Well, unfinished texture filtering system + Added Better Audio Source Loading and fixed up some stuff within the rendering.
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@@ -122,6 +122,43 @@ bool ScriptContext::GetRigidbodyVelocity(glm::vec3& outVelocity) const {
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return engine->getRigidbodyVelocityFromScript(object->id, outVelocity);
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}
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bool ScriptContext::SetRigidbodyAngularVelocity(const glm::vec3& velocity) {
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if (!engine || !object || !HasRigidbody()) return false;
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return engine->setRigidbodyAngularVelocityFromScript(object->id, velocity);
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}
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bool ScriptContext::GetRigidbodyAngularVelocity(glm::vec3& outVelocity) const {
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if (!engine || !object || !HasRigidbody()) return false;
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return engine->getRigidbodyAngularVelocityFromScript(object->id, outVelocity);
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}
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bool ScriptContext::AddRigidbodyForce(const glm::vec3& force) {
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if (!engine || !object || !HasRigidbody()) return false;
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return engine->addRigidbodyForceFromScript(object->id, force);
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}
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bool ScriptContext::AddRigidbodyImpulse(const glm::vec3& impulse) {
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if (!engine || !object || !HasRigidbody()) return false;
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return engine->addRigidbodyImpulseFromScript(object->id, impulse);
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}
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bool ScriptContext::AddRigidbodyTorque(const glm::vec3& torque) {
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if (!engine || !object || !HasRigidbody()) return false;
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return engine->addRigidbodyTorqueFromScript(object->id, torque);
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}
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bool ScriptContext::AddRigidbodyAngularImpulse(const glm::vec3& impulse) {
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if (!engine || !object || !HasRigidbody()) return false;
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return engine->addRigidbodyAngularImpulseFromScript(object->id, impulse);
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}
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bool ScriptContext::SetRigidbodyRotation(const glm::vec3& rotDeg) {
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if (!engine || !object || !HasRigidbody()) return false;
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object->rotation = NormalizeEulerDegrees(rotDeg);
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MarkDirty();
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return engine->teleportPhysicsActorFromScript(object->id, object->position, object->rotation);
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}
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bool ScriptContext::TeleportRigidbody(const glm::vec3& pos, const glm::vec3& rotDeg) {
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if (!engine || !object) return false;
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object->position = pos;
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