Fixing picking behaviour for multiple cameras #108
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Before this change, the picking system would pick the first camera in the query (Entity, &Camera, &GlobalTransform, &OrthographicProjection). This means there isn't any way to match the picking camera chosen with the camera used in viewport calculations. This matters for projects that use multiple Orthographic cameras, particularly with different transformations. An example use case is a game that might used a fixed camera for the UI(lunex) and a dynamic camera for gameplay. Changing the gameplay camera transform will invalidate the picking raycasts, causing the UI to render correctly but not be interactive or have incorrect hit boxes.