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Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[Unreleased]

[1.14.2] - 2022-11-11

Other

  • Use version ranges for package references in all projects
  • Upgrade all NuGet packages
  • Restructure project using tests folder
  • Use Version instead of PackageVersion
  • Add GitHub actions

bee

  • Upgrade to bee 1.3.1

[1.14.1] - 2022-09-26

Entitas

  • Add [ThreadStaticAtribute] at static fields for multi-threaded game servers #919

Entitas.CodeGeneration.Plugins

  • Revert "Remove CodeDom" to support reserved C# keywords in component names #1032
  • Update jenny standalone checks to test for Jenny.Generator.Cli namespace

Entitas.VisualDebugging.Unity

  • Fix entities order in visual debugging #1027
  • Create Entitas.properties with all required keys #1031
  • Set default systemWarningThreshold if Entitas.properties doesn't exists #1031

Entitas.VisualDebugging.CodeGeneration.Plugins

  • Prevent #963: Extend generator with adding debug log of exception when registering observers

DesperateDevs

Other

  • Move projects from Addons to src folder
  • Remove top-level folder in projects
  • Convert concatenation to interpolation
  • Migrate unit tests from nspec to xunit
  • Remove travis.yml
  • Remove old Tests project
  • Remove PerformanceTests
  • Move Entitas.VisualDebugging.* to Entitas.Unity solution folder
  • Add Entitas.CodeGeneration.Program project
  • Apply formatting and syntax updates to Entitas
  • Update Desperate Devs packages
  • Update packages

bee

  • Upgrade to bee 1.2.0
  • Add entitas::new
  • Add entitas::new_benchmark
  • Add entitas::nuget
  • Add entitas::nuget_local
  • Add entitas::publish

[1.14.0] - 2022-09-02

Notes

  • Rename the repository to Entitas: https://github.com/sschmid/Entitas
  • Desperate Devs 1.0 is now open-source. Please find changes and upgrade guides here: CHANGELOG.md
  • Started migration to a modern SDK-style project structure using .NET project SDKs
  • All projects have been updated to .NET 6.0 and .NET Standard 2.1.
  • Entitas.Roslyn.CodeGeneration.Plugins is now open-source and part of this Entitas repository
  • main is new default branch and master is obsolete

Upgrade

  • Rename CodeGeneratorExtentions to CodeGeneratorExtensions
  • Update Jenny.properties and rename to Entitas.CodeGeneration.Plugins.EventListenerInterfaceGenerator
  • mono Jenny/Jenny.exe is obsolete. Use dotnet Jenny/Jenny.Generator.Cli.dll (requires dotnet)
  • Run dotnet Jenny/Jenny.Generator.Cli.dll auto-import -s and follow instructions
  • Consider using at least these search paths in Jenny.properties:
Jenny.SearchPaths = Jenny/Plugins/Entitas, \
                    Jenny/Plugins/Jenny, \
                    Assets/Entitas
  • Some keys in Jenny.properties have changed due to renamed namespaces:
Jenny.SearchPaths
Jenny.Plugins
Jenny.PreProcessors
Jenny.DataProviders
Jenny.CodeGenerators
Jenny.PostProcessors
Jenny.Server.Port
Jenny.Client.Host
Jenny.Plugins.ProjectPath
Jenny.Plugins.TargetDirectory

Entitas

  • Add systems.Remove()

Entitas.CodeGeneration.Plugins

  • Fix typo in CodeGeneratorExtensions
  • Fix typo in EventListenerInterfaceGenerator
  • Remove CodeDom

Entitas.Unity.Editor

Other

  • Use Desperate Devs 1.0.0
  • Use nuget and delete dependencies
  • Remove docs
  • Remove doxygen
  • Remove tree

bee

  • Migrate to bee 1.1.0
  • Remove generated folder from VisualDebugging project

[1.13.0] - 2019-02-20

Added

  • Update roslyn
  • Update hierarchy icons

Changed

  • Change Preferences minified and doubleQuoteMode api

Fixed

  • Fix hierarchy icon null warning

[1.12.2] - 2018-12-15

Fixed

  • Fix EntityLinkHierarchyIcon #843

[1.12.1] - 2018-12-09

Added

  • Fix Jenny.exe load default Jenny.properties when not specified

[1.12.0] - 2018-12-09

Added

  • Add Preferences require concrete properties path
  • Add CodeGeneratorPreferencesWindow
  • Add EntitasEntityLinkHierarchyIcon

Changed

  • Move Jenny Unity Preferences to its own editor window Tools/Jenny/Preferences...

Removed

  • Remove EntitasCache

Upgrade

  • Jenny has been decoupled from Entitas even more
  • Jenny now stores its config in Jenny.properties by default
  • Entitas now stores its config in Entitas.properties by default
  • Please split Preferences.properties into Entitas.properties and Jenny.properties or delete them to automatically create new default files

[1.11.0] - 2018-11-19

Added

  • Add support for multiple event attributes with different event target #810

Upgrade

  • All listener interfaces with EventTarget.Any need to be renamed
    • IPositionListener -> IAnyPositionListener
    • OnPosition -> OnAnyPosition

[1.10.0] - 2018-11-14

Changed

  • Remove IContext from EntityLink.Link() method signature

Upgrade

  • Remove IContext from EntityLink.Link() method signature

[1.9.2] - 2018-11-04

Added

  • Hotfix for Unity Asset Store missing mono hosted msbuild

[1.9.1] - 2018-11-03

Added

  • Fix MultiReactive system retaining entities multiple times #818

[1.9.0] - 2018-11-03

Added

  • Optimize generated code #780
    • This increases entity and component creation performance
  • Optimize Visual Debugging performance #799
    • This increases the performance especially when having thousands of entities
  • Generate XML documentation #792
    • This will show documentation in the IDE
  • Using latest bee

Changed

  • Context ctor signature changed. Generate to fix compiler errors. If you don't use the Entitas.Roslyn plugins from the Unity Asset Store, you have to manually fix the affected generated context classes. E.g. Generated/Game/GameContext.cs, add () => new GameEntity() as a last argument
public sealed partial class GameContext : Entitas.Context<GameEntity> {

    public GameContext()
        : base(
            GameComponentsLookup.TotalComponents,
            0,
            new Entitas.ContextInfo(
                "Game",
                GameComponentsLookup.componentNames,
                GameComponentsLookup.componentTypes
            ),
            (entity) =>

#if (ENTITAS_FAST_AND_UNSAFE)
                new Entitas.UnsafeAERC(),
#else
                new Entitas.SafeAERC(entity),
#endif
            () => new GameEntity() // <---------- update here
        ) {
    }
}
  • Release retained entities when ReactiveSystem.Execute() has an exception #812
    • This fixes spamming the Unity console with error messages

1.8.2

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: http://u3d.as/NuJ

Entitas

⚙️ Add "@" in front of component name if it is a C# keyword #744 #756 @roygear ⚙️ Added convenience ctor to JobSystem to use all available threads on the device ⚙️ JobSystem.Execute() is now virtual

Jenny

🛠 Fixed delays when running jenny server 🆕 jenny wiz beta. Running Jenny.exe without args will automatically run jenny wiz 🆕 jenny help aka man page

Jenny Wizard is wip. If you have feedback or feature request, please add a comment here #778

1.8.1

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Entitas

⚙️ Add "@" in front of component name if it is a C# keyword #744 #756 @roygear ⚙️ Added convenience ctor to JobSystem to use all available threads on the device ⚙️ JobSystem.Execute() is now virtual

Jenny

🛠 Fixed delays when running jenny server 🆕 jenny wiz beta. Running Jenny.exe without args will automatically run jenny wiz 🆕 jenny help aka man page

Jenny Wizard is wip. If you have feedback or feature request, please add a comment here #778

1.8.0

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Entitas

⚙️ Enabled [Event] for non components #743 ⚠️ Renamed CustomComponentNameAttribute to ComponentNameAttribute

Jenny

⚙️ Added more logs to gen command

Generating using /Users/sschmid/Dev/C#/Half-life3/Jenny.properties
Generating done (13220 files in 4 seconds)

⚙️ Added group to ICommand to support grouped usage overview

Asset Store Version

1.7.0

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Visual Debugging

⚙️ StringTypeDrawer now uses EditorGUILayout.DelayedTextField

Code Generator

🆕 Added CleanupAttribute ⚠️ Renamed UniquePrefixAttribute to FlagPrefixAttribute

Asset Store Version

🆕 Cleanup Data Providers and Code Generators

Instead of manually writing custom systems to remove components or destroy entities, you can now use the new [Cleanup] attribute to automatically generate <Context>CleanupSystems for you.

E.g. adding the [Cleanup] attribute to a DestroyedComponent can replace your custom DestroyEntitySystem.

[Cleanup(CleanupMode.DestroyEntity)]
public sealed class DestroyedComponent : IComponent {
}

There are currently two options:

  • CleanupMode.DestroyEntity
  • CleanupMode.RemoveComponent

CleanupMode.DestroyEntity will generate a system that destroys all entities which have this component.

CleanupMode.RemoveComponent will generate a system that will remove this component from all entities which have this component.

