IRC logs for #openttd on OFTC at 2023-01-26
00:01:32 <petern> Huh, we still build on OS/2 ?!
00:03:40 <JGR> If that actually compiles and runs, I will be amazed
00:04:08 <LordAro> iirc orudge compiled it not *too* long ago
00:04:28 <LordAro> might be a few years ago now though...
00:09:41 <dwfreed> 2019 was last year
01:32:25 *** supermop_toil_ has joined #openttd
01:34:31 *** Wormnest has quit IRC (Ping timeout: 480 seconds)
01:37:03 *** supermop_toil has quit IRC (Ping timeout: 480 seconds)
01:38:56 *** WormnestAndroid has quit IRC (Ping timeout: 480 seconds)
01:40:06 *** WormnestAndroid has joined #openttd
02:16:42 *** Wormnest has joined #openttd
02:55:27 *** HerzogDeXtEr has quit IRC (Read error: Connection reset by peer)
03:50:13 *** Flygon has joined #openttd
04:02:36 *** D-HUND has joined #openttd
04:05:56 *** debdog has quit IRC (Ping timeout: 480 seconds)
04:26:31 *** WormnestAndroid has quit IRC (Ping timeout: 480 seconds)
04:26:50 *** Wormnest has quit IRC (Quit: Leaving)
04:35:21 *** keikoz has joined #openttd
05:21:26 *** esselfe has quit IRC (Ping timeout: 480 seconds)
05:45:45 *** WormnestAndroid has joined #openttd
05:50:29 *** HerzogDeXtEr has joined #openttd
05:58:26 *** keikoz has quit IRC (Ping timeout: 480 seconds)
06:12:17 *** nielsm has joined #openttd
06:36:23 *** nielsm has quit IRC (Ping timeout: 480 seconds)
07:48:57 *** WormnestAndroid has quit IRC (Remote host closed the connection)
08:01:09 *** sla_ro|master has joined #openttd
09:26:57 <andythenorth[d]> wonder if towns could request bridge building, rather than do bridge building
09:27:04 <andythenorth[d]> then GS could handle the event and build fancy bridges
09:27:26 <andythenorth[d]> I want town bridges that have extra spans, not just the water tiles
09:27:40 <andythenorth[d]> then they don't block building routes following the water line
09:27:47 <andythenorth[d]> but that's hardly a base game concern
09:27:50 <andythenorth[d]> and grf can't do it
09:27:57 <LordAro> good morn
09:28:04 <andythenorth[d]> o/
09:35:42 *** esselfe has joined #openttd
09:53:21 <DorpsGek> [OpenTTD/OpenTTD] ShlokJswl commented on issue #8932: Maximum initial loan amount does not match Game Settings
10:40:38 *** Samu has joined #openttd
10:52:16 *** D-HUND is now known as debdog
11:06:25 <FLHerne> andythenorth[d]: you mean the bridge a level higher with the ramps set back from the shore?
11:06:45 <FLHerne> how would the town know when and where to ask GS for a bridge in that case?
11:07:29 <FLHerne> I guess it could ask in the normal bridge location, and GS could remove/alter the approach roads as required
11:10:16 <andythenorth[d]> yes
11:10:19 <andythenorth[d]> that sort of thing
11:11:09 <andythenorth[d]>
11:11:13 <andythenorth[d]> I tested it a couple of years ago
11:11:28 <andythenorth[d]> tried to patch it in the game, but unreliable results due to Lack Of Skill
11:25:14 *** WormnestAndroid has joined #openttd
11:35:56 <Merni> Thing is there is often a road already running along the shore one tile away from it
11:36:20 <Merni> and if that happens you can't bridge off that road with a gap
11:42:36 <andythenorth[d]> also that
11:42:39 <andythenorth[d]> is a thing
11:42:52 <andythenorth[d]> stuff like this is hard to solve in the base game, so many settings and preferences
11:43:01 <andythenorth[d]> towns should be scripted
11:51:13 <petern> Okay, I nearly cleared up enough space to install Linux. Unfortunately it's still all spread out over 6 different drives...
11:52:50 <petern> I still don't know where all the space goes... 😮
11:55:29 <petern> 750GB in Ortho4XP. I don't place X-Plane 11 since MSFS came out.
12:05:21 <petern> I uninstalled War Thunder, but it's still left 25GB of content.
12:13:57 <andythenorth[d]> was it good?
12:14:09 <petern> Not played it for years.
12:14:14 <andythenorth[d]> my friend plays it, but describes it as 20 mins of driving to the battle, then getting killed
12:14:15 <petern> How can some background image be 49MB?
12:14:33 <petern> Oh, it's 8801x4950 pixels. That's a bit pointless.
12:19:24 *** WormnestAndroid has quit IRC (Read error: Connection reset by peer)
12:26:21 <andythenorth[d]> 4k?
12:26:29 * andythenorth[d] has no idea what 4k means
12:31:20 <petern> "32bpp extra zoom", around here...
12:48:52 <petern> Okay I nearly have a 2TB SSD free of stuff.
12:49:07 <petern> That's how many random Steam games I had left installed but never played.
12:49:36 <petern> Well no, I had about 10TB of storage that was pretty full, not just that 2TB SSD.
12:53:16 <petern> Speaking of storage, if I buy this recumbent trike I have nowhere to keep it. Oh dear.
12:54:11 <TonyPixel> petern: xd, I catch people on this even nowadays and even the old folks
12:54:12 <FLHerne> put it on the roof
12:54:42 <petern> It's not flat 😄
12:54:59 <TonyPixel> Place it vertically to the wall
12:55:12 <petern> I think I need to move my greenhouse then replace the tiny shed (no room for a bike) with a giant shed.
12:55:15 <petern> (Or garage)
12:55:25 <FLHerne> it doesn't need to be flat :p
12:55:35 <FLHerne> use a big hook
12:56:22 <petern> Single garage with flat roof (avg £22,000)
12:56:23 <petern> FFS
13:04:29 <petern> 255 local branches, Oops.
13:11:11 <TonyPixel> petern:
13:29:58 <andythenorth[d]> magic number
13:35:16 <Samu> disaster zeppeliner crashed, always picks the same station, that's odd
13:36:26 <andythenorth[d]> there's an issue or PR about UFOs favouring low tile indexes
13:36:34 <andythenorth[d]> might be the same root cause, might not
13:38:57 <Rubidium> Samu: you're not restarting the same game to test your script, right? Because then that would be expected...
13:40:09 <petern> Not low indexes, just being useless on larger maps, but that was rewritten.
13:41:50 <andythenorth[d]> deterministic random for repeatable testing 😄
13:41:52 <Samu> ah, Disaster_Zeppeliner_Init
13:42:12 <Samu> iterates all station indexes till it finds an airport
13:42:44 <Samu> and thus it always picks the same airport everytime it spawns
13:43:25 <Samu> the low index
13:46:31 <Rubidium> I think all disasters should be reviewed, as some others look suspect as well. For example Disaster_Airplane_Init where the first one seems to have the lowest chance of getting hit, compared to the later ones
13:52:45 <andythenorth[d]> I made new 'disasters' in GS
13:52:56 <andythenorth[d]> if nuking random cities on the map can be counted as a disaster
13:53:07 <andythenorth[d]> I know we don't want war themes, it was a GS test 😛
13:53:18 <andythenorth[d]> GS would be ideal for disasters
13:53:22 <andythenorth[d]> although I just turn them off
13:53:45 <petern> You can do what you like in a GS.
13:56:34 <Rubidium> also don't build your industry with attack behaviour south west of other industries with the same behaviour, because if they get targeted you will still be blown up instead
13:58:09 <petern> Hmm, I guess moving my source tree and vcpkg will probably upset VS Code.
13:59:10 <petern> But I nearly have a 250GB SSD and a 2TB SSD free. I've not run Linux on my desktop for ~5 years...
14:00:30 <andythenorth[d]> Rubidium: do missiles overshoot or something? Or is this about tile array wraparound?
14:05:42 *** CornsMcGowan[m] has quit IRC (Quit: Client limit exceeded: 20000)
14:07:44 <Rubidium> andythenorth[d]: no, it uhm... "randomly" chooses an industry with attack behaviour, then determines a point at the edge of the map where to start and starts in NE direction. But the first industry with attack behaviour it passes gets blown up
14:08:45 <Rubidium> "randomly" as in: last industry has 50% chance, second to last industry 25%, third to last industry 12.5% etc.
14:08:56 <petern> 50,000 items in my source tree, off.
14:12:01 <andythenorth[d]> oh I see 🙂
14:12:21 <Samu> std::queue<ScriptEvent *> stack; ///< The actual queue. how large can the std::queue be? i feel like testing the limit
14:12:28 * andythenorth[d] had wrong context :)
14:12:40 <petern> Samu, how much memory do you have?
14:13:30 <glx[d]> Yeah the limit is the ram
14:13:59 <Samu> oh :9 is that it?
