IRC logs for #openttd on OFTC at 2022-12-23
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00:02:32 <LordAro> (and not in the header, i suppose)
00:03:00 <glx[d]> 80 annotations just for it
00:27:20 <Pruple> andythenorth: doit.jpg
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00:57:21 <reldred> Pruple: make oztransltd have another dummy spit on the forums
01:00:05 <reldred> Oh he threw another self entitled dummy spit in JGR's forum thread
01:00:20 <reldred> how DARE you MERGE features THAT arent FULLY tested
01:00:35 <reldred> 'my brother in christ, this is the experimental patch pack'
01:03:17 <petern> Eddi took the bait though! JGR is sensibly ignoring it ๐
01:17:15 <reldred> petern: โEat my ass with a spoonโ needs to be a valid response on that forum.
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04:04:16 <MnHebi> petern: You checked your blood pressure lately?
04:06:28 <MnHebi> bp fluctuations can tire you out. I get that due to my migraine. At rest I have low bp, if I do any work whatsoever it goes through the roof.
04:07:00 <MnHebi> That the whole day = I'm basically turning off when I sit on the train getting back from work
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06:17:09 <pickpacket> how do I move around on the mini map?
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09:35:42 <andythenorth> Pruple: probably grf
09:39:31 <reldred> I should grf more some time
09:43:59 <petern> I don't have anything to test my BP.
09:49:58 <andythenorth> wonder if not handling flip sprites reduces concurrent action 2s
09:50:43 <petern> If you're checking for flippedness lots it should reduce them.
09:51:04 <andythenorth> remember when you could just commit to svn?
09:51:22 <andythenorth> all those terrible bugs, the fights, the broken builds
09:51:25 <andythenorth> oh wait, it was fine
09:51:42 <reldred> back when running nightlies put hair on your chest
09:51:46 <andythenorth> there was about 1 whole year where frosch was the only active dev
09:51:47 <petern> I approve of approvals.
09:51:51 <andythenorth> so reviewing wasn't a thing
09:53:31 <petern> How do I make a patchpack... ๐ซ
09:53:44 <andythenorth> we need to get cross-platform build
09:53:59 <andythenorth> the pipelines can do it, there's support, but I don't know how it's done
09:54:07 <andythenorth> shall I ask TrueBrain ?
09:54:38 <reldred> Experimental branch OpenTTD
09:55:03 <petern> I was trying to find a foundation bug in zbase but couldn't see one, only that foundations are -124 and ground tiles are -127.
09:55:17 <petern> (Because it's impossible not to use -124 for foundations right now)
09:55:34 <Pruple> petern: That's why I uploaded that test grf
09:55:50 <petern> There's a few ground tile bugs in zbase though ๐
09:55:59 <petern> I didn't use that as I understood the problem, heh.
09:56:10 <petern> It's obvious when you adjust an offset.
09:56:53 <Pruple> Patch is a goodun then?
09:58:00 <petern> Now I'm going to load foundationtest just to see and not waste your lovely effort.
09:58:29 <Pruple> petern: Not a problem, just thought it might help someone else if they needed to envisage the problem to approve. :p
10:00:15 <petern> andy stop bribing LordAro
10:00:32 <Pruple> It occurred to me earlier that one situation you'd still want an explicit flip check is animated vehicles, where you need to reverse the animation. ๐
10:01:12 <petern> You can still test the variable
10:01:57 <Pruple> It's not a problem, I was just musing about whether I can pull all my reverse action 1s ๐
10:03:30 <andythenorth> I was busy patching Horse, didn't see that go by
10:03:38 <Pruple> Quick, someone implement #10271 while he's on an approval spree. ๐
10:08:18 <reldred> someone just merge variations already
10:09:44 <andythenorth> removed first set of flips
10:09:50 <andythenorth> 36 MB -> 26 MB grf
10:12:05 <LordAro> see, this is why i shouldn't review things
10:15:59 <petern> LordAro: Noooo, I only knew that due to months of fiddle with variable scaling ๐
10:16:32 <petern> Oh I just found out why my music stopped.
10:16:40 <petern> I didn't put my headphones back on.
10:19:05 <petern> I'm working from home anyway, but I switch to headphones for a Teams call.
10:20:58 <petern> Things now bugging me: Steam wanting to restart so often, and Discord's "gift nitro" pop up crap.
