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The SystemTypeIndex associated with a SystemHandle can now be retrieved. Furthermore, multiple methods, which allow for better system access, have been added.
Disabled, Present, Absent and None components on queries in the System inspector.
Dependency tab in the System inspector, which shows the components a system depends on.
Prefabs now stand out as prefabs in the query window.
Changed
ChunkEntityEnumerator performance has been improved in every case except when running with useEnabledMask = false on Mono where it got about twice as slow. If this is problematic, use a for loop instead in this particular case.
Updated Burst dependency to version 1.8.21
Fixed
ComponentLookup.TryGetRefRW<T>() now correctly updates the change version for type T in the target chunk.
Now you can use fully specified generic components as parameter in an IJobEntity.Execute
Now you can use conditional using statements in the middle of other using statements when you have a source file containing an IJobEntity
Multiple issues in the entities documentation has been fixed.
FastEquality returned incorrect results for nested structs.
Referencing a UnityEngine.Component in a UnityObjectRef, no longer causes build errors.
When the clone of a companion GameObject is instantiated (during Live Conversion) it is now placed inside the correct scene on instantiation.
SystemAPI.Query no longer generates duplicate component references if .WithChangeFilter<T>() is used in with .WithDisabled<T>() or .WithPresent<T>().
Removed a broken link to the SystemInstance structure in the package documentation.
TypeManager.Initialize is much faster due to lazily registering companion component types.