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.
@@ -3513,7 +3513,7 @@ void Variant::interpolate(const Variant& a, const Variant& b, float c,Variant &r
case INT:{
int va=a._data._int;
int vb=b._data._int;
- r_dst=int((1.0-c) * va + vb * c + 0.5);
+ r_dst=int((1.0-c) * va + vb * c);
} return;
case REAL:{
real_t va=a._data._real;