1.6.1

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Entitas

🛠 Fixed context.Reset() which doesn't remove event handlers anymore #725 🛠 Updated EntitasStats to exclude JobSystem and Feature

Jenny

🛠 Fixed Jenny dropdown UI to not show 'mixed...' anymore ⚙️ Added Jenny Server toggle to UI ⚙️ Added dry run option ⚠️ Removed EnsureStandalonePreProcessor 🆕 Added WarnIfCompilationErrorsPreProcessor

1.6.0

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

General

⚠️ Changed Entitas Asset Store package structure by separating Desperate Devs dlls into their own folder Please run jenny auto-import -s or modify Preferences.properties to update the paths to the plugins if necessary

Entitas

🛠 Added support to remove event listeners within event callback #698

⚠️ Improved Entitas Event API [Event(bool)] #717 Use "find and replace" to update all your EventAttribute usages [Event(true)] is now [Event(EventTarget.Self)] [Event(false)] is now [Event(EventTarget.Any)]

⚙️ Added support for [DontDrawComponent] for all components #678 💄 Updated comments for group.RemoveAllEventHandlers() #684 🛠 Fixed check for updates

DesperateDevs

⚙️ Updated TargetFrameworkProfilePreProcessor #721 🛠 Added str.ToUnixPath()

1.5.2

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Entitas

🛠 Fixed EventSystemsGenerator generated EventSystems per context but those systems contained EventSystems from all context

DesperateDevs

🛠 Added TcpMessageParser to reliably receive separate messages from a tcp stream

1.5.1

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

DesperateDevs

⚙️ Added better error message to EnsureStandalonePreProcessor

When EnsureStandalonePreProcessor is activated it will prevent you from accidentally generating in Unity. To generate in Unity make sure EnsureStandalonePreProcessor is not activated.

1.5.0

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Entitas

🆕 Added JobSystem for multi threading as a proof of concept.

public sealed class RotateSystem : JobSystem<GameEntity> {

    public RotateSystem(GameContext context, int threads) :
        base(context.GetGroup(GameMatcher.AllOf(GameMatcher.Rotation, GameMatcher.RotationVector)), threads) {
    }

    protected override void Execute(GameEntity entity) {
        entity.rotation.value = entity.rotation.value * Quaternion.Euler(entity.rotationVector.value);
    }
}

Limitations:

  • Don't use generated methods like Add() and Replace()
  • Modify component values directly See #325 (comment)

This is not a general purpose solution for all problems. It can be used to solve certain performance intense areas in your game. It can be very useful if there's a very large number of entities that have to be processed, or if the data transformation involves heavy calulations.

⚠️ EventSystemsGenerator generates EventSystems per context now. 🛠 Removed dependency on Entitas.CodeGeneration.Plugins from Entitas.VisualDebugging.Unity.Editor #312

DesperateDevs

🆕 Added EnsureStandalonePreProcessor to prevent accidentally generating in Unity

1.4.2

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

This is a hotfix release to patch the bugs introduced by the code generator refactoring from 1.4.0.

Entitas

🛠 Fixed needing to generate code twice to when event got removed #620 ⚙️ Added group.AsEnumerable() to support linq ⚙️ Added partial keyword to ComponentEntityApiInterfaceGenerator #607 ⚙️ Changed EntityLink exception to be a warning ⚙️ ComponentData can clone CodeGeneratorData

Jenny

🆕 Added ValidateProjectPathPreProcessor #572 #563

DesperateDevs

⚙️ Added logger.Reset()

1.4.1

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

This is a hotfix release to patch the bugs introduced by the code generator refactoring from 1.4.0.

Entitas

🛠 Fixed component name generation for EventType.Removed #631 (thanks to @hegi25)

Jenny

🛠 Fixed jenny "Collection was modified; enumeration operation may not execute." #628 🛠 Fixed jenny "Index was outside the bounds of the array." #628

1.4.0

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Breaking changes are marked with ⚠️

Entitas

🆕 Added group.GetEntities(buffer) #624 🆕 Made group iteration alloc free #624 ⚙️ Added support for multiple events per component ⚙️ Added removeComponentWhenEmpty to optionally remove or keep empty listener component 🛠 Fixed accessing non existing component in generated event system for EventType.Removed 🛠 Fixed events inheriting unique attribute from component ⚠️ Removed EventType.AddedOrRemoved 💄 Refactored and simplified all code generators

1.3.0

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

This update improves the new Entitas Events introduced in 1.1.0

Breaking changes are marked with ⚠️

Entitas

⚙️ Added support for multiple event listeners per entity ⚙️ EventInterfaceGenerator generates correct filename matching the class name. Thanks to @c0ffeeartc ⚠️️ Renamed some generators. Please use auto-import to update the generator names

1.2.0

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

This update improves the new Entitas Events introduced in 1.1.0

Breaking changes are marked with ⚠️

Entitas

⚙️ Added support for multiple contexts for events. Context prefix will be skipped if a component only has one context in favour of a nicer API ⚠️️ Passing sender entity as first argument in event delegate 🆕 Added new optional event types EventType.Added, EventType.Removed, EventType.AddedOrRemoved 🛠 Fixed typo _listsners in event generator Thanks to @FNGgames

Jenny

🛠 Fixed scan command

1.1.0

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Entitas

🆕 Added Events aka Reactive-UI #591 ⚠️ Changed ComponentEntityInterfaceGenerator to generate IXyzEntity insetad of IXyz to avoid name collisions with EventInterfaceGenerator ⚙️ Added enum support for Code Generator Attributes ⚙️ Removed partial keyword from ComponentGenerator ⚙️ Removed attributes from generated components

Jenny

🆕 Added Jenny-Auto-Import scripts to reducde terminal interaction ⚙️ Added silent -s info to Jenny help page ⚙️ Using Console.WriteLine when prompting user input to support silent mode ⚙️ CodeGeneratorData can now be cloned

1.0.0

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Jenny

🛠 Workaround for Unity 2017.3 GUI mask bug (still shows Mixed... instead of Everything -> Unity bug) #569

0.47.9

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Jenny

🛠 Fixed issue with Entitas.Roslyn plugin and non-components with context attibute #564 🛠 Fixed auto-import not making relative search paths on Windows

Other

⚙️ Included readme files in zip ⚙️ Updated CONTRIBUTING.md and updated bee 🐝

0.47.8

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Jenny

🛠 Fixed The given assembly name or codebase was invalid on windows #561

0.47.7

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Jenny

🛠 Auto-Import properly handles paths with spaces #555

0.47.6

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Jenny

  • Using correct properties file for each Unity project by saving only the filename instead of full path

0.47.5

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Entitas

  • Hotfix for EntityLink throwing errors OnApplicationQuit

0.47.4

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Entitas

  • Hotfix for broken EntityLink (thanks to @c0ffeeartc for reporting so quickly)

0.47.3

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

See and discuss changes in Milestone 0.47.3

(Finally went back to Milestone development :) Transparency FTW!)

Entitas

  • EntityLink will immediately throw an exception if the gameObject is destroyed but still linked to an entity #470
  • Fixed VisualDebugging Toggle in the Entitas Preferences Window #540

Jenny

  • Even more support for multiple properties, see #550

0.47.2

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Here's another update to improve the code generator experience. Thanks again for all your great feedback! And thanks for going through this with me :) We're almost there!

Breaking changes

Please follow the Entitas upgrade guide

Entitas

  • Added migration 0.47.2

Jenny

  • Added silent mode for jenny fix to simplify jenny auto-import experience. Use -s, e.g jenny auto-import -s
  • Added a potential fix for jenny client gen command never completes #546
  • Renamed keys from CodeGenerator.* to Jenny.*. Please apply migration 0.47.2
  • Added support to run CLI from any location
  • Warning when no properties found
  • Removed leading "./" from added searchPaths added by jenny auto-import
  • The Roslyn foundation moved to DesperateDevs
  • Using the latest Roslyn libs

Other

  • Entitas project cleanup and maintenance
  • Added more automation tasks to bee 🐝

0.47.1

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days here: https://www.assetstore.unity3d.com/#!/content/87638

Jenny

  • Handling BadImageFormatException
  • Not showing warnings for unresolved assemblies anymore
  • Fixed closing AssemblyResolver before all plugin dependencies were loaded
  • Fixed jenny server construction not complete before executing client command

0.47.0

General

  • Brand new build automation workflow (bee 🐝)
  • Completely automated build, sync and release flow for faster future updates (bzzz 🐝)
  • Only Entitas.zip is attached to GitHub releases
  • Jenny CLI is only bundled in Asset Store version
  • Added Assets folder to Entitas.zip #535
  • More flexible plugin-based CLI architecture

Jenny

  • Unity support for multiple properties files by adding switch button to Entitas Preferences in case multiple properties files exist #536
  • Better CLI support for multiple properties files by showing a warning in case multiple properties files exist #536
  • Fixes for server / client errors (ObjectDisposedException) #529
  • Renamed key CodeGenerator.CLI.Ignore.UnusedKeys to Ignore.Keys
  • auto-import reflects assemblies and sets plugins based on content instead of name
  • auto-import automatically detects custom plugins in Unity project without manually setting up searchPaths
  • Added visual lines to dump
  • Renamed ICodeGeneratorBase to ICodeGenerationPlugin
  • Fixed IConfigurable commands not getting configured
  • Added minified properties support

Asset Store

  • Fix for NullReferenceException (Entitas.Roslyn.SymbolExtension.ToCompilableString) #534
  • Support for WrapperComponent #532

0.46.3

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days.

