@daneren2005/shared-memory-physics 1.9.2 → 1.9.3

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package/README.md CHANGED
@@ -311,6 +311,12 @@ it, and `reportMoves: false` turns it off regardless.
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  The move is written with `addAtomicFloat32` rather than a plain `+=`, so a game system on another thread can
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  add to the same position in the same instant without either move being lost.
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+ **Access for `ConflictScheduler`.** `PhysicsSystem` declares `writes: ['transform', 'velocity', 'interpolation']`,
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+ plus `body` and `entity` when `createPhysicsUpdate` has an `onCollision` callback (`dieAtImpact` flags the body
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+ and the entity dies a run later). Pass `writes` for anything else your callback changes; it is merged in.
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+ `InterpolationSystem` declares `writes: ['interpolation']`, and `PathfindingSystem` declares `navigation` merged with
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+ any `writes` you pass.
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+
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  ### Running off the main thread
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  Bundlers need the `new Worker(new URL(...))` call written out in your own source, so the worker entry file