Internal Changelog:
- A scene now has a maximum amount of render texture. It is to be
rendered in order of the array by the engine.
- A scene now needs an explicit render system to draw onto the render
textures. The scene will also init the number of render layers
needed.
- The change is to allow more separate of concerns when it comes to
rendering. A scene can also now compartmentalise the rendered items,
which hopefully make understanding the code easier.
- Update all exisiting code to use the new render system.
Position is so commonly used that placing it into Entity from the
CTransform components reduces the reference to CTransform.
Void Particle proved that it made development much easier.
Changelog:
- Each scene will have its own particle system to maintain
- Crate destruction now emits particles
- Draw particles during screen renders
- May want to make this configurable
- Should be in general scene render
Changelog:
- Add entity draw culling
- Tweak culling range
- Remove unnecessary draws for game scene, those are debug anyways
- Reorder draw in game scene for entity