fix(editor): restore stable map editing behavior
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@@ -1,5 +1,6 @@
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import {
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GAME_SCENE_FALLBACK_BACKGROUND_COLOR,
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GAME_SCENE_SKY_FALLBACK_MODEL_PATH,
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GAME_SCENE_SKY_MODEL_PATH,
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GAME_SCENE_SKY_MODEL_SCALE,
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PHYSICS_SCENE_BACKGROUND_COLOR,
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@@ -35,6 +36,7 @@ export function Environment(): React.JSX.Element {
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{showSky ? (
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<SkyModel
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fallbackColor={GAME_SCENE_FALLBACK_BACKGROUND_COLOR}
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fallbackModelPath={GAME_SCENE_SKY_FALLBACK_MODEL_PATH}
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modelPath={GAME_SCENE_SKY_MODEL_PATH}
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scale={GAME_SCENE_SKY_MODEL_SCALE}
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/>
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+1
-1
@@ -90,7 +90,7 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
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onLoadingStateChange={onLoadingStateChange}
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onOctreeReady={handleOctreeReady}
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/>
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<PersonnageSystem />
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{showGameStage ? <PersonnageSystem /> : null}
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{showGameStage ? (
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<Physics>
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<GameStageLoaded onLoaded={handleGameStageLoaded} />
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@@ -194,17 +194,18 @@ function createInstanceMatrices(
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const position = new THREE.Vector3();
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const rotation = new THREE.Euler();
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const quaternion = new THREE.Quaternion();
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const scale = new THREE.Vector3(
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scaleMultiplier,
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scaleMultiplier,
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scaleMultiplier,
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);
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const scale = new THREE.Vector3();
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for (const instance of instances) {
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const matrix = new THREE.Matrix4();
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position.set(...instance.position);
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position.y += -geometryBottomY * scaleMultiplier;
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scale.set(
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instance.scale[0] * scaleMultiplier,
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instance.scale[1] * scaleMultiplier,
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instance.scale[2] * scaleMultiplier,
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);
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position.y += -geometryBottomY * scale.y;
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rotation.set(
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instance.rotation[0] + rotationOffset[0],
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instance.rotation[1] + rotationOffset[1],
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