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vector3d scalar operator/ and operator/= no longer multiply by the inverse but use the expected division.
That was a bad case of premature optimization. Multiplication is indeed faster, but when working with floats this can introduce some rather unexpected inaccuracies. Like x/x suddenly no longer being 1.0 (something guaranteed by division). If someone really needs this back, then please add some new function which makes it clear we don't just have a typical division here. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6298 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,4 +1,4 @@
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Tests finished. 72 tests of 72 passed.
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Compiled as DEBUG
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Test suite pass at GMT Sat Jan 22 16:40:25 2022
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Test suite pass at GMT Thu Feb 03 14:40:09 2022
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