Temporary fix for roll inversion
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@@ -94,8 +94,10 @@ namespace fgl::engine
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{
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glm::mat4 mat { 1.0f };
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//TODO: Debug with Entry, There has got to be a better fix then this.
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Rotation fixed_rotation { rotation };
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fixed_rotation.x = -fixed_rotation.x;
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fixed_rotation.pitch() = -fixed_rotation.pitch();
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fixed_rotation.roll() = -fixed_rotation.roll();
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const auto [ c1, s1 ] = extract< 1 >( fixed_rotation, order );
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const auto [ c2, s2 ] = extract< 2 >( fixed_rotation, order );
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