IRC logs for #openttd on OFTC at 2022-10-05
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10:56:41 <Bouke> glx[d]: TrueBrain Removing that line does indeed yield better crash logs. I got confused initially as I saw no differences, but apparently `cpack` does the stripping, so difference is only visible in the resulting app bundle.
10:56:41 <Bouke> [00] openttd 0x000000010385fc72 (Pool<Company, Owner, 1ul, 15ul, (PoolType)1, false, true>::CleanPool() + 239458)
10:56:41 <Bouke> [01] openttd 0x000000010371cf43 (Pool<ServerNetworkGameSocketHandler, unsigned char, 8ul, 256ul, (PoolType)2, false, true>::CleanPool() + 68963)
10:56:43 <Bouke> [02] openttd 0x000000010371ce52 (Pool<ServerNetworkGameSocketHandler, unsigned char, 8ul, 256ul, (PoolType)2, false, true>::CleanPool() + 68722)
10:56:43 <Bouke> [03] libsystem_platform.dylib 0x00007ff81f2a6dfd (_sigtramp + 29)
10:56:45 <Bouke> [04] ??? 0x00007ff7bcaf5e60
10:56:45 <Bouke> [05] openttd 0x00000001038b8543 (SaveLoadWindow::SaveHeightmapConfirmationCallback(Window*, bool) + 96067)
10:56:47 <Bouke> [06] openttd 0x00000001038b8023 (SaveLoadWindow::SaveHeightmapConfirmationCallback(Window*, bool) + 94755)
10:56:47 <Bouke> [07] openttd 0x00000001037dd1af (SaveFilter* CreateSaveFilter<LZMASaveFilter>(SaveFilter*, unsigned char) + 273903)
10:56:49 <Bouke> [08] openttd 0x00000001037d932b (SaveFilter* CreateSaveFilter<LZMASaveFilter>(SaveFilter*, unsigned char) + 257899)
10:56:51 <Bouke> [00] openttd 0x0000000106a5cde5 (CrashLog::FillCrashLog(char*, char const*) const + 341)
10:56:51 <Bouke> [01] openttd 0x000000010691b533 (CrashLogOSX::MakeCrashLog() + 67)
10:56:53 <Bouke> [02] openttd 0x000000010691b442 (HandleCrash(int) + 258)
10:56:53 <Bouke> [03] libsystem_platform.dylib 0x00007ff81f2a6dfd (_sigtramp + 29)
10:56:55 <Bouke> [04] ??? 0x00007ff7b98f6a20
10:56:55 <Bouke> [05] openttd 0x0000000106ab53c3 (void GfxBlitter<1, true>(Sprite const*, int, int, BlitterMode, SubSprite const*, unsigned int, ZoomLevel, DrawPixelInfo const*) + 1011)
10:56:57 <Bouke> [06] openttd 0x0000000106ab4ea3 (DrawSpriteToRgbaBuffer(unsigned int, ZoomLevel) + 467)
10:56:57 <Bouke> [07] openttd 0x00000001069dae3f (-[OTTD_CocoaWindow refreshSystemSprites] + 895)
10:56:59 <Bouke> [08] openttd 0x00000001069d6fbb (VideoDriver_Cocoa::PopulateSystemSprites() + 43)
11:07:26 <petern> Is that the same crash?!
12:54:01 <LordAro> curious that it has any symbols at all for the stripped one then
12:54:15 <LordAro> wonder why those functions are left behind...
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14:49:43 <Rubidium> LordAro: maybe it has the symbols for RTTI?
15:09:56 <Rubidium> Run Time Type Information
15:26:09 <petern> Bouke: how much larger is the completed binary?
15:40:25 <Bouke> petern: 24,2 vs 25,8 MB (x64 only)
15:40:45 <petern> Hmm, not a massive difference, weird.
16:16:39 <supermop_toil> modelling two cameras to figure out optimal shape to cut foam for a case insert... model was about 7MB
16:17:13 <supermop_toil> then i decided to model my 50mm/1.4 lens with all the little grip bumps on the barrel
16:17:19 <supermop_toil> not the model is 67
16:43:11 <LordAro> took me several looks to see any difference between the save windows
16:48:26 <glx[d]> The only diff I see is the "filter" string
16:50:43 <LordAro> slight change in the padding of the left pane
16:50:54 <LordAro> i didn't actually spot the filter string change :p
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17:41:36 <frosch> JGR: does anyone know who calls hasMarkedText() and when?
17:42:00 <frosch> i hope that stuff does not run on different threads
17:42:12 <frosch> so osx tried to copy stuff to clipboard while windows are closed
17:43:28 <JGR> It's not called on a different thread
17:43:58 <frosch> "deprecated" as usual 🙂
17:44:15 <JGR> It's called via `VideoDriver_Cocoa::PollEvent`
17:44:51 <JGR> I assume deprecated just means that it's objective-c and not swift
17:45:28 <LordAro> replaced with NSTextInputClient which looks like a 1-1 replacement?
17:45:34 <frosch> ok, PollEvent is a safe place
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17:51:48 <andythenorth> so...industries, but players build them 1 tile at a time?
17:52:02 <andythenorth> forum idea, not mine, I don't hate it
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18:00:43 <andythenorth> I should do exercise
18:00:52 <andythenorth> I suppose dead hanging doesn't really count
18:01:06 <frosch> andythenorth: there is some newgrf with invisible industries
18:01:51 <andythenorth> this all stems from "andythenorth has added weird broken industry layouts"
18:02:17 <andythenorth> inevitably that has freaked out some players
18:02:53 <andythenorth> readd distributing supply cargos on round-robin to each adjacent industry 😛
18:03:00 <andythenorth> why **is** that so hard? 🙂
18:03:43 <andythenorth> anyway, I forsee a parameter in FIRS 😛
18:03:53 <andythenorth> the layouts were designed to support that
18:04:07 <andythenorth> I'm the only one who will actually use it, as it is quite handy for debugging 🙂
18:20:20 <Bouke> frosch: It is bound to the keyDown event handler:
18:20:20 <Bouke> -[OTTD_CocoaView hasMarkedText] cocoa_wnd.mm:1017
18:20:20 <Bouke> -[NSTextInputContext(NSInputContext_WithCompletion) hasMarkedTextWithCompletionHandler:] 0x00007ff821f9d8eb
18:20:20 <Bouke> -[NSView interpretKeyEvents:] 0x00007ff821f9a3f6
18:20:21 <Bouke> -[OTTD_CocoaView keyDown:] cocoa_wnd.mm:871
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19:06:22 <DorpsGek> - Update: Translations from eints (by translators)
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20:08:17 <andythenorth> hmm steel rolling mills often have long buildings where the roof steps up and down
20:08:24 <andythenorth> unclear why / what the internal structure is that needs that 😛
20:09:21 <andythenorth> similar but different
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20:24:07 <frosch> i think every "sub-building" is one production unit
20:24:23 <frosch> they all work in parallel, but can be separated for heat isolation and maintenance
20:24:48 <frosch> along the long side there is a crane which serves all units
20:25:58 <andythenorth> would make sense
20:26:06 <andythenorth> I assumed they were one long rolling mill
20:27:27 <andythenorth> maybe the roof steps are like northlight windows, but east and west
20:30:04 <frosch> possibly every subunit has a slightly different product
20:30:10 <frosch> wrt. thickness/diameter
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20:30:49 <andythenorth> oh that would make sense
20:31:48 <andythenorth> must be interesting to visit
20:34:02 <andythenorth> looks like the sawtooth profiles are a walking floor
20:34:33 <frosch> on the left there is a wall, but there is stuff beyond it
20:35:01 <frosch> on the right there is also some kind of separation and then more stuff
20:37:02 <andythenorth> animate everything? 😛
20:37:37 <frosch> transparency opens roof to show internal animation :p
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20:43:33 <andythenorth> detailed interior for every industry 😛
20:43:37 <andythenorth> not in my lifetime though
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20:44:27 <frosch> hah, better idea: 1x sprites have roof, zooming in to 4x sprites removes roof and animated internals
20:44:51 <frosch> did you consider to switch liveries by changing zoom levels?
20:46:05 <frosch> some sets show extra information on the ground sprite when setting the building to invisible. noone used the zoom level yet to show more information
20:47:42 <andythenorth> frosch: this is a nice idea
20:48:01 <andythenorth> can I have a byte which increments each time the user zooms in and out?
20:48:20 <andythenorth> there are so many ways liveries could be changed 😛
20:48:29 <andythenorth> very few of them worse than the current method 😛
20:49:00 <JGR> A lot of those sort of UI state variables got removed because they cause problems in multiplayer
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20:59:44 <petern> That's easy, just make everyone have the same zoom kevel
21:04:49 <andythenorth> how about we add chunky bevels though?
21:04:58 <andythenorth> zoomable bevels? 🙂
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