Use CHECK_DEBUG over ASSERT in normalized direction checks
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@@ -289,7 +289,7 @@ void Quaternion::Billboard(const Float3& objectPosition, const Float3& cameraPos
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Quaternion Quaternion::FromDirection(const Float3& direction)
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{
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ASSERT(direction.IsNormalized());
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CHECK_RETURN_DEBUG(direction.IsNormalized(), Quaternion::Identity);
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Quaternion orientation;
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if (Float3::Dot(direction, Float3::Up) >= 0.999f)
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{
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