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Allow y-rotation of jump area #50
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You guessed right: this needs to happen first... |
I don't see why Y-rotation would require a single-step jump |
It needs to be stored temporarily because you are writing in your own area while rotating |
Ambiguity/unclear pronouns please clarify? |
The jump is currently performed as a sequence of individual steps (see https://github.com/mt-mods/jumpdrive/blob/master/move.lua):
To perform an in-place rotation, the ship/area which is being jumped has to be written to the same area it is occupying before the jump. Thus, a complete copy of the ship/area (including metadata) would need to be stored somewhere else before starting to jump/writing anything to the map - otherwise the jumpdrive would overwrite parts of the ship/area before even reading them. The important part here is in-place, which has never been specified explicitly in this issue. 😉 |
Sorry about that, i was in a hurry :) |
What does "single-step jump" actually mean? |
Single step jump is overlapping jump where you move whole jumprive area only +1 node to some direction. In other words, at beginning of jump your jump target coordinates are inside your current engine radius. |
Rotation about the y-axis should work with most mods; x and z would probably break mesecons and the likes.
Possibly related: #16
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