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10:34:40 <reldred> 99% of my patch writing for JGRPP consists of 'find this arbitrary logic or number that I disagree with and parameterize it' 10:35:31 <reldred> and then JGR wipes my backside for me and makes whatever vomit I've raised as a PR shippable. 10:36:24 <reldred> EmperorJake: yes we should do that as well 10:36:56 <EmperorJake> was there ever a patch that tried that? 10:37:19 <reldred> Umm, there was a patch someone made that tried to do full river errosion 10:37:23 <reldred> rainfall? 10:37:57 <reldred> I mean, river gen is already pretty slow in JGRPP, at least with the silly maps I play. 10:38:24 <Eddi|zuHause> there was a rainfall river generator, but i don't think it did erosion 10:38:42 <reldred> yeah I think it did, 10:38:47 <andythenorth> we could just start at a coast tile and walk back 10:38:47 <reldred> I used to use it quite a bit 10:38:55 <andythenorth> but that doesn't work for some reason 10:40:16 <Eddi|zuHause> that just runs into the same problems: not all slopes are suitible for rivers, and trying to terraform them to make them suitible breaks it in other places 10:40:18 <petern> EmperorJake: That's what I meant with erode. 10:40:47 <petern> River gen is already pretty slow in vanilla. 10:41:08 <andythenorth> Eddi had the breadth first patch which produced visually correct results 10:41:10 <andythenorth> but it went to die 10:41:15 <petern> I also would like deep water to exist, but maybe not in the form that the last patch did it. 10:41:31 <Eddi|zuHause> there's no real reason for river generation to be fast 10:41:56 <Eddi|zuHause> andythenorth: it had some... corner cases. plus the slope thing 10:42:00 <reldred> well if we end up with more water palette shades then deep water might be feasible. 10:42:02 <TallTyler> Rainfall did do erosion, I believe, and also many other things 10:42:04 <petern> Can we multithread it? π 10:42:18 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/7213 10:42:41 <petern> wip eh? 10:42:43 <andythenorth> petern: how deep does deep water need to be? π 10:42:49 <reldred> Eddi|zuHause: *cries in 8k x 2k with two additional river density settings* 10:42:59 <reldred> my map gens are slow :'''( 10:43:24 <petern> reldred: Yes 10:43:41 <petern> andythenorth: Yes 10:43:49 <andythenorth> so 1 or 0? 10:43:52 <andythenorth> in that case 10:43:58 <Eddi|zuHause> reldred: people who make 8k maps and expect anything to be not-slow deserve to cry 10:43:58 <TallTyler> Bug maps are slow, thatβs a user choice π 10:44:00 <andythenorth> 1 xor 0 10:44:18 <reldred> Eddi|zuHause: :''''''( 10:44:28 <andythenorth> much as I enjoy large-map hating 10:44:33 <TallTyler> Can we reduce maximum map size and implement rainfall patch? π 10:44:40 <andythenorth> pushing the edges is where good performance can be found 10:44:49 <reldred> Nah I normally never play more than 4k x 1k 10:45:01 <andythenorth> if I didn't push the edges of grf compiles, NML would still be dogshit slow 10:45:12 <reldred> But I also deliberately play verrrrry spaced out maps with lots of straight up impassible terrain 10:45:13 <petern> Wentbourne is where bad performance can be found. 10:45:21 <JGR> "Slow" is a whole spectrum of values 10:45:27 <petern> Spaced out is the best. 10:45:28 <reldred> forcing dense corridors 10:45:46 <petern> The default "scale quantities up by map size" is not good. 10:46:04 <petern> Yeah, allowing the terrain to actually be high. 10:46:47 <reldred> you know I was kinda surprised that my patch that untethered the 1 to 1 tile width to height step didn't *break* more than it actually did. 10:47:04 <reldred> and wow did some of the heightmaps produce interesting results. 