Refactor SortOrder to use int8 instead of int16 due to performance reasons (more efficent sort keys packing in rendering)
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@@ -139,7 +139,7 @@ public:
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/// <param name="drawModes">The draw passes to use for rendering this object.</param>
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/// <param name="perInstanceRandom">The random per-instance value (normalized to range 0-1).</param>
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/// <param name="sortOrder">Object sorting key.</param>
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API_FUNCTION() void Draw(API_PARAM(Ref) const RenderContext& renderContext, MaterialBase* material, API_PARAM(Ref) const Matrix& world, StaticFlags flags = StaticFlags::None, bool receiveDecals = true, DrawPass drawModes = DrawPass::Default, float perInstanceRandom = 0.0f, int16 sortOrder = 0) const
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API_FUNCTION() void Draw(API_PARAM(Ref) const RenderContext& renderContext, MaterialBase* material, API_PARAM(Ref) const Matrix& world, StaticFlags flags = StaticFlags::None, bool receiveDecals = true, DrawPass drawModes = DrawPass::Default, float perInstanceRandom = 0.0f, int8 sortOrder = 0) const
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{
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for (int32 i = 0; i < Meshes.Count(); i++)
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Meshes.Get()[i].Draw(renderContext, material, world, flags, receiveDecals, drawModes, perInstanceRandom, sortOrder);
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