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Log for #openttd on 8th October 2021:
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04:27:35  <DorpsGek> [OpenTTD/team] Mirolit2 opened issue #259: [ru_RU] Translator access request https://git.io/Jr36W
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13:13:15  <Samu> glx, got an assert when testing  https://github.com/OpenTTD/OpenTTD/compare/master...glx22:ship_rotation_on_dock
13:18:18  <Samu> it happens when ship reverses direction when heading towards pier, and then entering your rotate ship code, so.. it's changing ship rotation x_pos y_pos twice
13:19:22  <Samu> it's actually doing more than that, v->direction is reversed
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13:38:18  <Samu> okay, v->state wasn't updated somehow
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13:50:35  <Samu> now it's fixed, but there's movement glitches
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14:42:22  <Samu> i cant fix the rotating movement glitches
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15:29:55  <glx> Samu: I just did basic tests, but if you have a savegame it will help
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15:49:57  <Samu> ok
15:53:05  <Samu> hmmm where do i upload the save
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15:56:28  <Samu> use the same savegame and add a 3rd dock to ship orders, like that https://i.imgur.com/nPbhDRv.png
15:56:39  <nielsm> you can make a bug ticket on your own fork on github and put things there
15:58:19  <Samu> i can't create bug tickets
15:58:21  <glx> with the 3rd dock we are in a special case where the docking tile is shared and we may not have to move
16:00:22  <nielsm> https://github.com/SamuXarick/OpenTTD/settings  <-- you can enable Issues here to enable it
16:02:33  <Samu> i can't create issues on glx22 fork
16:09:16  <glx> should be enabled now
16:12:24  <Samu> how do i create an issue for a specific branch?
16:12:32  <Samu> seems to only care about master
16:12:49  <glx> branch doesn't matter
16:18:47  <Samu> https://github.com/glx22/OpenTTD/issues/16
16:19:28  <Samu> i dont know how to submit pull requests
16:19:41  <Samu> i have to fork it?
16:20:49  <glx> no need to fork, you just need to have a branch, and select the repo/branch when comparing
16:23:39  <glx> ok I see, everything assumes only reversing happens, and track won't change in this case
16:26:17  <Samu> it executes the reverse in the OT_LEAVESTATION and reverses again in your reverse code
16:26:28  <glx> that's not an issue
16:26:42  <glx> state stays the same in case of reversing
16:27:24  <glx> my implementation overrides the reverse
16:27:51  <glx> but without updating v->state :)
16:27:57  <glx> and that's an issue
16:28:39  <Samu> I solved it with v->state = TrackdirBitsToTrackBits(TrackdirToTrackdirBits(trackdir));
16:28:49  <Samu> but then there's movement glitches after
16:28:59  <Samu> executing order 3
16:30:15  <Samu> i also tried adding 	v->UpdatePosition();
16:30:16  <Samu> 	v->UpdateViewport(true, true);
16:30:28  <Samu> doesn't fix much
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16:41:32  <glx> I think the glitch is unfixable
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16:57:44  <Samu> :(
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17:05:35  <glx> do you have the savegame for https://imgur.com/uo4I7oF ?
17:31:46  <andythenorth> yo
17:31:47  <Samu> nop, it was running the more stationids patch
17:32:05  <Samu> i can reproduce it using master if you want
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21:00:23  <Samu> https://i.imgur.com/HsVytU2.png
21:00:26  <Samu> nice
21:00:58  <Samu> now let me see how many stations
21:05:53  <Samu> wow, 61825
21:05:59  <Samu> that's less than 64000
21:06:02  <Samu> interesting
21:06:50  <Samu> I changed some generation settings, made towns fatter, larger and that helped
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