fix: Bepu, validate Debug.Assert and remove as the logic was mistakenly inverted#2754
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PR Details
That assert is always hit when the buffer provided to the player is smaller than the amount of hits bepu found.
I wrote this nonsense,
Debug.Assert(t > storedMax, ...should have beenDebug.Assert(t < storedMaxfrom the start sincemaximumTensures subsequent hits have thet < maximumTconstraint. I was aware of that at the time given the message, I just wrote the comparison the wrong way around.Removed the assert as I finally had the time to test this proper.
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