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Log for #openttd on 10th February 2019:
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00:02:48  * drac_boy mutters through more of the wiki
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00:11:01  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHHo
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00:51:29  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs https://git.io/fhHHp
00:52:14  <glx> backslashes everywhere :)
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00:55:13  <drac_boy> backslashes .. as in backward knife throws or just these little slanted lines on the computer keyboard? :P
00:55:24  * drac_boy is being silly about words now heh
00:56:40  <glx> the thing you need to double each time it's interpreted, in some places I needed 8 of them to get 1 at the end of the process
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01:02:55  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs https://git.io/fhHHp
01:04:18  <drac_boy> np, I thought it wasn't something to do with the usual bckslash's anyhow :)
01:09:48  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHQY
01:24:17  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHQR
01:24:19  <drac_boy> hmm just have to ask as I'm not too clear on the coding aspect of it .. can you actually have seaplanes if you provided custom airport types?
01:25:05  <glx> I think it's possible yes, I remember seeing that
01:25:23  <glx> or maybe it was just a patch and not in master
01:28:27  <drac_boy> hmm I guess I'll have to look through the forum tomorrow. if its a patch at least it probably still couldn't hurt to make a tiny expansion grf to 'add' it when supported
01:28:50  <drac_boy> anyway have fun with your work there glx (whatever it exactly is)
01:34:14  <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #7211: Errors / crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHQw
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01:47:53  <drac_boy> say I wonder if v453000 is still the usual nutty contributor around lately
01:48:04  <drac_boy> :->
01:54:17  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHQP
02:18:13  <drac_boy> anyway..bedtime soon
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07:24:33  <peter1138> I've not seen V453000 around for a while
07:29:18  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHdL
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07:34:24  <andythenorth> o/
07:40:32  <peter1138> andy
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07:47:09  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHdO
07:48:15  <andythenorth> seen this one? o_O https://github.com/OpenTTD/OpenTTD/issues/7197
07:51:13  <peter1138> Probably something something in the window tick refactor.
07:52:15  <peter1138> There's some invalidation going on in OnGameTick(), should be in OnInvalidateData
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08:00:01  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHdW
08:11:32  <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #6908: Request: Persistent storage for vehicles https://git.io/fhHd2
08:24:10  <peter1138> Hmm, trying to find if there's a handy place for determining when a vehicle leaves a depot...
08:24:25  <peter1138> Probably a start/stop command, I guess.
08:24:38  <andythenorth> Pikka: https://dev.openttdcoop.org/attachments/download/9277/Civil_roundabout.png :)
08:29:13  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7212: Fix #7197: Invalidate depot buttons when necessary. https://git.io/fhHd9
08:35:12  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #6908: Request: Persistent storage for vehicles https://git.io/fhHdd
08:35:55  <peter1138> andythenorth, ^ 7212
08:36:06  <andythenorth> let's see
08:38:58  <andythenorth> oof persistent storage for trains :o
08:39:32  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth approved pull request #7212: Fix #7197: Invalidate depot buttons when necessary. https://git.io/fhHdx
08:43:56  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7197: Vehicle UI not showing clone button for newly created vehicles in depot when paused https://git.io/fhHoD
08:43:57  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7212: Fix #7197: Invalidate depot buttons when necessary. https://git.io/fhHd9
08:48:39  <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHFk
08:48:40  <DorpsGek_II> [OpenTTD/OpenTTD] James103 closed issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHQw
08:50:57  <TrueBrain> what has become of the world .. even andythenorth is now approving PRs! :P :D <3
08:52:54  <TrueBrain> sometimes reddit shows me screenshots, of which I have to look twice to see it really is OpenTTD: https://i.redd.it/zm2m8kgadpf21.png
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08:57:24  * andythenorth needs someone to explain vehicle reliability :P
08:57:38  <andythenorth> might need to handle it in newgrf
08:57:40  <andythenorth> never bothered before
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09:18:04  <Eddi|zuHause> andythenorth: had a chance to test https://github.com/OpenTTD/OpenTTD/pull/7199?
09:18:19  <andythenorth> no :)
09:18:31  <Pikka> how did that happen, andythenorth?
09:18:38  <andythenorth> dunno :)
09:18:49  <andythenorth> it hasn't fixed it yet
09:19:01  <Eddi|zuHause> andythenorth: i'm not sure newgrf can even affect reliability
09:19:24  <andythenorth> https://newgrf-specs.tt-wiki.net/wiki/Action0/Vehicles#Reliability_decay_speed
09:19:38  <andythenorth> not sure how it interacts with vehicle life
09:20:13  <Eddi|zuHause> andythenorth: sounds like a horrible idea to touch that
09:21:29  <andythenorth> I would like reliability to decay less aggressively on built vehicles after the model expires
09:21:56  <andythenorth> but I don't want to mess with the model life calculation, which is currently working
09:23:13  <DorpsGek_II> [OpenTTD/OpenTTD] George-VB commented on issue #6908: Request: Persistent storage for vehicles https://git.io/fhHFy
09:37:04  <Eddi|zuHause> andythenorth: again, i don't think you can affect that
09:40:21  <andythenorth> so how much performance benefit does vehicle persistent storage bring us?
09:41:48  <Eddi|zuHause> andythenorth: the userbits are currently an expensive operation, and can't be used in time critical operations (like graphics (default) callback)
09:43:06  <andythenorth> so we're delegating performance concerns to individual newgrf authors? o_O
09:44:08  <Eddi|zuHause> yes
09:44:43  <Eddi|zuHause> that's how it was always(tm) done. some callbacks came with a "don't use expensive operations here" warning
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09:54:59  <andythenorth> urgh
09:55:02  <andythenorth> flat docks anyone?
09:55:26  <TrueBrain> only if their are pink
09:57:34  <andythenorth> oh I've made an unreachable docl :P
09:57:36  <andythenorth> dock *
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10:02:51  <m3henry> o/
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10:07:05  <TrueBrain> hit and run :P
10:10:44  <Eddi|zuHause> https://ibin.co/4WWi0h4xm83Y.png i'm not entirely sure what's broken
10:19:48  <andythenorth> what did you do to rivers? :o
10:21:50  <Eddi|zuHause> i tried to "fix" them, obviously.
10:22:36  <Eddi|zuHause> i'm not understanding what's wrong though. might be my limited experience with C++11 or std-containers
10:23:43  <Eddi|zuHause> i think my bfs works, but the iteration to find the flow number is somehow wrong...
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10:37:02  <Eddi|zuHause> ah i found a thing
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10:41:56  <Eddi|zuHause> https://ibin.co/4WWrD7GXy0nc.png now it has a tendency to make straight rivers, but the principle should work
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10:51:08  <andythenorth> hmm
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10:51:19  <andythenorth> scared away pikka :(
10:55:28  <andythenorth> I need bigger industries, so I can fit stations around them https://dev.openttdcoop.org/attachments/download/9278/FIRS-steeltown.png
10:55:31  <andythenorth> more like 10x10
10:55:36  <andythenorth> but they aren't possible :P
10:56:47  <nielsm> how about that idea I aired a while ago, with industries constructed from multiple buildings, in that the industry provides a bunch of building layouts, and the game then places several of those buildings independently as a single industry?
10:57:09  <andythenorth> yes it's worth exploring
10:57:42  <andythenorth> I could, with a lot of effort, do that in newgrf already
10:57:44  <andythenorth> but much effort
11:00:50  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs https://git.io/fhHb1
11:01:37  <andythenorth> visually, I don't actually like bigger industries, but eh :)
11:01:54  <andythenorth> alternatively I could just accept station walking
11:06:55  <andythenorth> or newgrf stations could display multiple cargos
11:07:13  <Eddi|zuHause> andythenorth: https://ibin.co/4WWrD7GXy0nc.png now it has a tendency to make straight rivers, but the principle should work
11:07:44  <andythenorth> networks look right
11:07:50  <andythenorth> some don't terminate in coast?
11:08:12  <Eddi|zuHause> they might end in sinkholes
11:08:51  <andythenorth> flowing down from springs, or up from estuaries?
11:09:00  <Eddi|zuHause> flowing up
11:09:22  <Eddi|zuHause> well, the path is constructed upwards, and the flow amount downwards
11:09:33  <Eddi|zuHause> river is created if flow amount is > threshold
11:11:18  <andythenorth> are non-straight rivers just some random turns?
11:11:23  <andythenorth> or is it more complex than that?
11:12:18  <Eddi|zuHause> i'm trying to put some randomness into the BFS, but i'm not sure how exactly
11:12:33  <andythenorth> looks interesting
11:12:34  <andythenorth> BBL
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11:12:38  <nielsm> in reality rivers turning and bending is something with different ground types, drainage, etc., for the level of terrain ottd has it would be basically random
11:19:19  <Eddi|zuHause> https://ibin.co/4WX2hHlZNcV9.png might need some tiny tweaks still :p
11:23:30  <nielsm> adding something to gravitate towards down-slopes might look nice
11:32:23  <Eddi|zuHause> yeah, that needs some way to cut off a previously set path in some cases
11:44:13  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs https://git.io/fhHHp
11:44:45  <Eddi|zuHause> hm, the cut off thing doesn't seem to work right, i get lots of tiny disconnected segments
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11:47:21  <andythenorth_> eh
11:47:58  <andythenorth_> I could just add a unique newgrf station tile for every cargo
11:48:07  <andythenorth_> how many cargos are there?
11:48:39  <Eddi|zuHause> infinite
11:49:19  <andythenorth_> FIRS knows 68 so far
11:49:42  <andythenorth_> max 64 in a game
11:50:06  <andythenorth_> station building gui doesn’t hold up so well with lots of tiles
11:50:24  <Eddi|zuHause> well, you can probably skip defining the ones that aren't active
11:52:15  <Eddi|zuHause> so, the cut off thing won't work, because you have too many isolated sections that don't lead to the shore but get stuck in some illegal slope configuration
11:53:09  <Eddi|zuHause> (like i said previously, rivers should be valid on all slopes)
11:53:22  <Eddi|zuHause> (would make these things easier)
11:53:40  <andythenorth_> +1
11:56:45  <andythenorth_> I could draw more sprites
11:58:08  * andythenorth_ considers converting rapids to weirs
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12:12:31  <peter1138> hi
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12:12:58  <peter1138> in salisbury again...
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12:17:57  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z opened pull request #7213: Feature: BFS-based river generator https://git.io/fhHN6
12:18:29  <Eddi|zuHause> how do i add a "WIP" label?
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12:19:19  <peter1138> like that
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12:30:23  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7213: Feature: BFS-based river generator https://git.io/fhHNS
12:32:37  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator https://git.io/fhHNQ
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12:36:45  <peter1138> well...
12:37:56  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7213: Feature: BFS-based river generator https://git.io/fhHNN
12:39:02  <peter1138> got any pics?
12:41:06  <Eddi|zuHause> it seems to be somewhat terrible on hilly/rough maps
12:41:23  <peter1138> :(
12:48:30  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7213: Feature: BFS-based river generator https://git.io/fhHAU
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12:56:01  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHHo
12:57:28  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHAc
12:58:53  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHAW
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13:05:42  <Wolf01> o/
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13:09:28  <Eddi|zuHause> is there any sane way to keep my "developer" commit history, while at the same preparing a "public" commit history?
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13:19:30  <TrueBrain> Eddi|zuHause: not really
13:19:38  <TrueBrain> but a WIP PR can be a "developer" history
13:19:54  <TrueBrain> normally I only squash just before I remove the WIP
13:20:15  <Eddi|zuHause> that is probably saner than just squashing constantly
13:20:30  <TrueBrain> it mostly is
13:21:08  <Eddi|zuHause> at least as long as the final version can be squashed to a single commit
13:21:36  <Eddi|zuHause> if you want something more complex, unfiddling the mess into separate commits afterwards might be equally frustrating
13:22:10  <Eddi|zuHause> you probably then need one branch for each prospective final commit
13:22:30  <Eddi|zuHause> so you can squash each merge commit individually in the end
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13:23:10  <Eddi|zuHause> but you'll be constantly rebasing the merges in that case
13:25:37  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7181: GRF Airport landing trigger does not reflect documentation https://git.io/fh9vW
13:31:29  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable https://git.io/fhHAj
13:35:10  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7213: Feature: BFS-based river generator https://git.io/fhHxJ
13:42:49  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable https://git.io/fhH9g
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13:53:00  <Eddi|zuHause> is the build system meanwhile capable of providing an unstripped non-debug binary?
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14:01:14  <michi_cc> Eddi|zuHause: git rebase -i can go quite a long way, especially if you take some care in preparing the commits and use --autosquash with matching commit messages to help your brain remember.
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14:11:21  <samu> hi
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14:13:36  <planetmaker> moin
14:15:17  <samu> oh, new river gen
14:15:28  <samu> will it think of locks?
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14:34:09  <samu> @logs
14:34:09  <DorpsGek> samu: https://webster.openttdcoop.org/index.php?channel=openttd
14:34:14  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7199: Change: skip reliability decay if servicing is disabled https://git.io/fhHxF
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14:37:51  * LordAro notices quite a lot of changes to the dutch translation in the last couple of days
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14:46:49  <TrueBrain> LordAro: yeah ... the yearly "move to another style" I guess :P
14:47:04  <TrueBrain> I believe it had 10 styles over the last 15 years :P
14:47:08  <LordAro> haha
14:50:31  <samu> "Allow company owned stations to serve industries with attached neutral stations"
14:51:01  <samu> what about the opposite
14:52:27  <samu> "Industry stations may only serve the industry"
14:52:29  <samu> ugh
14:56:27  <samu> too long, doesn't fit horizontally
14:58:30  <samu> "Allow company stations to serve industries with neutral stations"
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15:01:52  <samu> it fits!
15:02:17  <samu> still long, but On/Off does fit
15:03:00  <samu> "Company stations can serve industries with neutral stations"
15:03:12  <samu> still fits
15:07:49  <Eddi|zuHause> hm... weird... i tried to use priority queue in the BFS to go through each heightlevel first, but that makes it behave more like a DFS
15:09:12  <Eddi|zuHause> means i get one large river that goes mostly along the coast :p
15:09:52  <samu> "When enabled, industries with attached stations (such as Oil Rigs) may also be served by company owned stations built nearby. When disabled, these industries may only be served by their attached stations. Any nearby company stations won't be able to serve them, nor will the attached station serve anything else other than the industry"
15:10:16  <samu> good english?
15:10:20  <samu> good explanation?
15:11:41  <Eddi|zuHause> i think the comparison was backwards
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15:12:02  <samu> don't forget to make it lock friendly
15:12:08  <andythenorth> don't forget!
15:12:27  <andythenorth> or we could make friendlier locks
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15:14:31  <Eddi|zuHause> no. i'm out to destroy all Samu's work, remember?
15:15:15  <peter1138> Make locks great again.
15:17:28  <Eddi|zuHause> Why is TileHeight() returning uint but GetTileZ() returning int?
15:18:36  <andythenorth> rapids-capable ships :P
15:18:42  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHp3
15:19:15  <samu> who's a FIRS expert?  Does https://imgur.com/kaKtlc0 match the setting explanation?
