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10:28:16 <petern> https://github.com/OpenTTD/OpenTTD/pull/7003 10:34:32 <LordAro> original justification (#6918) seems to have been high-dpi related 10:34:46 <LordAro> which i think has since been fixed separately? 10:35:24 <petern> I don't think so, basically the complaint is that the buttons become too large when you want larger text. 10:35:43 <petern> However most window layouts go to shit when you change them separately anyway. 10:37:14 <petern> andythenorth: was right in the original "bug", the user wanted a bigger interface without making the interface bigger. 10:41:16 <petern> I merged it, but didn't create it π 10:41:24 <petern> Semi-responsible for bad ideas... 10:48:42 *** NekomimiGunner18[m] has joined #openttd 10:49:46 *** magdalena[m] has joined #openttd 11:03:10 *** karl[m]1234 has joined #openttd 11:05:04 *** philip[m]12 has joined #openttd 11:15:23 *** joey[m]1 has joined #openttd 11:19:39 *** josef[m] has joined #openttd 11:21:09 *** johanna[m] has joined #openttd 11:22:18 *** HerzogDeXtEr has joined #openttd 11:55:57 *** shedidthedog[m] has joined #openttd 12:08:14 *** kstar892[m] has joined #openttd 12:15:36 *** aperezdc__ has joined #openttd 12:16:11 *** tokai|noir has joined #openttd 12:16:11 *** ChanServ sets mode: +v tokai|noir 12:23:09 *** tokai has quit IRC 12:29:07 *** Smedles has quit IRC 12:29:46 *** Smedles has joined #openttd 12:30:32 <petern> Solved it, I've got a coffee π 13:02:11 *** grag[m] has joined #openttd 13:06:20 <pickpacket> good on you! 13:06:30 <pickpacket> I've started working on my tea factory https://lounge.warmedal.se/uploads/09aac34b04c61693/image.png 13:07:12 <pickpacket> while those buildings are actually pretty accurate to reality I feel that I want the tea manufacturing in the game to feel just a tad bit more glamorous. 13:08:05 <pickpacket> but... these are a little too sterile: 13:08:07 <pickpacket> https://lounge.warmedal.se/uploads/e44f161b4ee1c0e0/image.png 13:13:30 <andythenorth> pickpacket (1) mesh patterns as used on the roof - they don't work for buildings generally (they are useful on vehicles) (2) try dividing the walls into segments, with vertical dividers 13:13:33 <andythenorth> I'll find examples 13:15:27 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1029381719775793202/unknown.png 13:15:27 <andythenorth> vertical and horizontal panel dividers 13:16:14 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1029381917163925634/unknown.png 13:16:14 <andythenorth> if you wanted a more rural feel 13:16:30 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1029381983161307136/unknown.png 13:16:54 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1029382086051766282/unknown.png 13:17:02 <andythenorth> also it helps to compress reality a bit 13:17:07 <andythenorth> like a Lego town building 13:17:52 <andythenorth> some of the FIRS stuff is a bit Escher-ish, chimneys or silos are in places they couldn't actually be if it was a 3D model 13:17:55 <andythenorth> but it looks right 13:22:09 <pickpacket> I think I need to make the roof different in general... something just doesn't look alright with the angles 13:22:34 <andythenorth> yup, don't worry about making them realistic 13:22:41 <andythenorth> the game is on odd dimetric projection anyway 13:23:10 <andythenorth> take the horizontal line between the 2 sides of the roof, then extend pixels up towards an apex 13:23:13 <andythenorth> see where they meet 13:23:54 <andythenorth> you want slopes to be "1 up, 1 across", or "1 up, 2 across" or "straight across" 13:23:59 <andythenorth> anything else looks strange 13:24:31 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1029384004396392448/unknown.png 13:24:32 <andythenorth> occasionally there's fancy stuff, but it's hard to make it work 13:28:36 *** tokai has joined #openttd 13:28:36 *** ChanServ sets mode: +v tokai 13:32:24 *** tokai|noir has quit IRC 13:34:31 <pickpacket> https://lounge.warmedal.se/uploads/177bbef0316218b6/image.png 13:34:55 <pickpacket> that's better I think. Now off to get kiddos 13:35:32 <andythenorth> π 13:35:54 *** thelonelyellipsis[m] has joined #openttd 13:42:19 *** nielsm has joined #openttd 13:44:21 *** jeeg[m] has joined #openttd 13:46:08 *** osvaldo[m] has joined #openttd 13:56:07 <petern> When do we add economy simulation? 