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What does the debug window show? 08:34:26 <andythenorth> currently I've just reloaded the save, so they're making notes 08:34:41 <andythenorth> they've only had 3 months of game 08:34:50 <Pikka> ya. it'll get to replacing them then 08:35:19 <Pikka> normally it's fine. I always play with reduced breakdowns on 08:35:22 <andythenorth> the colour schemes are so rad, tests the Horse sprites a lot 08:35:34 <Pikka> o/ 08:37:05 <andythenorth> it's very confused by my high speed electric trains 08:37:19 <andythenorth> it will have no idea how to build them 08:37:31 <Pikka> how do they work? 08:39:27 * andythenorth trying to remember :P 08:39:28 <andythenorth> code knows 08:40:12 <andythenorth> there's double headed electric engine with relatively low power and very high speed 08:40:31 <andythenorth> and then dedicated articulated coaches (16/8) which gain power when attached to engine 08:40:50 <andythenorth> for some reason it builds the engine, then attaches nothing, leaves it sitting in depot 08:40:54 <andythenorth> multiple AIs are doing this 08:41:23 <Pikka> hmm 08:41:35 <andythenorth> there's no way to teach it to build the right coaches 08:41:44 <Pikka> maybe 08:41:46 <andythenorth> I expected it to run around with milk tankers or something :) 08:41:55 <Pikka> is this in the current version? what year? 08:42:51 <andythenorth> 'Helm Wind' 1990 or 'Brenner' 2020 https://firs-test-1.s3.eu-west-2.amazonaws.com/iron-horse/docs/html/tech_tree_table_red.html 08:44:36 <Pikka> passenger trains it's building them for? 08:45:34 <andythenorth> not sure :) 08:45:37 <andythenorth> I'll check the route 08:45:58 <andythenorth> yes 08:46:03 <andythenorth> oh but one of them has built it 08:46:06 <andythenorth> with correct coaches also 08:46:22 <andythenorth> wonder if the others just crashed during the build 08:47:12 <Pikka> https://i.imgur.com/JGz9WUc.png seems to work here 08:47:22 <Pikka> yes, I'd say those were the cause of the crash 08:47:30 <Pikka> it was when it tried to build a mailvan for them, but couldn't find one 08:47:40 <andythenorth> yup 08:47:42 <andythenorth> no mailvan 08:48:04 <andythenorth> should I add 186mph mailvan? o_O 08:48:12 <andythenorth> was going to do it for French Horse TGV 08:48:13 <andythenorth> :P 08:48:22 <Pikka> only if you want to. it's fine without? :P 08:48:26 <andythenorth> super! 08:48:28 <andythenorth> I won't 08:49:52 *** nielsm has joined #openttd 08:51:20 <andythenorth> yo nielsm 08:51:50 <nielsm> morning 08:53:50 <andythenorth> Pikka so fix route pathfinding, make it do FIRS Steeltown, profit! 08:53:52 <andythenorth> it's pretty nice 08:54:06 <andythenorth> then you can do EuroTrainsRevivalSet 08:54:07 <Pikka> o/ 09:22:43 <peter1138> Hi 09:22:50 <peter1138> I had breakfast about 30 minutes ago. 09:22:59 <peter1138> And then I just had a biscuit with my coffee. Oh dear. 09:29:18 <peter1138> Hmm, warnings in squirrel about using std::move. 09:31:08 *** Progman has joined #openttd 09:38:21 <peter1138> Now I remember why I had Pulseaudio installed on Windows. Audio for Linux. 09:39:31 <peter1138> Hmm, rebased newgrf-docks. Let's see... 09:39:54 <andythenorth> I should have coffee 09:39:59 <andythenorth> with more coffee 09:41:47 *** zvxb has quit IRC 09:45:12 <peter1138> It runs, it doesn't crash. 09:45:14 <peter1138> Ship it? 09:46:49 <peter1138> (It's definitely not ready) 09:54:16 <andythenorth> PR I can test 09:54:23 <andythenorth> with my slow ass local build 09:54:43 * andythenorth wonders if the farm can build me a binary of a PR :P 10:00:21 <LordAro> peter1138: i thought we fixed the warnings in squirrel 10:00:32 <LordAro> andythenorth: yes, it can 10:00:41 <LordAro> but i don't know how 10:00:44 <andythenorth> pls moar docks https://dev.openttdcoop.org/attachments/download/9619/moar-docks-pls.png 10:00:53 <LordAro> TB needs to press some buttons, probably 10:01:01 <andythenorth> also this is ass :D https://dev.openttdcoop.org/attachments/download/9539/Docky_McDockface.png 10:02:12 <andythenorth> maybe I could make my local build run faster 10:05:45 *** crazystacy has joined #openttd 10:07:49 <peter1138> LordAro, you have, I hadn't rebased :-) 10:08:08 <LordAro> :) 10:08:12 <TrueBrain> hmm .. why is it so difficult to estimate with git what it is going to do with certain commands ... need to experiment ... 10:08:31 *** Wolf01 has joined #openttd 10:11:55 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvkmY 10:27:06 <andythenorth> nielsm: [this is a terrible idea] if we restricted max depth for enclosed bodies of sea (no route to map edge), and industries could read max depth for an area of sea 10:27:18 <andythenorth> FIRS could stop spawning ports into small landlocked seas :P 10:31:08 <nielsm> it'll be difficult to keep track of I think, unless you just make a (potentially very expensive) query function 10:35:41 <nielsm> (read: I can't think of a good iterative algorithm that can provide correct results within reasonable time, on large maps, and can handle being run across game ticks where the map might change between) 10:36:17 <nielsm> (and is also not memory hungry) 10:43:28 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvkYe 10:45:09 <andythenorth> nielsm: we have lots of free bits in water? 