Rework logger
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@@ -197,7 +197,7 @@ namespace Nuake
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Entity entity { e, m_Scene };
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if (!entity.HasComponent<ModelComponent>())
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{
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Logger::Log("Cannot use mesh collider without model component", WARNING);
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Logger::Log("Cannot use mesh collider without model component", "physics", WARNING);
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}
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auto meshColliderComponent = meshColliderView.get<MeshColliderComponent>(e);
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@@ -209,7 +209,7 @@ namespace Nuake
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const std::vector<Ref<Mesh>>& submeshes = modelComponent.ModelResource->GetMeshes();
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if (subMeshId >= submeshes.size())
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{
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Logger::Log("Cannot create mesh collider, invalid submesh ID", WARNING);
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Logger::Log("Cannot create mesh collider, invalid submesh ID", "physics", WARNING);
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}
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Ref<Mesh> mesh = submeshes[subMeshId];
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@@ -274,7 +274,7 @@ namespace Nuake
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{
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if (!ent.HasComponent<ModelComponent>())
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{
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Logger::Log("Cannot use mesh collider without model component", WARNING);
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Logger::Log("Cannot use mesh collider without model component", "physics", WARNING);
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}
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const auto& modelComponent = ent.GetComponent<ModelComponent>();
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const auto& component = ent.GetComponent<MeshColliderComponent>();
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@@ -285,7 +285,7 @@ namespace Nuake
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const std::vector<Ref<Mesh>>& submeshes = modelComponent.ModelResource->GetMeshes();
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if (subMeshId >= submeshes.size())
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{
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Logger::Log("Cannot create mesh collider, invalid submesh ID", WARNING);
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Logger::Log("Cannot create mesh collider, invalid submesh ID", "physics", WARNING);
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}
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Ref<Mesh> mesh = submeshes[subMeshId];
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auto shape = CreateRef<Physics::MeshShape>(mesh);
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