Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself
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@@ -13,7 +13,7 @@
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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#include "../Core/Transform.h"
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#include "../Core/TransformSystem.h"
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#include "Skeleton.h"
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struct SpriteJob : RenderJob
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@@ -37,7 +37,7 @@ struct SpriteJob : RenderJob
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BlurBackground = (bool)cSprite["BlurBackground"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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Position = TransformSystem::AbsolutePosition(world, cSprite.EntityID);
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Depth = 0;
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if (depthSorted) {
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glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
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@@ -50,7 +50,7 @@ struct SpriteJob : RenderJob
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
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glm::vec3 scale = TransformSystem::AbsoluteScale(world, cSprite.EntityID);
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if((bool)cSprite["KeepRatio"] == true) {
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if(scale.y >= scale.x) {
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