10:46:59 <nielsm> sure but I'd have to spend 16 bits to implement the ideas I have, and that's still a lot 10:49:49 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvkYm 10:51:02 <nielsm> my idea to do it without much performance impact and having constant-time lookup: store a "distance to map edge" value for every sea tile, in the tile loop set it to one less than the max of all neighbors; tiles on the edge get a fixed value of the 2x (or so) the longest map edge length 10:51:38 <nielsm> that should result in sea tiles with outside connection having positive value, and sea tiles without eventually getting zero after being cut off 11:01:27 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvkY8 11:01:38 <TrueBrain> it is so difficult to test stuff with gitttt :( 11:26:42 *** sla_ro|master has joined #openttd 11:37:41 <crazystacy> andythenorth, i love the ports in lakes 11:37:59 <crazystacy> what is the "player base" of openttd now compared to 2009? 11:38:03 <crazystacy> (that is when i first tried it) 11:39:18 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvkOT 11:41:41 <nielsm> nobody knows :) 11:41:58 <nielsm> there isn't any good way to know how many are playing ottd 11:42:12 <crazystacy> i have very little memory of it back then except the actual game 11:42:24 <crazystacy> can't recall how many people played online 11:43:37 *** sla_ro|master has quit IRC 11:47:11 <crazystacy> how about chat events for AIs? 11:55:12 <Pikka> would be fun ;) 11:56:39 <crazystacy> well somewhere it said it's good to ask before adding something :P 11:58:16 <crazystacy> there's no way to create an empty AIStationList? i have to create it and go in and empty it? :P 12:00:11 <Pikka> an empty list is just a list 12:00:21 *** Thedarkb has joined #openttd 12:00:40 <crazystacy> ok. seems like it. cause the API said AIList.AddValue takes two ints 12:00:56 <Pikka> AddItem? 12:01:12 <crazystacy> https://docs.openttd.org/ai-api/classAIList.html 12:01:17 <crazystacy> yes 12:01:21 <Pikka> yes 12:01:40 <Pikka> a list always contains items with an associated value 12:01:58 <Pikka> so if you're just interested in the items you need to give them a dummy value, eg 0 12:02:25 <crazystacy> that is curious 12:02:30 <crazystacy> so it's a map with Station : int ? 12:02:51 <Pikka> the value is so you can sort the list to find the item you want 12:03:21 *** Wormnest_ has joined #openttd 12:04:12 <crazystacy> ok 12:18:24 <crazystacy> hm. when i AddItem to my list, it is not there the next time i call this method 12:20:04 <crazystacy> nvm 12:23:06 <Pikka> k :) 12:23:16 <peter1138> When your git commits contain lots of WIP... 12:32:31 <andythenorth> nielsm: could we just store an index of all water tiles that have a route to map edge, calculated once at game start? 12:33:03 <nielsm> hmm not sure that's a good idea 12:33:22 <andythenorth> probably not, most of mine aren't :) 12:33:33 <andythenorth> what's the downside? 12:34:12 <nielsm> player expectations, "I connected this lake to the ocean with a canal, why can't I build a port industry in it?" 12:34:37 <andythenorth> oh yes 12:34:38 <nielsm> and also "lol I cut this piece of water off but can still build port industries in i" 12:34:45 <andythenorth> I had already discounted the canal case 12:35:33 <andythenorth> I thought I had solution for 'map changed' but no 12:35:45 <andythenorth> I was going to propose looking up neighbouring tiles in the index 12:35:57 * andythenorth must to chores :) 12:36:59 <nielsm> chores, yes... laundry needs doing soon or I will have trouble 12:41:57 *** Wormnest_ has quit IRC 12:45:10 <nielsm> anything you do has to deal with stupid situations like https://0x0.st/zFQ2.png 12:45:35 <nielsm> and you can imagine even longer spiral situations 12:48:43 *** WormnestAndroid has quit IRC 12:49:04 *** WormnestAndroid has joined #openttd 12:50:03 *** HerzogDeXtEr has joined #openttd 12:53:09 <crazystacy> well typically you don't have *ports* up canals? 12:54:16 <FLHerne> crazystacy: There are some quite large ports up canals ;-) 12:54:26 <FLHerne> (and used to be more) 12:59:17 <crazystacy> ok :P 12:59:55 <crazystacy> is there some easy way to get the individual station platforms from AI? or do i have to go there and search them out/ 13:00:36 <nielsm> there isn't really anything that keeps track of "platforms" 13:01:14 <crazystacy> ok. but i can finda station, then inspect the tiles where it is to see how the platforms look? 13:01:22 <FLHerne> Salford Quays used to be huge (and they're currently building/planning a new container terminal a bit further down) 13:01:25 <nielsm> that should be possible 13:01:37 <crazystacy> either that, or save every station i create 13:01:48 <crazystacy> save information about* 13:02:10 <crazystacy> isn't salford that town in that song 13:02:19 <FLHerne> Which song? 13:02:22 <crazystacy> dirty old town 13:02:34 <andythenorth> nielsm: I'm wondering if there's a 'good enough' heuristic that approximates the size of the enclosed area 13:02:45 <andythenorth> absolute connection to map edge isn't necessary 13:02:58 <FLHerne> Apparently so 13:03:38 <nielsm> well you coud probably make a tile-count-limited flood fill 13:04:26 <nielsm> i.e. it searches for having at least N reachable water tiles, and if it finds that number or reaches an edge water tile succeeds 13:04:41 <nielsm> that should be reasonably bounded in execution time 13:05:02 <Pikka> crazystacy, are you writing an AI? 13:05:06 <crazystacy> yes 13:05:26 <crazystacy> do i have to put x = null; in class ABC { x = null; constructor () { x = 123; }} ? 