Code Generation

  • Added IPreProcessor
  • Added TargetFrameworkProfilePreProcessor
  • Fixed problems with Roslyn Generator and Visual Studio on Windows #503

0.46.2

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days.

Code Generation

  • Added IDoctor for custom diagnosis and custom symptoms treatment :) Will help improving the code generator setup experience that is aimimg for a one-click setup
  • Implemented IDoctor for ComponentDataProvider, EntityIndexDataProvider and DebugLogPostProcessor
  • Removed isEnabledByDefaultfrom all plugins

TCPezy

  • ResolveHost returns IPv4 address to fix issue with server / client mode on windows

0.46.1

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days.

Entitas.VisualDebugging.CodeGeneration.Plugins

  • Added deep device profiling support to generated Feature class #497

Unity

  • Added buttons to generate DefaultInstanceDrawer and TypeDrawer
  • Added deep device profiling toggle to Entitas Preferences

Entitas - Deep Device Profiling

0.46.0

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days.

This release is a maintenance release as announced here:

#508

As the project got more mature the Entitas repository not only contained the ECS core but also a few other modules like Logging, Serialization, Networking, Code Generator, Common Utils and more. The goal of this refactoring was to extract reusable modules and increase the focus of the Entitas repository on ECS. Reusable modules have been successfully extracted to their own standalone projects. Overall, with the increased focus that is achieved by having standalone projects I expect the quality to raise, too. This is generally the case when you have reusable code that is battle tested in multiple different scenarios.

As mentioned in #508 those projects all have the DesperateDevs namespace. You maybe already know about Desperate Devs because of the new YouTube channel where I will upload more and more Video on ECS, best practices and Software Architecture. Subscribe if you don't want to miss future videos.

https://www.youtube.com/channel/UC2q7q7tcrwWHu5GSGyt_JEQ

As a result of this refactoring I was able to remove a lot of noise from the Entitas repository and I could easily fix platform depended bugs without any distraction.

entitas-desperatedevs

Entitas will benefit from having the Desperate Devs dependencies as it enforces modularity and reusability. Additionally, it will be possible to use awesome tools like TCPezy (DesperateDev.Networking) and Jenny (DesperateDevs.CodeGeneration) independently.

Breaking changes

Please follow the Entitas upgrade guide

Obsolete notice

  • Removed methods marked obsolete in 0.42.0 from April 2017
  • Blueprints are now completely removed from the zip files (sources still available)

Preferences

  • Showing properties name in Edit Button

Jenny (aka Code Generator)

  • CodeGeneratorPreferencesDrawer will keep unavailable plugins #496
  • Added Display Dialog for auto import
  • Added a secret and hidden cli command, can you find it? ❤️

TCPezy (aka entitas server)

  • Fixed Unhandled Exception (appeared on Windows only) #489

Other

  • Changed language level of all projects to C# 4.0
  • Deleted CodeGenerator Unity Test project

0.45.1

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days.

CodeGenerator

  • Added Auto Import Button to Entitas Preferences. This will detect plugins and automatically set them in Entitas.properties

0.45.0

Thanks for the feedback on the new code generator so far. This update contains a lot of great improvments. As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days.

Breaking changes

Please follow the Entitas upgrade guide

Entitas

  • Fixed flag components increasing the componentPool stack #445
  • Logging all retained entities in ContextStillHasRetainedEntitiesException #448
  • Added support for multiple indexed members per component #464
public sealed class MyComponent : IComponent {

  // Multiple fields are now supported

  [EntityIndex]
  public int value;

  [EntityIndex]
  public int otherValue;
}

// will generate
context.GetEntitiesWithMyValue(...);
context.GetEntitiesWithMyOtherValue(...);

CodeGenerator

  • Displaying more prominent popup in Unity when trying to generate with compile errors #463

entitas-codegenerator-compileerrorpopup

  • AssemblyResolver won't append dll to exe extension
  • Changed code generator keys and removed default values
  • Changed code generator cli keys and removed default values
  • Added auto-import command. Use entitas auto-import to automatically populate Entitas.properties
  • entitas status command will detect potential collisions, e.g. duplicate providers from the default plugins and the roslyn plugins
  • entitas fix can resolve plugin collisions
  • entitas fix command will tell you to press any key
  • Removed -a keepAlive in favour of entitas server and entitas client
  • Fixed client only sending first command to server #482
  • Default Plugins are now in folder called Entitas
  • Refactored all commands and simplified many utils methods
  • Entitas.exe now with capital E

Roslyn

  • Added custom support for multi-dimensional arrays types like int[,,] #481 Let me know if more types need custom support.

Migration

  • Added migration for 0.45.0

0.44.0

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days.

Unity CodeGenerator

  • Added new menu item which connects to an external code generator server instance

CodeGenerator CLI

  • Added server command
  • Added client command
  • Added startCodeGenerator files for macOS and Windows

Example

Start the code generator server by double clicking startCodeGenerator on macOS or startCodeGenerator.bat on Windows, or use the terminal

$ mono CodeGenerator/entitas.exe server

You can now either use the new Unity menu item Tools/Entitas/Generate with external Code Generator which connects to a running server and sends the gen command or connect yourself like this

$ mono CodeGenerator/entitas.exe client gen

This will connect to a running server and send the gen command. This is useful if you want to add your own custom commands in your IDE like Visual Studio or Rider (or others).

Using the code generator server and client is optional but can greatly improve your workflow and can drastically reduce the overhead of generating new files.

0.43.0

As always, the Unity Asset Store version might take a few days to be processed and accepted by Unity. Please check for updates in 2 - 4 days.

Breaking changes

The new code generator is part of Entitas.Roslyn. The Roslyn Plugins are now called Entitas.Roslyn.CodeGeneration.Plugins. If you already tested the new code generator beta, please update Entitas.properties

  • Entitas.Roslyn.CodeGeneration.Plugins
  • Entitas.Roslyn.CodeGeneration.Plugins.ComponentDataProvider
  • Entitas.Roslyn.CodeGeneration.Plugins.EntityIndexDataProvider

New mandatory keys have been added to Entitas.properties. You can automatically add them by running entitas fix

CodeGenerator

  • Added ICodeGeneratorCachable to cache and share objects between multiple plugins to avoid redundant calculations
  • Using the objectCache to share the AssemblyResolver between all plugins
  • Added CodeGenerator to default searchPaths
  • Added Unity menu item to generate with CLI

entitas-unity-cli

CodeGenerator CLI

  • Updated New command to use preferences
  • Added CLIConfig with new key Entitas.CodeGeneration.CodeGenerator.CLI.Ignore.UnusedKeys to add keys that should be ignored when running entitas status or entitas doctor. You can automatically ignore keys by pressing i

entitas-cli-ignoreunusedkeys

  • Added support for custom properties files. Each command optionally accepts a path to a properties file. This way you can have multiple different configs how to run the code generator, e.g. one with the reflection-based code generator and one with the roslyn code generator.
entitas gen My.properties
  • Pretty CLI

Unity

  • Added Edit Button to Entitas Preferences

entitas-preferences-editbutton

Asset Store Version

  • Changed project structure. The Plugins are now called Entitas.Roslyn.CodeGeneration.Plugins
  • Using the objectCache to share the ProjectParser between all plugins which speeds up the code generation process
  • Updated all packages to latest version and downgraded all projects from .NET 4.6.1 to .NET 4.6
  • Added more dependencies to remove warnings when running entitas doctor or entitas gen

entitas-roslyn-nowarnings

0.42.5

General

  • Refactored Preferences to fully embrace Entitas.properties and User.properties

CodeGenerator CLI

  • Added format command
  • keepAlive argument which will keep the process alive. This is very useful when using the new roslyn code generator to avoid reloading the whole parsing infrastructure. Using this argument ith roslyn results in super fast generation time
$ entitas gen -a

0.42.4

Notes

Entitas development is back on track again and the wait is over. This is probably one of the last updates before Entitas reaches 1.0.0. This verion has been tested successfully in combination with the new code generator that will work even when the code is not compiling.

General

  • Added support for User.properties. You can now either overwrite values sepcified in Entitas.properties or use placeholders

Create a new file called User.properties and specify the keys and values that should be overwritten. You can also specify placeholers like this ${myPlaceholder} and specify the key either in Entitas.properties or User.properties. see: Match One - Entitas.properties see: Match One - User.properties

Entitas

  • Groups are now enumerable to iterate over groups circumventing the internal caching and potentially reducing memory allocations #408
foreach (var e in group) {
  // Look closely: no group.GetEntities()
}

CodeGenerator CLI

  • Added commands add, set, remove, dump

VisualDebugging

  • Fixed Entitas Stats not ignoring built-in MultiReactiveSystem in systems count
  • VisualDebugging only lets you add components that the entity doesn't already have
  • GUI fixes

Other

  • Properties are now formatted by default for better readability
  • Ensuring dependencies in build scripts

0.42.3

Hotfix release for

  • Fix Code Generation NullReferenceException in Unity 2017 #414

0.42.2

See and discuss changes in Milestone 0.42.2

CodeGenerator

  • Fix Code Generation NullReferenceException in Unity 2017 #414
  • EntityIndexGenerator is sorting entity indices
  • CodeGenerator fix command runs recursively #409
  • Code Generator CLI maintenance

VisualDebugging

  • Update EntityDrawer to draw correct object type #399 #406

0.42.1

Top new features:

Added missing support for flag components in ComponentEntityInterfaceGenerator

General

  • CodeGenerator CLI + Plugins are now included in zips and not deployed as separate zips

CodeGenerator

  • Added support for flag components in ComponentEntityInterfaceGenerator
  • Removed GameState from default contexts. Defaults are now Game and Input

0.42.0

See and discuss changes in Milestone 0.42.0

Breaking changes

Please follow the Entitas upgrade guide

  • Removed Entitas.Blueprints.Unity.*
  • Changed ReactiveSystem.GetTrigger method signature
  • Marked obsolete: context.DestroyEntity(entity). Use entity.Destroy() instead
  • Marked obsolete: context.CreateCollector(matcher, event), use new context.CreateCollector(triggerOnEvent) when you need .Removed or .AddedOrRemoved (e.g. GameMatcher.View.Removed())

Top new features:

  • Use MultiReactiveSystem to process entities from different contexts in one system (see Test Example)
  • Use entity.Destroy() instead of context.DestroyEntity(entity)
  • Unit Testing in external console works on Windows now

General

  • Moved Entitas menu item under the Tools tab
  • Removed Entitas.Blueprints.Unity.* from zips
  • Creating new zip for code generator default plugins
  • UX improvements

Entitas

  • Added MultiReactiveSystem to support reactive systems observing different contexts #303
  • Added TriggerOnEvent
  • Renamed entity.Destroy() to entity.InternalDestroy() to reduce confusion
  • Added entity.Destroy() instead of context.DestroyEntity(entity) #254

CodeGenerator

  • Added ComponentEntityInterfaceGenerator #303
  • Updated ContextObserverGenerator to avoid System.Security.SecurityException on Windows #375
  • .ToSafeDirectory() supports empty string and “.” to specify current directory

0.41.2

After installing please check your Entitas.properties. Due to the addition of IConfigurable for code generator plugins some keys in Entitas.properties changed. entitas.exe doctor, entitas.exe status and entitas.exe fix can help you fixing any issues. A new default Entitas.properties file will be created if none is found. The default Entitas.properties should work with Unity without modification. For reference take a look at Match-One - Entitas.properties

Exiting limitation mentioned in the Entitas upgrade guide still apply (Entitas.Blueprints.CodeGeneration.Plugins is not supported in the code generator CLI)

Top new features:

  • UpdateCSProjPostProcessor will update your project.csproj. Generated methods are available immediately without switching to Unity and waiting for the project to be updated. This feels even better when using the new code generator (roslyn coming soon) where you don't even have to compile your project anymore - super fast feedback loops!
  • Better out-of-the-box experience when starting a new Unity project. Everything will work without any manual setup. Just generate :)
  • Great code generator CLI experience with helpful commands like status and fix which will let you modify Entitas.properties interactively
  • Logo refinements based on magic numbers (1.618 - golden ratio) :D

CodeGenerator

  • Added IConfigurable interface to easily create customizable and configurable code generator plugins
  • Fixed ignoreNamespaces by using the new IConfigurable #376
  • Added UpdateCSProjPostProcessor which updates project.csproj so you don't need to wait for Unity to update your project
  • Greatly improved the code generator CLI. status and fix command will help you a lot to spot and fix problems in Entitas.properties
  • Added Compile.cs to ensure Assembly-CSharp.dll in Unity
  • CodeGenFile converts to unix line endings when setting fileContent #352
  • Added progress indicator to code generator CLI when running with -v in verbose mode
  • Added multiple smaller sub configs for TargetDirectory, ContextNames, Assemblies, ProjectPath, IgnoreNamespaces
  • Placeholder ${myPlaceHolder} in properties will remain even when overwriting
  • Caching AssemblyResolver

VisualDebugging

  • Drawing generic text labels for configurables found in Entitas.properties
  • Better error handling when Entitas.properties has problems

General

  • Refined logo. More pleasant to the eye and more readable in smaller icons

0.41.1

See and discuss changes in Milestone 0.41.1

CodeGenerator

  • Added ContextMatcherGenerator #358 #358 @marczaku
// instead of
Matcher<GameEntity>.AllOf(GameMatcher.Position, GameMatcher.View);

// you can write
GameMatcher.AllOf(GameMatcher.Position, GameMatcher.View);
  • Added option to ignore namespace in generated api
    • Simply add Entitas.CodeGeneration.Plugins.IgnoreNamespaces = true to your Entitas.properties
    • You can run entitas status to see if any plugins require additional keys
$ entitas status
Missing key: Entitas.CodeGeneration.Plugins.IgnoreNamespaces
  • Added IConfigurable to support optional keys needed in Entitas.properties

Other

  • Added properties.ToDictionary()

0.41.0

See and discuss changes in Milestone 0.41.0

This milestone paves the way for a more customizable version of Entitas. A streamlined and modular project structure enables deploying Entitas as Dlls which opens the door for 3rd party Addons and the extendable command line code generator.

Breaking changes

Please follow the Entitas upgrade guide

  • Renamed Entitas.properties config keys
  • Removed context.DeactivateAndRemoveEntityIndices()
  • Removed context.ClearGroups()
  • New namespaces as a consequence of project restructuring

General

  • Project restructuring. All Entitas projects are now in Entitas.sln, including all Addons and Unity projects
  • Deploying Entitas as Dlls instead of source code which has multiple benefits, e.g.
    • Entitas Unity menu appears even if code doesn't compile
    • Enables 3rd party Addons and Plugins
    • Enables command line code generator

Entitas

  • Extracted Automatic Entity Reference Counting (AERC) as a strategy which can be set per context
  • Better exception handling for Entitas.properties config
  • Renamed config keys
  • Removed context.DeactivateAndRemoveEntityIndices()
  • Removed context.ClearGroups()

CodeGenerator

  • Added command line code generator #158 #353
    • Unsupported Plugins: Entitas.Blueprints.CodeGeneration.Plugins, Entitas.CodeGeneration.Unity.Editor
  • ContextObserverGenerator puts VisualDebugging in try-catch to support Unit Testing #362
  • Added FeatureClassGenerator and removed Feature class from Entitas to support conditional compilation with #if UNITY_EDITOR
  • Added MethodData instead of using System.Reflection.MethodInfo
  • Added CleanTargetDirectoryPostProcessor

VisualDebugging

  • Removed Feature class
  • UX improvements
  • Better exception handling for Entitas.properties config

0.40.0

See and discuss changes in Milestone 0.40.0

Note

Please update Entitas.properties by opening Entitas Preferences. Added assemblyPath and codeGeneratorAssemblyPath to code generator config. When not selected already, navigate to Library/ScriptAssemblies/ in your Unity project and select Assembly-CSharp.dll for the assembly and Assembly-CSharp-Editor.dll for the code generator assembly.

Entitas.CodeGenerator

  • Add ConsoleWriteLinePostProcessor #342
  • Make EntitasPreferences.CONFIG_PATH public field in order to customize the path to the config file #342
  • Add CodeGeneratorUtil to simplify creating an instance based on Entitas.properties
  • Add assemblyPath and codeGeneratorAssemblyPath to code generator config

Entitas.Unity.VisualDebugging

  • Added SystemWarningThreshold to visualize slow systems
  • Tinting slow systems red
  • Systems list unfolded by default

0.39.2

See and discuss changes in Milestone 0.39.2

Entitas

  • Optimize group update performance for component add/remove #321
  • Ignore indexed properties in PublicMemberInfo #339
  • More explicit EntityIndex.ToString()
  • More explicit EntityLink.ToString()

Entitas.Unity.VisualDebugging

  • Automatically draw types. No TypeDrawers #327

0.39.1

See and discuss changes in Milestone 0.39.1

Entitas

  • Added entityIndex.ToString() with name #329

Entitas.CodeGenerator

  • Add ContextObserverGenerator #337
  • Simplified EntityIndexGenerator getKey

Entitas.Unity.VisualDebugging

  • Optimize DebugSystemsInspector #338

Entitas.Unity.Blueprints

  • Blueprints not persistent after changes to components. #331

0.39.0

See and discuss changes in Milestone 0.39.0

Entitas

  • Added entityIndex.ToString() with name #329

Entitas.CodeGenerator

  • Add contexts.Reset() (#317)
  • Removed ComponentDataProvider without namespace #323
  • Don't generate EntityIndex when not specified #326
  • Cache static component index lookup into local var #316
  • Review and check for namespace awareness #328

0.38.0

See and discuss changes in Milestone 0.38.0

This seems to be the release of enhancements! Lots of useful improvments and features have been added to increase productivity and ease of use.

