IRC logs for #openttd on OFTC at 2023-01-22
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02:58:01 <TallTyler> Yes, I think that’s in scope, as long as it’s a setting. You could absolutely look at the existing “drive-thru stations on competitors’ roads” setting mentioned in the issue, for wording and how it’s implemented.
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05:27:12 <Rubidium> profiling a debug build isn't funny... but interesting. With wentbourne there are about 15 million creations of the AllWindows constructor for 100 game ticks with -vnull. That's mindboggling...
05:34:26 <Rubidium> > 90% via MarkAllViewportsDirty, 5% SetWindowWidgetDirty and 1% SetWindowDirty; you'd almost add a list of Viewports...
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08:20:02 <andythenorth[d]> thanks to whoever added GS story book buttons 🙂
08:20:13 <andythenorth[d]> I think it was one of the big missing elements to GS 🙂
08:22:18 <andythenorth[d]> oh it was jfs-
08:35:42 <andythenorth[d]> "when write your GH issue, and realise it should be a discussion" 😛
08:35:57 <andythenorth[d]> `Not relevant, I'm abusing the bug report template, because we banned feature request issues. They're supposed to be discussed and PR-ed, not requested as tickets. But eh, stuff and things 😄
09:16:32 <petern> I wonder if "just redraw the viewport" 100 times is quicker than 15 million tests to redraw the viewport, many of which will say yes...
09:18:01 <LordAro> there's probably a threshold level
09:18:28 <LordAro> iirc JGR does some More Magic regarding viewport redrawing?
09:20:49 <andythenorth[d]> is this the thing where opening the train list window nerfs FPS if you use Iron Horse? 😛
09:23:08 <petern> Yesterday at this time I'd been cycling in the ice and fog for an hour and a half. Today I am having a bacon bap instead.
09:23:46 <andythenorth[d]> I think you're winning on both counts
09:24:26 <andythenorth[d]> I have been shopping in a large mall and made two pointless gamescripts which both violate the 'no war' theme.
09:26:20 <petern> Well, isn't GS there to implement things we won't implement in vanilla?
09:32:03 <andythenorth[d]> well entirely co-incidentally, GarryG has just drawn a bunch of tanks for Auz grfs
10:05:44 <andythenorth[d]> ok, before I make a fool of myself
10:06:05 <andythenorth[d]> GS cmd limit is primarily due to not wanting to provide AI with an advantage?
10:06:43 <andythenorth[d]> so (for example) taking 30 game days to set the town window text for every town on the map isn't because OpenTTD is inherently slow doing that?
10:08:04 <nielsm> since the command format was changed a while back, it should also be possible to send more complex commands over the network, shouldn't it? no longer limited to a few bitstuffed fields
10:08:45 <nielsm> so it might be possible to rework e.g. the storybook API to let you instead provide a complete page at a time in a structured format
10:09:24 <nielsm> although writing the compat scripts for that might be slightly annoying
10:23:44 <andythenorth[d]> ^ that needs work, the intent isn't quite clear from my words
10:23:48 <andythenorth[d]> also it might be mad
10:25:15 <andythenorth[d]> `function cabbage { do a calculation; set town window text }`
10:25:46 <andythenorth[d]> `town list = GSTownList()`
10:26:01 <andythenorth[d]> `GSMapSilliness(town_list, cabbage)`
10:26:59 <petern> Damn, nearly completed this map after discovering one of the secrets has a BFG. Still haven't found how to get to it.
