Log for #openttd on 2nd March 2019:
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00:04:13  *** Thedarkb-T60 has joined #openttd
00:06:20  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7270: Introduce CMake (and removing all other project-related code)
00:19:59  <peter1138> Hmm, this isn't going so well
00:29:43  <glx> btw LordAro, I have some PRs on TB fork
00:33:58  <Samu> lala
00:39:07  <drac_boy> samu I hope you're not in dreamland now :)
00:42:03  <Samu> testing string sorter
00:42:23  <Samu> it now uses OTTDStringSorter inside win32.cpp
00:42:34  <Samu> i thkn
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00:47:59  <Samu> Function Name	Total CPU [unit, %]	Self CPU [unit, %]	Module
00:47:59  <Samu> | - std::_Deque_alloc<std::_Deque_base_types<char const *,std::allocator<char const *> > >::_Get_data	39 (6,55%)	37 (6,22%)
00:48:16  <Samu> it's still Deque_alloc who's taking most time
00:48:19  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
00:50:30  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
00:51:23  <peter1138> Are you confused?
00:51:35  <peter1138> in src/strings.cpp:794
00:51:50  <peter1138> std::stack<const char *> str_stack;
00:51:52  <peter1138> change that to
00:52:00  <peter1138> std::stack<const char *, std::vector<const char *>> str_stack;
00:52:12  <peter1138> See if it makes a difference.
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00:59:33  <Samu> ok
01:01:15  <Samu> let's test
01:01:41  <peter1138> Probably makes no difference.
01:02:57  <Samu> wow, that was fast
01:03:03  <Samu> let me retest
01:04:39  <Samu> too fast, which is weird
01:04:47  <Samu> let me try debug build
01:05:59  <Samu> Function Name	Total CPU [unit, %]	Self CPU [unit, %]	Module
01:06:00  <Samu> | - OTTDStringCompare	513 (85,93%)	95 (15,91%)
01:06:17  <Samu> this is for QSortT
01:07:03  <peter1138> Hmm
01:07:06  <peter1138> It is quite a bit faster.
01:07:22  <peter1138> Not as fast as comparing directly without formatting, but still.
01:07:48  <Samu> Function Name	Total CPU [unit, %]	Self CPU [unit, %]	Module
01:07:48  <Samu> | - std::_Vector_alloc<std::_Vec_base_types<char const *,std::allocator<char const *> > >::_Get_data	10 (7,25%)	9 (6,52%)
01:08:01  <Samu> this is for FilterSignList()
01:08:08  <Samu> and Append
01:08:25  <peter1138> %ages are not really relevan.t
01:09:06  <Samu> let me try now release build without visual studio attached
01:09:14  <peter1138> If performance is improved in one area, percentage-wise it will increase elsewhere, but it hasn't actually increased in real tersm.
01:09:54  <peter1138> I'm see 66/100ms per sort instead of 350ms
01:10:34  <Samu> opening the sign window list with 62k signs, had a little stall of 62 ms
01:11:14  <Samu> ah no, 471 ms
01:11:24  <Samu> because it sorts afterwards
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01:13:34  <Samu> yeah, 510 ms
01:13:45  <Samu> that is slightly better than
01:13:50  <Samu> 580 ms
01:14:11  <peter1138> Hmm, greater difference for me.
01:15:19  <Samu> let me screenshot
01:15:42  <Samu>
01:15:57  <Samu> 465 ms, it's speeding up, the AI is clearing signs atm
01:17:41  <Samu> better than this
01:17:59  <Samu> @calc 465 / 579
01:17:59  <DorpsGek> Samu: 0.80310880829
01:18:07  <Samu> @calc 579/465
01:18:07  <DorpsGek> Samu: 1.24516129032
01:21:20  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7305: Codechange: Make std::stack use std::vector container in string formatting/drawing.
01:24:37  <Samu> no idea what's a vector not a stack or a deque, but cool stuff
01:25:15  <peter1138> STL stuff. Different implementations of similar things.
01:25:53  <peter1138> deque is better for larger structures.
01:29:16  <Samu> what do squirrel lists use?
01:31:22  <peter1138> std::set
01:31:50  <Samu> std::map?
01:32:09  <peter1138> A std::map stores a relationship from one type to another.
01:32:24  <peter1138> Hmm, yeah, scriptlist uses both.
01:32:45  <peter1138> q
01:33:43  <Samu> {	// ordered red-black tree of {key, mapped} values, unique keys
01:34:08  <Samu> {	// ordered red-black tree of key values, unique keys
01:34:17  <Samu> map and set
01:34:35  <Samu> so it can't be faster?
01:34:39  <Samu> tlt
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01:35:13  <Samu> what about std::list
01:35:18  <Samu>
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01:35:59  <LordAro> optimising for the sake of optimising is often a waste of time
01:36:09  <LordAro> especially when you're not actually profiling properly
01:36:20  <LordAro> Samu: look up "premature optimisation"
01:36:49  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
01:51:06  <Samu> got bored of reading it half-way
01:51:38  <Samu> so basically someone said one thing and everyone distorted it
01:51:50  <Samu> ./care
01:52:01  <LordAro> i mean, that article is precisely the opposite of the point i was trying to get across to you
01:52:09  <glx> pff I was searching a setting in the GUI, but it's a console/config_file only for 5 years
01:52:14  <LordAro> but since you didn't bother reading it anyway, i'm not sure how much i care
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01:52:19  <glx> I don't play enough
01:52:46  <peter1138> I don't understand why we have a filterable settings GUI... and then removed a load of settings from it :/
01:53:19  <glx> yes it was an expert one, order.selectgoods
01:53:45  <Samu> i like that one, I occasionaly use it
01:54:00  <glx> yes it's a nice one, but it's hidden
01:54:12  <glx> it used to be in the GUI
01:55:12  <Eddi|zuHause> peter1138: because SETTINGS ARE EVIL!!!
01:55:30  <glx> improved loading is hidden too
01:55:33  <Eddi|zuHause> people can't be trusted with settings
01:55:47  <Samu> make settings level, similar to debug level
01:56:03  <Samu> 1 - basic settings, 10 - everything
01:56:04  <peter1138> We have. Basic. Advanced. Expert.
01:56:17  <peter1138> Many settings are in the wrong category.
01:56:28  <Eddi|zuHause> all people are experts, anyway
01:56:32  <peter1138> Yeah
01:57:39  <Samu> 0 - no settings
01:58:19  <Eddi|zuHause> ok, i stop staring at the saveload code now.
01:58:55  <glx> all removed were expert, except selectgoods which had no category (so basic I guess) and has been moved to expert during the removing
01:59:39  <Eddi|zuHause> i can't remember which side of that discussion i was on
02:00:08  <peter1138> newgame seed :/
02:00:25  <Eddi|zuHause> i almost definitely wasn't involved in that
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02:09:15  <Samu> can i suggest inflation off as default?
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02:11:42  <Samu> a setting that could be removed from the gui, imo
02:11:43  <Samu> is
02:11:54  <Samu> "Disable electric rails"
02:12:28  <Samu> i've almost never used it
02:12:43  <peter1138> It's a backwards compatibility thing.
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02:14:56  <peter1138> Eddi|zuHause,
02:15:03  <peter1138> ^^ that is pretty ugly too :(
02:16:34  <Eddi|zuHause> "RealSave_VEHS" uhm, what? :p
02:17:41  <peter1138> Borrowed it from station_sl.cpp
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02:20:10  <Eddi|zuHause> "Don't put a person in a position where they have only bad decisions to choose from"
02:20:20  <peter1138> :-)
02:21:10  <Samu> why is 7305 separate from 7304?
02:21:34  <peter1138> Two separate changes.
02:22:10  <Samu> ;(
02:22:14  <peter1138> If 7304 is in place, 7305 has almost zero impact on your sorting.
02:22:42  <Samu> it had a ~20%
02:22:46  <Samu> or... wait
02:22:50  <peter1138> (But other sorted things might benefit, ever so slightly...)
02:22:53  <Samu> didn't test the color thing
02:23:08  <peter1138> Can you not read?
02:23:47  <peter1138> If 7304 is applied, then the changes in 7305 will NOT affect anything, because 7304 bypasses is that all anyway.
02:23:52  <peter1138> -is
02:26:00  <Samu> testing 7305 separately, brb
02:27:25  <Samu> 2099 ms
02:27:50  <Samu> better than 3378 i reported initially
02:29:32  <Samu> 7304 got those results I posted
02:29:43  <Samu> but will test again, just to confirm
02:29:47  <Eddi|zuHause> youtube suggestions horrible as usual
02:33:34  <Samu> about 540 ms
02:33:50  <Samu> now 7304 + 7305
02:33:54  <peter1138> o_O
02:35:21  <Samu> you'll never know
02:36:59  <Samu> about 460 ms
02:37:18  <Samu> just merge them all
02:37:39  <peter1138> No
02:38:59  <Samu> why is it faster? no idea
02:39:02  <Samu> but it is
02:40:55  <Samu> 2.9 frames per sec, still unbearable
02:40:58  <Samu> but faster
02:41:28  <peter1138> Sure, but there'll be an improvement at less extreme cases too.
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03:02:07  <Samu> gonna test Eddi|zuHause bfsriver stuff
03:06:11  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
03:10:45  <Samu> is it just me or it hangs?
03:11:43  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
03:11:48  <peter1138> What hangs?
03:12:17  <Samu> bfsrivers
03:12:25  <peter1138> Never tried it.
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03:15:47  <Samu> gonna wait at most 10 minutes
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03:16:06  <Samu> seems to hang on generating rivers for 4096x4096
03:17:04  <Samu> ah, it unhanged
03:17:11  <Samu> weird
03:19:30  <Samu> these rivers look nice, but they're quite short
03:19:50  <Samu> and they spring in the open, not near any mountains
03:20:16  <Samu> they're also not lock-ready
03:26:26  <peter1138> That isn't a thing.
03:29:38  <Samu> doesn't like mountains much
03:29:45  <Samu> usually on the low ground
03:30:37  <Samu> smooth terrain helps a lot, I see
03:32:10  <Samu> very smooth is perfect, even better
03:32:27  <Samu> goes up mountains nicely
03:33:04  <Samu> lets try a map heeight of 255
03:36:38  <Samu> not too bad
03:36:53  <Samu> but rivers sometimes end in weird spots
03:37:02  <Samu> or are sized 3 tiles or so
03:37:04  <Samu> lel
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03:41:59  <Samu> it's impressive, but it makes many veins in a tight space and then it makes nearly nothing in a large block
03:42:04  <Samu> i dunno
03:42:58  <Samu> I kinda like it
03:43:23  <Samu> but terrain needs to be smooth pretty much
03:43:33  <Samu> correction, "very smooth"
03:43:58  <Samu> better than my lock-ready enforcements
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03:55:45  <Samu> weird, i get more rivers on mountain terrain than hilly
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04:23:17  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
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04:24:43  <peter1138> Oh, he left.
04:34:01  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
04:36:29  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
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06:00:16  <Alberth> moin
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07:42:51  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7305: Codechange: Make std::stack use std::vector container in string formatting/drawing.
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08:06:05  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7305: Codechange: Make std::stack use std::vector container in string formatting/drawing.
08:11:26  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
08:11:39  <nielsm> also, morning
08:15:31  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
08:16:06  <peter1138> Not sure what other GUI lists would be worthwhile messing with.
08:16:43  <peter1138> I don't think any others can be added to/removed, with a similar number of rows, as the sign list.
08:17:33  <nielsm> stations and towns pretty much have to go through FormatString since they have generated names
08:17:39  <peter1138> Yes.
08:18:26  <peter1138> I'm not sure what that extra FormatString with JUST_RAW_STRING is doing there.
08:18:55  <peter1138> If it's to sanitize input, then it should be sanitized at the input stage, not every time during output.
08:19:01  <peter1138> But I'm not sure it even does that.
08:19:41  <nielsm> I wonder what happens if you put a {NUM} control code byte inside a sign name
08:19:50  <nielsm> (via memory hacking or whatever)
08:19:51  <peter1138> I couldn't
08:20:01  <peter1138> Yeah, quite, if it's memory hackig, who cares.
08:20:38  <peter1138> All those bits in strings.cpp touched in 102f811d027 seem unnecessary.
08:20:40  <nielsm> it's mostly about hacked saved/forged network packets
08:20:47  <peter1138> No.
08:21:13  <peter1138> That should be validated. Should be.
08:21:59  <peter1138> saveload already calls str_validate.
08:22:25  <peter1138> As does network code.
08:23:21  <peter1138> I think it's missing from non-network commands, so maybe that's a thing.
08:24:15  <nielsm> hmm I should try to get hold of the other person(s) translating danish.txt here, I may have Questions about some word choices
08:24:19  <peter1138> Hmm, script API validates in its own DoCommand
08:29:20  <nielsm>
08:29:26  <nielsm> edited in a BIG_TEXT code
08:29:28  <nielsm> :)
08:30:03  <peter1138> Ok.
08:30:25  <peter1138> What about the code for {NUM}?
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08:31:23  <nielsm>  added in {REVISION} then tried to edit it again
08:31:45  <peter1138> Hmm
08:32:22  <peter1138> Is that with it with the current FormatString JUST_RAW_STRING, or with strecpy?
08:32:54  <nielsm> that's master
08:33:01  <nielsm> with JUST_RAW_STRING
08:33:18  <nielsm> so far NUM is just displaying a 0
08:33:28  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
08:33:31  <nielsm> not sure if I can force a different value into the dparams
08:33:34  <peter1138> Hmm, ok, so basically it's not there to protect anything.
08:33:37  <peter1138> As it doesn't.
08:34:56  <nielsm> the NUM is converted to a literal zero in the sign text when I try editing it again
08:35:02  <nielsm> the BIG_TEXT was not converted
08:35:09  <peter1138> *nod*
08:35:27  <peter1138> that's handled in the display code, not the formatting code.
08:35:32  <nielsm>  <- inserted a CARGO_LONG code
08:35:46  <nielsm> this may also allow for DoS on other network clients?
08:36:40  <peter1138> How would you insert it?
08:37:06  <peter1138> Input from the network is already sanitized.
08:37:15  <nielsm> hacked client (faking its revision name) and have it prepend a code to a sign name command being transmitted
08:37:41  <nielsm> well if strings received are sanitized it's fine
08:37:55  <peter1138> src/network/core/packet.cpp:311
08:39:14  <nielsm> okay :)
08:40:32  <nielsm> iow. the only use would be making hacked savegames to play pranks on others (since there shouldn't be risk of RCE either, everything is bounds checked)
08:49:15  <SpComb> (haha)
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09:00:24  <andythenorth> moin
09:01:52  <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM opened pull request #7306: Add: Chrono based TIC() and TOC() in debug
09:02:30  <Gabda> hi
09:09:52  <nielsm> Gabda: good idea, I'd personally name the macros something shorter to type, e.g. TTIC/TTOC
09:11:11  <nielsm> or CTIC/TOC
09:13:36  <Gabda> yeah, that makes more sense
09:13:41  <andythenorth> oof
09:13:51  * andythenorth FIRSing
09:16:44  <andythenorth> do I remove liquids terminal or not? :P
09:16:52  <andythenorth> it's not needed for gameplay
09:17:04  <andythenorth> it was only added because output cargos were limited to 2
09:18:04  <Gabda> CTIC, CTOC, or TICC, TOCC?
09:21:10  <Gabda> it is my first time seeing the FIRS page, it is really nice
09:21:28  <Gabda> andy, did you do this alone?
09:23:20  <andythenorth> no
09:23:24  <Gabda> I found the repo, and the committers
09:23:41  <nielsm> ==>  - huh?
09:23:49  <andythenorth> I am the primary author, I get essential help from multiple other people :)
09:24:14  <andythenorth> nielsm: categorising is hard :P
09:24:56  <Eddi|zuHause> nielsm: the ways if steam are unknowable...
09:27:04  <Eddi|zuHause> Gabda: do they not work as complete replacement for TIC and TOC?
09:27:31  <nielsm> original TIC/TOC are faster
09:27:44  <nielsm> but give difficult to interpret measurements
09:28:52  <andythenorth> but will it coal->petrochemicals in Fischer-Tropsch plant? o_O
09:28:58  <Gabda> I don't know if others want to use the original one or not, so only adding and not removing seems safer
09:31:30  <Eddi|zuHause> seems odd to leave that decision up to a random person looking for a debug function who won't really know the difference
09:34:21  <Gabda> that could be solved with a more detailed documentation
09:36:36  <Gabda> I just saw the petrol station in FIRS: do you need to fuel the vehicles with coal/petrol?
09:37:03  <Gabda> it would be interesting if you could only start from a coal mine/oil refinery
09:38:18  <Eddi|zuHause> no, that is not a thing an industry NewGRF can do
09:38:55  <LordAro> Gabda: i know it's not your issue as such, but technically speaking variables prefixed with double undeescore are reserved for compiler/standard library
09:39:00  <Gabda> can it be done from a vehicle NewGRF?
09:40:35  <Eddi|zuHause> a vehicle newgrf could alter running costs or stuff, but i don't think it can access any data about cargo delivery
09:41:06  <Gabda> LordAro: well, I can make a PR with fixing these variable names in the original TIC and TOC first
09:41:09  <nielsm> you'd need a GS or something controlling it and offering data to vehicles
09:46:48  <Gabda> if I change the variable names to be ANSI-C compatible, is it a codechange or a fix?
09:47:01  <Eddi|zuHause> codechange
09:47:08  <Eddi|zuHause> or cleanup
09:47:45  <Eddi|zuHause> it aint a fix if it aint broken :p
09:48:21  <LordAro> Gabda: doesn't need a separate PR, just use the same one
09:49:38  <Gabda> ok, same pr, separate commit then
09:49:43  <LordAro> :)
09:52:04  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
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09:57:25  <nielsm>   I... am not sure this is intended
10:02:02  <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM updated pull request #7306: Add: Chrono based TIC() and TOC() in debug
10:03:45  <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug
10:06:49  <Gabda> can you suggest some materials where I can start to understand what are these NewGRF-s exactly?
10:10:13  <LordAro> Gabda: newgrf.cpp :p
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10:12:59  <LordAro> Gabda: probably also helpful
10:13:21  <Gabda> the wiki might be more user friendly :)
10:14:41  * andythenorth wonders what the theme should be for FIRS 'In A Hot Country'
10:14:41  <andythenorth> Steeltown theme is easy :P
10:14:41  <andythenorth> it's iron + steel
10:16:10  <andythenorth> all 3 Basic economies are themed to a region
10:17:42  <andythenorth> the current released version of IAHC is themed as 'everything is delivered to ports, there is not much secondary processing'
10:17:42  <andythenorth> and it's really boring :P
10:19:03  <Eddi|zuHause> well, clearly the ports should work like secondary industries in this case
10:19:49  <Eddi|zuHause> basically making a location restricted secondary industry
10:20:56  <andythenorth> I did wonder about that
10:20:56  <andythenorth> changing the production method
10:22:16  <Eddi|zuHause> the other way would be to make the secondary industries available, but funding only
10:22:27  <Eddi|zuHause> like original saw mill
10:22:30  * andythenorth also considering processing to get FMSP and ENSP
10:22:57  <Eddi|zuHause> so you get an agrarian society at game start, and have to industrialize it
10:23:14  <andythenorth> instead of just ports
10:23:15  <andythenorth> oh, so a 'build an industrial economy' kind of thing
10:23:15  <andythenorth> I always thought that would be more a GS thing, but maybe it can be done in newgrf
10:24:15  <andythenorth> it's an option yes
10:24:15  <andythenorth> I think I'd rather see a GS build things for you, when certain triggers are reached
10:24:15  <andythenorth> but that's not in scope for me :P
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10:28:41  <andythenorth> be quite easy to do town cargos
10:28:41  <andythenorth> imported vehicles, electronics, pharmaceuticals
10:28:41  <andythenorth> but town cargos are currently very boring
10:28:41  <andythenorth> esp. with cdist, which is broken
10:31:22  <Eddi|zuHause> could distinguish between western ports (vehicles) and easter ports (electronics)
10:31:37  <Eddi|zuHause> +n
10:32:37  <Eddi|zuHause> and the poriduction of ports should be really low compared to the fundable secondary industries
10:32:50  <Eddi|zuHause> modulo spelling
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10:39:13  <andythenorth> ports that check xy location on map? o_O
10:39:15  <andythenorth> interesting
10:40:40  <andythenorth> I suspect that port placement is already too fragile to support that :)
10:40:50  <andythenorth> there are problems getting them built
10:41:21  <Eddi|zuHause> make a layout that doesn't have to be placed on shore, but restrict that to map edge?
10:41:59  <andythenorth> warehousing?
10:42:13  <andythenorth> dry-land port?
10:42:17  <andythenorth> customs zone?
10:42:29  <Eddi|zuHause> customs seem appropriate
10:42:41  <andythenorth> probably needs a backstop :P
10:42:53  <andythenorth> NewDisasters
10:43:01  <Eddi|zuHause> what is even a backstop?
10:43:04  <andythenorth> "Your island voted to leave the trading block"
10:43:23  <andythenorth> NewPoliticalDisasters
10:43:29  <andythenorth> what even is a backstop, yes
10:43:40  <Eddi|zuHause> i mean, what was the meaning of the word "backstop" more than 2 years ago?
10:43:45  <Eddi|zuHause> did that word exist?
10:44:24  <Eddi|zuHause> new campain: "backstop or brexstop"
10:44:25  <LordAro> the person standing behind the batter in baseball, i think
10:44:44  <LordAro> clearly should've been wicket keeper
10:47:39  <andythenorth> so why are some coast tiles not coast until I've bulldozed them
10:47:43  <andythenorth> is it a bug?
10:49:18  <TrueBrain> LordAro: you happen to know why PR#7086 replaces SDL1, and not make SDL1 and SDL2 co-exist?
10:50:04  <LordAro> TrueBrain: because that's what we said to do
10:50:12  <LordAro> SDL2 is plenty mature enough at this point
10:50:47  <TrueBrain> in general, we keep old shit around for years (for not always a good reason); so I was wondering why in this case we remove support for a working driver? (honest question btw)
10:51:16  <LordAro> for the same reason we don't support multiple versions of other libraries?
10:51:30  <TrueBrain> except that in this case SDL1 and SDL2 are llike apple and oranges :D
10:51:53  <TrueBrain> are we sure that all targets support SDL2?
10:52:00  <TrueBrain> (like MorphOS, BeOS, etc)
10:52:53  <LordAro> morphos appears not to
10:53:22  <TrueBrain> mainly the reason I ask, is that I somehow expected them to co-exist, at least for a while, so we could see what breaks for weird targets we support :)
10:53:36  <TrueBrain> but if this means we can remove MorphOS, I am also fine with that :P
10:54:09  <LordAro>
10:54:41  <TrueBrain> so that also for sure kills win9x :)
10:54:52  <TrueBrain> BeOS, PSP, MorphOS
10:55:00  <TrueBrain> so after that PR we rip out all the code related to it too?
10:55:02  <LordAro> does win9x not use something native?
10:55:13  <TrueBrain> possibly it runs the GDI, indeed
10:55:36  <TrueBrain> but we are okay with that consequence? (BeOS, MorphOS mostly, I guess)
10:55:55  <TrueBrain> (I am just asking the question; I have no preference of opinion on the matter really)
10:56:21  <LordAro> haiku has replaced BeOS, afaict
10:56:58  <LordAro> last release 2001, yeah, i think so
10:57:03  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth opened issue #7307: Inconsistent detection of coast tiles
10:57:29  <TrueBrain> honestly, I am still of the opinion: if we don't have a CI for it, we should not support it :P (so I guess I do have an opinion on it :D)
10:57:39  <TrueBrain> anyway, think about it .. dropping SDL1 means we lose some users I guess
10:57:40  <TrueBrain> :)
10:58:03  <Eddi|zuHause> TrueBrain: clearly we need a fringe-os-ci then :p
10:58:29  <TrueBrain> Eddi|zuHause: fringe-os?
10:59:11  <Eddi|zuHause> TrueBrain: i wasn't going to specify which os, so imagine "fringe" as a placeholder
10:59:18  <TrueBrain> ah :)
10:59:28  <TrueBrain> well, we should add a mingw-ci :P
10:59:51  <Eddi|zuHause> we also need a disable-network ci and stuff like that
11:00:07  <TrueBrain> or remove disable-network :)
11:00:16  <LordAro> ^
11:00:16  <andythenorth> 7307 might be a FIRS bug, I don't undertand why it allows WATER_CLASS_NONE in those tiles
11:00:27  <andythenorth> and possibly bulldozing the coast sets WATER_CLASS_NONE true
11:00:28  <andythenorth> but eh
11:00:30  <TrueBrain> the only OS we "support" disable-network for, is DOS
11:00:59  <Eddi|zuHause> so we need a DOS ci :p
11:01:09  <TrueBrain> that would do both, yes
11:01:12  <TrueBrain> and would also test Allegro
11:01:49  <TrueBrain> (which we only have because of DOS)
11:01:55  * andythenorth wonders if there's a way to inspect tile props in-game
11:02:10  <andythenorth> without debugger to step through the map array
11:04:47  <andythenorth> ha ha
11:04:52  <andythenorth> it's trees I think
11:04:59  <TrueBrain> which you are not showing,ofc :P
11:05:06  <TrueBrain> I see what you did there :D
11:05:17  <andythenorth> so if there are trees on a coast tile
11:05:31  <andythenorth> the land info tool is showing 'trees' not 'coast or riverbank'
11:05:41  <andythenorth> not sure what newgrf is getting for waterclass in that case
11:05:45  <andythenorth> but it's not what it wants
11:05:55  <andythenorth> usually I have trees invisible, because they're crap
11:07:11  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain opened pull request #7308: Codechange: Remove ability for SDL to be dynamically loaded on Windows
11:07:20  <TrueBrain> LordAro: I made it into a separate PR, because .. that makes most sense to me :D
11:07:21  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #7307: Inconsistent detection of coast tiles
11:08:38  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7298: Fix multiplayer emergency save
11:08:46  <andythenorth> so should a coast tile with trees on it have a waterclass?
11:08:55  <andythenorth> and what is it reporting as newgrf var in that case?
11:08:58  <LordAro> TrueBrain: fair nuff
11:12:37  <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7298: Fix multiplayer emergency save
11:12:52  <TrueBrain> <- this is the same PR which was already declined before .. so .. shouldn't we just close it again?
11:13:07  <TrueBrain> (I am asking as I was about to do that, but there might be fuzz in #openttd about it already :P)
11:13:53  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7298: Fix multiplayer emergency save
11:15:12  <andythenorth> TrueBrain: it's just standard "I try asking again to see if I get a different answer"
11:18:56  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain closed pull request #7292: Change: No need to save AI/GS data when joining a multiplayer server
11:18:57  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7292: Change: No need to save AI/GS data when joining a multiplayer server
11:19:23  <andythenorth> who is the trees-on-coasts newgrf variable expert?
11:19:25  <andythenorth> is it peter1138 ?
11:19:30  <andythenorth> is it Eddi|zuHause ?
11:19:37  <andythenorth> is it TrueBrain ?
11:20:02  <Eddi|zuHause> andythenorth: what seems to be the officer, problem?
11:20:06  <TrueBrain> me? NewGRF expert of ANYTHING? :P Ha! Don't make me laugh :D
11:20:40  <andythenorth> Eddi|zuHause: 7307 above :P
11:22:40  <andythenorth> unless it's an nml bug o_O
11:22:43  * andythenorth looks
11:25:35  <Eddi|zuHause> andythenorth: looks like tiletype MP_TREES cannot have a water class
11:25:43  <andythenorth> ok
11:25:45  <andythenorth> well
11:25:56  <TrueBrain> I am looking at some PRs, and honestly wondering why we would want them .. there is also no argumentation what the benefit is :P
11:26:11  <andythenorth> TrueBrain: give links?
11:26:22  <Eddi|zuHause> return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT);
11:26:29  <TrueBrain>
11:26:34  <TrueBrain> join as spectator on a SP?
11:26:43  <andythenorth> yes
11:26:45  <andythenorth> to watch AIs
11:26:45  <TrueBrain> I fail to see the usecase
11:26:50  <andythenorth> there was long long long discussion for it
11:26:57  <TrueBrain> so THAT should be in the PR at the VERY least
11:27:02  <andythenorth> some features get accepted because the argument went on for too lojng
11:27:14  <andythenorth> in fact, we make lots of important decisions that way in the world
11:27:16  <andythenorth> badly
11:27:27  <andythenorth> whoever can bore eveyone else into submission wins
11:28:11  <andythenorth> rules for PRs?
11:29:57  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain closed pull request #7158: Add: Client setting gui.start_spectator
11:29:58  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7158: Add: Client setting gui.start_spectator
11:30:05  <TrueBrain> how is that for a rule? :)
11:30:36  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7167: Reset ai gs non anchored settings
11:30:37  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain closed pull request #7167: Reset ai gs non anchored settings
11:31:00  <Eddi|zuHause> andythenorth: on first glance i see no technical reason why MP_TREES should have no waterclass if terrain type is shore
11:31:31  <TrueBrain> michi_cc: <- what hold you back from approving it? (honest question)
11:31:33  <andythenorth> Eddi|zuHause would you mind commenting on the issue?  Or I can paste lines from here if you prefer
11:32:17  <Eddi|zuHause> andythenorth: hold off on that for a moment
11:33:47  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7190: Fix #7188: AI instance crash when reloading AI in a server, and an AI…
11:35:02  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
11:35:28  <michi_cc> TrueBrain: peter's comment.
11:37:01  <TrueBrain> michi_cc: ah; well, I guess he never managed to make it less vague :P Will ask him to either be more specific, or we go with your guts :)
11:37:18  <Eddi|zuHause> "// XXX incomplete" <-- how descriptive
11:37:25  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
11:37:42  <TrueBrain> Eddi|zuHause: it is obvious, not?
11:38:36  <andythenorth> the funny smell in 7176 is that there's no reference GS implementation to test it against
11:38:43  <andythenorth> and it's unlikely anyone will make one
11:38:59  <andythenorth> so there's no way to check for unexpected consequences
11:39:47  <andythenorth> I really think content API changes should require a reference test with content
11:39:59  <andythenorth> it's a bit onerous, but at least it's then proven
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11:42:00  <Eddi|zuHause> andythenorth: so you want to provide a test grf for #7000? :p
11:42:00  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
11:42:31  <andythenorth> Eddi|zuHause: yes I do and I will
11:42:37  <andythenorth> not today probably, family stuff to do
11:43:43  <andythenorth> hmm 'track has catenary' is to cater for multi-mode on 3rd rail track?
11:43:52  <andythenorth> or swiss restaurant cars?
11:43:54  <andythenorth> or what?
11:44:09  <andythenorth> are we sure frosch wasn't trolling? o_O
11:44:30  <Eddi|zuHause> i'm never sure about that. except with TrueBrain, he's always trolling.
11:45:23  <TrueBrain> <3
11:46:08  <andythenorth> might as well make the nml patch, and include a test case there
11:46:19  <andythenorth> did anyone start reference.grf yet?
11:46:35  <andythenorth> we have maybe 30 or 40 active nml authors by my guess
11:48:38  <TrueBrain> -<U+FEFF><?xml version="1.0" encoding="utf-8"?>
11:48:38  <TrueBrain> +<?xml version="1.0" encoding="utf-8"?>
11:48:39  <TrueBrain> wtf?
11:49:32  <Eddi|zuHause> DEATH TO BOMS!
11:50:37  <TrueBrain> LordAro: your patch (removing SDL) didn't work :P
11:50:52  <LordAro> :(
11:50:59  <LordAro> worked for me
11:51:01  <LordAro> :p
11:51:08  <TrueBrain> not possible :D You include a file that you remove :P
11:51:16  <Eddi|zuHause> isn't there a git extension that can ignore BOMs same as \r or \r\n changes?
11:51:19  <LordAro> huh
11:51:47  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7308: Codechange: Remove ability for SDL to be dynamically loaded on Windows
11:51:54  <TrueBrain> LordAro: :P
11:52:08  <TrueBrain> (I made this a new commit, as I wanted to be sure I did the right thing)
11:52:27  <TrueBrain> especially the #undef part
11:53:59  <LordAro> oh, the projects, of course
11:54:06  <TrueBrain> yeah, but at the bottom
11:54:06  <TrueBrain> 2 files
11:54:29  <LordAro> ooh
11:54:46  <LordAro> i bet the crashlog one is because windows & case insensitivity
11:54:55  <LordAro> so it's just including SDL.h "twice"
11:55:00  <TrueBrain> :D
11:55:02  <TrueBrain> lol!
11:55:09  <LordAro> not sure how i missed the other one though
11:55:16  <TrueBrain> but what I did is what we expect, right?
11:55:26  <LordAro> yeah, looks fine
11:55:35  <TrueBrain> sweet
11:56:10  <TrueBrain> hmm .. AP was testing an older version .. that is odd
11:56:19  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7308: Codechange: Remove ability for SDL to be dynamically loaded on Windows
12:06:17  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z opened pull request #7309: Fix #7307: Add WaterClass to MP_TREES
12:06:32  <Eddi|zuHause> andythenorth: can you test whether this works at all?
12:06:37  <Eddi|zuHause> gtg
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12:37:10  <stefino> Hi all. I'm trying to make icons of signals but have no idea, how to code it into the game. I have a code like this what defines only signals itself but dont know if it is possible to make its icons. It shows signals real graphics now.
12:37:12  <stefino>
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12:58:14  <michi_cc> stefino: You have to use sprite replacement for that ( Unfortunately I don't know if there's any nice table showing the signal sprites.
13:00:21  <stefino> michi_cc: I lookd here into railtypes and there is something abut signals - -  extra_callback 1 what has 2 outputs - 0 and 0x10. I think that the second is the way but have no Idea how to code it
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13:08:06  <peter1138> What's wrong with SDL on Windows?
13:08:28  <peter1138> It's kinda pointless, but...
13:08:45  <peter1138> It did made testing my OpenGL stuff easier ;)
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13:15:10  <LordAro> peter1138: nothing's wrong with it, it's just dynamically loaded, instead of actually being linked
13:19:12  <TrueBrain> basically: we removed lot of special code; nothing changed
13:19:13  <TrueBrain> :P
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13:20:11  <supermop_Home_> yo
13:21:30  <supermop_Home_> Eddi|zuHause you've had me reading about hydrology off and on over the past few weeks here
13:21:48  <supermop_Home_> mostly stuff I've read before but reading again for fun
13:31:18  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7309: Fix #7307: Add WaterClass to MP_TREES
13:31:32  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7309: Fix #7307: Add WaterClass to MP_TREES
13:36:35  <supermop_Home_> wut
13:36:54  <Eddi|zuHause> supermop_Home_: how is that my fault?
13:38:06  <supermop_Home_> talking about procedural river generation etc a while back
13:42:22  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7309: Fix #7307: Add WaterClass to MP_TREES
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13:43:04  <Eddi|zuHause> supermop_Home_: yeah, but i did not come up with that idea
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13:45:57  <Eddi|zuHause> supermop_Home_: i'm fairly sure that was andythenorth
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13:47:04  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
13:49:11  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7309: Fix #7307: Add WaterClass to MP_TREES
13:49:48  <andythenorth> I believe someone has a patch
13:50:08  <andythenorth> peter1138: did we implement lava yet btw?
13:50:24  * andythenorth thinks landscape needs to be more 'interesting'
13:50:31  <Eddi|zuHause> andythenorth: so, did you test #7309 yet?
13:50:39  <supermop_Home_> if trees can be sea, can they prefer to be a certain type of tree
13:51:13  <supermop_Home_> like palms or mangroves, or what ever salt tolerant trees they have in boreal areas?
13:51:52  <Eddi|zuHause> supermop_Home_: i'm awaiting your NewGRF
13:52:15  <peter1138> I don't quite get why they need waterclass but...
13:52:36  <Eddi|zuHause> peter1138: read #7307?
13:52:58  <peter1138> Yes but it doesn't explain much.
13:53:32  <peter1138> Trees can be on "the shore" which I guess means a shope that touches water at sea level.
13:53:41  <peter1138> But it's still a tree tile, not a water tile./
13:53:44  <Eddi|zuHause> peter1138: they visually show a shore sprite
13:56:22  <peter1138> But it's still a tree tile.
13:56:49  <Eddi|zuHause> peter1138: there are a bunch of tiles which are not MP_WATER but have a water class
13:56:51  <peter1138> What is querying the water class of a tree tile? And why?
13:57:41  <Eddi|zuHause> peter1138: i'm not conceptually adding something significantly new
13:58:06  <peter1138> I'm sure you're not. I'm just trying to understand it.
13:58:18  <andythenorth> Eddi|zuHause: 7309 appears to work
13:58:26  <Eddi|zuHause> i don't know what you're missing...
13:58:36  <peter1138> ^^
13:58:42  <peter1138> What does it solve. That's what I'm missing.
13:58:55  <peter1138> andythenorth says it works. I dunno what works :p
13:58:59  <andythenorth> I need to rewrite 7307 a bit, strictly
13:59:17  <andythenorth> peter1138 it's for finding coast tiles
13:59:43  <Eddi|zuHause> peter1138: i read #7307 as "my custom NewGRF industry placement check fails, because it tests for WaterClass, but some tiles that show up as shore don't have a WaterClass"
13:59:44  <andythenorth> currently having a tree on it makes it not a coast tile
13:59:49  <peter1138> IOk
14:00:01  <supermop_Home_> ohhhh
14:00:03  <peter1138> Eddi|zuHause, sorry, I blame github.
14:00:15  <andythenorth> 7307 would bear some rewriting, but eh
14:00:20  <peter1138> Why can't they make "#7307" in the title clickable and a reference.
14:00:28  <peter1138> Didn't notice it :(
14:00:43  <peter1138> So the real issue is that andythenorth plays with trees hidden :D
14:00:52  <andythenorth> and why do i do that?
14:00:58  <andythenorth> it's because tree generation sucks
14:01:02  <peter1138> No it doesn't.
14:01:04  <andythenorth> didn't I invent newgrf trees once?
14:01:10  <Eddi|zuHause> we should go through the regression complaints and check whether they are significant
14:01:16  <andythenorth> where's that forests PR, the one that doesn't work?
14:01:33  <peter1138> I'll check it.
14:01:47  <peter1138> I probably have a patch for something somewhere.
14:02:00  <peter1138> Maybe I should put ALL my patches up in random PRs. With no context.
14:02:08  <peter1138> I mean, Samu does it :D
14:02:17  <Eddi|zuHause> does that work out for him? :p
14:02:47  <peter1138> Yes.
14:03:12  <peter1138> I mean, it works far better than leaving them as random .diffs in a directory on a server.
14:03:43  <peter1138> Hmm.
14:03:48  <Eddi|zuHause> peter1138: but please import them into git with commit dates of 2005 :p
14:03:57  <peter1138> I could do that.
14:04:04  <Eddi|zuHause> (or whatever file date :p)
14:04:25  <peter1138> git commit --date does actually exist.
