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I tried to switch from relative to absolute rotation, and as you can see it's having serious effects on the rotation UI. Mathematically speaking, it's because the rotation group is not abelian! (Applying the same rotations in different orders changes the output.) I would like to stick with absolute rotation because it prevents rounding errors. I just have to figure out how to adapt the rotation UI to make the rotating feel more natural. You'll see what I mean when you mess with it.
And
Perhaps we should roll back to having rotation always relative to the previous cube state? But then there are theoretical floating point issues.... though those did seem to cancel out in some way because I've played with the old cube for hours and the points never seemed to get out of alignment. Hmm.
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From @mrmilosz
And
The text was updated successfully, but these errors were encountered: