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Fix for frame rate below physics tick rate
There was a bug in the dirty flag logic which could result in a 'double refresh' where frame rate fell below physics tick rate - effectively turning off smoothing in that situation. This fix removes the dirty flag and simply refreshes on each physics tick. This will do as a sticky plaster as this should be in Godot core very soon anyway.
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"This will do as a sticky plaster as this should be in Godot core very soon anyway." - does this mean that this package will no longer be necessary at that point? It's been nice to use so far but I am happy to have interpolation in Godot without having to worry about building for it 😃
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Yes, see godotengine/godot-proposals#2753. Physics interpolation in core is planned for Godot 3.5 and 4.0.