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Version 0.10.6 Release [Bugfix]
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Bugfix release
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Dreaming381 committed Aug 3, 2024
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9 changes: 9 additions & 0 deletions CHANGELOG.md
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Expand Up @@ -10,6 +10,15 @@ You can find changelogs for the individual modules in the [official Latios
Framework Documentation
repository](https://github.com/Dreaming381/Latios-Framework-Documentation).

## [0.10.6] – 2024-8-3

Officially supports Entities [1.2.1][1.2.3]

### Changed

- Updated Core to v0.10.6
- Updated Calligraphics to v0.10.6

## [0.10.5] – 2024-7-28

Officially supports Entities [1.2.1][1.2.3]
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5 changes: 5 additions & 0 deletions Calligraphics/Systems/AnimateTextTransitionSystem.cs
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Expand Up @@ -43,6 +43,7 @@ public void OnUpdate(ref SystemState state)
textRenderControlHandle = GetComponentTypeHandle<TextRenderControl>(false),
renderGlyphHandle = GetBufferTypeHandle<RenderGlyph>(false),
glyphMappingElementHandle = GetBufferTypeHandle<GlyphMappingElement>(true),
stringHandle = GetBufferTypeHandle<CalliByte>(false)
}.ScheduleParallel(m_query, state.Dependency);

m_rng.Shuffle();
Expand All @@ -66,12 +67,16 @@ public partial struct TransitionJob : IJobChunk
public BufferTypeHandle<TextAnimationTransition> transitionHandle;
public BufferTypeHandle<RenderGlyph> renderGlyphHandle;
public ComponentTypeHandle<TextRenderControl> textRenderControlHandle;
public BufferTypeHandle<CalliByte> stringHandle;

[ReadOnly] public BufferTypeHandle<GlyphMappingElement> glyphMappingElementHandle;

[BurstCompile]
public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask)
{
// Dirty strings so that glyphs get "reset" next frame:
chunk.GetBufferAccessor(ref stringHandle);

var random = rng.GetSequence(unfilteredChunkIndex);
var transitionBuffers = chunk.GetBufferAccessor(ref transitionHandle);
var renderGlyphBuffers = chunk.GetBufferAccessor(ref renderGlyphHandle);
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72 changes: 67 additions & 5 deletions README.md
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@@ -1,6 +1,6 @@
![](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/554a583e217bfe5bf38ece0ed65b22c33711afc6/media/bf2cb606139bb3ca01fe1c4c9f92cdf7.png)

# Latios Framework for Unity ECS – [0.10.5]
# Latios Framework for Unity ECS – [0.10.6]

The Latios Framework is a powerful suite of high-performance low-level APIs and
feature-sets for Unity’s ECS which aims to give you back control over your
Expand Down Expand Up @@ -54,9 +54,19 @@ bootstrap. Bootstrap templates are provided in the Assets Create menu.
[Core](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Core/README.md)
is an essentials kit for handling common programming concerns in Unity’s ECS. It
contains many features you might have heard of such as Rng, Blackboard Entities,
Collection Components, Instantiate Command Buffers, Smart Blobbers, and Baking
Bootstraps. But there are many more features around. If there is a common “hard”
problem in ECS, there’s a good chance Core has a tool to address it.
Collection Components, Instantiate Command Buffers, Smart Blobbers, Explicit
System Ordering, and Baking Bootstraps. But there are many more features around.
If there is a common “hard” problem in ECS, there’s a good chance Core has a
tool to address it.

**Common Reasons to Use:**

- You use one of the other modules
- You want one of the features

**Common Reasons to Avoid:**

- You move a large amount of entities between worlds in the middle of gameplay

### QVVS Transforms

Expand All @@ -72,6 +82,14 @@ If you wish to use Unity Transforms instead, you can enable a compatibility mode
for all other modules using the scripting define LATIOS_TRANSFORMS_UNITY. Some
features in the other modules will be disabled when you do this.

