Log for #openttd on 21st January 2021:
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01:28:17  <DorpsGek> [OpenTTD/nml] glx22 opened pull request #185: Fix #184: Share townname bits when possible
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13:05:53  <Samu> hi
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13:08:21  <DorpsGek> [OpenTTD/nml] LordAro approved pull request #185: Fix #184: Share townname bits when possible
13:09:00  <DorpsGek> [OpenTTD/nml] LordAro approved pull request #182: Fix: regression failure with Pillow 8.1.0
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13:09:44  <DorpsGek> [OpenTTD/nml] LordAro commented on pull request #182: Fix: regression failure with Pillow 8.1.0
13:10:40  <DorpsGek> [OpenTTD/nml] LordAro approved pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin…
13:42:05  <DorpsGek> [OpenTTD/nml] glx22 merged pull request #182: Fix: regression failure with Pillow 8.1.0
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13:47:27  <DorpsGek> [OpenTTD/nml] glx22 dismissed a review for pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin…
13:47:30  <DorpsGek> [OpenTTD/nml] glx22 updated pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin…
13:47:58  <DorpsGek> [OpenTTD/nml] glx22 dismissed a review for pull request #185: Fix #184: Share townname bits when possible
13:48:01  <DorpsGek> [OpenTTD/nml] glx22 updated pull request #185: Fix #184: Share townname bits when possible
13:49:36  <DorpsGek> [OpenTTD/nml] glx22 commented on pull request #185: Fix #184: Share townname bits when possible
13:52:22  <LordAro> NOISES
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14:05:53  <DorpsGek> [OpenTTD/nml] LordAro approved pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin…
14:06:12  <DorpsGek> [OpenTTD/nml] LordAro approved pull request #185: Fix #184: Share townname bits when possible
14:07:34  <DorpsGek> [OpenTTD/nml] glx22 merged pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin…
14:07:39  <DorpsGek> [OpenTTD/nml] glx22 closed issue #180: NML erroring out when compiling
14:07:50  <DorpsGek> [OpenTTD/nml] glx22 merged pull request #185: Fix #184: Share townname bits when possible
14:07:55  <DorpsGek> [OpenTTD/nml] glx22 closed issue #184: NewGRF Town Names no longer compile after unknown changes
14:08:07  <glx> enough noise for now :)
14:08:22  <LordAro> :)
14:08:44  <Samu> I need to make a PR :(
14:17:20  <Samu>
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14:19:18  <LordAro> make a comment on the relevant issue about what you've found
14:19:25  <LordAro> then someone can assess whether your solution is the correct one
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14:33:18  <Timberwolf> I was playing around last night and I think the only place "direction != last_direction" matters for sprite refresh is the case where a train reverses, where it seems to need that enforced recalculation of the viewport bounds. Everything else the "is viewport candidate" test is sufficient. Not that much of a performance improvement, though (between 0-5% reduction in train tick time, and that's before
14:33:24  <Timberwolf> I reduce the gain by having a fix for the reversing case)
14:34:02  <Timberwolf> Also, I think I will wait a while before I go diving into the dirty rectangling code again, it is never as simple as it first appears :)
14:34:32  <Eddi|zuHause> so, reversing trains shold reset the cache unconditionally?
14:34:58  <Timberwolf> I want to know why that is the case, really.
14:35:12  <Timberwolf> Which needs a bit of careful investigation.
14:36:17  <Timberwolf> If I figure out what's special about that case I'll also know whether my assumption is valid or whether it's more, "actually there are a lot of cases you can break with this, you just didn't notice them yet"
14:42:00  <Timberwolf> Probably requires adding a train to abuse.grf which has wildly different offsets and sizes for each different direction.
14:43:01  <Eddi|zuHause> i unfortunately didn't really check out what exactly you're doing, so i can't help you out
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14:50:14  <Timberwolf> I have an OK idea now, thankfully.
14:53:26  <Timberwolf> The core principle is changing "resolve the sprite chain for every update for every vehicle" to "resolve the sprite chain if the vehicle will appear on a viewport, or if it changes direction"
14:54:29  <Timberwolf> But you can only do that on a game tick, so there's an extra "resolve the sprite chain if a dirty region contains a sprite we haven't resolved this tick" check needed for scrolling the viewport while paused.
14:56:02  <Timberwolf> My first couple of iterations were messy because I didn't really understand that distinction between "this happens on a game tick, before the screen is drawn" and "this happens when a pre-existing dirty region is drawn"
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15:03:36  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on issue #6544: Put into the AI company when loading savegame
15:03:53  <Samu> I'd like to request re-open of that issue
15:04:09  <Samu> or... i dunno
15:04:19  <Samu> it's just because I worked on a solution
15:04:45  <Samu> it was closed because it was only inactive
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15:08:46  <supermop_Home_> good morning
15:09:32  <DorpsGek> [OpenTTD/OpenTTD] LordAro reopened issue #6544: Put into the AI company when loading savegame
15:44:39  <Samu> hmm, generate new game is threaded?
