avoid floating point exceptions in snapObjects(), was attempting to scale up FLT_MAX.
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@@ -1550,7 +1550,7 @@ static int snapObjects(Scene *scene, View3D *v3d, ARegion *ar, Object *obedit, c
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int *r_dist, float r_loc[3], float r_no[3], SnapMode mode)
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{
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Base *base;
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float depth = FLT_MAX;
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float depth = (FLT_MAX / 2.0f); /* use half of flt-max so we can scale up without an exception */
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int retval = 0;
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float ray_start[3], ray_normal[3];
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