10:21:04 <petern> Might switch back to IRC.
10:22:19 <MnHebi> Just you wait till we get ads for free users
10:23:17 <petern> Might even consider Matrix :p
10:23:56 <MnHebi> You want to be a blue pill?
10:44:07 <petern> Okay, Discord in browser with crap blocked with uBlock ๐
10:44:48 <andythenorth> Horse now 22.4 MB
10:45:06 <petern> That'll download quicker ๐
10:45:17 <andythenorth> concurrent action 2s: 243/256 -> 207/256
10:45:27 <andythenorth> further from the limit ๐
10:46:14 <petern> Oh no, the zip on my jumper is busted ๐ฆ
10:47:09 <andythenorth> oh approved but not merged ๐
10:48:43 <andythenorth> such unmerginess ๐
10:54:03 <andythenorth> special flag to define what ctrl-click does per-vehicle?
10:54:17 <andythenorth> 1) flip 2) increment a byte that rolls over
10:54:41 <petern> It increments a bit that rolls over.
10:56:03 <andythenorth> I use it to invert company colour ๐
10:56:25 <andythenorth> but then for asymmetric sprites, I'm handling the flip state to stop them visually flipping ๐
10:56:40 <petern> Double-edged sword eh?
10:59:49 <andythenorth> byte campaign continues ๐
10:59:58 <andythenorth> because mod(x) exists ๐
11:01:49 <dP> hm, so with 10262 is it not possible to disable flips completely?
11:02:21 <dP> like, newgrf can handle it do do nothing but it will still have the flip state internally afaict
11:03:38 <andythenorth> what does the flag do now? I didn't read the implementation
11:06:44 <dP> afaict it just changes the way offsets and bboxes are handled
11:09:03 <andythenorth> ok I've cut about 100k duplicate action 1s so far
11:09:12 <andythenorth> few more I can remove
11:09:26 <petern> The only reason disabling flips was introduced is because flipping shorter engines broke things.
11:09:39 <dP> also I don't understand this check: `!_gted[e->index].prop27_set && e->GetGRF() != nullptr && is_custom_sprite(e->u.rail.image_index)`
11:09:51 <dP> there are other flags in prop27, why are any of them affecting flip states?
11:10:45 <petern> Hmm, prop27_set can be removed.
11:11:35 <petern> dP, the default engines have the flag set, but we didn't want any NewGRF engines to have the flag set by default.
11:11:52 <petern> So the test is "did the NewGRF change prop27?"
11:12:11 <petern> If it did, we don't clear anything, if it didn't, ,we clear the flag, so that engines can't be flipped.
11:17:01 <dP> what if newgrf allowed flipping but kept default sprite?
11:17:21 <dP> I think that should've worked as they're length 8
11:21:43 <petern> Then that will still work.
11:22:11 <andythenorth> ok Horse grf is now 24 MB, from 36 MB
11:22:20 <petern> They set the flip to allow flipping, so the new flipping code is disabled.
11:23:57 <petern> This is going to give LordAro a complex ๐ฆ
11:25:22 <dP> does that change even compile? you seem to remove prop27_set but it's still used in the condition
11:26:04 <petern> The condition was removed, not added.
11:28:45 <dP> no wonder I couldn't understand it xD
11:37:24 <dP> ok, the other way around then, if previously newgrf stopped default vehicles from flipping by setting prop27
11:37:34 <dP> that would seem to do nothing now
11:43:14 <dP> basically 10262 treats unset EF_RAIL_FLIPS as "I don't care about flipping" when newgrf author could've meant "I don't want it flipping"
11:44:23 <andythenorth> grfs will have to make peace with themselves
11:44:29 <dP> in fact, it was kinda speced as "not flip"
11:45:32 <andythenorth> all of this was silly the first time around
11:45:43 <andythenorth> it was one of the worst behaved dramas when it was changed
11:45:54 <andythenorth> the flag was the most controversial change in grf spec
11:45:59 <andythenorth> and it wasn't even needed
11:46:10 <andythenorth> if I can do the maths for offsets, someone else could have
11:47:32 <andythenorth> hindsight is 20:20 ๐
11:50:35 <petern> Looks like they considered actually changing the position of vehicles, rather than just changing the position of where they are drawn.
11:52:37 <dP> isn't that how it works now?