10:27:09 <petern> Would've been useful for all the fights :/
10:27:15 <andythenorth[d]> open it in wadviewer and look 😛
10:27:29 <andythenorth[d]> can't remember what the wad editor was called. Wad Edit maybe? 😛
10:36:16 <Samu> ah, you want a valuate for DoCommands
10:38:16 <andythenorth[d]> DoCommandulate
10:38:44 <andythenorth[d]> not really a lambda silly 😛
10:41:08 <Samu> but it needs to be edited in the command side of things to allow en mass changes
10:43:14 <Samu> i wouldn't call those bugs, they're more like feature requests
10:52:35 <andythenorth[d]> we banned feature requests
10:53:47 <TrueBrain> Seems I need to ban someone from GitHub for abuse of the issue system :p
11:01:26 <andythenorth[d]> I keep getting asked to file bugs
11:02:52 <andythenorth[d]> these are actual bugs though 🙂
11:02:58 <andythenorth[d]> I put discussions in discussion
11:03:50 <andythenorth[d]> 10391 might be better as a discussion
11:03:54 <TrueBrain> You have a way to reword a feature request as bug :p
11:04:16 <TrueBrain> Even you closed issues for less 😄 which is an irony I just love 🙂
11:05:07 <TrueBrain> "Having no way to .." .. isn't that by definition a feature request? :p
11:05:13 <TrueBrain> Just pulling your leg btw
11:05:40 <andythenorth[d]> I would close all my issues 😛
11:11:51 <andythenorth[d]> so NoNoGo GS revival for 13 RC2?
11:12:04 <andythenorth[d]> is it NoNoGo or NoGoNoGo?
11:12:27 <TrueBrain> 13.0 still not released? Owh boy ... 😛
11:13:24 <TrueBrain> did we fall in the classic "just one more PR" and "just one more bug to fix"? 😄
11:13:53 <andythenorth[d]> we'll need to release a 13.x anyway before Jingle Jam next year
11:14:06 <andythenorth[d]> so Yogscast can raise money for charity by bombing lolcats across the map
11:26:17 <petern> (And Samu could tell me exactly why ;))
11:26:34 <andythenorth[d]> is that the 'silly' town name generator also?
11:26:39 <andythenorth[d]> it's not rude, but I had to read twice
11:26:55 <andythenorth[d]> not big on innuendo chat, but it had to be mentioned 😛
11:27:55 <andythenorth[d]> why is Risk in my Steam library? I hate Risk 🙂
11:27:59 <andythenorth[d]> Guess one of my kids bought it
11:29:45 <petern> Hmm, need to figure out how to get VS Code to only git sign on my private repos.
11:30:30 <petern> Or I guess I could create a key...
11:33:54 <petern> TrueBrain: "Someone else will do it"
11:34:13 <andythenorth[d]> when was the deadline?
11:38:17 <Samu> renewed village growth, let me check
11:39:47 <andythenorth[d]> ok for 13 RC 1, there are no bug reports, oversights or pointless community dramas to be found
11:39:47 <andythenorth[d]> - Discord channel #openttd discord
11:40:00 <andythenorth[d]> I didn't check steam community or the german forums
11:40:33 <andythenorth[d]> I think that implies 'release now'
11:43:01 <Samu> oh doesn't look like it's caused by me
11:43:21 <andythenorth[d]> we need pro tips
11:43:30 <andythenorth[d]> we can show them during map gen
11:43:43 <andythenorth[d]> "pro tip: the game is better on smaller maps"
11:43:57 <scrubbles> is that openttd 13.0
11:44:36 <andythenorth[d]> no variants though
11:44:58 <scrubbles> oh yeah, that is a problem in there
11:46:28 <scrubbles> don't run GoldenArrow's UK mod and open the vehicle list or else the game will lag for a few seconds loading every vehicle and its 5 other liveries
11:48:58 <andythenorth[d]> "EMD/GMD Mega Pack"
11:49:18 <andythenorth[d]> "Universal compatibility patch for 'SCM Carpentry mod'"
11:51:26 <scrubbles> it appears to have wide rivers
11:51:44 <petern> Did they do path signals properly yet?
11:52:42 <scrubbles> no, because there aren't any in it
11:53:54 <scrubbles> maybe after they have reworked the rail/road system, the last dev dump shows some floating rails which look like they have the first curved bridge pieces
11:55:22 <scrubbles> oh, but there used to be a community mod path signals workshop item it seems
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12:06:28 <j_n> andythenorth[d]: you're making me want to learn GS
12:06:59 <andythenorth[d]> more people should learn GS
12:07:03 <andythenorth[d]> it's been neglected
12:10:06 <andythenorth[d]> would be nicer if we could all search them, but eh 🙂
12:18:25 <andythenorth[d]> JGR: (from the other channel) are you aware of reasons we couldn't change the GS on a running game?
