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* fix alt + m1 indirect faces picking, when object is partially or fully out of camera view
refactor math functions
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@@ -1873,10 +1873,10 @@ void bestPlaneDirect( SelectionTest& test, Plane3& plane, SelectionIntersection&
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m_dragPlanes.bestPlaneDirect( m_contained.aabb(), test, plane, intersection, rotation() );
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}
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}
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void bestPlaneIndirect( SelectionTest& test, Plane3& plane, Vector3& intersection, float& dist, const Vector3& viewer ){
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void bestPlaneIndirect( SelectionTest& test, Plane3& plane, Vector3& intersection, float& dist ){
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if ( g_lightType == LIGHTTYPE_DOOM3 ) {
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test.BeginMesh( localToWorld() );
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m_dragPlanes.bestPlaneIndirect( m_contained.aabb(), test, plane, intersection, dist, viewer, rotation() );
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m_dragPlanes.bestPlaneIndirect( m_contained.aabb(), test, plane, intersection, dist, rotation() );
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}
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}
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void selectByPlane( const Plane3& plane ){
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