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Log for #openttd on 23rd April 2025:
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00:26:37  <reldred> try consuming less parameters
00:26:46  <reldred> lots of calories
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02:14:30  <DorpsGek> [OpenTTD/OpenTTD] James103 opened issue #14081: [Bug]: `rm` silently fails if target is a folder https://github.com/OpenTTD/OpenTTD/issues/14081
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04:46:42  <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/d9dc6cb5e474c373a0935a34ead1b2cc982cfb8e
04:46:43  <DorpsGek>   - Update: Translations from eints (by translators)
04:53:37  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13993: Add: Player configuration of badge display. https://github.com/OpenTTD/OpenTTD/pull/13993
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05:17:25  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13993: Add: Player configuration of badge display. https://github.com/OpenTTD/OpenTTD/pull/13993
05:44:52  <reldred> wonder what game they’re on about
05:44:56  <reldred> Ain’t this one lmao
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05:58:00  <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/14610619060
06:05:33  <pickpacket> Saningbury is a city but that's no longer visible in the title bar of the local authority window in beta2:  https://lounge.warmedal.se/uploads/50fb851c470b09c9/image-13.png
06:05:38  <pickpacket> Regression?
06:20:30  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14082: Fix c7d6934816: Town view caption lost "(City)" flag. https://github.com/OpenTTD/OpenTTD/pull/14082
06:26:19  <DorpsGek> [OpenTTD/OpenTTD] WenSimEHRP commented on pull request #13993: Add: Player configuration of badge display. https://github.com/OpenTTD/OpenTTD/pull/13993#issuecomment-2823199303
06:29:10  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13993: Add: Player configuration of badge display. https://github.com/OpenTTD/OpenTTD/pull/13993#issuecomment-2823203998
06:31:54  <DorpsGek> [OpenTTD/OpenTTD] WenSimEHRP commented on pull request #13993: Add: Player configuration of badge display. https://github.com/OpenTTD/OpenTTD/pull/13993#issuecomment-2823208729
07:11:53  <DorpsGek> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #13242: Change: Merge Game Options and Game Settings together. https://github.com/OpenTTD/OpenTTD/pull/13242#pullrequestreview-2784466451
07:11:56  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13242: Change: Merge Game Options and Game Settings together. https://github.com/OpenTTD/OpenTTD/pull/13242
07:13:55  <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic approved pull request #14082: Fix c7d6934816: Town view caption lost "(City)" flag. https://github.com/OpenTTD/OpenTTD/pull/14082#pullrequestreview-2786187165
07:14:12  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14082: Fix c7d6934816: Town view caption lost "(City)" flag. https://github.com/OpenTTD/OpenTTD/pull/14082
07:29:39  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14069: Codechange: Restructure RoadStop Entries to reduce pointers. https://github.com/OpenTTD/OpenTTD/pull/14069
07:50:11  <pickpacket> peter1138: Thank you ❀️
08:01:33  <peter1138> Urgh, $work o'clock.
08:11:58  <pickpacket> peter1138: indeed
08:16:48  <kuhnovic> https://cdn.discordapp.com/attachments/1008473233844097104/1364515339441803274/image.png?ex=6809f370&is=6808a1f0&hm=4ad080522f7f210238bd7d648fff95a5e457063038535c488119daffe27cfe88&
08:16:48  <kuhnovic> _zephyris: Looking at the Toyland theme, and I was wondering if it would be possible to ease the transition between grass and coast. I know Toyland has that blocky/hard edges theme, but it might make it a bit easier on the eyes (just like that checker board pattern change did). I whipped up something in good old MS Paint, it's not pretty but it shows the idea.
08:19:59  <_zephyris> That's a fun idea
08:22:44  <_zephyris> I guess knock one or two yellow tiles off the top of the corner slopes too?
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08:23:18  <wensimehrp> Is there a way to make compiling faster? I noticed that it is only using a single core
08:23:57  <wensimehrp> I'm thinking of putting rendering stuff in the Makefile and running something like `make -j$(nproc)`
08:25:28  <kuhnovic> _zephyris: That might look even better. Just make sure there still is some sand left πŸ˜›
08:26:41  <kuhnovic> And this could be applied to other ground types too. But one thing at a time πŸ™‚
08:28:32  <_zephyris> Like toyland rough tiles?
08:29:01  <kuhnovic> Are those red/white tiles the rough tiles?
08:31:47  <kuhnovic> (had a quick look, yes they are)
08:32:55  <kuhnovic> Yes I think those could benefit from a bit of transitional edges too. Removing a few "subtiles" would probably do the trick already.
08:40:09  <_zephyris> There are four randomly-chosen flat tiles for those, so removing one random edge tile on, say, three of them should give some good variety.
08:50:19  <kuhnovic> It doesn't take much to break up the symmetry, but the difference is huge. I just started openttd with an older OpenGFX2 that didn't have the checkerboard change for the grass, and honestly it's hard to look at now that I got used to the new pattern.
08:57:13  <_zephyris> Isn't the slow bit of compiling the linking, which is limited to single threaded?
09:03:04  <wensimehrp> peter1138[d]: If you give me the money, sure
09:04:19  <wensimehrp> 13th gen i9 is quite fast but it still takes half hour to compile
09:05:25  <wensimehrp> _zephyris: Highscore, newspapar and magazine each takes 4~5 minutes to render
09:05:42  <_zephyris> Ah, ogfx2 'compiling'
09:05:57  <_zephyris> Yeah, sorry, but once it's done it's done
09:06:41  <wensimehrp> πŸ™
09:09:10  <wensimehrp> https://cdn.discordapp.com/attachments/1008473233844097104/1364528518066868294/images7.jpg?ex=6809ffb6&is=6808ae36&hm=5d3c52e57bb4f4cafc0fed50c9e06de0a3db719a21d4ffd19759a5c21dd94084&
09:10:03  <_zephyris> The error propagation dithering methods are strictly single core, so using them the only solution would be to chop up the big sprites and potentially leave ugly seams.