14:06:37  <peter1138> Okay, the regression fails because the game now thinks it's a water tile, so can't build the HQ.
14:06:39  <Eddi|zuHause> so, the regression seems to fail placing a HQ, but the error string is "ERR_TUNNEL_CANNOT_BUILD_ON_WATER"?
14:07:10  <peter1138> IsCoastTile() specifically only returns true if tiletype is MP_WATER.
14:07:27  <Eddi|zuHause> i can look at that
14:07:58  <andythenorth> regressions ftw
14:08:49  <peter1138> ... can't build on water
14:08:51  <peter1138> Yeah
14:09:21  <Eddi|zuHause> peter1138: i'm a bit confused about the "TUNNEL" bit
14:09:26  <peter1138> Me too.
14:10:38  <Eddi|zuHause> ah, regression fixed
14:10:41  <peter1138> src/script/api/script_tunnel.hpp:		ERR_TUNNEL_CANNOT_BUILD_ON_WATER,            // [STR_ERROR_CAN_T_BUILD_ON_WATER]
14:10:51  <peter1138> That seems to be an API bug.
14:11:08  <peter1138> It maps that string to a tunnel error.
14:12:42  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7309: Fix #7307: Add WaterClass to MP_TREES
14:13:19  <peter1138> That seems dubious :/
14:13:27  <Eddi|zuHause> why?
14:14:09  <Eddi|zuHause> ok, i could put in an extra check for water class
14:15:30  <peter1138> Hmm, so plain grass tiles into the sea are actually MP_WATER?
14:15:46  <Eddi|zuHause> yes
14:15:56  <peter1138> Making more sense.
14:15:57  <Eddi|zuHause> well, after they've been flooded
14:16:22  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7309: Fix #7307: Add WaterClass to MP_TREES
14:21:27  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7309: Fix #7307: Add WaterClass to MP_TREES
14:21:35  <Eddi|zuHause> now with doc changes
14:22:49  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
14:23:11  <TrueBrain> <- in case you want to read a rant
14:25:09  <andythenorth> oof
14:25:12  <andythenorth>
14:25:34  <andythenorth> OP just hasn't actually tried it, so assumes I've banned it
14:25:48  * andythenorth would never assume anything without testing first, right? :P
14:26:06  <Eddi|zuHause> no, who in his right mind does that?
14:26:34  <andythenorth> someone showed me ctrl-drag signals last year
14:26:39  <Alberth> ask for a test case :p
14:26:40  <andythenorth> after I whined about needing that feature
14:26:41  <peter1138> Eddi|zuHause, so for the other tile types it doesn't matter that they are not flagged as CoastTiles, becuase... they require explicit clearing. Right?
14:26:46  <andythenorth> exists for about 10 years :P
14:27:01  <Eddi|zuHause> peter1138: yeah, i think so
14:27:23  <Eddi|zuHause> peter1138: at least nobody ever complained about them :p
14:28:14  <andythenorth>
14:28:21  <andythenorth> ^ found that in Jan this year
14:28:35  <Eddi|zuHause> andythenorth: there's a reason why these Ctrl+whatever features a called "hidden features" :p
14:28:47  <andythenorth> ctrl-click depot flip?
14:28:48  <Eddi|zuHause> s/ a / are /
14:28:57  <andythenorth> oh I was getting kbanned if I mentioned that again :(
14:28:58  <andythenorth> oops
14:29:37  <Eddi|zuHause> andythenorth: i'd post that picture with the text "wtf are you talking about?!?"
14:30:01  <andythenorth> that helps make a nice community, yes :)
14:30:17  <andythenorth> same OP that wanted all non-newest newgrfs deleted on bananas
14:30:22  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
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14:31:24  <andythenorth> Alberth: so tags
14:31:37  <andythenorth> obviously tags can be other formats thatn x.y.z
14:31:47  <andythenorth> e.g. numeric build number or whatever
14:31:52  <Alberth> yep
14:32:06  <Alberth> seems a more clean way out imho
14:32:10  <andythenorth> tends to make a lot of spam in tags, not sure I care though
14:32:20  <Eddi|zuHause> andythenorth: technically, "master" is also only a tag
14:32:23  <andythenorth> it's an interesting approach to try
14:32:52  <Eddi|zuHause> (just one that is automatically moved if you make a commit)
14:33:14  <Alberth> alternatively, you can make a file with hashes to build numbers or so
14:33:20  <andythenorth> so we'd parse existing tags, find the chain of numeric version number tags, and increment?
14:33:41  <andythenorth> what happens if two repos conflict on that?
14:33:51  <Eddi|zuHause> one loses
14:34:06  <Alberth> tags don't get merged afaik
14:34:37  <andythenorth> Eddi|zuHause: context.... "Still pondering on the numeric id. While code can generate something (say "days since 2000" or so), it immediately breaks if you ever release twice on a single day. You can increase precision, at the cost of a (possibly much) longer number."
14:34:37  <Alberth> ie you get "origin/tag" and just "tag"
14:34:38  <Eddi|zuHause> i think you need some special git incantation to pull the tags
14:35:13  <peter1138> --tags
14:35:23  <Alberth> yes, tags aren't copied by default
14:35:39  <Alberth> at least light-weight tags
14:35:49  <Alberth> not sure about the not light-weight tags
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14:36:13  <Eddi|zuHause> andythenorth: i'm more inclined to do something like "number of commits since root entry"
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14:36:37  <Eddi|zuHause> you'll get duplicates on branches
14:36:38  <Alberth> Eddi|zuHause:  + branchname to keep it unique
14:36:40  <peter1138> Should the land info tool report these tiles as "trees" or "coast or riverbank with trees" or something?
14:37:12  <Alberth> and horribly breaking if you ever change history
14:37:12  <Eddi|zuHause> Alberth: you can put the branch name into the GRF name, but not in the A14 numeric version
14:37:55  <andythenorth> peter1138: if it can compound, then "coast or riverbank with trees" is better
14:38:10  <peter1138> Well, it'd be an extra string.
14:38:13  <andythenorth> might be TMWFTLB, translations
14:38:16  <peter1138> Cos, translations.
14:38:23  <Eddi|zuHause> maybe you can add a file on release tags that fixes a version number
14:38:40  <Eddi|zuHause> and make sure the bananas releases are monotonous
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14:38:58  <Eddi|zuHause> development releases could stay somewhat fluid
14:39:00  <andythenorth> so what's the version number used for?
14:39:10  <andythenorth> I was a recipient of it rather than an author
14:39:15  <Eddi|zuHause> andythenorth: the game only shows the highest number in the newgrf search
14:39:18  <andythenorth> action 14 uses it to determined compatibility?
14:39:26  <andythenorth> determine *
14:39:34  <Eddi|zuHause> yes, also compatibility
14:39:37  <Alberth> users use it to find the newest
14:39:54  <Alberth> how many digits can it have?
14:39:59  <andythenorth> unsure
14:40:06  * andythenorth looks
14:40:10  <Eddi|zuHause> probably DWORD?
14:40:18  <andythenorth> strikes me as being quite hg-centric eh :P
14:40:26  <andythenorth> lot of hg users involved in that spec :)
14:40:29  <Alberth> or svn-ish
14:40:48  <Eddi|zuHause> i don't think hg was relevant for that spec
14:40:52  <andythenorth>
14:41:40  <Eddi|zuHause> i read that as "DWORD"
14:42:50  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
14:43:45  <peter1138> Oh right.
14:43:57  * peter1138 tries to decide what to do with the rv-path-cache.
14:44:36  <Eddi|zuHause> NotSaveLoad branch :p
14:47:06  <andythenorth> ok so we do need a numeric rev
14:47:25  <peter1138> manually update it :p
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14:47:44  <andythenorth> I do manually update the min. version
14:48:01  <Eddi|zuHause> pre-commit-hook?
14:48:30  <andythenorth> can it parse semver?
14:48:36  <andythenorth> probably not eh
14:54:29  <andythenorth> switch back to hg? o_O
14:54:47  <peter1138> No
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14:55:22  <peter1138> git rev-list --count too ambiguous?
14:55:41  <andythenorth> it might be fine
14:55:52  <Alberth> add a file with hashes and numbers, or have tags where the compatibility cannot be specified
14:55:58  <andythenorth> per commit, it's coming out with quite different results to hg
14:56:09  <andythenorth> which would be fine if no grfs were released already :P
14:56:17  <Eddi|zuHause> yes, because hg tracks the number across all branches
14:56:18  <andythenorth> I could just add 1 to the start :P
14:56:20  <andythenorth> yes
14:56:22  <TrueBrain> what are you trying to solve?! :)
14:56:35  <andythenorth> I have to have a newgrf version number for $reasons
14:56:41  <peter1138> git rev-list HEAD --count I guess.
14:56:43  <Eddi|zuHause> andythenorth: just add the current highest number
14:56:51  <andythenorth> fixed offset?
14:56:55  <Eddi|zuHause> yes
14:56:58  <andythenorth> expedient solution
14:57:28  <LordAro> i did that for aroai, iirc
14:57:33  <Eddi|zuHause> (i'm pretty sure i said that last time)
14:58:03  <andythenorth> I was hoping we'd find something less crude
14:58:14  <andythenorth> it's good engineering, but seems wrong
14:58:27  <Alberth> git isn't a very nice vcs :p
14:58:45  <peter1138> It is very nice.
14:58:54  <Eddi|zuHause> git is horrible to use, but apparently there is a religious following
14:59:00  <Alberth> it's very technically correct but not nice
14:59:06  <peter1138> It just doesn't try to pretend there's a canonical revision number.
14:59:19  <Alberth> it totally ignores user needs
14:59:28  <Eddi|zuHause> or conventions
14:59:30  <andythenorth> I think it's quite divisive
14:59:31  * LordAro gets some popcorn
14:59:40  <andythenorth> as soon as I started using git, I could get stuff done
14:59:45  <andythenorth> I never had to learn how it worked
14:59:49  <Eddi|zuHause> i wouldn't choose git if i weren't pressured into it
15:00:28  * andythenorth still hasn't learnt how it works
15:00:54  <Alberth> plenty of knowledgeable people around :)
15:01:03  <andythenorth> I never needed to learn it so far
15:01:29  <LordAro>
15:01:30  <andythenorth> ha ha remember svn?
15:01:46  * andythenorth remembers when we moved from whatever predated svn
15:01:46  <Eddi|zuHause> it has gotten better with github, it actually provides a "here's how to do a few common tasks" introduction
15:02:38  <peter1138> andythenorth, you could just tag every release?
15:02:48  <peter1138> Or do you release pretty much every commit?
15:02:58  <andythenorth> I do annotated tags for releases
15:03:08  <andythenorth> semver
15:03:17  <Alberth> every push gets build at devzone + nightlies
15:03:25  <andythenorth> but the tag rev there has nothing to do with this tedious version number
15:03:31  <andythenorth> I know why we have to have it
15:03:34  <andythenorth> but eh
15:03:50  <andythenorth> newgrf has grfid, version, and outside the spec, we have a convention of semver tagging
15:03:59  <andythenorth> it's always looked like a cluster fuck to me, but that's newgrf :P
15:04:24  <Eddi|zuHause> andythenorth: well, you could also live with the fact that nightlies have no meaningful version, and only use release tag version increments
15:04:47  <peter1138> git describe --tag?
15:04:50  <Alberth> could use git describe for that
15:05:12  <andythenorth> I am happy to use whatever crude solution works
15:05:23  <andythenorth> but there are another 100 or devzone projects to port behind FIRS
15:05:42  <andythenorth> eh, maybe those users won't like git either :D
15:05:59  <andythenorth> this seems to be a repeating issue eh?
15:06:07  <andythenorth> didn't we have same problem for OpenTTD?
15:06:15  <peter1138> Somewhat.
15:06:35  <peter1138> Although we "fixed" it by not having any merge commits.
15:07:03  <Eddi|zuHause> we didn't fix it, we just ignored the need for an incremental version
15:07:18  <peter1138> Well.. ok
15:07:25  <andythenorth> can I do that? :P
15:07:31  <Eddi|zuHause> (newgrf versioning still broken)
15:07:40  <peter1138> $ git describe --tags
15:07:40  <peter1138> 3.0.12-4-g85d20338
15:07:49  <Eddi|zuHause> andythenorth: not really
15:07:52  <peter1138> So... is 3.0.12-4 useful?
15:08:06  <peter1138> Or does it have to be a single number?
15:08:15  <andythenorth> I am unsure what a14 requires
15:08:17  <Alberth> not in the grand scheme of things, where 3.0.13 should have a higher number
15:08:17  * andythenorth looks again
15:08:18  <Eddi|zuHause> peter1138: has to be converted to a dword
15:08:51  <andythenorth> LordAro: that XKCD is about hg surely? :P
15:08:53  <Alberth> that only increases
15:09:00  <andythenorth> that's how I was taught hg
15:09:04  <andythenorth> almost word for word
15:09:23  <andythenorth> how about
15:09:36  <andythenorth> a commit hook that pushes to a remote hg repo, over hg-git
15:09:45  <andythenorth> then a script that reads the rev from that hg repo
15:09:50  <peter1138> major << 24 | minor << 16 | build << 8 | revision
15:09:51  <Alberth> lol
15:10:22  <peter1138> 3.0.12-4 becomes 03000C04.
15:10:39  <peter1138> Of course, it's still not unique across branches.
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15:10:51  <peter1138> So you might as well just use the rev-list version :p
15:11:02  <drac_boy> hi there .. any interesting codings today? :)
15:11:09  <andythenorth> I wonder if the 'unique across branches' requirement matters, in the real world
15:11:23  <andythenorth> this isn't an algorithmic proof that we need :P
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15:11:56  <TrueBrain> force branches to have an unique NewGRF ID? :)
15:12:02  <andythenorth> ouch TB
15:12:06  <TrueBrain> (as otherwise it doesn't make sense anyway)
15:12:10  <andythenorth> can I reserve some ID ranges please?
15:12:30  <TrueBrain> branches in NewGRF context make so little sense to me :)
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15:12:48  <andythenorth> I have switched to git mostly so I can use branches
15:12:53  <TrueBrain> locally, sure
15:12:58  <TrueBrain> but ... public? :)
15:13:09  <andythenorth> well
15:13:16  <andythenorth> case in point, NRT
15:13:29  <andythenorth> the first public test was a branch of Road Hog
15:13:53  <andythenorth> also, the major problem with testing newgrf spec changes is having grfs
15:13:58  <TrueBrain> and version wise ... it cannot be newer or equal to 'master' ..
15:14:00  * andythenorth plans to use branches for that
15:14:04  <TrueBrain> so .. another NewGRF ID is the only choice there :P
15:14:13  <andythenorth> I don't disagree
15:14:19  <andythenorth> is that like agreeing?
15:14:22  <TrueBrain> nope
15:14:25  <drac_boy> so anyway just a bit curious about rechecking on this but could one probably made a wagon as a empty sprite (aka its invisible like a cloak) .. it'll just be difficult to deal with in the depot
15:15:18  <andythenorth> drac_boy: yes
15:15:26  <andythenorth> but you can use a specific depot sprite if you need to
15:15:30  <Alberth> have a tag as first commit in a branch, and use that as base for naming things?
15:16:09  <Beerbelott> I am testing a new geature which makes me generate new games from heightmap files directly from CLI
15:16:14  <Alberth> no idea if you can find such a tag
15:16:21  <andythenorth> so given the limitations of grf ID, how could I mash the branch name into a grfid?
15:16:25  <Beerbelott> I encounter occasional hang of the game on trying to exit the game
15:16:40  <Beerbelott> Is someone w/ experience available to help me track down that oddity?
15:16:51  <andythenorth> do we have any way to check for grfid colisions?
15:16:51  <Alberth> andythenorth:  git describe relative to that tag
15:17:11  <andythenorth> can I apply for a block of grfids?
15:17:16  <andythenorth> like IP v4 addresses
15:17:48  <Alberth> doesn't there exist something like that in the spec?
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15:19:52  <andythenorth>
15:20:20  <TrueBrain> can we remove NewGRF? :)
15:20:48  <andythenorth> yes, if we replace it
15:21:02  <Beerbelott> seems the editor code is buggy...
15:21:02  <andythenorth> we could make a new set of mistakes
15:21:11  <andythenorth> xml?
15:21:21  <TrueBrain> I recently read a rant about how XML is awesome, we just all use it wrong
15:21:37  <andythenorth> I am tempted to ask for the link
15:21:42  <andythenorth> but my head hurts, and it won't be funny
15:21:50  <drac_boy> ty andy, and yeah I noticed re the ottd-specific depot sprite thing too .. might think about that
15:21:55  <Alberth> as in, don't try to manually read or write it?
15:22:00  <TrueBrain> andythenorth:
15:22:21  <drac_boy> anyway going think some ore re 2-part "wagon" as to be able to carry 2 cargos at once .. still not sure if I'll want to bother releasing the grf like that tho
15:22:29  <andythenorth> imagine it without namespaces :(
15:22:30  <drac_boy> ore=more*
15:22:35  <andythenorth> like CSS
15:22:38  <andythenorth> or javascript
15:23:03  <andythenorth> I did wonder about newgrf in yaml
15:23:28  <andythenorth> I think I even wrote a pseudo-code  thing for it somewhere
15:23:50  <Alberth> you could get quite far even, I think
15:25:19  <andythenorth> oh yaml can take binaries
15:25:24  * andythenorth didn't know that
15:25:39  <Alberth> :o
15:25:56  <andythenorth> picture: !!binary | [data]
15:26:11  <andythenorth> so it could handle sprites
15:26:19  <Alberth> it also knows about sharing data
15:26:21  <andythenorth> and it can take arbitrary classes
15:26:42  <andythenorth> so we could encapsulate callbacks / switch chains as arbitrary functions, encoded
15:27:04  <Alberth> nice linker format :p
15:27:37  <andythenorth> so make OpenTTD read yaml
15:27:47  <andythenorth> write a utility that helps authors create valid yaml
15:27:54  <andythenorth> delete nml
15:27:59  <Alberth> make nml2
15:28:00  <andythenorth> delete nfo
15:28:30  <Alberth> no, nfo is the assembly language of the processor (ie the stuff inside "binary")
15:28:31  <andythenorth> presumably we could have a compatibility mode to existing grf spec?
15:28:55  <andythenorth> hmm nvm, we talk at right angles :)
15:28:59  <drac_boy> alberth yeah I was just about to say 'no, but you could make it yaml-nfo instead' :)
15:29:03  <andythenorth> I was proposing removing the entire current spec
15:29:16  <andythenorth> lock stock, two smoking barrels
15:29:28  <Alberth> +1
15:29:52  <Alberth> wouldn't that be simply grf version n+1 ?
15:30:04  <andythenorth> possibly
15:30:04  <Alberth> very non-backawards compatible
15:30:07  <andythenorth> seems versions are hard :P
15:30:54  <andythenorth> maintaining two entire content APIs inside OpenTTD is unwise
15:31:03  <andythenorth> also doesn't GS need removed?
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15:33:22  <Alberth> drac_boy: could be nice and hopefully have much more text in it
15:33:46  <andythenorth> oops
15:33:56  <andythenorth> I was supposed to be fixing FIRS version number :P
15:33:58  <Alberth> should just ban all numbers :p
15:34:03  <andythenorth> currently I've hard-coded it to '1'
15:34:09  <andythenorth> I mean, it works
15:34:40  <Alberth> that only needs to change when you break compatibility right?
