Fixed relative transform rotations (For real this time?)
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@@ -74,10 +74,10 @@ Components::Transform Systems::TransformSystem::AbsoluteTransform(EntityID entit
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auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
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// Position
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if (entity != 0)
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absPosition += transform2->Orientation * transform->Position;
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else
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if (entity == 0)
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absPosition += transform->Position;
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else
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absPosition = transform2->Orientation * (absPosition + transform->Position);
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// Orientation
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absOrientation = transform->Orientation * absOrientation;
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// Scale
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