10:47:19 <TallTyler> The what? 10:47:34 <reldred> damn I'll have to find a screenshot 10:47:40 <reldred> hard to words 10:48:07 <TallTyler> Sounds like youβre talking about cliffs but thatβs not possible despite someone on TT-Forums trying 10:48:17 <TallTyler> *not currently possible 10:48:18 <reldred> I basically removed all the asserts and all the checks and balances that prevents cliffs 10:48:30 <reldred> it was a horrible broken mess graphics wise 10:48:38 <reldred> but uhhhh, interesting experiment 10:49:21 <Eddi|zuHause> you can easily fix the graphics by adding foundations. but the big problem is the UI 10:49:31 <petern> It's probable that the algorithm that enforces it leans towards a lower map height. 10:49:48 <petern> Steeper tiles? 10:50:11 <petern> So that you actually need to terraform or tunnel. Pipedreams eh? 10:50:16 <reldred> Eddi|zuHause: my thought was cliffs, and then a viewable height 'slicer' 10:51:07 <reldred> that edit wouldn't have come through on irc, I meant foundations not cliffs 10:51:08 <Eddi|zuHause> well making foundations that look cliff-y is an exercise left for the reader 10:51:14 <LordAro> someone find the gif from smatZ(?) that made tunnels 10:51:46 <Eddi|zuHause> i think i have that somewhere 10:52:03 <reldred> https://discord.com/channels/142724111502802944/477434889508093952/911252685397843968 is where I was posting about it 10:52:19 <Eddi|zuHause> it might have been an actual video 10:52:21 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1052900920222044160/unknown.png 10:52:21 <petern> We aren't running on 2005 computers anymore. 10:52:37 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1052900985326022676/unknown.png 10:52:39 <LordAro> petern: except that guy who wanted an XP build 10:52:47 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1052901028682539118/unknown.png 10:53:00 <petern> The tile slope code (and foundations) looks at all the neighbouring tiles to determine the slope. 10:53:03 <reldred> But yeah, during that experiment it basically didn't crash 10:53:22 <petern> If you introduce cliffs, it may be better to store the slope info instead. 10:53:23 <reldred> usually just asserts that I commented out for the sake of the experiment 10:53:28 <andythenorth> I thought if we did this, trains could carry on across the cliff 10:53:33 <andythenorth> because the track bits are there 10:53:46 <andythenorth> someone showed me a video of, might have been rubidium 10:53:47 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1052901278520451102/unknown.png 10:53:47 <reldred> andythenorth: that's exactly what happened 10:53:47 <andythenorth> years ago 10:54:00 <petern> Only because there's currently no checks to stop it because they're not necessary without cliffs. 10:54:06 <Eddi|zuHause> andythenorth: that can be solved by preventing rails to be built towards cliffs 10:54:27 <andythenorth> no thelma and louise moment? 10:54:33 <Eddi|zuHause> andythenorth: or the pathfinder checking the height difference 10:55:09 <reldred> but yes, it was a very silly experiment 10:55:11 <petern> I was going to say "does this track connect is not tricky", but then I remember bridge heads π 10:56:17 <reldred> my thoughts on UI was basically have a slicer UI in the transparency menu to hide everything above level X so that you could work on the diorama behind the mountain. Maybe make it transparent? Who knows. 10:56:49 <reldred> now we have those fancy sliders in the interface zoom π 10:57:02 <petern> Slicer sounds reasonable. 10:57:12 <petern> Simpler than making up rotations. 10:57:23 <petern> reldred: I await the PR for vanilla. 10:57:44 <reldred> Well, does the rotation need rotated sprites? Would it bother people *that much?* 10:58:07 <reldred> I've seen other games with rotations but only one view for buildings and such 10:58:19 <petern> For multi-tile buildings/industries it could be awkward 10:58:33 <reldred> Okay yes I concede on industries 10:58:49 <reldred> and yeah I guess 1x2 and 2x1 buildings would be shagged 10:59:04 <reldred> But yeah, slicer does solve a lot of construction issues. 10:59:15 <reldred> The one thing I didn't have a good answer for was terraforming. 10:59:24 <petern> Also all the shading would be wrong. 10:59:37 <reldred> RCT's style of terraforming always felt really clunky and slow and fiddly. 