15:19:25  <andythenorth> there are no FIRS experts
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15:22:13  <planetmaker> lol
15:22:38  <peter1138> Eddi|zuHause, just to mess with you.
15:23:38  <samu> Lonnpool Central should be having passengers waiting
15:23:41  <samu> removing bus
15:24:08  <samu> ah, it does have
15:25:39  <samu> and now, with the setting enabled (old behaviour) https://imgur.com/Q7wbozk
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15:26:32  <samu> it works!
15:29:23  <samu> no english experts around?
15:29:50  <samu> need to know if the explanation/short-hand are fine
15:30:38  <samu> must also know about those firs industries
15:30:49  <peter1138> attached neutral stations
15:31:26  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHpB
15:31:34  <supermop_Home> andythenorth fields?
15:31:40  <andythenorth> supermop_Home: o_O
15:31:57  <peter1138> varaction fields, yes please
15:32:03  <samu> ok, it's becoming longer
15:32:15  <andythenorth> Eddi|zuHause: allow rivers to terraform?
15:32:16  <samu> let me see if on/off still fit
15:32:27  <supermop_Home> NewFields?
15:32:28  <supermop_Home> idk
15:32:30  <Eddi|zuHause> andythenorth: that causes more problems than it solves
15:32:48  <andythenorth> I think you get a lot of landscape churn that way
15:33:09  <supermop_Home> let steelmill etc plant 'fields' of less important outbuildings, stacks of material, etc
15:33:12  <Eddi|zuHause> andythenorth: each terraforming action possibly cuts connections elsewhere
15:33:17  <andythenorth> yes
15:33:20  <andythenorth> but it would be a very neat trick to sometimes drop a river into a 1 level dip
15:33:35  <andythenorth> supermop_Home: that's similar to what nielsm proposes
15:33:43  <supermop_Home> ok
15:33:46  <supermop_Home> ship it
15:34:20  <samu> still fits!
15:34:59  <samu> what about the name of the setting?
15:35:02  <andythenorth> also estuaries :P
15:35:27  <samu> _settings_game.station.serve_water_industries
15:35:32  <samu> needs another name?
15:35:54  <peter1138> yes
15:36:01  <samu> ok, name it
15:36:05  <peter1138> you
15:38:13  <supermop_Home> i imagine a NewFields spec would provide for: 1) set [or reuse] graphics, 2) set radius from industry, 3) set spawn rate in months, 0 being never [only spawn at construction?], 4) set cost to clear
15:38:43  <supermop_Home> pony is 5) field builds foundations
15:38:49  <supermop_Home> there you go
15:39:18  <samu> serve_neutral_industries?
15:39:23  <supermop_Home> that basically builds your big industrial stations for you if you can't be arsed
15:40:14  <Eddi|zuHause> <andythenorth> but it would be a very neat trick to sometimes drop a river into a 1 level dip <-- i was considering that, but it wouldn't solve any of the connectivity problems that cause tiny stretches of isolated rivers disappearing into a hole
15:41:07  <samu> I'm renaming to serve_neutral_industries, unless you have another name
15:43:49  <andythenorth> Eddi|zuHause: is there any concept of the river path after the tiles are placed?
15:43:58  <andythenorth> for all branches?
15:44:23  <Eddi|zuHause> supermop_Home: "NewFields" should also be able to cover trees/forests and power lines and stuff
15:44:54  <Eddi|zuHause> andythenorth: not really, i clear all that
15:45:27  <andythenorth> do we know when the river basin is 'complete'?  or is that conceptually not possible
15:45:29  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHpo
15:45:30  <Eddi|zuHause> andythenorth: i currently store some sort of "flowing direction" in m8 that could be used to follow a river downwards, but upwards is more tricky
15:45:54  <Eddi|zuHause> andythenorth: it's "complete" if each tile was touched once
15:46:01  <andythenorth> my thinking is that dropping some sections by 1 tile is quite easy *after* everything is placed
15:46:11  <andythenorth> just find a slope, and walk back n tiles, terraforming
15:46:31  <Eddi|zuHause> andythenorth: yes, but it gets tricky around curves
15:46:34  <andythenorth> until a junction or other slope, or other limit is reached
15:46:56  <Eddi|zuHause> and impossible at diagonal/zigzag lines
15:48:56  <Eddi|zuHause> https://ibin.co/4WYMCDqmqsLg.png weird i wasn't expecting this to be possible :p
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15:50:39  <Eddi|zuHause> would look better if the river shore was omitted there (i.e. the industry tiles being considered water)
15:51:01  <Eddi|zuHause> not sure if that's a missing feature in the game or in the newgrf
15:52:08  <andythenorth> there is a feature request about those shores
15:52:11  <andythenorth> I closed it
15:52:35  <peter1138> Hmm
15:53:06  <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/1423
15:54:59  <peter1138> 0.5.3
15:55:02  <peter1138> wow
15:57:31  <supermop_Home> Eddi|zuHause: forests yes - high voltage transmission lines seems like too ambitious for the spec?
15:58:27  <Eddi|zuHause> also possible: oil pumps, fishing grounds
15:58:36  <supermop_Home> field would have to be able to be defined to have extreme aspect ratio, and means to prevent the radius from filling with power lines?
15:59:06  <supermop_Home> would behave like newobject with pathfinder
15:59:34  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHHo
16:00:02  <Eddi|zuHause> one of the problems was always: what happens when the parent industry is gone, but the fields have not decayed yet. who provides the graphics?
16:00:39  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHp9
16:02:02  <LordAro> https://i.imgur.com/vg7PAT4.png hmmm.
16:02:12  <LordAro> also, did no one write a forum/news post?
16:03:09  <planetmaker> LordAro, the version info is known and ok
16:03:19  <planetmaker> news posting... I guess it got too late yesterday
16:04:11  <LordAro> it's a little confusing..
16:04:35  <planetmaker> it's accurate though.
16:05:06  <planetmaker> Earlier (up to now) we had like 1.x.y-beta1 (=r21042). And another build like nightly-r21042
16:05:16  <planetmaker> no point really naming it differently if it *is* the same
16:05:17  <LordAro> mm, true
16:05:47  <planetmaker> and it happens like once a year
16:05:58  <planetmaker> the issue will be resolved tonight in 2 ... 3 hours
16:09:20  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7204: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fhH19
16:09:43  <samu> oops
16:09:46  <samu> the commit message
16:09:50  <samu> t.t
16:14:34  <Eddi|zuHause> LordAro: there are two separate (rare enough to not really worry) issues converging there: a) there was no commit after beta1, so the nightly was also called beta1, as the tag-naming overrides the branch-hash-naming in the compile, and 2) there was no nightly since the beta2 release
16:17:13  <Eddi|zuHause> ok, so i was testing a change where i consider non-sealevel basins earlier in the BFS, but that seems to make for shorter/worse rivers. not sure i'm gonna keep that
16:17:48  <Eddi|zuHause> i should maybe prioritise larger basins
16:18:27  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7204: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fhH19
16:18:37  <samu> check now
16:20:48  <samu> awaiting review
16:22:26  <Eddi|zuHause> i'm sometimes getting protection fault on exit, and i'm not sure why
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16:27:04  <peter1138> debugger time
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16:31:48  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7213: Feature: BFS-based river generator https://git.io/fhHN6
16:32:02  <andythenorth> snail_UES_: what settings do you have for cargo age period on pax coaches?
16:32:27  <snail_UES_> andythenorth: the settings depend on the coach classes
16:32:36  <snail_UES_> let me have a look at the code...
