format code in character.vwf.yaml. New interpolation! This seems much better. Insetead of moving linearly toward the next tick point, this decelerates into the goal position. Seems much much better. The little jitters in what should have been smooth motion before we're killing me, and I think this results from overshooting the interpolation if the next timestep is even a few milliseconds late. This has the advantage of actually taking longer to get to the goal location, so a late tick is not as obvious, while still catching up quickly if the difference is large. Overall, quite happy. One issue, need still to double check that the model state is not poluted by this. I had once a problem where ther interp did not return properly after a frame. I also expect this to work nicer with more latency, since latency causes late ticks and this seems to help with that. TODO: Add a mode on the server to simulate randomness in tick timing. TODO: when a tick really is late, can we just predict a linear motion for the next goal location? Also, this should work great if we can do a full prediction simulation, and pull the goal from a simulated world where ticks are never late.