13:57:21 <petern> Employees going strike because you don't pay them enough... 13:57:50 <petern> Customers boycotting you because you built HS 2 on their gardens. 14:00:59 <andythenorth> GS 14:01:41 <petern> Pfft 14:01:48 <petern> How do I make a gamescript? π 14:08:43 *** Montana has joined #openttd 14:10:55 *** WormnestAndroid has joined #openttd 14:16:11 *** rudolfs[m] has joined #openttd 14:18:23 <andythenorth> Squirrel! 14:19:10 <andythenorth> How do you not give up making a GS because itβs a pain in the arse to develop? π 14:20:40 *** cawal[m] has joined #openttd 14:24:44 *** karoline[m] has joined #openttd 14:26:42 *** robert[m] has joined #openttd 14:45:52 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on issue #9094: Electric train waits for free path when track is not electrified https://github.com/OpenTTD/OpenTTD/issues/9094 14:45:54 <petern> I really need a non-random random playlist... 14:48:33 *** _aD has joined #openttd 14:52:29 <andythenorth> Maybe a GS dev GS 14:53:03 <andythenorth> We misss a trick that GS can import other GS π 14:53:27 <andythenorth> Turtles all the way down π 14:59:15 *** Montana has quit IRC 15:37:00 <petern> Widgets all the way down 16:03:34 *** Wormnest has joined #openttd 16:04:23 <Eddi|zuHause> i'm kinda stuck... ages ago i saved my github password, but since github removed password support, i need to reset this, but i can't find where it is stored 16:05:46 <petern> When I sign in to github it asks for a password... 16:06:09 <Eddi|zuHause> i mean when i "git push" in a shell 16:06:55 <LordAro> well that's the same password... 16:07:10 <Eddi|zuHause> yes 16:07:13 <Eddi|zuHause> but i can't change it 16:07:23 <Eddi|zuHause> because it doesn't ask for it 16:07:29 <Eddi|zuHause> it uses the stored one 16:07:33 <Eddi|zuHause> which doesn't work anymore 16:08:06 <LordAro> and i guess you haven't got it saved in your browser? 16:08:25 <Eddi|zuHause> that's not the point 16:08:38 <Eddi|zuHause> i need to put the new password in. 16:09:17 <petern> might be in `~/.git-credentials` 16:09:29 <Eddi|zuHause> that doesn't exist 16:09:40 <petern> Or `git config credential.helper` 16:09:48 <LordAro> ~/.config/git/credentials 16:10:30 <LordAro> strace -eopenat git push 16:10:35 <petern> π 16:10:36 <LordAro> ^ the nuclear option 16:10:41 <LordAro> might need an -f 16:10:50 <dwfreed> this is why you use ssh 16:10:52 * dwfreed ducks 16:10:55 <LordAro> also ^ 16:11:46 <Eddi|zuHause> not sure where that would help anyone 16:12:08 <dwfreed> you can't use password auth at all with ssh 16:12:17 <dwfreed> it's all key-based 16:12:38 <Eddi|zuHause> yes. and that would help me how 5 years ago? 16:12:54 <petern> You can, but not with github. 16:12:59 <dwfreed> github has supported ssh since inception 16:13:13 <LordAro> i'm still not clear what exactly the problem is 16:13:38 <dwfreed> you can also change remote URIs from https to ssh 16:13:55 <dwfreed> git remote set-url origin git@github.com:whoever/whatever 16:13:58 <Eddi|zuHause> as far as i remember: once upon a time i made a "git push" and it asked a password, and i gave the password, and it asked me to save the password 16:14:19 <Eddi|zuHause> and then i never thought about passwords anymore 16:14:26 <Eddi|zuHause> until github changed things 16:14:31 <petern> Just go for a password reset, tbh. 16:14:40 <dwfreed> that's not the issue 16:14:51 <dwfreed> the issue is github no longer accepts basic password auth for https pushes 16:14:53 <Eddi|zuHause> then i went on github and generated a token 16:15:04 <Eddi|zuHause> and now i have nowhere to put that token 16:15:07 <petern> Oh 16:15:13 <LordAro> https://stackoverflow.com/questions/42584934/where-is-my-remote-git-repository-password-stored-on-the-local-machine 16:15:23 <petern> I thought you meant you lost your password. 16:15:28 <petern> Yeah, change the remote URL. 16:16:10 <Eddi|zuHause> as far as i can tell credential.helper is not used 16:16:41 <petern> Ignore that, as dwfreed said, use set-url to change the remote. 16:17:40 <petern> Heh 16:17:40 <LordAro> (may require adding a pubkey to github, if you haven't done that previously) 16:17:48 <dwfreed> credential.helper indicates what tool is used to retrieve credentials; if it is not set, then git has a list of things it tries; see the gitcredentials man page 16:18:04 <petern> Ignore me, I use https too, and it does still work. 16:18:44 <dwfreed> petern: you are probably already using an access token instead of your GH password 16:19:42 <dwfreed> https://docs.github.com/en/get-started/getting-started-with-git/about-remote-repositories#cloning-with-https-urls 16:20:10 <petern> Are you on Windows, Eddi? 16:20:34 <Eddi|zuHause> no 16:20:38 <Eddi|zuHause> opensuse 16:23:24 <petern> does `git config --system credential.helper` say anything? 16:23:39 <petern> All the things say disable it temporarily, heh. 16:25:05 <dwfreed> leave off --system, in case it's configured in the user config 16:25:51 <dwfreed> (or even the repo config, but that's significantly less likely) 16:25:52 <petern> That's what I said first and the response was it's not used. 16:26:08 <dwfreed> it is used, as I said 16:26:15 <dwfreed> 2022-10-11 16:17:48 < dwfreed> credential.helper indicates what tool is used to retrieve credentials; if it is not set, then git has a list of things it tries; see the gitcredentials man page 16:26:34 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1029429817881399417/unknown.png 16:27:11 <dwfreed> I saw that, and I'm saying that's wrong 16:30:15 *** wallabra_ has joined #openttd 16:31:47 *** wallabra has quit IRC 16:31:47 *** wallabra_ is now known as wallabra 16:32:34 <dwfreed> git ships with 2 credential helpers, cache and store; the default for credential.helper is generally empty, though, in which case git uses $GIT_ASKPASS, the program specified by config core.askPass, $SSH_ASKPASS, or direct prompting 16:32:54 <dwfreed> KDE for example may set $SSH_ASKPASS to point to a kwallet helper 16:33:29 <dwfreed> in which case the credential would be stored in kwallet 16:43:04 <Eddi|zuHause> ah, that seems to be it 16:47:02 *** gelignite has joined #openttd 16:51:51 *** wallabra has quit IRC 16:57:55 <petern> Hmm. 17:03:17 *** Wolf01 has joined #openttd 17:06:23 <frosch> pickpacket: if you have issues with animated pixels, you can also try https://github.com/frosch123/TTDViewer 17:11:45 *** vista_narvas[m] has joined #openttd 17:21:21 *** andythenorth[m] has joined #openttd 17:33:15 <andythenorth> I think I need a beer 17:33:16 <andythenorth> just one 17:34:33 <petern> Yes please. 17:34:40 <petern> Maybe I should go outside. 17:36:17 <andythenorth> I went outside today 17:36:19 <andythenorth> multiple times 17:40:01 <LordAro> outside is overrated 17:40:46 *** wallabra has joined #openttd 17:41:11 *** hylshols7qui[m] has joined #openttd 17:42:06 <andythenorth> it was pretty good today 17:42:10 <andythenorth> saw some trees 17:42:15 <andythenorth> had a look at the bridge 17:42:18 <andythenorth> saw a dog 17:42:20 <andythenorth> not bad 17:46:20 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1029449890662719569/unknown.png 17:46:20 <andythenorth> it's never a bad view, although the balloons were missing today 17:47:18 <petern> > Prime Early Access Sale: Long sleeve tee-shirt, only Β£20! 