12:18:38 <andythenorth[d]> doesn't seem to be much state that's intrinsically tied to current GS
12:23:03 <JGR> andythenorth[d]: It is allowed in my branch, if the AI/GS developer mode is enabled
12:23:27 <JGR> The main problem is that things like town growth can be left stuck in the "custom" state
12:24:00 <JGR> Stuff like storybooks, league tables and so on could also be left orphaned
12:28:41 <andythenorth[d]> if I've understood the IntroGame docs correctly, story book can be left orphaned on load anyway
12:28:47 <andythenorth[d]> and GS has to explicitly handle that
12:28:59 <andythenorth[d]> although I haven't encountered problems with that yet 😛
12:30:20 <j_n> andythenorth[d]: i wanna recreate the blimp remote controller script that you made, i know how to program in languages like C++ and C#
12:30:29 <j_n> haven't done python in a while but i also know how to use it if that is needed
12:31:29 <andythenorth[d]> I've pushed my code, lots of it is currently commented as I try out different stupid things
12:32:23 <andythenorth[d]> you also have to build airports on the map and N / S / E / W locations, in the correct order
12:32:28 <andythenorth[d]> but GS could do that, I just didn't write it
12:32:41 <andythenorth[d]> and you need a plane or zeppelin or helicopter
12:32:53 <andythenorth[d]> which GS could create, but doesn't
12:33:22 <andythenorth[d]> storybook doesn't activate until end of month 1 currently
12:33:33 <andythenorth[d]> and is recreated from scratch every month
12:33:47 <andythenorth[d]> that is so that I can reload it on the same save and update the page when things change
12:33:54 <andythenorth[d]> otherwise I have to make a new game every time
12:35:44 <andythenorth[d]> j_n: actually I forgot, you'll need a patched OpenTTD sorry
12:36:30 <j_n> oh i thought you meant something like JGR
12:37:51 <andythenorth[d]> I have self-compiled, with that PR applied
12:38:11 <j_n> aw man this is entering uncharted territory
12:38:36 <j_n> i barely know how to compile stuff for windows, i've only had one or two programs successfully compile so far
12:41:09 <andythenorth[d]> that orders PR might get approved, dunno
12:41:49 <andythenorth[d]> you can do the 'nuke city' GS without it 😛
12:42:42 <petern> Restarting GS could just clear all the orphaned info.
12:46:07 <petern> Although maybe not always wanted. Hmm.
12:48:43 <andythenorth[d]> I haven't explored enough yet
12:49:32 <andythenorth[d]> haven't found all the things GS should or should not do if reloaded
12:50:12 <andythenorth[d]> two options, reload-and-clear, and just reload 😛
13:16:41 <TallTyler> After lunch is fine 🙂
13:16:41 <andythenorth[d]> I am about to go out, but can do later
13:17:11 <TallTyler> Yeah there's no rush, I think they're expecting me to do something about it but I have no way of testing
13:17:20 <TallTyler> My old macbook is too old to run OpenTTD
13:17:31 <petern> Hmm, I have a function that splits a Rect into a vector of Rects... that is not very efficient :/
13:20:47 <andythenorth[d]> TallTyler: all those mac users in the channel though 😛
13:20:57 <andythenorth[d]> reldred and jake both have macbooks
13:21:03 <andythenorth[d]> someone else got one I think too
13:28:42 <andythenorth[d]> I have a pile here, but they all need sold 😛
13:28:56 <andythenorth[d]> I should be doing that probably
13:29:08 <andythenorth[d]> tax bill is coming up
13:29:45 <andythenorth[d]> adulting is dull
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14:02:54 <andythenorth[d]> hmm GS libs that might depend on libs
14:03:07 <andythenorth[d]> is there a version compatibility system? 😛
14:04:54 <nielsm> if someone makes a new version of a GS library that depends on new GS features, it might be better to just release it as a separate package
14:26:18 <nielsm> why did I have to open the game source code to see what the commandline parameters are, it doesn't seem to be documented in any readme file or wiki article
14:28:14 <FLHerne> `man openttd` has slightly more detail
14:29:06 <nielsm> running man is somewhat difficult on windows
14:29:50 <nielsm> where do you find the link to that page?
