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10:44:18 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054348446313754665/image.png 10:44:18 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054348446708023366/image.png 10:44:18 <petern> Wut? 10:44:33 <petern> Where do the pylons and wire go on the right? 10:44:49 <Pruple> it's a magic thing for non-continuing electric rail 10:44:59 <Pruple> to allow for junctions between el and non el to look nice 10:45:18 <petern> It's broken :/ 10:45:36 <Pruple> it's not 10:45:37 <petern> I guess it checks for "does elrail continue" 10:45:50 <petern> When really it should check for "does non-elrail continue" 10:46:14 <Pruple> maybe 10:46:23 <petern> Even then 10:46:40 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054349042357907557/image.png 10:46:40 <petern> That first corner piece is elrail 10:46:59 <petern> Anyway, this is not the bug I was looking for lol 10:51:49 <petern> Pruple: removing rail needs to mark its neighbouring tiles dirty then, if it's intentional. 10:52:19 <Pruple> yes 10:52:30 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054350510834077696/image.png 10:52:30 <petern> hm 10:54:27 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054350999709569036/image.png 10:54:27 <petern> I wonder who came up with these wire bounding boxes? 😄 10:54:53 <petern> Probably trial & error and preventing flickering. 10:56:19 <petern> Does railtypes have custom signal sprites? 10:59:32 <Pruple> yes 10:59:49 <Pruple> do you want signals in the test grf? 11:00:22 <petern> Nah... do they get varacts for things like under bridges? 11:00:29 <Pruple> no 11:00:31 <petern> Damn 11:01:00 <petern> Stupid spec 😄 11:01:02 <Pruple> no variables for rail and roadtypes because ItS tOo ExPeNsIvE 11:04:46 <petern> it probably isn't ;D 11:04:53 <andythenorth> buy a faster computer 😛 11:04:57 <andythenorth> do smaller maps 11:05:05 <petern> I'm not sure I ever tested it 11:27:20 <dP> ha, I just tried to autopilot my testing routine, build depot, build station, buy train... 11:27:27 <dP> got pretty confused when I couldn't build station 11:27:35 <dP> problems came sooner than expected xD 12:04:01 *** keikoz has joined #openttd 12:39:22 * petern breaks all offset bounding boxes :D 12:39:33 <dP> hm, I guess cmclient could hijack callback field and use it to id commands... 12:39:38 <dP> only 27 possible values though 12:41:41 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054377986473861151/image.png 12:41:41 <petern> That's kinda better right? 12:50:29 <Pruple> kinda! 13:01:45 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054383033827999814/image.png 13:01:45 <petern> Meh 13:01:57 <dP> diagonal bounding boxes when? :p 13:14:46 <andythenorth> lunch? 13:14:50 <Pruple> what if you make the pole boxes even taller? what's the worst that could happen? 🤔 13:14:59 <Pruple> andythenorth: yes 13:15:40 <petern> I'm perplexed why that one is so wide 🙂 13:15:58 <Pruple> the wire? hmm... 13:16:12 <arikover> So I tested the engine variant groups (PR #10220), really nice. I noticed 2 small problems: 1. cargo-filtering vehicles now only works for trains (RVs, boats and planes can't be filtered by cargo) and 2. small GUI problem. Should I comment the PR or open an issue? 13:16:44 <Pruple> probably to avoid a train clipping through it at the bottom of the slope. 🙂 13:17:23 <petern> Ah probably 13:17:27 <petern> I bet it does anyway 13:18:05 <dP> also catenary bb probably interacts witth vehicle effects in some way 13:18:10 <dP> like smoke 13:32:34 *** Tirili has joined #openttd 13:37:11 <LordAro> arikover: comment on PR 13:43:26 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat opened issue #10260: [Bug]: Visual bug in Road Vehicle Details window https://github.com/OpenTTD/OpenTTD/issues/10260 13:45:52 <LordAro> petern: ^ that looks like one you already fixed? 13:47:23 <petern> Nope. 13:47:26 <petern> Blah 13:47:31 <petern> Simple fix. 13:47:33 <LordAro> :o 13:49:40 <petern> Just needs a WIthHeight() call to limit to the top instead of the whole panel. 