refactor(physics): rename isSensor to isTrigger (Unity/UE terminology)
UE calls it Trigger (Overlap Events / Trigger preset) and Unity's UI says "Is Trigger"; "sensor" is the physics-backend term (Jolt sensor, Box2D sensor). Rename the component/record flag and the Inspector label. Scene files now persist "IsTrigger" with backward-compatible read of the old "IsSensor" key.
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@@ -406,7 +406,7 @@ void InspectorPanel::Draw(const EditorContext& ctx, entt::entity selected)
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ImGui::SliderFloat("gravityScale", &rb->gravityScale, -1.0f, 5.0f);
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ImGui::SliderFloat("friction", &rb->friction, 0.0f, 2.0f);
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ImGui::SliderFloat("restitution", &rb->restitution, 0.0f, 1.0f);
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ImGui::Checkbox("isSensor", &rb->isSensor);
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ImGui::Checkbox("isTrigger", &rb->isTrigger);
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if (rb->bodyValid &&
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rb->type == Engine::ECS::RigidBodyComponent::BodyType::Dynamic)
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{
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