Rendering back to normal
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@@ -178,7 +178,6 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
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bool RenderSystem::isEntityVisible(EntityWrapper& entity)
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{
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return true;
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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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return false;
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