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fix: Improve behavior of Quaternion.slerp function [flame_3d] (#3306)
Improve behavior of Quaternion.slerp function. I wasn't fully happy with the previous implementation, as it introduced yet another "edge case". It can actually be fixed much nicer by fixing two mistakes on the existing logic: * consider the abs to check if quaternions are close enough for linear interpolation * divide by `sin(alpha)` after multiplying the numerator to avoid numerical inaccuracies Tested extensively with several models and seems to be working flawlessly.
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