Reworking shader compilation to not need reflection
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@@ -15,6 +15,8 @@ public:
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void tick(float deltaTime);
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PComponent getParent();
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PActor getOwner();
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void setParent(PComponent parent);
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void setOwner(PActor owner);
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virtual void notifySceneAttach(PScene scene);
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void setWorldLocation(Vector location);
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@@ -34,7 +36,6 @@ public:
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Transform getTransform() const;
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private:
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void setParent(PComponent parent);
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void internalSetTransform(Vector newLocation, Quaternion newRotation);
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void propagateTransformUpdate();
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void updateComponentTransform(Quaternion relativeRotationQuat);
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