16:32:49  <samu> the commit checked is stuck
16:32:55  <samu> help it
16:33:02  <Eddi|zuHause> naively, i would probably put half (commuter) and double (luxury)
16:33:05  <snail_UES_> I use 350 for 1st class, 130 for 2nd, 65 for third
16:33:14  <snail_UES_> 600 for luxury
16:33:29  <snail_UES_> and intermediate values for mixed coaches
16:33:31  <Eddi|zuHause> ok, yours seem to be in the same ballpark
16:33:37  <andythenorth> yeah similar to mine
16:33:46  <snail_UES_> but I found it only makes a difference after ~60 tiles
16:33:53  <peter1138> hmm, android builds...
16:34:02  <andythenorth> @calc 185 * 8
16:34:02  <DorpsGek> andythenorth: 1480
16:34:07  <andythenorth> yeah 1480 for luxury
16:34:12  <andythenorth> 56 for non-luxury
16:34:25  <snail_UES_> I guess I’m also going to use a higher value for luxury standard gauge
16:34:31  <andythenorth> the bonus is pretty irrelevant
16:34:31  <snail_UES_> the values above are for NG only
16:34:54  <samu> isn't OpenTTD CI (linux commit-checker) usually fast?
16:34:56  <andythenorth> it makes no real difference above about 128, unless you play a stupid map
16:35:02  <samu> it's already at 13 minutes
16:35:04  <andythenorth> I tested a lot
16:35:19  <andythenorth> 185 or 65534 result in ~same payment
16:35:22  <snail_UES_> I thought it would make a difference over long distances only...?
16:35:27  <andythenorth> very long distances yes
16:35:27  <Eddi|zuHause> andythenorth: 128km/h vehicle across 1024^2 map?
16:35:33  <snail_UES_> oh you meant values. Yes same here
16:35:44  <snail_UES_> the function is like a hyperbula
16:35:56  <LordAro> samu: it should take less than a second, once its set itself up
16:36:01  <snail_UES_> steps of 1 make large differences when the absolute value is low
16:36:03  <LordAro> definitely looks like it's got stuck in someway
16:36:07  <snail_UES_> basically no difference when the value is high
16:36:19  <andythenorth> ok so we came to similar conclusions independently
16:36:21  <LordAro> there it goes, it timed itself out
16:36:23  <andythenorth> probably fine then
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16:36:36  <samu> ah, nice
16:36:42  <samu> ty~
16:36:47  <michi_cc> Something like this for the 1.9.0-beta2 forum post? https://paste.openttdcoop.org/pr6hcdgqs
16:37:23  <LordAro> michi_cc: lgtm
16:37:30  <LordAro> something similar for the news post
16:38:01  <michi_cc> I have absolutely no idea how one would make a news post nowadays, so somebody else would have to do that.
16:38:02  <Eddi|zuHause> $someone insisted on doing website posts via PR
16:38:28  <planetmaker> looks good
16:38:38  <LordAro> https://github.com/OpenTTD/website/tree/master/_posts just a case of adding a new file here, afaik
16:38:41  <Eddi|zuHause> as that would alledgedly make it easier for "anybody" to prepare a news post
16:39:00  <michi_cc> LordAro: Feel free to do it :p
16:39:07  <LordAro> bleh :p
16:39:36  <planetmaker> news update via PR? Hmm
16:40:05  <peter1138> :)
16:40:50  <peter1138> aww tablet running out of juice.
16:43:25  <michi_cc> https://www.tt-forums.net/viewtopic.php?f=29&t=84826
16:44:32  <DorpsGek_II> [OpenTTD/website] LordAro opened pull request #57: Add: 1.9.0-beta2 release news post https://git.io/fhHhz
16:44:35  <peter1138> Cool
16:45:03  <LordAro> i think the website needs a "release" for the live site to be updated, as well
16:45:52  <michi_cc> LordAro: So the code review monkey is now also posting news? :)
16:46:08  <planetmaker> I just gave kamnet a heads-up to organize a titlescreen contest for 1.9.0
16:46:21  <LordAro> michi_cc: the monkeys got out of hand
16:47:19  <DorpsGek_II> [OpenTTD/website] planetmaker approved pull request #57: Add: 1.9.0-beta2 release news post https://git.io/fhHhw
16:47:37  <nielsm> so, should probably do something about the network version string for betas?
16:50:20  <samu> no intro game competiition?
16:50:31  <samu> you usually like to do that
16:50:34  <DorpsGek_II> [OpenTTD/website] michicc merged pull request #57: Add: 1.9.0-beta2 release news post https://git.io/fhHhz
16:50:36  <nielsm> read 5 lines above
16:50:58  <samu> oh
16:51:06  <samu> my bad
16:51:49  <supermop_Home> i still think should cram in nrt last minute
16:52:07  <supermop_Home> 64 rail types huh
16:52:23  <planetmaker> and cargo types
16:52:46  <samu> oh, start instant ais didn't make it
16:54:17  <peter1138> nrt would be nice indeed
16:54:25  <supermop_Home> RAIL plus 63 slightly different shades of concrete ALWEG monorail
16:54:40  <samu> 64 rail types, seriously, why?
16:54:44  <peter1138> there's some missing api methods
16:54:59  <peter1138> because 16 wasn't enough
16:55:03  <Eddi|zuHause> and a complete rewrite? :p
16:55:14  <supermop_Home> 'Greyish Tan concrete ALWEG Monorail, 100 km/H'
16:55:21  <peter1138> i'm not rewriting nrt
16:55:41  <supermop_Home> 'Tan-ish Grey concrete ALWEG Monorail, 100 km/H'
16:56:10  <planetmaker> :D
16:56:15  <supermop_Home> 'Tan-ish Gray concrete ALWEG Monorail, 100 km/H'
16:56:26  <planetmaker> brand-new 100km/h railway with concrete
16:56:34  <supermop_Home> grey with an 'a' is slightly more tan
16:56:35  <planetmaker> used 100km/h railway with concrete etc ;)
16:56:57  <peter1138> splitting road and tram featuresnow would be mad
16:57:02  <samu> waiting for 64 canal types now
16:57:10  <peter1138> good idea
16:57:19  <peter1138> 64 river types
16:57:20  <supermop_Home> 'concrete with a few scuff marks'
16:57:34  <supermop_Home> 'concrete with a few more scuff marks'
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16:57:43  <peter1138> so this is what i get?
16:58:08  <peter1138> increase limits because people found it wasn't enough, and then you mock it.
16:58:14  <supermop_Home> haha
16:58:16  <Eddi|zuHause> not even a lousy t-shirt? :p
16:59:04  <peter1138> and yes roadtypes go up to 63 too
16:59:18  <supermop_Home> i actually kind of do want to make a very rich monorail set
16:59:19  <michi_cc> samu: Yes, we reverted that commit just for you; or rather LordAro simply forgot to list it in the changelog.
17:00:00  <planetmaker> I did never consider that list to be comprehensive
17:00:14  <planetmaker> or did you mean the changelog shipped with the release?
17:00:42  <michi_cc> LordAro: So, wait for TB or break the website ourselves? The website readme says 'After tagging, it will move to production.'. Do we dare?
17:01:00  <planetmaker> I will dare and take the blame if needed ;)
17:01:09  <michi_cc> planetmaker: I mean the full changelog on the website.
17:01:21  <planetmaker> ah
17:01:41  <LordAro> samu: the changelog is a very much cut down list of what's in the release
17:01:43  <michi_cc> I guess tagging here means make a GitHub release, as I see several from TB already.
17:02:04  <LordAro> michi_cc: i imagine you can git tag as well
17:02:09  <LordAro> probably easier to do it via GH though
17:02:21  <michi_cc> That would imply making a clone first.
17:02:59  <supermop_Home> peter1138 i can easily think of more than 16 i want in game, but i'm not sure what i'd be tempted to go for to fill out 64
17:03:19  <supermop_Home> would be nice to stack different rail sets
17:03:20  <michi_cc> supermop_Home: You are not supposed to fill 64 :p
17:03:33  <supermop_Home> michi_cc that sounds like a challenge
17:03:36  <peter1138> You don't need to fill it out.
17:03:42  <samu> as an AI tester, I want more orders
17:03:51  <TrueBrain> michi_cc: please wait till the next nightly rolls out
17:03:56  <samu> a larger order pool
17:03:58  <TrueBrain> as you can see on staging, things are a bit broken atm :)
17:04:19  <samu> 15 AIs fill up 64000 orders too quickly, especially if there's buoys involved
17:04:26  <TrueBrain> https://www.staging.openttd.org/ <- this is a once in a 10 year bug; in 2 hours it fixes itself :)
17:04:30  <TrueBrain> (banner info)
17:05:30  <planetmaker> samu, but that means they should learn about shared orders, no?
17:05:44  <samu> yes :(
17:06:18  <peter1138> is the ai api capable of that?
17:06:19  *** Thedarkb1-T60 has quit IRC
17:06:34  <samu> yes
17:06:41  <peter1138> cool
17:07:01  <samu> my ai doesn't do it, because i didn't think about it
17:07:30  <samu> never expected it to be a limitation
17:10:18  <TrueBrain> fun fact: you can add a news post and release it all from the GitHub interface; just as a FYI :)
17:10:32  <planetmaker> where exactly?
17:10:42  <TrueBrain> where exactly what?
17:10:54  <planetmaker> OpenTTD/website --> how do I release the website?
17:11:03  <TrueBrain> with the request above to not do that for the next 2 hours
17:11:08  <TrueBrain> but exactly in the place you expect it :)
17:11:13  <TrueBrain> https://github.com/OpenTTD/website/releases
17:11:19  <planetmaker> yes, I won't, I read that
17:11:20  <nielsm> heh, music sounds funky when you have two processes both trying to play through the same hardware midi synth
17:11:33  <nielsm> changing channel settings behind each other's back
17:11:44  <nielsm> fighting for the right to have correct sound
17:12:21  <nnyby> https://github.com/OpenTTD/website/tree/master/_posts -> Create new file to make a news post?
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17:12:32  <planetmaker> oh, *there* is releases... typical problem: not finding something in plain sight
17:13:06  <planetmaker> ok, so I 'draft a new release' there. And then I can probably also publish it
17:13:15  <TrueBrain> yup!
17:13:20  <planetmaker> sweet :)
17:13:25  <TrueBrain> just keep the versions semantic, and you will be fine :)
17:13:37  <planetmaker> 1.1.0-beta2?
17:13:40  <TrueBrain> no :)
17:13:44  <planetmaker> :(
17:13:44  <TrueBrain> 1.1.1 will be the next
17:13:46  <TrueBrain> etc
17:13:49  <TrueBrain> patch for updates
17:13:50  <samu> oh, nice
17:14:01  <samu> instant ais in 1.9.0-beta 2
17:14:10  <planetmaker> 1.1.1-beta2? :)
17:14:17  <TrueBrain> the website is not in beta :)
17:14:53  <planetmaker> true that
17:17:55  <samu> aww framerate doesn't include AI's
17:22:41  <supermop_Home> uh i forget how to fix this but 1.9 b2 is very small
17:23:08  <supermop_Home> whereas 1.8 was large, ie not at the resolution of my screen
17:23:35  <planetmaker> just game options set screen size
17:26:12  <supermop_Home> that just makes the window smaller?
17:26:36  <planetmaker> öh... does it? Not for me. But that might depend on your OS/display driver
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17:30:33  <LordAro> samu: almost as if that's not been finished yet
17:30:35  <LordAro> and this is a beta
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17:31:25  <nielsm> hmm I should be able to create a tag locally in git, without any risk of it getting pushed, right?
17:31:38  <TrueBrain> nielsm: only if you don't push it :)
17:31:41  <LordAro> tags are not pushed by default as far as i'm aware
17:33:23  <nielsm> ah that looks better https://0x0.st/zzb8.png
17:33:58  <TrueBrain> planetmaker: basically, the version of the website has nothing to do with the version of OpenTTD :) Otherwise newspost give very weird tags :P
17:34:04  <TrueBrain> (sorry, bit slow response :D)
17:34:15  <TrueBrain> nielsm: nice!
17:35:13  <planetmaker> yep, it's different repos. No problem
17:35:18  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened pull request #7214: Fix network revision for tagged versions https://git.io/fhHjs
17:35:30  <nielsm> oops, missed Makefile.src.in
17:35:31  <nielsm> :D
17:36:05  <LordAro> nielsm: :)
17:38:18  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7214: Fix network revision for tagged versions https://git.io/fhHjs
17:39:08  <TrueBrain> nielsm: oeh, I can use that flag too for the release stuff :D
17:41:58  <nielsm> I wonder if that ugle sed script used in the makefile couldn't be moved to a variable or a separate file
17:43:39  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
17:44:43  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
17:45:10  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable https://git.io/fhHj4
17:45:50  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7199: Change: skip reliability decay if servicing is disabled https://git.io/fhH61
17:46:56  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable https://git.io/fhH9g
17:47:02  * LordAro looks at some PRs
17:47:10  <TrueBrain> hmm .. stats based on runs of < 1 second
17:47:13  <TrueBrain> that can't be correct
17:47:14  <LordAro> andythenorth: michi_cc: what was the result of #7109?
17:47:51  <andythenorth> needs someone to do UI design afaict
17:47:52  <LordAro> frosch123: have you reached #7000 on your list yet?
17:48:18  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhHjR
17:49:00  <TrueBrain> what a nice number, 7000
17:49:08  <TrueBrain> will we have a cake party at 10000?
17:49:25  <LordAro> well we can't have an r30000 party any more
17:49:36  <TrueBrain> exactly; so I am compensating :D
17:50:27  <nielsm> actually, what _would_ the revision number have been on svn by now?
17:51:23  <LordAro> r28500ish, i think
17:51:46  <LordAro> based on the fact that https://github.com/OpenTTD/OpenTTD/commits/master?after=4d5d21be7668ae90d6f3c916ad754b719b2f2af5+500 is "+500"
17:51:48  <TrueBrain> 534 commits more
17:52:02  <TrueBrain> @calc 28004 + 534
17:52:03  <DorpsGek> TrueBrain: 28538
17:53:39  <LordAro> peter1138: feel like reviewing #7003? it looks fine to me, but it's more your area
17:55:20  <LordAro> similarly for #7028, i think
17:57:00  <LordAro> Eddi|zuHause: #7049, want to remove the 4 codechange commits?
17:57:14  <Eddi|zuHause> i can probably do that
17:57:44  <LordAro> #7051 should probably be rebased
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17:59:15  <peter1138> i'll look. on mobile atm.
17:59:36  <LordAro> no worries, just going through page 2 of PRs :)
18:00:21  <peter1138> ah, i remember. the cinfusion of it being inverted zoom level wise
18:00:26  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7049: Fix #6599: Can still click on buy button in vehicle selection window even if no vehicle is selected https://git.io/fhnEu
18:00:35  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7068: Add: smart town name first steps - #7037 https://git.io/fhHja
18:00:36  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed pull request #7068: Add: smart town name first steps - #7037 https://git.io/fh8mF
18:00:37  <Eddi|zuHause> i hope that was right
18:00:46  <peter1138> so i fixed that, then wondered if actually the gui zoom levrl is inverted already...
18:02:17  <peter1138> Eddi|zuHause, why does it have sorting changes?
