Probably fixed all the jittering, won't need the jitter guard anymore.
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@@ -470,6 +470,7 @@ bool AABBvsTriangle(const AABB& box,
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}
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glm::vec3 cornerResolution = (1+t) * diagonal;
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cornerResolution = glm::dot(cornerResolution, triNormal) * triNormal;
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//Overwrite the smallest resolution if cornerResolution is smaller.
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float lenSq = glm::length2(cornerResolution);
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if (lenSq < resolveShortest.DistanceSq) {
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