Fixed quaternion relative rotations!
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@@ -40,7 +40,7 @@ glm::quat Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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absOrientation *= transform->Orientation;
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absOrientation = transform->Orientation * absOrientation;
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entity = m_World->GetEntityParent(entity);
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} while (entity != 0);
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