13:05:53 <nielsm> I believe yes, to have it declared as a field of the class 13:05:59 <crazystacy> ok 13:06:23 <_dp_> some random sampling should be decent for area approximation 13:06:53 <andythenorth> if it occasionally fails on pathological cases, like a lake with weird islands in it 13:06:56 <andythenorth> probably fine tbh 13:07:17 <andythenorth> it's eye candy improvement to industry placement, not critical 13:07:48 <andythenorth> @calc 32^2 13:07:48 <DorpsGek> andythenorth: Error: Something in there wasn't a valid number. 13:07:55 <andythenorth> @calc 32 * 32 13:07:55 <DorpsGek> andythenorth: 1024 13:08:03 <crazystacy> what does a newgrf have access to when it's placing industries? 13:08:08 <crazystacy> is it gamescript? 13:08:26 <andythenorth> @calc 32 * 84 13:08:26 <DorpsGek> andythenorth: 2688 13:08:33 <nielsm> https://newgrf-specs.tt-wiki.net/wiki/Callbacks#Industry_location_permissibility_.2828.29 13:08:40 <nielsm> newgrf is arcane :D 13:08:53 <andythenorth> for FIRS, it probably wants about 2048 water tiles in a lake before allowing ports 13:09:02 <crazystacy> aha. there is an AITileList_StationType 13:09:04 <andythenorth> I've got one in my current game on about 2.5k tiles 13:09:20 <crazystacy> i am sure i saw one in a tiny lake :P 13:09:32 <andythenorth> it happens often, it looks stupid 13:10:22 <andythenorth> https://dev.openttdcoop.org/attachments/download/8416/small_seas.png 13:12:08 <crazystacy> that looks like the screen from some tactical nuke control panel 13:12:17 <crazystacy> don't nuke salford 13:13:05 <andythenorth> so how long to search for 2048 contiguous tiles, then return true or false? 13:13:47 *** Flygon has quit IRC 13:14:43 <nielsm> hmm worst case you have to visit 8192 tiles or a little more, I think, if all the tiles are in a row in the worst possible pattern for the search order 13:15:06 <nielsm> and then you're affected by constants that depend on the total map size due to memory cache lines 13:16:23 *** mikegrb has joined #openttd 13:17:22 <nielsm> maybe I should go forward with NoLandscapeArray ideas 13:17:46 <nielsm> move the landscape to a bunch of blocks instead, that will potentially give more memory locality for looking at tiles near each other 13:17:51 <crazystacy> isn't is 2048 * 3 if you mean it has to check each adjacent tile for water? 13:17:59 <crazystacy> - in a straight line 13:18:15 <nielsm> right, yeah 13:18:37 <crazystacy> i was thinking about keeping a list of "bodies" of water and update them whenever you terraform 13:18:50 <crazystacy> if the tile you lower is touching 2 bodies, you can add them together, etc 13:18:54 * andythenorth looks for some known method 13:19:01 <nielsm> that'll require some funky algorithms/data structures I think 13:19:04 <andythenorth> it's just like a contiguous flood fill 13:19:15 <crazystacy> it does remind me of a data structure, not sure which 13:19:19 <crazystacy> i think some set type 13:19:20 <nielsm> that kind of things you could do research on as a computer scientist 13:19:23 <andythenorth> photoshop does it for pixels :P 13:19:34 <andythenorth> https://en.wikipedia.org/wiki/Flood_fill 13:20:02 <crazystacy> i don't know if you are wanting to go in there and really jam your hands into the landscape code but 13:20:03 *** glx has joined #openttd 13:20:03 *** ChanServ sets mode: +v glx 13:20:47 <andythenorth> hmm http://www.adammil.net/blog/v126_A_More_Efficient_Flood_Fill.html 13:23:06 <_dp_> dsu is a good structure for fast joining 13:23:15 <_dp_> not so much for splits though 13:25:40 <crazystacy> DSU was the one 13:28:01 <crazystacy> well the only point was that it would be a constant time operation to check which body we are in and get the attributes of it (map edge-connected, landlocked, whatever). and only have to do flood fills when the world is changed 13:28:03 <andythenorth> needs to be fast enough to run as an industry tile var during industry creation cb 13:28:16 <andythenorth> subsequent calls on related tiles could maybe be cached :P 13:28:25 <crazystacy> after mapgen you wouldn't have to do any flood filling until someone changes the map 13:31:16 <nielsm> hmm... I'm thinking whether the way I make industry placement check callback access water depth right now is really the right way 13:31:42 <andythenorth> o_O 13:32:00 <nielsm> same as the height/slope var, give a +-7 tiles x/y offset to look at a tile and get its depth 13:32:32 <nielsm> but maybe the better would be to just check all tiles in the selected layout for depth and offer a var with the max/min depth found in the covered tiles 13:33:22 <andythenorth> I see no problem with that 13:33:41 <andythenorth> I wouldn't design industries where different tiles have different depth requirements 13:33:42 <andythenorth> others might 13:34:02 <nielsm> industry tiles on the map don't store depth either, so the depth-for-tile var wouldn't be usable after construction either, but storing the min/max depths as a property in the industry structure would allow grf to check it later 13:34:17 <nielsm> and could make restoring the water when the industry is removed easier 13:34:20 <andythenorth> can depth be changed under the industry? 