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Fix garbage frame flash on cinematic camera cuts (#720)
* Fix garbage frame flash on cinematic camera cuts Frame interpolation blended matrices across instant camera teleports in attract/demo and post-race cameras, flashing 1-2 frames of sheared geometry. Complete the existing camera-epoch mechanism: flag a cut in func_80019890 when the camera moves >100 units, and have the interpolator snap that frame to the new view instead of blending. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * Retrigger CI (transient 502 downloading libogg from gitlab.xiph.org) * Name the cinematic shot dispatcher Review feedback on #720: func_80019890 -> camera_start_cinematic_shot. It starts whichever shot D_80164680 has selected for a camera, dispatching to the per-shot setup that teleports the camera to the shot's opening position, which is why the cut detection lives there. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * Apply fix to freecam Added FrameInterpolation_DontInterpolateCamera calls to improve camera behavior when changing target players. --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
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@@ -261,7 +261,7 @@ void func_8001933C(Camera*, UNUSED Player*, s32, s32);
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void func_8001968C(void);
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void func_8001969C(s32, f32, s32, s16);
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void func_80019760(Camera*, UNUSED Player*, s32, s32);
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void func_80019890(s32, s32);
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void camera_start_cinematic_shot(s32, s32);
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void func_80019B50(s32, u16);
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void func_80019C50(s32);
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void func_80019D2C(Camera*, Player*, s32);
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