Breaking changes

  • Removed HideInBlueprintsInspector (#270 #306)
  • Changed interface ITypeDrawer
  • Added Contexts constructor (#286)

Entitas

  • Using ToString on subclassed components, too (#290)
  • Fixed cached entity ToString() wasn’t updated when calling entity.Release()
  • Fixed typo TEntitiy to TEntity(#291)

Entitas.Unity

  • Simplified DrawTexture
  • Refactored EntitasLayout

Entitas.CodeGenerator

  • Generating Entity Indices (#75 #319)
  • Added priority to ICodeGenFilePostProcessor
  • Move logic to DebugLogPostProcessor to speed up code generation
  • Added MergeFilesPostProcessor (#301)
  • Added Contexts constructor (#286)
  • Added default context (#288)
  • Using MemberData instead of PublicMemberInfo in DataProviders (#280)
  • Added progess report to code generator

Entitas.Unity.CodeGenerator

  • Added cancellable progess bar when generating

Entitas.Unity.VisualDebugging

  • Redesigned Entitas Preferences Window
  • Redesigned DebugSystemsInspector
  • Redesigned Type Drawers
  • Added component member search (#298)
  • Added search field to DictionaryTypeDrawer (#299)
  • Better UX, better Buttons
  • Entitaslayout.SearchTextField won’t affect GUI.change
  • Fixed Hashset changes didn’t replace component
  • Added context.FindContextObserver() for getting ContextObserver (#295)
  • Added default constructor to Feature class (#293)
  • Added Entitas Stats Dialog
  • EntityDrawer will use pooled components
  • Simplified EntityDrawer and TypeDrawers
  • Removed TypeEqualityComparer (#289)
  • Drawing public fields of unsupported types
  • Updated code templates for TypeDrawer and DefaultInstanceCreators (#297)

Entitas.Unity.Migration

  • Redesigned Entitas Migration Window

General

  • Using HD header textures

0.37.0

See and discuss changes in Milestone 0.37.0

Breaking changes

Please follow the Entitas upgrade guide

The deed is done. Entitas went type-safe! This was a huge task and I'm happy to finally share this with you guys! This feature makes Entitas safer and more managable in growing code bases and will eliminate certain kind of bugs. Thanks to @mstrchrstphr for starting the conversation and proposing solutions.

Entitas

  • Entitas went type-safe! (#257 #266)
  • Entity API doesn't return Entity anymore (e.g. e.AddComponent())
  • Fixed matchers not recalculating hash when changed
  • Added EntityIndex support for multiple keys (#279 #281)
  • Removed as many virtual keywords as possible

Entitas.CodeGenerator

  • Entitas went type-safe! (#257 #266)
  • Rewrote code generator architecture (#265 #274 #275)
  • ComponentsGenerator doesn't generate e.IsMoveble(value). Only e.isMoveble = value
  • ComponentsGenerator Entity API doesn't return Entity anymore (e.g. e.AddPosition())
  • Added additional ComponentGenerator which respects namespaces (#274)

Entitas.Blueprints

  • Entitas went type-safe! (#257 #266)

Entitas.Migration

  • Automatically embedding all migrations to Entitas.Migration.exe

Entitas.Unity.Codegenerator

  • Added sloc (Source Lines Of Code) and loc (Lines Of Code) info

Entitas.Unity.VisualDebugging

  • Entitas went type-safe! (#257 #266)
  • Added EntityLink (#271)
  • Prettier search fields that support multiple search strings

Other

  • New folder structure with Entitas as the core and everything else as Addons
  • Complete reorganization of the project structure (more modular and easier to reason about)

0.36.0

See and discuss changes in Milestone 0.36.0

Breaking changes

Please follow the Entitas upgrade guide

Entitas

  • Removed pool.CreateSystem() (#233 #237)
  • Removed IEnsureComponents, IExcludeComponents, ISetPools, ISetPool, IReactiveSystem, IMultiReactiveSystem, IEntityCollectorSystem
  • Changed the ReactiveSystem to be an abstract class instead of IReactiveSystem. You need to override GetTrigger, Filter and Execute. This enables filtering entities based on component values (#234)
  • Renamed the term Pool to Context (#99 #250)
  • Renamed EntityCollector to Collector (#252 #253)
  • Renamed GroupEventType to GroupEvent and removed the prefix OnEntity
  • entity.ToString uses component.ToString(). Override ToString() in your components to get a nice description, e.g. Health(42) (#203 #196)

Entitas.CodeGenerator

  • Removed OldPoolsGenerator
  • Fixed code generator line ending for header

Entitas.Unity.VisualDebugging

  • Improved VisualDebugging performance by reusing StringBuilders
  • Added support for ICleanupSystem and ITearDownSystem
  • Changed SystemsMonitor.axisRounding to 1
  • Fix error when turning visual debugging on/off in Unity 5.4 or newer (#222)
  • Changed default blueprint creation location (#206 #248)

Other

  • Simplified build pipeline

0.35.0

See and discuss changes in Milestone 0.35.0

Breaking changes

Please follow the Entitas upgrade guide

Entitas

  • Fixed adding disabled entities to groups (#192, #193)
  • Removed matcher with filter (#194, #195)

Other

  • Maintenance, cleanup and formatting
  • Completely new build system to create new releases

0.34.0

See and discuss changes in Milestone 0.34.0

Breaking changes

Please follow the Entitas upgrade guide

Entitas

  • Added api to clone entities (#178, #182)

    • pool.CloneEntity(e);
    • entity.CopyTo(target);
  • Added EntityIndex constructor with EqualityComparer (#170, #186)

  • Rename GroupObserver to EntityCollector (#168, #188)

  • Added filter condition to matchers (#165, #189)

    • Matcher.Position.Where(e => e.position.x > 10);

Entitas.Serialization.Blueprints

  • Added HideInBlueprintInspectorAttribute (#185)

Other

  • Improved snippets
  • Added Visual Studio snippets (#172)
  • Added TestRunner to support test debugging (#175, #176)
  • Updated build scripts (#173, #177)
  • Added tests for code formatting

0.33.0

Breaking changes

Please follow the Entitas upgrade guide

Entitas

  • Added pools.CreateSystem()
  • Added ObjectPool and ObjectCache and updated EntitasCache to use ObjectCache (#157)
  • Added entityIndex.Activate() and removing entity indices from pool (#163)
  • Renamed IDeinitializeSystem to ITearDownSystem (#164)

Entitas.CodeGenerator

  • TypeReflectionProvider sorts pool names and ToUppercaseFirst() (#155)
  • CodeGeneratorConfig doesn't add default pool anymore (#156)

Other

  • Added repository icon
  • Added snippets (see Snippets folder)

0.32.0

Summer break is over! Entitas development is back on track! Thanks all of you guys for using and contributing to Entitas. This release is packed with improvements from all of you, thanks for that!

Breaking changes

Please follow the Entitas upgrade guide

General

  • Lots of maintenance, refactoring, documentation and cleanup. Checked every class and every test ;)
  • Removed unused usings (#134 @thematthopkins )
  • Added script to generate docset and included it in build script (#141 @mstrchrstphr)
  • Updated policy.mdpolicy to support latest Xamarin Studio
  • Fixed inconsistent Line endings (#116 @ParagonFable)

Entitas

  • Added new Pools class. There is no static Pools anymore but an instance.
  • Added ISetPools to inject the shared pools instance
  • Removed pool.CreateSystem<T>() and pool.CreateSystem(Type type) (Apply migration 0.32.0)
  • Fixed pool.CreateSystem() not creating a ReactiveSystem for IGroupObserverSystem
  • Added EntityIndex (#154)
  • pool.Reset() removes all event handlers
  • Fixed retain / release didn't update entity toString cache
  • Added EntitasCache for object pooling of collections to reduce memory allocations
  • Updated Entity, Matcher and Pool to use EntitasCache (less garbage ❤️)
  • Added ICleanupSystem
  • Added IDeinitializeSystem
  • Pushing removed component to component pool after dispatching event

Entitas.CodeGenerator

  • Fixed ComponentIndicesGenerator with multiple pools (#124)
  • CodeGeneratorConfig will add default pool
  • Fixed pools order if default pool exists

Entitas.Unity.CodeGenerator

  • CodeGenerator Preferences is using MaskField instead of Toggles now

Entitas.Unity.VisualDebugging

  • Less editor repaints for DebugSystemsInspector to improve performance
  • Fixed system stats (Log stats) not ignoring Feature class
  • Add ITypeDrawer for doubles (#132 @bddckr)
  • Added support for enum masks (#132 @bddckr)
  • Adjusted foldout spacing in custom inspector (#149 @ByteSheep)

Other

  • Updated keys for Entitas.properties and moved files from Entitas.Unity to Entitas.Serialization.Configuration
  • Moved Properties from Entitas.Unity to Entitas.Serialization

0.31.2

Entitas.CodeGenerator

  • All attributes can now be used for classes, interfaces and structs

0.31.1

Entitas.CodeGenerator

  • Improved component generation for classes and interfaces and added support for default pool [Pool]
  • Added support to CustomComponentNameAttribute to generate multiple components with different names for one class or interface
// This will automatically generate PositionComponent and VelocityComponent for you
[Pool, CustomComponentName("Position", "Velocity")]
public struct IntVector2 {
  public int x;
  public int y;
}
  • Added support for generating components for structs
  • Not generating obsolete pool attributes for generated classes

