I so want to use the @cursor_ai agent view but there are so many bugs it's frustrating. And why do worktrees inherit all my local changes? They should be based on the branch provided, not the current local - makes spinning up new agents horrible.
i love @cursor_ai, because of the editor.
don't use it as much nowadays, but tweaking frontend, animations etc, it's still very needed. the new "Agents view" removed all the good parts. i just want a better "Agents side bar" ๐, not a Conductor clone...
How I solve working with Worktrees in @conductor_build:
Custom navbar app that syncs diffing files automatically to my main branch, allowing me to just have a single long-running application instance.
Is this a solved problem?
I made my own Raycast extension for syncing code between my worktrees and local repo. That seems like the correct thing to do (and it's how Cursor does it)
If Cursor just fixed their near unusable multi-agent view then I'd happily just stay there.
My problem with tools like Conductor and Codex is that the DX falls apart if you are running a single long-running server and just want to verify the changes.
Can't switch branches because worktrees. I don't want a whole new environment in each one.
How is this not solved?
@DanManCarney@dhtoomey@GLHFDDmovie I think I've averaged 16 hours for the past 18 years. The only time I'm not in front of a screen is for sleep (6.5hrs) and while cooking/cleaning. You're telling me this is not the standard?
@ferrants@theo This is the thing. Speed is contextual.
Cut travel time from 1 hour to 20 minutes: massive upgrade.
Cut generation time of a 10-minute paper down from 20 seconds to 2 seconds: zero implications on user experience.
Tho, the tech is impressive, and that's something to strive for.
@eneffti @mazewinther1 @shadcn Shadcn is mostly pre-styled wrappers for radix primitives. If you change the style, how much of shadcn is left?
I've at times started with shadcn but always change everything but the core concept - I wouldn't say that I'm "using shadcn" then
wishing @blender would fix dragging collections from asset browser not having a bounding box. it works when you shift+drag from the outliner ๐ค blender is such a good one-stop-shop for setting up a game scene otherwise.
https://t.co/eLq73MlHxH
i was using the wrong basematerial for the depth! with some shadow bias adjustments it looks good.
the displacement is added based on the UV position of the material, that way every asset can use the same material.
custom texture splatting shader coming along pretty well, but what do I need to modify to get the custom displacement work with the shadows? ๐ค
#threejs#r3f
@nicodotcomputer I think what I'm missing is both recomputing the normals, and overriding the depth material. I've done normals in the past, but don't remember overriding the depth!
Turns out Tympanus had a great tutorial for this...
https://t.co/6vlMrWNdxY
@0xca0a@Jessezhouu Could be that they are added at a very close proximity, making the initial collisions stack. I've seen that typically happen when lots of objects are spawned at the same position.
my wiggle bones library for three.js is now public.
i canโt wait too see what you all make with it!
โ docs: https://t.co/wA4xzFyfy1
โ install: npm i wiggle