09:10:13  <_zephyris> (It does annoy me too!)
09:11:04  <_zephyris> So, auto-chop giant sprites, use positional dithering, or change the dither code to cython
09:11:24  <andythenorth> how does ogfx2 compile? πŸ˜›
09:11:36  * andythenorth steps away from that q
09:11:48  <wensimehrp> andythenorth: clone fetch compile
09:13:56  <wensimehrp> _zephyris: I'm thinking of using `find` in Makefile and run each image through a rendering script.
09:13:56  <wensimehrp> In that case I can just use `make -j` and each image will be rendered on a single thread.
09:14:58  <wensimehrp> So this wouldn't require changing the core rendering part, only the part using stuff like shutils and os.path
09:16:00  <_zephyris> peter1138[d]: No, and the pipeline uses the 8bpp image for quite a few recolours/animated palette entry sprites/etc.
09:16:28  <_zephyris> wensimehrp: Good point.
09:17:08  <_zephyris> Currently the dithering is `tqdm` parallelised for sprite sheets, but could add a layer which parallelises files.
09:17:13  <wensimehrp> All my 32 cores must have something to do πŸ™‚
09:17:16  <andythenorth> Iron Horse is 41s to compile without multprocessing, and 21s with
09:17:47  <andythenorth> the graphics generation is 4x faster using parallelisation
09:20:29  <_zephyris> Oh no, 41s πŸ˜›
09:41:03  <xarick> hi
09:41:46  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1364536718836891689/image.png?ex=680a0759&is=6808b5d9&hm=8bc59c8778c534a9e643c59f8c789644ac92687f42d05dea04ef6c136b9cc1c4&
09:41:46  <xarick> on the minimap, shouldn't the company owner take precedence over town owner on level crossings?
09:48:50  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1364538498123829331/image.png?ex=680a0901&is=6808b781&hm=0b92955a5e077e6c32d34612222217caf302ab5917522aaaa79a18be48aeaccc&
09:48:50  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1364538498488602676/Slaggin_it_Off_co._2562-05-11.sav?ex=680a0901&is=6808b781&hm=5889bf6ee39420ac19686b4eb5c8e3addf24b8dd78f5447e1db96fc51c9794c4&
09:48:50  <xarick> _glx_: _glx_ sorry, I went to bed. the savegame is from the title competition
10:09:16  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1364543643704098846/image.png?ex=680a0dcc&is=6808bc4c&hm=96ee2335ea0239bc679cf484ac30d87f611906de85f8ad2e6a0f587171cb6923&
10:09:16  <xarick> can this button be enabled if i'm viewing vehicles of my competitor?
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12:52:35  <_glx_> indeed string itself is fine (using STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE)
12:56:38  <talltyler> andythenorth: _Cries in Unreal Engine_
12:58:17  <talltyler> My current compilation is about 40 minutes. If my last project was any indication, it’ll be up to 90 minutes by the time I’m done.
13:10:55  <LordAro> #work-mono-project takes around 20 minutes to build, and another ~2 hours to run all the tests. And that's on basically the fastest threadrippers you can buy
13:11:42  <talltyler> I am convinced that Horse is subject to the goldfish effect. Every time Andy speeds up compilation, new trains and features appear to slow it back down. πŸ˜›
13:12:03  <talltyler> There is nothing wrong with that, of course.
13:12:06  <LordAro> surely there's no doubt of that?
13:12:22  <peter1138> Mono always was a bit slower than 'real' .net (and .net core)
13:14:31  <talltyler> Toyland has a steady lead in the title game competition 🀞
13:14:48  <LordAro> oh dear, lol
13:15:06  <LordAro> we'd better be really sure that ogfx2 is done then :D
13:16:29  <talltyler> Agreed, but even if we ship it (bootstrap or whatever) with OpenTTD when 15 releases, current players will still have OpenGFX 1 configured as their baseset, no?
13:16:48  <LordAro> yeah
13:16:55  <talltyler> (or zBase, no idea what Toyland looks like there but those players have made their decision πŸ˜› )
13:17:03  <LordAro> banner on the main menu? :D
13:17:19  <LordAro> if (ogfx1) { ... }
13:17:47  <talltyler> Or switch it for them πŸ˜›
13:21:39  <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1364592054478311585/image.png?ex=680a3ae2&is=6808e962&hm=22c367af8d3b783776ee1758679d113dff057ef25fad191be593a0b69fcfbdff&
13:22:23  <peter1138> Multiple cycling title games?
13:22:25  <LordAro> 🀒
13:22:27  <peter1138> (Ooh, cycling)
13:22:53  <LordAro> :D
13:23:23  <_zephyris> I think TrueBrain said(?) that GOG, Steam and Windows Store installations will use the graphics provided in the new version.
13:26:46  <peter1138> dwfreed, silly network killed by Discord bridge client for some unicode the other day...
13:26:46  <LordAro> they can have ogfx2 downloaded for them, but the config files won't magically update
13:26:50  <talltyler> I imagine that covers most cases. Opengfx 1 hasn’t been updated in…a while? I think?
13:27:18  <talltyler> Was it updated with road waypoints?
