- Made the PublishEntityChangesDelayed() method use the internals of Svelto.ECS to determine if it should wait
-- I had this code for a while but it used too much reflection to my liking
-- Now I made the reflection code nicer and a bit safer
- Fixed float comparisons: last time I didn't actually used abs() for float3 but I found this even better method
- Probably should've committed more
- Added new block IDs and a material (also fixed material names)
- Added missing player states
- Added a class to make every type public in the game's code, so we don't need to worry about internal components
- We don't need to worry about anticheat so it should be fine - will need to be made into its own exe though
- Fixed delayed entity publishing and set the limits based on the consumers (just 30 almost everywhere)
- I overcomplicated in the beginning
- It doesn't shorten the code that much but it provides a stable interface and it's easier to use so I guess it's nice
- Added a wrapper class that handles the individual wrapping of event handlers to individually handle exceptions - now it tracks the wrapped event handlers so it can unregister them properly
- Fixed an exception that happened when two ECS objects were created with the same EGID
- Added support for returning an existing ECS object if it exists instead of always creating a new one
- Added a parameter to the entity query extension methods to override the group of the ECS object (could be used for the player properties)
Added extension methods to query data from ECS objects
Added base class for ECS objects
Added support for representing in-construction ECS objects with an OptionalRef<T>