14:30:20 <FLHerne> (I didn't know that existed, but the article called "command line" is where I'd expect the command line to be documented)
14:30:36 <nielsm> search is not good enough
14:31:06 <FLHerne> it does seem to be missing from the manual sidebar
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14:31:24 <nielsm> and having to either bring up a commandline or edit a shortcut or go into steam app properties feels excessively involved
14:34:17 <Samu> IsValidStartableVehicle may be better?
14:35:46 <FLHerne> nielsm: it's in the wiki manual sidebar now
14:35:55 <FLHerne> (it's a wiki, you can edit it!)
14:45:32 <Samu> what's wrong with naming it as it is? IsPrimaryVehicle
14:46:02 <Samu> IsStartableVehicle could be misleading
14:46:22 <Samu> if the vehicle is crashed, it's not startable, but it still is a PrimaryVehicle
14:56:18 <Samu> what about renaming the other?
15:11:05 <petern> Kinda overboard in one-change-at-a-time :p
15:13:02 <petern> If I progress further with non-power-of-2 sprite scaling that lot is needed as well.
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15:35:52 <glx[d]> Samu: A crashed vehicle even it can't be started anymore is still a startable vehicle by definition
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15:46:44 <petern> 40 minutes later, 10396 is still in the CI 🙂
15:54:48 <Merni> It took like half an hour for my one-character change PR yesterday :p
15:56:59 <Samu> ScriptVehicle::GetState... the more I look into it
15:57:19 <Samu> the more i think it shouldn't be accessible to free wagons
15:58:10 <Samu> and the GetAge / GetWagonAge also seems... unwise to be accessible to free wagons
15:58:42 <Samu> but it currently gets correct values
16:11:58 <andythenorth[d]> right jobs done
16:12:06 <andythenorth[d]> what am I supposed to be doing now?
16:13:39 <andythenorth[d]> some mac thing?
16:20:13 <andythenorth[d]> petern: why is YouTube now recommending me Doom 1 and 2 playthroughs?
16:20:18 <andythenorth[d]> I didn't watch any doom stuff
16:20:36 <andythenorth[d]> it knows you were talking about it
16:20:41 <andythenorth[d]> it's listening to us
16:22:17 <Samu> How should I describe the changed preconditions on ai_changelog.hpp and game_changelog.hpp
16:22:30 <Samu> should I even mention them?
16:23:18 <Samu> it's gonna be a sizeable list of changes then
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16:33:52 <andythenorth[d]> FML so many typos fixed after submitting 😛
16:35:12 <andythenorth[d]> alodasdkaljnalkd a
16:35:17 <andythenorth[d]> is what I seem to write
16:53:25 <glx[d]> petern: maybe add some `this->` where applicable in existing code
16:56:04 <petern> Might even rename, at least `invalid_ID` is a bit weird.
17:15:38 <Samu> oh snap! :) ai/gs changelog has typos
17:15:40 <andythenorth[d]> can I update the contents of storybook elements with recreating them on the page?
17:16:25 <andythenorth[d]> seems UpdateElement()
17:22:34 <Samu> I'm surprised regression didn't complain about anything
17:22:42 <Samu> it does not test free wagons
17:23:24 <TallTyler> Is #10384 as easy as it sounds? Seems too good to be true... 🤔
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17:26:32 <andythenorth[d]> hmm tile selection button is puzzling
17:26:44 <andythenorth[d]> clicking tile doesn't seem to emit a button event
17:26:52 <andythenorth[d]> but I am reading the API as it should
17:27:20 <andythenorth[d]> oh different class ok
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17:34:11 <andythenorth[d]> I don't see the typo here 😛
17:34:13 <andythenorth[d]> ` local tile_select_event = GSEventStoryPageTileSelect.Convert(ev);
17:34:13 <andythenorth[d]> Log.Info("Tile selected! " + tile_select_event.GetStoryPageID() + " " + tile_select_event.GetElementID() + " " + tile_select_event.GetTile());
17:34:25 <andythenorth[d]> but tile_select_event.GetTile() is undefined
17:34:49 <FLHerne> TallTyler: I can't see a reason why not
17:35:32 <andythenorth[d]> I can see GetTile in script_event_types.hpp, L1177
17:37:57 <andythenorth[d]> seems these tile selection buttons are handled as both ET_STORYPAGE_BUTTON_CLICK and ET_STORYPAGE_TILE_SELECT
17:38:06 <andythenorth[d]> probably expected?
17:38:30 <andythenorth[d]> I assume the click precedes the selection, as they are separate UI events?
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18:03:49 <andythenorth[d]> reusable story page widgets, composed from other widgets?
18:04:01 <andythenorth[d]> tile chooser needs a selected tile sometimes
18:05:06 <andythenorth[d]> /me plans GS UltimateLib
18:05:10 <andythenorth[d]> UltimateLibMax
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18:18:45 <TrueBrain> `This comment appears to contain commented-out code. ` .... lol? 😄
18:24:04 <glx[d]> oh it's the semi-comma
18:24:49 <glx[d]> (only possible reason I can imagine)
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18:42:27 <DorpsGek> - Update: Translations from eints (by translators)
18:56:20 <Samu> this codeQL is kinda annoying
18:57:24 <Samu> No trivial switch statements
18:57:24 <Samu> This switch statement should either handle more cases, or be rewritten as an if statement.
18:57:48 <Samu> It's not my fault, the code was already like that
19:42:42 <andythenorth[d]> ok how to suppress news messages from GS?
19:44:29 <andythenorth[d]> command call? 'do' means actually do it? not test? params are params? return ScriptObject::Command<CMD_BUILD_INDUSTRY>::Do(0, industry_type, 0, false, seed);
19:45:12 <andythenorth[d]> first param seems to be tile or 0
19:45:18 <andythenorth[d]> so that controls prospecting?
19:47:18 <andythenorth[d]> nope, 4th param is prospect
19:47:25 <andythenorth[d]> ok this C++ stuff is easy
19:47:30 <andythenorth[d]> "dunno why people complain"
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20:06:05 <andythenorth[d]> ok obvs I'm not as clever as I sound 😄
20:06:29 <andythenorth[d]> my show_news parameter to CmdBuildIndustry just results in me not being able to build industry
20:06:32 <andythenorth[d]> but the game can 😛
20:10:21 <andythenorth[d]> ok baby steps
20:10:52 <andythenorth[d]> do I add a 'show_news' param to the parameter list, or does it go in flags?
20:10:52 <andythenorth[d]> `CommandCost CmdBuildIndustry(DoCommandFlag flags, TileIndex tile, IndustryType it, uint32 first_layout, bool fund, uint32 seed)`
20:11:12 <andythenorth[d]> I have a conditional on AdvertiseIndustryOpening that works, but now I need to pass the param
20:11:29 <glx[d]> Remember show news also means dispatching the info to all scripts
20:11:50 <glx[d]> Player and scripts must get the same info
20:11:51 <andythenorth[d]> nah, they're separate lines as I red it?
20:12:02 <andythenorth[d]> 3 different events are emitted?
