With textures off, and a shape scale of about .001 or lower, the normals were visibly incorrect in Outfit Studio. This was because at these scales points were being determined to be welded when they shouldn't have been. That was because SortingMatcher, which is used by CalcWeldVerts, had an epsilon that did not vary with scale. This PR fixes that.
With textures off, and a shape scale of about .001 or lower, the normals were visibly incorrect in Outfit Studio. This was because at these scales points were being determined to be welded when they shouldn't have been. That was because SortingMatcher, which is used by CalcWeldVerts, had an epsilon that did not vary with scale. This PR fixes that.