15:37:16  <Alberth> but rev count from a tag near the base of the branch, starting with same name as the grf. Would work if you don't change public commits
15:37:56  <Alberth> don't know what happens if you merge such a thing
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15:52:03  <drac_boy> for today I guess :)
15:52:06  *** drac_boy has left #openttd
15:52:09  <DorpsGek_II> [OpenTTD/CompileFarm] TrueBrain opened pull request #27: Add: also support CMake projects (this takes precedence)
15:52:16  <TrueBrain> anyone wants to press the approve button there ^^ ? :)
15:56:23  <DorpsGek_II> [OpenTTD/CompileFarm] frosch123 approved pull request #27: Add: also support CMake projects (this takes precedence)
15:57:01  <TrueBrain> ty :)
15:57:03  <frosch123> who is allowed to assign labels to prs?
15:57:16  <frosch123> it looks like people opening them cannot do that
15:57:27  <TrueBrain> I think that is the default, yes
15:57:37  <TrueBrain> only contributors, I am guessing
15:58:01  <frosch123> well, i unsubbed from ottd since i cannot handle 1000 mails a month
15:58:10  <frosch123> but i would still like to find newgrf related prs
15:58:44  <TrueBrain> haha, I unsubbed for the same reason :D
15:59:10  <TrueBrain> not sure if something exist that labels based on the PR changes or keywords
15:59:27  <Alberth> it has an  API doesn't it?
15:59:33  <TrueBrain> but currently the PR list is huge, and a bit noisy :)
16:01:37  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
16:02:09  <TrueBrain> owh, right, I wanted to wait with tha tpush till the linux dockers were updated .. oops .. forgot
16:04:34  <DorpsGek_II> [OpenTTD/CompileFarm] TrueBrain merged pull request #27: Add: also support CMake projects (this takes precedence)
16:05:02  *** gelignite has joined #openttd
16:07:28  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
16:11:30  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7308: Codechange: Remove ability for SDL to be dynamically loaded on Windows
16:11:47  <TrueBrain> LordAro: yes, it counts like that
16:11:50  <TrueBrain> but .. I also looked at it
16:11:53  <TrueBrain> so meh :)
16:11:54  <LordAro> :p
16:12:19  *** Samu has joined #openttd
16:13:06  <Samu> hi
16:13:08  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7308: Codechange: Remove ability for SDL to be dynamically loaded on Windows
16:13:09  <andythenorth> I was trying to keep up with PRs and maybe label a few
16:13:21  <andythenorth> but the rate is high, and the quality tends to low
16:13:36  <andythenorth> there is only so much I want to be andythenorth doing admin
16:13:43  <andythenorth> I would much rather be andythenorth making newgrfs
16:14:16  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7304: Codechange: No need to buffer and format sign strings, they are C-style strings to start with
16:14:19  <Samu> i received 18 emails :(
16:14:33  <Samu> all from github
16:14:39  <TrueBrain> your own fault; you make 100000 PRs
16:14:49  <TrueBrain> don't be bitching you receive emails because of that ;)
16:16:21  <Samu> Patric Stout everywhere
16:16:57  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
16:17:53  <LordAro> i've received 38 OTTD emails today alone
16:18:13  *** Wormnest has quit IRC
16:18:15  <LordAro> and almost none of them are to do with anything i've done
16:18:18  <LordAro> so stop whining
16:18:56  <Samu> it's documented where?
16:19:17  <LordAro> TrueBrain: if Samu says another thing without any context at all, can you kick him?
16:19:26  <TrueBrain> @op LordAro
16:19:26  *** DorpsGek sets mode: +o LordAro
16:19:36  <LordAro> :o
16:20:00  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7298: Fix multiplayer emergency save
16:20:45  <TrueBrain> so tempted to 'fix' #7298, just so we can merge it :)
16:20:52  <LordAro> :)
16:21:05  <LordAro> oh, i meant to go shopping
16:21:11  * LordAro vanishes
16:21:40  <TrueBrain> "make: *** No rule to make target 'test'.  Stop." :D
16:22:24  <Samu> I don't know how to make a templated function
16:22:31  <TrueBrain> w00p, CMake autodetection works on Linux too (on CI) :D
16:23:07  <Alberth> yeah, don't try to configure anything else than default :p
16:23:13  <LordAro> Samu: none of us were born with the knowledge either, dear
16:23:32  <LordAro> TrueBrain: relatedly, i did find myself missing the `run` target
16:26:28  <TrueBrain> LordAro: yeah, and a few more
16:26:35  <TrueBrain> but those can be fixed up later :)
16:26:44  <TrueBrain> those are the easy things to fix :)
16:26:53  <TrueBrain> awh, you cannot define a custom target 'test'
16:26:55  <TrueBrain> that is annoying
16:27:11  <LordAro> heh, yeah, didn't even think about all the bundles targets
16:28:19  <TrueBrain> regression
16:28:21  <TrueBrain> etc etc :)
16:28:32  <TrueBrain> but having it all in CMake means we are OS agnostic :D
16:29:12  <Alberth> for the OSes supported by CMake :p
16:30:38  <TrueBrain> fair; but that is the whole idea of the cmake push :)
16:37:33  <TrueBrain> hmm .. 'make test' doesn't compile the binary ..
16:40:49  <Beerbelott> How does one add a commit to an existing PR? does adding a commit to the branch on which the PR is based enough?
16:41:38  <TrueBrain> okay .. 'make test' in CMake does not run 'make all' first
16:41:46  <TrueBrain> Beerbelott: yes
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16:43:02  <Samu> is this a templated function
16:44:16  <DorpsGek_II> [OpenTTD/CompileFarm] TrueBrain opened pull request #28: Fix: CMake 'make test' does not run 'make all'. Make this explicit.
16:44:55  <Beerbelott> TrueBrain Thx :
16:44:58  <Beerbelott> :)
16:45:09  <TrueBrain> sometimes 3 letters are enough to answer a question :)
16:45:19  <TrueBrain> other times it seems you need to be a wizard :P
16:49:40  <Samu> how do I download older versions of my script from bananas?
16:49:46  <Samu> I thought I could do that :(
16:50:13  <Samu> isn't there an archive website?
16:50:49  <TrueBrain> by ToS of BaNaNaS, you can only download the latest version
16:50:51  *** nielsm has joined #openttd
16:50:56  <TrueBrain> (people never read a ToS :( )
16:50:57  <TrueBrain> hi nielsm :)
16:51:05  <nielsm> hello again
16:51:47  <Samu> it's my own script :|
16:52:08  <nielsm> did anything of note happen in the last 7 hours?
16:53:38  <Alberth> probably, but possibly not in this channel
16:55:02  <Samu> plz i need several versions of my ai to test my PR
16:55:03  <TrueBrain> nielsm: CMake is starting to work more and more :P
16:59:28  <TrueBrain> anyone mind approving pretty plzzzzz??? :)
17:00:03  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7298: Fix multiplayer emergency save
17:01:02  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7298: Fix multiplayer emergency save
17:01:24  <TrueBrain> nielsm: I think LordAro was bitching you misspelled the word :)
17:01:29  <TrueBrain> unsactioned
17:01:31  <TrueBrain> missing n :)
17:01:48  <nielsm> oh
17:01:52  <nielsm> oops
17:01:54  <TrueBrain> :D
17:02:50  *** glx has joined #openttd
17:02:51  *** ChanServ sets mode: +v glx
17:03:03  <DorpsGek_II> [OpenTTD/CompileFarm] TrueBrain merged pull request #28: Fix: CMake 'make test' does not run 'make all'. Make this explicit.
17:03:25  <peter1138> Back
17:03:46  <TrueBrain> wb
17:03:55  <Samu> rip LuDiAI AfterFix v1-v8
17:04:03  <Samu> i thought i could download older vers
17:04:25  <TrueBrain> morning glx :)
17:04:31  <glx> was away :)
17:04:42  <TrueBrain> glx: I think I can run regression via MSVC too, via CMake \o/ :D
17:04:47  <TrueBrain> this will be so goooooodddddd
17:05:01  <TrueBrain> just have to figure out how to run a project inside a solution :D
17:05:16  <peter1138> Samu, can't you?
17:07:22  <glx> I think I tried to do that, and ended with running regression directly in CI yaml
17:08:20  <TrueBrain> and I managed to fix lzo shit
17:08:22  <TrueBrain> it was shit
17:08:27  <TrueBrain> many OSes fix up lzo to be less shit
17:08:47  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7304: Codechange: Sort and filter sign names directly rather than through string system.
17:08:54  <TrueBrain> their include files include <lzo/lzoconf.h> .. and yes, <> and lzo/ ...
17:09:03  <glx> yes lzo provided .pc is broken
17:09:03  <michi_cc> peter1138: Did you have any further thoughts on #7176?
17:09:14  <TrueBrain> glx: well, yes and no .. for most OSes, it works fine :)
17:09:20  <TrueBrain> and it is more like all other libs do stuff
17:09:20  <glx> by luck
17:09:25  <TrueBrain> no, not by luck
17:09:28  <TrueBrain> most OSes fix the headers
17:09:30  <peter1138> michi_cc, not really. I wasn't sure of the intentions of it all when I first looked.
17:09:35  <TrueBrain> it is really the headers that are wrong
17:09:38  <peter1138> michi_cc, I'm still not sure but if it works... :)
17:09:45  <TrueBrain> the rest is how it "should be"
17:10:08  <TrueBrain> but brew for example does not fix them
17:10:13  <TrueBrain> causing this ... misery
17:10:44  <peter1138> Samu, ^^ that last merge.
17:11:01  <Samu> hmm?
17:11:21  <glx> brew does weird stuff, a separate dir for installed lib is not optimal
17:11:30  <TrueBrain> yeah, but that is not really the issue here
17:11:32  <glx> from the user pov
17:11:34  <TrueBrain> it is just that lzo is foobar
17:11:38  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug
17:11:52  <TrueBrain> <- to be exact, this is what is fucked up :)
17:11:58  <michi_cc> I'm sure there is at least one CityBuilder server out there that relies on the wrong behaviour, but bug-compatibility isn't a good goal...
17:12:16  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7304: Codechange: Sort and filter sign names directly rather than through string system.
17:12:29  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7303: AI Sign List slowdowns the more signs there are
17:13:01  <peter1138> michi_cc, I got confused wondering about when it is source and when it is destination.
17:13:04  <glx> #include <lzo/lzo1x.h> was failing in our code too IIRC
17:13:18  <TrueBrain> glx: yup; most other libraries all don't require the 'lzo' part (like freetype, SDL,..)
17:13:32  <TrueBrain> so like 4 mistakes in a row results in a very small solution space to fix this
17:13:38  <TrueBrain> but okay .. it is fixed, it works :)
17:14:01  <peter1138> Samu, game should still be playable with the sign list open now.
17:14:16  <Samu> oh :)
17:14:37  <Samu> btw I need old versions of my AI, or of someone's AI
17:14:39  <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
17:14:48  <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7176: Fix #6633: Cargo monitor industry delivery now accounts for which IndustryID the cargo was delivered to
17:14:49  <Samu> to test this
17:14:55  <DorpsGek_II> [OpenTTD/OpenTTD] michicc closed issue #6633: cargomonitor industry delivery
17:15:37  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
17:15:39  <peter1138> Samu, can't you download your own AIs from bananas?
17:15:48  <Samu> i can only download latest version
17:15:59  <nielsm> okay let's get to derail some valleys
17:16:03  <peter1138> Even from the management-side?
17:16:03  <nielsm> for real
17:16:09  <Samu> yep
17:16:12  <TrueBrain> nielsm: that is just a cool game :)
17:16:12  <peter1138> Hmm, should I buy it?
17:16:17  <peter1138> I played the demo...
17:16:18  <TrueBrain> just? such
17:16:49  <peter1138> I wonder if they fixed time. In the demo time went super fast, which is a bit awkward for a VR game with basically real time gameplay.
17:17:37  <Samu>
17:18:30  <peter1138> See, you should really have all your versions available as git tags in your AIAI repo ;)
17:19:37  <glx> hmm forgot to add a file TrueBrain ?
17:19:50  <TrueBrain> I love these blank statements :)
17:19:54  <TrueBrain> a bit more specific would be nice :)
17:20:02  <glx> Regression.cmake
17:20:08  <TrueBrain> lemme check ..
17:20:25  <TrueBrain> yup
17:20:27  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
17:21:05  <Samu> ok, gonna test sign list stuff instead
17:21:22  <TrueBrain> "Unable to retrieve file content for path /azure-pipelines/templates/linux-build.yml from repository self using ref refs/pull/7270/merge and commit 8fc61b5df7913d8e1d1d9f7d6774846a20642ae9: Bad credentials"
17:21:22  <TrueBrain> lol
17:21:25  *** Eddi|zuHause2 is now known as Eddi|zuHause
17:21:38  <Eddi|zuHause> you hacker!
17:21:45  <peter1138> Samu, well it's merged now, it better be better.
17:21:55  <peter1138> Samu, it certainly was for me.
17:23:43  <andythenorth> did we delete newgrf yet?
17:24:05  <TrueBrain> no, but the Linux CI is now building via CMake; w00p :)
17:24:13  <glx> nice
17:24:50  <Eddi|zuHause> <TrueBrain> so .. another NewGRF ID is the only choice there :P <-- maybe announce that you're reserving 1 million GRF IDs for every possible branch you might do in the future? :p
17:25:20  <TrueBrain> Eddi|zuHause: sounds good to me!
17:26:48  *** andythenorth has quit IRC
17:26:52  <peter1138> Especially OzTrans'?
17:26:58  <Eddi|zuHause> andythenorth: different GRF-IDs for master (testing) and releases doesn't sound like a hugely terrible idea. that way you can make nightlies available on bananas and hide them, while keeping the latest release there as well
17:27:07  *** andythenorth has joined #openttd
17:27:18  <peter1138> Quitter!
17:28:12  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7309: Fix #7307: Add WaterClass to MP_TREES
17:28:49  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
17:30:10  <andythenorth> TrueBrain: shall we apply the 'unlucky' hammer to some PRs?
17:30:29  <Eddi|zuHause> don't we have stalebot for that? :p
17:31:05  <andythenorth> we seem to be gaining a lot of optional settings
17:31:17  <TrueBrain> I noticed people push rebases, which voids stalebots activities
17:31:28  <Eddi|zuHause> damn people :p
17:31:30  <andythenorth> which isn't against the stated goals, but is preferred to not happen
17:31:31  <TrueBrain> well, first, FOOD!
17:31:47  <andythenorth> like, how many settings do we need?
17:31:51  <peter1138> Settings are not bad when they make fundamental gameplay changes.
17:31:54  <andythenorth> agreed
17:32:11  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
17:32:25  <Samu> hmm generating the list for the first time is taking 4 secs
17:32:39  <Samu> used to be faster if I recall
17:33:18  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7309: Fix #7307: Add WaterClass to MP_TREES
17:33:25  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7307: Inconsistent detection of coast tiles
17:34:07  <Samu> are you sure you fixed it? i'm getting 7,500 ms stall
17:34:14  <Samu> the worst result
17:34:15  <peter1138> Samu, what.
17:34:22  <peter1138> Of course I tested it.
17:34:25  <peter1138> I posted results too.
17:34:35  <peter1138> There's no way it can be slower :/
17:34:36  <Samu> maybe windows?
17:34:46  <glx> debug or release build ?
17:34:53  <Samu> release, master build
17:34:54  <peter1138> It's doing less under all circumstances.
17:36:05  <Samu> master-g7ecfae8f7f
17:36:22  <peter1138> Uh...
17:36:32  <peter1138> That's from Friday.
17:36:40  <peter1138> You haven't updated/compiled.
17:36:44  <Samu> hmm
17:37:28  <Samu> oh
17:37:32  <Samu> must push or so
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17:38:07  <Samu> ok retesting
17:38:28  <Samu> yeah i didn't push
17:38:33  <Samu> i fail at this stuff yet
17:38:52  <peter1138> You don't need to push. You pull (or ff merge into your master)
17:39:04  <peter1138> andythenorth, was there a test case for 7147?
17:41:18  <Eddi|zuHause> maybe the default trucks?
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17:42:44  <Samu>
17:42:48  <Samu> the best result yet
17:42:55  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
17:43:13  <peter1138> 381ms?
17:43:14  <peter1138> What?
17:43:24  <peter1138> Oh, 65k signs.
17:43:28  <peter1138> 62k
17:43:43  <Samu> it's removing signs
17:43:57  <peter1138> I didn't test beyond 38k signs.
17:44:13  <Samu> wonder what's like when adding signs
17:44:27  <peter1138> Samu, exactly the same.
17:44:35  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
17:44:42  <peter1138> It still GSort's the entire list.
17:44:46  <peter1138> -'
17:45:07  <peter1138> Samu, also you can have the sign list shaded and it doesn't re-sort now.
17:45:18  <peter1138> Hmm, I'm up to 25ms with 62k signs.
17:45:23  <peter1138> I guess my PC is just a bit faster.
17:45:38  <Samu> this is a bulldozer
17:45:47  <peter1138> Oh, crappy AMD.
17:46:14  <Samu> FX-8150
17:46:28  <peter1138> 64000 signs.
17:47:08  <peter1138> I'm sure it's not useful to have that many signs, but fixing it being horribly slow is worth while.
17:49:14  <Eddi|zuHause> Gwyd voiced a concern about not synchronizing vehicles between different GRFs, i should probably adress that
17:49:30  <andythenorth> peter1138: 7147 can be tested with Iron Horse 2 Alpha 7
17:49:34  <andythenorth> or I'm testing it now
17:49:34  <peter1138> Hmm, what if it's an add-on set?
17:49:48  <andythenorth> it's synchronised anyway, no?
17:49:58  <peter1138> andythenorth, I'm guessing maybe it shouldn't be.
17:50:03  <andythenorth> yeah no it should
17:50:10  <andythenorth> global adjustment of specific days
17:50:12  <Eddi|zuHause> more likely it shouldn't than it should.
17:50:18  <andythenorth> eh?
17:50:20  <peter1138> For independent sets, does it matter?
17:50:22  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
17:50:24  <andythenorth> well no
17:50:37  <andythenorth> but $somebody is going to care about it being unsynchronised
17:50:45  <Eddi|zuHause> i'd just XOR the seed with the grfid
17:50:47  <andythenorth> $nobody is going to care about it being synchronised
17:51:04  <andythenorth> most people will never even know this exists
17:51:05  <peter1138> andythenorth, well, Gwyd is $nobody?
17:51:15  <Eddi|zuHause> just looking for a way to access that
17:52:14  <andythenorth> I rephrase
17:52:22  <andythenorth> $somebody will request synchronisation
17:52:23  <peter1138> e->GetGRFID()
17:52:25  <peter1138> Eddi|zuHause, ^^
17:52:36  <andythenorth> $nobody will request isolation of randomisation per grf
17:53:06  <Eddi|zuHause> peter1138: yeah, i would have found that in the near future :p
17:53:08  <peter1138> Ah, you mean nobody will notice it if it's synchronized, but they will if it's not.
17:54:00  <peter1138> So... bitstuffing into a std::deque, or use two std::deque, or rewrite the saveload stuff to work with a struct in a single std::deque?
17:54:52  <andythenorth> 7147 works
17:54:57  <andythenorth> peter1138: yes
17:54:57  <peter1138> Hmm, damn, I pulled added a reference to JGR's patchpack, and now gitg's default "All commits" view starts at svn r5862...
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17:55:50  <Eddi|zuHause> i wouldn't do a hacky addon-rewrite, it's not worth it. and a complete rewrite is probably too extensive. so i'd lean towards the two queues
17:56:23  <peter1138> It was a hacky rewrite, although it has precedent in other objects.
17:57:09  <peter1138> JGR's pack allows 16k x 16k maps, so that'd break.