13:27:18  <_zephyris> Road waypoints?
13:27:35  <peter1138> > 7.1 2021-10-16T13:18:58+00:00 8b68bf74 GPL v2 Available ingame
13:27:51  <_zephyris> I did the waypoints, I don't know how that propagates to BaNaNaS etc.
13:28:24  <peter1138> There are commits, but not releases :)
13:28:32  <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1364593787254603897/image.png?ex=680a3c7f&is=6808eaff&hm=3b5485f634769a69b9325b447e934e147a984bb5f4869f19b36dea2faab3178b&
13:28:51  <peter1138> Compared to zBase that's fine.
13:29:53  <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1364594126577729606/image.png?ex=680a3cd0&is=6808eb50&hm=e2b7c7f08bef5698c96f7d084481404153c31ac7899f96dcc5ea68373a056eec&
13:30:30  <peter1138> Well.
13:30:32  <peter1138> Kinda.
13:39:00  <_glx_> https://cdn.discordapp.com/attachments/1008473233844097104/1364596422711967805/image.png?ex=680a3ef4&is=6808ed74&hm=db79c1ff4ec5c562c296a0de05843917e63e9818b6661eae44c0d336db2cceab&
13:39:00  <_glx_> hmm it seems wrong in storage actually
13:39:14  <dwfreed> peter1138: removed, don't use unicode characters that look like ASCII characters
13:39:31  <DorpsGek> [OpenTTD/team] realsepehrz opened issue #628: [fa_IR] Translator access request https://github.com/OpenTTD/team/issues/628
13:39:46  <dwfreed> (it was the / that did it)
13:44:55  <_glx_> ah no it's fine, so yeah let's follow the parsing
13:47:02  <peter1138> _glx_, strings.cpp:1008-1009. The "are we at the end?" is tripping up before it gets to the condition at :1011
13:49:29  <peter1138> I'm aware it was indiscriminately killed for using a legal unicode character, yes.
13:52:08  <LordAro> i'd imagine such characters often appear in spam links
13:52:20  <dwfreed> ^^^ ding ding ding, give LordAro a cookie
13:52:49  <peter1138> I'm aware. Blowjobs etc etc.
13:53:23  <_glx_> ah yes the `while` exits before reading last entry, because it's empty and at the end
13:53:23  <peter1138> Look, I know you're not going to change your rules.
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13:55:08  <dwfreed> One of the todo items for modernizing the network is making a bot whose job it is to handle all the anti-spam
13:55:29  <dwfreed> It'll be easier to add more nuance to the rules when that's done
14:08:53  <_glx_> ok I think I fixed the issue
14:11:31  <xarick> AAAHogEx blocking my ships πŸ™‚
14:14:18  <xarick> 91 blocked ships, that's a lot
14:15:26  <xarick> oh, I think I am still adding ships to these blocked routes
14:29:24  <DorpsGek> [OpenTTD/team] frosch123 commented on issue #628: [fa_IR] Translator access request https://github.com/OpenTTD/team/issues/628
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14:30:25  <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #14083: Fix f5ffd47: Don't skip separator while reading a record https://github.com/OpenTTD/OpenTTD/pull/14083
14:47:20  <peter1138> Nice.
14:47:35  <xarick> Bakewell Luckett LB-10 turning around animations feel... not good
14:48:22  <xarick> seems to take a dive when turning south
14:48:27  <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #14083: Fix f5ffd47: Don't skip separator while reading a record https://github.com/OpenTTD/OpenTTD/pull/14083#pullrequestreview-2787626187
14:49:39  <xarick> or when turning from southwest facing position to south
14:50:11  <xarick> probably the axial rotation?
14:50:15  <peter1138> Well you know where the bug tracker is.
14:51:44  <xarick> oh, these issues are based on my perception
14:51:54  <xarick> not sure it qualifies as bug
15:01:07  <kuhnovic> We can always close the bug report. That's better than not reporting the bug at all and expecting it to be magically fixed.
15:01:39  <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #14083: Fix f5ffd47: Don't skip separator while reading a record https://github.com/OpenTTD/OpenTTD/pull/14083#pullrequestreview-2787673123
15:02:10  <peter1138> Yeah.
15:12:01  <alpapilus> peter1138[d]: When I have to explain to my friends what’s open ttd I just say what it’s like if took transport fever and forgot to pay the devs so its literally held up by the hopes and prayers of sane people in this community while the devs decided to cannibalize the UX designer so the gameplay is the most confusing thing ever.
15:24:16  <alpapilus> peter1138[d]: I don’t really se the reason for me to use this one. (I mostly play in a a single region) but I guess sorting by the role is useful.
15:30:03  <talltyler> Very pretty!
15:30:56  <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #14083: Fix f5ffd47: Don't skip separator while reading a record https://github.com/OpenTTD/OpenTTD/pull/14083
15:33:24  <talltyler> The word "Configuration" is a bit vague. Perhaps the title should describe what happens if you enable/disable one of its items? (`Show extra text`, `Show icons`, `Sort by`, etc.)
15:34:19  <peter1138> I think the boolean toggle makes sense here, compared to the toggle settings on the main toolbar, as in this case the 'menu' stays open when you click on things, and you do need to click on that specific part of it.
