IRC logs for #openttd on OFTC at 2022-02-13
            
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10:30:10 <andythenorth> 64bpp sprites when?
10:34:11 <michi_cc> Be ahead of the present and switch to 128bpp right away :p
10:34:33 <TrueBrain> why stop there? 1024bpp!
10:34:35 <TrueBrain> TRUE COLOUR
10:35:03 <michi_cc> Just the right amount of colours for TrueGrf :)
10:35:30 <TrueBrain> ugh, TrueGRF .. feels like I would need to quit my job to finish that :P
10:35:46 <TrueBrain> time is such an expensive resource these days
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11:37:47 <nielsm> well, 64bpp sprites kind of would make sense... maybe... almost... something with first 32 bpp being fixed colors and next 32 bpp indicating company color in some way
11:50:30 <andythenorth> I wanted to have 32 bits of indexes into custom animated cycles :P
11:50:36 <andythenorth> which would then be abused for liveries
11:50:46 <andythenorth> by stepping through the cycle :P
11:51:24 <andythenorth> or maybe simple lambdas to transform each pixel
11:51:30 <nielsm> HSV or HSL channels, where the H value is rotated by player choice
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12:04:53 <TrueBrain> nielsm: why stop with 1 CC? Hence: 1024bpp!! :D
12:06:44 <nielsm> okay, just grf-defined number of overlay channels
12:07:00 <TrueBrain> yes!
12:12:19 <_dp_> 0bpp sprites
12:12:30 <_dp_> just enumerate each pixel in the game into 32bpp palette index
12:12:35 <_dp_> and do everything with recolours
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12:53:39 <michi_cc> In-game photoshop colour picker for every pixel! :)
13:43:41 <nielsm> vector graphics defined by callbacks
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14:02:47 <peter1138> Should I resurrect my RGB company colours patch? (no)
14:15:11 <Rubidium> RGB seems so limited
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14:17:45 <_dp_> L*a*b* sprites when? :p
14:19:50 <peter1138> A what?
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14:24:00 <_dp_> peter1138, https://forum.affinity.serif.com/uploads/monthly_2020_12/projection-lab-space-rgb-value.jpg.6d7b1c3461c5c0c21bba841ee24ba09f.jpg
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14:31:12 <supermop_Home> yo
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16:19:18 <nielsm> ugh, orders processing is annoying
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17:40:23 <supermop_Home> figuring out what job to omit to make more space on my resume is a pain
17:42:13 <andythenorth> how much churn is typical in your industry?
17:42:50 <andythenorth> I ask because we tend to de-prioritise applicants with frequent job hopping, unless there's some obvious reason like training placements, or employer went bust
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18:12:33 <supermop_Home> lately a lot i'd say
18:12:58 <supermop_Home> basically the only way to get a raise in pay or position is to move jobs
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20:04:08 <supermop_Home> shot a roll of 110 film
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20:45:21 <nielsm> slow day here today
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21:23:55 <SpComb^> isn't it a bad sign if you've worked at one company for over 3 years? :D
21:24:20 <NGC3982> what
21:24:30 <NGC3982> of course not
21:24:40 <NGC3982> given that i read what you are saying without any context
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21:49:51 <nielsm> hmm, "foo = std::move(bar);" is legal, right? and the way to express you want a "destructive move" if that's simpler?
21:51:16 <michi_cc> Yes, even if the compiler should figure it out by itself most of the time.
21:51:45 <nielsm> this is assigning a std::deque to another (ship path cache) and the source is no longer needed afterwards
21:52:33 <michi_cc> If bar isn't used later in the function, the compiler will usually figure it out. If bar is a global or other stuff, then it might need some help.
21:54:02 <nielsm> this->path = std::move(this->plan->path); // this->plan is a std::unique_ptr<ShipTickPlan>
22:02:46 <nielsm> hmm were we on C++17? can use std::optional?
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22:14:16 <supermop_Home> SpComb^ i'd wonder why
22:14:49 <supermop_Home> I guess I should have drawn more sprites today
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22:36:54 * andythenorth drew some boats
22:49:21 <FLHerne> yay
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