0.31.0

General

  • Removed obsolete code

Entitas.CodeGenerator

  • Generating components for attributed classes and interfaces
// will automatically generate SomeClassComponent for you
[Core]
public class SomeClass {
    public string name;

    public SomeClass(string name) {
        this.name = name;
    }
}
  • Added support to add empty PoolAttribute to assign component to default pool
// using [Pool] will also add this component to Pools.pool
[Core, Pool]
public class SomeComponent : IComponent {
}

Entitas.Unity.VisualDebugging

  • Added IComponentDrawer which can draw the whole component
  • Added EntitasEntityErrorHierarchyIcon to indicate retained entities in the hierarchy
  • Added CharTypeDrawer
  • Fixed components not updating in the inspector (#107)
  • Improved SystemsMonitor and added average line

Entitas-SystemsMonitor

Entitas.Unity.Serialization.Blueprints

  • Fixed finding all BinaryBlueprints even when not loaded
  • Correctly saving Blueprints when setting all BinaryBlueprints
  • Added BlueprintsNotFoundException
  • BinaryBlueprintInspector creates new pools instead of using one of Pools.allPools
  • Fixed pool not shown when entering play-mode while a blueprint was selected in the project view
  • Not caching blueprints when UNITY_EDITOR to enable live edit

0.30.3

Entitas.CodeGenerator

  • Added support for whitespace, '-' and braces in blueprint names

Entitas.Unity.Serialization.Blueprints

  • Blueprints.FindAllBlueprints orders all blueprints by name
  • Fixed pool not shown in hierarchy

0.30.2

Note

This release introduces Blueprints for Entitas (Beta). Update if you want to use and play with Blueprints. Read more...

Entitas.CodeGenerator

  • Only creating PoolObserver when Application.isPlaying
  • Added BlueprintsGenerator

Entitas.Unity.VisualDebugging

  • Added more options for sorting systems in the inspector
  • Removing event handlers from pool observer when leaving play-mode

Entitas.Serialization.Blueprints

  • Added Blueprints (and more)

Entitas.Unity.Serialization.Blueprints

  • Added BlueprintInspector (and more)

Other

  • Moved build scripts into a folder

0.30.1

Entitas.Unity.VisualDebugging

  • Fixed GameObjectDestroyExtension.DestroyGameObject() compile time error (#91)
  • Improved SystemsMonitor.Draw() to use correct available width even with scrollbars
  • Tweaked drawing systems list
  • Added EntitasPoolErrorHierarchyIcon to visualize when there are erros

Other

  • Updated build_commands.sh to generate C# project from Unity

0.30.0

Breaking changes

Please follow the Entitas upgrade guide

Entitas

  • Added IGroupObserverSystem which allows ReactiveSystems to observe multiple pools
  • Added pools.CreateGroupObserver() to simplify creating a GroupObserver for multiple pools

Entitas.CodeGenerator

  • TypeReflectionProvider ignores abstract IComponents (#88)
  • Renamed ComponentsGenerator to ComponentExtensionsGenerator
  • Renamed PoolAttributeGenerator to PoolAttributesGenerator

Entitas.Unity

  • Moved Assets/Entitas.Unity to Assets/Entitas/Unity
  • Simplified folder structure in Entitas-Unity.zip

Entitas.Unity.CodeGenerator

  • Ignoring obsolete code generators
  • Generate button changes size depending on generators list height

Entitas.Unity.VisualDebugging

  • Added Feature class which inherits from Systems or DebugSystems for you, so you don't have to care anymore
  • Fixed MissingReferenceException occurring occasionally when stopping game (#71)
  • Added support for editing entities in EditorMode (non-playing mode)
  • Fixed bug when components are added on entity creation (#87)
  • Added clear buttons to search textfields
  • Improved DateTimeTypeDrawer
  • Added new hierarchy icons for pool and systems

Entitas.Migration

  • Added M0300
  • Moving Entitas.Migration into Entitas/Migration/Editor when creating Entitas-Unity.zip

0.29.1

Entitas.CodeGenerator

  • Added missing support for components with properties
  • Updated ComponentsGenerator to use entity.CreateComponent()

Entitas.Unity.CodeGenerator

  • Added missing support for components with properties

0.29.0

Obsolete

Marked old PoolMetaData constructor obsolete. If you encounter compile errors please apply Migration 0.26.0, open C# project and generate again.

General

  • Unified Entitas sub projects into a single project
  • Unified all Unity projects into a single project
  • Documentation maintenance

Entitas

  • Removing all event handler for entity.OnEntityReleased after event got dispatched
  • Printing entity in EntityIsNotDestroyedException
  • Added TypeExtension.ImplementsInterface()
  • Added component types to PoolMetaData
  • Made all methods in Systems virtual
  • Added auto generated header to generated files
//------------------------------------------------------------------------------
// <auto-generated>
//     This code was generated by Entitas.CodeGenerator.ComponentsGenerator.
//
//     Changes to this file may cause incorrect behavior and will be lost if
//     the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------

Entitas.CodeGenerator

  • Using pool specific componentIds lookup when generating matchers for components with multiple pools
  • TypeReflectionProvider ignores interfaces

Entitas.Serialization

  • Added Entitas.Serialization
  • Added PublicMemberInfo

Entitas.Unity.CodeGenerator

  • Compile errors won't block code generation anymore
  • Printing total generated file count when generating

Entitas.Unity.VisualDebugging

  • Destroying EntityBahviour when entity got released
  • Using entity component pool and providing correct previous and new component
  • Added unique color for each component in EntityInspector
  • Added component search field in EntityInspector

Entitas-Component-Search

  • 'Destroy Entity' Buttons are now red
  • Simplified EntityInspector and made methods static
  • Unfolded components info is now shared between entities within same pool
  • Added shortcuts to Entitas Preferences and Generate
  • Improved TypeDrawers
  • Stepper UI tweaks

Entitas.Unity.VisualDebugging-Systems

  • Renamed 'Script Call Optimization' to 'Optimizations'
  • Added EntitasEditorLayout

0.28.2

Entitas

  • Added ReactiveSystem destructor to prevent memory leaks
  • Added GroupObserver destructor to prevent memory leaks

Entitas.Unity.VisualDebugging

  • EntityInspector now supports dropping UnityEngine.Object into fields that are null

Entitas.Unity.VisualDebugging-DefaultInstanceCreator

  • UI tweaks

0.28.1

Entitas.Unity

  • Added "Script Call Optimization" to Entitas Preferences Window
  • Added priority to IEntitasPreferencesDrawer
  • Tweaked UI

Entitas.Unity-ScriptCallOptimization

Entitas.Unity.VisualDebugging

  • Added toggle to Entitas Preferences to enable or disable Visual Debugging
  • Tweaked UI

Entitas.Unity.VisualDebugging-Toggle

0.28.0

Breaking changes

Please follow the Entitas upgrade guide

Entitas

  • Added documentation (#55)
  • Added an object pool for components (#58)
  • Added pool.ClearComponentPool(index) and pool.ClearComponentPools()
  • Added ENTITAS_FAST_AND_UNSAFE compiler flag. When set it will speed up e.Retain() and e.Release() (#59)

Entitas.CodeGenerator

  • Generated component extensions are now reusing components using a component object pool when destroying entities (#58)
  • Added tests for testing the logic of generated files
  • Decoupling code generation logic by adding Code Generator Intermediate Format (#62)
  • Added TypeReflectionProvider
  • Supporting components with namespace
  • Simplified linq expressions
  • Removed generated systems
  • The Code Generator is not depending on Entitas anymore

Entitas.CodeGenerator.TypeReflection

  • Added Entitas.CodeGenerator.TypeReflection project

Entitas.Unity

  • Added keys and values getter to Properties

Entitas.Unity.VisualDebugging

  • Added system search field to DebugSystemsInspector
  • UI tweaks and performance optimizations
  • Fixed logging wrong system stats
  • Added header image and current version label to Entitas Preferences Window

Entitas.Unity.Visualdebugging-preferences

Entitas.Unity.Migration

  • Added Entitas.Unity.Migration which provides an easy way to migrate source files
  • Added header image and current version label to Entitas Migration Window

Entitas.Unity.Migration

Other

  • Removed redundant files and gitignored Entitas in all Unity projects (#63)
  • Removed Unity projects from Entitas.sln
  • Removed warnings

0.27.0

Note

If you're using Entitas with Unity, please open the Entitas preferences and make sure that all your desired code generators are activated. Due to some code generator renamings the ComponentLookupGenerator and the ComponentsGenerator are inactive. Activate them (if desired) and generate.

Entitas

  • Added pool.Reset() which clears all groups, destroys all entities and resets creationIndex

Entitas.CodeGenerator

  • Renamed some code generators
  • Added CustomPrefixAttribute to support custom prefixes for flag components
[CustomPrefix("flag")]
public class DestroyComponent : IComponent {
}

// default
entity.isDestroy = true;

// with CustomPrefixAttribute
entity.flagDestroy = true;

Entitas.Unity

  • Added "Feedback" menu item to report bugs, request features, join the chat, read the wiki and donate

Entitas.Unity.CodeGenerator

  • Removing invalid code generator names from Entitas.properties

Entitas.Unity.VisualDebugging

  • Lots of UI tweaks
  • Added toggle to sort systems by execution duration
  • Added toggle to hide empty systems
  • ReactiveSystems are highlighted with a white font color
  • Added Clear Groups Button
  • Added Entity Release Button
  • Splitted systems list into initialize and execute systems and visualizing them separately
  • Improved stepper UI

Entitas.Migration

  • All migrations now contain information about on which folder they should be applied
0.26.0
  - Deactivates code to prevent compile erros
  - Use on folder, where generated files are located

Other

  • Added Commands.GenerateProjectFiles and using it in build.sh
  • Updated build.sh and build_commands.sh to include latest MigrationAssistant.exe

0.26.1

Breaking changes

Please follow the Entitas upgrade guide

0.26.0

General

  • Updated projects to Unity 5.3
  • Improved all error messages and added hints
  • Changed and applied policy.mdpolicy to all sources

Entitas.Unity

  • Moved Entitas Preferences to its own Editor Window

Entitas.Unity - Entitas Preferences Window

Other

  • Added runTests.bat for running test on windows (#49)
  • Updated license

0.25.0

Entitas

  • Improved AERC performance
  • Added group.RemoveAllEventHandlers()
  • Added pool.ClearGroups() to remove all groups and remove all their event handlers
  • Added pool.ResetCreationIndex()
  • Throwing exception when there are retained entities and pool.DestroyAllEntities() is called
  • Renamed entity.refCount to entity.retainCount

Entitas.Unity.VisualDebugging

  • Fixed creating entities
  • Showing warning when there are retained entities

Other

  • Added UnityTests project with Unity Test Tools to fix a Unity specific HashSet bug

0.24.6

Entitas

  • Changed entity.Retain() to accept an owner object

Entitas.Unity.VisualDebugging

  • Added VisualDebugging support for displaying owners of entities

Entitas.Unity.VisualDebugging-RefrenceCount

0.24.5

Entitas

  • Fixed dispatching group events after all groups are updated

Entitas.CodeGenerator

  • Supporting ENTITAS_DISABLE_VISUAL_DEBUGGING compiler flag

0.24.4

Entitas

  • Added entity.componentNames. This field is set by Entitas.Unity.VisualDebugging to provide better error messages
  • Added matcher.componentNames. This field is set by Entitas.Unity.CodeGenerator to provide better error messages
  • entity.ToString() now removes ComponentSuffix
  • Fixed typo

Entitas.Unity.CodeGenerator

  • ComponentExtensionsGenerator sets matcher.componentNames
  • Removed generating unused using in ComponentExtensionsGenerator

Other

  • Added update_project_dependencies.sh
  • Refactored build commands into build_commands.sh

0.24.3

Entitas

  • Added systems.ActivateReactiveSystems() and systems.DeactivateReactiveSystems which should be called when you don't use systems anymore

Other

  • Merged shell scripts

0.24.2

General

  • Renamed XyzEditor to XyzInspector
  • Streamlined naming

Entitas.Unity.VisualDebugging

  • Simplified adding a component at runtime

Other

  • buildPackage.sh now creates Entitas-CSharp.zip and Entitas-Unity.zip

0.24.1

Entitas.Unity.VisualDebugging

  • Added support for adding components to multiple entities at once at runtime

Entitas.Unity.VisualDebugging-Entity

0.24.0

Breaking changes

Please follow the Entitas upgrade guide

Entitas.Unity.CodeGenerator

  • Throwing exception when attempting to generate while Unity is still compiling or assembly won't compile

Entitas.Unity.VisualDebugging

  • Added support for creating entities and adding components at runtime

Entitas.Unity.VisualDebugging-PoolObserver

Entitas.Unity.VisualDebugging-Entity

0.23.0

Breaking changes

Before updating, please follow the Entitas upgrade guide

  • Gerneral
    • Updated and applied policy

Entitas

  • Reimplemented new matcher AnyOf and NoneOf
Matcher.AllOf(Matcher.A, Matcher.B)
       .AnyOf(Matcher.C, Matcher.D)
       .NoneOf(Matcher.E, Matcher.F);

Entitas.CodeGenerator

  • Updated generators to work with new matchers
  • PoolsGenerator generates Pools.allPools (#39)
  • Code Generators convert local newline to unix newline

Entitas.Unity.CodeGenerator

  • Changed CodeGeneratorConfig.disabledCodeGenerators to CodeGeneratorConfig.enabledCodeGenerators

0.22.3

Entitas

  • Added reactiveSystem.Clear() and systems.ClearReactiveSystems()
  • Added IClearReactiveSystem. When implemented, clears reactive system after execute finished

0.22.2

Fixes

  • Entitas
    • GroupObserver retains entities only once

Entitas.Unity.VisualDebugging

  • PoolObserver now shows retained entities
  • Destroying EntityBehaviour e.OnEntityReleased instead of e.OnComponentRemoved

Other

  • New logo

0.22.1

Entitas

  • Throwing an exception when releasing an entity that is not destroyed yet (#32)

Entitas.Unity.VisualDebugging

  • Added hierarchy icon
  • Renamed DebugSystems related classes

Other

  • buildPackage.sh includes HierarchyIcon.png.meta

0.22.0

Breaking changes

Please follow the Entitas upgrade guide

  • Entitas
    • Restored previous pool.DestroyEntity() behaviour
    • IReactiveSystem and IMultiReactiveSystem changed and use TriggerOnEvent
    • Use the command line tool MigrationAssistant.exe to automatically migrate IReactiveSystem
    • Renamed IStartSystem.Start to IInitializeSystem.Initialize (#21)

Fixes

  • Entitas
    • e.RemoveAllComponents() updates toString cache, even if entity has no components

Entitas

  • Added AERC (Automatic Entity Reference Counting) (#30, solves #25)
  • Reduced gc allocations in e.RemoveAllComponents()
  • Reduced gc allocations in pool.CreateEntity() and pool.DestroyEntity()
  • pool.DestroyEntity() will clean suscribed event delegates of entities (#27)
  • entity.ToString() will always use component type
  • Streamlined and refactored tests and sources

Entitas.Unity.VisualDebugging

  • Improved SystemMonitorEditor graph performance (#14)

Entitas.Migration

  • Added M0220 (Migrates IReactiveSystem to combine trigger and eventTypes to TriggerOnEvent)
  • Updated migration descriptions

Other

  • Removed project files
  • Renamed updateDependencies.sh to updateProjects.sh
  • buildPackage.sh includes EntitasUpgradeGuide.md in Entitas.zip

0.21.0

Fixes

  • Entitas.Migration
    • Changed target framework to .NET 3.5 to fix build errors in VisualStudio (#22)

Entitas

  • Changed pool.DestroyEntity(entity) behaviour
    • won't trigger group.OnEntityRemoved anymore
    • triggers group.OnEntityWillBeDestroyed
    • removes entity from all groupObserver.collectedEntities
      • ReactiveSystem doesn't pass on destroyed entities anymore
  • ReactiveSystem doesn't call Execute() when filtered entities.Count == 0

Other

  • Added project files (#18)

0.20.0

Breaking changes

  • Entitas
    • Removed all matchers except AllOfMatcher

Entitas

  • Added IEnsureComponents to optionally ensure entities passed in via ReactiveSystem have certain components
  • Added IExcludeComponents to optionally exclude entities passed in via ReactiveSystem
  • Added support for multiple PoolAttributes on components
[PoolA, PoolB, PoolC]
public class SomeComponent : IComponent {}

Entitas.Unity.CodeGenerator

  • Added disabledCodeGenerators to CodeGeneratorConfig
  • Added code generator toggles to CodeGeneratorPreferencesDrawer

Entitas.Unity.Codegenerator.disabledcodegenerators

Entitas.Unity.VisualDebugging

  • Nicer stats

0.19.1

Entitas

  • GroupObserver supports observing multiple groups
  • Added support for IMultiReactiveSystem
  • Added internal entity._isEnabled to prevent modifying pooled entities
  • Replaced internal object pool with Stack

Entitas.CodeGenerator

  • Fixed generated replace method, when replacing non existent component

Entitas.Unity.VisualDebugging

  • Drastically improved performance and memory usage by caching ToString() and reducing setting gameObject.name

0.19.0

Breaking changes

Please follow the Entitas upgrade guide

  • Entitas

    • Added new e.OnComponentReplaced and removed all *WillBeRemoved events
    • Added component index and changed component to OnEntityAdded and OnEntityRemoved
    • IReactiveSystem.Execute takes List instead of Entity[]
      • Entitas now runs without producing garbage!
  • Entitas.CodeGenerator

    • Removed support for properties in components
  • Entitas.Unity.VisualDebugging

    • Replaced DebugPool with a more flexible PoolObserver

Entitas

  • Added group.OnEntityUpdated event with previous and new component

Entitas.CodeGenerator

  • ComponentExtensionsGenerator generates component object pool
  • Converting newlines in generated files to Environment.NewLine (Pull request #11, thanks @movrajr)

Other

  • Added policy.mdpolicy

0.18.3

Entitas

  • Added ReactiveSystem.Activate() and .Deactivate()

Entitas.Unity.VisualDebugging

  • Displaying nested systems hierarchy for DebugSystems

Entitas.Unity.VisualDebugging-DebugSystemsHierarchy Entitas.Unity.VisualDebugging-DebugSystemsHierarchyEditor