13:51:23 <petern> Potentially ship & aircraft too, although it might even be the same function. 14:03:06 <petern> Yeah, will fix tonight 🙂 14:18:35 <petern> Error reading configuration from file: The JSON value could not be converted to DartSassHost.OutputStyle. Path: $.CompilerSettings.Sass.OutputStyle | LineNumber: 16 | BytePositionInLine: 29. 14:19:03 <petern> When your CI fails because your tools update :/ 14:19:43 *** WormnestAndroid has quit IRC 14:19:49 *** WormnestAndroid has joined #openttd 14:20:42 <petern> Hmm, there is a line 16 but there isn't a byte 29. 14:21:57 <petern> > The underlying SASS compiler is changed from libsass to dart-sass. This is a necessary change, as libsass is discontinued. There are two breaking changes when working with the config json file: 14:22:00 <petern> I guess it is documented at least. 14:47:01 <petern> I have tea. 14:57:05 <petern> Something is going wonky with my VS Code recently, presumably I've enabled some extension I shouldn't've. 15:18:42 <DorpsGek> [OpenTTD/OpenTTD] arikover commented on pull request #10220: Feature: Engine variant groups https://github.com/OpenTTD/OpenTTD/pull/10220#issuecomment-1357829054 15:27:12 *** WormnestAndroid has joined #openttd 16:20:53 <petern> Maybe I'll try de-duping 16:21:09 <petern> (In fact it's explicitly added, so should be easy to do) 16:28:50 *** Wormnest has joined #openttd 16:55:51 *** Flygon has quit IRC 17:13:49 <TallTyler> Time to fix #7575, I think (abandoned PR for industry production graph) 17:22:42 <petern> Oops, I only meant to touch one sprite offset... 17:23:55 <petern> But then I realised that how bb offsets are applied is dumb. 17:25:08 <petern> It doesn't flicker in stations, that's normal right? 17:32:34 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575#issuecomment-1358006310 17:39:34 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575#issuecomment-1358013469 17:45:34 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054454462728634399/image.png 17:45:35 <petern> poo 17:46:27 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575 17:47:22 *** gelignite has joined #openttd 17:48:34 <TallTyler> Now to see if it builds or if I somehow pushed an older version 17:48:51 <TallTyler> Updating other people's PRs is extra confusing for my rookie git knowledge 17:49:23 <Pruple> petern: dohhhhhhhh 17:49:45 <TallTyler> It seems I took ownership of the commit, but there's still updating to be done so that might be up to the contributor to fix when they update it 🙂 17:49:56 <petern> Diagonals are a pain 🙂 17:51:02 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054455833972461588/image.png 17:51:02 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054455834303799426/image.png 17:51:02 <petern> Over all... 17:51:31 <petern> Top is tweaked, bottom is vanilla. 17:52:03 <petern> Signal goes behind the bridge wall on diagonal track :/. 17:52:49 <petern> Goes it throw out wonky offsets? 17:53:05 <petern> BB for the bridge wall is right at the end of the tile 17:53:27 <Pruple> v. wonk 17:54:24 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054456683138666686/image.png 17:54:24 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054456683591643258/image.png 17:54:24 <petern> New vs Old again 17:54:55 <MnHebi> dmu missing, unable to make comparison 17:54:57 <MnHebi> :P 17:55:10 <petern> Maybe if I pull the bridge wall in it will all magically come together? 17:55:26 <Pruple> the dmu clipping behind the foundation in the first image 🙂 17:55:33 <petern> MnHebi, houses too 😄 17:55:51 <Pruple> definitely looks like an improvement in the poles and wires 🙂 17:56:54 <petern> That clipping happens in vanilla too 17:57:07 <Pruple> yes, I didn't think it was new 😉 17:58:11 <petern> With the changes I've made it could easily be :p 17:58:33 <Pruple> 😄 18:02:06 <petern> So currently when you set up a bounding box of 0, 0 -> 16, 16, and then apply an bb_offset of 8, 8, the bounds become 8,8 -> 16,16 18:02:29 <petern> bb_offset of -8,-8 would become -8,-8 -> 16,16 18:03:00 <petern> This is... fine but a little awkward. There are some places where the code applies the bb offset to the bb size to compenstate. 