Log for on 25th August 2013:
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10:46:29  <Alberth> hi hi
10:46:48  <frosch123> moin
10:47:40  <LordAro> /o
10:55:17  <Alberth> FS #5721 - Ctrl+Click in message history windows goes to message location   not very special, but a nice feature
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11:13:13  <frosch123> +void ScrollToLocation(const NewsItem *ni, bool open_loc) <- +static
11:15:10  <frosch123> what about vehicle news?
11:15:18  <frosch123> shouldn't it rather open the vehicle gui?
11:16:19  <frosch123> well, all wrong i guess :p
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11:16:31  <frosch123> in the news item you can click on the vehicle directly
11:16:56  <frosch123> we should drop all this ctrl crap somewhen and add proper location buttons everywhere :)
11:17:10  <frosch123> then we can also distinguish between vehicle gui, scrollto and new viewport :p
11:19:46  <LordAro> now look into FS#5722 :D
11:23:11  *** DorpsGek changes topic to "OpenTTD Dev Channel || Latest SVN: r25743 || Logs: || Voice (talk-right) upon request via #openttd; make sure you are registered to NickServ before asking"
11:24:39  <Alberth> sounds like a nice todo goal
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19:16:59  <frosch123> @voice zuu
19:16:59  *** DorpsGek sets mode: +v Zuu
19:35:42  <Zuu> Adds ScriptTown::FoundTown and ScriptTown::RenameTown:
19:35:54  <Zuu> (yes, I should have had split the patch)
19:36:26  <Zuu> The patch is untested as I don't have a compiling environment at the moment.
19:37:05  <Zuu> I have made the command available for both AIs and GSes.
19:37:34  <frosch123> should SetName really be available to ais?
19:38:01  <frosch123> we forbid it in multiplayer for regular players, so noone can mess them up
19:38:12  <frosch123> i would think people would be annoyed about ais renaming towns
19:39:09  <planetmaker> AIs renaming towns? No. GS: yes
19:40:55  <frosch123> +	static bool *SetName(TownID town_id, Text text); <- returning "bool*"
19:41:14  <Zuu> Hmm right, SetName shouldn't be available to AIs.
19:41:15  <frosch123> well, is correct in .cpp
19:41:57  <frosch123> +	return ScriptObject::DoCommand(tile, size & (city ? 1 << 2 : 0) & layout << 3, townnameparts, CMD_FOUND_TOWN, encoded_text); <- confused | and &
19:42:14  <Zuu> frosch123	+	static bool *SetName(TownID town_id, Text text); <- returning "bool*"  <---- silly mistake
19:42:35  <frosch123> do townnames allow encoded texts?
19:42:37  <Zuu> frosch123	+	static bool *SetName(TownID town_id, Text text); <- returning "bool*"  <--- yes you are right
19:42:56  <frosch123> iirc rb recently disallowed that for signs, because it fails
19:43:45  <Zuu> I looked at ScriptTown::SetText for comparison.
19:43:59  <Zuu> But I also remember that rb did a change regarding encoded/decoded text.
19:44:02  <frosch123> i think that one allows more
19:44:11  <frosch123> rather look at ScriptSign::SetName
19:44:16  <frosch123> it does some length check
19:45:50  <frosch123> +	const char *encoded_text = text != NULL ? text->GetEncodedText() : 0; <- NULL instead of 0, but maybe just put it into the else part of the if below
19:46:35  <frosch123> compared to ScriptSign::SetName it also misses the CCountedPtr
19:46:49  <frosch123> to free the text on return
20:21:24  <Zuu> Patch updated:
20:22:13  <Zuu> I have also addressed that when economy.fund_town is 0, funding towns should fail for non-deity.
20:22:51  <Zuu> As a pre condition (before it only failed in the DoCommand)
20:23:15  <frosch123> ai_changelog still lists SetName
20:25:14  <frosch123> Zuu: hmm, i wondered... doesn't GenerateTownName(&townnameparts) always need calling?
20:25:35  <frosch123> i think the town needs a generated name in any case, even if additionally a custom one is supplied
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20:27:22  <Zuu> Hmm, FoundTownCmd don't mention that p2 is unused when a custom name is supplied. So you are possible right.
20:27:51  <frosch123> i guess SetName with NULL would reset to that default name
20:27:57  <Zuu> Yep
20:27:59  <frosch123> like the gui has a "default" button
20:29:35  <Zuu> Right, I'll change it so that the town name parts are generated no matter if a custom name is supplied.
20:29:48  <Zuu> And thanks for noticing the AI changelog error.
20:33:01  <Zuu> The patch has been updated again with the two issues above. I will however wait until I get the chance to compile it and test before committing it.
20:34:18  <frosch123> yeah, asking a compiler about syntax is always good :)
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