IRC logs for #openttd on OFTC at 2021-09-15
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06:55:59 <DorpsGek> [OpenTTD/OpenTTD] btzy dismissed a review for pull request #9325: Feature: Ctrl-Click on vehicle list in GB_SHARED_ORDERS opens order window https://git.io/Ju5iS
06:56:02 <DorpsGek> [OpenTTD/OpenTTD] btzy updated pull request #9325: Feature: Ctrl-Click on vehicle list in GB_SHARED_ORDERS opens order window https://git.io/JG4mh
06:56:14 <DorpsGek> [OpenTTD/OpenTTD] btzy commented on pull request #9325: Feature: Ctrl-Click on vehicle list in GB_SHARED_ORDERS opens order window https://git.io/JuF6z
06:58:41 <DorpsGek> [OpenTTD/OpenTTD] btzy commented on pull request #9325: Feature: Ctrl-Click on vehicle list in GB_SHARED_ORDERS opens order window https://git.io/JuF6F
07:10:10 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #9325: Feature: Ctrl-Click on vehicle list in GB_SHARED_ORDERS opens order window https://git.io/JuF1V
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08:00:52 <LordAro> peter1138: depends on the number of teetth
08:02:01 <andythenorth> "some are here and some are missing"
08:02:52 <andythenorth> "and we were never being boring"
08:07:01 <DorpsGek> [OpenTTD/OpenTTD] danskidb updated pull request #9511: Feature: Add selected toolbar buttons to MacBook Pro Touch Bar https://git.io/JE318
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13:28:46 <Samu> darn it, found a bug with building locks yet again
13:34:34 <andythenorth> delete all water features
13:34:39 <andythenorth> just bugs bugs bugs
13:35:48 <Samu> during pathfinding, canals don't exist, planning a lock there is fine
13:36:15 <Samu> during building that path, there is a canal, and when checking whether building a lock there blocks a path, it returns true.
13:36:27 <Samu> my canal that i just built there
13:36:51 <Samu> bah... extremely frustrating to deal with locks
13:37:16 <Samu> i need to somewhat ignore that canal which is mine
13:38:29 <Samu> how am i dealing with this...
13:42:43 <Samu> when i am building the route, i build those canal tiles just below those
13:43:12 <glx> the lock will block the river next to it
13:43:26 <Samu> but the canal which is closest to the to-be-built lock will trigger "placing a lock here will block river"
13:44:05 <Samu> i need to postpone building of that canal next to the lock
13:44:59 <glx> the lock will still block the river even without the canal tile
13:45:21 <Samu> but during planning it detected it would not
13:45:35 <Samu> because there wasn't a canal below
13:46:42 <Samu> there is the river slope only, but pathfinder doesn't consider that as passable, so it plans a lock there correctly
13:49:08 <Samu> if it builds 2 locks in a row, im then gonna have trouble with the other lock
13:49:39 <Samu> it's a headache, i can't think clearly
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14:10:16 <Samu> gonna try the "built_last_node" approach
14:10:46 <Samu> if it's true and LockBlocksConnection, then it just builds it anyway
14:31:42 <Samu> ok problem solved... kinda
14:31:59 <Samu> there's hope this is sufficient
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15:10:19 <Samu> i think i managed to fix it
15:16:09 <Samu> I just detected I was trying to build aqueducts at both sides
15:16:33 <Samu> was walking to the next tile incorrectly while at it
15:20:41 <Samu> built_last_node now works correctly, and hopefully it won't result in blocking connections for other AIs
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16:04:28 <DorpsGek> [OpenTTD/OpenGFX] glx22 dismissed a review for pull request #72: Add: [Actions] Make NML warnings more visible in pull requests https://git.io/JuPO1
16:04:31 <DorpsGek> [OpenTTD/OpenGFX] glx22 updated pull request #72: Add: [Actions] Make NML warnings more visible in pull requests https://git.io/JuTN5
16:05:32 <glx> only 2 warnings should be left
16:06:10 <glx> hard ones, they are the result of gimp merging layers
16:06:45 <glx> bad luck some pixels end up with a color from animated section of the palette
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18:50:04 <DorpsGek> - Update: Translations from eints (by translators)
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