20:12:21 <andythenorth[d]> ` if (show_news) {
20:12:21 <andythenorth[d]> AddIndustryNewsItem(ind_spc->new_industry_text, NT_INDUSTRY_OPEN, ind->index);
20:12:21 <andythenorth[d]> AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index));
20:12:21 <andythenorth[d]> Game::NewEvent(new ScriptEventIndustryOpen(ind->index));
20:13:39 <glx[d]> But if the game and any scripts are running not telling a new industry is built feels wrong
20:14:40 <glx[d]> I think it should be handled at openttd level, not at GS level
20:15:21 <andythenorth[d]> make suggestions 🙂
20:15:34 <glx[d]> There should be a way to know if you are still in map generation phase
20:16:17 <andythenorth[d]> does script re-init when savegame is loaded?
20:16:23 * andythenorth[d] thinking of additional things to handle
20:16:40 <glx[d]> Script is restarted on load yes
20:17:50 <andythenorth[d]> ok that's a 100% separate concern I think, something GS needs to address when loading games
20:18:00 <andythenorth[d]> otherwise it will keep 'fixing' the map
20:18:46 <Rubidium> petern: regarding the viewport redraws (of this moring), just having a vector of viewport pointers (or windows with viewports) might already help with performance as it requires fewer iterate steps to find the viewports
20:28:59 <Samu> andythenorth[d], I'm testing #10381
20:30:40 <Samu> CmdInsertOrder as owner deity simply fails, but leaves an ERR_UNKNOWN behind, it should be a PRE_CONDITION_FAIL, guess it needs some EnforcePreconditions
20:32:58 <Samu> many of the functions you allow as deity end up being CmdInsertOrder in disguise
20:34:11 <andythenorth[d]> oof so close 🙂 `/OpenTTD.andythenorth/src/script/api/script_industrytype.cpp:130:39: error: out-of-line definition of 'ProspectIndustry' does not match any declaration in 'ScriptIndustryType'
20:34:11 <andythenorth[d]> /* static */ bool ScriptIndustryType::ProspectIndustry(IndustryType industry_type, bool show_news)`
20:34:22 <andythenorth[d]> everything works except extending the script params
20:35:52 <glx[d]> if I understand, you wan't your script to do the town/industry generation
20:36:11 <andythenorth[d]> ok found the missing param
20:37:06 <glx[d]> then the proper way would be to plug into mapgen and add support for optional GS functions
20:37:37 <andythenorth[d]> sounds interesting
20:37:44 <andythenorth[d]> I am just testing what is possible currently
20:37:59 <andythenorth[d]> GS can do a lot, it's not used because of some $reasons
20:38:07 <petern> Even so, skipping the news message is probably useful somewhere 🙂
20:39:45 <andythenorth[d]> well it means I can make treasure hunt
20:39:49 <andythenorth[d]> 'find the gold mine'
20:39:57 <andythenorth[d]> or you could just look on the map 😛
20:46:18 <andythenorth[d]> ok that's in a commit, to either be finished, or quietly forgotten
20:46:29 <andythenorth[d]> glx[d]: so hooking GS to map gen...? 🙂
20:46:48 <glx[d]> I'm trying to launch VS
20:47:03 <glx[d]> since tuesday my SSD is annoyingly slow
20:47:12 <andythenorth[d]> the current things I'm testing are using GS to retcon the map after it's generated
20:47:21 <andythenorth[d]> because grf can't reliably indicate where it wants industries
20:47:37 <andythenorth[d]> GS defined areas would almost entirely solve that
20:47:54 <andythenorth[d]> if they could be defined after terrain gen, but before industry placement
20:47:59 <glx[d]> 30 minutes to start windows, and many ours for windows to be usable
20:48:12 <andythenorth[d]> retconning the map after the fact is an ugly approach
20:48:16 <andythenorth[d]> although it will entirely work
20:50:37 <JGR> Rubidium: That is one of the things I've got in my branch, I don't have measurements any more but it's useful for MarkAllViewportsDirty type functions
20:55:06 <petern> My implementation doesn't seem to be noticeable for Wentbourne.
20:55:29 <petern> Although I guess I should by default just check if jgrpp has a performance optimization.