17:57:15  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
17:57:22  <peter1138> "(The NewGRF debug inspection window is disabled for all map coordinates longer than 27 bits)."
17:57:26  <peter1138> Oh dear.
17:57:30  <andythenorth> oops
17:57:32  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
17:58:35  <Eddi|zuHause> yeah, the bitstuffing is probably not the right way...
17:58:51  <peter1138> Well, I could bitstuff into a uint64 :-)
17:59:20  <peter1138> Maybe I should look into the supporting a struct inside the dequeu.
17:59:22  <peter1138> -u
17:59:57  <peter1138> SLE_UINT32 -> SLE_SUB_DESC
18:00:05  <peter1138> add another field with a _sl_desc
18:00:20  <peter1138> All for this one feature, and it's cache, lol.
18:00:22  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7147: Change: Synchronize randomness in vehicle introduction…
18:01:21  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
18:01:24  <peter1138> Incidentally, why the heck do we bit-stuff the saveload description stuff :/
18:01:45  <Eddi|zuHause> hysterical raisins?
18:01:50  <peter1138> Yup.
18:02:53  *** andythenorth is now known as Guest2214
18:02:54  *** andythenorth has joined #openttd
18:03:25  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
18:04:33  <peter1138> void *address... I could abuse that :p
18:04:58  <Eddi|zuHause> no, that's the offset to the struct members...
18:05:30  <Eddi|zuHause> i'd rather not touch that :)
18:06:46  <Eddi|zuHause> maybe we should also not synchronize between vehicle types
18:08:43  <Samu> Not a fan of this "magic" -2 value. What's wrong with using versionParam "as is" ? It's documented as "The version of the game script, or -1 if you want the latest"
18:08:57  <Samu> LordAro, where is the document sayin that?
18:09:07  <Samu> i rather fix the documentation
18:09:11  *** Guest2214 has quit IRC
18:11:53  <LordAro> Samu: CONTEXT.
18:12:06  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
18:12:15  <Samu>
18:12:20  <LordAro> while i may have written that line, i've no clue which one of your many PRs it was on, and i can't be bothered to go and look for it
18:12:41  <andythenorth> so Mac OS includes a password generator in the keychain
18:12:51  <andythenorth> it *regularly* does stuff like this :P
18:12:52  <andythenorth>
18:13:22  <andythenorth> so either the English language is *crammed* with rude sounding word pairs
18:13:27  <andythenorth> or it's coded by a troll
18:13:40  <Samu> the problem is... in console you can startai "ainame".version
18:13:58  <Samu> when saving, the name of the AI is saved like that
18:14:23  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe commented on pull request #7286: Add #2155: newheightmapgame command
18:14:50  <LordAro> Samu: and please respond to github comments on github
18:14:54  <LordAro> i swear to god
18:15:10  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7147: Change: Synchronize randomness in vehicle introduction…
18:15:26  <peter1138> +10
18:15:36  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7147: Change: Synchronize randomness in vehicle introduction…
18:16:05  <andythenorth> oh FFS
18:16:12  <andythenorth> Azure needs an MS account
18:16:17  <andythenorth> and MS account needs email verification
18:16:36  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
18:16:52  <peter1138> Oh right, that won't work due to templates.
18:16:55  <peter1138> Damn it.
18:17:26  <Beerbelott> Eddi|zuHause: Does the commit checker on PR #2155 fails because of commit names again?
18:17:38  <Eddi|zuHause> andythenorth: somewhat reminds me of
18:18:43  <Eddi|zuHause> Beerbelott: that doesn't sound like a valid PR#
18:19:30  <Beerbelott> Sry
18:19:39  <Beerbelott> PR #7286 (issue #2155)
18:19:43  <Samu> is this the documentation?
18:20:09  <andythenorth> ok so I'm in Azure
18:20:10  <Eddi|zuHause> Beerbelott: regression failed
18:20:58  <Eddi|zuHause> Beerbelott: type "make regression" to run it locally
18:21:26  <TrueBrain> andythenorth: good luck!
18:21:46  <andythenorth> I broke it
18:22:54  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
18:22:54  <TrueBrain> :(
18:22:56  <Eddi|zuHause> <peter1138> Oh right, that won't work due to templates. <-- yeah, the whole whatever_desc need to be replaced by templates, that's why a halfassed rewrite won't work
18:23:04  <Samu> can't find anything about -1, -2
18:23:07  <Beerbelott> Eddi|zuHause: Thx. Oh damn, what have I done? ;) Checking
18:23:11  <Samu> in the documentation
18:23:27  <TrueBrain> ramblings of a mad man
18:24:17  <andythenorth> unbroke it
18:24:22  <TrueBrain> \o/
18:24:24  <TrueBrain> YOU GO GIRL
18:24:45  <TrueBrain> seriously, AP is being annoying today
18:24:49  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
18:24:52  <LordAro> Samu: i was referring to the function documentation - the /** ... */ comments. in this case, game_scanner.cpp & ai_scanner.cpp
18:25:30  <Samu> let me look
18:25:36  <andythenorth> AP is slow eh
18:25:51  <andythenorth> it is what it is I guess
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18:25:59  <andythenorth> needs to d/l all deps all jobs
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18:28:39  <andythenorth> oh now I have 2 pipelines
18:28:50  <andythenorth> is that intended?
18:28:56  <TrueBrain> did you want to make 2?
18:29:13  <andythenorth> no
18:29:20  <andythenorth> I went back and edited my first pipeline
18:29:21  <andythenorth> then saved
18:29:22  <TrueBrain> there is your answer :)
18:29:25  <Samu> darn, i really needed my old AIs for testing
18:29:36  <TrueBrain> saving should not create a new one
18:29:37  <TrueBrain> odd
18:29:37  <andythenorth> maybe I can edit this yaml in git
18:29:45  <andythenorth> I am shit at the Azure UI
18:30:23  <TrueBrain> like said before, I found it easiest to use the UI at first, as for the YAML you need to know each tasks and what it can do .. I still first make the task via the UI, than export to YAML to see what it should be :P
18:30:36  <TrueBrain> (for that I made a non-YAML-based pipeline)
18:30:44  <andythenorth> I can't find any click-click UI
18:30:45  <TrueBrain> at the bottom when creating a pipeline you can select: Empty Pipeline, I think
18:30:52  <andythenorth> I got a wizard that told me to make a python yaml
18:31:01  <TrueBrain> lets see ...
18:32:14  <TrueBrain> okay, that is hidden :D
18:32:23  <andythenorth> ok I deleted my project and start again
18:32:26  <andythenorth> that one was rekt
18:32:34  <Eddi|zuHause> andythenorth: since you're now an azure pipeline expert, can you fix extracting the actual error message from the CI build process? :p
18:32:41  <TrueBrain> Builds -> New -> New Build Pipeline -> Use visual editor (!) -> GitHub -> Continue -> Empty Pipeline (at bottom)
18:32:52  <TrueBrain> after that, you have an empty pipeline which can you edit via the UI
18:32:59  <TrueBrain> but that Use visual editor step is .. euh . .yeah .. hidden
18:33:00  <andythenorth> I'll try from scratch
18:33:04  <andythenorth> I was stuck in something with no options
18:33:45  <andythenorth> oof
18:36:08  <peter1138> andythenorth, #7147 still gives expected result?
18:37:11  <andythenorth> testing
18:37:26  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
18:37:35  <Samu> Sorry, I'm stuck, can't do anything
18:37:42  <Samu> without a test sample
18:38:00  <LordAro> well... make one?
18:38:13  <andythenorth> how do I trigger a job on AP?
18:38:15  <Samu> i'm being denied access to my stuff
18:38:17  * andythenorth should read the docs
18:38:47  <peter1138> If you have a savegame that uses an older version, you can download it from that.
18:39:16  <TrueBrain> andythenorth: the bug Queue button :D
18:39:20  <TrueBrain> (and Save & Queue button)
18:40:39  <andythenorth> peter1138: yes 7147 works still
18:41:12  <peter1138> I wonder if the GRFID part is good or bad.
18:41:14  <Samu> it doesn't download
18:41:17  <Samu> from bananas
18:41:23  <Samu> it's not a newgrf
18:41:33  <peter1138> Hmm.
18:41:40  <peter1138> Make the code download the old version :p
18:41:57  <Samu> just starts a dummyai
18:41:58  <peter1138> You've basically made a patch to load the correct version of an AI.
18:42:06  <peter1138> But you don't actually have the correct version of the AI.
18:42:10  <peter1138> That is funny.
18:42:22  <Samu> I had
18:42:27  <Samu> then I deleted
18:42:29  <Samu> now I don't have
18:42:42  <LordAro> today Samu learns the value of version control systems
18:43:37  <andythenorth> so I can write an AP yaml to delete my own repo? o_O
18:43:58  <TrueBrain> andythenorth: sure, if you like
18:44:09  <Samu> :)
18:44:14  * andythenorth running a job
18:44:18  <andythenorth> success!
18:44:22  <TrueBrain> gratz!
18:44:24  <andythenorth> but
18:44:33  <TrueBrain> hmm .. what is this about OSX and iconv
18:45:00  <LordAro>  TrueBrain: i fixed that a few months ago :p
18:45:06  <LordAro> in config.lib
18:45:11  <TrueBrain> LordAro: fixed what?
18:45:26  <TrueBrain> I love it when people tell me something is fixed while I didnt even know it was broken :D
18:45:32  <LordAro> TrueBrain:
18:45:44  * andythenorth reading the docs for AP 
18:45:51  <andythenorth> it needs to trigger on git push
18:45:51  <Beerbelott> Eddi|zuHause: Is it normal 'make regression' faild w/ 'Failed to find a graphics set. Please acquire a graphics set for OpenTTD.' when the OpenGFX set is in ~/.openttd/content_download/baseset/ & not ~/.openttd/baseset/?
18:45:52  <LordAro> not all that helpful for your cmake stuff, perhaps
18:45:53  <TrueBrain> not sure how that helps me LordAro :)
18:45:56  <Beerbelott> fails
18:46:02  <TrueBrain> I was more wondering why the fuck iconv is needed for OSX and only for OSX :)
18:46:22  <peter1138> iconv isn't needed on OSX?
18:46:23  <Eddi|zuHause> Beerbelott: that doesn't sound right
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18:46:35  <TrueBrain> andythenorth: under Triggers you can enable these things
18:46:40  <Beerbelott> Hmm lemme try on trunk then
18:46:44  <TrueBrain> 		log 1 "checking iconv... not OSX, skipping"
18:46:49  <peter1138> Beerbelott, it is normal.
18:46:50  <TrueBrain> peter1138: config.lib tells a different story :P
18:47:02  <TrueBrain> no clue what it does :D
18:47:02  <andythenorth> found triggers
18:47:06  <peter1138> TrueBrain, oh. I guess I misread it.
18:47:19  <peter1138> Beerbelott, I don't think it's meant to happen, but it happened for me too.
18:47:23  <Eddi|zuHause> Beerbelott: is it maybe picking up a wrong openttd.cfg?
18:47:35  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
18:47:38  <TrueBrain> it is a HUGE function to check for iconv, and only OSX .. what happens if I don't do that ... :P
18:47:39  <peter1138> Eddi|zuHause, it's picking a custom config specifically for the regression test.
18:47:50  <Eddi|zuHause> oh
18:48:25  <TrueBrain> and why does linux not need it .. hmm
18:48:38  <andythenorth> TrueBrain: when you've done with iconv :P. the job for this completes
18:48:44  <andythenorth> so its built a grf somewhere
18:48:59  <andythenorth> so now I need a deploy step?
18:49:15  <TrueBrain> you need to publish the result somewhere indeed
18:49:19  <TrueBrain> this can be an artifact at first
18:49:24  <TrueBrain> but that means it is only available on AP
18:49:35  <peter1138> TrueBrain, it's for filename conversion.
18:49:36  <TrueBrain> you can extend it with a Release step, which uses that artifact to do what-ever
18:49:38  <peter1138> But ...
18:49:54  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
18:50:03  <peter1138> I wouldn't think OSX and non-OSX behave differently there.
18:50:14  <Samu> Wormnest, u there!
18:50:39  <Samu> do you have all your ais from v1 to latest that could be downloaded?
18:50:43  <TrueBrain> peter1138: yeah, I was assuming the same ..
18:51:05  <peter1138> Samu, I've got v7 of AfterFix here
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18:51:12  <Beerbelott> Strange, since starting the game from /bin/openttd on CLI never failed like that
18:51:29  <Beerbelott> I wonder how the plumbing for 'make regression' is made...
18:51:48  <Beerbelott> sry bin/openttd, relative to git repo
18:51:53  <peter1138>
18:52:49  <TrueBrain> I am back in 2007; even there we only detect iconv for OSX .. and skip it for all other targets ..
18:53:15  <TrueBrain> *bit confused*
18:53:20  <Samu> thx peter1138
18:53:23  <Samu>   function GetVersion() {
18:53:23  <Samu>     return 7;
18:53:23  <Samu>   }
18:53:23  <Samu>   function MinVersionToLoad() {
18:53:23  <Samu>     return 2;
18:53:27  <Samu> this should do
18:53:33  <Samu> version 9 has a min of v8
18:54:57  <Beerbelott> for regression, check, the game is called w/ ./openttd -x -c ai/regression/regression.cfg
18:55:27  <glx> TrueBrain: maybe something like could work for windows regression test
18:55:36  *** andythenorth has quit IRC
18:55:42  <glx> anyway time for food :)
18:55:43  <TrueBrain> glx: why?
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18:56:48  <Beerbelott> Eddi|zuHause: Well I do not see why the cfg should be a problem, as directories discovery shall be done against env variables, esp. for home folder were .openttd is to be searched for
18:57:20  <glx> because '##[error]build\ZERO_CHECK.vcxproj(0,0): Error MSB4057: The target "RUN_TESTS" does not exist in the project.'
18:57:34  * andythenorth needs to get an Azure Artifacts License somehow
18:57:37  <glx> it exists but is not selected for building, so not a valid target
18:57:52  <andythenorth> "You need a Azure Artifacts license to go further"
18:57:57  <Eddi|zuHause> Beerbelott: the search order is described in section 4.2 in the readme
18:58:01  <andythenorth> "an" MS, "an", not "a"
18:58:07  <Beerbelott> I wonder if the problem does not comme from the fact the binary is called from ./bin/ w/ ./openttd rather than from ./ w/ bin/openttd
18:58:41  <Beerbelott> Eddi|zuHause: I know about that. Game runs fine outside of the regression tests script
18:59:09  <TrueBrain> glx: I am not sure that is the error; but I would rather look how we can enable it, than work around it :)
18:59:18  <TrueBrain> workarounds often result into more issues, in my experience :)
18:59:26  <andythenorth> right who wants to learn AP with me?
18:59:48  <Eddi|zuHause> Beerbelott: does it work if you move ~/.openttd to ~/.local/share/openttd?
18:59:58  <andythenorth> it's not really acceptable that TB is the only one who understands it
19:00:03  <TrueBrain> andythenorth: you can use the PublishArtifact task without license
19:00:14  <TrueBrain> andythenorth: that is also not the case, as I based my work on what nielsm had done :P
19:00:59  <TrueBrain> andythenorth: <- last step
19:01:40  <milek7> i set up azure pipelines recently, it didn't want any license
19:01:58  <andythenorth> I'm just going by what the Azure UI tells me
19:02:25  <andythenorth> I'll work around it
19:02:30  <andythenorth> it's probably just broken
19:02:35  <milek7> i didn't use UI, azure ui are generally crap
19:02:53  <andythenorth> yes
19:02:54  <andythenorth>
19:02:58  <andythenorth> the docs are also very confusing
19:03:07  <andythenorth> I think I'll just cargo-cult from other things
19:03:39  <andythenorth> eh
19:03:43  <TrueBrain> andythenorth: yes, Artifacts are a bit different
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19:03:53  <TrueBrain> the task PublishBuildArtifact is .. not an Artifact on that level
19:03:55  <TrueBrain> but is one on a build level
19:03:58  <TrueBrain> which is confusing as fuck
19:04:00  <TrueBrain> but is what happens :P
19:04:01  <andythenorth> instead of waiting for the job to build all the deps every time
19:04:14  <andythenorth> can I have a job that sits in a loop, polling git?
19:04:21  <TrueBrain> haha, no
19:04:22  <andythenorth> and building when it finds a push
19:04:32  <TrueBrain> they are still working on a "cache", to store these things
19:04:33  <andythenorth> do they time-limit jobs?
19:04:37  <TrueBrain> but .. it is not done
19:04:41  <TrueBrain> yes
19:04:42  <andythenorth> probably quite hard
19:04:46  <andythenorth> invalidating that cache
19:04:48  <TrueBrain> and it makes you a bad neighbour
19:04:50  <TrueBrain> so don't
19:05:05  <andythenorth> during normal use the latency is fine
19:05:10  <andythenorth> but for writing the yaml :(
19:05:20  <andythenorth> it's worse than waiting for nml even
19:05:35  <TrueBrain> welcome to my life, I guess :P
19:06:44  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7261: Add: Road vehicle path cache.
19:07:04  <peter1138> nielsm, that's all your loops sorted, and some wrong paths too.
19:07:06  <andythenorth> TrueBrain: I remember watching that :P
19:07:43  <andythenorth> I could add a virtualenv to the repo
19:07:46  <andythenorth> with all the deps
19:07:52  <andythenorth> it's *really* bad practice
19:08:34  <Beerbelott> Eddi|zuHause: Nope
19:08:34  <peter1138> Build has failed, of course.
19:08:38  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0
19:09:11  <TrueBrain> andythenorth: I am a bit lost what you are trying to solve
19:09:20  <andythenorth> cycle time
19:09:23  <Eddi|zuHause> Beerbelott: then i'd try symlinking the baseset dir into the directory where the regression .cfg lies
19:09:28  <TrueBrain> yeah ... I would suggest you just deal with it
19:09:31  <milek7> yay, i bought windows codesigning cert and there are less scary warning signs
19:09:33  <milek7> it feels like extortion business
19:09:38  <TrueBrain> optimizing that rarely results in proper maintainable things andythenorth :)
19:09:41  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7261: Add: Road vehicle path cache.
19:10:38  <andythenorth> AP's 404 is frigging huge font
19:10:49  <andythenorth> and none of the paths I guessed for the artifacts were correct :)
19:11:45  <TrueBrain> andythenorth: you can get the Artifact by clicking on the job
19:11:48  <TrueBrain> a button Artifact appears
19:11:52  <TrueBrain> which allows you to download it
19:12:25  <andythenorth> I found it in 'Summary'
19:12:43  <andythenorth>
19:12:58  <andythenorth> let's see if it worked
19:13:16  <andythenorth> oh no graphviz
19:13:23  <andythenorth> well it worked though
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19:13:42  <andythenorth> ok so now just need somewhere to publish to
19:13:43  <TrueBrain> that was quick :)
19:13:50  <TrueBrain> yeah ... and that part is the most tricky, I guess
19:13:59  <TrueBrain> GitHub releases is an easy first step
19:14:03  <andythenorth> so my lifelong problem with GI deploys
19:14:07  <andythenorth> how to secure the creds?
19:14:11  <TrueBrain> figuring out musa might be a bit much ;)
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19:14:19  <andythenorth> GI / CI /s
19:14:22  <milek7>
19:14:28  <TrueBrain> in AP you can set variables as secret
19:14:42  <TrueBrain> but in this case, you want to make a Service Connection on project level
19:14:45  <TrueBrain> to for example GitHub
19:14:45  <andythenorth> so they're stored in the pipeline, not my project repo?