10:59:53 <petern> Is it like LoMo? Cos that was horrid. 11:01:41 <Eddi|zuHause> on the topic of that video, what happened to dev.openttd.org? 11:01:45 <reldred> Probably 11:20:27 <dwfreed> reldred: it was so bad, I never bothered with terraforming 11:20:35 <dwfreed> (RCT) 11:22:24 <reldred> Yup 11:22:46 <reldred> Itβs my one giant turn off about cliffs in TTD 11:24:34 <dwfreed> granted, I don't think I ever made it much further than Diamond Heights, so it's not like it was a huge issue 11:31:08 *** WormnestAndroid has quit IRC 11:37:19 *** WormnestAndroid has joined #openttd 11:57:47 <dP> there is a relatively fast way to do erosion: https://github.com/dandrino/terrain-erosion-3-ways 12:31:05 <petern> PR? 12:31:38 <petern> MIT License 12:31:41 <petern> Hm 12:37:39 <Timberwolf> RCT terraforming is great for adding tiny landscaping details to a roller coaster, it's horrible for doing large scale landscape changes. 12:38:49 <Timberwolf> LoMo really needed some things like autorail and better area-effect terrain tools (smooth, progressive flatten, etc.) 12:40:28 <Timberwolf> iirc RCT also makes it fiddlier by locking away one of the more useful terrain options you get in the scenario editor (dragging one tile and having the land around it raised/lowered). OpenRCT2 enables it in-game, which helps a lot. 12:55:41 <pickpacket> TrueBrain: Last night I was asking about funding for, well, everything really. All the services in AWS etc. Who pays for it and what does it cost? 13:21:46 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1052938522203521074/Screenshot_from_2022-12-15_17-20-59.png 13:21:46 <dP> apparently using random water colour for each pixel doesn't look that well π 13:26:10 <andythenorth> nope 13:26:23 <andythenorth> π 13:28:17 <petern> Heh 13:29:22 <petern> Make the river rocks *huge*, so that they can be shaded appropriately. Then sprinkle some sparkling water around them. 13:32:44 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1052941281694855300/Screenshot_from_2022-12-15_17-32-14.png 13:32:44 <dP> ok, it does work, I just need to randomize f5-f9 for opengfx water look xD 13:33:41 <dP> I have directional rivers though so I could try to use that... 13:35:42 <petern> Slopes don't anything extra for directions π 13:37:13 <dP> i can try make it flow not only on slopes 13:39:31 <dP> tiling would be tricky though 13:39:45 <dP> whatever, have more important stuff to do rn xD 13:40:03 <petern> andythenorth: was I missing anything for variants? 13:40:39 <petern> I've got a load of minor interface scaling fixes to do as well. 13:45:13 <dP> how does min compatible version work in newgrf? if people with older but still compatible version join the server will they be required to download the new one? 13:45:55 <Brickblock1> probably 13:46:03 <petern> No, you always need the exact same version. 13:46:27 <Brickblock1> I think it only applies when updating your grf lists 13:46:38 <petern> It means the NewGRF says that OpenTTD can upgrade the NewGRF to the newer version without breaking a savegame. 13:47:30 <dP> hm, I thought I've seen openttd using older versions to open saves 13:47:43 <petern> It will. Maybe I made that last bit up π 13:48:04 <petern> But it's nothing to do with network compatibility either. 13:48:55 <dP> well, I'd like them to upgrade if they can when opening downloaded save too 13:49:14 <dP> but techically it's not required since I'm just changing sprites 13:58:51 <andythenorth> petern: I didn't see anything 13:59:03 <andythenorth> merge, merge the nml patch, needs other authors to test it 13:59:12 <andythenorth> caution is good and all...but 14:02:12 <dP> https://cdn.discordapp.com/attachments/1008473233844097104/1052948695311712298/Screenshot_from_2022-12-15_18-01-21.png 14:02:12 <dP> quite a decent river for not drawing a single pixel manually 14:04:50 <dP> flows uphill, but eh π 14:07:55 <andythenorth> truly generative rivers? π 14:12:15 <dP> I'm too lazy so I write code to do the work for me π 14:16:13 <andythenorth> procedural rivers might make more sense than sprite rivers 14:24:28 <andythenorth> didn't we used to have nightlies or something? 