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A define mistake, fixed Under 2021 support. (#3276)
There is no HashCode.Combine in this function, so 2021 define is not needed. Removing the define brings back support for under Unity 2021's
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@ -48,9 +48,6 @@ public Vector3Long(long x, long y, long z)
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public static Vector3Long operator *(long n, Vector3Long a) =>
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public static Vector3Long operator *(long n, Vector3Long a) =>
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new Vector3Long(a.x * n, a.y * n, a.z * n);
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new Vector3Long(a.x * n, a.y * n, a.z * n);
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// Unity 2019/2020 don't have HashCode.Combine yet.
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// this is only to avoid reflection. without defining, it works too.
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#if UNITY_2021_3_OR_NEWER
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// == returns true if approximately equal (with epsilon).
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// == returns true if approximately equal (with epsilon).
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator ==(Vector3Long a, Vector3Long b) =>
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public static bool operator ==(Vector3Long a, Vector3Long b) =>
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@ -60,7 +57,6 @@ public Vector3Long(long x, long y, long z)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator !=(Vector3Long a, Vector3Long b) => !(a == b);
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public static bool operator !=(Vector3Long a, Vector3Long b) => !(a == b);
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#endif
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// NO IMPLICIT System.Numerics.Vector3Long conversion because double<->float
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// NO IMPLICIT System.Numerics.Vector3Long conversion because double<->float
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// would silently lose precision in large worlds.
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// would silently lose precision in large worlds.
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