17:47:28 <petern> * selects my size * 17:47:36 <petern> > Oh not for you, that's Β£100 17:53:03 *** CornsMcGowan[m] has joined #openttd 17:57:25 *** menelaos[m] has joined #openttd 18:45:31 <wallabra> I wound up doing two two-way railways: one for fast EMUs, and the other for the slower freight trains. I also used waypoints to designate those in their orders. Is there a better way to do what I want? https://imgur.com/fSGLZRr.png 18:47:30 <FLHerne> wallabra: not really, the same solution exists IRL 18:47:36 <wallabra> Ah :o 18:47:38 <wallabra> That is interesting 18:47:50 <FLHerne> pairing by direction rather than speed can make junction layouts easier sometimes 18:48:17 <wallabra> Ah, so an "outer ring" of slow rails and an "inner ring" of fast rails? 18:48:20 <wallabra> Dang, I should've done that lol 18:48:24 <FLHerne> yeah 18:49:01 <wallabra> Is there ever a scenario in which I could want three speed tiers? Or is that overkill? 18:49:13 <FLHerne> it's possible 18:49:19 <FLHerne> and that also exists :p 18:49:47 <FLHerne> West Coast Mainline between London and Watford has six tracks; express, slow and very-slow 18:49:59 <FLHerne> (paired by speed in that case) 18:50:15 *** Deep3D has quit IRC 18:50:39 <FLHerne> you can avoid the need for extra tracks with clever timetabling 18:50:40 <wallabra> ah 18:50:51 <FLHerne> I find that ends up being too much micromanagement, but some people like it 18:51:04 <wallabra> atm I just use jgrpp's automatic timetabling 18:51:20 <FLHerne> or build shorter passing loops so the fast trains can overtake sometimes 18:51:56 <wallabra> interesting, so kinda like road vehicles 18:52:08 <wallabra> so I just do a brief split-merge lane, kinda like a pit stop 18:52:33 <FLHerne> yes 18:52:37 <wallabra> I think two tiers are sufficient for now. I don't want to blow up the infrastructure costs! 18:52:39 <FLHerne> works better if you put a prio merge 18:52:58 <FLHerne> (or again with careful timetabling) 18:53:06 <wallabra> So the overtake lane has no path signal before the merge? 18:53:12 <wallabra> Just one right after the split 18:53:34 <FLHerne> https://wiki.openttd.org/en/Community/Junctionary/Priority%20Merge 18:53:42 <wallabra> 'Cause I can imagine if the main lane has a signal right before the merge with the overtake, a train will wait at it if there is a fast overtake train. 18:53:54 <wallabra> Mm, but if the train is faster.. 18:54:13 <FLHerne> just playing with signal spacing works sometimes, but it can backfire annoyingly if the timing isn't quite right 18:54:58 <FLHerne> and force the fast train to stop when it didn't need to 18:57:07 <wallabra> This is so weird 18:57:09 <wallabra> I just use path signals 18:57:27 <petern> As should anyone 18:57:36 <FLHerne> there's a reason the other ones are hidden by default now 18:57:54 <FLHerne> priority merges are about the one reasonably sane use for block signals IMO 18:58:20 <FLHerne> you don't really have to understand *why* it works, just build it :p 18:58:35 <FLHerne> (I only use the 'simple' kind, not the ones with an extra track) 18:58:47 <wallabra> they're kind of mindboggling! 18:58:49 <FLHerne> fwiw, https://www.opentraintimes.com/maps/signalling/ecm1 is fun to watch 18:58:54 <FLHerne> (scroll sideways) 18:59:48 <FLHerne> then https://www.opentraintimes.com/maps/signalling/ecm2 is the next bit with a long straightforward quad-track bit 19:00:51 * wallabra nods 19:01:13 *** thomas[m]123 has joined #openttd 19:01:21 <petern> It's all a load of bollocks 19:01:41 <petern> But that's as far as I go π 19:01:57 <wallabra> On another note, I'd love to be able to link trams together, to make a tram-train kinda thing. Why? Because when delivering freight to cities, I use trams to move them from the train station to the downtowns β one for mail, one for food, and one for goods! It would be convenient if they stuck together so they would cause less of a ruckus, like stopping the passenger trams. 