Well IMO it shouldn't do that. It does not do it in Blitz3d.
Without digging into it too much I would guess it is to do with Turnentity. It does say in the readme that it does not work in the same way. I think you will need to use quaternions as suggested to get around it.
Without digging into it too much I would guess it is to do with Turnentity. It does say in the readme that it does not work in the same way. I think you will need to use quaternions as suggested to get around it.