void SetHead(float pitch, float yaw) noexcept;
/// get a transform for this entity's coordinate space
- const glm::mat4 Transform() const noexcept { return model_transform; }
+ const glm::mat4 &Transform() const noexcept { return model_transform; }
/// get a transform for this entity's coordinate space relative to reference chunk
glm::mat4 Transform(const glm::ivec3 &reference) const noexcept;
/// get a transform for this entity's view space relative to reference chunk