WIP
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@@ -61,14 +61,14 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
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EntityWrapper entity(m_World, cModel.EntityID);
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// Only render children of a camera if that camera is currently active
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if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
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continue;
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}
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// if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
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// continue;
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// } DO NOT COMMIT THIS DO NOT COMMIT THIS DO NOT COMMIT THIS DO NOT COMMIT THIS DO NOT COMMIT THIS DO NOT COMMIT THIS DO NOT COMMIT THIS
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
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continue;
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}
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// if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
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// continue;
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// } DO NOT COMMIT THIS DO NOT COMMIT THIS DO NOT COMMIT THIS DO NOT COMMIT THIS DO NOT COMMIT THIS DO NOT COMMIT THIS DO NOT COMMIT THIS
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Model* model;
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try {
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