Date: 2009-09-23 11:52:15 -0700 (Wed, 23 Sep 2009)
Fix for drift during simple rotation effects. The combination of numerical precision in the player for object position and transform and our reliance on those values for cumulative placement calculations during a rotate-only or scale-only animation adds up to a drift by some number of pixels over the course of the effect. At the end of the effect, we then 'snap' to the real location, causing a jarring artifact as the object adjusts position by one or more pixels.
The fix was to use nonzero rotation and non-one scale (for any axis) to enable advanced layout features, where we use full numerical precision for our transform, thus avoiding the player precision problem.
QE notes: 9 Mustella failures in spark/effects, but this is probably due to our different (and more correct) calculation. OK'd by QE.
Doc notes: None
Tests run: checkintests, Mustella spark/effects
Is noteworthy for integration: Yes