Ah yeah I see that now. Are you rotating just the image? Going by the documentation get_floor_normal only returns when is_on_floor is true, so if you’re rotating the collision box maybe it’s nolonger on floor and thats causing the jumping. Huh that’s strange, as far as I’m aware all rotations were in radians…
You can turn on visible collision shapes in the “debug” menu in the top left.
If you want to simplify you math you could do this, angle_to the UP vector is the same as +PI/4, and best to keep the values in radians instead of degrees.