18:02:42  <Eddi|zuHause> how should i know, i just converted the flyspray patches into a pr
18:06:01  <peter1138> Thought you might know a bit as you submitted it :p
18:06:21  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z opened pull request #7215: Codechange-Commits from #6599 https://git.io/fhHjr
18:07:08  <Eddi|zuHause> i didn't bother rebasing to get rid of the first two commits...
18:07:17  <Andrew350> So the changelogs for beta2 are showing 2018 for the year instead of 2019...not sure if I needed to post an issue for that or just let you guys know in case it was missed?
18:07:19  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7068: Add: smart town name first steps - #7037 https://git.io/fhHjK
18:07:19  <Eddi|zuHause> so they are now in both PRs
18:07:43  <Eddi|zuHause> Andrew350: damn this Obiwan guy.
18:07:53  <LordAro> well crap
18:08:04  <LordAro> and no one caught it, lol
18:08:14  <LordAro> Andrew350: i don't think that needs an issue :p
18:08:20  <LordAro> thanks though
18:08:31  <Andrew350> yeah didn't think so :)
18:09:15  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7215: Codechange-Commits from #6599 https://git.io/fhHji
18:09:15  <samu> https://github.com/OpenTTD/OpenTTD/pull/6931 is awaiting triage 21 days ago
18:10:49  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7215: Codechange-Commits from #6599 https://git.io/fhHj1
18:10:49  <peter1138> We don't have any time limits for it.
18:11:18  <LordAro> peter1138: well we do actually
18:11:24  <LordAro> stalebot will close it after a month
18:12:13  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7215: Codechange-Commits from #6599 https://git.io/fhHjD
18:12:16  <Eddi|zuHause> wasn't it 3 months?
18:12:25  <LordAro> that's for issues
18:12:27  <LordAro> i think
18:12:28  <peter1138> itll still bd there thougg
18:12:39  <peter1138> fucking mobile typinh :/
18:12:53  <Eddi|zuHause> autocarrot?
18:16:06  <peter1138> doesnt work with termibal emulators
18:17:10  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7215: Codechange-Commits from #6599 https://git.io/fhHj7
18:17:47  <glx> https://github.com/glx22/OpenTTD/commit/3646bcb18941693762d08e77a03edfcf78821f20 <-- good idea or not ?
18:18:40  <LordAro> i think... bad
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18:19:40  <Eddi|zuHause> glx: wouldn't it make more sense to trigger these from the makefile?
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18:20:37  <glx> yes that too, but getting the list of dependencies will require some parsing work
18:20:53  <peter1138> glx, i already have the changes that allow the so7rce files to be removed. ill publish that later tonight
18:21:42  <glx> I know you are working on that
18:21:59  <glx> that's why I just tested a simple thing :)
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18:25:41  <samu> can you reconsider https://github.com/OpenTTD/OpenTTD/pull/6926
18:27:51  <LordAro> samu: not unless you can give a better reason than "you really should reconsider this"
18:28:20  <planetmaker> that makes ship path finding more difficult... so is detrimental to what you used to argue
18:28:40  <planetmaker> however personally I'm in favour to relax the location restrictions for docks
18:30:27  <samu> yes, please
18:30:32  <andythenorth> I see no point making it easier to block ship routes with docks
18:30:44  <andythenorth> but eh
18:31:12  <planetmaker> Blocking is easy anyway. And there's IMHO no sane way to deny griefing by technical means
18:31:15  * andythenorth tests it
18:31:38  <planetmaker> My motivation would be aesthetical reasons
18:32:04  <samu> try testing with original land generator
18:32:13  <samu> it creates narrow tight spaces
18:32:58  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhHjh
18:35:31  <samu> (and combine with #6931 + #7078 + #7073 + #7195) for the best water construction experience
18:35:38  <samu> cough, I didn't say that
18:39:27  <andythenorth> I've tested those dock locations, they don't break routing
18:46:27  <peter1138> kk
18:46:40  <peter1138> moo
18:46:44  <andythenorth> moo
18:46:47  <peter1138> heading home soon :)
18:47:47  <andythenorth> hmm
18:49:45  <Andrew350> Hmm, so that new ship behavior of turning around 'smoothly' looks very....wrong with a double-ended ferry
18:49:56  <andythenorth> ha ha
18:50:03  <andythenorth> also on aqueducts
18:50:04  <Eddi|zuHause> new vehicle flag: can run backwards
18:51:05  <peter1138> :/
18:51:23  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhQeW
18:52:51  <planetmaker> lol @ andy
18:54:17  <Andrew350> everything in that picture looks wrong....
18:55:38  <TrueBrain> lol @ andythenorth :D Hahahahaha :D
19:04:13  <andythenorth> it happens in canals too
19:04:20  <andythenorth> it's known behaviour
19:04:59  <planetmaker> yep
19:05:05  <planetmaker> so... I don't exactly mind it
19:08:27  <planetmaker> hm, with the ships now using docks properly we should change dock graphics and assign graphical triggers there
19:09:42  <Andrew350> ooh, animated loading docks? :D
19:10:48  <andythenorth> newgrf docks
19:10:56  <planetmaker> sorry. I meant locks
19:11:10  <planetmaker> but yes... newgrf docks <3
19:12:35  <Andrew350> other stations have triggers right? so why not docks? give ships some love :P
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19:13:59  <planetmaker> only train stations and to a much lesser degree airports
19:14:12  <planetmaker> bus, truck and docks don't. They're not newgrf-able
19:15:08  <andythenorth> 2.0 :P
19:16:42  <planetmaker> yeah
19:17:08  <planetmaker> https://devs.openttd.org/~planetmaker/patches/ship_lost.png <-- I wonder though. Every time the ship leaves Kiel and goes to Dresden, it is briefly lost. Why?
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19:17:54  <andythenorth> 90 degrees?
19:17:58  <planetmaker> It's a straight line and I don't expect it to get lost in the not too big river network there.
19:18:08  <planetmaker> hm... let's see. Dunno :)
19:18:50  <planetmaker> indeed. Forbidden
19:19:15  <planetmaker> fair enough. thx
19:19:44  <TrueBrain> planetmaker: https://www.staging.openttd.org/ if that looks good to you, tag a new release :)
19:20:15  <planetmaker> just the landing page... looks ok to me
19:21:19  <planetmaker> any description necessary?
19:21:30  <TrueBrain> nope
19:21:36  <TrueBrain> empty is better in my opinion :)
19:21:43  <TrueBrain> wtf is that for a tag?
19:21:48  <TrueBrain> owh
19:21:48  <TrueBrain> lol
19:21:50  <TrueBrain> wtf GitHub
19:21:52  <TrueBrain> you are WEIRD
19:22:00  <TrueBrain> sorry, GitHub scared the crap out of me
19:22:18  <planetmaker> I gave it a title :P
19:22:31  <planetmaker> but not a description
19:23:15  <planetmaker> Interesting how that shows :)
19:23:20  <planetmaker> I didn't expect that
19:24:35  <TrueBrain> that is what scared me :P
19:24:43  <planetmaker> :)
19:24:52  <TrueBrain> was wondering why spaces were allowed in tags
19:24:54  <planetmaker> *here, grab a beer*
19:25:20  <TrueBrain> :D
19:27:21  <TrueBrain> hmm, build failed
19:27:23  <TrueBrain> for some reason
19:27:32  <TrueBrain> None error
19:27:33  <TrueBrain> yippie
19:28:58  <TrueBrain> retry, and it does work
19:29:03  <TrueBrain> network connectivity ....
