Removed euler, only quaternion and dirty flag
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@@ -51,9 +51,9 @@ namespace Nuake {
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parent.AddChild(brushEntity);
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transformComponent.Translation = Vector3(brush->center.y * (1.0f / 64),
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transformComponent.SetGlobalPosition(Vector3(brush->center.y * (1.0f / 64),
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brush->center.z * ScaleFactor * (1.0f / 64),
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brush->center.x * ScaleFactor * (1.0f / 64));
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brush->center.x * ScaleFactor * (1.0f / 64)));
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BSPBrushComponent& bsp = brushEntity.AddComponent<BSPBrushComponent>();
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bsp.IsSolid = false;
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@@ -113,10 +113,10 @@ namespace Nuake {
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parent.AddChild(brushEntity);
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transformComponent.Translation = Vector3(
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transformComponent.SetGlobalPosition(Vector3(
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brush->center.y * ScaleFactor * (1.0f / 64),
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brush->center.z * ScaleFactor * (1.0f / 64),
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brush->center.x * ScaleFactor * (1.0f / 64));
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brush->center.x * ScaleFactor * (1.0f / 64)));
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int index_offset = 0;
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int lastTextureID = -1;
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@@ -247,10 +247,10 @@ namespace Nuake {
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parent.AddChild(brushEntity);
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transformComponent.Translation = Vector3(
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transformComponent.SetLocalPosition(Vector3(
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brush->center.y * ScaleFactor * (1.0f / 64),
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brush->center.z * ScaleFactor * (1.0f / 64),
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brush->center.x * ScaleFactor * (1.0f / 64));
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brush->center.x * ScaleFactor * (1.0f / 64)));
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int index_offset = 0;
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int lastTextureID = -1;
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@@ -422,7 +422,7 @@ namespace Nuake {
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float z = String::ToFloat(splits[0]);
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Vector3 position = Vector3(x, y, z) * ScaleFactor * (1.0f / 64.0f);
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newEntity.GetComponent<TransformComponent>().Translation = position;
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newEntity.GetComponent<TransformComponent>().SetLocalPosition(position);
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}
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if (key == "classname")
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