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Disable facing camera rotations if the actor is a flat/wall sprite.
- It not only looks bad, it also throws off users when trying to make perfectly aligned images since the plane is distorted wildly.
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@ -302,7 +302,7 @@ void GLSprite::Draw(int pass)
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mat.Translate(xcenter, zcenter, ycenter); // move to sprite center
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// Order of rotations matters. Perform yaw rotation (Y, face camera) before pitch (X, tilt up/down).
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if (drawBillboardFacingCamera)
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if (drawBillboardFacingCamera && !isFlatSprite)
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{
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// [CMB] Rotate relative to camera XY position, not just camera direction,
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// which is nicer in VR
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