15:35:38  <talltyler> I think the main toolbar toggles should go away someday, but a new transparency menu is a very deep rabbit hole πŸ™‚
15:37:23  <talltyler> Oh, but checkboxes are also used in cargo filter dropdowns
15:37:31  <_glx_> main issue with transparency is it's 3 states
15:37:32  <_zephyris> Shouldn't've eaten the UX designer
15:38:05  <talltyler> https://cdn.discordapp.com/attachments/1008473233844097104/1364626392410751027/dropdown.png?ex=680a5add&is=6809095d&hm=36d1c788700fdfcd00bc8a426308b0aac6b1ad9f13252a5b19171757b5dd093d&
15:38:06  <_zephyris> _glx_: Radio instead of checkbox
15:38:42  <_zephyris> peter1138: How's it closed if it is persistent and doesn't have a close window "x"?
15:39:16  <_glx_> and the 3 states are actually 4 in term of internal storage
15:39:32  <_glx_> IIRC
15:40:10  <talltyler> Question about void tiles, as I'm finally updating my infinite water PR. This check for freeform edges protects 1 tile on the NE and NW edges, but two tiles on the SE and SW edges. Is this intentional or a bug?
15:40:10  <talltyler> https://github.com/OpenTTD/OpenTTD/blob/master/src/terraform_cmd.cpp#L117
15:41:32  <peter1138> _zephyris, same as any other dropdown, clicking elsewhere closes it.
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15:45:31  <LordAro> talltyler: almost all of that is largely hysterical raisins from The Old Times
15:46:02  <talltyler> I am really curious why anyone would disable freeform edges in 2025
15:46:27  <peter1138> talltyler, doesn't seem to be the case though? <= min + 1 on the north edges, and >= max - 1 on the south edges.
15:48:22  <talltyler> https://cdn.discordapp.com/attachments/1008473233844097104/1364628978551361597/OpenTTD_20250423-map-edges-water-m600362f612_4_23_2025_11_47_24_AM.png?ex=680a5d46&is=68090bc6&hm=6e7f7d831326ead2cf2a9832fb0beed578690b8daa25777dfb1d7802e236b5d0&
15:48:22  <talltyler> If I modify the code to protect 1 additional tile (to keep a ring of ocean tiles for ships to use), it protects 2 tiles on the south edges.
15:48:54  <talltyler> The north edges are 1 tile like I'd expect.
15:49:07  <peter1138> Well, void tiles.
15:49:54  <talltyler> Void tiles are visible on the south edges?
15:51:04  <talltyler> Right, so...what am I missing?
15:51:45  <alpapilus> Who’s Peter btw.
15:53:40  <peter1138> One can never know.
15:54:46  <talltyler> https://cdn.discordapp.com/attachments/1008473233844097104/1364630587469467678/OpenTTD_20250423-map-edges-water-m600362f612_4_23_2025_11_54_27_AM.png?ex=680a5ec5&is=68090d45&hm=aa608ab8499689d8d18f1c9b3cb66c470b631a9cef1a1b6624e7fdc93753db4b&
15:56:40  <pickpacket> alpapilus: Peter Pan?
15:56:51  <alpapilus> pickpacket: True
16:02:06  <talltyler> Heh, if freeform edges are off you always get infinite water. Guess I don't need to worry about protecting it as much.
16:02:18  <talltyler> Er, worry about handling it separately
16:03:57  <peter1138> The freeform edges setting that is hidden and disabled is basically for backwards compatability.
16:04:07  <peter1138> Freeform edges changes which edges have void tiles.
16:04:40  <talltyler> Disabled how? I was able to set it via the console, and 0.7% of games have it off.
16:04:40  <talltyler> https://survey.openttd.org/summaries/2025/q1/14#game.settings.construction.freeform_edges
16:04:40  <peter1138> The in-game map generator toggles don't change that hidden setting, they just control when it's allowed or not.
16:04:58  <talltyler> Could be old savegames, but surprised me
16:05:02  <peter1138> I'm not sure where "and disabled" came from :)
16:05:10  <talltyler> Oh okay πŸ˜„
16:05:11  <peter1138> But yes, old savegames.
16:05:20  <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #14078: Add: [NewGRF] House animation-trigger 'built' (callback 0x164). https://github.com/OpenTTD/OpenTTD/pull/14078#issuecomment-2824809002
16:05:23  <peter1138> And also Xarick testing.
16:12:30  <talltyler> Hmm, freeform edges is indeed different
16:12:33  <andythenorth> peter1138[d]: it's beautiful πŸ˜„
16:13:12  <andythenorth> there's a bit of a horizontal vs vertical mental model thing
16:13:18  <andythenorth> horizontal badges, vertical filters
16:13:30  <andythenorth> like every other filter stack and table of results πŸ˜›
16:15:39  <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #14077: Add: [NewGRF] Industry animation-trigger 'built' (bit 5). https://github.com/OpenTTD/OpenTTD/pull/14077#issuecomment-2824834835
16:17:59  <andythenorth> ^ such arcane checking
16:18:11  <peter1138> andythenorth, the generation filter is handy, although that's partly because I have never-expire on when testing things.
16:18:32  <andythenorth> Auto-filter πŸ˜›
16:18:41  <andythenorth> badge has 'valid between' dates? πŸ˜›
16:18:49  <andythenorth> auto-liveries also πŸ˜›
16:18:51  <andythenorth> such things
16:19:33  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1364636824588255443/image.png?ex=680a6494&is=68091314&hm=4ba149dc5eb3e6fc964fc022372ad73cbf9291cc8aebfd5e8c8273c56a8bef6b&
16:19:33  <andythenorth> badges are epic
16:21:09  <andythenorth> _possibly_ there's some horrific fusion of cargo subtypes and badges
16:21:12  <andythenorth> for liveries
16:21:18  <andythenorth> has April 1st gone already?
16:21:34  <peter1138> There's always one next year.