19:14:54  <TrueBrain> after that, you can use the Service Connection by name
19:15:02  <TrueBrain> so nowhere in the project is any hint to which secret is even used
19:15:30  <TrueBrain> (and tasks request the token from the Service Connection; not possibly to intercept unless you use an untrusted Task)
19:15:50  <TrueBrain> it is almost like they thought about it :D
19:16:10  <TrueBrain> if you want to publish on GH, you have 2 choices: in the CI chain, or as a Release project
19:16:16  <TrueBrain> I have done Releases, as that is the CD part
19:16:19  <TrueBrain> and I like clear separation
19:16:24  <TrueBrain> but that means it is not in a YAML file in the repository
19:16:47  <andythenorth> hmm I have no clear picture on this part
19:18:12  <andythenorth> there's some way to publish to github?
19:18:13  <Wormnest> Samu: yes I check in here sometimes :)
19:18:25  <TrueBrain> andythenorth: search for GitHub in tasks :)
19:19:17  <andythenorth> is that in Project Settings?
19:19:47  <TrueBrain> no ......
19:19:54  <TrueBrain> so you managed to find all these other tasks
19:19:59  <TrueBrain> yet you don't know what tasks are :P
19:20:14  <andythenorth> there's nothing called tasks in current UI
19:20:14  <TrueBrain> <- ctrl+f task
19:20:19  <TrueBrain> yes, it is full of tasks :)
19:20:20  <andythenorth> tbh the UI is confusing AF
19:20:33  <TrueBrain> just because it is new to you, doesn't mean it is confusing :D
19:20:44  <TrueBrain> a task is like PublishBuildArtifact
19:20:48  <andythenorth> right
19:20:59  <TrueBrain> if you add those via the UI, if you did what I suggested with the Visual Editor
19:21:02  <TrueBrain> you can search for tasks
19:21:09  <TrueBrain> if you did something else ... I cannot really help you :)
19:21:09  <milek7>
19:21:13  <andythenorth> I couldn't find the visual editor :)
19:21:18  <TrueBrain> I told you exactly where it was
19:21:20  <TrueBrain> in high detail ;)
19:21:33  <andythenorth> I know
19:21:35  <TrueBrain> I could keep myself from making an animated gif :P
19:21:42  <TrueBrain> but really, you want to use the visual editor at first
19:21:45  <TrueBrain> it really helps
19:21:49  <TrueBrain> I still use it to make new pipelines
19:21:57  <TrueBrain> doing it in yaml is like going in neck-deep ;)
19:22:05  <andythenorth> ok I delete my project and try again
19:22:18  <TrueBrain> you can make many many projects btw, even on the same GitHub repo ;)
19:22:36  <Beerbelott> Eddi|zuHause: Well the obvious 'solution' was OpenGFX-0.5.2.tar" target="_blank">OpenGFX-0.5.2.tar -> ../content_download/baseset/OpenGFX-0.5.2.tar" target="_blank">OpenGFX-0.5.2.tar in .openttd/baseset
19:23:30  <Beerbelott> that seems to work... but regression still fails :(
19:23:37  <Beerbelott> ERROR: The script died unexpectedly.
19:23:37  <Beerbelott> Makefile:173: recipe for target 'regression' failed
19:24:31  <andythenorth> ok I found the visual editor now
19:24:37  <andythenorth> I'm not really very good with visual editors
19:25:03  <andythenorth> does anyone know how github pages works?
19:25:15  <andythenorth> I tried using it previously, but it wanted docs committed in the repo
19:25:18  <andythenorth> not generated
19:25:25  <andythenorth> wondering if there's another way
19:25:57  <TrueBrain> never usedit
19:26:00  <TrueBrain> but it is Jekyll :P
19:26:07  <andythenorth> hmm, there's a plugin that commits docs to a specific branch
19:26:11  <andythenorth> and publishes that
19:26:48  <andythenorth> shall I just buy an Azure VM with Apache in it or something?
19:26:55  <andythenorth> this all seems super complex
19:27:18  <TrueBrain> yes, and getting a VM to put Apache on is not complex
19:27:19  <TrueBrain> lol :P
19:27:22  <andythenorth> reminds me why I've seen all these devops CVs where the last 2 years experience is clicking AWS or Azure UI
19:27:33  <TrueBrain> but again, why not use GitHub releases for this?
19:27:38  <TrueBrain> why are you overcomplicating things? :)
19:28:22  * andythenorth reads about GH releases
19:28:26  <Alberth>  ?
19:28:50  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
19:28:54  <TrueBrain> andythenorth:
19:29:09  <TrueBrain> for CompileFarm I just overwrite the same release every time
19:29:11  <TrueBrain> because ... why not
19:29:19  <andythenorth> and how do you tag it?
19:29:27  <TrueBrain> not
19:29:29  <andythenorth> ??
19:29:32  <TrueBrain> ??
19:29:48  <TrueBrain>
19:30:11  <andythenorth> how did you do that? :o
19:30:15  <TrueBrain> read ... the text?
19:30:16  <TrueBrain> :P
19:30:21  <andythenorth> the docs I've been reading all require tags
19:30:27  <andythenorth> annotated or lightweight
19:30:35  <TrueBrain> Why is this release on a random commit?
19:30:36  <TrueBrain> Although we publish a new often (at least once a week), the tag on which the release is made is never refreshed.
19:30:38  <andythenorth> I don't want to tag for a push build
19:30:40  <TrueBrain> it is .. right there :P
19:30:57  <TrueBrain> I just tagged a random commit once, which gave me a Release
19:31:03  <TrueBrain> and I am attaching a binary there every week since
19:31:13  <TrueBrain> (binaries don't have to be from that tag, as GH has no way to validate that, ofc)
19:31:38  <andythenorth> promising
19:31:46  <TrueBrain> call it a hack, call it "I don't give a fuck" :P
19:31:58  <TrueBrain> especially to just get it starting, it works fine
19:32:12  <TrueBrain> if you are happy with everything etc, and know what you want, we can always move stuff to either the CDN or via Musa
19:32:17  <TrueBrain> but ... baby steps
19:32:21  <andythenorth> to be clear, I'm not interested in releasing the grf yet
19:32:30  <andythenorth> I'm trying to web-publish the html docs
19:32:41  <TrueBrain> owh, sorry, that was not fully clear to me :P
19:32:47  <andythenorth> well I never said it :P
19:32:50  <andythenorth> so obvs
19:32:58  <TrueBrain> I assumed we were talking about binaries :)
19:33:04  <TrueBrain> how useful is the HTML without the binary?
19:33:08  <TrueBrain> feels like an anti-feature :)
19:33:21  <andythenorth> long-term it's silly
19:33:26  <andythenorth> but it's the more interesting problem to solve
19:33:41  <TrueBrain> euh ... DigitalOcean CDN is not good at hosting HTML files atm, so that is also not useful
19:33:49  <andythenorth> because the html has to be served from somewhere, with the MIME type configured so it doesn't download :P
19:34:07  <andythenorth> maybe this 'special branch for GH Pages' route works
19:34:09  <TrueBrain> is it a single HTML file?
19:34:11  <andythenorth> no
19:34:15  <andythenorth> it's a static website
19:34:18  <TrueBrain> yeah, look into GH pages, sounds good
19:35:35  <andythenorth> then we can shut some coop VMS
19:35:35  <TrueBrain> so .. cmake for OSX still acts up ..
19:35:38  <andythenorth> profit
19:35:40  <TrueBrain> iconv is not working, and building fails :(
19:35:43  <andythenorth> ouch
19:35:44  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z opened pull request #7310: Docs: table alignment when viewing as a monospace textfile
19:36:04  <TrueBrain> src/core/geometry_type.hpp:22:10: note: previous definition is here        #define Rect OTTD_Rect
19:36:07  <TrueBrain> I have seen that before
19:36:10  <Eddi|zuHause> peter1138: i've used up all my spaces for at least the next 3 PRs :p
19:36:39  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain approved pull request #7310: Docs: table alignment when viewing as a monospace textfile
19:36:46  <peter1138> Ah, making it look nice without .md
19:37:02  <LordAro> weird.
19:37:09  <peter1138> CI is unhappy,yes.
19:37:19  <Eddi|zuHause> what?
19:37:44  <Eddi|zuHause> how?
19:37:58  <TrueBrain> GitHub is acting up all week
19:38:22  <Eddi|zuHause> ok, you deal with that :p
19:38:43  <TrueBrain> already done sir :)
19:39:06  <Samu> gonna experiment with "force_exact_match
19:39:25  <TrueBrain> ugh, this really is the moment I need access to a Mac :(
19:40:22  <Beerbelott> Eddi|zuHause: Relieved... rebasing my branch on top of trunk solved the regression pb... Dunno what happened these past few days on trunk :P
19:40:22  <Beerbelott> OK Now I'll dig into that OpenGFX loading trouble. That piqued my interest
19:40:49  <andythenorth> TrueBrain: I pay for macincloud? :P
19:41:14  <Eddi|zuHause> Beerbelott: -d misc=highnumber should tell about which directories it searches
19:41:22  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
19:41:35  <milek7> maybe that iconv on mac is for same reasons as:
19:41:49  <TrueBrain> andythenorth: no!
19:41:54  <milek7> and linux don't care because filename is just opaque bytes
19:41:57  <Samu> 0x000000a503f4d260 "ludiai afterfix.7.7"
19:42:01  <Samu> uh... even worse
19:42:20  <peter1138> milek7, probably, yes.
19:42:24  <TrueBrain> milek7: lol .. nice find :)
19:42:35  <Beerbelott> Eddi|zuHause: Btw the regression on my PR was due to my wrong base on my branch... The push seems to have 'unstuck' it
19:42:38  <Eddi|zuHause> of course it's "Doc:" not "Docs:"
19:42:51  <TrueBrain> okay, this should fix OSX Iconv detection .. it is Iconv instead of ICONV .. lol
19:43:00  <TrueBrain> QuickTime not found, hmm
19:43:09  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z dismissed a review for pull request #7310: Docs: table alignment when viewing as a monospace textfile
19:43:10  <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7310: Docs: table alignment when viewing as a monospace textfile
19:43:14  <peter1138> Hmm, still 33 ms/t used by the PerformanceAccumulator.
19:43:53  <peter1138> Hmm, when you do a squash & merge, you can edit the commit title... what if I get the prefix wrong there?  :p
19:44:02  <Eddi|zuHause> anyone can tell me in 3 easy steps how to run the commit-checker on push?
19:44:11  <TrueBrain> someone will drive to your house to smack you with a fish
19:44:14  <peter1138> Why not run it on commit?
19:44:21  <Eddi|zuHause> or that
19:44:33  <peter1138> Ok, grab the commit hooks and, er, put them in your commit hooks.
19:44:44  <peter1138>
19:45:12  <milek7> hm, azure job timeout is 6 hours
19:45:16  <milek7> maybe i could start ssh on it and use it for development
19:45:17  <milek7> though it maybe qualifies as being bad neighbour ;p
19:45:41  <Eddi|zuHause> peter1138: where exactly does that go?
19:45:41  <Beerbelott> Eddi|zuHause: Again, running the game normally is not a pb, it's merely through bin/ai/regression/ that the problem arises
19:45:55  *** Gumle2 has joined #openttd
19:45:57  <peter1138> .git/hooks
19:45:59  <Beerbelott> I'll try to modify the script to make debugging options through
19:46:07  <peter1138> Well, the hooks directory part of it goes there.
19:46:08  <TrueBrain> milek7: yes :)
19:46:18  <TrueBrain> milek7: I kinda like that MS is doing this; kinda want to keep them doing it ;)
19:46:40  <Beerbelott> Oh there are misc=9 already in there ;)
19:47:01  <milek7> even if i wanted to pay, they don't offer macos vm..
19:48:13  <TrueBrain> milek7: Azure uses I believe
19:48:20  <TrueBrain> they don't host them; they use another party
19:49:15  <nielsm>   dammit! so close to getting time bonus
19:49:31  <TrueBrain> 4 minutes .. "close" :P
19:49:42  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
19:49:52  <nielsm> I guess it is 10% over...
19:50:22  <nielsm> maybe I could have done without that stop midways to fill up on fuel
19:50:45  <Eddi|zuHause> well, now i have no idea what to test this with
19:51:15  <TrueBrain> nightly failed:
19:51:15  *** Alberth has left #openttd
19:51:19  <TrueBrain> seriously GitHub  ... get your act together
19:52:42  <Eddi|zuHause> yay, this time CI passed :)
19:53:36  <milek7> they're using real macs for that, not vms
19:53:39  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain approved pull request #7310: Docs: table alignment when viewing as a monospace textfile
19:53:39  <milek7> i'm surprised
19:53:53  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7310: Docs: table alignment when viewing as a monospace textfile
19:54:02  <TrueBrain> I got the hint Eddi|zuHause :P
19:55:30  <andythenorth> ok GH pages starts to make sense
19:55:49  <andythenorth> as usual no off-the-shelf solution works when you already have your own solutions in place
19:56:00  <andythenorth> it uses a weird orphaned branch
19:56:10  <andythenorth> which presumably AP will have to push the artifacts into
19:56:21  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
19:57:01  <andythenorth> it also talks about triggering a build on push to github
19:57:04  <andythenorth> not sure how that works
19:57:17  <andythenorth> I didn't know GH had CI built in
19:58:14  <TrueBrain> GitHub doesn't have a CI (yet)
19:58:28  <TrueBrain> it can only trigger stuff based on actions
19:59:05  <Beerbelott> Eddi|zuHause: (and other result.txt file) end w/ 'Error: The script died unexpectedly'
19:59:13  <TrueBrain> andythenorth: from what I understand, GH Pages can publish any branch (even master) from a repository
19:59:23  <andythenorth> yes
19:59:35  <andythenorth> it's just built for a different problem to the one I have
19:59:38  <Beerbelott> The other one is
19:59:44  <TrueBrain> andythenorth: what do you mean?
19:59:45  <andythenorth> but I think I can do bad things and it will work
19:59:52  <Eddi|zuHause> if it's in the results.txt, that means that is meant to happen :)
19:59:54  <Beerbelott> those are the results the current run are checked against during regression tests...
19:59:57  <TrueBrain> if you push your HTML files from AP to that branch, you should be fine
19:59:57  <Beerbelott> Ah
20:00:18  <TrueBrain> I am surprised how easy they made GH Pages ..
20:00:22  <TrueBrain> I should use them .. I guess
20:00:44  <andythenorth> pushing generated files to the repo has been a 'no-no' for so long
20:00:47  <andythenorth> it makes me twitch
20:00:58  <TrueBrain> but that is exactly what you want?
20:01:17  <andythenorth> apparently
20:01:18  <TrueBrain> (well, it is not really the repo .. it is a branch on the repo which is a reflection of http)
20:01:23  <andythenorth> I've just been trained not to do it
20:01:28  <TrueBrain> by who? :P
20:01:43  <andythenorth> pretty much everyone I've ever collaborated with :)
20:01:46  <TrueBrain> make[2]: *** No rule to make target `/usr/local/lib/libpng.dylib', needed by `openttd'.  Stop.
20:01:48  <TrueBrain> SO CLOSE
20:01:52  <TrueBrain> what is this bullshit now ..
20:02:01  <andythenorth> oof libpng :)
20:02:03  <TrueBrain> hmm .. dynamic linking ..
20:02:06  <TrueBrain> that is not good for OSX
20:02:09  <TrueBrain> but okay, another issue
20:02:19  <andythenorth> is this the dynlibs that Apple fucked up silently?
20:02:22  <andythenorth> and then silently fixed?
20:02:30  <andythenorth> without bumping XCode versions?
20:02:47  <TrueBrain> hmm .. I wonder why that file is not there .. it was autodetected by CMake ..
20:02:54  <peter1138> I push generated files into repos... although they are deployment repos, so kinda necessary.
20:03:06  <Eddi|zuHause> Beerbelott: you likely want to look around the first line that is different between the (expected) result.txt and the (current) tmp.regression
20:03:17  <TrueBrain> andythenorth: that works too, what peter1138 says, just make a second repository where you publish your docs!
20:03:26  <peter1138> I should sue Tesco, these pitted prunes have pits :/
20:03:54  <Eddi|zuHause> peter1138: does that stuff work outside america?
20:04:18  <peter1138> I hope not.
20:05:36  <andythenorth> peter1138: you are no longer on my christmas card list
20:05:42  <peter1138> :(
20:05:49  <peter1138> For using git for deployment?
20:05:53  <peter1138> Or for having prunes?
20:06:23  <TrueBrain> does it matter, really?
20:06:23  <TrueBrain> :P
20:06:33  <peter1138> git for deployment is great.
20:07:22  <peter1138>
20:07:30  *** Thedarkb1-T60 has quit IRC
20:07:42  <nielsm> remember, git is essentially blockchain for software development!
20:07:44  <nielsm> gitcoin!!
20:07:56  <peter1138> ^ funny, it's a patch to filter vehicles by cargo type, and says "the patch's name is self explanatory" and the patch's name...? group-name-patch.
20:08:57  <TrueBrain> andythenorth: where is libpng.dylib located on your machine?
20:10:04  *** andythenorth has quit IRC
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20:10:22  *** andythenorth has joined #openttd
20:10:22  <TrueBrain> owh, I see what is going wrong here .. interesting
20:10:45  <TrueBrain> ha, yes .. we cause this ourself
20:10:48  <TrueBrain> okay .. that is wrong :D
20:11:00  <peter1138> The rm?
20:11:42  <TrueBrain> it indeed are rms causing this :)
20:11:51  <TrueBrain> in the old config.lib, it worked
20:11:59  <TrueBrain> now CMake is like: brew told me it should be here!
20:12:33  * andythenorth trying to do this
20:12:38  <andythenorth> but I already have master
20:13:02  <andythenorth> I think these aren't the docs I need
20:13:23  <TrueBrain> in the Settings of your project
20:13:28  <TrueBrain> you can select which branch to use for GH Pages
20:13:36  <glx> well if we remove the dylib we may need to enable static linking :)
20:13:54  <andythenorth> yes I found that
20:14:10  <andythenorth> but I created the gh-pages branch incorrectly, so I'm doing it again
20:14:19  <andythenorth> why is the web so fucking awful now?
20:14:27  <Eddi|zuHause> because trump
20:14:43  <nielsm> this one went better!
20:14:46  <andythenorth> I go on a page about git, and I get cookie warning, GDPR warning, push notification, and they want me to get an app
20:14:51  <glx> btw mingw will need static too, currently it compiles but it's not very usable outside mingw terminal
20:15:23  <milek7> nielsm: what's that?
20:15:42  <andythenorth> nielsm: nice UI
20:15:59  <glx> maybe an OPTION_STATIC ?
20:16:11  <nielsm> milek7: derail valley
20:16:20  <nielsm> it's a better train simulator
20:16:27  <TrueBrain> glx: yup, something like that indeed
20:17:57  <peter1138> nielsm, is the timer fixed?
20:18:05  <TrueBrain> weird; in static mode, pkg-config makes mistakes :(
20:19:33  <nielsm> peter1138: the time allotted depends on the distance, but going over only means you don't get the bonus
20:19:42  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
20:19:49  <peter1138> nielsm, right but is it realtime? so 20 minutes is actually 20 minutes.
20:19:54  <nielsm> yes
20:19:56  <peter1138> Good.
20:20:08  <nielsm> it's not like ETS2 scale
20:20:13  <andythenorth> orphan branches eh?
20:20:15  * andythenorth learns a thing
20:20:19  <peter1138> In the demo everything was about 3x too fast.
20:21:05  <andythenorth> oh FFS
20:22:28  <milek7> meh, windows only
20:23:52  <andythenorth> for an orphan branch, can I leave my old gitignore in place?
