updated engine initialization logic;
fade manager is now time-based instead of frame-based; wiImage moved to namespace instead of static class; refactors; editor updates; contributing updates;
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@@ -266,12 +266,12 @@ void MeshWindow::SetEntity(Entity entity)
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}
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tessellationFactorSlider->SetValue(mesh->GetTessellationFactor());
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softbodyCheckBox->SetEnabled(false);
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softbodyCheckBox->SetCheck(false);
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SoftBodyPhysicsComponent* physicscomponent = wiRenderer::GetScene().softbodies.GetComponent(entity);
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if (physicscomponent != nullptr)
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{
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softbodyCheckBox->SetEnabled(true);
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softbodyCheckBox->SetCheck(true);
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massSlider->SetValue(physicscomponent->mass);
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frictionSlider->SetValue(physicscomponent->friction);
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}
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