16:23:41  <andythenorth> maybe cargo subtypes could recurse over badges or something
16:23:44  <andythenorth> dunno
16:24:14  <andythenorth> hmm, liveries => 'auto-generate variants from badges'
16:24:23  <andythenorth> probably unwise
16:31:06  <frosch123> talltyler: For non-freeform edges there are flat water tiles on the north border, and flat water + void on the south border. For free form edges there are void borders on both north and south
16:33:01  <talltyler> Ah, and those north border water tiles cannot be terraformed?
16:35:39  <talltyler> Similar behavior, but tiles are counted differently depending on if freeform edges is enabled
16:36:01  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler updated pull request #13289: Feature: Draw infinite water when all borders are water https://github.com/OpenTTD/OpenTTD/pull/13289
16:36:17  <talltyler> I think I've figured it out though, open to better ways to code it
16:38:11  <talltyler> I still haven't added visualization, as I sort of like the invisibility of the feature
16:39:30  <talltyler> I don't want to deal with the Zorg post about visualization either 😦
16:42:06  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13289: Feature: Draw infinite water when all borders are water https://github.com/OpenTTD/OpenTTD/pull/13289#issuecomment-2824908769
16:42:28  <_zephyris> Then ignore the zorg πŸ˜‰
16:42:31  <DorpsGek> [OpenTTD/OpenTTD] frosch123 opened pull request #14084: Fix: [NewGRF] For roadstop multi-tile-animation-triggers, the upper 16 bits were not the same for all tiles. https://github.com/OpenTTD/OpenTTD/pull/14084
16:42:59  <_zephyris> While visualising it would be nice, it also kinda deveats an eyecandy option - where you _don't want_ to see a difference in the water.
16:43:09  <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #14084: Fix: [NewGRF] For roadstop multi-tile-animation-triggers, the upper 16 bits were not the same for all tiles. https://github.com/OpenTTD/OpenTTD/pull/14084#pullrequestreview-2788063259
16:43:21  <talltyler> _zephyris: That's the root of my preference, yes
16:44:13  <_zephyris> Worth noting that a game is not a static image - selectors etc. will make it clear where you can build.
16:44:42  <talltyler> I do wonder about showing Kuhnovic's debug dots when holding Shift, but they do feel too "debug feature" to be visible all the time. Normally we do tile highlights to show tile areas, while the dots are for terraforming tools only.
16:44:47  <peter1138> The "visualising" is "the tile highlight square stops at the real edge" right?
16:45:37  <talltyler> No, that still works fine. The visualization suggested is making the ocean a different colour/texture outside the map edges, or drawing the tile-corner dots along the actual edges.
16:45:55  <talltyler> The tile highlight square works perfectly
16:45:56  <peter1138> No, I mean that that is all you need ;)
16:46:08  <talltyler> I agree πŸ™‚
16:49:42  <frosch123> If ottd and ttdp behaved differently for 17 years, the ottd behaviour is broken, and the ttdp behaviour is stupid...   I guess it makes no sense to adjust ottd behaviour to ttdp, and ottd should be fixed to a different sane behaviour?
16:50:52  <talltyler> If you're referencing my earlier question about counting tiles, I was wrong -- the code is not a bug. Tiles are counted differently depending on if freeform_edges is enabled, so the old code is correct. πŸ™‚
16:52:01  <frosch123> No, I am just crying in my animation trigger rabbit hole
16:52:58  <talltyler> Sorry to hear that πŸ™‚
16:55:02  <peter1138> Well...
16:55:35  <peter1138> If it's broken, fix it, whether that matches ttdp or not is not really relevant any more.
16:56:36  <frosch123> Houses and industries have a callback when the construction stage changes.
16:56:36  <frosch123> The spec say it is called 4 times for stages 0 (just put on the map) to 3 (finished).
16:56:36  <frosch123> Ottd is "broken", because it only triggers 3 times, missing stage 0, and no call during mapgen.
16:56:36  <frosch123> Ttdp otoh triggers for stage 0 and during mapgen, but only if some other property is set, which does not matter for the other stages.
16:57:03  <_jgr_> Are there any GRFs which actually use these?
16:58:05  <frosch123> Pikka wants to use them, reported an issue, but assumed it was a missing feature, not a bug.
16:58:36  <frosch123> No-one else complained in 17 years.
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17:00:39  <_jgr_> Might as well implement something sensible and then update the spec to match then, yes
17:01:48  <peter1138> ^^
17:01:57  <andythenorth> FIRS uses construction stages
17:02:03  <andythenorth> but I don't think it re-randomises triggers
17:03:22  <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #13242: Change: Merge Game Options and Game Settings together. https://github.com/OpenTTD/OpenTTD/pull/13242#pullrequestreview-2788127681
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17:05:13  <_zephyris> I'd like an animation trigger on build too...
17:05:38  <_zephyris> I suspect a lot of town newgrfs with road-sensitive building orientations would
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17:09:44  <peter1138> I think if you check the PRs there is one :)
17:13:18  <_zephyris> I'm confused, is the PR providing one, or is there already one and I'm dumb?
17:13:20  <andythenorth> deliberately haven't looked, but can I handle the animation trigger CB, and divert the result to persistent storage? πŸ˜›
17:13:26  <_zephyris> (the latter is more likely...)
17:13:40  <andythenorth> it is super convenient having bits provided, but as soon as we want to manage them, the API is worse than managing it via storage
17:14:04  <andythenorth> animation / random bits / s
17:14:18  <andythenorth> one day my brain will retrieve the correct words
17:14:49  <peter1138> > Some checks haven't completed yet
17:14:50  <peter1138> Oh.