11:52:56 <petern> It would be a mistake to add another flag to say "you can flip but don't make me handle it"
11:53:20 <petern> No, I don't touch x_pos/y_pos.
11:57:17 <petern> Well yes, later the vehicle centre was moved to the correct position anyway, including adjusting bounding box offsets but not handling flips because at that point it was already "forbidden"
12:02:51 <dP> how do articulated vehicles flip now btw?
12:04:53 <dP> ok, looks like they just don't
12:05:28 <dP> so, back to square one - if you want it not to flip define it articulated xDD
12:06:22 <dP> which also reminds me of the hack of using articulation to make vehicles longer than 8
12:08:07 <dP> so with 10262 you'll be able to flip shorter engines but not longer ones
12:09:00 <petern> They still don't, nor multi-head.
12:09:38 <petern> Flipping articulated is not impossible but a whole lot of extra work and probably bugs.
12:10:31 <petern> For the longer vehicles hack, it would probably be fine.
12:11:09 <petern> If we lied about which part was being drawn, and apply the flip, then that would probably be enough as long as the lengths are symmetric.
12:11:37 <petern> Multi-head probably doesn't make sense.
12:12:02 <petern> I think they were already prevented even before the flip.
12:12:59 <dP> and, let me guess, all this flipping mess is because someone wanted to flip some engine at the end for more "realism"? xD
12:20:19 <andythenorth> petern: multihead ๐ has issues ๐
12:25:38 <petern> Yes, the whole "ctrl-click to flip" thing is a weird addition tbh.
12:26:00 <petern> Movement in the depot is restricted to avoid them becoming detached, which was... a thing.
12:26:29 <andythenorth> let's change ctrl-click ๐
12:30:36 <dP> that could actually be a thing, newgrf defines the length of ctrl-cycle (1 by default), then receives it's position in that cycle in whatever var is currently flipped state is
12:31:11 <dP> so by default it would be flipping and flipping newgrfs would still work but new ones can handle it differently
12:31:15 <petern> At least that doesn't have to be duped for all vehicle types ๐
12:31:21 <dP> except they inherit all the bugged bb mess :(
12:34:00 <petern> "When" I add more than 8 rotations we'll move it to the centre.
12:38:32 <dP> I'm not sure adding more rotations to the base game is even a good idea
12:38:56 <dP> it can just expose some sort of "true angle" var to make it simpler to implement for grf if it doesn't already
12:40:08 <petern> That wouldn't be simpler than just having more rotations.
12:41:24 <dP> with more rotations you need to handle both cases since you can't just delete 8 rotations support
12:41:42 <dP> also what if newgrf wants even more than that?
12:42:00 <dP> or it also wants different incline statges?
12:42:37 <petern> 8 rotation support is the same as any-rotation support.
12:43:50 <dP> oh, you're going straight for "any" , not just 16 xD
12:44:57 <petern> Yes. Any rotation is "real angle / number of sprites in set", so "real angle / 8" or "real angle / 16" or "real angle / 360 (lol)"
12:45:37 <dP> having it not a multiple of 8 would be awkward though xD
12:46:40 <petern> Isn't 4 currently allowed?
12:46:49 <dP> oh, I know a problem with that, newgrf may want to decide what real angle corresponds to what view
12:46:57 <dP> if you just spread them evenly it may not look that good
12:47:27 <petern> 4 is a special multiple of 8 ๐
12:47:31 <andythenorth> ctrl-click tricks though ๐
12:49:00 <petern> Never! We'll fantasize about impossible rotation support before changing ctrl-click!"
12:50:11 <dP> it's not that impossible to just expose real angle to grf :p
12:50:41 <dP> at least fake real angle calculated for the whole length, not a "true" one between vehicles
12:53:17 <andythenorth> everything I do with ctrl-click could just be a variant ๐
12:53:53 <dP> ctrl-click to switch variants!
12:55:25 <andythenorth> flip to invert the company colour -> could just be a variant
12:55:31 <andythenorth> or don't even bother, also
12:57:52 <petern> dp, yes but exposing it as a var means arrange the action 1 sprites is a pain and unintuitive.
12:59:52 <dP> how does that even work atm? do they have to be in batches of 8 or can switch just return the one for rotation needed?
13:00:07 <petern> They are always in batches of 8.
