CI / build (push) Successful in 27s
ModelInstance::render poses its model (updateCalSkeleton) before drawing it; the adapter redirects that one call (after checking it) to ours, which between ticks moves each playing animation that went on a frame at the last tick ahead by the fraction of a frame since, has IMVU's code pose the skeleton (Cal3D poses between keyframes), and puts the animations back, marking the skeleton to be posed again. Held, looping and starting animations are posed as they are. The frame lengths come from zero.dll's millisecondsPerFrame and secondsPerFrame. Co-Authored-By: Claude Opus 5.5 <[email protected]>