19:02:30 <wallabra> FLHerne, it's heightwise taller than my screen! (1366x768) 19:03:00 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z opened pull request #10076: Feature: Make large UFO destination a bit more random https://github.com/OpenTTD/OpenTTD/pull/10076 19:03:03 <FLHerne> wallabra: HEQS has some nice long high-capacity trams 19:03:14 <wallabra> FLHerne, more specifically, multiple different cargo types. 19:03:22 <FLHerne> oh, yeah 19:03:22 <wallabra> It's not so much the capacity that is the problem :) 19:03:24 <FLHerne> can't do that 19:04:22 <wallabra> I wonder how complicated freight is delivered to downtowns. Railways that cross into the city? There isn't a good way to do that in the game, of coure. 19:05:07 <Eddi|zuHause> the good news: it actually works now :) 19:05:13 <dwfreed> IRL, generally that would be intermodal 19:05:15 <FLHerne> these days, mostly lots of trucks :-( 19:05:40 <FLHerne> historically there were often lots of interesting urban goods yards and branches 19:05:46 <FLHerne> often elevated 19:08:57 <wallabra> That would be interesting 19:09:08 <wallabra> I'd love to do something like that 19:18:10 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z updated pull request #10076: Feature: Make large UFO destination a bit more random https://github.com/OpenTTD/OpenTTD/pull/10076 19:29:41 <petern> Merge commit == probably not right 19:40:49 <andythenorth> I do like a merge commit 19:42:56 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10076: Feature: Make large UFO destination a bit more random https://github.com/OpenTTD/OpenTTD/pull/10076#issuecomment-1275188256 19:49:04 <petern> Hmm, I wonder if chunky-or-not bevels should influence widget size. 19:49:46 <petern> Currently not, the allocated space is the same, just the bevel is drawn either thin or thick. 19:50:40 <glx[d]> as long as there's enough room around text/icon 19:54:40 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on pull request #10076: Feature: Make large UFO destination a bit more random https://github.com/OpenTTD/OpenTTD/pull/10076#issuecomment-1275201087 19:56:18 <Eddi|zuHause> petern: i clicked a wrong button... need to undo that 19:57:15 *** gdown has joined #openttd 19:57:44 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #10076: Feature: Make large UFO destination a bit more random https://github.com/OpenTTD/OpenTTD/pull/10076#issuecomment-1275204306 19:59:35 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z updated pull request #10076: Feature: Make large UFO destination a bit more random https://github.com/OpenTTD/OpenTTD/pull/10076 20:00:11 <Eddi|zuHause> it think i broke it 20:01:30 <petern> If you're pressing buttons to use git, that's probably the mistake π 20:06:08 <Eddi|zuHause> i haven't done this for a while... 20:06:45 <glx[d]> looks like your commit is now inserted inside master, and not on top 20:09:02 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z updated pull request #10076: Feature: Make large UFO destination a bit more random https://github.com/OpenTTD/OpenTTD/pull/10076 20:09:27 <petern> `git rebase -i master ufo` then drop everything that isn't your commit. 20:10:05 <Eddi|zuHause> so at least i got back where i started 20:11:43 <petern> You can always get back where you started, just that might be before you committed anything... 