19:30:23  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #7068: Add: smart town name first steps - #7037 https://git.io/fhQeb
19:31:13  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker reopened pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhnCx
19:31:14  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhQeA
19:31:23  <andythenorth> smart industry names next? o_O
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19:41:05  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7214: Fix network revision for tagged versions https://git.io/fhQvJ
19:41:50  <Eddi|zuHause>  <planetmaker> https://devs.openttd.org/~planetmaker/patches/ship_lost.png <-- I wonder though. Every time the ship leaves Kiel and goes to Dresden, it is briefly lost. Why? <-- IIRC ships can't reverse on leaving a dock, like trains do. so they need some space to turn around
19:41:57  <Eddi|zuHause> which is probably stupid
19:42:06  <Eddi|zuHause> on at least 3 separate levels
19:46:39  <planetmaker> yeah :)
19:47:04  <planetmaker> any ship can basically turn in a circular area slightly longer than its length
19:47:24  <planetmaker> at least any motorized vessel
19:49:25  <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhQvL
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19:59:10  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7214: Fix network revision for tagged versions https://git.io/fhHjs
20:18:02  <FLHerne> planetmaker: > I don't think that it's a new issue really triggered by this patch.
20:18:45  <FLHerne> AAUI it is in that specific case  - previously there was no possible reason for a ship to turn on an aqueduct
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20:18:59  <FLHerne> (without manually changing/skipping orders)
20:19:36  <FLHerne> But overhanging the side of an aqueduct doesn't look any more stupid than over the sides of a normal canal, so meh
20:19:46  <planetmaker> aqueduct, river, canal. They're all same width. Yeah
20:20:23  <planetmaker> that's what I meant with 'no new issue'. It's basically the same: ships can turn on any width of water, no matter their length
20:20:50  <FLHerne> Also, I think the 'one corner raised' case is just wrong
20:20:56  <planetmaker> But the reason for that is the graphics hacks around ships... they're larger than they 'should' be
20:20:59  <FLHerne> Ships just don't fit on those
20:21:15  <planetmaker> I tested it. It looks ok. And you get that case easily in current OpenTTD
20:21:36  <planetmaker> The ship just docks oblique
20:21:52  <FLHerne> Even a very small ship will be stuck on the shore, no?
20:22:13  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #6811: Feature: Add NotRoadTypes (NRT)  https://git.io/fhQvz
20:22:21  <FLHerne> (assuming it's centred on the tile, which is true for very nearly all)
20:22:52  <FLHerne> Ah, no, I see
20:24:21  <TrueBrain> peter1138 (or anyone else with queue access on Azure Pipelines): at https://dev.azure.com/openttd/OpenTTD/_build?definitionId=7 you can queue 'refs/pull/6811/head' to build NRT; publishing and updating that URL is fully automated
20:24:57  <TrueBrain> (the 'OpenTTD release - nightly', job)
20:25:50  <planetmaker> that's the branch we want to queue?
20:26:51  <planetmaker> and I assume that would work in principle for every other PR as well
20:33:54  <planetmaker> TrueBrain, you have docker build the images from the CompileFarm repo, right?
20:34:46  <planetmaker> I'm just trying to follow that through by trying to reproduce that with a clone of the repo on my account at docker...
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20:44:29  <TrueBrain> "every other PR": yes, but there is no retention on it yet, so we should not go overboard just yet
20:45:06  <TrueBrain> I dont get your question about CompileFarm, sorry :(
20:46:45  * peter1138 returns.
20:47:59  <TrueBrain> planetmaker: you don't need a docker account to build the images
20:48:07  <TrueBrain> you can just build them (just publishing requires an account)
20:48:27  <TrueBrain> but you are not really asking a question, so it is hard to give any advise or response :) If you have anything specific or something, lemme know :)
20:52:21  * peter1138 returns.
20:52:26  <TrueBrain> so you said :P
20:52:26  <peter1138> Erm...
20:52:39  <peter1138> Current master doesn't compile for me.
20:52:45  <TrueBrain> bbbooooeeeeee
20:52:47  <TrueBrain> who broke it?!
20:52:55  <peter1138> Yeah, up arrow in wrong window :-)
20:53:04  <planetmaker> :) I wonder actually where the built images are... but it turns out that - despite it saying that it built upon adding it there - it seems to need a manual trigger for the first build (or possibly a tag)
20:53:14  <peter1138> 148e5b41d
20:53:58  <TrueBrain> planetmaker: CompileFarm is not build by the docker hub autobuilder, if that is what you mean (you are very cryptic, so I am trying to glue things together; I might completely miss what you are saying :D)
20:54:42  <planetmaker> well. My goal is to create images the/a CF can make use of. But these images are build by dockerhub, aren't they?
20:54:49  <TrueBrain> no
20:54:52  <planetmaker> hm
20:54:54  <TrueBrain> DockerHub builder sucks balls
20:54:57  <TrueBrain> like ... real big
20:55:06  <planetmaker> ok, how are they created?
20:55:11  <planetmaker> just on your machine?
20:55:11  <TrueBrain> what I normally do, is build them locally, and make sure they work
20:55:14  <TrueBrain> that is the important part
20:55:18  <planetmaker> with the definitions as found in the repo?
20:55:21  <planetmaker> ok
20:55:30  <TrueBrain> https://github.com/OpenTTD/CompileFarm <- there are 2 badges there; that should give hints :D
20:55:46  <TrueBrain> https://github.com/OpenTTD/CompileFarm/blob/master/azure-pipelines-linux.yml <- there the magic happens
20:55:59  <TrueBrain> https://github.com/OpenTTD/CompileFarm#automated-building <- there it is also stated :)
20:56:15  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7216: Fix 148e5b41d6: Uninitialized variable usage. https://git.io/fhQvN
20:56:18  <TrueBrain> people never read my READMEs :( :P
20:57:00  <Xaroth> :(
20:57:08  <planetmaker> meh. gotcha
20:57:45  <planetmaker> but where *are* the actual images?
20:57:57  <planetmaker> they're not re-created every time, are they?
20:58:25  <TrueBrain> Azure Pipelines pushes them to Docker Hub: https://hub.docker.com/r/openttd/compile-farm
20:58:28  <LordAro> peter1138: doesn't compile? works for me
20:58:34  <LordAro> couple new warnings
20:58:34  <TrueBrain> Docker Hub acts as a cache here
20:58:43  <peter1138> LordAro, I build with -Werror
20:58:44  <TrueBrain> as soon as Azure Pipelines has a cache, they most likely disapear there
20:58:44  <m3henry> vector
20:58:49  <LordAro> peter1138: ah well then :p
20:59:00  <peter1138> LordAro, but this warning is valid.
20:59:08  <planetmaker> I see
20:59:10  <LordAro> mm, looks it
20:59:33  <planetmaker> so... I have to get my hands dirty with azure, too to actually get somewhere :P
20:59:40  <TrueBrain> planetmaker: but to test the Dockers, I build them locally, and run them locally, till I am happy with them
20:59:46  <TrueBrain> depends what you want
20:59:49  <TrueBrain> if you want everything at once, yes
20:59:54  <TrueBrain> but .. that rarely is a good approach :D
21:00:06  <peter1138> Plus we shouldn't be introducing warnings :-)
21:00:10  <TrueBrain> the CompileFarm repository had the Dockerfiles months before it had the AzurePipelines :)
21:00:47  <TrueBrain> you can even push them manually to DockerHub if you like (which I did for months too)
21:00:57  <TrueBrain> but it all depends on what you want etc
21:01:08  <TrueBrain> you are not really telling me that, so I am just guessing a lot of things here :D
21:01:14  <planetmaker> first step: have OpenTTD build from a copy of one of the existing images. Just that I see that I can make something compile
21:01:33  <planetmaker> next step: start modifying that image. And pulling source from another place (like a NewGRF)
21:01:47  <planetmaker> roughly :)
21:02:55  <TrueBrain> do you want to build OpenTTD, or something else?