14:24:33 <andythenorth> so we could merge stuff in 14:24:43 <andythenorth> hmm...we have WASM 14:34:57 <petern> Nightlies? Nah 14:53:21 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #10237: NewRoadTypes - level crossings and tunnels https://github.com/OpenTTD/OpenTTD/discussions/10237 15:09:29 <andythenorth> TunnelTypes 15:09:35 <andythenorth> clearly the next big thing 15:10:15 <dP> with water tunnels 15:10:28 <andythenorth> tunnel classes 15:10:32 <andythenorth> gauge clearance 15:10:36 <andythenorth> speed limits 15:18:29 <andythenorth> electrified or not 15:18:36 <petern> lolz 15:18:40 <petern> zorged 15:18:43 <andythenorth> whether the sun shines through on Brunel's birthday 15:18:54 <andythenorth> tunnel labels 15:19:01 <andythenorth> standardised tunnel label type scheme 15:19:10 <andythenorth> standardised tunnel label type scheme v2 15:19:29 <andythenorth> deletion of someone's entire forum history because they had their own label scheme for tunnels 15:19:52 <andythenorth> not putting grfs on bananas because you disagree with tunnels being a player choice, and it ruins your vision for the game 15:19:58 <andythenorth> the future is bright 15:20:16 <andythenorth> hmm what the tank game has taught me 15:20:20 <andythenorth> is that some people are very stupid 15:20:22 <andythenorth> sometimes it's me 15:27:21 <LordAro> impossible 15:28:56 *** nielsm has joined #openttd 15:34:59 <FLHerne> It's good of Zorg to have a name that can be so satisfyingly verbed 15:36:42 <FLHerne> dP: https://www.flherne.uk/files/IMG_20221030_155956.jpg 15:36:52 <FLHerne> +1 for water tunnels 15:38:31 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1052972935696105552/image.png 15:38:31 <petern> Windows Task Bar, eh? 15:39:03 <LordAro> is your computer melting? 15:40:25 <FLHerne> ...where did Zorg's tunnel types screenshot come from? 15:40:42 <FLHerne> is that a patch that I missed, or did he painstakingly make one for the purpose? 15:41:01 <LordAro> i believe he's very adept at photoshop 15:41:11 <LordAro> same for all his UI designs 15:41:17 <LordAro> certainly he's never shared any code 15:41:23 <FLHerne> still 15:41:53 <FLHerne> drawing an entire pixel-perfect fake UI for a semi-throwaway GH comment is some dedication 15:42:03 <FLHerne> even if it's a bit crazy 15:42:15 <LordAro> quite 15:42:19 <FLHerne> tbh I'd use that if it existed 15:42:39 <FLHerne> it seems like the logical counterpart of bridges 15:43:14 <FLHerne> don't know about the speed restrictions though, that just seems pointless 15:43:33 <FLHerne> albeit technically realistic above a given speed 15:43:40 <andythenorth> we need tunnels that have speed restrictions in winter due to water ingress 15:43:57 <andythenorth> or that only allow trains on 15 minute headways to allow steam engine smoke to clear 15:44:05 <petern> LordAro: Maybe now the boiler is on. 15:47:40 *** Tirili has joined #openttd 15:59:06 <petern> Oops, accidentally deleted the wrong thing and automatically closed a dozen PRs :/ 15:59:37 <andythenorth> oops 16:09:21 <andythenorth> can I stop having covid yet? 16:09:23 <andythenorth> it's boring 16:19:06 <LordAro> ( 16:19:11 <LordAro> wait, my eyes 16:19:14 <LordAro> :( 16:21:26 *** nielsm has quit IRC 16:22:05 <petern> Silly YouTube keeps going to 360p π¦ 16:26:09 <andythenorth> silly youtube 16:32:42 <MnHebi> I've found youtube keeps using lower quality than auto quality claims 16:48:44 *** Flygon has quit IRC 17:08:13 *** HerzogDeXtEr has joined #openttd 17:16:45 *** keikoz has joined #openttd 17:26:40 <wyndbain> petern: i had this issue 17:26:53 <wyndbain> it magically went away when i got yt premium 17:27:05 <petern> lolno 17:35:47 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #10235: Fix #10218: Sloped river tiles need water both up and downstream https://github.com/OpenTTD/OpenTTD/pull/10235 17:38:09 <TallTyler> Visual Studio is complaining that my line endings