Removing round from int interpolation
This might break some animations that use int tracks in continuous mode, but it should provide a more uniform interpolation for things like sprite frames.
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@ -3513,7 +3513,7 @@ void Variant::interpolate(const Variant& a, const Variant& b, float c,Variant &r
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case INT:{
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int va=a._data._int;
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int vb=b._data._int;
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r_dst=int((1.0-c) * va + vb * c + 0.5);
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r_dst=int((1.0-c) * va + vb * c);
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} return;
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case REAL:{
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real_t va=a._data._real;
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