13:00:20 <dP> oh, yeah, that would be a mess then
13:00:24 <petern> indexed by v->direction (except when flipped)
13:00:46 <petern> If it's flipped it's v->direction ^ 4 ๐
13:02:12 <petern> I should have lunch. Salad perhaps.
13:05:35 <petern> I've got Pringles instead.
13:09:31 <petern> andythenorth: To reverse company colour, create a group, and... reverse the colours...
13:10:41 <andythenorth> might remove it from pax coaches and mail vans
13:10:45 <andythenorth> not adding anything
13:18:07 <andythenorth> also can't ctrl-click to flip HSTs ๐
13:18:55 <andythenorth> does that clinch it?
13:19:38 <andythenorth> ok flip-magic can be removed from those vehicles
13:19:45 <andythenorth> fewer action 1 and 2
13:23:26 <petern> You could de-multihead them.
13:23:41 <andythenorth> "but multihead is so cooool"
13:24:29 <andythenorth> how do I ban flip now?
13:24:41 <petern> Make it articulated or multi-head
13:27:13 <andythenorth> not a great photo
13:30:15 <andythenorth> ok what should happen if I flip the last unit of this?
13:30:34 <andythenorth> (it's 4 individual vehicles, which adapt sprites to position in consist)
13:30:46 <andythenorth> (1) nothing (2) just flip it
13:31:11 <petern> Are angsting over allowing peoples to do things?
13:31:45 <andythenorth> well (2) is the easier
13:31:50 <andythenorth> currently it does 1
13:32:00 <andythenorth> less code for (2) also
13:32:58 <petern> You could make it multi-head so it can't be flipped ๐
13:33:26 <petern> Mutliple cargos per vehicle when?
13:33:50 <andythenorth> vehicles in vehicles
13:34:01 <andythenorth> some kind of abstract parent vehicle
13:34:03 <petern> Train-boat == a depot that moves lol
13:34:18 <andythenorth> depots with orders
13:34:59 <petern> Oh no, let's not be getting ideas.
13:36:44 <andythenorth> seems ok actually
13:37:28 <petern> "Bug: Flipped vehicle is flipped"
13:37:42 <andythenorth> "so don't do that" ๐
13:40:15 <andythenorth> probably realistic
13:40:20 <andythenorth> if I look on flickr long enough...
13:40:23 <dP> andythenorth: flip it upside down ๐
13:40:28 <andythenorth> that would be lol
13:40:36 <andythenorth> upside down trains
13:42:20 <andythenorth> wonder if compile time reduced now
13:43:03 <glx[d]> Shorter nml file, less time parsing
13:43:24 <andythenorth> filesize is the biggest win
13:43:50 <dP> glx[d]: no nml, no time parsing :p
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13:45:16 <glx[d]> Well unless you are hand writing grf binary you have to parse at some point ๐
13:46:53 <dP> well, yeah, but going python->nml->grf is parsing twice
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13:52:24 <andythenorth> well, now Horse supports this for driving trailers
13:52:33 <andythenorth> previously some of those would have inverted company colours
13:53:15 <petern> alt-click cycle: swap CC
13:53:26 <petern> ctrl-alt-click cycle: flip vertically
13:53:34 <petern> ctrl-alt-del cycle: reboot train
13:53:37 <andythenorth> alt-click cycle: increment a byte, let grf author decided ๐
13:53:59 <andythenorth> what does alt-f4 do?
13:54:01 <petern> Of course, alt-click is forbidden ๐
13:55:58 <dP> mmb-click: free 3d rotation :p
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14:06:08 <andythenorth> ok Horse compile now about 20 seconds
14:06:20 * andythenorth remembers when it was about 1m 40s
14:06:48 <petern> ooh yes, we don't use middle mouse button at all.
14:06:57 <petern> We should create all this new functionality on that.
14:07:04 <petern> Perfect for anythenorth.
14:07:22 <andythenorth> on my mac trackpad
14:07:27 <andythenorth> with LMB and RMB emulation
14:07:55 <andythenorth> bring back the RiscOS mouse
14:14:49 <EmperorJake> andythenorth: Finally, this has annoyed me for a while ๐
14:28:45 <andythenorth> Horse now a long way diverged from OpenTTD vanilla ๐
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14:47:58 <Albertyey> I'll help 17 people teach you how to earn $25,000 from the crypto market in 72hrs,
14:47:58 <Albertyey> Dm me to know how. Send me friend request to avoid lost of communication.
