Frustum culling progress
Unlit materials Renderer cleanup
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@@ -75,7 +75,8 @@ namespace Nuake
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}
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auto bspTriggerView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent, TriggerZone>();
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for (auto e : bspTriggerView) {
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for (auto e : bspTriggerView)
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{
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auto [transform, brush, trigger] = bspTriggerView.get<TransformComponent, BSPBrushComponent, TriggerZone>(e);
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Ref<Physics::MeshShape> meshShape = CreateRef<Physics::MeshShape>(brush.Meshes[0]);
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@@ -105,10 +106,12 @@ namespace Nuake
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brush.Targets.clear();
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auto targetnameView = m_Scene->m_Registry.view<TransformComponent, NameComponent>();
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for (auto e2 : targetnameView) {
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for (auto e2 : targetnameView)
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{
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auto [ttransform, name] = targetnameView.get<TransformComponent, NameComponent>(e2);
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if (name.Name == brush.target) {
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if (name.Name == brush.target)
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{
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brush.Targets.push_back(Entity{ e2, m_Scene });
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}
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}
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@@ -116,13 +119,15 @@ namespace Nuake
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auto bspTriggerView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent, TriggerZone>();
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for (auto e : bspTriggerView) {
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for (auto e : bspTriggerView)
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{
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auto [transform, brush, trigger] = bspTriggerView.get<TransformComponent, BSPBrushComponent, TriggerZone>(e);
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trigger.GhostObject->ScanOverlap();
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brush.Targets.clear();
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auto targetnameView = m_Scene->m_Registry.view<TransformComponent, NameComponent>();
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for (auto e2 : targetnameView) {
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for (auto e2 : targetnameView)
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{
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auto [ttransform, name] = targetnameView.get<TransformComponent, NameComponent>(e2);
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if (name.Name == brush.target) {
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