Collision with everything omfg
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@@ -68,6 +68,8 @@ public:
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// Recursively update through the scene graph
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void RecursiveUpdate(std::shared_ptr<System> system, double dt, EntityID parentEntity);
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std::unordered_map<EntityID, EntityID>* GetEntities() { return &m_EntityParents; }
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protected:
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SystemFactory m_SystemFactory;
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ComponentFactory m_ComponentFactory;
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@@ -77,8 +79,7 @@ protected:
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EntityID m_LastEntityID;
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std::stack<EntityID> m_RecycledEntityIDs;
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// A bottom to top tree. A map of child entities to parent entities.
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std::unordered_map<EntityID, EntityID> m_EntityParents;
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std::unordered_map<EntityID, EntityID> m_EntityParents ;
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std::unordered_map<EntityID, std::unordered_map<std::string, boost::any>> m_EntityProperties;
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std::unordered_map<std::string, std::vector<std::shared_ptr<Component>>> m_ComponentsOfType;
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