But the Smoke Shed ...

I don't know what its using for its hitbox. But it ain't using 1/11, 1/22, or even a 1/44 tile related size.
(goes for both X+Y size by the looks of it)
QA/Floating-point hiccup ... I hope.
mvgulik wrote:Most of the stuff in the game that can be build has a hitbox that relates to 1/11 tile.
loftar wrote:By the way, as the FP test-server thread indicated, floating-point positioning technically allows for pixel-perfect placement of carried/built objects, but in practice I found this mostly annoying since it made it impossible to align objects properly. Therefore, when Ctrl-placing objects, the client will by default lock positions to eighths of a tile. This is adjustable, though, by way of a new :placegrid console command that will set how many positions to lock placement to. I've found :placegrid 2 to be fairly useful in common situations. Also, :placegrid 0 turns off locking entirely to allow for arbitrary placement of objects.
loftar wrote:If you want something similar to the previous placement mode, then try :placegrid 11. The placement will be offset by half a pixel compared to the previous mode, but they should line up in the same way relative to other objects placed with :placegrid 11.
loftar wrote:mvgulik wrote:Most of the stuff in the game that can be build has a hitbox that relates to 1/11 tile.
That is true, but that is only an artifact of the pre-floating-point coordinate system and so wasn't really intentional as such; new bounding boxes are free to be any valid floating-point value in size.
loftar wrote:If you're arguing that we should keep bounding-boxes to consistent fractions, ...
loftar wrote:... then I would at least argue that the more reasonable fraction would be the default placement granularity, which is 1/8 of a tile.
loftar wrote:That being said, you might also just not need to be maximally autistic in placing bounding-boxes exactly adjacent to each other. Losing a small fraction of a tile here and there might not be the absolute end of the world, hm?
loftar wrote: end of the world, hm?
loftar wrote:That being said, you might also just not need to be maximally autistic in placing bounding-boxes exactly adjacent to each other. Losing a small fraction of a tile here and there might not be the absolute end of the world, hm?
loftar wrote:end of the world
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