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https://github.com/aharabada/glitchy-engine-beef.git
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Font renderer improvements + component for scripting
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@@ -118,15 +118,29 @@ class SceneRenderer
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// Sprite renderer
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Renderer2D.BeginScene(*primaryCamera, primaryCameraTransform, .BackToFront);
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for (var (entity, transform, sprite) in Scene._ecsWorld.Enumerate<TransformComponent, SpriteRendererComponent>())
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for (var (entity, transform, sprite, editorFlags) in Scene._ecsWorld.Enumerate<TransformComponent, SpriteRendererComponent, EditorFlagsComponent>())
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{
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if (editorFlags.Flags.HasFlag(.HideInScene))
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continue;
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Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
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}
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for (var (entity, transform, circle) in Scene._ecsWorld.Enumerate<TransformComponent, CircleRendererComponent>())
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for (var (entity, transform, circle, editorFlags) in Scene._ecsWorld.Enumerate<TransformComponent, CircleRendererComponent, EditorFlagsComponent>())
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{
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if (editorFlags.Flags.HasFlag(.HideInScene))
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continue;
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Renderer2D.DrawCircle(transform.WorldTransform, circle, entity.Index);
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}
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for (var (entity, transform, text, editorFlags) in Scene._ecsWorld.Enumerate<TransformComponent, TextRendererComponent, EditorFlagsComponent>())
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{
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if (editorFlags.Flags.HasFlag(.HideInScene) || text.PreparedText == null)
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continue;
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FontRenderer.DrawText(text.PreparedText, transform.WorldTransform * Matrix.Scaling(1.0f / 24.0f));
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}
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Renderer2D.EndScene();
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