If I could detect it, then I could support the toggle automatically and transparently.
Actually, in singleplayer you can just read the pitch_move setting. But I admit this is ugly.
I wasn't entirely sure if you're attached to an object. But if you are, such jank is at least not new. x)
ALSO affects the animation timing for object:move_to(pos)
Ah I didn't know that I think. It looks like the server could send a separate update interval for each move_to actually. I've tried using a larger update interval than send inerval, and it works without major issues, so decoupling might work. Added a bullet to my large personal TODO list, maybe I'll make a PR or issue in a distance future if nobody else does.
The level design is great! The mechanics were introduced properly. And the harder levels are hard enough that you have to think and not just fiddle around. Solving the levels felt very awarding.
It would be nice if pitch move worked in space.
Sometimes I felt like I was teleported around a few nodes. Haven't found out if this a subgame or engine bug, and that's feaking me out.
Some of the effects, like the fire pushing you away, the feedback you get when you're in the way of a klotz, the bouncy walls, or the portal are very satisfying!
(If low latency is important for a better experience, you could also recommend decreasing dedicated_server_step to something like 0.016. This influences how frequent the server sends packets (also in singleplayer).)