the correct value. * Fixed an error which caused entities with `ISystemStateSharedComponentData` components to not be cleaned up correctly. * Managed components containing `Entity` fields will now correctly serialize. * Fixed issue where `BlobAssetVerifier` will throw error if it can't resolve a type. * Exposed the Managed Component extensions for `EntityQuery`. * `Entities.ForEach` now identifies when `this` of the enclosing system is captured due to calling an extension method on it when compilation fails since the lambda was emitted as a member function * `Entities.ForEach` now reports when a field of the outer system is captured and used by reference when compilation fails since the lambda was emitted as a member function * `Entities.ForEach` does not erronously point to calling static functions as the source of the error when compilation fails since the lambda was emitted as a member function * Debugging inside of `Entities.ForEach` with Visual Studio 2017/2019 (some debugging features will need an upcoming update of the com.unity.ide.visualstudio package). * `EntityQuery.ToComponentArray<T>` with `T` deriving from `UnityEngine.Component` now correctly collects all data in a chunk * Fixed an issue with `ComponentSystemBase.GetEntityQuery` and `EntityManager.CreateEntityQuery` calls made with `EntityQueryDesc` not respecting read-only permissions. ## [0.5.1] - 2020-01-28 ### Changed * Constructor-related exceptions thrown during `World.CreateSystem` will now included the inner exception details. * `DefaultWorldInitialization.GetAllSystems` now returns `IReadOnlyList<Type>` instead of `List<Type>` * `DefaultWorldInitialization.AddSystemsToRootLevelSystemGroups` now takes `IEnumerable<Type>` instead of `List<Type>` ### Fixed * Fixed an issue where `BlobAssetReference` types was not guaranteed to be 8-byte aligned on all platforms which could result in failing to read Blob data in components correctly on 32-bit platforms. * Fixed issue in `MinMaxAABB.Equals()` comparing `Min` to itself rather than `other`. * `Entities.ForEach` now properly treats `in` parameters of `DynamicBuffer` type as read-only * Fixed potential crash caused by a leaked job after an exception is thrown during a call to `IJobChunk.Schedule`. * Fixed regression in `ComponentSystemBase.GetSingleton()` where a new query would be created every timee the function is called.
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