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Add PostPreRender to IRenderContext so rays are calculated correctly (#…
…201) Previously the mouse ray and plane calculations were done at the start of the render pipeline. However, this is not correct as cameras are setup during the Prerender call of entities, which happens much later, and happens per-render pass. This moves the ray calculations into a PostPreRender call on IRenderContext, which is called automatically by the render pipeline between Prerender and Render, and can optionally be called by developers if the view or projection changes at any other time during rendering and the mouse ray and plane need to be recalculated on game context.
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