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- Standardized the difference between local and world poses and laid down the groundwork for replacing boolean parameter 'localSpace' with an enum that contains values for Local and Entity spaces. - Renamed usage of world space transformations to entity, as technically world space transformations before didn't actually transform stuff relative to the game world, but rather the entity. So actual world-space transformations are needed, this supports the addition of an extra transformation space - In addition for animation poses being able to be converted from Local to Entity, they can now be converted from Entity to Local, so that entity space transformations can be done and inserted in between instances of local space transformations, similar to that of Unreal's convert space nodes. - Added a variable to animation poses, for keeping track of the current space in order to prevent double-conversions. Also allows for every animation pose to always be converted to World prior to mixins.
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