20:23:56  <andythenorth> the instructions say not
20:24:05  <andythenorth> but I need it
20:24:21  <andythenorth> oh fuck it, I just do it and see what goes wrong
20:24:26  <andythenorth> nobody learns anything by talking
20:24:28  <TrueBrain> funny .. it cnanot find iconv in static mode ... this is weird :P
20:24:44  <TrueBrain> owh, all runs fail .. haha
20:24:47  <TrueBrain> weirdness ++
20:26:18  <andythenorth> lolz
20:26:25  <andythenorth> so /docs is in my .gitignore of course
20:26:31  <andythenorth> but it can't be for this branch
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20:28:04  <andythenorth> FIRS docs anyone? o_O
20:28:16  <LordAro> :o
20:28:35  <TrueBrain> GRATZ!
20:28:44  <TrueBrain> pretty :)
20:28:45  <andythenorth> they're not published from AP
20:28:50  <andythenorth> that's a local commit
20:29:29  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
20:29:38  <TrueBrain> but you have GH Pages to work!
20:29:39  <TrueBrain> rest is peanuts
20:30:17  <andythenorth> the magic is good
20:30:28  <andythenorth> as usual, figuring out which of the docs instructions I need was the hard bit
20:30:53  <andythenorth> I should remember that for my customers :P
20:32:11  <andythenorth> this needs to be on the coop account somehow
20:32:16  <andythenorth> that's probably fine
20:33:07  <andythenorth> right now to teach azure
20:33:09  <milek7> do macos have smartscreen-like annoying popups?
20:33:29  <TrueBrain> okay, OSX still fails; possibly some CFLAGS that is causing issues ... something for another day
20:34:55  <andythenorth> milek7: 'yes'
20:35:17  <andythenorth> I don't know exactly what those are, but there are annoying popups
20:38:07  <Samu> i'm trying to use "force_exact_match bool, instead of -2
20:38:44  <milek7> i have private key on windows virtual smartcard, which is on kvm swtpm
20:38:54  <milek7> and now how to extract key from that? ;D
20:39:30  <TrueBrain> if it is any decent, you can't :P
20:40:21  <milek7> swtpm is software only so it should be possible
20:40:32  <Samu> alright, i got somewhere
20:43:39  *** sla_ro|master has quit IRC
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20:46:34  <Beerbelott> Eddi|zuHause: Problems indeed arise because of -c ai/regression/regression.cfg
20:47:09  <Beerbelott> stripping this parameter from regression scripts makes a failed regression test due to no detection of OpenGFX pass
20:47:24  <Beerbelott> so sth messes up w/ dir detection, there
20:49:02  * andythenorth has infosec horrors
20:49:13  <andythenorth> giving unknown extensions write access to my repos
20:49:16  <andythenorth> via AP
20:51:29  *** supermop_Home_ has quit IRC
20:53:58  <andythenorth> oh dear
20:54:00  <andythenorth> "The current operating system is not capable of running this task. That typically means the task was written for Windows only. For example, written for Windows Desktop PowerShell."
20:54:18  <andythenorth> can't run powershell on ubuntu then :P
20:54:20  <andythenorth> fancy
20:55:38  <andythenorth> maybe this or something
20:58:12  <andythenorth> ok I might need actual help :)
20:58:16  <andythenorth> from actual programmer
20:58:34  <Eddi|zuHause> where would you get one of those from?
20:59:06  <andythenorth> I think one just volunteered?
20:59:51  <andythenorth> TrueBrain: so if I make a Service Connection to github, I can auth that to push back to my repo?
21:00:02  * andythenorth joining final dots, hopefully
21:00:13  <TrueBrain> andythenorth: I think so, yes
21:05:54  <andythenorth> am I now the in-house AP expert? o_O
21:08:41  <peter1138> Yes
21:09:33  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
21:09:35  <TrueBrain> good
21:10:36  <TrueBrain> I forgot, OSX cannot handle '-static' at ALL :P
21:11:18  <TrueBrain> the connection between AzurePipelines and GitHub is a lot better now .. it used to be < 100mbit/s .. it is now ~300mbit/s
21:11:19  <TrueBrain> not bad
21:11:20  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7289: Add: Configurable ship curve penalties (YAPF)
21:12:39  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7286: Add #2155: newheightmapgame command
21:13:33  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7286: Add #2155: newheightmapgame command
21:15:20  <TrueBrain> okay .. this doesn't work at all now; lol
21:15:21  <TrueBrain> oops :D
21:15:38  <Eddi|zuHause> sounds normal :p
21:15:40  <milek7> eh, why .so couldn't be used for static linking?
21:15:51  <TrueBrain> because ... .so by definition is dynamic?
21:16:55  <glx>  'fontconfig' depends on 'm', of which no static variant was found <-- of course ;)
21:16:59  <milek7> it contains code and symbol names, what more is necessary?
21:17:15  <peter1138> Hmm, the problem with itch-scratching PRs is nobody else cares enough to look at them.
21:17:31  * peter1138 looks at issues instead.
21:17:48  <TrueBrain> milek7: I suggest google as your friend :)
21:18:25  <TrueBrain> glx: yeah .. PkgConfig is really terrible with STATIC, so my current code can contain some issues :)
21:18:43  <milek7> it didn't helped, besides such handwaving as '.a is for static libraries and .so is dynamic'
21:18:49  <Eddi|zuHause> well, on a theoretical level, you could ask why the .so fileformat wasn't prepared in a way that you could strip it of the dynamic bits and link it like you would an .a file
21:19:05  <glx> well -lm is not a real lib IIRC
21:19:13  <TrueBrain> glx: OSX is weird .. at soon as I requested static, the default CMake files failed
21:19:26  <TrueBrain> glx: exactly why I mention that it is my own code ;)
21:19:36  <TrueBrain> hmm .. I want to see the cmake file on OSX
21:19:42  <glx> and I'm testing mingw
21:19:42  <TrueBrain> maybe that gives a clue why it is acting like this
21:20:01  <nielsm> but, does cmake then know how to collect and re-install_name dylibs so they work in an .app package?
21:20:17  <nielsm> if it can do that, that would be just as good wouldn't it?
21:20:21  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7147: Change: Synchronize randomness in vehicle introduction…
21:20:25  <TrueBrain> hmm .. you are not wrong
21:20:28  <peter1138> Let's go with it.
21:20:33  <TrueBrain> we just never investigated that, as it was impossible manually :D
21:21:19  <peter1138> "Change: Synchronize randomness in vehicle introduction so all vehicles introduced simultaneously will stay at the same date (#7147)"
21:21:31  <peter1138> That ... is a long winded and nonsensical commit message.
21:21:45  <Eddi|zuHause> i accept alternative wordings
21:22:16  <nielsm> keep same-intro-date vehicles on same intro date
21:22:44  <peter1138> No need to change anything, I can reword the commit message.
21:22:56  <Eddi|zuHause> nielsm: i don't think that makes it any clearer
21:23:00  <peter1138> Just... it's almost Samu-like ;p
21:24:17  <glx> <-- should work (if my syntax is correct)
21:24:22  <Eddi|zuHause> keep in mind i'm not a native speaker.
21:24:31  <peter1138> "Change: Synchronize introduction date randomness across vehicles with the same base date" ?
21:24:38  <milek7> Eddi|zuHause: but is there something missing in .so elf? or just nobody thought to implement it in linker
21:24:58  <peter1138> *base introduction date
21:24:59  <Eddi|zuHause> milek7: how should i know?
21:25:21  <Eddi|zuHause> peter1138: maybe add a bit about reliability curve?
21:25:51  <TrueBrain> glx: that cannot work, you are missing quiet a few instances :)
21:25:59  <TrueBrain> but if something is always Release, why not just add it to windows-build.yml?
21:26:00  <peter1138> Change: Synchronize introduction date and reliability randomness across vehicles with the same base introduction date (#7147)
21:26:16  <peter1138> Still long but works I think.
21:26:32  <glx> because testing will need it too
21:26:44  <TrueBrain> which you also set on Release
21:26:46  <TrueBrain> ?
21:27:16  <TrueBrain> a variable that is a constant is a bit annoying in Azure Pipelines
21:27:36  <glx> I set a job variable and pass it to the VSBuild tasks
21:28:10  <Eddi|zuHause> peter1138: sounds fine. but do we really want to rush this in before RC1 release? ;)
21:28:25  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7147: Change: Synchronize randomness in vehicle introduction…
21:28:28  <TrueBrain> meh, why is static always such a pain in the ass ..
21:28:40  <peter1138> Rush...
21:29:03  <glx> but in azure pipelines doc they suggest "Tip: Declare a build variable such as BuildConfiguration on the Variables tab (selecting Allow at Queue Time) and reference it here as $(BuildConfiguration). This way you can modify the platform when you queue the build and enable building multiple configurations."
21:29:06  <supermop_Home> andythenorth does alcohol increase hotel production?
21:29:12  <andythenorth> no
21:29:16  <supermop_Home> ok
21:29:26  <glx> which seems to be a better option
21:29:31  <TrueBrain> glx: my suggestion to you is to not use a variable; take it as it is, or do it another way, I don't care ;) Debug vs release is the least of my issue atm :)
21:29:36  <supermop_Home> trying to scrape together some $$ on this coop server
21:29:45  <andythenorth> FML, how to delete a pipeline in AP?
21:29:46  <TrueBrain> your current commit only is not working, as you forgot a few things .. look at other parameters to find all the instances you need to create
21:29:50  <andythenorth> without deleting whole project?
21:30:03  <nielsm> well could be the hotel guests ended up producing more guests to take home after consuming alcohol...
21:30:04  <peter1138> andythenorth, it's not hg...
21:30:13  <TrueBrain> andythenorth: just ... click on delete?
21:30:22  <TrueBrain> (click on the pipeline, click on the dots, click on delete)
21:31:26  <andythenorth> thx
21:31:35  <TrueBrain> okay, CMake has some bundle code, so possibly it can indeed copy the dylibs
21:31:40  <TrueBrain> would be fancy, I guess
21:31:55  <TrueBrain> still I am a bit puzzled why it failed to find a libz that is static
21:32:01  <glx> oh you mean all compile stuff, not only CI
21:32:29  <nielsm> osx ships a libz.dylib in /usr/lib which you can safely link
21:32:42  <nielsm> (or maybe it's in /lib)
21:32:48  <TrueBrain> glx: check all usages of VcpkgTargetTriplet
21:32:56  <andythenorth> "Bash exited with code '2'."
21:33:01  <TrueBrain> nielsm: yeah; I was wondering about the static variant
21:33:03  <andythenorth> this is fun
21:33:04  <TrueBrain> but I don't think it exists
21:33:10  <TrueBrain> as I think we "cheat" a bit with the current binaries
21:33:21  <TrueBrain> we remove the dynamic version of the libs, so it picks the static of the ones we added
21:33:26  <TrueBrain> but picks the dynamic of everything else
21:33:35  <peter1138> If it's shipped with osx, can't we use it?
21:33:38  <TrueBrain> so we are a bit mixed :D
21:33:56  <peter1138> Static is bad for security.
21:34:10  <TrueBrain> that is a weird and untrue statement :)
21:34:26  <TrueBrain> I have used static binaries often to patch security issues
21:34:29  <TrueBrain> as the OS was too slow
21:35:27  <LordAro> depends on the system
21:35:42  <TrueBrain> not really ;) Depends on which maintainer is quicker
21:35:49  *** LordAro sets mode: -o LordAro
21:35:53  <TrueBrain> @op LordAro
21:35:53  *** DorpsGek sets mode: +o LordAro
21:35:57  <LordAro> :<
21:36:02  <TrueBrain> :P
21:36:04  <TrueBrain> @deop LordAro
21:36:05  *** DorpsGek sets mode: -o LordAro
21:36:10  <peter1138> That is a rare case.
21:36:31  <peter1138> In general, our users who are still using 1.8.0 would be missing any security updates since then.
21:36:46  <LordAro> lots of static binaries means you have to find and recompile/fix every single one of them
21:36:48  <Eddi|zuHause> we've had people come in here using 5 year old game versions
21:36:57  <peter1138> Of course, this is hardly security critical software, but the point still stands.
21:37:03  <LordAro> dynamic library -> replace the library, done
21:37:07  <peter1138> If we can use system provided dynamic libs, we probably should.
21:37:18  <TrueBrain> LordAro: you weren't around when OpenSSL "bumped" their version? :P
21:37:35  <TrueBrain> peter1138: we are talking about either shiping the dylibs, or building it static
21:37:39  <TrueBrain> so not much difference in infosec terms
21:37:50  <peter1138> We shouldn't ship a dynamic lib if it's provided by the system.
21:37:54  <LordAro> TrueBrain: perhaps..
21:38:16  <LordAro> but yes, of course this is dependent on library maintainers "doing it properly" as well
21:38:32  <LordAro> but these aren't windows systems, they have sane library management
21:38:38  <TrueBrain> it is all so fluffy, there is not one true statment :D
21:38:50  <peter1138> One is more truer :p
21:38:59  <andythenorth> ow I don't understand AP :(
21:39:06  <andythenorth> this makes me full 100% samu
21:39:32  <peter1138> You should spend hours debugging something that we've already explained...
21:39:33  <LordAro> general case vs real life, i think
21:39:33  <TrueBrain> but okay, the dutch saying: "de beste stuurlui staan aan wal", applies here :)
21:40:01  <Samu> hmm?
21:40:04  <TrueBrain> okay, config.lib makes our OSX binary some hybrid .. because we modify the build system sufficiently
21:40:10  <andythenorth> there's some way to auth a pipeline to push back to my repo, but FML I can't make it work
21:40:14  <TrueBrain> did not realise it yet like that
21:40:21  <andythenorth> also I'm in wife trouble :P
21:40:28  <LordAro> "the best drivers are on shore"
21:40:30  <LordAro> hmm
21:40:31  <TrueBrain> go fix that first andythenorth :)
21:40:35  <andythenorth> unfixable
21:40:43  <glx> I did like
21:40:46  <andythenorth> the things I didn't do are already not done
21:40:51  <andythenorth> no time machine
21:40:53  <LordAro> grr, windows
21:40:59  <Samu> I'm doing changes inside ai_sl.cpp, to make it use force_exact_match variable
21:41:00  <LordAro> switched my keyboard layout to en_US
21:41:13  <TrueBrain> andythenorth: you need to have a Service Connection to GitHub with write access to your repo
21:41:14  <Samu> would help me eliminate everything from ai_scanner.cpp
21:41:20  <TrueBrain> and I think if you checkout with that connection, it can also push
21:41:21  <TrueBrain> but never tried
21:41:37  <peter1138> LordAro, keeps doing that to me. You need to uninstall it every time it gets reinstalled :/
21:41:54  <glx> I set a job variable and use them in the steps
21:41:58  <LordAro> yeah, except now i don't have an option to uninstall it :(
21:42:20  <TrueBrain> now glx is acting like Samu :D
21:42:23  <TrueBrain> glx: CONTEXT PLZ :D
21:42:51  <glx> I don't see what's wrong in my commit
21:43:03  <TrueBrain> ah; did you follow my advise? and grep that other variable?
21:43:09  <TrueBrain> it will tell you the instances you missed just fine :)
21:44:29  <peter1138> Can I review my own PRs?
21:44:53  <peter1138> I want to be a rogue element :p
21:45:05  <glx> and I can't found any VcpkgTargetTriplet in other files
21:45:13  <andythenorth> 'azure push to github' is a crap thing to search for
21:45:18  <Eddi|zuHause> peter1138: make another account and give it maintainer rights? :p
21:45:21  <andythenorth> many many results, and not what I want
21:45:46  <peter1138> Eddi|zuHause, easier, make another account, and approve all its PRs :p
21:46:02  <Eddi|zuHause> right
21:46:15  <glx> release.yml is not converted to cmake yet
21:46:16  <peter1138> No, Steam, X-Plane 11 isn't running.
21:46:35  <Eddi|zuHause> nothing a killall -9 won't fix :p
21:47:09  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
21:47:29  <TrueBrain> glx:
21:47:33  <TrueBrain> you are missing an entry here
21:47:54  <TrueBrain> glx:
21:47:56  <TrueBrain> you are missing an entry here
21:48:38  <milek7> generic hacky way: place ssh private key with write permissions on secret url, use that url as secret variable in AP, download it and use in git
21:48:47  *** andythenorth has quit IRC
21:48:57  <TrueBrain> milek7: that is not a hacky way, that is how dataleaks are created
21:49:17  <glx> but release.yml needs more changes too
21:49:23  <TrueBrain> "but"?
21:49:24  <milek7> why? where it would leak?
21:49:35  <TrueBrain> milek7: that "secret"  URL, ofc
21:49:42  <glx> I can include them in the 'Release' stuff
21:50:05  <TrueBrain> milek7: security by obscurity never worked really :)
21:50:18  <TrueBrain> (more generic, copying a private key EVER is always a bad idea :P)
21:50:36  <milek7> random file name on directory with disabled autoindex is undiscoverable
21:50:49  <TrueBrain> yeah .. and there is no way that variable is going to leak :P
21:51:03  <LordAro> mm, it's fine... until it's not
21:51:07  <TrueBrain> :D
21:51:17  <LordAro> and you have no way of knowing when it's not
21:51:24  <TrueBrain> until you do!
21:51:39  <TrueBrain> (when you find porn on your github repos :P)
21:51:50  <TrueBrain> yes, the worst thing I could think of, was porn
21:52:24  <TrueBrain> "ld: library not found for -llzo2"
21:52:28  <TrueBrain> what a lame ass response is that
21:53:01  <TrueBrain> pkg-config on OSX is bad
21:56:17  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
21:56:27  <Samu> test plz
21:57:03  <Samu> crap
21:57:09  <Samu> bug in game_sl.cpp
21:57:27  <peter1138> :D
21:58:20  <Samu> k test now
21:58:20  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
21:58:46  *** andythenorth has joined #openttd
21:58:46  <peter1138> I don't have any saves with AIs, let alone any in a condition to be able to test this.
21:58:49  <Samu> damn visual studio style getting in the way
21:59:04  *** andythenorth has left #openttd
21:59:51  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
22:00:40  <Samu> about src/script/script_config.cpp I'm still unsure if I can remove it
22:01:25  <peter1138> Azure is really not having much luck today :/
22:04:10  <Samu> i wish I had v8
22:04:15  <Samu> i'd test this
22:04:24  <Samu> or v6
22:04:59  <LordAro> Samu: make a minimal example
22:05:08  <LordAro> should be pretty trivial
22:05:17  <LordAro> doesn't have to be based on any existing AI
22:05:26  <glx> ok is better
22:05:32  <glx> I think
22:06:14  <Samu> gonna test with ommissing v7 on purpose
22:06:20  <TrueBrain> glx: I think so too, yes
22:08:01  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code)
22:08:58  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
22:09:04  <TrueBrain> okay, this might just fix OSX ... *fingers crossed*
22:09:56  *** gelignite has quit IRC
22:10:21  <TrueBrain> but GitHub API is being a bitttcchhhh
22:11:14  *** frosch123 has quit IRC
22:11:15  <Samu> just tested, it's doing wrong t.t
22:11:17  <Samu> bah
22:11:34  <TrueBrain> so we either have to ship dylibs with OSX, or we have to find a way to be selective what we make static .. or find a static zlib ..
22:11:35  <TrueBrain> lol
22:11:44  <TrueBrain> (dynamic, hybrid, static \o/)
22:13:11  <nielsm> what's wrong with using apple's supplied libz.dylib?
