Floating Points

I’m sure people have complained about this before but…

…can we get a fix for this floating point stuff? For some reason, parts with rotation like (for example) (90, 0, -180) become (89.991, -0.002, -179.988) through some quantum voodoo. When you try to CSG and realize that half the parts in your model are rotated slightly off, it makes it nearly impossible to complete, so you have to go back and redo the rotations. To top it off, building symmetric or rotation-sensitive objects (including CSG) becomes a NIGHTMARE with this.

Can we get a fix for this? Is there even an easy way to fix this?

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You might find this interesting

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Already added to internal bug list: Rotating an object sometimes rotates by less than 90* - #28 by Silent137

Pretty sure someone has a plugin that allows you to fix rotation issues – forgot who though (someone help me out here). You could use that, or modify it so it happens automatically (assuming it doesn’t already)

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hi

CorrectRotation.rbxm (1.3 KB)

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Relevant video for anyone who wants a video explanation about floating point rounding errors.

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Back-at-it-again with saving people’s lives

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