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3-axis rotation, and some corrections in editor mode
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@@ -137,7 +137,7 @@ basic_editor::translate_memorycell( TMemCell *Memorycell, float const Offset ) {
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void
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basic_editor::rotate( scene::basic_node *Node, glm::vec3 const &Angle, float const Quantization ) {
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glm::vec3 rotation { 0, Angle.y, 0 };
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glm::vec3 rotation{Angle.x, Angle.y, Angle.z};
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// quantize resulting angle if requested and type of the node allows it
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// TBD, TODO: angle quantization for types other than instanced models
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