Fixed volumetric fog, added transform system
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@@ -1,7 +1,7 @@
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#pragma once
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#include <src/Scene/Systems/ScriptingSystem.h>
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#include <src/Scene/Systems/PhysicsSystem.h>
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#include <src/Scene/Systems/TransformSystem.h>
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#include <src/Scene/Systems/QuakeMapBuilder.h>
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#include <src/Scene/Components/BSPBrushComponent.h>
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@@ -41,8 +41,10 @@ Scene::Scene()
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m_Interfaces = std::vector<Ref<UI::UserInterface>>();
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// Adding systems
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m_Systems.push_back(CreateRef<TransformSystem>(this));
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m_Systems.push_back(CreateRef<ScriptingSystem>(this));
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m_Systems.push_back(CreateRef<PhysicsSystem>(this));
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}
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Scene::~Scene() {}
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@@ -96,8 +98,6 @@ void Scene::OnExit()
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void Scene::Update(Timestep ts)
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{
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UpdatePositions();
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for (auto& system : m_Systems)
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system->Update(ts);
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}
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@@ -549,12 +549,13 @@ bool Scene::Deserialize(const std::string& str)
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}
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auto view = m_Registry.view<ParentComponent>();
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for (auto e : view) {
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for (auto e : view)
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{
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auto parentC = view.get<ParentComponent>(e);
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if (!parentC.HasParent)
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continue;
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auto& p = Entity{ e, this };
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auto parent = GetEntityByID(parentC.ParentID);
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parent.AddChild(p);
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}
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@@ -566,7 +567,6 @@ bool Scene::Deserialize(const std::string& str)
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void Scene::Snapshot()
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{
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const auto view = m_Registry.view<TransformComponent>();
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}
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