are inconsistent (probably because I edited the code for the PR in Notepad at the library), but when I change the whole file to CR LF Git Gui thinks the entire file has changed - help? 17:41:05 <LordAro> should be LF 17:41:18 <LordAro> (unless you've previously told git to translate them) 17:42:16 <TallTyler> Ah, that fixes it. Other files display as CRLF for some reason 17:42:24 <TallTyler> (at least in the bottom right corner of the code window in VS) 17:43:15 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #10235: Fix #10218: Sloped river tiles need water both up and downstream https://github.com/OpenTTD/OpenTTD/pull/10235 17:43:21 <TallTyler> Yeah, Git seems to be translating them for some reason 17:43:43 <petern> That's fine as long as it's consistently translating π 17:44:25 <TallTyler> Seems to be fixed now π 17:46:13 <petern> That code-duffing or "never nester" is nicer π 17:47:05 <TallTyler> Yeah, not sure how I wrote it so poorly originally π 17:50:21 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler dismissed a review for pull request #10204: Feature: Add alternative setting for right-click close window option to exclude pinned windows https://github.com/OpenTTD/OpenTTD/pull/10204#pullrequestreview-1200179006 17:51:24 *** Wormnest has joined #openttd 17:51:27 <petern> It's normal to iterate π 17:53:28 <glx[d]> usually final version is simpler 17:55:06 <glx[d]> but each version is good for learning 18:02:55 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler requested changes for pull request #10215: Feature: Expand all towns in the scenario editor https://github.com/OpenTTD/OpenTTD/pull/10215#pullrequestreview-1219709593 18:09:25 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10204: Feature: Add alternative setting for right-click close window option to exclude pinned windows https://github.com/OpenTTD/OpenTTD/pull/10204#issuecomment-1353509656 18:13:32 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #10241: Fix #10206: Disable scripts in intro game https://github.com/OpenTTD/OpenTTD/pull/10241 18:13:40 <DorpsGek> [OpenTTD/OpenTTD] MasonGulu updated pull request #10204: Feature: Add alternative setting for right-click close window option to exclude pinned windows https://github.com/OpenTTD/OpenTTD/pull/10204 18:22:54 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10202: Fix #10181: Show error message on failed industry prospecting https://github.com/OpenTTD/OpenTTD/pull/10202#pullrequestreview-1219741811 18:25:10 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #10240: Codechange: Reshuffle debuglevels in fileio to address spammyness https://github.com/OpenTTD/OpenTTD/pull/10240 18:30:55 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10241: Fix #10206: Disable scripts in intro game https://github.com/OpenTTD/OpenTTD/pull/10241#pullrequestreview-1219753400 18:35:47 <DorpsGek> [OpenTTD/OpenTTD] MasonGulu commented on pull request #10204: Feature: Add alternative setting for right-click close window option to exclude pinned windows https://github.com/OpenTTD/OpenTTD/pull/10204#issuecomment-1353539185 18:40:34 <TallTyler> dP: Are you able to fix this issue before 13 release? https://github.com/OpenTTD/OpenTTD/issues/10214 (Looks like JGR has some commits you could just upstream) 18:42:18 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10204: Feature: Add alternative setting for right-click close window option to exclude pinned windows https://github.com/OpenTTD/OpenTTD/pull/10204#issuecomment-1353545819 18:47:18 <dP> oh, I thought he PRed them to vanilla 18:47:27 <dP> I can take a look on 18th, not sure about earlier 19:33:12 *** HerzogDeXtEr has quit IRC 19:42:19 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler opened issue #10242: [Bug]: Text shadow clipping in error message window https://github.com/OpenTTD/OpenTTD/issues/10242 19:43:10 <TallTyler> Paging petern π 19:45:21 <petern> By design. 