Try fix build issues.
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@@ -850,6 +850,7 @@ MArray* Mesh::DownloadBuffer(bool forceGpu, MTypeObject* resultType, int32 typeI
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Array<Float3> Mesh::GetCollisionProxyPoints() const
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{
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Array<Vector3> result;
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#if USE_PRECISE_MESH_INTERSECTS
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for (int i = 0; i < _collisionProxy.Triangles.Count(); ++i)
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{
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auto triangle = _collisionProxy.Triangles[i];
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@@ -857,6 +858,7 @@ Array<Float3> Mesh::GetCollisionProxyPoints() const
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result.Add(triangle.V1);
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result.Add(triangle.V2);
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}
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#endif
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return result;
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}
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