BezierTo breaks when aligned on the YZ plane
BezierTo produces a straight line, rather than the expected curve, when everything is aligned in the YZ plane.
I've attached an example below. The first polyline is the wrong one. The other two -- one with a slight adjustment and one in the XZ plane -- are behaving properly. Any deviation from alignment appears to make it work correctly.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Shapes;
public class ShapeTest : ImmediateModeShapeDrawer
{
public override void DrawShapes(Camera cam)
{
using (Draw.Command(cam))
{
Draw.LineGeometry = LineGeometry.Flat2D;
Draw.ThicknessSpace = ThicknessSpace.Pixels;
Draw.Thickness = 4;
using (var p = new PolylinePath()) {
p.AddPoint(Vector3.zero);
p.BezierTo(5 * Vector3.up, 5 * Vector3.up + Vector3.forward, Vector3.forward);
Draw.Polyline(p);
}
using (var p = new PolylinePath()) {
p.AddPoint(Vector3.zero);
p.BezierTo(5 * Vector3.up, 5 * Vector3.up + Vector3.forward + Vector3.right * 0.001f, Vector3.forward);
Draw.Polyline(p);
}
using (var p = new PolylinePath()) {
p.AddPoint(Vector3.zero);
p.BezierTo(5 * Vector3.up, 5 * Vector3.up + Vector3.right, Vector3.right);
Draw.Polyline(p);
}
}
}
}

oh yeah I forgot to mention this has now been fixed c: