Add extra check for stationary rotation.
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@@ -369,7 +369,7 @@ namespace FlaxEngine
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{
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var transform = Transform;
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var q = Quaternion.RotationAxis(axis, angle * Mathf.DegreesToRadians);
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if (Vector3.NearEqual(point, transform.Translation))
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if (Vector3.NearEqual(point, transform.Translation) && orientActor)
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transform.Orientation *= q;
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else
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{
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