Added implicate conversion to Result<T, E> and RefResult<T, E>;
Added new ScheduleChunkParallel in EntityQuery;
Remove Ghost.SparseEntity from solution file. It's now completlty replaced by Ghost.Entities;
Updated packages version;
Removed Ghost.SparseEntities;
Added new EntityQuery.EntityComponentIterator;
Added new thread local command buffer in World;
Changed commands in EntityCommandBuffer from UnsafeList<Command> to UnsafeList<byte> for better performance;
Changed the name of IJobEntityParallel to IJobEntity;
- Upgraded `Misaki.HighPerformance.LowLevel` to v1.2.8.
- Added `IEquatable` to `Handle<T>` and `Identifier<T>`.
- Improved `Result` extensions with `[CallerArgumentExpression]`.
- Introduced `SetEnabled` in `EntityManager` to toggle components.
- Refactored `Chunk` and `Archetype` for enableable components.
- Added `EntityQueryMask` for filtering enabled/disabled components.
- Enhanced `QueryBuilder` with new filtering methods (`WithAll`, etc.).
- Improved `EntityQuery.ForEach` with entity validation.
Refactored `ArcEntityTest` to use updated `Transform` and `Mesh` components, improving query logic with `GetChunkIterator` and introducing `ForEach` methods for better modularity.
Enhanced `Chunk` and `Archetype` structs with `readonly` properties and memory optimizations. Fixed bugs in memory copy logic and entity relocation.
Improved `EntityManager` with proper disposal handling, added a destructor, and fixed pointer usage in `AddComponent` and `SetComponentData`.
Refactored `EntityQuery` to use `ChunkIterator` and `ChunkView` for better abstraction. Simplified `EntityQueryMask` logic for performance.
Introduced templated `ForEach` methods and `ForEachWithEntity` methods, dynamically generated using T4 templates for scalability.
Added disposal logic for archetypes and queries in `World`. Updated `Program.cs` to include memory debugging setup.
Integrated T4 templates for dynamic code generation and added helper functions for template generation. Updated project file to include templates and generated outputs.
General improvements include enforcing immutability, optimizing memory management, and adding debugging/logging for better traceability.
Updated target frameworks to .NET 10.0 across multiple projects for compatibility with the latest features. Refactored namespaces and introduced new classes for shader descriptors, FMOD integration, and DirectX 12 utilities using TerraFX. Replaced `Win32` bindings with TerraFX equivalents for DirectX 12. Added a C# wrapper for FMOD Studio API, including DSP and error handling. Enhanced entity queries, component storage, and query filters for better performance and type safety. Introduced new test projects and updated the solution structure. Added `meshoptimizer` bindings and integrated `meshoptimizer_native.dll`. Improved code readability, maintainability, and performance.