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11:52:49 <DorpsGek_III> [OpenTTD/OpenTTD] Limyx826 opened issue #7999: Base grap https://git.io/Jvlsz
11:54:12 <LordAro> 1 to go!
11:56:17 <LordAro> hmm, opengfx wasn't migrated to GH, was it?
11:56:36 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #7999: Base graphics set is missing 5 sprites https://git.io/Jvlsz
11:56:36 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7999: Base graphics set is missing 5 sprites https://git.io/Jvlsz
11:59:01 <DorpsGek_III> [OpenTTD/OpenTTD] Limyx826 commented on issue #7999: Base graphics set is missing 5 sprites https://git.io/Jvlsz
12:00:35 <TrueBrain> LordAro: it is on GH: https://github.com/OpenTTD/OpenGFX
12:00:55 <TrueBrain> Not sure if it is really migrated :p
12:01:10 <TrueBrain> For sure not automated :)
12:01:49 <TrueBrain> Especially not given the love other repos have had, like "tag to release"
12:02:23 <LordAro> oh, it didn't appear in the "transfer" list
12:02:29 <LordAro> are its issues disabled?
12:02:54 <TrueBrain> https://github.com/OpenTTD/OpenGFX/issues
12:03:02 <LordAro> weird
12:03:04 <TrueBrain> What is the transfer list?
12:03:14 <LordAro> "Transfer issue", on the right side
12:03:21 <TrueBrain> And I really don't know the state btw. Just know the repo exists
12:04:02 <TrueBrain> Possibly you are not in the team to maintain issues there
12:04:24 <TrueBrain> frosch redid that ofc
12:04:54 <LordAro> poss
12:05:17 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7999: Base graphics set is missing 5 sprites https://git.io/Jvlsz
12:05:24 <TrueBrain> Top issue is not promising :D
12:05:52 <LordAro> heh
12:06:24 <TrueBrain> So many things to do, so little time :p
12:06:40 <LordAro> c'est la vie
12:07:04 <LordAro> needs a dorpsgek config, at minimum
12:07:24 <LordAro> that can be this weekend's job
12:07:55 <TrueBrain> Remember new repos need a config but the DorpsGek app also needs permission to the repo
12:08:05 <TrueBrain> That is not by default the case
12:08:11 <LordAro> true
12:08:18 <LordAro> i probably can't fix that myself anyway :p
12:08:25 <TrueBrain> And I don't have my security key with me to help you out with that
12:08:44 <TrueBrain> So weekend after I can fix it for you :)
12:09:12 <LordAro> bleh
12:09:20 <TrueBrain> But others can too .. not sure they know how :p
12:09:22 <LordAro> or someone else can :p
12:09:52 <TrueBrain> Just let an owner poke me and I talk them through it :)
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12:13:04 <TrueBrain> Wait, I can access it from here
12:13:19 <TrueBrain> Ugh, the armada of useless drones are back
12:15:34 <TrueBrain> K, it only needs a .dorpsgek.yml now LordAro. Please use one like any repo EXCEPT the OpenTTD .. that one is special :p
12:15:41 <LordAro> :D
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17:01:22 <Samu> hi
17:01:37 <Samu> I just formated c: and reinstalled windows
17:02:11 <Samu> will have to ask for help about git bash soon, cus I lost all settings/config
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17:53:03 <Samu> https://github.com/Microsoft/vcpkg/blob/master/README.md
17:53:08 <Samu> explain me how to install
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17:54:52 <Samu> integrate install?
17:55:43 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 opened pull request #8000: Codechange: Simplify CheckAPIVersion() https://git.io/JvlRi
17:56:36 <Samu> .\vcpkg install liblzma libpng lzo zlib
17:56:39 <Samu> trying this
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18:03:38 <Samu> aw crap
18:03:40 <Samu> .\vcpkg install liblzma:x64-windows-static libpng:x64-windows-static lzo:x64-windows-static zlib:x64-windows-static
18:03:45 <Samu> saw this too lat
18:07:53 <Samu> well it built, so I guess I'm fine
18:11:43 <Samu> now installing git for windows, the editor to use is nano?
18:11:51 <Samu> or vim?
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18:13:16 <Samu> or Notepad++?
18:20:23 <Samu> nevermind, i installed it with notepad
18:20:37 <Samu> so, I suppose I'm ready to edit again :D
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18:50:16 <_dp_> hm, a bit late thought but _town_kdtree is a not a good name for a variable as it implies the use of k-d tree which is, ofc, true atm but can easily be changed later as there are plenty of structures that can do 2d search
18:53:03 <_dp_> well, I guess that applies to a Kdtree class itself as it name reflects its implementation detail instead of functionality it provides
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18:56:54 <LordAro> variables are easy to rename :)
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19:45:49 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jvlud
19:45:49 <DorpsGek_III> - Update: Translations from eints (by translators)
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20:06:23 <debdog> I am getting a lot of ship is lost messages even though the ship is finding its path. happens on longer distances. IIRC there were changes to the pathfinder code and am wondering wheter this intentional or not?
20:08:51 <debdog> intentional as in better-use-a-bouy
20:09:26 <nielsm> no there isn't any (intentional) logic for that
20:09:49 <nielsm> the YAPF pathfinder for ships was changed to add path caching, to avoid repathing every time the ship enters a new tile
20:10:02 <frosch123> are you using the "original" path finder for ships? iirc that always had a limit and then just drove in the approximate direction. maybe someone adjusted the message to trigger in that case
20:10:35 <frosch123> maybe Samu knows
20:12:46 <debdog> set pathfinder for ships is YAPF
20:14:23 <debdog> AFAICS it happens on rather direct routes where the ship is not required to alter direction much
20:14:56 <debdog> oh, happens on 1.10-rc1 and branch master
20:15:06 <frosch123> do ships needs to reverse in canals or other narrow paths without enough space for two turns?
20:17:08 <LordAro> frosch123: original path finder was removed some months ago
20:17:22 <debdog> frosch123: I have to double check that. it all happend on sea so far but there is a chance the dock is at a tight spot
20:17:47 <LordAro> there definitely is an issue with the path cache and ships, it seems to display the message before noticing it's already got a path
20:17:56 <LordAro> it needs to be logged, actually
20:18:04 <LordAro> #8000, anyone?
20:19:06 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 commented on pull request #8000: Codechange: Simplify CheckAPIVersion() https://git.io/Jvlz1
20:21:23 <frosch123> not related to ships
20:21:37 <debdog> frosch123: I don't think not enough space is an issue her
20:21:55 <frosch123> debdog: then it's probably a bug :)
20:22:10 <debdog> I have a game saved with an example I could upöload, if that helps.
20:23:08 <frosch123> please make a gh issue
20:23:28 <debdog> or, how do I log that (in case "<LordAro> it needs to be logged, actually" was meant for me)
20:25:34 <debdog> has been a while since last I've logged into my github account… device verification… wtf
20:25:56 <frosch123> yes, if you have no 2fa and no cookies, you get an email
20:26:40 <frosch123> which is essentially 2fa via an unencrypted channel
20:28:21 <debdog> ok, opening an issue. thanks!
20:28:58 <Samu> hi
20:32:16 <frosch123> also thanks
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20:38:24 <peter1138> Is it beer-o'clock?
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20:47:09 <nielsm> no beer here, could use one tho
20:47:23 <nielsm> but got my hardware upgrade installed today: https://0x0.st/io_V.png
20:49:34 <frosch123> you have two "h:"
20:49:47 <nielsm> raid 1
20:50:16 <_dp_> lol, I found some flickering issue even with original sprite sorter
20:50:19 <_dp_> https://i.imgur.com/xrdpSFo.png
20:50:51 <_dp_> foundation flickers over station furniture when train arrives
20:51:07 <LordAro> nielsm: nice
20:51:12 <LordAro> no beer here either
20:51:16 <LordAro> i do have whisky though
20:51:49 <LordAro> _dp_: does yours fix it? :p
20:52:12 <_dp_> LordAro, well, no, since it's made to replicate original bug-for-bug :p
20:52:23 <LordAro> D:
20:52:32 <LordAro> frosch123: grats on #8000
20:52:49 <LordAro> shall we see if we can keep this one open forever and ever as well? :p
20:52:58 <frosch123> sprite sorting issues are fixed by changing the bounding boxes
20:53:14 <frosch123> that's why its so troublesome that newgrf can define bb for houses and stations
20:53:47 <_dp_> also I don't understand what's going on with sprites after the recent fix
20:54:02 <_dp_> there are much more sprites on screen than sorter is called to sort %)
20:54:25 <frosch123> LordAro: i don't get it
20:54:36 <nielsm> they're sorted in chunks aren't they?
