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Olivier Dionne
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Fix comment
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src/Unity.Mathematics/quaternion.cs

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@@ -710,6 +710,7 @@ public static float angle(quaternion q1, quaternion q2)
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return diff + diff;
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}
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/// <summary>
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/// Extracts the rotation from a matrix.
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/// </summary>
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/// <remarks>This method supports any type of rotation matrix: if the matrix has a non uniform scale you should use this method.</remarks>

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