19:45:47 <petern> All text height dimensions don't include the shadow, and never have done. 19:46:13 <petern> Width too. 19:46:57 <petern> You could bodge it by adding 1 scaled pixel to the clipping area set up before the widget is painted. 19:47:50 <petern> You could change FONT_HEIGHT_NORMAL to include the shadow, but then EVERYTHING gets taller. 19:48:08 <petern> (And that doesn't help the right-most shadow) 19:48:33 <petern> (Not just F_H_N, it affects truetype fonts too) 19:48:36 <TallTyler> Right-most shadow is drawn properly here, though? 19:48:48 <petern> In that particular case, yes. 19:49:09 <TallTyler> Is this a very old bug that I've never noticed? 19:49:19 <petern> Yes. 19:49:31 <TallTyler> Interesting 19:49:52 <TallTyler> That's why progress stalled on my Company Infrastructure GUI PR 19:50:10 <TallTyler> Still deserves fixing, IMO 19:51:18 <petern> The reason the right-most shadow is fine in that picture is due to another bug IIRC -- the text layouter wraps on the space, but the space is still included, so there's still space for the shadow. 19:51:40 <petern> (But it depends which layouter is used) 19:53:33 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10242: [Bug]: Text height doesn't account for text shadows https://github.com/OpenTTD/OpenTTD/issues/10242 19:54:28 <petern> Images of text, no :p 19:54:34 <LordAro> bad tyler 19:54:56 <TallTyler> Oops 19:55:45 <TallTyler> Something something when AIs rule the world they can search my images for text π 19:59:38 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1053038649459097661/image.png 19:59:38 <petern> With my 'suggested' workaround of adding 1 scaled pixel to the clipping area. 20:00:17 <petern> Most things that really need a specific clipping area already set it up. 20:02:03 <petern> There may be other bits where a clipping area is set up to draw text which would also need extra provision. 20:08:51 <petern> Ah, not the bug with the layouter isn't the space. 20:09:00 *** Wolf01 has joined #openttd 20:09:07 <petern> The bug with the layouter is it always includes the inter-character spacing even at the end of the line. 20:09:24 <petern> Which handily means that the shadow is accounted for. 20:09:33 <petern> (Even when no shadow is drawn) 20:10:29 <petern> π€· 20:13:47 <Wolf01> Is that related with my problem on the deck? 20:16:36 <petern> What's your deck problem? 20:16:49 <petern> Just the tiny screen? 20:17:08 <Wolf01> Text on top half on widgets 20:18:44 <petern> Oh. No, it's not. 20:26:56 <DorpsGek> [OpenTTD/appstore-data] 2TallTyler updated pull request #10: Change: Replace screenshots of empty, bumpy world https://github.com/OpenTTD/appstore-data/pull/10 20:28:32 <DorpsGek> [OpenTTD/appstore-data] 2TallTyler commented on pull request #10: Change: Replace screenshots of empty, bumpy world https://github.com/OpenTTD/appstore-data/pull/10#issuecomment-1353669446 20:34:44 *** gelignite has joined #openttd 20:34:54 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9167: Linkgraphs don't show direction of each link https://github.com/OpenTTD/OpenTTD/issues/9167 20:34:57 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #9167: Linkgraphs don't show direction of each link https://github.com/OpenTTD/OpenTTD/issues/9167 20:37:16 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #10243: Fix #10242: Allow a space for text shadow when clipping WWT_EMPTY/WWT_TEXT. https://github.com/OpenTTD/OpenTTD/pull/10243 20:37:19 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on issue #9385: Passenger subsidies don't check if houses actually accept Passengers https://github.com/OpenTTD/OpenTTD/issues/9385 20:37:22 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9385: Passenger subsidies don't check if houses actually accept Passengers https://github.com/OpenTTD/OpenTTD/issues/9385 20:38:06 <petern> [19:45]peter1138: By design. 