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bounds to mBounds conflict avoidance
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22 changed files with 50 additions and 50 deletions
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@ -254,8 +254,8 @@ void MeshComponent::updateShape()
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mOwner->getWorldToObj().mulP(pos);
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min = mMeshAsset->getShape()->bounds.minExtents;
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max = mMeshAsset->getShape()->bounds.maxExtents;
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min = mMeshAsset->getShape()->mBounds.minExtents;
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max = mMeshAsset->getShape()->mBounds.maxExtents;
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if (mInterfaceData)
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{
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