13:34:33 <nielsm> not right now 13:35:28 *** crazystacy has quit IRC 13:35:54 <andythenorth> can't see why it would be needed 13:36:31 *** Pikka has quit IRC 13:41:34 *** Samu has joined #openttd 13:43:18 <Samu> hi 13:46:57 *** Thedarkb has quit IRC 13:48:23 *** sla_ro|master has joined #openttd 13:53:26 *** crazystacy has joined #openttd 13:53:37 <crazystacy> class A { function b () {} } b is static? 13:53:55 <crazystacy> ok i will read the manual :p 13:55:22 <nielsm> read the pdf version of the squirrel language reference, the html version has terrible formatting 13:56:24 *** Wormnest_ has joined #openttd 13:56:26 <crazystacy> yeah i noticed 13:56:38 <crazystacy> it had to touch the screen with my nose to read the text 14:07:00 *** MarkS- has joined #openttd 14:08:15 <MarkS-> Hello, what is the best documentation (example/howto if possible) to follow to create some own/custom newgrf? I couldn't find information about how to do it 14:09:08 <nielsm> if what you want to make can be made with NML, that's probably the best place to start 14:12:17 <Samu> found a nasty very buggy behaviour about my permanent rivers :p 14:12:43 <Samu> if there was a ship on the river and u build a dock there, BAM ship! lol 14:12:56 <Samu> buried below the dock 14:13:05 <crazystacy> nice 14:13:14 <crazystacy> the griefing continues 14:13:28 <crazystacy> tbh that needs to be a patch. OpenTTD: Battleships 14:13:35 <Samu> then openttd crashes because pathfinder complains 14:13:41 <crazystacy> remov eit 14:14:52 <Samu> i'm still not sure where i place this piece of code 14:14:54 <Samu> if (IsRiver(tile) && _game_mode == GM_NORMAL && !_settings_game.construction.dynamite_river && !_cheats.magic_bulldozer.value) { 14:14:54 <Samu> return CommandCost(); 14:14:54 <Samu> } 14:15:30 <Samu> can't be inside DC_EXEC 14:15:35 <Samu> can't be outside it 14:15:51 <Samu> if it's inside, it will complain about costs not matching 14:15:58 <Samu> DC_TEST vs DC_EXEC 14:16:15 <Samu> if it's outside, I'm making it not even go through DC_EXEC 14:21:36 <crazystacy> what is TileIndex? len 2 array? 14:21:58 <crazystacy> or just an int? 14:25:55 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7937: Build on competitor canal https://git.io/JvUIQ 14:26:34 <Samu> now it ensures there's no ship on the tile 14:26:38 <Samu> hue 14:26:50 <Samu> the order of these checks seriously matter 14:26:59 <crazystacy> yay 14:27:13 <crazystacy> next stable release i'll go on reddit vanilla and cover the world in canals 14:27:17 <crazystacy> they'll fear my canals. 14:29:02 *** Thedarkb has joined #openttd 14:31:08 * andythenorth sleepy 14:33:44 <Samu> https://github.com/OpenTTD/OpenTTD/pull/7937/files#diff-b09dd8e9871f743c088cfb195f08f7faR621 14:33:52 <Samu> now it's located just before DC_EXEC 14:33:59 <MarkS-> nielsm: thank you for the NML pointer (reading about it) 14:39:29 <Samu> i need to make sure i can pass INVALID_OWNER to MakeWaterKeepingClass 14:39:46 <Samu> it should never happen, but who knows...- 14:40:02 <Samu> im a terrible coder yet 14:40:20 <Samu> I can't pass* terrible typo 14:43:53 <Samu> funny, I just tested and I'm really passing INVALID_OWNER to it, lol I wonder how's it dealing with it atm 14:45:00 *** Pikka has joined #openttd 14:48:41 <crazystacy> hmm. does anyone else use squirrel.vim for Vim? 14:49:04 *** Wormnest_ has quit IRC 14:54:46 *** Mazur has joined #openttd 15:00:45 <Samu> it's handling it really well actually 15:00:56 <Samu> in short, doesn't even look at the owner 15:03:49 <Samu> AIs are squirrels 15:05:36 <Samu> must check what kind of owner does it get with original code 15:09:25 <Samu> heh, original code gets Company 1 as owner, but then it also doesn't do anything with it 15:11:16 <Samu> so, in short... whatever owner it's there, as long as it's not canal, doesn't matter 15:11:24 <Samu> my code is thus, fine 15:59:13 <crazystacy> that AI script debug red font is a pleasure to read... 16:00:13 <Samu> god damn visual studio, don't force me to buy an SSD 16:00:24 <peter1138> It doesn't make it any faster... 16:00:52 <Samu> i see dockingtile code is in my way now 16:01:05 <peter1138> That's positive. 16:03:26 <Samu> im not sure how to handle that bool remove 16:03:34 <Samu> if i am to keep rivers 16:05:21 *** crazystacy has quit IRC 16:07:24 <_dp_> damn, I can fix sprite sorter being cubic but apparently it's comparisons that usually take the most time and they're quadratic already 16:08:12 *** Thedarkb has quit IRC 16:10:07 <peter1138> I'm sure "that bool remove" means something to someone, but not to me. 16:12:29 <andythenorth> is it nap time? 16:12:38 <peter1138> Isn't it always? 16:13:01 <andythenorth> my nap skills are poor 16:13:06 <andythenorth> I do it wrong 16:17:08 *** crazystacy has joined #openttd 16:17:27 <crazystacy> north == -1:-1 or? 16:17:46 <crazystacy> RAILTRACK_NE_SW // Track along the x-axis (north-east to south-west) 16:17:50 <crazystacy> surely that is along the Y axis 16:18:04 <crazystacy> if NE is 0:-1 and SW is 0:1 16:23:48 <Samu> i hear my HDD doing rararararraaraararararara 16:24:57 <peter1138> It's 2020, why would you not have an SSD anyway? 