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00:01:00 <peter1138> talltyler: eol style? 00:03:45 <talltyler> I donโt know what that means, but it was showing me changes Iโd made that werenโt even part of either the beginning or ending commit 00:03:51 <talltyler> Just user error Iโm sure 00:13:20 *** debdog has quit IRC 00:27:59 *** debdog has joined #openttd 01:38:45 *** tokai|noir has joined #openttd 01:38:45 *** ChanServ sets mode: +v tokai|noir 01:41:13 *** tokai has quit IRC 01:41:34 *** Flygon has quit IRC 01:51:53 *** Wormnest has quit IRC 02:21:40 *** D-HUND has joined #openttd 02:25:01 *** debdog has quit IRC 03:48:32 *** keikoz has joined #openttd 03:59:33 *** leothejewishturtle has quit IRC 04:12:55 *** D-HUND is now known as debdog 04:23:54 *** felix has quit IRC 04:24:09 *** felix has joined #openttd 06:44:46 <andythenorth> truebrain: the spare MBP has about 500GB free disk space 06:45:44 <andythenorth> I can see now what our April 1 post is going to be ๐ 06:45:52 <Bouke> How do I call [GSOrder::InsertOrder](https://docs.openttd.org/gs-api/classGSOrder#ac8387c7dc926b6254e69a68ffb541b19) in my game script? I have `GSOrder.InsertOrder(train, 0, source, GSOrderFlags.OF_FULL_LOAD);` in my script, but it fails with: "Your script made an error: the index 'InsertOrder' does not exist" 06:49:32 *** HerzogDeXtEr has quit IRC 06:51:13 <andythenorth> `GSOrder.InsertOrder(vehicle, 0, destination, 0);` works for me 06:51:43 <andythenorth> not seeing any syntax difference there 06:52:13 <andythenorth> what's the context of the call? 06:52:42 <andythenorth> GS debugging is fairly horrific 06:55:27 <Eddi|zuHause> so does GSOrder ever get properly imported? 06:56:50 <truebrain> poeh, performance measurements are still busy ... creating binaries takes a long long time ๐ 07:17:22 <truebrain> funny, using vectors for objects and/or a change for newgrf class (both on the same day, hard to tell which did what) made OpenTTD's memory drop by 4MB. Turns out, those are good things to do ๐ 07:19:17 <truebrain> pretty sure https://github.com/OpenTTD/OpenTTD/commit/1f46f080 caused the drop ๐ Silly globals ๐ 07:19:57 <peter1138> Yeah that one was silly. 07:23:01 *** twb has quit IRC 07:23:34 <truebrain> turns out, added "uint64 travel_time_sum" to BaseEdge of the LinkGraph has a huge memory impact on the bigger cargodist games ๐ 07:24:04 <truebrain> which goes mostly mitigated later in time by making the edge sparse 07:24:17 <truebrain> but the latter wouldn't have done as much without that change ๐ 07:25:42 <Eddi|zuHause> sometimes a thing must get worse to get better :p 07:28:09 <Bouke> Eddi|zuHause: I did add `require("order.nut");` just now, but it makes no difference. 07:28:27 <Bouke> Hmm nvm that is from a library. 07:29:53 <peter1138> Well, I wonder where 4 billion ticks isn't enough... 07:30:30 <peter1138> Horse & cart on a 4kx4k map? 07:30:33 <Bouke> I have `function GetAPIVersion() { return "13"; }`, I would expect that to be the latest API 07:37:41 <truebrain> could I suggest you check `game_changelog.hpp`? ๐ 07:38:30 <truebrain> lolz ... so if you disable cargodist after you enabled it, linkgraph will keep on doing something ๐ 07:39:27 <Bouke> truebrain: Ah... the online docs refer to the nightlies, not 13.4. ๐ฆ 07:39:36 <andythenorth> ah 07:39:37 <truebrain> ofc they do ๐ 07:40:04 <truebrain> https://cdn.discordapp.com/attachments/1008473233844097104/1140912781424611328/image.png 07:40:04 <Bouke> No orders for me then ๐ฆ 07:41:31 <truebrain> okay, I don't under2023-08-15T22:56:15 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11201: Codechange: Reorder some high-use structs to reduce their size. https://github.com/OpenTTD/OpenTTD/pull/11201 22:59:27 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #11201: Codechange: Reorder some high-use structs to reduce their size. https://github.com/OpenTTD/OpenTTD/pull/11201#issuecomment-1679735688 23:05:18 *** Wolf01 has quit IRC 23:07:26 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11201: Codechange: Reorder some high-use structs to reduce their size. https://github.com/OpenTTD/OpenTTD/pull/11201#issuecomment-1679741800 23:08:29 <truebrain> Yes, that you do it was apparent ๐ but I know other places in the code do it differently ๐ 23:09:03 <truebrain> My only objections against your style is the lack of spaces, so I find it hard to spot the initializers 23:09:22 <truebrain> Nothing that can't be fixed by adding a few spaces ๐ 23:09:40 <peter1138> Before, inside or both? 23:09:40 <truebrain> But we should pick a style and go with it ๐ 23:09:56 <truebrain> I do both, but that is a personal preference honestly 23:10:26 <truebrain> Clang-format would so help with this ๐ 23:10:31 <peter1138> "{}" is more commonly used than "{ }" at least. 23:10:35 <truebrain> Yeah 23:10:40 <truebrain> Empty no spaces 23:10:51 <peter1138> We mostly use "{ }" for empty single-line functions. 23:11:17 <truebrain> `a {}` and `b { 0 }` is what I use in my own projects 23:11:35 <truebrain> Just so you see the bloody value ๐ 23:12:00 <truebrain> But .. I am not married to that ๐ 23:15:35 <truebrain> Guess as we broke all patches with uint8_t, we might as well introduce clang-format and be done with formatting errors ๐ 23:16:53 <peter1138> clang-format by itself does a bad job ๐ฎ 23:19:47 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1141149270087573675/image.png 23:23:29 <peter1138> Also removes spacing if I put it in, so it prefers the way I've done ;p