  • Unchecking a ReacitveSystem in VisualDebugging deactivates it

0.18.2

Entitas.CodeGenerator

  • Fixed #9

0.18.1

Entitas.CodeGenerator

  • ComponentExtensionsGenerator now supports properties

0.18.0

Breaking changes

  • Use the command line tool MigrationAssistant.exe to automatically migrate
    • Changed IReactiveSystem.GetTriggeringMatcher to IReactiveSystem.trigger
    • Changed IReactiveSystem.GetEventType to IReactiveSystem.eventType

Please follow the Entitas upgrade guide

Entitas.Unity

  • Fixed code generation issues on Windows by converting and normalizing line endings
  • Fixed EntitasCheckForUpdates.CheckForUpdates() by temporarily trusting all sources

0.17.0

Breaking changes

  • Added systemCodeGenerators to CodeGenerator.Generate()
CodeGenerator.Generate(Type[] types, string[] poolNames, string dir,
                            IComponentCodeGenerator[] componentCodeGenerators,
                            ISystemCodeGenerator[] systemCodeGenerators,
                            IPoolCodeGenerator[] poolCodeGenerators)

Entitas.CodeGenerator

  • Added PoolsGenerator which creates a getter for all pools
var pool = Pools.pool;
var metaPool = Pools.meta;
  • Added SystemExtensionsGenerator
new Systems()
    .Add(pool.CreateGameBoardSystem())
    .Add(pool.CreateCreateGameBoardCacheSystem())
    .Add(pool.CreateFallSystem())
    .Add(pool.CreateFillSystem())

    .Add(pool.CreateProcessInputSystem())

    .Add(pool.CreateRemoveViewSystem())
    .Add(pool.CreateAddViewSystem())
    .Add(pool.CreateRenderPositionSystem())

    .Add(pool.CreateDestroySystem())
    .Add(pool.CreateScoreSystem());
  • Added Components, Systems & Pools sub folders to generated folder

Entitas.Unity

  • Properties split with Environment.NewLine instead of '\n'

Entitas.Unity.CodeGenerator

  • Entitas preferences appends "/Generated/" to generated folder if necessary

Entitas.Unity.VisualDebugging

  • Using Queue for SystemsDebugEditor.systemMonitorData

0.16.0

Breaking changes

  • Moved system getters from Systems to DebugSystems

Entitas.Unity.CodeGenerator

  • Generated ComponentIds use array instead of dictionary for component name lookup

Entitas.Unity.VisualDebugging

  • Added "Step manually" to DebugSystems
  • Added activate / deactivate systems at runtime
  • Displaying Systems.totalSystemsCount in SystemsDebugEditor
  • Added SystemsMonitor visual graph

Entitas.Unity.VisualDebugging-DebugSystems

  • Removed override DebugSystems.DestroyAllEntities()

0.15.0

Entitas

  • Added entitas_version file
  • Added CreateSystem(ISystem) to PoolExtensions
  • Fixed typo GroupObserver.ClearCollectedEntities()

Entitas.Unity

  • Added "Check for updates..." menu item

Entitas.Unity.VisualDebugging

  • Added Stats menu item to log current components, systems and pools

0.14.0

General

  • Upgraded all Unity projects to Unity 5

Entitas

  • Added Systems class
  • Re-combined pool extensions for creating systems to pool.CreateSystem() and removed pool.CreateStartSystem() and pool.CreateExecuteSystem()
  • Fixed: Pool won't destroy entities it doesn't contain

Entitas.Unity

  • Properties now support multiline values and placeholder replacement with ${key}

Entitas.Unity.CodeGenerator

  • Added fluent api to Entity
pool.CreateEntity()
    .IsGameBoardElement(true)
    .IsMovable(true)
    .AddPosition(x, y)
    .AddResource(Res.Piece0)
    .IsInteractive(true);
  • CodeGenerator takes arrays of IComponentCodeGenerator and IPoolCodeGenerator to generate files so you can easily provide your own custom code generators
  • Added dialog for 'Migrate Matcher' menu item

Entitas.Unity.VisualDebugging

  • Added DebugSystems

Entitas.Unity.VisualDebugging-Systems

  • Added HashSetTypeDrawer

0.13.0

Reminder

  • Entitas 0.12.0 generates prefixed matchers based on the PoolAttribute and introduces some API changes. Please follow the Entitas upgrade guide

General

  • Split into multiple modules and seperate projects. Entitas now consists of
    • Entitas
    • Entitas.CodeGenerator
    • Entitas.Unity
    • Entitas.Unity.CodeGenerator
    • Entitas.Unity.VisualDebugging

Entitas.Unity

  • Added IEntitasPreferencesDrawer to be able to extend the Entitas preferences panel

Entitas.Unity.CodeGenerator

  • Entitas preferences internal keys changed. Please check your settings in projectRoot/Entitas.properties and update keys
    • Entitas.CodeGenerator.GeneratedFolderPath -> Entitas.Unity.CodeGenerator.GeneratedFolderPath
    • Entitas.CodeGenerator.Pools -> Entitas.Unity.CodeGenerator.Pools

Entitas.Unity.VisualDebugging

  • Added support to set fields to null
  • Added support to create a new instance if the value of a field is null
  • Added IDefaultInstanceCreator to create default objects for unsupported types
  • Added IDefaultInstanceCreator implementations for array, dictionary and string
  • Added support to insert and remove elements from lists, arrays and dictionaries

Entitas.Unity.VisualDebugging-ITypeDrawer

  • Added name property to DebugPool
  • Added VisualDebuggingConfig and VisualDebuggingPreferencesDrawer

Entitas.Unity.VisualDebugging-Preferences

  • EntityDebugEditor can generate IDefaultInstanceCreator and ITypeDrawer implementations for unsupported types
  • Fixed: handling null values
  • Renamed ICustomTypeDrawer to ITypeDrawer
  • Big refactoring to simplify drawing types

Other

  • buildPackage.sh keeps uncompressed source files in bin folder
  • Added updateDependencies.sh which updates all dependencies of Entitas.Unity.CodeGenerator, Entitas.Unity.VisualDebugging and tests
  • Renamed and moved files and folders to be more consistent with the new project structure

0.12.0

Important

  • Entitas 0.12.0 generates prefixed matchers based on the PoolAttribute and introduces some API changes. Please follow the Entitas upgrade guide

Entitas

  • Added IStartSystem and pool.CreateStartSystem() extension
  • Renamed pool.CreateSystem() to pool.CreateExecuteSystem()
  • Added pool.CreateStartSystem()
  • Added EntitasUpdater to automatically update the introduced matcher API changes

Visual Debugging

  • Fixed null exceptions
  • Added support for multi dimensional and jagged arrays
  • Removed Debug.Log

Code Generator

  • Added Code Generator PreferenceItem
    • set generated folder path
    • define multiple pools

Entitas.Unity.CodeGenerator-Preferences

  • Added PoolAttributeGenerator
  • Generated Matcher is now prefixed based on PoolAttribute (e.g. UIMatcher)
  • Generating ToString() for matchers to print component name instead of index
  • IndicesLookupGenerator generates indices ordered alphabetically
  • Added TypeGenerator to streamline string generation from types
  • Added support for nested classes

Other

  • Added Properties and CodeGeneratorConfig to serialize Entitas preferences to file
  • Removed warning in AbstractCompoundMatcher
  • buildPackage.sh only builds when all tests are passing
  • buildPackage.sh deletes meta files before creating zip archive

0.11.0

Reminder

  • Entitas 0.10.0 included lots of renaming. Please follow the Entitas upgrade guide if you are on < v0.10.0

Entitas

  • Added AllOfCompoundMatcher
  • Added AnyOfMatcher
  • Added AnyOfCompoundMatcher
  • Added NoneOfMatcher
  • Added NoneOfCompoundMatcher
  • Updated Entitas to handle any implementation of IMatcher
  • Fixed dispatching OnComponentAdded when replacing a non existing component with null
  • Optimizations

Visual Debugging

  • Added support for custom type drawers ICustomTypeDrawer
  • Added component folding and pooled entities count
  • Added groups to PoolDebugEditor

Entitas.Unity.VisualDebugging-Groups

  • Added support for IList

Entitas.Unity.VisualDebugging-IList

  • UI improvements

Code Generator

  • Fixed typeShortcuts to use type.FullName to support UnityEngine.Object (conflicted with System.Object)
  • Added EntitasCodeGeneratorMenuItem

Other

  • Moved and renamed some folders
  • Added buildPackage.sh which creates a bin/Entitas.zip with all necessary source files

0.10.0

Important

Entitas

  • Added empty ISystem and IExecuteSystem for more flexibility
  • Added public creationIndex to Entity
  • Observer is now on group not on pool
  • Removed WillBeRemovedSystem and observer
  • Added CreateSystem to PoolExtension
  • Added fast entities count call to Pool
  • Added creationIndex to entity.ToString()
  • pool.CreateEntity() and pool.DestroyEntity() are now virtual

Visual Debugging

  • Added VisualDebugging

Code Generator

  • Supports enums nested in components
  • Added option to [DontGenerate] to ignore generating index, too