20:56:53 <JGR> Viewport rendering has a large number of changes in my branch compared to vanilla
20:58:07 <andythenorth[d]> can I make CmdBuildIndustry take a rect (or list or other format) of allowed tiles?
20:58:31 <andythenorth[d]> I could just a pass a distance and limit to that radius
20:58:39 <andythenorth[d]> and a starting tile
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21:12:00 <glx[d]> but that also means 2500*max_ops limit and 2500 commands
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21:14:45 <andythenorth[d]> 'things can be changed' 🙂
21:18:47 <andythenorth[d]> we could interleave different stages
21:18:55 <andythenorth[d]> post terrain gen
21:19:00 <andythenorth[d]> post industry creation
21:19:10 <andythenorth[d]> would rely on GS authors doing correct things
21:34:48 <Samu> how do i commit to pr/10381?
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21:39:56 <Samu> doesn't let me push to pr
21:40:09 <Samu> I worked for you andythenorth[d] :( but it doesn't let me
21:43:56 <michi_cc[d]> andythenorth[d]: ^^ A "present" for you 🙂
21:45:21 <michi_cc[d]> Samu: Only people with commit rights on a repo can push to PRs of other people.
21:46:46 <andythenorth[d]> I will test 🙂
21:48:30 <Samu> what should I do to forward this commit to that pr? I'm clueless at this point
21:49:17 <TallTyler> Why do you want to change Andy’s PR?
21:49:20 <Samu> it doesn't feel right to open up another pr of my own for it
21:49:36 <TallTyler> What else are you changing?
21:49:38 <Samu> I added companymode in scope
21:50:07 <Samu> so it can return the correct error message
21:50:12 <Rubidium> Samu: make a PR to andy's branch in his repository? Then andy can merge that
21:51:20 <andythenorth[d]> just make your own version of it
21:51:36 <andythenorth[d]> as in take the branch, push your own changes to your repo
21:51:47 <andythenorth[d]> they can be reconciled later if necessary
21:53:54 <Samu> wow, it's cloning the entire andythenorth repository :o
21:54:22 <Samu> let's see if i can do this the proper way
21:54:26 <andythenorth[d]> you want it as a remote?
21:54:35 <andythenorth[d]> or you want to check out the PR
21:54:35 <Samu> i dont really know what im doing atm
21:58:41 <Xarick> this fork is andy's, what is the answer for this question?
21:59:26 <glx[d]> check out the pr, add the commit, push the pr on your own fork (like any branch), open a PR targetting the other fork
22:02:19 <andythenorth[d]> the significant thing is the changeset
22:02:34 <andythenorth[d]> it doesn't matter which fork it's in really, more what it's based on, and what the diff is
22:16:07 <Samu> no i guess i used master by mistake, sorry
22:17:58 <Samu> andythenorth[d], did u receive 2 pull requests? the first one i targeted your master by mistake
22:18:29 <Samu> the 2nd one i targeted.... the same again?
22:20:09 <andythenorth[d]> samu do your own branch isolated from my mine, and do your own PR, I can delete mine
22:20:35 <Samu> SamuXarick wants to merge 1 commit into andythenorth:gs-alllow-order-mutation from SamuXarick:add-scriptorder-precondition
22:20:43 <andythenorth[d]> I can't judge whether to accept your PR or not, or if it confuses my branch, so just do your own 🙂
22:20:52 <Samu> forgive me, I'll never do this again
22:20:56 <andythenorth[d]> my PR is known inomplete
22:22:59 <andythenorth[d]> michi_cc[d]: looks nice 🙂 I need to do washing up and sleep, so I haven't test nml patch
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22:36:41 <andythenorth[d]> but we agreed that GS can have multiple commands, wrapped as one command? 😛
22:37:51 <andythenorth[d]> 'probably fine'
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23:39:17 <petern> Yeah, how does renaming engines interact with this 10399...
23:50:59 <michi_cc[d]> petern: Custom name is custom name, and takes precedence just like now.
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23:57:13 <wyndbain> andythenorth[d]: cursed koploper
continue to next day ⏵