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Engine/shadows #31
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Engine/shadows #31
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…aming it's actually meant to calculate the opacity, so also renamed the setter to set_opacity
- Added Font Awesome to the editor for easy rendering of icons - Already added an empty component for the inspector
- Directional/Point light toggle - Fixed a bug with script components where it would make changes to a copy - Made the transform section look better by using indents - Put every component under a collapsing header - Entity naming logic also works
…ting the class name
- Added the default scene in the editors initialization because annoying to keep opening the scene.
…when including in initialization of editor
…or reusability and readability
Added rename functionality for all entity tree nodes inside the scene…
* Refactor AssetRegistry to use AssetID instead of uint64_t and update Project class for directory structure management * Refactor Project class to use ProjectMetadata for initialization and loading, and improve error handling * Implement scene saving functionality and update Project class to handle scene management * Fixed the bug with the transformation gizmos because they were not using the world matrix * Improve comment clarity for UTF-8 BOM in ShaderManager * Changed the Duplicate context menu item to Copy in SceneHierarchyPanel.cpp * Disabled blending for second framebuffer object target output in Renderer.cpp * Added clang formatting * Formatting
…g for each transparent object
…signatures for consistency
- Removed the emoji's and made it much shorter
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