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- fixed: Model rotation should use the time of the current frame's start, not the time of the time of processing the particular actor.
Reading the time directly would result in different values for different viewpoints in a scene or for different objects in the same scene which is not how this is supposed to work.
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@ -55,7 +55,7 @@
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static inline float GetTimeFloat()
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{
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return (float)I_MSTime() * (float)TICRATE / 1000.0f;
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return (float)gl_frameMS * (float)TICRATE / 1000.0f;
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}
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CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
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