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rotate grabbed objects towards players' forwards direction (XZ-plane) instead of looking direction
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@ -423,7 +423,6 @@ void playerUpdateGrabbedObject(struct Player* player) {
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vector3Multiply(&player->lookTransform.scale, &temp_grab_dist, &temp_grab_dist);
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struct Vector3 grabPoint;
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struct Quaternion grabRotation = player->lookTransform.rotation;
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// determine object target height
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quatMultVector(&player->lookTransform.rotation, &temp_grab_dist, &grabPoint);
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@ -439,6 +438,8 @@ void playerUpdateGrabbedObject(struct Player* player) {
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vector3Add(&player->lookTransform.position, &grabPoint, &grabPoint);
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grabPoint.y += grabY;
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struct Quaternion grabRotation = forwardRotation;
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if (player->grabbingThroughPortal != PLAYER_GRABBING_THROUGH_NOTHING) {
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if (!collisionSceneIsPortalOpen()) {
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// portal was closed while holding object through it
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