Rendering pipeline fixes across the board and base work on refactored editor
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+3
-1
@@ -77,7 +77,6 @@ Game::Game(int argc, char* argv[])
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
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@@ -91,6 +90,8 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeCollision);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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// Invoke network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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@@ -149,6 +150,7 @@ void Game::Tick()
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m_SoundSystem->Update(dt);
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GLERROR("Game::Tick m_RenderQueueFactory->Update");
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m_Renderer->Draw(*m_RenderFrame);
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m_RenderFrame->Clear();
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GLERROR("Game::Tick m_Renderer->Draw");
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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