Added updateMassAndInertia call
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@@ -232,7 +232,7 @@ update_transform_gizmo :: (ray: Ray, mouse_position: Vector2) -> bool {
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r1 : Ray;
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r1.origin = selected_entity.transform.position;
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r1.direction = axis_vec;//rotate(axis_vec, engine.editor.transform_gizmo.transform.orientation);
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r1.direction = axis_vec;
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r2 := normalized_screen_to_ray(*engine.editor.camera, mouse_position);
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