Fixed bug where render queue wouldn't get cleared if the world wasn't running
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@@ -341,6 +341,7 @@ public:
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m_EventBroker->Process<GUI::Frame>();
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m_EventBroker->Process<GUI::Frame>();
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m_FrameStack->UpdateLayered(dt);
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m_FrameStack->UpdateLayered(dt);
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m_RendererQueue.Clear();
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m_FrameStack->DrawLayered(m_RendererQueue);
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m_FrameStack->DrawLayered(m_RendererQueue);
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//TODO Fill up the renderQueue with models (Temp fix)
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//TODO Fill up the renderQueue with models (Temp fix)
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if (m_GameIsRunning) {
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if (m_GameIsRunning) {
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@@ -364,12 +365,9 @@ public:
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//TODO: Get this out of engine.h
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//TODO: Get this out of engine.h
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void TEMPAddToRenderQueue()
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void TEMPAddToRenderQueue()
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{
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{
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if (!m_TransformSystem)
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if (!m_TransformSystem)
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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m_RendererQueue.Clear();
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for (auto &pair : *m_World->GetEntities())
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for (auto &pair : *m_World->GetEntities())
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{
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{
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EntityID entity = pair.first;
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EntityID entity = pair.first;
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