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https://github.com/aharabada/glitchy-engine-beef.git
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Invoke on collision enter + start of attach child colliders to rigidbody
+ Changed default Namespace of ScriptCore to GlitchyEngine + Implicit Casts float2 <-> b2Vec2 + Entity constructor internal + Renamed RigidBody2D to Rigidbody2D (notice the B) + Basic Debug Draw actual 2D Colliders + Added Entity::GetParentWithComponent
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@@ -405,7 +405,7 @@ namespace GlitchyEditor
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for (var (entity, transform, collider) in _activeScene.GetEntities<TransformComponent, BoxCollider2DComponent>())
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{
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Renderer2D.DrawRect(transform.WorldTransform * Matrix.Translation(collider.Offset.X, collider.Offset.Y, 0) * Matrix.Scaling(collider.Size.X * 2, collider.Size.Y * 2, 0));
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Renderer2D.DrawRect(transform.WorldTransform * Matrix.Translation(collider.Offset.X, collider.Offset.Y, 0) * Matrix.Scaling(collider.Size.X * 2, collider.Size.Y * 2, 0), .Green);
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}
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for (var (entity, transform, collider) in _activeScene.GetEntities<TransformComponent, CircleCollider2DComponent>())
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