15:45:32  <Samu> so, that means... i am sometimes setting client id first before there's any actual world?
15:46:06  <Samu> whichever comes first
15:46:20  <glx> there's a callback at the end of generation I think
15:50:38  <Samu> GenerateWorldSetCallback(&MakeNewGameDone)
15:51:04  <Samu> i expected MakeNewGameDone to come first than NetworkServerInitClientServer()
15:58:56  <Samu> ah, companies are cleared here PoolBase::Clean(PT_NORMAL);
15:59:16  <Samu> still before the threaded stuff starts
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16:12:59  <Samu> looks like it works! mere luck
16:13:01  <Samu> :p
16:13:34  <Samu> PoolBase::Clean(PT_NORMAL) happens first
16:13:52  <Samu> NetworkServerInitClientServer() happens second, so there's no companies when this happens
16:14:16  <Samu> GetFirstAvailableCompany() returns COMPANY_FIRST
16:14:47  <Samu> network server is already in COMPANY_FIRST without the company existing
16:15:31  <Samu> MakeNewGameDone happens last, which creates COMPANY_FIRST and sets localcompany to COMPANY_FIRST
16:15:40  <Samu> magic! everything falls into place
16:15:57  <Samu> allthough not in the order I expected
16:22:55  <Samu> is it possible to run openttd debug build in dedicated server mode?
16:24:10  <Samu> using visual studio
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16:48:58  <glx> yes
16:49:54  <glx> in debug menu, there's debug and launch settings (or similar, I have the interface in french)
16:55:04  <Samu> launch.vs.json ?
16:55:08  <Samu> what do I type here
17:19:56  <DorpsGek> [OpenTTD/team] siimsoni opened issue #131: [et_EE] Translator access request
17:34:05  <glx> is there "args" in it yet ?
17:34:23  <DorpsGek> [OpenTTD/team] LordAro commented on issue #131: [et_EE] Translator access request
17:35:23  <glx> else you need to add "args": [ "-D" ]
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17:51:40  <Samu> ah, i forgot a ','
17:51:43  <Samu> got it
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17:58:30  <glx> you can write complex command line args, just split on spaces like ["-vnull", "-mnull", "-snull"]
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18:09:29  <Samu> game still adds dirty blocks on a dedicated server, it's funny
18:14:56  <Samu> nice, dedicated server client is on company 255
18:15:01  <Samu> the invalid company
18:23:54  <Samu> weird
18:24:17  <Samu> starting a dedicated server like this -D -g savegame.sav
18:24:25  <Samu> it loads the savegame twice
18:24:44  <Samu> first load before it's in server mode
18:24:55  <Samu> second load in server mode
18:25:25  <Samu> it also loads the intro game before these
18:26:24  <Samu> generating world is not threaded in dedicated server
18:27:01  <glx> not needed, there's no progress bar
18:27:45  <glx> the generate thread exists to keep a reactive window :)
18:28:26  <Samu> why does it load the savegame twice?
18:29:29  <Samu> 		/* First we need to test if the savegame can be loaded, else we will end up playing the
18:29:29  <Samu> 		 *  intro game... */
18:29:33  <Samu> i see lol
18:30:49  <Samu> im still not convinced though, let me investigate
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18:40:51  <tejanos> Hi developers. I am trying to add a textbox to the "Object Selection" screen to place objects on the map to filter objects out. I am adding the widgets in the right place, but only the text label shows up, but not the text box. This is the code I am adding:
18:41:11  <tejanos> And this is a screenshot of what I see ( The textbox should appear right of the 'Filter string:' text label. I've tried removing the label and keeping the textbox only but it does not work
18:41:28  <tejanos> Any help would be appreciated, thank you!
18:42:23  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:42:24  <DorpsGek>   - Update: Translations from eints (by translators)
18:43:04  <frosch123> there is some more initialisation code needed in the window constructor
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18:43:20  <frosch123> take a look at other windows, search for the widgetid of the filter
18:53:18  <tejanos> Thanks for your response. Yep I looked at other windows that have WWT_EDITBOX widgets, but still can't figure out :S
18:55:23  <frosch123> <- you need that kind of stuff
18:57:01  <tejanos> Gotcha! yeah I was looking right at that. I will try, thanks again!
19:02:56  <tejanos> It worked, this is really exciting, thank you!
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20:14:42  <Samu> do you have a savegame version before 	SLV_16
20:16:46  <Samu> ah, nice, opentitle is version 4.1
20:17:16  <glx> yes intro in master is a nice very old save :)
20:22:15  <LordAro> one of the major reasons it's never been changed :)
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21:37:11  <Samu> loading a scenario in the scenario editor starts the first company, interesting
21:37:30  <Samu> but the local company is still OWNER_NONE
21:38:04  <Samu> or OWNER_DEITY, wtv the editor uses
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