20:13:55 <Eddi|zuHause> well, it's easier when you can scroll up in your console to find the right hash :) 20:15:07 <petern> `git reflog` but I tend to think if you've reach that then you need to rethink π 20:15:34 <Eddi|zuHause> my googling was just short of that option :) 20:16:36 <petern> I wonder if I could/should hack in sprite size overrides. Hmm. 20:17:33 *** EmeraldSnorlax[m] has joined #openttd 20:18:33 *** pothyurf[m] has joined #openttd 20:19:11 <petern> Although all the original main toolbar buttons are meant to be 20x20 pixels (22x22 including the bevel), the sprites aren't all 20x20. 20:20:32 <glx[d]> main issue is zbase/abase big toolbar sprites using ottdextra tram sprite 20:22:10 <petern> I'm not too worried about zbase/abase, they always look arse anyway. 20:22:18 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z updated pull request #10076: Feature: Make large UFO destination a bit more random https://github.com/OpenTTD/OpenTTD/pull/10076 20:23:23 <Eddi|zuHause> so, that looks like the correct rebase 20:25:06 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #10076: Feature: Make large UFO destination a bit more random https://github.com/OpenTTD/OpenTTD/pull/10076#issuecomment-1275234620 20:28:23 *** gelignite has quit IRC 20:38:57 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10076: Feature: Make large UFO destination a bit more random https://github.com/OpenTTD/OpenTTD/pull/10076#issuecomment-1275249454 20:43:00 <Eddi|zuHause> petern: not quite sure i understand which problem you're trying to solve there 20:43:46 <petern> Bias, which is the problem you are trying to solve. 20:44:14 <Eddi|zuHause> yes, but are you talking about the original bias, or the remaining bias after my changes? 20:45:40 *** yur3shmukcik[m] has joined #openttd 20:46:34 <petern> There will still be bias remaining with your change, so it seems more of a half-fix/kluge than a solution. I'm not suggesting you do any of the things I've written, it's just discussion on the topic as raised. I guess. 20:46:56 <Eddi|zuHause> to get it exactly even, you could loop the map twice, first counting the total number of rail tiles, and the second time after a random number of steps (0..total-1) 20:47:46 <Eddi|zuHause> yes, there will still be bias with my change, but it should be way less visible 20:54:04 <Eddi|zuHause> what exactly is "check annotations"? 20:56:17 <glx[d]> warnings and other things 20:58:48 <glx[d]> https://github.com/OpenTTD/OpenTTD/actions/runs/3229986151 <-- you can ignore π 20:59:14 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg opened issue #10077: [Bug]: Incorrect loan limit amount - other than what the player selected https://github.com/OpenTTD/OpenTTD/issues/10077 20:59:45 <glx[d]> but I need to check (and upgrade stuff it seems) 21:05:09 <glx[d]> https://github.com/ilammy/msvc-dev-cmd/issues/59 21:27:22 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg opened issue #10078: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/issues/10078 21:31:11 *** nielsm has quit IRC 21:32:16 <andythenorth> ooof such sleep time 21:36:58 <petern> none default? 21:45:54 *** ookfof[m] has joined #openttd 21:50:41 *** twom[m] has joined #openttd 22:01:50 *** sla_ro|master has quit IRC 22:22:58 *** Wolf01 has quit IRC 22:23:28 <Eddi|zuHause> goes it throw out limitation? 22:50:55 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on pull request #10076: Feature: Make large UFO destination a bit more random https://github.com/OpenTTD/OpenTTD/pull/10076#issuecomment-1275369757 23:38:07 <wallabra> what do you guys use for scenic cities and roads? 23:57:40 <FLHerne> I like TaI Houses, does clever stuff to limit town growth rate 23:58:56 <FLHerne> also it's pretty good at keeping the city core / outer / low-density suburbs appearance as towns grow, whereas other building sets seem to produce featureless sprawl 23:59:18 <FLHerne> UK Roadset is my favourite aesthetically, but predates roadtypes 23:59:37 <FLHerne> don't know what the best roadtypes set is 23:59:52 <wallabra> I think for that I use Renewed World Disorder 23:59:59 <wallabra> for the city growth