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Changelog

TonyMax edited this page Apr 16, 2024 · 12 revisions

v4.0.1

Temporal fix for chunk components baking issues for unity6 / entities 1.2 compatibility

v4.0.0

Remove RegisterRender overload with no Bounds parameter. This commit brings breaking changes. To upgrade to this version you need now use overload with explicit bounds parameter.

v3.2.0

  • storage now test if archetype with same id already registered and log an error if it is
  • client code now can clear storage which disposes all render archetypes (for example when you change game level and no more need previous archetypes)

v3.1.7

  • Code refactoring
  • Fix sprites didn't get rendered until 1st reallocation

v3.1.2

Fix wrong reallocation with min capacity step greater than 1

v3.1.1

Fix invalid data sync for EachUpdate mode properties

v3.1.0

Update to entities 1.0.0-pre.65. Error / obsolete API fixing.

  • Fix asmdefs errors
  • Fix using obsolete API in NSprtiesUtils baker AddSpriteRenderComponents method

v3.0.4

Fix add rendering components methods missed PropertyPointerChunk component

v3.0.3

Add DebugSystem (editor / development build only) which detect missed property-components for sprite renderers and wrong PropertyPointer / PropertyPointerChunk composition (if it somehow was setted wrong) You can use NSPRITES_DEBUG_SYSTEM_DISABLE to fully disable debug system from compilation if you doesn't need it

v3.0.1

Minor internal changes of how PoprertyPointer / PropertyPointerChunk baked to entity

v3.0.0

You can use any blittable component as shader StructuredBuffer<T> property. Previously only 1-filed component could be used. Update details. Using components as properties details. Upgraid guide: There is no more PropertyFormat so all your InstancedPropertyComponent should be used without PropertyFormat parameter. So for example [assembly: InstancedPropertyComponent(typeof(SpriteColor), "_color", PropertyFormat.Float4)] becomes [assembly: InstancedPropertyComponent(typeof(SpriteColor), "_color")]

v2.3.0

  • You can now also register Mesh (quad by default as previously) and render Bounds per render using new RenderArchetypeStorage methods.
  • Added NSpritesException for better exception analysis

v2.2.4

Bug fixes / improvements

v2.2.0

Add Window -> Entities -> NSprites window where you can inspect NSprites data. More.

v2.1.0

Add baker extension method for adding sprite render components driven by baking system. From now client code can use this.AddSpriteRenderComponents(int id) from baker code.

v2.0.0

Upgrade codebase to 1.0 API. Details. Upgrade guide: to register renders you should now use SystemAPI.ManagedAPI.TryGetSingleton<RenderArchetypeStorage>(out var renderArchetypeStorage) instead of accessing directly to system instance like var renderSystem = World.GetSystem<SpriteRenderingSystem>();

v1.1.2

Minor typos / obsolete API / bug fixes + improvements

v1.0.0

Release version. From this point package has documentaton on github wiki and also samples.

alpha-v.2.0.0

Last alpha version when package was in deep developement. This version is hardly differ from next versions. It can be only used with entities v0.17 and has no documentation nor samples.