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Version 0.6.3 Release [Bugfix]
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Bugfix release
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Dreaming381 committed Dec 20, 2022
1 parent d9b7d2d commit 815c5e6
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Showing 5 changed files with 35 additions and 15 deletions.
8 changes: 8 additions & 0 deletions CHANGELOG.md
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Expand Up @@ -6,6 +6,14 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic
Versioning](http://semver.org/spec/v2.0.0.html).

## [0.6.3] – 2022-12-19

Officially supports Entities [1.0.0 prerelease 15]

### Changed

- Updated Psyshock to v0.6.3

## [0.6.2] – 2022-12-10

Officially supports Entities [1.0.0 prerelease 15]
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10 changes: 10 additions & 0 deletions Documentation~/Psyshock Physics/CHANGELOG.md
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Expand Up @@ -6,6 +6,16 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic
Versioning](http://semver.org/spec/v2.0.0.html).

## [0.6.3] – 2022-12-19

Officially supports Entities [1.0.0 prerelease 15]

### Fixed

- Fixed `Run()` and `Schedule()` for `BuildCollisionLayer()` overload that
takes an `EntityQuery`, which were missing the enableable component base
indices array

## [0.6.1] – 2022-11-28

Officially supports Entities [1.0.0 prerelease 15]
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Expand Up @@ -381,14 +381,15 @@ public static void Run(this BuildCollisionLayerConfig config, out CollisionLayer
NativeArray<int> remapSrcIndices = config.hasRemapSrcIndices ? config.remapSrcIndices : new NativeArray<int>(count,
Allocator.TempJob,
NativeArrayOptions.UninitializedMemory);

var part1Indices = config.query.CalculateBaseEntityIndexArray(Allocator.TempJob);
new BuildCollisionLayerInternal.Part1FromQueryJob
{
typeGroup = config.typeGroup,
layer = layer,
layerIndices = layerIndices,
colliderAoS = aos,
xMinMaxs = xMinMaxs
typeGroup = config.typeGroup,
layer = layer,
layerIndices = layerIndices,
colliderAoS = aos,
xMinMaxs = xMinMaxs,
firstEntityInChunkIndices = part1Indices
}.Run(config.query);

new BuildCollisionLayerInternal.Part2Job
Expand Down Expand Up @@ -496,14 +497,15 @@ public static JobHandle ScheduleSingle(this BuildCollisionLayerConfig config,
NativeArray<int> remapSrcIndices = config.hasRemapSrcIndices ? config.remapSrcIndices : new NativeArray<int>(count,
Allocator.TempJob,
NativeArrayOptions.UninitializedMemory);

jh = new BuildCollisionLayerInternal.Part1FromQueryJob
var part1Indices = config.query.CalculateBaseEntityIndexArrayAsync(Allocator.TempJob, jh, out jh);
jh = new BuildCollisionLayerInternal.Part1FromQueryJob
{
typeGroup = config.typeGroup,
layer = layer,
layerIndices = layerIndices,
colliderAoS = aos,
xMinMaxs = xMinMaxs
typeGroup = config.typeGroup,
layer = layer,
layerIndices = layerIndices,
colliderAoS = aos,
xMinMaxs = xMinMaxs,
firstEntityInChunkIndices = part1Indices
}.Schedule(config.query, jh);

jh = new BuildCollisionLayerInternal.Part2Job
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2 changes: 1 addition & 1 deletion README.md
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@@ -1,6 +1,6 @@
![](Documentation~/media/bf2cb606139bb3ca01fe1c4c9f92cdf7.png)

# Latios Framework Packages for DOTS – [0.6.2]
# Latios Framework Packages for DOTS – [0.6.3]

The packages contained in this repository are packages built upon Unity DOTS
which I use for my own personal hobbyist game development. All packages are
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2 changes: 1 addition & 1 deletion package.json
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@@ -1,7 +1,7 @@
{
"name": "com.latios.latiosframework",
"displayName": "Latios Framework for DOTS",
"version": "0.6.2",
"version": "0.6.3",
"unity": "2022.2",
"description": "Latios Framework for DOTS is a collection of tools, algorithms, and API extensions developed by a hardcore hobbyist game developer.\n\nThis package includes all of the following packages:\n\u25aa Core\n\u25aa Psyshock Physics\n\u25aa Myri Audio\n\u25aa Kinemation Animation and Rendering\n\nExamples: \n\u25aa Latios Space Shooter Sample - https://github.com/Dreaming381/lsss-wip/tree/v0.4.5\n\u25aa Mini Demos - https://github.com/Dreaming381/LatiosFrameworkMiniDemos",
"dependencies": {
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