18:03:25 <petern> I'm ripping that out to 0,0 -> 16,16 with offset 8,8 becomes 8,8 -> 24,24 18:04:22 <petern> I only meant to change the pole height lol 18:04:28 <Pruple> o/ 18:05:01 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054459355333922877/image.png 18:05:07 <petern> I brought the walls in 18:06:38 <petern> Oh is this new... 18:07:14 <petern> Hm, no. 18:07:25 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054459959536001024/image.png 18:07:41 <petern> Vehicle drives under catenary under bridge when bridge is invisible 😄 18:09:34 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054460501750460497/image.png 18:09:34 <petern> Nooooooooooooooooo 18:23:01 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054463884804755638/image.png 18:23:01 <andythenorth> unintended side effect: spare coaches are neatly grouped in depot by variant 😛 18:23:23 <petern> Definitely deliberate 😄 18:23:36 <petern> So, giant depots when? 18:23:50 <andythenorth> in tile size? 18:23:52 <andythenorth> or window size? 18:24:12 <petern> Multi-tile 18:24:24 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575#issuecomment-1358067268 18:24:36 <petern> Non-storage depot 😄 18:24:53 <TallTyler> Multi-tile depots is waiting on the author 18:25:08 <petern> I haven't looked at that yet. 18:26:09 <petern> Apparently I've tested the industry production graph patch. 18:26:26 <TallTyler> I broke industry production graph patch 😦 18:26:36 <petern> Oh you! 18:26:41 <TallTyler> Stupid trying to rebase 18:26:54 <TallTyler> Maybe I can just force-push the original commit 18:27:44 <glx[d]> you can always use `git reflog` then `git reset --hard` 18:28:03 <dP> btw, is uint16 really enough for monthly production in #7575? 18:28:24 <dP> to me it seems like industry can do up to uint16 in a cycle, so 9 times that a month 18:31:33 <dP> it uses uint16 for the last month though atm so maybe not 18:32:34 <TallTyler> Never used `reflog` but it just shows me what I've done 18:32:48 <andythenorth> I will miss old magical Horse 18:32:50 <petern> You can git reset to one of the refs in the reflog. 18:32:50 <TallTyler> Everything is extra confusing because I have someone else's branch as the upstream 18:32:54 <andythenorth> but not the hidden aspects of the magic 😛 18:33:53 <dP> hm, is that min even doing anything? I don't think uint16 + byte can ever exceed 0xffff https://github.com/OpenTTD/OpenTTD/blob/masterh/src/industry_cmd.cpp#L1160 18:34:38 <Pruple> "5,000 industries sounds like a stress-test more than a typical usecase." 18:34:38 <Pruple> I just generated a 4k map with "normal" towns, "normal" industries, and no newgrfs- you know, the standard new player experience 😉 18:34:43 <Pruple> 14k industries 18:35:02 <petern> 0xffff + 0x1 would be 0x10000 18:35:11 <petern> That URL is invalid. 18:35:23 <dP> petern: and 0x10000 in uin16 is 0 ;) 18:35:29 <TallTyler> Hot take: big maps can be an impediment to good features 18:35:52 <petern> I can't see the code, but int promotion is a thing. 18:35:55 <Pruple> shock.jpg 18:36:13 <petern> TallTyler: So are offsets 😄 18:37:03 <petern> Will a 0,0 size work? Hmm 18:37:15 <petern> Am I going to DIV0? 