17:15:33  <frosch123> _zephyris: The PR adds a new one, but then I discovered there was already one supposed, which is broken
17:16:26  <peter1138> 14078
17:16:35  <peter1138> But yeah, if there's an existing way that's meant to work...
17:17:15  <frosch123> Now I rather fix the supposed  one, but slightly different/extended from ttdp
17:17:57  <frosch123> Will sleep another night,  then make new prs
17:21:47  <frosch123> I hit the rerun-tests button
17:22:38  <frosch123> Doesn't do anything
17:25:06  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13242: Change: Merge Game Options and Game Settings together. https://github.com/OpenTTD/OpenTTD/pull/13242
17:26:13  <DorpsGek> [OpenTTD/OpenTTD] frosch123 merged pull request #14084: Fix: [NewGRF] For roadstop multi-tile-animation-triggers, the upper 16 bits were not the same for all tiles. https://github.com/OpenTTD/OpenTTD/pull/14084
17:49:36  <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #14076: Fix: [NewGRF] Randomisation-trigger 'path reservation' did not work for waypoints. https://github.com/OpenTTD/OpenTTD/pull/14076#pullrequestreview-2788253292
18:07:57  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13242: Change: Merge Game Options and Game Settings together. https://github.com/OpenTTD/OpenTTD/pull/13242
18:08:47  <peter1138> Pitchforks now, eh?
18:10:26  <andythenorth> super
18:10:44  <talltyler> Huzzah!
18:11:02  <andythenorth> badgetype("mob/has_pitchforks")
18:11:06  <andythenorth> badgetype("mob/has_torches")
18:12:09  <talltyler> Pitchfork factory, inputs wood and straw
18:12:56  <talltyler> Ship the pitchforks directly to houses, then passengers go to the Game Studio industry which inputs Lunch and outputs OpenTTD
18:13:06  <talltyler> New FIRS economy πŸ˜›
18:15:02  <talltyler> medium_biter: should post the DELI flow chart πŸ˜›
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18:42:34  <peter1138> RIP.
18:46:24  <peter1138> tallyler, Diversity, Equity, LEGO and Inclusion?
18:48:52  <peter1138> Oh, autocomplete failed because the bridge restarted,
18:51:48  <DorpsGek> [OpenTTD/OpenGFX2] zephyris opened pull request #188: Feature: Clearer NewGRF download list checkmark https://github.com/OpenTTD/OpenGFX2/pull/188
18:54:54  <peter1138> 'Feature' is stretching it a bit :-)
18:56:22  <peter1138> Hmm, what's it like at 1x.
18:57:39  <DorpsGek> [OpenTTD/OpenGFX2] PeterN commented on pull request #188: Feature: Clearer NewGRF download list checkmark https://github.com/OpenTTD/OpenGFX2/pull/188#issuecomment-2825237762
18:59:35  <DorpsGek> [OpenTTD/OpenGFX2] TrueBrain commented on pull request #188: Feature: Clearer NewGRF download list checkmark https://github.com/OpenTTD/OpenGFX2/pull/188#issuecomment-2825246602
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18:59:48  <_zephyris> Hey, it's a feature, sprites are all I've got!
18:59:57  <peter1138> :)
19:03:51  <DorpsGek> [OpenTTD/OpenGFX2] zephyris commented on pull request #188: Feature: Clearer NewGRF download list checkmark https://github.com/OpenTTD/OpenGFX2/pull/188#issuecomment-2825266528
19:06:09  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #14085: Codechange: replace atoi in console_cmds https://github.com/OpenTTD/OpenTTD/pull/14085
19:37:34  <DorpsGek> [OpenTTD/OpenGFX2] DigitalfoxPT commented on pull request #188: Feature: Clearer NewGRF download list checkmark https://github.com/OpenTTD/OpenGFX2/pull/188#issuecomment-2825336518
19:37:37  <peter1138> https://www.tt-forums.net/viewtopic.php?p=1273905#p1273905 I guess this is some other game...
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19:40:36  <xarick> is ParseInteger able to read negative numbers?
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19:42:52  <_glx_> in console stuff ? no
19:43:09  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #14085: Codechange: replace atoi in console_cmds https://github.com/OpenTTD/OpenTTD/pull/14085#pullrequestreview-2788526866
19:44:06  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #14085: Codechange: replace atoi in console_cmds https://github.com/OpenTTD/OpenTTD/pull/14085#pullrequestreview-2788528856
19:46:18  <_glx_> and BTW a version using negative number is just silly
19:48:06  <DorpsGek> [OpenTTD/OpenTTD] github-advanced-security[bot] commented on pull request #14085: Codechange: replace atoi in console_cmds https://github.com/OpenTTD/OpenTTD/pull/14085#pullrequestreview-2788536811
19:49:50  <xarick> okay, the advanced security tells me that auto is uint
19:50:21  <xarick> no negative versions gonna work
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19:50:28  <talltyler> Wonder what Reddit users would make of `FIRS -5` πŸ˜›
19:50:49  <_glx_> actually auto is std::optional<uint32_t> πŸ™‚
19:54:17  <_glx_> codeQL is not wrong, but TC_BEGIN could be !=0
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20:09:18  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #14085: Codechange: replace atoi in console_cmds https://github.com/OpenTTD/OpenTTD/pull/14085#pullrequestreview-2788578440
20:09:47  <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #14085: Codechange: replace atoi in console_cmds https://github.com/OpenTTD/OpenTTD/pull/14085#pullrequestreview-2788579389
20:11:25  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #14085: Codechange: replace atoi in console_cmds https://github.com/OpenTTD/OpenTTD/pull/14085#pullrequestreview-2788582531
20:13:32  <peter1138> Hmm.
