IRC logs for #openttd on OFTC at 2019-01-10
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00:01:24 <Samu> i hate command line interface, i have no idea where to look at
00:01:56 <Samu> someone edited NPF code recently
00:02:04 <Samu> now my old stuff conflicts
00:02:14 <Samu> on svn i would know how to handle this
00:02:18 <Samu> but on git, i have no idea
00:06:59 <Samu> it tells me to resolve conflicts
00:07:08 <Samu> i dont even know what's conflicting
00:07:32 <Samu> well i know, but i don't have a file, or something i can see
01:09:33 <Samu> do i edit the one to the left or the one to the right?
01:10:15 <Samu> the one on the left is my edits, the other on the right is the upstream/master
01:15:28 <Samu> You may want to keep the changes in the master branch, the bugfix branch, or some combination of the two
01:15:43 <Samu> my case is "some combination of the two"
01:27:45 <Samu> ah i didn't have visual studio as the diff / merge editor
01:28:45 <Samu> i see a 3 way merge in front of me
02:03:15 <Samu> I think I did it. thx LordAro
02:04:30 <Samu> juanjo implemented the same 2 parameters as me, but in different order, then it conflicted
02:07:28 <Samu> wow, the end result became much much cleaner
02:07:51 <Samu> i have a feeling juanjo had the same ideas as I
02:08:36 <Samu> with the exception of those bug fixes to road depot stuff
02:15:22 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhZzm
02:17:44 <Samu> J0anJosep is juanjo, right?
02:23:11 *** ChanServ sets mode: +v tokai
02:38:20 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhZzX
02:48:35 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhZzm
02:49:54 <Samu> it's not building, I don't get it
03:25:30 <Eddi|zuHause> didn't see a "my font looks ugly now" screenshot a few days ago?
03:25:47 <Eddi|zuHause> *didn't i already*
03:26:19 <Eddi|zuHause> did we get to a conclusion what happened?
03:26:21 <glx> but the report is nice because he researched for the cause
03:27:13 <glx> basically the updated version of freetype is the problem
03:27:41 <Eddi|zuHause> never update anything, but also keep everything up to date...
03:28:14 <glx> we updated "by accident" when switching to vcpkg
03:28:40 <glx> openttd-useful package was quite old anyway
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08:45:40 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6998: Feature #4115: default company colour setting https://git.io/fhZVf
08:55:25 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6998: Feature #4115: default company colour setting https://git.io/fhZVq
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09:40:02 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhZwt
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10:10:45 <peter1138> Hmm, I need some larger cycling shoes for winter :/
10:11:18 <peter1138> Extra sock layers == foot compressed == less circulation == colder feet o_O
10:25:11 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #6998: Feature #4115: default company colour setting https://git.io/fhZwK
10:45:41 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker merged pull request #6998: Feature #4115: default company colour setting https://git.io/fhIyD
10:46:10 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #6998: Feature #4115: default company colour setting https://git.io/fhZwD
10:46:32 * peter1138 mumbles something about 2CC.
10:46:58 <peter1138> Hell yeah! I do have that patch still!
10:47:19 <planetmaker> I'd still love that :)
10:47:30 <peter1138> What disc pads do I need? I'm thinking J04C.
10:48:12 <planetmaker> I don't use such.... never had the need for it :)
10:48:27 <planetmaker> even when I probably cycle more than I drive car
10:48:31 <peter1138> Just stick your feet on the tyres!
10:49:00 <peter1138> Mine have worn out after about 10 months, which is not bad.
10:49:05 <planetmaker> is that the thing you put your feet onto or the thing you 'click' your shoes into?
10:49:22 <planetmaker> how do paddles wear out? Tires... sure
10:49:43 <peter1138> Hmm? Pads, not paddles.
10:50:01 <peter1138> The brake pads are the bits that are pushed against the brake disc... to, er, slow you down.
10:50:17 <planetmaker> ah oh. Sorry, not my strong section of vocuabulary there :)
10:50:37 <planetmaker> "things to slow-down" :P
10:50:47 <peter1138> Hmm, 10 months and 2,600km
11:36:53 <LordAro> i was about ~70 miles off 4k miles for the last year
11:39:01 <peter1138> That's just on that bike ;)
11:39:39 <peter1138> Ah, ~ 7,340 miles last year. 461 rides.
11:40:35 <LordAro> i've set myself a goal of 8k miles this year
11:40:54 <peter1138> So I didn't hit that :/
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15:09:43 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6220: Dedicated server crash when set to very small resolution https://git.io/fhZi3
15:09:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6220: Dedicated server crash when set to very small resolution https://git.io/fhZis
15:10:17 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6226: Crash when no baseset en invalid font in configuration https://git.io/fhZiZ
15:12:20 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6269: Crash when creating company in MP from Spectator https://git.io/fhZiW
15:12:21 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6269: Crash when creating company in MP from Spectator https://git.io/fhZil
15:14:10 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6292: Crash while loading savegame from 1.4 in 1.5 https://git.io/fhZi8
15:54:42 * andythenorth needs a train nerd
16:02:19 <Samu> so i noticed the CI didn't build my stuf
16:02:50 <Samu> it's been 12 hours, wasn't that enough time for it to start building?
16:03:17 <LordAro> i'd expect something within a few minutes
16:05:25 <Samu> the rebase trick is failing
16:05:45 <Samu> git rebase -i upstream/master
16:15:30 <LordAro> hmm, might be an azure thing
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16:18:15 <LordAro> well, it's not the same issue as previously anyway - azure-pipelines-ci.yml is in the repo
16:18:26 <LordAro> probably needs a TrueBrain to look into
16:19:20 <Samu> azure-pipelines-ci.yml what is this?
16:20:36 <LordAro> the thing that tells the ci whst to do
16:21:06 <LordAro> if your branch was too old (as it was), it didn't have that file, so the ci didn't do anything
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16:28:35 <Samu> could it be the fixup causing problems?
16:29:36 <LordAro> there's nothing wrong with your branch (as best as i can see)
16:29:51 <LordAro> probably just needs TB to kick something
16:30:44 <Samu> or the order which I'm doing this
16:31:03 <peter1138> Maybe he hasn't logged in recently enough :p
16:31:33 <Samu> ok, will wait for TrueBrain
16:34:41 <nielsm> TB should give some more people permission to the org on azure
16:34:53 <nielsm> for bus factor and keeping the pipelines flowing
16:35:00 <andythenorth> I suspect TB agrees
16:37:19 <nielsm> birds... hops onto my hand, drops a poop, and flies away again
16:49:44 <LordAro> nielsm: not exactly a good solution though
16:49:57 <LordAro> i can't possibly imagine azure is supposed to work this way
16:54:30 <nielsm> it might be intended as a proxy for "people care about the build outputs hence this org is still important"
16:54:58 <nielsm> which works for private projects that can only be accessed by being logged in
16:55:22 <nielsm> but breaks when 75% of those looking can access it via public access
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17:12:43 <Eddi|zuHause> we clearly need a bot that does the login-keepalive thing
17:19:20 <orudge> I've hopefully woken it up
17:19:30 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhZ1K
17:21:18 <Eddi|zuHause> seems to have started
17:32:32 <Samu> i had an idea about the password thing you were discussing yesterday
17:33:21 <Samu> have each openttd installation install some CD-KEY, private-key, special code whatever
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17:33:42 <Samu> a user then only has to lock/unlock the company they play with
17:34:10 <Samu> any other user won't be able to join those companies
17:34:17 <Samu> of another installation that is
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17:35:27 <Samu> and there would be no need for passwords either
17:35:41 <nielsm> Samu that's no different from a password, just the user didn't choose it themself
17:36:06 <nielsm> it's not about having a secret key to join the company, it's how to transmit it to the server for validation
17:36:44 <nielsm> and how the server can store the secret without revealing it to others who might get a copy of the savegame
17:38:24 <nielsm> and whether there should be efforts to prevent the server admin from getting/guessing the secret
17:39:10 <milek7> maybe overengineering: use public key cryptography
17:39:12 <nielsm> you could probably implement a protocol using strong cryptography, but the real question is whether that's actually appropriate
17:39:53 <nielsm> my opinion is, it's a video game, not a bank account or personal health information
17:40:15 <nielsm> (yes I do know that certain MMORPG's have better security than many online banks)
17:42:04 <nielsm> in other words, I don't see the need to make a secure system for this, it's overkill and any vulnerability discovered will make it look bad, it's easier to make no promises regarding the security of secrets used
17:42:47 <nielsm> what does need attention however, is security of any remote server administration tools/protocols
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18:12:42 <Samu> the more I dig the road code, the more ambiguity I find
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18:15:02 <Samu> what is a real water tile?
18:15:20 <Samu> sometimes it includes coasts, sometimes it doesn't
18:15:27 <Samu> no consensus within the code
18:16:57 <nielsm> static inline bool IsWater(TileIndex t) { return GetWaterTileType(t) == WATER_TILE_CLEAR; }
18:17:06 <nielsm> "really, nothing but water"
18:17:42 <nielsm> Samu are you using visual studio?
18:17:59 <nielsm> if so, learn to right-click function names and "peek definition"
18:18:21 <nielsm> 9 out of 10 times it will give you a view of exactly the function you wanted to know what does
18:18:28 <Samu> IsWater doesn't bring the same result as HasTileWaterGround
18:18:53 <nielsm> if they did the same thing they wouldn't be two different functions
18:19:21 <Samu> some places use HasTileWaterGround, some use IsWater, some use the DC_NO_WATER
18:20:05 <Samu> and there's some places that don't even use the DC_NO_WATER
18:20:26 <Samu> I really need a town code expert
18:20:33 <nielsm> different ways of expressing the same things
18:22:32 <nielsm> the majority of town_cmd.cpp is between 10-15 years old code and hasn't changed since
18:22:40 <nielsm> nobody is an expert on this code any longer
18:22:56 <nielsm> and most of the people who worked on the code no longer work on openttd
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18:25:11 <nielsm> this is your chance to deep dive into the code and become the expert
18:27:27 <nielsm> one place to begin could for example begin "the handling of water tiles is inconsistent, change checks to express in similar ways (with gameplay unchanged)"
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18:40:55 <Samu> for me there are 2 types of coast tiles
18:41:53 <Samu> coasts with water should be treated as a water tile
18:41:59 <Samu> coasts without water shouldn't
18:42:18 <Samu> even though they are technically of tile type water
18:44:08 <Samu> !IsWater is gonna automatically exclude all coasts
18:45:24 <acklen> or perhaps IsWater() is pure water and HasWater() includes coasts
18:45:42 <glx> hmm coast without water can't be coast ;)
18:46:11 <acklen> unless an island is surrounded by lava
18:46:51 <acklen> Samu: can you give an example of a coast without water?
18:47:26 <Eddi|zuHause> there are rail tiles that have water
18:47:27 <Samu> all those with diagonal slopes
18:47:32 <Eddi|zuHause> or industry tiles
18:48:03 <Eddi|zuHause> for those IsWater would be false, because it's not a water tile
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18:49:12 <acklen> hence a HasWater() or ContainsWater() idea
18:49:14 <Samu> IsWater returns false for coasts with 1 corner raised
18:53:37 <glx> IsWater checks the tile type
18:57:38 <Samu> HasTileWaterGround * @note Coast tiles are not considered waterish, even if there is water on a halftile
18:58:07 <Samu> so that's why towns build on those watered slopes
18:58:44 <glx> hmm checked, IsWater checks for clear water
18:58:57 <andythenorth> for industries, have to check slope and tile height iirc
18:59:12 * andythenorth can't remember, think nml has a macro for it anyway
18:59:25 <glx> you have IsCoast and IsCoastTile for coasts
18:59:45 <glx> but coast is indeed a water tile
19:01:32 <nielsm> a tile being "water" seems to have to do with being "not purely dry ground" and with lowering one corner resulting in more of the tile becoming water and possibly spreading water-ness to other tiles sharing that corner
19:05:58 <glx> indeed coasts are water tiles but you can build on them so they are not considered as water
19:07:05 <Samu> when a road is built with DC_NO_WATER, what does the code do?
19:08:14 <glx> and HasTileWaterGround includes water, stations, industries and objects
19:09:00 <Eddi|zuHause> the real fun will begin when we have halftile rivers where the other halftile could be a rail
19:09:09 <Samu> DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD)
19:09:42 <glx> it prevents to build road leading to the sea
19:10:22 <Samu> roads don't build on water, but i still see towns building roads there
19:19:02 <Samu> case: WATER_TILE_COAST does't care about DC_NO_WATER
19:22:08 <glx> but DC_NO_WATER is checked before the call to ClearTile_Water() I think
19:26:38 <Samu> gonna see what happens to towns
19:26:40 <Samu> if (flags & DC_NO_WATER && IsSlopeWithOneCornerRaised(slope)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
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19:28:36 <Samu> just tried to build a road myself on a coastal tile
19:29:46 <Samu> so it's intended to let it ignore DC_NO_WATER for coastal tiles
19:30:03 <Samu> because sometimes it's okay to
19:31:35 <glx> ah yes of course, coastal is a valid land
19:35:14 <nielsm> it seems to me a lot of the tile handling everywhere is based around checking the base type of the tile first and then more specific properties, instead of having a general function that checks a general property of a tile
19:36:11 <nielsm> meaning lots of logic is smeared about the code making it more elaborate than perhaps necessary
19:36:30 <glx> because the map is not an array of objects
19:37:02 <glx> so the code has to call the right function depending of the data
19:38:23 <glx> and that's why we have asserts everywhere in tile related functions
19:38:36 <nielsm> but you could write a wrapper class that itself just holds a tile index, but can describe various properties of it in a more useful, higher level way
19:39:58 <nielsm> e.g. you want to query a tile not whether it's water or land or specific slope properties, but "can this tile have built foundations for a linear construction in direction X?"
19:40:08 <glx> imagine how it was before the addition of wrapper functions around map access
19:40:43 <glx> the code was full of _m[] stuff with bit checks
19:42:14 <andythenorth> let's see about PRs
19:42:42 <andythenorth> and then a bunch more :P
19:43:30 <andythenorth> glx are these ^ quality of life, or do they block new CF and binaries?
19:44:23 <glx> these 2 need non windows testing, just to check my bash/gawk changes don't break anything
19:44:32 <nielsm> purpose is just allowing windows-only users without WSL/msys/cygwin environment to regenerate some files
19:45:03 <andythenorth> do we wait for CI? Or do I test them locally for macOS
19:45:26 <glx> also fix output on windows because CRLF vs LF stuff
19:45:58 * andythenorth has head cold, not really keen to test stuff :D
19:46:09 <andythenorth> but I don't like the PR count, it's too high
19:46:35 <glx> it's just a matter of running the script locally and check they don't change anything
19:47:30 <glx> on my machine if I run squirrel_export.sh or squirrel_export.vbs I get the same output
19:48:19 <glx> previously it could replace CRLF with LF
19:48:43 <glx> and considered the files modified
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19:49:10 <andythenorth> looks like it's just proj files?
19:49:40 <glx> no it's windows only, and the CI failed on something unrelated ;)
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19:52:11 <Wolf01> So, yesterday it was no internet day
19:53:19 <Wolf01> In the morning some routing problems on the entire country, in the afternoon they had the brilliant idea to cut the backbone while working on the highway expansion near my home...
19:53:34 <andythenorth> 'n part force majeure'
19:53:48 <glx> oh so you couldn't generate the API even without my changes
19:54:35 <andythenorth> "sh src/script/api/squirrel_export.sh" ??
19:55:16 <glx> I think you must start it from api
19:56:10 <andythenorth> "find: illegal option -- t"
19:56:41 <glx> I haven't touched this part :)
19:57:02 <glx> maybe you should try master first ;)
19:57:30 <andythenorth> yeah master fails
19:57:37 <andythenorth> so my testing is no good for you :D
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20:26:14 <Samu> well, not really my code, but rather where I am making the check
20:27:23 <Samu> started building the stadium on the top tile, which happens to be flat land
20:27:39 <Samu> i guess the rest of the tiles weren't properly checked
20:29:28 <Samu> how to check the 4 tiles the stadium houses
20:29:52 <nielsm> pre-check all the tiles?
20:30:31 <Samu> yes, somewhere in buildhouse
20:34:05 <andythenorth> if I add 1.5 tile EMUs to Horse...
20:34:13 <andythenorth> how do I fulfill integer lengths? o_O
20:34:22 * andythenorth has ideas, is hoping for more
20:34:49 <nielsm> have a 1-tile version too, I guess
20:35:04 <nielsm> or a similar but not quite the same that's shorter but coupling- and control-compatible
20:35:25 <nielsm> mixed-type MU's look nice imo
20:35:34 <andythenorth> so I can have 1 tile mail emu
20:35:40 <andythenorth> and one could just add pax coaches tbh
20:40:14 <Samu> aha, seems to be CanBuildHouseHere
20:42:34 <Samu> dang it, I had it right the first time, back in october
20:46:58 <Samu> it's for 2x1 and 1x2 as well, GREAT
20:51:40 <planetmaker> I'm somewhat relieved that iron horse failing is not a failure of devzone :P
20:58:12 <Eddi|zuHause> *must not mention CETS*
21:01:51 <andythenorth> planetmaker: it's usually my fault :P
21:02:43 <andythenorth> "Added width and height properties #1304 [radarhere]"
21:02:58 <andythenorth> maybe it is a failure of devzone :D
21:08:57 <Samu> better roads and original appear to be doing future checks
21:09:19 <Samu> 2x2 and 3x3 are not, only need to do one check
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21:10:09 <Samu> so for better roads and original, I'm repeating the check 3 times!
