Rootex
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An advanced C++ 3D game engine powering an in-production game yet to be announced
Implemented Transform System from Render System
Usually engines show models with colliders as a bright green wireframe. We have specific collider view for each scene having a Model Component, but we don't have a world toggle...
Added check for Reserved Entity names in editor_system.cpp
Removed System::m_IsActive from system.cpp, system.h and edited related functions using m_IsSystemPaused
as stated: 
Refer https://learnopengl.com/Advanced-Lighting/Normal-Mapping `Tangent space normal mapping` section, this should result in a performance boost
This solves the [issue](https://github.com/sdslabs/Rootex/issues/538)
Implements #524. The view frustum gizmo is indicative of camera's orientation, aspect ratio and field of view. Result: 