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@@ -489,7 +489,7 @@ ObjectID Node3DEditorViewport::_select_ray(const Point2 &p_pos) {
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RS::get_singleton()->sdfgi_set_debug_probe_select(pos, ray);
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RS::get_singleton()->sdfgi_set_debug_probe_select(pos, ray);
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}
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}
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- Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, ray, get_tree()->get_root()->get_world_3d()->get_scenario());
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+ Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, pos + ray * camera->get_far(), get_tree()->get_root()->get_world_3d()->get_scenario());
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Set<Ref<EditorNode3DGizmo>> found_gizmos;
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Set<Ref<EditorNode3DGizmo>> found_gizmos;
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Node *edited_scene = get_tree()->get_edited_scene_root();
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Node *edited_scene = get_tree()->get_edited_scene_root();
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@@ -552,7 +552,7 @@ void Node3DEditorViewport::_find_items_at_pos(const Point2 &p_pos, Vector<_RayRe
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Vector3 ray = _get_ray(p_pos);
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Vector3 ray = _get_ray(p_pos);
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Vector3 pos = _get_ray_pos(p_pos);
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Vector3 pos = _get_ray_pos(p_pos);
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- Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, ray, get_tree()->get_root()->get_world_3d()->get_scenario());
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+ Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(pos, pos + ray * camera->get_far(), get_tree()->get_root()->get_world_3d()->get_scenario());
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Set<Node3D *> found_nodes;
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Set<Node3D *> found_nodes;
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for (int i = 0; i < instances.size(); i++) {
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for (int i = 0; i < instances.size(); i++) {
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