Collision layers and entity rendering offsets
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@@ -69,6 +69,8 @@ Entity :: struct {
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transform: Transform;
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rendering_offset: Vector3;
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snap_offset: Vector3;
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snap_intervals: Vector3;
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@@ -224,7 +224,13 @@ update_entity_transform :: (e: *Entity, parent_matrix: Matrix4 = Matrix4_Identit
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e.transform.dirty = false;
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}
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e.transform.world_matrix = parent_matrix * e.transform.model_matrix;
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if length(e.rendering_offset) > 0.0 {
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offset := create_identity_transform();
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set_position(*offset, e.rendering_offset);
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e.transform.world_matrix = parent_matrix * e.transform.model_matrix * offset.model_matrix;
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} else {
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e.transform.world_matrix = parent_matrix * e.transform.model_matrix;
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}
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for model_node, i: e.renderable.model.nodes {
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if model_node.parent == 0 {
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