propagateSeedDeep serialization functionality;
ecs scripting updates; renderer shaderinterop;
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@@ -1280,7 +1280,7 @@ void EditorComponent::Update(float dt)
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for (size_t i = 0; i < count; ++i)
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{
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Picked picked;
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picked.entity = scene.Entity_Serialize(*clipboard, INVALID_ENTITY, wiRandom::getRandom(1, INT_MAX));
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picked.entity = scene.Entity_Serialize(*clipboard, INVALID_ENTITY, wiRandom::getRandom(1, INT_MAX), false);
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AddSelected(picked);
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}
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