21:02:59  <TrueBrain> (in the end?)
21:03:09  <TrueBrain> as the way OpenTTD is build, is pretty unique
21:03:15  <TrueBrain> not sure that is the best template we have around :D
21:03:29  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7216: Fix 148e5b41d6: Uninitialized variable usage. https://git.io/fhQfv
21:03:33  <planetmaker> in the end I want to build OpenGFX and NewGRFs
21:03:51  <LordAro> planetmaker: while you're at it, modify the CF to build with -Werror :p
21:04:00  <TrueBrain> LordAro: it breaks releases
21:04:03  <TrueBrain> so fix that first plz :)
21:04:21  <TrueBrain> LordAro: and please, dont fix that in the CF; fix that in the configure stuff
21:04:22  <TrueBrain> ffs :P
21:04:35  <TrueBrain> dont let the CI tell people when they are being silly; tell them when they build locally already
21:04:52  <peter1138> I think the OS X build will fail.
21:04:59  <TrueBrain> planetmaker: so you need a tool to do that, and run that on source. Possibly it is easier to follow one of the Docker tutorials instead
21:05:12  <LordAro> TrueBrain: in a perfect world yes, but in practical terms the MinGW builds have unfixable warnings
21:05:20  <LordAro> and yeah, so do OSX
21:05:26  <TrueBrain> planetmaker: https://github.com/OpenTTD/CompileFarm/blob/master/ci-linux-amd64-gcc-6/Dockerfile <- that is the easiest Dockerfile in CompileFarm. Possibly that is a good starting build
21:05:31  <glx> and MSVC sometimes
21:05:34  <TrueBrain> put that in a folder, run: docker build -t test .
21:05:45  <TrueBrain> after that: docker run --rm test (with some parameters as in README)
21:05:51  <TrueBrain> if you really want to use CompileFarm as template
21:06:04  <TrueBrain> LordAro: so make that part of the choice to enable Werror
21:06:11  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7216: Fix 148e5b41d6: Uninitialized variable usage. https://git.io/fhQvN
21:06:29  <planetmaker> well... I *thought* OpenTTD might be a good template for OpenTTD-related stuff :)
21:06:36  <TrueBrain> but it is always better if the developer already sees the error BEFORE he pushes LordAro :)
21:06:41  <TrueBrain> planetmaker: nope :)
21:06:58  <TrueBrain> especially as what you want is not related to how OpenTTD is build, I guess :)
21:07:10  <glx> some warnings are compiler dependant
21:07:15  <LordAro> TrueBrain: i'm not sure introducing different build behaviour per platform is any better
21:07:36  <LordAro> it's already the case that a linux developer is only going to see an MSVC error after they push
21:07:40  <TrueBrain> anyway, do we still support mingw? :P
21:07:43  <glx> even if there's no warning locally you can get them in the CI
21:07:43  <TrueBrain> it is not part of the CI
21:07:59  <TrueBrain> LordAro: yes, but it MINIMIZES the issues for sure :)
21:08:14  <TrueBrain> but for all I care, make it a configure flag
21:08:43  <TrueBrain> but lets not make the CI inject some flags in strange ways to add this (which would also be heavily platform depending btw ... so that argument is a bit weird ;))
21:10:29  <TrueBrain> but okay, possibly a better way to phrase it: being able to compile OpenTTD where it errors out on warning is a very good idea
21:10:37  <TrueBrain> having the CI do that on targets that are already clean, also a good idea
21:10:47  <TrueBrain> allowing a local developer to also do that, the bare minimum :D
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21:11:46  <TrueBrain> would also be nice if MSVC errors on warnings, for example
21:12:20  <glx> harder as you need to change the project files
21:13:13  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7217: Fix #6599: Disable build and rename button in build vehicle window when no vehicle is selected. https://git.io/fhQfL
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21:21:57  <andythenorth> oof
21:22:23  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed pull request #7215: Codechange-Commits from #6599 https://git.io/fhHjr
21:22:24  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7215: Codechange-Commits from #6599 https://git.io/fhQfm
21:23:27  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
21:23:45  <andythenorth> Horse metro trains are stupidly profitable, they carry 400 pax in 1 tile length
21:23:50  * andythenorth tries to nerf them
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21:25:08  <andythenorth> cargo age period = 1 kinda does it
21:26:39  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
21:27:24  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhQf3
21:27:39  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQfs
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21:34:26  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHHo
21:34:50  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
21:39:35  <m3henry> Loving the group colour schemes
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21:42:02  <andythenorth> next up: paint your own livery
21:42:14  <andythenorth> draw pixels on the – view, we transform it for the other views :P
21:42:33  <peter1138> Oh hello
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21:44:46  <m3henry> When I saw the "persistent storage for trains" issue, I initially thought it meant being able to store wagons at a station/depot
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21:54:37  <samu> do I need to do anything about 6926, or is it fine?
21:56:22  <samu> in-place comments? other structure, like how?
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21:57:20  <samu> maybe what's confusing is the } else if (!IsBuoyTile(tile_cur)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
21:57:24  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
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22:26:13  <andythenorth> is bed eh
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22:34:17  <peter1138> Hmm, if we only count PRs, we're at 397. Long way til 10,000.
22:36:59  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7218: Codechange: In CmdCompanyCtrl, move client_id assignment to where it is used, and document bit usage better. https://git.io/fhQJB
22:37:05  <peter1138> 398.
22:41:42  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQJg
22:47:30  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQJ6
22:48:17  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7218: Codechange: In CmdCompanyCtrl, move client_id assignment to where it is used, and document bit usage better. https://git.io/fhQJM
22:48:26  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7218: Codechange: In CmdCompanyCtrl, move client_id assignment to where it is used, and document bit usage better. https://git.io/fhQJB
22:49:53  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQJH
22:53:13  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQJd
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23:05:12  <peter1138> LordAro, something like https://github.com/OpenTTD/OpenTTD/compare/master...PeterN:stdvector
23:05:16  <peter1138> But... I dunno.
23:07:02  <LordAro> peter1138: yeah, these discussions have already been had :)
23:07:07  <LordAro> it's a tossup, really
23:07:07  <peter1138> Hmm
23:07:30  <peter1138> I just see a maze of complex changes in smallvector :/
23:07:31  <LordAro> but that is what i said originally, and i don't want to make m3henry rewrite his PR for a 3rd time :)
23:07:50  <LordAro> it's just the one commit though, and it's not that big
23:09:43  <m3henry> Replacing instances did seem like the logical first choice, but this method in retrospect makes more sense
23:10:49  <peter1138> Hmm.
23:10:53  <peter1138> Yeah.
23:10:59  <peter1138> I looked at the "files changed"
23:11:07  <peter1138> This PR really benefits from looking at the individual commits.
23:12:49  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQUv
23:14:57  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQUU
23:15:15  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQUT
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23:16:04  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQUk
23:17:51  <peter1138> Ok, editted those comments away :-)
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23:23:13  <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQUm
23:29:06  <peter1138> Whew.
23:29:12  <peter1138> I thought I'd blown up NRT then.
23:29:21  <LordAro> reflog to the rescue?
23:29:39  <peter1138> All the AIs were crashing. Turned out I hadn't compiled it, so the AI compat stuff was there but invalid for the version running :p
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23:48:58  <drac_boy> hi there
23:55:14  <drac_boy> just had to ask if anyone recall the name of a tt-forums similar forum but for deutsche speakers? not sure why I can't seem to find it again :-s
23:57:08  <peter1138> tt-ms.de

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