Fixed boolean for updating entities in Transform system
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@ -47,16 +47,14 @@ namespace SHADE
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{
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// Get the current scene graph to traverse and update
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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// TODO(Diren): Consider how to clear dirty in pause / stop mode and update physics, but do not clear in play mode.
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UpdateEntity(SCENE_GRAPH.GetRoot(), false);
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UpdateEntity(SCENE_GRAPH.GetRoot(), !IsRunInEditorPause);
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}
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void SHTransformSystem::TransformPostPhysicsUpdate::Execute(double) noexcept
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{
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// Get the current scene graph to traverse and update
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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UpdateEntity(SCENE_GRAPH.GetRoot(), true);
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UpdateEntity(SCENE_GRAPH.GetRoot(), IsRunInEditorPause);
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}
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void SHTransformSystem::Init()
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