Resolves Inccorect Quaternion Conversion
Fixes https://github.com/godotengine/godot/issues/18025
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@ -89,7 +89,7 @@ void Quat::set_euler_yxz(const Vector3 &p_euler) {
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set(sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3,
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sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3,
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-sin_a1 * sin_a2 * cos_a3 + cos_a1 * sin_a2 * sin_a3,
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-sin_a1 * sin_a2 * cos_a3 + cos_a1 * cos_a2 * sin_a3,
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sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3);
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}
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