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https://github.com/aharabada/glitchy-engine-beef.git
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Workaround for CompTime crash
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@@ -2,7 +2,7 @@ using System;
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namespace GlitchyEngine.Math
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namespace GlitchyEngine.Math
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{
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{
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[SwizzleVector(2, "Vector")]
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//[SwizzleVector(2, "Vector")]
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public struct Vector2
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public struct Vector2
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{
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{
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public const Vector2 Zero = .(0f, 0f);
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public const Vector2 Zero = .(0f, 0f);
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@@ -2,7 +2,7 @@ using System;
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namespace GlitchyEngine.Math
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namespace GlitchyEngine.Math
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{
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{
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[SwizzleVector(3, "Vector")]
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//[SwizzleVector(3, "Vector")]
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public struct Vector3
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public struct Vector3
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{
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{
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public const Vector3 Zero = .(0f, 0f, 0f);
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public const Vector3 Zero = .(0f, 0f, 0f);
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@@ -2,7 +2,7 @@ using System;
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namespace GlitchyEngine.Math
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namespace GlitchyEngine.Math
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{
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{
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[SwizzleVector(4, "Vector")]
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//[SwizzleVector(4, "Vector")]
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public struct Vector4
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public struct Vector4
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{
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{
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public const Vector4 Zero = .(0f, 0f, 0f, 0f);
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public const Vector4 Zero = .(0f, 0f, 0f, 0f);
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@@ -343,7 +343,8 @@ namespace Sandbox.VoxelFun
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Matrix rot = .RotationY(_camera.Rotation.Y) * .RotationX(_camera.Rotation.X);
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Matrix rot = .RotationY(_camera.Rotation.Y) * .RotationX(_camera.Rotation.X);
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movement = ((Vector4)(rot * Vector4(movement, 1.0f))).XYZ;
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let bla = ((Vector4)(rot * Vector4(movement, 1.0f))); //TODO .XYZ
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movement = .(bla.X, bla.Y, bla.Z);
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float speed = Input.IsKeyPressed(Key.Shift) ? movementSpeedFast : movementSpeed;
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float speed = Input.IsKeyPressed(Key.Shift) ? movementSpeedFast : movementSpeed;
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