16:25:14 <Samu> im poor 16:25:38 <Samu> and i don't want a 256 gb SSD or 512 16:25:42 <Samu> i only settle with a 1 tb 16:27:28 <crazystacy> you can do the classic 50 gb ssd + big HDD 16:27:33 <crazystacy> put OS on ssd and files on HDD 16:29:47 <Samu> https://pastebin.com/1vRWN7T8 dockingtile versus restoring river when demolishing canal 16:29:53 <Samu> peter1138, 16:30:27 <Samu> MakeRiver has a SetDockingTile 16:30:49 <Samu> it would be weird to have it RemoveDockingTile afterwards 16:30:53 <Samu> but i'm not sure 16:33:30 *** Pikka has quit IRC 16:55:22 *** Thedarkb has joined #openttd 17:01:45 *** Thedarkb has quit IRC 17:23:33 <crazystacy> tunnels crossing each other is an amazing cheat 17:23:37 <crazystacy> was the original TTD like that? 17:26:30 <peter1138> Mandalorian is quite good. 17:27:33 <crazystacy> it is very good 17:27:51 <andythenorth> is it the Dark Tower, but in Star Wars? 17:28:01 <nielsm> crossing tunnels was never possible in vanilla TT 17:28:01 * andythenorth reading about it 17:28:17 <nielsm> was added by ttdpatch relatively early 17:29:05 <crazystacy> was ttdpatch before openttd? 17:29:10 <nielsm> yes 17:29:16 <crazystacy> cause i saw on its feature page it had lots of fancy features openttd also has 17:29:17 <crazystacy> ah ok 17:30:06 <peter1138> Well. It's got Baby Yoda. And droids. 17:30:39 <andythenorth> I failed at napping 17:31:37 <crazystacy> peter1138, did you see the mudhorn yet? 17:34:40 <peter1138> I've not watched it all yet. 17:39:52 <crazystacy> ok :P 17:48:24 *** Heili has joined #openttd 17:58:29 *** Heiki is now known as Heisi 17:58:29 *** Heili is now known as Heiki 18:01:15 *** snail_UES_ has joined #openttd 18:04:49 <andythenorth> hi snail_UES_ 18:05:06 <snail_UES_> hey andythenorth 18:21:21 <Samu> what's your decision on 7944/7946 18:22:49 <Samu> I believe I got my Permanent Rivers ready, but is depending 7946 whether it's going to be merged 18:23:04 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/Jvk40 18:27:01 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/Jvk42 18:29:52 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/Jvk4V 18:35:11 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/Jvk4K 18:45:33 <TrueBrain> glx: I am not really worried about the commits in the pull-request itself, more about how many commits they are behind master .. can be tricky to find how high fetch-depth you need to find the commit in the master-tree 18:46:06 <glx> well the commits in the pull request are needed for the commit check :) 18:46:26 <TrueBrain> yeah, but you can't tell if they are part of the master, till you also have seen the history of master 18:46:37 <TrueBrain> so you need to increase the depth of both 18:46:59 <TrueBrain> too bad the merge commit doesn't tell FROM where it started 18:47:19 <glx> working from the merge I can easily get the list 18:47:49 <TrueBrain> not sure what you mean, but fiddle away :) 18:48:01 <TrueBrain> what a good alternative might be, to simply use shallow-since, and set it to one week or so 18:48:15 <TrueBrain> and just bail out if someone makes a PR that is older than 1 week on the master 18:48:26 <TrueBrain> that could nicely ask for a rebase :D 18:49:07 <glx> what about very old PRs still up-to-date with master ? 18:49:10 <TrueBrain> hmmmmmm ... why not use the GitHub API, I wonder ... 18:49:38 <TrueBrain> don't know why I didn't think of that earlier ... GitHub does all this complex logic for us 18:51:49 <TrueBrain> we can do two things: port that script to work directly on the GitHub API, or use the GitHub API to get the parent of the first commit in the PR :) 18:51:54 <TrueBrain> the latter is the easiest, I guess 18:56:35 <peter1138> Did we cmake yet? 19:00:39 <TrueBrain> documentation for GraphQL is ..... special 19:03:21 <TrueBrain> curl ... https://api.github.com/graphql -d '{"query": "query { repository(owner: \"OpenTTD\", name:\"OpenTTD\") { pullRequest(number: 7270) { commits(first: 1) { nodes { commit { parents(first: 1) { nodes { oid } } } } } } } }"}' | jq .data.repository.pullRequest.commits.nodes[0].commit.parents.nodes[0].oid 19:03:27 <TrueBrain> well, it does fit on a single line, I guess 19:05:15 <TrueBrain> owh, this can be done easier 19:07:57 *** crazystacy2 has joined #openttd 19:14:07 *** crazystacy has quit IRC 19:19:21 *** crazystacy2 has quit IRC 19:34:17 *** syr has quit IRC 19:34:48 *** syr has joined #openttd 19:38:05 <TrueBrain> glx: https://github.com/TrueBrain/OpenTTD/pull/10/checks?check_run_id=396991152 19:38:26 <TrueBrain> the only drawback is, that if someone pushes new commits BEFORE the curl has taken place, it can report on the wrong set of data 19:38:31 <TrueBrain> but ... yeah ... 19:39:02 <TrueBrain> runs in 10 seconds :o 19:39:07 <TrueBrain> that is a huge improvement over the current :P 19:41:48 <TrueBrain> owh, I think I need to fetch one more commit 19:41:58 <TrueBrain> as otherwise the diff of the first commit is not possible ofc :D 19:42:07 <TrueBrain> or is it .. 19:44:06 <TrueBrain> no, it is not :D 19:44:08 <TrueBrain> makes sense 19:51:03 <DorpsGek_III_> [OpenTTD/workflows] TrueBrain opened pull request #2: Fix: also support the 'new_pullrequest' trigger https://git.io/JvkBX 19:51:30 <DorpsGek_III_> [OpenTTD/workflows] TrueBrain merged pull request #2: Fix: also support the 'new_pullrequest' trigger https://git.io/JvkBX 19:53:25 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain opened pull request #7948: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvkBQ 20:08:03 *** crazystacy2 has joined #openttd 20:15:32 <Samu> what is newgrf_canal.cpp ? I suppose I need to add some functionality there ? 