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06:16:11 *** WormnestAndroid has quit IRC 06:16:12 *** WormnestAndroid has joined #openttd 06:16:17 *** WormnestAndroid has quit IRC 06:16:33 *** WormnestAndroid has joined #openttd 08:27:22 <DorpsGek> [OpenTTD/OpenTTD] Rito13 commented on pull request #14926: Codechange: Add GitHub workflow that checks new doxygen warnings. https://github.com/OpenTTD/OpenTTD/pull/14926#pullrequestreview-3621677346 08:48:09 <peter1138> Morning, happy new year. 08:50:06 <andythenorth> 365 lunches to go 08:53:26 *** Borg has joined #openttd 08:55:12 <_zephyris> 15.0 next year? 08:59:53 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #15007: Fix #14982: Can't place buoys under bridges. https://github.com/OpenTTD/OpenTTD/pull/15007 09:00:03 <Rubidium> _zephyris: are you in Hawaii or Alaska? Then I'd guess so, otherwise... seems a bit long :D 09:07:55 <reldred> Might make april 1st release date 😄 09:09:51 <andythenorth> new Horse this year? 09:13:03 <Borg> anyone can shred me info when NewGRF are instantiated? after all save chunks has been loaded? or on fly? 09:13:39 <Borg> I suspect its the first.. since code loading chunks is sequental.. and after that there is AfterLoad() 09:37:26 <Rubidium> I think it's hidden in the call to GfxLoadSprites in AfterLoadGame 09:42:03 <peter1138> After all chunks have been loaded, but before most (but not all) savegame conversions. 09:42:03 <Borg> okey found it 09:42:11 <Borg> yeah... 09:42:22 <Borg> GRFListCompatibility gcf_res = IsGoodGRFConfigList(_grfconfig); 09:42:27 <Borg> damn.. this complicates thing.. 09:42:53 <Borg> I need temporary storage for chunk loading and then copy data to grf storage 09:42:58 <peter1138> Savegame changes in chunk handlers should only be for structural changes. 09:43:07 <andythenorth> was it lunch yet? 09:43:32 <Borg> peter1138: well, maybe I did it wrong.. but I added psa right into GRFFile class ;) 09:43:33 <peter1138> Is this for Persistent Storage storage? 09:43:38 <Borg> easiest.. and works 09:43:44 <Borg> yep 09:43:50 <peter1138> Because PersistentStorage is already stored in a pool. 09:43:58 <Borg> peter1138: yeah, but pools are for Town storages 09:44:06 <peter1138> Not at all. 09:44:14 <Borg> hmm? 09:44:17 <peter1138> The pool stores all persistent storage, for towns and industries. 09:44:31 <Borg> yeah.. this part I dont understand at all 09:44:38 <Borg> that new (index) PersistentStorage() 09:44:40 <Borg> magickery 09:44:54 <peter1138> Well maybe you should understand it instead of butchering it :) 09:45:02 <peter1138> It's a pool item. 09:45:03 <Borg> bah :D 09:45:08 <peter1138> It automagically gets created on the pool. 09:45:17 <Borg> okey, so whats the index thing? Industry ID and Town ID? 09:45:23 <Borg> and those are guaranteed to be unique? 09:45:28 <peter1138> You can then store the resultant pointer, but the pool owns that pointer. 09:45:51 <peter1138> index is the persistent storage id. 09:45:56 <andythenorth> was this global storage? 09:45:59 <peter1138> You don't need to use that constructor. 09:46:08 <andythenorth> grf-global or map-global? 09:46:14 <andythenorth> or map-grf-global? 09:46:23 <andythenorth> or grf-feature-global? 09:47:03 <Borg> andythenorth: grf-world.. aka map-grf-global 09:47:26 <Borg> every GRF loaded (grfid) have its own persistent world (global) storage 09:47:31 <andythenorth> so accessible by any feature? 09:47:45 <Borg> theoretically... for now. only Industries support it 09:47:47