Update Vector3 slide to match godot implementation
It wasn't the same before and resulted in weird behavior, its better now.pull/459/head
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@ -264,7 +264,7 @@ struct Vector3 {
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void rotate(const Vector3 &p_axis, real_t p_phi);
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inline Vector3 slide(const Vector3 &by) const {
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return by - *this * this->dot(by);
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return *this - by * this->dot(by);
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}
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void snap(real_t p_val);
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