20:16:04  <peter1138> Okay so, now I'm adding so much stuff, I'm wondering if this should be regular window.
20:20:07  <peter1138> > /* 'Game Options' and 'Settings' buttons */
20:20:08  <peter1138> Oops :)
20:32:56  <peter1138> Hmm. Game Options toggles on the left feels slightly unbalanced.
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20:34:21  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1364700945576890529/image.png?ex=680aa04c&is=68094ecc&hm=0e5edafef46a30044c208116ccc993cc4c618ee3e19d63d3b37e508ee279a73b&
20:34:28  <peter1138> Looks of spaaaaaaaaaace.
20:34:31  <peter1138> Lots
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20:35:19  <sosmakaroni> What if you put it in 2 columns? with a small vertical separator?
20:36:10  <sosmakaroni> Or maybe I misunderstood, and it's a good thing there's a lot of empty space πŸ˜„
20:40:44  <sosmakaroni> https://cdn.discordapp.com/attachments/1008473233844097104/1364702553840812102/image.png?ex=680aa1cb&is=6809504b&hm=a4b5ecaa39b10960f0d7d784b34416d66f72aa242b7d02b744e6a540f4afcefe&
20:41:06  <_glx_> 2 columns will most likely increase window width in some languages
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20:43:45  <wensimehrp> Maybe add a window width check then?
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20:56:17  <_zephyris> Two rows of tabs?
20:56:21  <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1364706486068187307/win-property-win-image9.png?ex=680aa575&is=680953f5&hm=b87d3d66279ceb08dfed4fb3893c658120fc2a60cf9ef21c9cf066417f317dc8&
20:56:21  <_zephyris> Allll the tabs
20:56:46  <_glx_> not enough tabs to need that πŸ™‚
20:58:05  <_zephyris> But, seriously, button and label on the left with lots of space on the right is much better than orphan buttons miles from their labels
20:59:15  <_zephyris> Hmm, is it possible to set a website for the baseset? Looking at the greyed out button.
20:59:29  <peter1138[d]> OpenTTD supports it, I don't know if bananas does.
20:59:38  <wensimehrp> grf dot farm
21:00:09  <_zephyris> Implement CSS flexbox for OpenTTD UI
21:00:18  <_glx_> should be somewhere in the obg I think
21:05:37  <_glx_> optional `url` field
21:06:49  <_glx_> in `metadata` section
21:12:21  <_zephyris> Where are you finding the docs?
21:12:31  <_zephyris> This doesn't mention it: https://github.com/OpenTTD/OpenTTD/blob/78d3eaf3e2316698d7935ee1118cc31e062b7893/docs/obg_format.txt
21:12:51  <_zephyris> (obg format docs are, understandably, sparse)
21:12:57  <_glx_> I searched the source
21:13:53  <_glx_> https://github.com/OpenTTD/OpenTTD/blob/master/src/base_media_func.h#L57-L58
21:14:39  <_zephyris> Who needs docs πŸ˜‰
21:14:43  <_zephyris> Super useful, thanks
21:14:57  <_glx_> doc not being exhaustive doesn't surprise me πŸ™‚
21:15:02  <_glx_> fill free to fix
21:15:53  <_zephyris> I think the MD5 info in that doc is wrong too, IIRC. You can't just MD5 the file
21:16:18  <_glx_> depends on grf container version
21:16:53  <_glx_> for v1 it's fine, for v2 it's less simple
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21:32:47  <_zephyris> `grfid -m`
21:36:02  <_glx_> nmlc has `--md5` option to output it when creating the grf
21:36:17  <peter1138> That "url" field was added by me just over a year ago, so of course I wouldn't have updated docs :)
21:37:09  <DorpsGek> [OpenTTD/OpenTTD] zephyris opened pull request #14086: Doc: Correct baseset obg file MD5 and url documentation https://github.com/OpenTTD/OpenTTD/pull/14086
21:45:32  <_zephyris> Hmm, what is "fallback" for?
21:46:46  <_zephyris> https://cdn.discordapp.com/attachments/1008473233844097104/1364719173720346635/image.png?ex=680ab146&is=68095fc6&hm=b750306a711ee37c06c4786a49051b65dfa4dcdc409a9d5bbcf8ee25503308ca&
21:46:46  <_zephyris> Woop, it works.
21:49:41  <peter1138> Whether bananas allows it, I don't know.
21:50:16  <peter1138> I think clangd has crashed my computer.
21:51:10  <DorpsGek> [OpenTTD/OpenGFX2] zephyris opened pull request #189: Fix: Add missing baseset obg file url metadata https://github.com/OpenTTD/OpenGFX2/pull/189
21:53:48  <peter1138> Load average: 25.56 122.57 77.99
21:53:48  <peter1138> Hmm
21:53:48  <xarick> wow... game settings are gone
21:54:08  <_zephyris> Any hints on what `fallback` metadata value should be used for?
21:54:19  <_zephyris> This seems to be its only use? https://github.com/OpenTTD/OpenTTD/blob/78d3eaf3e2316698d7935ee1118cc31e062b7893/src/gfxinit.cpp#L486
21:54:49  <xarick> nevermind, stuff moved
21:55:25  <peter1138> _zephyris, no_music.obs / no_sound.obs
21:55:59  <peter1138> Stops them being picked automatically if a real set is present.