18:38:07 <dP> hm, weird, link broke somehow: <https://github.com/OpenTTD/OpenTTD/blob/master/src/industry_cmd.cpp#L1160> 18:38:17 <dP> largest type is uint16 in that + 18:39:03 <glx[d]> anyway regression fails when loading the save, that's a good indication about where to look 18:39:16 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054467976495104100/image.png 18:39:16 <andythenorth> would we say these are variants of same van? 18:39:26 <andythenorth> default refits are same, generally 18:39:31 <glx[d]> ok found it 🙂 18:39:46 <glx[d]> https://github.com/OpenTTD/OpenTTD/pull/7575/files#diff-0a4a8f4cf67739dd11dac4d6d41e262a9b4ac69c50fa952bbd0d402129a35108R347 18:40:24 <glx[d]> should be easy to fix TallTyler 18:40:42 <glx[d]> 292->303 18:41:11 <glx[d]> and we use groups of 5 18:41:59 *** Smedles has quit IRC 18:42:12 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/20129985635dc16705a30c02dc0c3fa490921a63 18:42:13 <DorpsGek> - Update: Translations from eints (by translators) 18:42:18 <glx[d]> somehow the 3 latest increases didn't follow the rule 18:43:07 <TallTyler> I can make a cleanup PR later to fix that 18:45:38 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575#issuecomment-1358090330 18:45:59 <petern> dP: it's promoted to int within std::min() 18:46:37 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054469826489372682/image.png 18:46:38 <andythenorth> oops 18:46:41 <andythenorth> broke a train or two 18:47:04 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575 18:47:46 *** Smedles has joined #openttd 18:48:52 <petern> Well, promoted during the addition, then std::min works on int. 18:48:55 <JGR> TallTyler: Big or small, it's player choice 18:49:37 <andythenorth> "moar is not always better" 18:49:41 <andythenorth> -> 900 trains in one grf 18:49:48 <petern> I can have 0,0 bb size, but it doesn't fix the issue 😠18:50:01 <JGR> No matter what your playing style is, you're only going to use a subset of available features at any one time 19:02:07 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1054473726416146553/image.png 19:02:07 <andythenorth> fixed 19:03:19 <TallTyler> I'm not passing any judgement on the "right way" to play, just noticing the tradeoffs of past choices 19:03:34 <TallTyler> And maybe letting off a little steam 🙂 19:12:03 <TallTyler> Hmm, still broken, and I've just realized the title game doesn't load (it's all water) 19:21:26 <petern> Andy 19:21:58 <petern> <https://www.tt-forums.net/viewtopic.php?p=1256692#p1256692> 19:22:23 <petern> Oh lol they're metro 😄 19:22:27 <petern> Ignore me 😄 19:23:25 <andythenorth> smol 19:23:35 <petern> `DrawRailCatenaryOnTunnel()` is hilarious. It looks up its own unique set of data, then modifies that with another set of data. 19:23:41 <petern> Instead of just having the correct data in the first table. 19:24:31 <andythenorth> I always assume OpenTTD is coded to much higher standards than my grfs 😛 19:24:39 <andythenorth> but we know what assumptions make 19:25:52 <petern> It's from 15 years ago. The author if it wasn't a dev at the time. 19:26:17 <andythenorth> was it me? 😛 19:26:20 <andythenorth> it wasn't me 19:26:35 <andythenorth> hmm I have made bugs 19:26:38 <andythenorth> well done me 19:27:21 <andythenorth> 12.2 eh, not chunky 19:27:24 <andythenorth> so weirdly flat 19:28:03 <petern> It is. 19:28:29 <andythenorth> half my bug pre-exists these variants 19:28:32 <andythenorth> half does not 😛 19:30:21 <petern> petern: This is unwinnable 😦 19:30:41 <petern> Is it worse than all the existing bugs... 19:31:07 <petern> Can I get away with reducing the bb of the train... 19:32:53 <JGR> The sprite sorting algorithm is fundamentally nonsensical 19:32:57 <JGR> You can't win really 19:33:42 <petern> I've got it better... 19:35:17 *** wallabra_ has joined #openttd 19:36:01 *** wallabra has quit IRC 19:36:01 *** wallabra_ is now known as wallabra 19:38:41 <petern> huh 19:39:18 <petern> Made the train bb smaller and it 'fixed' the foundation bug 19:40:17 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1054483328398540911/image.png 19:40:17 <petern> Well 19:40:21 <petern> Not that one 😦 19:45:01 *** wallabra has quit IRC 19:46:26 <petern> Oh right, yes. Of course this clips. 19:48:11 <petern> Okay, new pylon rule. 19:48:30 <petern> It if's in front of a bridge it needs to be on the near side of the track. 19:48:44 <petern> Otherwise it's impossible to sort. 19:50:28 <petern> maybe we need a z-buffer 😄 19:51:53 <petern> Similar rule for tunnel heads would avoid issues too. Just the default design doesn't pose a problem. 