14:52:12 <petern> I was going to merge it but then saw the comment about magic numbers...
14:57:21 <andythenorth> can we do RVs like trains?
14:57:27 <andythenorth> arbitrary consists?
14:57:41 <andythenorth> it was scrubbles idea
14:58:50 <TallTyler> petern: `unary minus operator applied to unsigned type, result still unsigned`
14:58:56 <TallTyler> Might want to look at that ๐
15:00:27 <petern> That's why using uint for every little constant is a bit annoying.
15:00:39 <petern> Yes, TILE_HEIGHT itself isn't negative but...
15:01:17 <petern> We also end up with those underflow errors that don't issue any warning either.
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15:41:38 <petern> TallTyler: No warnings now ๐
15:45:40 <TallTyler> Is 10273 ready to approve? It looks fine to me but you mention other possibilities in the comments.
15:47:45 <petern> So the change itself is only for Windows, it may be something similar is needed for macOS or Freetype, but I'm not sure on those APIs and definitely have no way to test macOS.
15:50:51 <petern> andythenorth, what do truetype fonts look like on macOS? ๐
15:51:45 <andythenorth> never tried ๐
15:51:50 <andythenorth> is there an in-game picker?
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15:55:56 <petern> just go helvetica or something ๐
15:56:05 <petern> Dunno what the standard macOS fonts are.
15:57:26 <MnHebi> It was good enough for A-Train, it is good enough for me ^_^
15:58:46 <petern> I've got compilation warnings on my laptop, nice.
16:07:19 <scrubbles> petern: required in horse
16:07:56 <scrubbles> no more snowploughs, the new novelty to stick on train front and back are hst power cars
16:08:04 <scrubbles> or use them as a really fast railbus
16:38:01 <andythenorth> I can't test macOS fonts right now....but maybe later ๐
17:08:36 <petern> town_cmd.cpp:2821 warning: comparison is always false
17:13:53 <petern> 3GB RAM, VS Code might be a challenge ๐
17:20:51 <petern> Okay, doesn't look like FreeType has the necessary fields available.
17:21:12 <andythenorth> lol the cookie saving on AA roadwatch website takes over 1 min
17:21:16 <andythenorth> how many frigging cookies?
17:21:44 <petern> That's the "I don't want cookies option" right?
17:22:07 <petern> Yes, scummy cookie advertising providers do that.
17:22:11 <petern> It's just a javascript loop.
17:28:16 <petern> I have "Consent-O-Matic" but it doesn't always work.
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20:01:20 <supermop_Home> happy festivus:
20:12:42 <petern> Hmm, scanning glyphs to determine the metrics also works but feels a bit fragile :p
20:13:19 <petern> Also fonts often have symbols ascender higher than caps, but the sprite font doesn't.
20:28:56 <andythenorth> hmm how do I set a font?
20:29:00 <andythenorth> wiki will tell me
20:30:09 <andythenorth> ok I need to find font paths
20:30:25 <petern> Just font name should be enough I would've thought.
20:30:38 <petern> Unless macOS font searching is... huh.
20:30:46 <andythenorth> wiki shows full path
20:30:51 <andythenorth> but that's for Debian
20:31:00 <petern> wiki is probably very old and nobody updates it
20:31:46 <andythenorth> my config has `small_font = 16`
20:33:19 <petern> Gosh AA is not on by default ๐ฎ
20:33:24 <andythenorth> I haven't looked in openttd.cfg for years
20:33:29 <andythenorth> but yeah I just found AA
20:33:41 <andythenorth> instantly better
20:33:56 <andythenorth> my config is very very old, who knows what the defaults are ๐
20:34:01 <petern> Well that is positioned quite similar to the sprite font.
20:35:18 <andythenorth> tried my pixel font, but got noped
20:35:31 <petern> But that one isn't. Joy. :/
20:35:37 <petern> Nothing is consistent...
20:36:23 <andythenorth> Helvetica Neue is well placed
20:36:37 <andythenorth> so the vertical positioning varies quite a bit?
20:36:58 <andythenorth> strongly recommending Helvetica Neue right now
20:37:10 <andythenorth> very legible minimap
20:38:21 <andythenorth> oh Menlo is also good
20:38:28 <andythenorth> very slightly too light
20:39:47 <andythenorth> ha sorry, couldn't resist
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20:41:32 <FLHerne> Helvetica Neue does look good
20:41:50 <andythenorth> I tried a few others
20:42:04 <petern> kerning is a bit wonky, like the ti in multiplayer.
