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A button to prefabs to bake and load them into a world; this can be enabled from BovineLabs/Tools/Load Prefabs as Entities
Ability to prebake subscenes
More hashmap extensions
Entity overloads to IEntityCommands
String variations to BLDebug
GetEntity(Object) extension to IBaker
Connection approval to bootstrap
Input now supports generating for NetCode IInputComponentData
IUpdateWhilePaused which allows a ComponentSystemGroup to continue to Update when the game is paused
StripLocalAttribute to strip network only components in Local Simulation world
Support for Unity 6.1
Changed
Requires Unity 6+
Updated to Entities 1.3.5
SubSceneLoadFlags numbers have been changed, this may require you to set them again
SubScene Loading now works with normally loaded SubSceneLoadConfig in normally loaded Scenes instead of only at start. This ensure compatibility with things like Unity's Multiplayer Play Mode package scenarios
BovineLabsBootstrap.Netcode being more fleshed out
CameraMainAuthoring renamed to CameraAuthoring
BLDebug now implements a CustomLog to avoid having to use 4096 fixed string every time
InitializeSystemGroup moved to BeginSimulationGroup to support NetCode ghosts
Renamed InitializationRequireSubScenesSystemGroup to RequireSubScenesSystemGroup
Pause now uses the same RateManager on multiplayer worlds as well
CameraFrustumCorners and CameraFrustumPlanes are now IComponentData