Added scene transform update on load
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@@ -72,7 +72,7 @@ Entity :: struct {
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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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snap_intervals: Vector3 = .{1,1,1};
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renderable: Renderable; @DontSerialize
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animator: Animator; @DontSerialize
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@@ -64,6 +64,7 @@ load_scene :: (name: string) -> *Scene {
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next_entity_id = cast(Entity_Id)(highest + 1);
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update_transforms(scene);
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calculate_aabbs(scene);
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make_sure_nothing_collides(scene);
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@@ -224,10 +225,10 @@ update_animators :: (dt: float) {
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}
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}
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update_transforms :: () {
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if engine.current_scene == null return;
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update_transforms :: (scene: *Scene) {
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if scene == null return;
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for e: engine.current_scene.entities {
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for e: scene.entities {
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if e.parent == null {
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update_entity_transform(e, Matrix4_Identity);
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}
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@@ -141,7 +141,7 @@ coven_run :: (game_update_proc: (float), game_editor_update_proc: (float), game_
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}
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if engine.current_scene != null {
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update_transforms();
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update_transforms(engine.current_scene);
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sync_engine_buffers();
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if !engine.paused {
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@@ -13,6 +13,11 @@ Mesh_Vertex_Data_Type :: enum {
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BITANGENT;
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BONE_INDICES;
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BONE_WEIGHTS;
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INSTANCED_MAT1;
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INSTANCED_MAT2;
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INSTANCED_MAT3;
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INSTANCED_MAT4;
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}
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Mesh_Handle :: #type, distinct u32;
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