20:42:45 <petern> So #10151 is about text being too tall, because there's lots of space above & below.
20:43:51 <petern> #10273 attempts to resolve this by using different metrics, bu that's Windows only, and doesn't change all fonts.
20:44:31 <petern> It also makes truetype position closer to the sprite font position, so nearer the top of widgets.
20:44:51 <petern> So like your first screenshot, and unlike the rest.
21:01:09 <TallTyler> So if we want to do an RC release for Christmas, we can't wait much longer for people to weigh in on variants
21:01:13 <TallTyler> Goes it approval time?
21:01:36 <andythenorth> you know what I think ๐
21:02:35 <TallTyler> Also I'll be out of town without a laptop 12/25-12/29 so I can't be volunteered to do the release this time (unless stuff gets approved/merged before then) ๐
21:07:15 <andythenorth> oh...conflicts ๐
21:08:37 <andythenorth> conflict doesn't look very interesting
21:08:43 <andythenorth> not even sure why it's a conflict
21:10:47 <petern> Because I added something just after the prop27 stuff that was removed.
21:11:33 <petern> VS Code's merge editor is quite good now.
21:16:53 <andythenorth> if there's no frosch and no TB, who actually weighs in on variants?
21:17:34 <petern> You should check the in-game credits.
21:17:57 <andythenorth> where is Belugas anyway
21:18:58 <andythenorth> the in-game credits are quite enigmatic
21:20:02 <andythenorth> - Peter Nelson (peter1138) - Spiritual descendant from newGRF gods (since 0.4.5)
21:23:34 <andythenorth> when does forgiveness > permission apply?
21:23:44 <andythenorth> - so we'd to also have the nml patch
21:23:56 <andythenorth> - and we'd need to be clear the feature is experimental and may change
21:24:00 <andythenorth> - and we'd need grf docs
21:58:40 <Pruple> can't do an RC until someone implements #10271 ๐
22:01:40 <petern> I would but I'm in a call.
22:02:54 <TallTyler> Maybe Iโll approve variants and somebody else can take the responsibility of merging it. I donโt want to step on toes with changing NewGRF spec but getting it in front of people to test sounds like a smart idea
22:08:16 <Pruple> road depots coming along ๐
22:08:34 <petern> I'll have a fiddle ๐
22:19:15 <petern> Oh probably not tonight, I need to be up and out at 8am.
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22:20:57 <glx[d]> I think I remember how to trigger release for a PR
22:30:47 <andythenorth> but can I force update by checked out PR ๐
22:32:55 <glx[d]> do we want a #10220 build for newgrf authors to play with ?
22:35:22 <glx[d]> trying the magic "run workflow" button
22:36:14 * andythenorth trying make -j options :P
22:36:24 <andythenorth> I need more cores
22:42:28 <andythenorth> probably -j 10 would be enough ๐
22:44:38 <petern> I miss that time I compiled and it took ~15 seconds. We then switched to C++.
22:45:33 <FLHerne> if OTTD would rebase onto the Java port that problem would go away entirely
22:46:00 <FLHerne> (and be replaced by worse ones)
22:46:16 <andythenorth> ok make -j is unwise
22:46:17 <FLHerne> actually most Java toolchains seem to be even more painfully slow than C++ compilers
22:46:20 <andythenorth> without a number
22:46:33 <andythenorth> seemed to cause thermal protection to kick in ๐
22:49:14 <andythenorth> /me has flipping stuff, with variants now
22:49:27 <andythenorth> or rather....less stupid flipping stuff
23:05:07 <andythenorth> ha Horse compiles < 20 seconds are nice
23:05:40 <andythenorth> I should remove the palette check, it's 9% of the compile time
23:12:00 <glx[d]> building a release is so slow (stupid osx)
23:21:04 <petern> glx[d]: Probably not, there's not many comments...
23:21:52 <glx[d]> there's a PR for it but no reactions
23:27:51 <glx[d]> oups we had no nightlies for 3 days
23:28:37 <glx[d]> (the usual auto disabling after 60 days)
23:32:46 <glx[d]> 46 minutes to build and upload to cdn, then 15 minutes more to update the website
23:34:12 <glx[d]> that's the only thing needed to do the magic
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