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dhm-msd
marked this pull request as ready for review
October 22, 2026 00:21
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Can this be merged & released ? |
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Yes, this week end I have no time but it's comming |
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The post-collision snap used Math.round on x/y/z, which could round a
rocket that was slightly inside the ground down a whole block, and could
shift it half a block sideways. Snap only y, and always back out of what
was hit: ceil when descending, floor when ascending (with a small
tolerance so an exact block height is not bumped a full block).
Also restore the zero motion in manageCollision's no-room branch, so the
rocket does not move with the last colliding step.