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@@ -121,7 +121,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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@@ -241,7 +240,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector<Animation
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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@@ -489,7 +487,6 @@ glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::v
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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@@ -609,12 +606,10 @@ glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::v
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progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
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} else {
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progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
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}
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if (progress > 1.0f || progress < 0.0f) {
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LOG_INFO("Progress: %f", progress);
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progress = glm::clamp(progress, 0.0f, 1.0f);
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}
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Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
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