20:18:36 <TrueBrain> @random yes no 20:19:09 <glx> the filename seems explicit to me :) 20:21:13 <Samu> https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Canals 20:23:07 <Samu> this link doesn't work http://projects.tt-forums.net/projects/ttdpatch/repository/revisions/2367/entry/trunk/patches/water.asm#L879 20:24:25 <TrueBrain> https://thislinkdoesntworkeither.com/ 20:32:32 *** Mazur has quit IRC 20:35:04 <Samu> it's here: https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf_canal.cpp#L76 20:36:31 <glx> the link won't help you, it's a asm source file :) 20:42:24 <glx> Samu: https://github.com/ttdpatch/ttdpatch/blob/a88a0bf794ed0f085f7cd8fba682d060ab4789c9/patches/water.asm#L879 20:42:36 <glx> but as said it's probably unreadable for you :) 20:43:41 <Samu> eww i see 20:44:03 <snail_UES_> so andythenorth, done any extra work on your steamers yet? 20:44:10 <andythenorth> nah 20:44:29 <andythenorth> 42 other trains to draw first :P 20:44:43 <andythenorth> done any french diesel/electrics yet? 20:45:00 <snail_UES_> wow! 42 more engines to add to your set? :O 20:45:21 <snail_UES_> nope not yet. I guess I’m going to do steamers only for the next couple of years… 20:45:31 <snail_UES_> I’ve got a ton to draw (or fix) and I want to get the hang of it 20:47:16 <andythenorth> 42 is mostly wagons :P 20:47:28 <andythenorth> I am considering Euro Horse :P 20:47:44 <snail_UES_> Continental European trains? 20:47:51 <andythenorth> yep, mixed up 20:48:30 <snail_UES_> it’d be hard to make a “balanced” set. Each player would like to have trains from their country :p 20:48:41 <andythenorth> it's ok, I'm only designing for one player :P 20:48:47 <snail_UES_> hahaha 20:48:52 <andythenorth> Nez cassés 20:48:55 <andythenorth> TGV poste 20:48:58 <andythenorth> Krokodil 20:49:09 <snail_UES_> “best of breed”? 20:50:07 <andythenorth> probably 20:50:15 <snail_UES_> you could put a “basic block” of French and German trains, plus some Italian and Swiss electrics, Dutch MUs... 20:50:41 <snail_UES_> early Austrian steamers are cool too 20:52:30 <andythenorth> I could include that high-speed SNCF freight train that uses covered vans at 125mph or so 20:52:38 <andythenorth> not le post TGV, there's another one :P 20:52:55 <snail_UES_> is there one? do you have a link? 20:54:33 <Samu> i'm completely clueless about NewGRF code 20:54:37 <Samu> feels like a new world 20:56:35 <andythenorth> snail_UES_: MVGV 200 (Messagerie à Grande Vitesse ) 20:57:03 <andythenorth> https://www.youtube.com/watch?v=StCiMfC_RNU 20:57:12 <andythenorth> the speed it passes other freight trains... 20:58:07 <andythenorth> https://www.cheminots.net/forum/topic/5936-le-mvgv-un-train-pas-comme-les-autres/ 21:01:56 <snail_UES_> well but it’s not freight, it’s mail 21:02:55 <andythenorth> makes sense 21:03:05 <andythenorth> my translator suggested parcels/ packages 21:03:39 <snail_UES_> yep… 21:07:34 *** crazystacy has joined #openttd 21:09:16 <peter1138> OpenTTD or... Heretic in GZDoom? 21:09:55 *** crazystacy has quit IRC 21:10:21 <crazystacy2> messagerie lol 21:10:25 <crazystacy2> that's a great wor 21:10:26 <crazystacy2> d 21:12:24 <andythenorth> peter1138: both? 21:12:49 <peter1138> I need to let my dinner settle before multitasking 21:31:21 *** andythenorth has quit IRC 21:34:29 *** andythenorth has joined #openttd 21:34:31 <andythenorth> oops I forgot to have chocolate 21:34:56 <peter1138> Solid or liquid? 21:35:09 <peter1138> Have you got an array of Apple Pro Display XDR yet? 21:36:03 <andythenorth> ouch 21:36:12 <andythenorth> solid 21:36:16 <DorpsGek_III_> [OpenTTD/OpenTTD] JMcKiern opened pull request #7949: Fix #7927: Incorrect resolution shown in "Hugh screenshot" query window. https://git.io/Jvk0Y 21:37:26 <peter1138> Hugh :-) 21:39:45 <peter1138> I could have chocolate. I had banana and blueberries. 21:44:18 <peter1138> 71% dark from... Aldi :p 21:47:11 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro approved pull request #7949: Fix #7927: Incorrect resolution shown in "Hugh screenshot" query window. https://git.io/Jvk02 21:47:30 *** snail_UES_ has quit IRC 21:47:42 <LordAro> wish we had some sort of compile time thing for providing the correct number of parameters to strings 21:48:27 *** Wolf01 has quit IRC 21:48:29 <milek7_> runtime assert wouldn't be more doable? 21:48:38 <LordAro> well, perhaps 21:48:57 <LordAro> but that's harder to confirm correctness 21:48:59 <DorpsGek_III_> [OpenTTD/OpenTTD] JMcKiern commented on pull request #7949: Fix #7927: Incorrect resolution shown in "Hugh screenshot" query window. https://git.io/Jvk0i 21:52:06 <TrueBrain> LordAro: LGTM might allow to validate these things 21:52:41 <TrueBrain> Needs some preprocessing, but possibly it can be done 21:54:22 *** andythenorth has quit IRC 21:55:52 <peter1138> Compile-time would depend on the string being constant, which isn't always the case. 21:58:07 <TrueBrain> Not sure if that is true. But we first need to be able to load our project in LGTM to experiment :) 21:58:33 <TrueBrain> Hurry up with 1.10! :p :p 22:01:10 *** andythenorth has joined #openttd 22:05:54 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh merged pull request #7949: Fix #7927: Incorrect resolution shown in "Hugh screenshot" query window. https://git.io/Jvk0Y 22:05:55 <DorpsGek_III_> [OpenTTD/OpenTTD] nielsmh closed issue #7927: Giant screenshot warning reports incorrect dimensions of screenshot https://git.io/Jvfoi 22:05:55 <crazystacy2> hm. maybe i'm better off just using an AI library right away. would save time. anyone have a recommendation? 