0.1.3
Added
StateMachine(core) — fixed-capacity, zero-GC finite state machine over
many entities. SoA columns, numeric states with per-state binary schemas,
cumulative per-state handlers (add),change/enter/exitlifecycle, a
changeevent channel, and binaryserialize/restorefor snapshotting.
Depends only onSlotStore/EventSystem/SimpleRNG/BinaryCodec. (a0b2e7a, e7f0a0e)- GameLoop interval scheduling —
loop.every(n).ticks | seconds | milliseconds(cb),
a tick-anchored, zero-GC scheduler withclearSchedule/clearSchedules;
schedules survivestop()and rebase onstart(). (e6b19b1, ed50522) SlotMap/SlotStore(core) — zero-GC O(1) dense slot allocator and
id-keyed store with packed iteration. (3f559af)SlewClock+Timeline(core) — composable clock/timeline primitives;
client-side prediction rebuilt on top of them. (c91e4ea)- Dynamic lighting (renderer) — point/spot lights with GPU interpolation,
feathered spot cones, and Reinhard tonemapping. (3f559af, 5c7992d)
Changed
- Netcode interpolation — smoother peer interpolation under jitter; honor
per-component on-change sync rate in snapshot deltas; hold last-known state
instead of bridging across large snapshot gaps (removes rubberbanding). (c31da41, 937d997, 7b4403d) - Netcode internals — compose core primitives instead of inlining them;
moved snapshot interpolation into client-side strategies. (84e52c4, 6e6a5d8) - Parallelized package build scripts. (bb2389b)
Fixed
- Write entity components before emitting the client
spawn, so clients never
observe a spawn with unset component state. (000ff04)
Full Changelog: v0.1.2...v0.1.3