21:56:21  <_glx_> <https://github.com/OpenTTD/bananas-api/blob/main/bananas_api/new_upload/readers/helpers/base_sets.py> seems to allow unknown keys
21:57:52  <_zephyris> Ok, so no relevant usage of fallback for base graphics then
21:59:02  <peter1138> Are you saying we need a "replaces = abase,zbase" attribute? :-)
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22:01:50  <_zephyris> Not the worst idea!
22:07:38  <peter1138> Not sure why everything froze. A SysRq emergency sync seemed to make it recover, which is odd.
22:19:17  <wensimehrp> https://cdn.discordapp.com/attachments/1008473233844097104/1364727355763069019/image.png?ex=680ab8e5&is=68096765&hm=dd0f4c6e80b8c0a8c3647b4bbd228758ce2a31b569247372bdab8ac69c48d878&
22:19:17  <wensimehrp> I like the new icon for dolphin file manager
22:23:47  <wensimehrp> https://cdn.discordapp.com/attachments/1008473233844097104/1364728488845643857/image.png?ex=680ab9f3&is=68096873&hm=c6957813bfb8e80fea2fb473f51101f3473126f0afa2a52839682bb9544019c0&
22:23:47  <wensimehrp> this menu is waaaaaay too wide
22:24:07  <_glx_> check other tabs
22:24:22  <wensimehrp> https://cdn.discordapp.com/attachments/1008473233844097104/1364728636997111818/image.png?ex=680aba16&is=68096896&hm=a98143d056afbdab7dacdd9e48147a08b1ad98478a25d6d1e94da003355310c5&
22:30:53  <wensimehrp> _glx_: Other tabs are not also not so good. There are just too much space
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22:33:50  <reldred> Eh, I think it looks good
22:34:47  <DorpsGek> [OpenTTD/OpenGFX2] zephyris opened pull request #190: Fix: Correct sprite font offset and clipping errors https://github.com/OpenTTD/OpenGFX2/pull/190
22:35:36  <wensimehrp> https://cdn.discordapp.com/attachments/1008473233844097104/1364731460623405106/image.png?ex=680abcb7&is=68096b37&hm=4462a0ed3791fadf086af5a779a757ea8e13b13b9ec623837868a46ab635534e&
22:35:36  <wensimehrp> The advanced tab looks fine with text populating the interface
22:35:54  <wensimehrp> other tabs are definitely too spacious
22:37:53  <wensimehrp> https://cdn.discordapp.com/attachments/1008473233844097104/1364732036769779804/image.png?ex=680abd41&is=68096bc1&hm=c608b9b1e4f2932fa332895699f9ecb8edf438eeca75ca8d4922ba0f7d324b34&
22:46:05  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14087: Fix a4dc7249ee: Changing language or interface scale could hang. https://github.com/OpenTTD/OpenTTD/pull/14087
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22:56:58  <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #14088: Change: Remove minimum width from advanced settings panel of Game Options window. https://github.com/OpenTTD/OpenTTD/pull/14088
22:59:15  <peter1138> Tall and narrow just looks wrong to me.
22:59:18  <peter1138> But CJK is CJK.
22:59:35  <peter1138> wensimehrp, try switching to Greek.
22:59:52  <DorpsGek> [OpenTTD/OpenGFX2] zephyris commented on pull request #188: Feature: Clearer NewGRF download list checkmark https://github.com/OpenTTD/OpenGFX2/pull/188#issuecomment-2825698244
23:00:07  <peter1138> (Perhaps not before #14087 is merged (or something better))
23:04:07  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1364738637232865290/image.png?ex=680ac366&is=680971e6&hm=8713edbe2cb36f13e8fbf8518b80e3c7885f4f33515b639fc4d4673181bbe565&
23:05:16  <peter1138[d]> Narrowness of CJK looks odd and out of proportion to me πŸ™‚
23:10:10  *** nielsm has quit IRC
23:23:06  <DorpsGek> [OpenTTD/OpenGFX2] DigitalfoxPT commented on pull request #188: Feature: Clearer NewGRF download list checkmark https://github.com/OpenTTD/OpenGFX2/pull/188#issuecomment-2825743736
23:25:21  <DorpsGek> [OpenTTD/OpenGFX2] PeterN commented on pull request #188: Feature: Clearer NewGRF download list checkmark https://github.com/OpenTTD/OpenGFX2/pull/188#issuecomment-2825754624
23:27:04  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #14088: Change: Remove minimum width from advanced settings panel of Game Options window. https://github.com/OpenTTD/OpenTTD/pull/14088#pullrequestreview-2788913045
23:28:13  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #14087: Fix a4dc7249ee: Changing language or interface scale could hang. https://github.com/OpenTTD/OpenTTD/pull/14087#pullrequestreview-2788914897
23:29:57  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14087: Fix a4dc7249ee: Changing language or interface scale could hang. https://github.com/OpenTTD/OpenTTD/pull/14087
23:31:15  <DorpsGek> [OpenTTD/OpenGFX2] DigitalfoxPT commented on pull request #188: Feature: Clearer NewGRF download list checkmark https://github.com/OpenTTD/OpenGFX2/pull/188#issuecomment-2825761959
23:34:10  <DorpsGek> [OpenTTD/OpenGFX2] PeterN commented on pull request #188: Feature: Clearer NewGRF download list checkmark https://github.com/OpenTTD/OpenGFX2/pull/188#issuecomment-2825765994
23:39:39  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #14088: Change: Remove minimum width from advanced settings panel of Game Options window. https://github.com/OpenTTD/OpenTTD/pull/14088

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