22:09:40 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7947: Fix #7945: Add cost of clearing the sloped tile when placing a dock https://git.io/JvkEg 22:12:32 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7890: Fix #6452: Reset only editable and visible settings from GUI https://git.io/JvkEw 22:13:06 *** sla_ro|master has quit IRC 22:13:29 <LordAro> andythenorth: feel like playing with #7886 at all? 22:14:59 * andythenorth looks 22:15:07 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTY7 22:15:58 *** nielsm has quit IRC 22:22:13 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7886: Group management enhancements https://git.io/Jvkuv 22:25:49 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients https://git.io/Jvkum 22:26:48 <peter1138> Hi 22:26:52 <LordAro> o/ 22:26:56 <peter1138> So... 22:26:57 <peter1138> I have master... 22:27:00 <peter1138> Now what? 22:27:25 <LordAro> https://github.com/OpenTTD/OpenTTD/pulls/PeterN ? 22:32:49 <peter1138> Anything more pressing? 22:33:15 <LordAro> ¯\_(ツ)_/¯ 22:33:22 <peter1138> Hmm, just finished off some nuts... you can tell I stopped carolie counting... :s 22:33:24 <LordAro> one of those is milestoned for 1.10... 22:33:43 <peter1138> Eh, that's the one that causes performance issues for some. 22:35:05 <TrueBrain> glx: guess we need to battle which solution is best :p guess others have to be the judge :D 22:35:13 <glx> hehe 22:35:54 <glx> for now I use depth 3 but it can be increased 22:36:00 <TrueBrain> Mine depends on their API, yours can hammer their server for a while 22:36:27 <glx> depth 3 is ok for PR with only 1 commit 22:36:38 <TrueBrain> And on a recent master 22:36:59 <glx> https://github.com/glx22/OpenTTD/pull/1/checks?check_run_id=397090674 22:37:03 <TrueBrain> I am most worried about that btw 22:37:09 <glx> this test is not on latest master 22:37:59 <glx> but as it's using the merge it's always on latest master, unless it's not mergeable and github tells it 22:38:31 <TrueBrain> There can be many commits before deepen gives a hit 22:39:11 <glx> deepen just adds commits 22:40:14 <TrueBrain> deepening 22:40:19 <TrueBrain> some letters fell off there 22:40:53 <glx> git rev-list --reverse HEAD^..HEAD^2 should take care of that 22:41:01 <TrueBrain> not what I mean 22:41:10 <TrueBrain> it can take a long time before it read enough commits to find a common point 22:41:24 <glx> deepen doesn't search for common point 22:41:52 <glx> it just increase depth 22:41:56 <TrueBrain> I love how sometimes we can talk to each other, but not understand what we are saying :) 22:42:21 <TrueBrain> your while loop, is trying to find a common parent, right? 22:42:59 <glx> no, my loop just search for the full commit list as given by git rev-list 22:43:28 <TrueBrain> that is what it is executing 22:43:30 <TrueBrain> but it is doing something 22:43:40 <TrueBrain> your comment suggests it is finding a common parent of HEAD^1 and HEAD^2 22:44:46 <glx> the check for parent is just to check we are not on a grafted one 22:44:55 <DorpsGek_III_> [OpenTTD/OpenTTD] stormcone commented on pull request #7886: Group management enhancements https://git.io/Jvkzt 22:45:04 <glx> my comment is probably not good :) 22:45:16 <TrueBrain> that can be the other conclusion, yes ;) 22:46:20 <TrueBrain> so what is it doing? (and don't tell me the actions you perform; I want to know what you think it is doing) 22:46:35 <TrueBrain> because "search for full commit list" is not something I can proces :D 22:46:54 <TrueBrain> you have 2 parts of a tree, ^1 and ^2 .. what are you doing to them :) 22:47:14 <LordAro> https://github.com/OpenTTD/OpenTTD/pull/7886#discussion_r368252857 is there a better way to strip out a string's size formatting? 22:48:21 <DorpsGek_III_> [OpenTTD/OpenTTD] stormcone commented on pull request #7886: Group management enhancements https://git.io/Jvkzc 22:49:06 <glx> part ^1 is the latest master, ^2 is the merged branch 22:50:09 <glx> in an unshallowed checkout git log or git rev-list shows all commits from ^2 on top of ^1 22:51:02 <glx> basically without specifying a range you get merge, PR commits list, master commits list 22:51:57 <glx> in shallowed checkout each list can be incomplete 22:52:44 <glx> log shows merge, PR commit 1, PR commit 2 [grafted], master commit 1, master commit 2 [grafted] 22:53:42 <glx> so with rev-list HEAD^..HEAD^2 I get PR commit1, PR commit 2 22:54:24 <glx> the loop checks the latest commit on the list is not a grafted one 22:54:44 <TrueBrain> okay, so maybe you did not realise this, but basically you are looking for the first parent they have in common :) 22:55:23 <TrueBrain> (as soon as the parent of the inner rev-list last entry (or first as you reversed it) is valid, that is the first parent of both master and the pull-request) 22:55:40 <TrueBrain> the problem is, one of your assumptions is not correct: a merge does not do: merge, PR, PR, master, master 22:55:47 <TrueBrain> it can as