20:54:47 <nielsm> blocks or something
20:55:10 <_dp_> nielsm, idk, but yeah, that would be a possible explanation
20:55:13 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 updated pull request #8000: Codechange: Simplify CheckAPIVersion() https://git.io/JvlRi
20:55:35 <frosch123> at some point the viewport was cut into vertical stripes, which were rendered separately
20:55:43 <frosch123> dont know whether that is still the case
20:56:23 <_dp_> frosch123, hm...
20:56:40 <_dp_> how would that work though without glitches and/or overhead?
20:57:05 <frosch123> _dp_: ViewportDrawChk
20:57:09 <glx> LordAro: #8000 is mine
20:57:45 <frosch123> _dp_: it surely spawns sprites for the tiles on the border twice
20:57:56 <frosch123> so, DrawTile is called more often than needed
20:58:40 <_dp_> frosch123, hm, I wonder if with new sorter it's possible to go full circle and remove that slicing xD
20:58:54 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 approved pull request #8000: Codechange: Simplify CheckAPIVersion() https://git.io/Jvlgy
21:04:04 <_dp_> oh yeah, that's noticeably better
21:05:35 <_dp_> about 40% improvement on psg201 4k
21:06:30 <_dp_> though comment on ViewportDrawChk says "sprite memory will overflow" what's that about?
21:06:41 <frosch123> hmm, i wondered what that weird comment for ViewportDrawChk meant... but git blame attributes it to me :/
21:06:52 <frosch123> haha, same :)
21:07:38 <frosch123> oh, i just changed the formatting
21:10:32 <frosch123> it's a ludde comment
21:11:48 <_dp_> oh wow
21:11:59 <_dp_> may not even be relevant anymore
21:12:13 <frosch123> _dp_: found it. in the past the sprites were not stored in vectors
21:12:27 <frosch123> instead they were linked lists in a statically allocated bugger
21:12:29 <frosch123> *buffer
21:12:52 <frosch123> so the "overflow" refers to dos memory limits
21:13:18 <_dp_> cool
21:13:55 <frosch123> wait what... that buffer was even on the stack
21:14:09 <frosch123> 32k buffer on the stack?
21:17:42 <LordAro> glx: i have no idra how i managed to read glx22 as frosch123
21:24:26 <frosch123> letters and digits :)
21:24:51 <frosch123> _dp_: april 2008
21:26:52 <frosch123> 4703eb2 removes all the custom-memory-allocator stuff for viewports
21:26:53 <DorpsGek_III> [OpenTTD/website] TrueBrain commented on issue #149: Download specific version page https://git.io/JvWZ4
21:29:05 <DorpsGek_III> [OpenTTD/website] TrueBrain commented on issue #149: Download specific version page https://git.io/JvWZ4
21:43:25 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 merged pull request #8000: Codechange: Simplify CheckAPIVersion() https://git.io/JvlRi
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22:32:00 <Samu> @logs
22:32:00 <DorpsGek> Samu: https://webster.openttdcoop.org/index.php?channel=openttd
22:32:41 <Samu> DLG_FLAGS_SEC_CERT_DATE_INVALID
22:32:47 <Samu> on that site
22:33:04 <LordAro> planetmaker: ^
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22:53:25 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7962: Sprite sorter optimization https://git.io/Jvqwk
22:53:49 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl commented on pull request #7962: Sprite sorter optimization https://git.io/JvlVY
23:01:34 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #6472: Cargodist: various link graph performance improvements https://git.io/fhn0p
23:10:41 <DorpsGek_III> [OpenTTD/OpenTTD] ldpl updated pull request #7962: Improve rendering of large viewport areas https://git.io/Jvqwk
23:13:51 <Samu> how's the water depth pr?
23:13:57 <Samu> any progress
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23:18:49 <DorpsGek_III> [OpenTTD/OpenTTD] debdog opened issue #8001: Ship finds path but reports it is lost https://git.io/JvlVp
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23:43:25 <LordAro> https://i.imgur.com/DaHI8Tk.png ...how did i manage this?
23:44:30 <nielsm> I think there might be some magic directory merging going on in the default location for scenarios
23:44:49 <nielsm> to get a single list of user's own scenarios and downloaded ones
23:45:46 <LordAro> well it's broken
23:46:03 <LordAro> oh, hmm
23:46:07 <LordAro> one of them is in heightmaps
23:46:26 <LordAro> ok, weird, but probably fine
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