21:16:36 <Samu> im sure the town code could be optimized, some checks repeat often
21:17:02 <Samu> at least that's the impression i get
22:05:06 <andythenorth> Gabda: you saw it was merged? o_O
22:06:34 <peter1138> Why "o_O" for a merge?
22:07:05 <andythenorth> my icon set looks happy with o_O
22:07:15 <andythenorth> might vary by irc client :P
22:07:38 <andythenorth> o_O is like a smile with a cheeky raised eyebrow
22:08:32 *** sla_ro|master2 has quit IRC
22:09:41 <andythenorth> oof the risk of icon sets, o_O means 'shocked', 'surprised', 'scared' :|
22:09:49 <andythenorth> why is there no training guide to the internet :(
22:10:14 <Gabda> now I can look into the multiplayer part, because I am still not sure if it works as intended
22:11:13 <andythenorth> this fascinating diversion into emoticons is free, public service, and will now stop
22:12:01 <Gabda> or will be mandatory for everyone
22:14:58 <andythenorth> it's probably fine as is
22:15:25 <peter1138> andythenorth, "wtf" is even in the filename ;p
22:16:33 <Gabda> so the icon, the name and the plain text represent 3 different things... nice :)
22:18:46 <Gabda> I just dropped by for a few minutes to look around, but have to go now, so bye everyone!
22:19:10 <peter1138> Hmm #6784 rebased with no conflicts.
22:19:47 <andythenorth> someone should revoke my internet license :P
22:25:20 <andythenorth> planetmaker: can we upgrade pillow, or should I rewrite my code?
22:25:30 <andythenorth> I can do the latter if pillow is more than 2 mins work
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22:37:24 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7030: Docs: Fix a few typos in docs/multiplayer.txt https://git.io/fhZQq
22:38:42 <andythenorth> planetmaker: I fixed the code btw :)
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22:51:15 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7030: Docs: Fix a few typos in docs/multiplayer.txt https://git.io/fhZT5
22:51:42 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7030: Doc: Fix a few typos in docs/multiplayer.txt https://git.io/fhZQR
22:52:59 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZQu
22:53:40 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7030: Doc: Fix a few typos in docs/multiplayer.txt https://git.io/fhZQ2
22:59:28 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7026: Add: when placing non-rectangular airport, consider airport tile table tiles only (patch by adf88, #6613) https://git.io/fhZQw
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23:07:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZQD
23:13:12 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7027: Add: [AzurePipeline] introducing a release pipeline https://git.io/fhZQQ
23:14:26 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7030: Doc: Fix a few typos in docs/multiplayer.txt https://git.io/fhZT5
23:14:30 <LordAro> I COMMITTED SOMETHING
23:15:10 <frosch123> now, it's all your fault :)
23:15:32 <LordAro> what, all 3 words? :p
23:16:39 <LordAro> nielsm: #6872 - are pm's comments still outstanding?
23:17:44 <andythenorth> # !! is this the best proxy for num rows needed? or something else? test !!
23:17:44 <andythenorth> self.num_pantograph_rows = len(self.consist_ruleset)
23:17:57 <andythenorth> turns out self.consist_ruleset is a string
23:18:09 <andythenorth> it just happened to be the right length for my initial test train
23:21:55 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZQN
23:30:42 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #6780: Change: Refactor window ticks into game ticks and realtime events. https://git.io/fhZ7T
23:39:47 <Samu> oh, building of statues can break a water connection too, lol
23:41:35 <andythenorth> can AI build new objects?
23:46:53 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhZ7Z
23:47:08 <LordAro> andythenorth: i'm not aware of it being able to
23:47:24 <andythenorth> I am just wondering what samu has to do next
23:47:29 <andythenorth> AI can fund industry
23:47:55 <andythenorth> Samu: are bridges prevented on diagonals now?
23:48:44 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #6988: Change: AI/GS ScriptBridge::GetName takes one extra parameter to refer the vehicle type https://git.io/fhZ7C
23:50:41 <andythenorth> no road depot can't actually
23:50:45 <andythenorth> drive in road stop can
23:51:51 <Samu> ah no, statues only build on flat clear ground or replace a house
23:52:40 <andythenorth> Samu: seen the image above? ^^^
23:53:06 <Samu> towns don't build too small bridges
23:54:29 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #6988: Change: AI/GS ScriptBridge::GetName takes one extra parameter to refer the vehicle type https://git.io/fhZ78
23:58:08 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhZ74
continue to next day ⏵