20:38:55 <TallTyler> Do we want to be bothered by text shadows overlapping their containing boxes? (Unrelated to this fix, also happens in window titles) 20:39:11 <LordAro> https://i.imgur.com/aXtecPs.png that was literally just what i was going to ask 20:39:40 <Wolf01> Eww, ugly :P 20:39:45 <LordAro> feels like it might react poorly with chunky/unchunky bevels 20:40:07 <petern> It's part of our UI design tbh. 20:40:38 <TallTyler> Also https://i.imgur.com/ZSBm26d.png 20:40:49 <petern> Yes 20:41:12 <petern> And no, we shouldn't make captions taller to accommodate. 20:41:13 <glx[d]> this one is "fine" 20:41:22 <glx[d]> the shadow is present 20:41:34 <Wolf01> I won't have this problem :> 20:41:56 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10243: Fix #10242: Allow a space for text shadow when clipping WWT_EMPTY/WWT_TEXT. https://github.com/OpenTTD/OpenTTD/pull/10243#pullrequestreview-1219916886 20:42:07 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1053049338294714368/image.png 20:42:07 <petern> For reference π 20:42:30 <TallTyler> Sawyer-approved 20:42:35 <LordAro> fair enough :D 20:43:11 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #10241: Fix #10206: Disable scripts in intro game https://github.com/OpenTTD/OpenTTD/pull/10241 20:43:14 <DorpsGek> [OpenTTD/OpenTTD] glx22 closed issue #10206: Assert when loading titlegame with AI https://github.com/OpenTTD/OpenTTD/issues/10206 20:43:44 <petern> LordAro: In fact it works better with chunky bevels because there's always space now. 20:43:47 <glx[d]> now to "redo" the delay start 20:44:08 <petern> Oops, IRC people π 20:44:13 <TallTyler> Is that justification to make chunky bevels mandatory? π 20:44:29 <petern> No, even with chunky bevels is turned off, the space is the same. 20:44:54 <TallTyler> I guess we have to let people be wrong then π¦ 20:45:21 <petern> The only time that isn't the case is the inset viewports and the inset minimap. 20:50:40 <petern> Oh my Q2 RTX saves don't load any more π¦ 20:53:28 <dP> is there any way to make wagons work with engine from another grf that has `can_attach_wagon` ? 20:53:59 <andythenorth> CB 16? 20:54:42 <andythenorth> is the grfid of the vehicle available as a 40+ or 80+ var? 20:54:48 * andythenorth thinks it might be 20:54:48 <dP> yeah but will it work if I do action 3 for overriden engine? 20:54:51 <petern> I can't remember if it's under the lead engine's control or the wagon... 20:55:09 <andythenorth> oh you want to force it? 20:55:18 <andythenorth> /me unsure of the goal 20:55:21 <petern> If you override its action 3 you'll lose all of its act 3/2/1. 20:55:50 <petern> Q2 is too hard for me π¦ 20:55:51 <dP> well, that's kinda pointless then 20:55:59 <andythenorth> oof I need a beer, this covid not-drinking is boring 20:56:12 <dP> I may as well redefine the whole engine 20:56:14 <petern> Covid variants tho? 20:58:46 <andythenorth> yes 20:59:02 <andythenorth> goes it approve? 21:07:10 <TallTyler> If itβs feature-complete I can review it tomorrow 21:09:52 <TallTyler> We should probably do an RC1 build soon? 21:21:48 <LordAro> yes 21:35:51 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #9745: Fix #9720: Delay start of GS/AI to after loading of savegame https://github.com/OpenTTD/OpenTTD/pull/9745 21:41:45 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9745: Fix #9720: Delay start of GS/AI to after loading of savegame https://github.com/OpenTTD/OpenTTD/pull/9745#pullrequestreview-1219989802 21:47:58 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #9745: Fix #9720: Delay start of GS/AI to after loading of savegame https://github.com/OpenTTD/OpenTTD/pull/9745#issuecomment-1353749777 21:54:49 *** keikoz has quit IRC 22:25:44 *** sla_ro|master has quit IRC 22:28:03 <andythenorth> was it done yet? 22:28:21 <andythenorth> I have not coded and covid horse variants 22:29:18 *** greeter has quit IRC 23:01:45 *** kstar892[m] has quit IRC 23:05:53 *** Wormnest has quit IRC 23:12:08 *** WormnestAndroid has quit IRC 23:16:25 *** WormnestAndroid has joined #openttd 23:21:14 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #10243: Fix #10242: Allow a space for text shadow when clipping WWT_EMPTY/WWT_TEXT. https://github.com/OpenTTD/OpenTTD/pull/10243 23:21:17 <DorpsGek> [OpenTTD/OpenTTD] PeterN closed