19:54:39 <dP> z-buffer would probably solve a lot of issues 19:54:46 <dP> and may even improve performance 19:55:31 <petern> Goes very deep into the blitter though 19:56:29 *** Wolf01 has joined #openttd 19:57:09 <petern> I've got a solution. 19:57:32 <petern> ``` bool disable_elrails; ///< when true, the elrails are disabled``` 20:00:26 <dP> good for gamelplay too xD 20:01:19 <petern> Sprite sort but do it for every horizontal pixel. 20:01:42 <petern> (Something like Doom's renderer) 20:01:52 <dP> what's horizontal pixel? 20:02:24 <petern> I mean for each horizontal coordinate. 20:02:30 <petern> (screenspace) 20:02:43 <petern> Separate sort for each column 20:03:20 <dP> that seems weird 20:03:34 <petern> It was not a serious suggestion 20:04:35 <petern> Also z-buffer doesn't solve things where sprites overhang other things... like elrail pylons. 20:05:26 <dP> I does if sprites have z layer 20:09:46 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10261: Fix #10260: Incorrect rect height drawing image in vehicle details. https://github.com/OpenTTD/OpenTTD/pull/10261 20:10:02 <petern> Sprites having z layer themselves is... a big change 🙂 20:10:31 <petern> But er, not impossible... 20:10:58 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10261: Fix #10260: Incorrect rect height drawing image in vehicle details. https://github.com/OpenTTD/OpenTTD/pull/10261#pullrequestreview-1223476282 20:11:19 <TallTyler> Fastest review ever? 😛 20:11:30 <TallTyler> (Because you discussed it earlier) 20:15:58 <TallTyler> ```Exception thrown at 0x00007FF657FF0C7F in openttd.exe: 0xC0000005: Access violation writing location 0x0000000000000002.``` 20:16:09 <petern> Uhhh 20:16:10 <TallTyler> Interesting that I broke something so low 20:16:21 <LordAro> null pointer dereference 20:16:30 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10258: Fix #10257: Incorrect wire position on sloped bridge heads. https://github.com/OpenTTD/OpenTTD/pull/10258 20:16:33 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed issue #10257: [Bug]: overhead wire on front-facing sloped bridgeheads is drawn 1px too high https://github.com/OpenTTD/OpenTTD/issues/10257 20:17:29 <TallTyler> I'm adding a scrollbar to the company infrastructure window, and did something wrong with `this->count = num;` 20:19:52 <petern> Oh yes, I had that patch. 20:20:43 <petern> (For options window) 20:20:58 <dP> meanwhile, it's nice to be able to place stations again xD 20:21:10 <petern> huh? 20:21:11 <TallTyler> Okay question time, what are the new `vsep`s for EXP_SPACING and EXP_LINESPACE? `WidgetDimensions::scaled.vsep_wide` and `...vsep_normal`, respectively? 20:21:27 <TallTyler> Or do I have that backwards? 20:22:24 <dP> dP: this 20:22:30 <petern> LINESPACE was 2 20:22:35 <petern> BLOCKSPACE was 10 20:22:39 <petern> SPACING... i don't see 20:22:53 <dP> I use custom station joining in cmclient that got rekt by commandcontainer disappearance 20:22:58 <TallTyler> Spacing was 4 20:23:08 <petern> go for wide then 20:23:35 <TallTyler> What's LINESPACE then? 20:23:37 <petern> Yeah, there's no EXP_SPACING 🙂 20:24:08 <petern> vsep_normal for that one. 20:24:19 <TallTyler> Ha, I got it all right 🙂 20:24:23 <petern> static const uint EXP_LINESPACE = 2; ///< Amount of vertical space for a horizontal (sub-)total line. 20:24:30 <petern> wonder where you had EXP_SPACING. 20:24:35 <petern> Maybe you changed it in the patch. 20:24:39 <TallTyler> `company_gui.cpp` 20:26:03 <petern> It's not in pre-variable scaling so I dunno. 20:26:19 <TallTyler> Doesn't matter, it doesn't exist anymore 🙂 20:26:21 <petern> Anyway, doesn't matter. 20:26:22 <petern> Haha 20:26:46 <petern> Oh this patch touches english.txt. hah 20:26:55 <TallTyler> RIP 20:27:59 *** wallabra has joined #openttd 20:29:52 <TallTyler> Ah, found the missing code 20:30:12 <TallTyler> Chunky Bevels introduced so ma