Time Nick Message 00:23 kilbith https://i.imgur.com/pKx5hJQ.png 00:23 kilbith cam1:set_viewport{x = 0, y = 0, w = 800, h = 600} 07:31 definitelya One of the recently merged PRs might have broken node placement. 07:32 definitelya Trying to place any node horizontally, while looking North or East, will position the node closer to the player by one node, instead of the appropriate place selected. 07:32 definitelya Tested with MTG master and Devtest. 07:34 definitelya Oh also placing downwards is broken. 08:03 sfan5 can confirm 08:08 MTDiscord this was introduced by my selectionbox changes it seems 08:09 MTDiscord working on it 08:20 MTDiscord alright, it seems all negative normals have twice the length for some reason 08:27 MTDiscord ah I think i have it 08:27 MTDiscord I forgot to translate the box center back 08:27 MTDiscord into absolute space 08:50 definitelya Thanks for the quick fix, luatic. 09:51 nrz the fix in the opened PR 10:02 MTDiscord nrz: #12913 10:02 ShadowBot https://github.com/minetest/minetest/issues/12913 -- Fix node placement regression by appgurueu 13:07 sfan5 merging #12913, #12910, #12911 in 10m 13:07 ShadowBot https://github.com/minetest/minetest/issues/12913 -- Fix node placement regression by appgurueu 13:07 ShadowBot https://github.com/minetest/minetest/issues/12910 -- Send crosshair setting after the touch screen GUI has been initialized by srifqi 13:07 ShadowBot https://github.com/minetest/minetest/issues/12911 -- Android: Increase target/compiled SDK version to 32 by srifqi 13:09 nrz imagine at a point we'll refacto the engine to increase our velocity 😄 13:10 rubenwardy no need, player:set_physics_override({ speed = 2 }) 13:10 nrz no need what ? 13:23 MTDiscord rubenwardy: something tells me by "velocity" nrz means dev pace 13:24 MTDiscord Doubling your speed has no effect on total net velocity if it was zero before... 🤔 13:51 schwarzwald[m] If you guys decide to do that kind of refactor count me in lol. 14:00 rubenwardy luatic: I know :) 14:03 MTDiscord What even IS the project velocity? How do you gauge the cost/value of each item? If you don't know what your velocity is, then you can't really know if you're increasing it or not. 14:46 pgimeno making the code better structured, easier to maintain and easier to understand may or may not speed up development, but even if not, it's beneficial, so it doesn't really matter if dev speed improvements aren't measurable 14:47 pgimeno chances are that it will help speed up development 15:06 kilbith https://i.imgur.com/vu6ZXwh.png 15:07 kilbith placing your cameras anywhere on the screen using :set_viewport(rect) 15:08 nrz pgimeno, clearly the idea, ease the development is a form of velocity increase (i think i work for agile companies for too long time) 15:10 pgimeno nrz: yes, my point was that you don't have to prove dev speed improvements to justify a refactor. My comment was motivated by what Warr1024 said. 15:57 rubenwardy why has the GitLab pipeline usage jumped up by so much? It's gone from 80 mins a month to almost 2000 15:58 rubenwardy GitLab has an open source program that would give us 25x the quota for free, although not sure they'd accept us as it's a mirror 15:58 rubenwardy 50,000 vs 2,000 minutes per month 16:00 sfan5 my guess is that they changed their billing / accounting method 16:00 rubenwardy GitHub is also current 2,000 minutes per month 16:00 rubenwardy hmm bizarre 16:03 rubenwardy yeah https://docs.gitlab.com/ee/ci/pipelines/cicd_minutes.html#cost-factor 16:04 rubenwardy they changed a multiplier from 0.04 to 1 16:05 rubenwardy so we were previously using 84*(1/0.04) = 2100 minutes per month 16:05 rubenwardy bizarre and opaque way to do it 16:13 schwarzwald[m] Would it be a good idea to just refactor in general, or to have a certain feature we want to add that guides our refactoring? 16:13 schwarzwald[m] They're probably both good ideas, but which one makes more sense for us? 16:18 Pexin about that: I have been meaning to dig through the codebase to figure out how widespread the distance/raycasting stuff is for purposes of eventually (if necessary) abstracting stuff for world-edge-wrapping. maybe someone else has already had this thought? 16:18 Pexin re refactor 16:19 Pexin as in, instead of a naive distance calc, if a flag is set then do a piecewise calc due to worldwrapping at a (potentially arbitrary) worldbound value 16:21 rubenwardy you should refactor with a purpose in mind really 16:21 rubenwardy like, I'm currently refactoring the input system to support using formspecs with a gamepad 16:22 schwarzwald[m] While trying to structure the build into more independent pieces, I noticed once that there's a cyclic dependency between the client Tile class and some other class shared by the client and server, which prevented me from doing it, but I didn't ever have time to understand why. 16:22 rubenwardy the purpose can be to achieve a particular architecture goal