well do: merge, master, master, master, PR, PR 22:55:52 <TrueBrain> 7270 is a nice example where this happens 22:56:08 <TrueBrain> and the older a pull-request is, the longer the list is 22:56:24 <TrueBrain> so my worry is, that you are not only deepening to get through the PR commits, but also a part of the master list 22:56:28 <glx> oh I can test that locally 22:56:34 <TrueBrain> I just did ;) 22:56:37 <glx> I just need to get the merge SHA 22:56:54 <TrueBrain> git -c protocol.version=2 fetch --no-tags --prune --depth=3 origin refs/pull/7270/merge 22:57:06 <TrueBrain> but okay, your rev-list entries can be replaced with "git merge-base FETCH_HEAD^ FETCH_HEAD^2" 22:57:19 <TrueBrain> as it does exactly what you invented yourself :D Check for the first common parent :P 22:57:28 <TrueBrain> (even the result is the same :D) 22:57:47 <LordAro> what does protocol.version=2 do? 22:57:51 <TrueBrain> new git protocol 22:57:57 <TrueBrain> allows more stuff 22:58:04 <TrueBrain> in this case not needed; but needed for some new commands 22:58:22 <TrueBrain> https://git-scm.com/docs/protocol-v2 22:58:24 <TrueBrain> pretty neat 22:58:39 <TrueBrain> (lot faster) 22:58:43 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7890: Fix #6452: Reset only editable and visible settings from GUI https://git.io/JvkzM 22:59:44 <TrueBrain> glx: between 12 and 15 depth, 7270 finds the first parent. The PR is only 9 commits (and it fetches 27 commits at that point in time) 23:00:04 <TrueBrain> so I am guessing the "deepen" is deepening both branches of the tree .. not sure :) 23:00:23 <glx> yes deepen works on both branches 23:00:37 <TrueBrain> that is funny 23:00:38 <glx> like depth 23:00:51 <TrueBrain> anyway, my main worry with your solution is, that we could be hammering the server for a while 23:01:00 <TrueBrain> not sure if that is a good or bad thing 23:01:27 <TrueBrain> my solution only does 3 calls in total, no matter what. But uses a non-git source to get the data (which has its own risks) 23:01:45 <glx> can be mitigated by increasing initial depth and deepen 23:01:45 <TrueBrain> say someone makes a PR that does merge but has no common parent, it will be fetching all commits 23:01:55 <TrueBrain> no, only increasing won't help 23:02:00 <TrueBrain> but doing a *= 2 every time does 23:02:02 <TrueBrain> but even then 23:02:36 <TrueBrain> a 'git merge' is a strange thing 23:02:40 <TrueBrain> it is nothing what I thought it was 23:02:48 <TrueBrain> (I learnt way too many details about git today :P) 23:06:26 <crazystacy2> arrays: "index 'find' does not exist" 23:06:32 <crazystacy2> i used the find function before O_o 23:07:34 <peter1138> Hmm, well, that's the second episode of Heretic completed. 3 more to go. 23:07:49 <DorpsGek_III_> [OpenTTD/OpenTTD] SamuXarick updated pull request #7947: Fix #7945: Add cost of clearing the sloped tile when placing a dock https://git.io/JvTH0 23:11:44 *** Samu has quit IRC 23:12:54 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/Jvkg3 23:13:08 <TrueBrain> glx: okay, I think yours is easier to maintain .. just getting the numbers right will be interesting :D 23:14:59 <TrueBrain> doing at most 7 calls is fine I guess .. not much anyone can complain about that tbh 23:15:10 <TrueBrain> the server clearly caches the merge result, so meh 23:16:17 <glx> and it's still better than using fetch-depth:0 23:17:06 <TrueBrain> especially in the most common case :) From 1+ minute to 10 seconds 23:17:27 <TrueBrain> my GitHub API solution is even faster, but .... it could potentially be wrong 23:17:50 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7948: Alternative: move commit checker from Azure Pipelines to Github Actions https://git.io/JvkgW 23:17:50 <DorpsGek_III_> [OpenTTD/OpenTTD] TrueBrain closed pull request #7948: Alternative: move commit checker from Azure Pipelines to Github Actions https://git.io/JvkBQ 23:18:44 <glx> and it's probably very rare to update a very old PR without rebasing first, same for opening I guess 23:19:19 <TrueBrain> I do see happening that people create PRs against the wrong base, but .. if it takes a bit longer in those cases, I am fine with that 23:30:46 <DorpsGek_III_> [OpenTTD/OpenTTD] stormcone updated pull request #7886: Group management enhancements https://git.io/JeAdk 23:34:22 <andythenorth> is it sleeping? 23:34:27 * andythenorth woke up at 3am 23:34:30 <andythenorth> such sleep! 23:34:31 *** andythenorth has left #openttd 23:36:53 <DorpsGek_III_> [OpenTTD/OpenTTD] stormcone commented on pull request #7886: Group management enhancements https://git.io/Jvkga 23:38:22 <DorpsGek_III_> [OpenTTD/OpenTTD] stormcone commented on pull request #7886: Group management enhancements https://git.io/JvkgV 23:44:06 <crazystacy2> hm, removebottom doesn't work as expected 23:48:07 *** nielsm has joined #openttd 23:53:29 <DorpsGek_III_> [OpenTTD/OpenTTD] LordAro commented on pull request #7890: Fix #6452: Reset only editable and visible settings from GUI https://git.io/Jvkgy 23:55:10 <DorpsGek_III_> [OpenTTD/OpenTTD] glx22 updated pull request #7943: Move commit checker from Azure Pipelines to Github Actions https://git.io/JvTY7 23:59:45 <TrueBrain> glx: your comment block is formatted weird :P It is not a sentence per line, and it is also not a prefixed width 23:59:49 <TrueBrain> MY OCD IS HITTING HERE :P