22:13:30  <glx> well worked for mingw until the link step
22:13:40  <TrueBrain> nielsm: I am fine with the libz, but again, that is not the issue :D
22:13:45  <glx> but that was a typical lib order failure
22:13:46  <TrueBrain> we have 4 libraries we download via brew
22:13:54  <TrueBrain> we can safely assume users don't have them
22:14:05  <TrueBrain> so we either have to ship them to the user as dylib, or compile them static
22:14:50  <TrueBrain> we used to do that, by removing the dylib, and magically the compiler pick the static version
22:15:02  <TrueBrain> CMake ruins that, as it validates that the dylib is there, if it expect to find it
22:15:11  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
22:15:18  <nielsm> ah
22:15:24  <TrueBrain> (in other words, we used to be hybrid: dylibs for those that are not fetched via brew, static for those via brew)
22:15:30  <nielsm> well, this then?
22:15:31  <nielsm> :)
22:15:40  <TrueBrain> so my first attempt was to do everything static .. but zlib doesn't have a static version on OSX
22:15:53  <TrueBrain> nielsm: what does that do?
22:16:23  <nielsm> it enumerates all dylibs linked, recursively, copies into an .app package, and adjusts install_names for them to search for those libs inside the package
22:16:27  <TrueBrain> okay, OSX now works with dylibs .. that ati least is something :D
22:16:36  <TrueBrain> nielsm: yeah, that works indeed :)
22:16:47  <TrueBrain> it seems CMake has something similar
22:16:51  <TrueBrain> but that means we are bundling the dylibs
22:16:53  <TrueBrain> we never did that
22:16:57  <TrueBrain> so that will be fun to see how that goes :)
22:17:08  <TrueBrain> (also the bundles will most likely be larger, but who cares)
22:17:23  <TrueBrain> I guess the main issue here is nielsm, that we have a similar issue for Windows (via mingw) and linux (generic builds)
22:17:26  <TrueBrain> suggestions for those?
22:17:49  <glx> they have static libz ;)
22:17:56  <Beerbelott> Eddi|zuHause, peter1138: the error relative to missing graphics set in the regression script comes from src/bootstrap_gui.cpp on line 220
22:18:09  <Beerbelott> if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) goto failure;
22:18:24  <Beerbelott> The error only appears when the regression cfg file is being used
22:18:27  <TrueBrain> glx: but compiling X11 staticly is not the best approach on Linux ;)
22:18:35  <Beerbelott> Does that ring any bell?
22:18:39  <glx> oh of course
22:18:55  <Eddi|zuHause> Beerbelott: that just says "if headless, go into error instead of asking the user"
22:19:14  <Eddi|zuHause> Beerbelott: the failure to detect the graphics is earlier
22:19:18  <Beerbelott> But by no loading the special config file, it works like a charm
22:19:24  <glx> for windows it's easier as all searched libs are all non windows
22:19:54  <Eddi|zuHause> Beerbelott: yes, but that has nothing to do with that line
22:20:11  <TrueBrain> glx: that is true
22:20:18  <TrueBrain> so that leaves Linux in the middle :P
22:20:40  <Eddi|zuHause> Beerbelott: that line is already deep in the "we found no set, go into panic mode" path
22:21:39  <TrueBrain> okay, all targets now fail on regression, as they should \o/
22:21:46  <TrueBrain> far from done, but at least another step
22:22:06  <Samu> arf... i really need v8 or v6
22:22:10  <TrueBrain> nielsm: yeah, that osx-fix-libs does what I was considering, assuming /usr/local is "bad" .. still a bit hackish, but I guess it will have to do
22:22:12  <Samu> what to do
22:22:23  <LordAro> Samu: MAKE ONE
22:22:39  <Samu> you mean, fake it?
22:22:40  <LordAro> yes
22:22:44  <Samu> hmm good idea
22:22:48  <TrueBrain> nielsm: would there be a difference in making those libraries static vs bundling the dylibs, you think?
22:22:49  * LordAro facedesk
22:22:52  <nielsm> TrueBrain, that script was written with the assumption that you do not want to link in libs from homebrew or macports or similar (because they may be "weird")
22:23:14  <nielsm> for osx, no, dylibs in the app package is standard operating procedure
22:23:24  <TrueBrain> k
22:23:36  <TrueBrain> well, we don't really package mingw, so I guess strictly seen we don't have to fix that
22:23:42  <TrueBrain> so no static for now; will revisit that some day :P
22:23:54  <nielsm> I believe Xcode's own build even does all that install_name magic
22:24:30  <Samu> so i cloned v9 and changed info.nut to say this is v8
22:24:36  <Samu> lets see if it works
22:24:53  <TrueBrain> nielsm: good to know :)
22:24:54  <TrueBrain> tnx!
22:25:00  <LordAro> Samu: might want to change some of the debug messages so you can more easily tell which version is which
22:25:02  <glx> oh and
22:25:34  <Samu> need to start v8, save, then delete v8: expected result is to load v9 without a DEBUG warning
22:26:09  <TrueBrain> glx: as said, CMake supports bundling ;)
22:26:39  <glx> that's nice
22:26:46  <TrueBrain> okay .. next on the list ... the horror: ICU
22:27:02  * nielsm goes to bed
22:27:06  <TrueBrain> sleep well
22:29:26  <milek7> it should be possible to integrate selected elf dependecies into elf itself: copy library code section, perform relocations to library placed now in application address space, and copy .so relocation table to main elf with offset to where library code was copied
22:34:10  <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7298: Fix multiplayer emergency save
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22:38:33  <Samu> ok it loaded v9, no warning, fine so far, but then, the name still remained with .8 attached in the end
22:39:09  <Samu> i still need that code in script_config.cpp
22:39:14  <Samu> gonna test
22:40:55  <TrueBrain> lol .. ICU "just works" .. that was unexpected :D
22:41:22  <LordAro> ha
22:41:38  <TrueBrain> had to rename LAYOUT to lx and SORT to i18n
22:41:41  <TrueBrain> but .. that was all :)
22:41:57  <TrueBrain> error adding symbols: DSO missing from command line
22:42:00  <TrueBrain> riiigggghhhtttttt
22:42:56  <milek7> find_package(Threads REQUIRED) missing?
22:43:14  <TrueBrain> no .. one of the pkg-config libraries doesn't announce it
22:43:18  <TrueBrain> pkg-config is horrible :P
22:43:35  <TrueBrain> okay, a bit more verbose: it is compiling fine when I use find_package for everything
22:43:42  <TrueBrain> but it broke when using pkg-config for everything
22:43:54  <TrueBrain> (and normally pkg-config is a fallback in case the cmake Find is not installed)
22:44:51  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
22:45:46  <TrueBrain> well, I guess your suggestion works fine to fix that milek7 :P
22:45:53  <TrueBrain> but it is stupid pkg-config is this bad :(
22:46:12  <peter1138> Should use autotools/autoconf/automake/etc instead ;)
22:46:27  <TrueBrain> you do know those tools use pkg-config too, right?
22:47:03  <TrueBrain> pkg-config was going to solve all the library detection problems .. instead it just created an other way of things to go wrong :P
22:49:12  <Samu> that's it!
22:49:17  <Samu> now cleaning up into just 1 commit
22:49:41  <peter1138> Yup.
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22:50:01  <Eddi|zuHause>
22:50:02  <TrueBrain>
22:50:06  <TrueBrain> still makes me laugh, those names
22:50:15  <TrueBrain> Eddi|zuHause: exactly that, yes
22:50:26  <TrueBrain> I like that when ever you say something like that, always someone finds the XKCD link for you :P
22:51:17  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7193: Fix #6468: Load correct version of AI as specified during the time of its save.
22:51:26  <Samu> ready for re-review
22:51:55  <TrueBrain> I have layout/LETypes.h in icu-le-hb
22:51:58  <TrueBrain> is this common?
22:53:17  <LordAro> TrueBrain: i wouldn't expect icu-le-hb at all, unless you're fixing 6922
22:53:32  <TrueBrain> no clue how it got on my system :)
22:53:38  <TrueBrain> what is the normal folder for LETypes.h?
22:57:25  <TrueBrain> nevermind; manually detection is too complex
22:57:33  <TrueBrain> so either CMake or pkg-config required for ICU support
22:58:21  <LordAro> TrueBrain: there is an icu-config binary, if that's relevant
22:59:06  <TrueBrain> I am hoping we dont have to support any NNN-config except pkg-config
22:59:09  <TrueBrain> but time will tell :D
23:00:18  <LordAro> mm...
23:00:25  <TrueBrain> yeah, currently it is also done via icu-config
23:00:27  <TrueBrain> euh
23:00:29  <TrueBrain> pkg-config
23:00:31  <TrueBrain> so that is fine
23:02:18  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
23:02:20  <Eddi|zuHause> TrueBrain: it's fine, i have literally nothing else to do all day than looking up xkcd links :p
23:02:44  <TrueBrain> Eddi|zuHause: not sure how to respond .. should I be happy for you, or sad? :D
23:02:56  <Eddi|zuHause> sure :p
23:03:09  <TrueBrain> 500 config.lib lines left to port \o/
23:06:06  <Beerbelott> Eddi|zuHause: Found something!
23:06:12  <TrueBrain> IS IT A BIRD?
23:06:14  <TrueBrain> A PLANE?!
23:06:18  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7292: Change: No need to save AI/GS data when joining a multiplayer server
23:07:06  <Beerbelott> This is normal: fileio.cpp:1360 ScanPath extension = .tar, path = /home/berbe/.openttd/baseset/, recursive = true
23:07:06  <Beerbelott> This is buggy: fileio.cpp:1360 ScanPath extension = .tar, path = ai/regression/content_download/baseset/, recursive = true
23:07:14  <Beerbelott> In the same call to ScanPath
23:07:23  <Beerbelott> It seems DeterminePaths is somehow buggy
23:08:04  <LordAro> intriguing
23:08:15  <LordAro> is it failing to absolutepath something, i wonder?
23:08:53  <Beerbelott> looks like that
23:09:15  <LordAro> i bet working directory is different to what's expected
23:09:26  <Beerbelott> appending a dir to the base dir of the script rather than the home dir
23:09:59  <TrueBrain> <- shouldn't that be <basedir.h> ?
23:10:11  <LordAro> Beerbelott: file an issue anyway, before you forget what you've found :)
23:10:48  <Beerbelott> dbg: [misc] ai/regression/ found as config directory
23:10:48  <Beerbelott> dbg: [misc] ai/regression/ found as personal directory
23:10:55  <Beerbelott> liar!
23:11:00  <Beerbelott> LordAro: true
23:11:33  <Beerbelott> I'll dig a little bit more since dir discory is wrong and DeterminePaths just builds on top of it
23:12:25  <Beerbelott> Oh my bad, this is done directly into DeterminePaths
23:14:46  <TrueBrain> libtimidity is not available on Debian/Ubuntu? :(
23:15:07  <LordAro> libtimidity has been dead for quite some time
23:15:13  <TrueBrain> should we remove it?
23:15:16  <LordAro> timidity itself still exists, i think?
23:15:21  <TrueBrain> yup
23:15:35  <LordAro> that's what extmidi ultimately uses, i think
23:15:47  <LordAro> niels knows more
23:16:19  <TrueBrain> k, will check with him
23:16:20  <TrueBrain> tnx
23:16:40  <LordAro> extmidi's use is pretty limited, now that we've got fluidsynth
23:17:55  <Beerbelott> Found sth!
23:18:02  <Beerbelott> 1184     if (_config_file != NULL) {
23:18:02  <Beerbelott> 1185         config_dir = stredup(_config_file);
23:18:10  <Beerbelott> fileio.cpp
23:18:30  <TrueBrain> LordAro: I will check with nielsm, but if we can remove extmidi, that would be a real plus for me :D
23:18:37  <Beerbelott> thus supplying the config file sets config_dir, which is in turn used to set _personal_dir
23:18:51  <LordAro> i was wondering about whether using a config file on the commandline explicitly overrides the path structure
23:18:58  <TrueBrain> Beerbelott: that sounds like intended behavior
23:19:25  <LordAro> could possibly do with some added comments/documentation
23:19:38  <TrueBrain> the whole search path stuff could do with some redoing :D
23:19:41  <TrueBrain> global/shared/personal
23:19:44  <LordAro> well, that too
23:19:44  <TrueBrain> I am still lost :P
23:20:41  <TrueBrain> okay ..  all deps are ported now
23:20:56  <LordAro> :)
23:20:56  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
23:20:59  <TrueBrain> that was not as bad as I expected really
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23:22:40  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
23:22:49  <TrueBrain> some things we need to figure out .. I currently just detect everything I can, and what is detected is used
23:22:57  <TrueBrain> but for a dedicated server, you might explicitly not want to compile against SDL
23:23:00  <TrueBrain> *shrug*
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23:23:02  <TrueBrain> not sure if it matters
23:23:29  <Beerbelott> TrueBrain: Config dir, maybe, but not personal dir
23:24:16  <LordAro> Beerbelott: that's just a side effect of overriding it
23:24:28  <LordAro> "if you use a config file, don't look anywhere else"
23:24:44  <LordAro> if you explicitly use a config file on the commandline*
23:29:52  <glx> TrueBrain: for dedicated you mostly don't want to detect video required libs
23:30:03  <TrueBrain> I wonder if it matters, really
23:30:17  <TrueBrain> it shouldn't be mandatory, sure
23:30:18  <glx> people compiling on headless servers
23:30:22  <TrueBrain> but .. if it is there .. does it matter, I wonder
23:30:36  <glx> they usually don't want to install extra useless libs
23:30:49  <TrueBrain> again, it shouldn't be required
23:30:53  <TrueBrain> but if it is there, is there an issue
23:30:54  <TrueBrain> I wonder
23:31:00  <TrueBrain> we don't provide dedicated server binaries anyway
23:31:21  <LordAro> yeah, but if it finds them & links against them, they'll need it while running as well
23:31:37  <TrueBrain> you can always configure cmake to not find it
23:31:45  <TrueBrain> so I wonder if we should 'automatically' do that
23:32:43  <glx> I think if we provide a cmake option for dedicated, we should skip stuff not required for dedicated
23:32:45  <TrueBrain> I guess the most common usecase is that someone compiles it on the server itself ..
23:32:54  <glx> like the APPLE case
23:33:15  <TrueBrain> just because we can, doesn't mean we should .. so I rather go back to possibly usecases
23:33:22  <TrueBrain> as adding code that nobody is using
23:33:26  <TrueBrain> is just technical debt
23:33:58  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
23:34:54  <TrueBrain> owh, of course, source.list can filter it out
23:35:01  <TrueBrain> well, that works too, I guess
23:36:41  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
23:36:42  <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7167: Reset ai gs non anchored settings
23:37:14  <Samu> my terribad english
23:38:20  <LordAro> Samu: your english is fine, the issue is usually that you don't use it :p
23:38:42  <TrueBrain> weird .. if you link SDL against OpenTTD without it using it, it is still linked
23:38:50  <TrueBrain> I assumed that was detected, and it was not linked
23:39:28  <LordAro> that's normal
23:39:42  <LordAro> it'll strip it out if you statically link, iirc
23:39:48  <TrueBrain> it might be, but I expected optimizations to kick in these days
23:39:58  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe opened issue #7311: Wrong determination of personal directory
23:40:04  <glx> TrueBrain: updated the improved flags PR
23:40:07  <TrueBrain> static linking is a completely different set of operations :)
23:40:22  <TrueBrain> but it should be able to detect it is not using the library, not?
23:40:26  <TrueBrain> bit disapointed ..
23:40:35  <Beerbelott> LordAro: I made the issue as explicit as possible, thus the time taken for it
23:40:46  <glx> oups I left the debug message
23:41:20  <Beerbelott> Hope it's clear enough and pointing somehow the right way...
23:42:13  <Samu> 1.10.0 has lots of prs
23:42:34  <LordAro> TrueBrain: RC1 tomorrow? :)
23:42:44  <Samu> ah, the emergency save thing
23:42:49  <Samu> i knew i was forgetting something
23:42:54  <Samu> let's test
23:44:32  <TrueBrain> glx: I spotted ;) Seriously, a few of those comments made it so much more clear :D tnx!
23:44:40  <TrueBrain> LordAro: monday? Meh .. feels weird :P
23:44:49  <TrueBrain> LordAro: anyway, I have nothing to do for it, so when ever you want to
23:44:52  <glx> and I simplified it too
23:45:28  <Samu> ah, I remember, the emergysave was causing a crash because some variables were changed to "main menu" before saving. AI/GS would crash because the client believed it had instances running.
23:45:43  <Samu> and clients never run ai instances
23:45:48  <TrueBrain> glx: some minor comments, but I was goldplating :)
23:46:21  <Samu> it was asking the "instances" to save
23:46:22  <TrueBrain> LordAro: dedicated server, doesn't need ICU, fontconfig, freetype, SDL, right?
23:46:26  <glx> well I need to remove the message() anyway, so I can touch the comments too :)
23:46:41  <LordAro> TrueBrain: it'll need ICU for sorting
23:47:00  <LordAro> TrueBrain: also, "tomorrow" as in "after sleeping" :p
23:47:05  <glx> dedicated needs compression stuff too ;)
23:47:17  <TrueBrain> LordAro: ah, the UGT Tomorrow :D
23:47:20  <Samu> this was for TrueBrain
23:47:45  <TrueBrain> @kick Samu please, give us more context if you are talking; you are now just noise
23:47:45  *** Samu was kicked by DorpsGek (please, give us more context if you are talking; you are now just noise)
23:47:45  <glx> Samu: explain it in the PR
23:47:56  <TrueBrain> we keep asking ...
23:48:18  <TrueBrain> LordAro: so fontconfig / freetype it can do without?
23:48:22  <glx> I think it's about the close PR related to AI/GS saving
23:48:42  <TrueBrain> glx: yeah .. I hate that we have to put effort into finding out what he means
23:48:55  <LordAro> TrueBrain: 7 hour SLA, excellent :p
23:49:01  <TrueBrain> :D
23:49:17  <LordAro> TrueBrain: i think so? i've never tried compiling dedicated, but it's what i would expect
23:49:51  <LordAro> i can possibly see fontconfig still being necessary
23:50:19  * LordAro sleptiem
23:50:55  <glx> visual studio is silly, it detects cache modification in all build trees and usually fall in a somehow infinite cmake run loop
23:51:20  <TrueBrain> fluidsynth currently is not optional for dedicated servers :D (as in,it is linked if it is found)
23:51:41  <TrueBrain> freetype and fontconfig are currently skipped
23:51:45  <glx> recent addition, probably not well tested ;)
23:51:46  <TrueBrain> ICU too
23:52:04  <TrueBrain> lol @ glx :) I haven't had that yet
23:52:11  <TrueBrain> was quiet surprised how good the rebuilding worked
23:52:55  <TrueBrain> okay, for dedicated servers it does detect SDL, but doesn't use it
23:52:59  <TrueBrain> that way, it is only 3 lines of code
23:53:01  <TrueBrain> I am fine with that
23:54:15  <glx> unset WITH_XXX ?
23:54:38  <glx> well XXX_FOUND
23:55:01  <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code)
23:55:14  <TrueBrain>
23:56:10  <TrueBrain> okay .. next job would be to port regression to cmake
23:56:20  <TrueBrain> except for the windows oddities, that should be easy
23:56:29  <TrueBrain> after that baseset generation ..
23:56:33  <TrueBrain> followed by bundling
23:56:58  <DorpsGek_II> [OpenTTD/OpenTTD] Berbe updated pull request #7286: Add #2155: newheightmapgame command
23:58:29  <TrueBrain> btw glx, if we move source.list to CMake world, you normally get a src/CMakeLists.txt , and a CMakeLists.txt per subdirectory in there
23:58:48  <TrueBrain> we don't have to jump there immediately, but just so you know that is sort-of the endstate there

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