**Common Reasons to Use QVVS Transforms:**

- You want a good transform hierarchy solution

**Common Reasons to Use Unity Transforms:**

- You use Unity Physics, Unity Character Controller, or Unity NetCode.

### Psyshock

[Psyshock
Expand All @@ -83,6 +101,17 @@ physics simulation for your game and not waste any computation on things you
don’t need. Psyshock’s Collision Layers can be built directly from Entity
Queries, removing all the archetype guesswork out of collisions and triggers.

**Common Reasons to Use Psyshock:**

- You use QVVS Transforms
- You only need collision detection
- You want more control over physics
- Unity Physics events system is too expensive

**Common Reasons to Use Unity Physics:**

- You want an out-of-the-box full simulator with zero code

### Myri

[Myri
Expand All @@ -92,6 +121,14 @@ both looping and non-looping audio sources, multiple listeners, directional and
non-directional sources, and a voice combining feature to support massive
amounts of sources at once. Playing audio is as simple as instantiating prefabs.

**Common Reasons to Use:**

- You want something simple and easy

**Common Reasons to Ignore:**

- You can afford FMOD

### Kinemation

[Kinemation](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Kinemation%20Animation%20and%20Rendering/README.md)
Expand All @@ -106,6 +143,21 @@ configurations. It includes utilities for inertial blending. And for animation
clips it leverages ACL, a powerful high quality animation compression solution
used in AAA titles such as Rise of the Tomb Raider, Fortnite, and Valorant.

**Common Reasons to Use:**

- You use QVVS Transforms
- You want better rendering performance and features related to LODs, light
probes, and deforming meshes
- You want to customize and extend ECS rendering with access to the culling
logic
- You prefer code-driven animation workflows and inertial blending
- You wish to build your own animation visual tool tailored to your project

**Common Reasons to Avoid:**

- You absolutely require a robust out-of-the-box code-free skeletal animation
solution for only a small number of entities

### Calligraphics

[Calligraphics](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Calligraphics/README.md)
Expand All @@ -117,6 +169,16 @@ text tags are supported, with much of the implementation being ported from
TextMeshPro and made Burst-compatible. Use Calligraphics for world-space labels,
dialog, player names, and damage numbers.

**Common Reasons to Use:**

- You use QVVS Transforms
- You want animated text
- You are using any other module

**Common Reasons to Avoid:**

- TextMeshDOTS works and fully covers your needs

### Mimic

[Mimic](https://github.com/Dreaming381/Latios-Framework-Documentation/blob/main/Mimic/README.md)
Expand Down Expand Up @@ -301,7 +363,7 @@ for how to get started.
- Dechichi01 – Various fixes and improvements for Core, Psyshock, and
Kinemation
- Anthiese – Mac OS support
- Lewis – Improvements to EntityWith\<\> and EntityWithBuffer\<\>
- Lewis – Improvements to `EntityWith<>` and `EntityWithBuffer<>`
- Everyone else who reported bugs and made the Latios Framework more stable
for everyone

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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 ECS",
"version": "0.10.5",
"version": "0.10.6",
"unity": "2022.3",
"description": "Latios Framework for ECS is a collection of tools, algorithms, and API extensions developed by a hardcore hobbyist game developer.\n\nThis package includes all of the following modules:\n\u25aa Core\n\u25aa QVVS Transforms\n\u25aa Psyshock Physics\n\u25aa Myri Audio\n\u25aa Kinemation Animation and Rendering\n\u25aa Caligraphics\n\u25aa Mimic\n\nExamples: \n\u25aa Latios Space Shooter Sample - https://github.com/Dreaming381/lsss-wip \n\u25aa Mini Demos - https://github.com/Dreaming381/LatiosFrameworkMiniDemos \n\u25aa Free Parking - https://github.com/Dreaming381/Free-Parking",
"documentationURL": "https://github.com/Dreaming381/Latios-Framework-Documentation",
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