WIP, should take shortest resolution even if forced upwards because of slopes, not solving the jittering problem though. + debug code.
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@@ -12,6 +12,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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if (!boundingBox) {
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return;
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}
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std::cout << "---->>>--Start Update--------" << std::endl;
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ComponentWrapper& cTransform = entity["Transform"];
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EntityAABB& boxA = *boundingBox;
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bool everHitTheGround = false;
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@@ -115,4 +116,5 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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}
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m_PrevPositions[entity] = boxA.Origin();
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std::cout << "--------End Update---->>>--" << std::endl;
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}
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