14:14:10 <Samu> 16 GB ram
14:15:04 <Samu> while (true) {
14:15:05 <Samu> Game::NewEvent(new ScriptEventEnginePreview(e->preview_company, i));
14:15:05 <Samu> }
14:15:09 <Samu> kek
14:16:41 <LordAro> i imagine it will take a while
14:16:56 <glx[d]> Oh and when ram is full OS while use HDD space usually
14:17:04 <andythenorth[d]> am I the only one terrified by do...while ?
14:17:09 <andythenorth[d]> burnt so many times in prod by it
14:17:28 <andythenorth[d]> some languages don't have 'max loops' etc either by design, or by omission
14:17:42 <andythenorth[d]> some / most 😛
14:17:51 <LordAro> petern: git ls-files says 103977 for me
14:18:11 <LordAro> andythenorth[d]: they're occasionally useful
14:18:31 <LordAro> but it's more of a "oh, i need this to be a do-while", rather than starting out with one
14:18:44 <andythenorth[d]> it's hard to fail to close a `for i in range`
14:18:55 <andythenorth[d]> it's trivial to fail to close a `do...while`
14:18:56 <petern> Nice. Okay, it's building on my E: drive instead of my I: drive now.
14:21:25 <Rubidium> I before E... ;)
14:21:39 <petern> But it's after my C: drive...
14:25:03 <andythenorth[d]> I have one drive 😦
14:25:05 <andythenorth[d]> I feel left out
14:25:25 <petern> Mac users, eh
14:25:48 <andythenorth[d]> my 1TB HD seems to have stopped filling up
14:26:05 <andythenorth[d]> I guess I don't download movies or play AAA games
14:26:06 <petern> Because no-one makes software for Macs.
14:26:15 <andythenorth[d]> lol yes, that's why 🙂
14:26:24 <Samu> + data->stack { size=27898524 } std::queue<ScriptEvent *,std::deque<ScriptEvent *,std::allocator<ScriptEvent *>>>
14:26:27 <petern> This is canon.
14:26:31 <andythenorth[d]> it used to fill up with random pictures my kids were taking
14:26:32 <Samu> wow, it can get big
14:26:51 <petern> That's bigger than a regular stack 😄
14:29:32 <Samu> i thouht there was an imposed limit
14:29:44 <Samu> the older stuff would be removed or so, but nah...
14:32:23 <Samu> is this information saved in a savegame?
14:37:36 <Samu> nope
14:37:51 <Samu> that's sad
14:38:33 <Samu> AIs won't know what events they had waiting after a load game
14:41:31 <Rubidium> ... unless they save them for later processing
14:42:20 <FLHerne> I seem to have 150GB of stuff
14:55:43 <glx[d]> If an AI as so many events in the queue it probably doesn't care about them
15:00:09 <LordAro> glx[d]: but what if it *does* ?
15:05:58 *** nielsm has joined #openttd
15:06:44 <petern> Urgh, I want to migrate this to Postgres.
15:07:19 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #10413: Fix missing documentation for scripts
15:23:59 <Samu> a nullptr slipped in
15:30:10 <Samu> more than one actually
15:35:39 <petern> Oh, something I wrote over 2 years ago has never worked. Oops.
15:42:42 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10411: Expose more functions to game scripts
15:48:15 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10386: Fix: Some Script::IsValidVehicle checks need to be complemented with IsPrimaryVehicle
15:49:32 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10376: Fix: [Script] Ensure building/removing rail lines can't be backwards and allow building/removing rail lines coming from or heading to the void
15:49:55 *** ttd has joined #openttd
15:51:02 *** ttd has left #openttd
15:51:54 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10373: Allow Scripts to convert returned uint32 values to int64
15:54:08 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10330: Codechange: Rework 'start_date' parameter for AIs as a game setting
15:55:09 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #9924: Fix 7e1e275: Measure AI Collect Garbage performance
15:58:06 <Samu> identifier MapSize() is undefined... what is it named now?
15:58:43 <Samu> ah, Map::Size()
16:00:59 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #8517: Codechange: Make void tiles flood edge tiles, instead of edge tiles flooding themselves
16:03:56 <Samu> 8492 is approved
16:04:02 <Samu> not gonna rebase that one
16:04:05 *** _aD has joined #openttd
16:04:31 <LordAro> Samu: still a good idea to do so
16:04:35 <LordAro> given the recent changes
16:12:22 <Samu> ok
16:12:38 *** _aD has quit IRC (Quit: leaving)
16:13:24 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick dismissed a review for pull request #8492: Fix: Don't allow towns to terraform certain floodable tiles
16:13:27 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #8492: Fix: Don't allow towns to terraform certain floodable tiles
16:26:41 *** WormnestAndroid has joined #openttd
17:15:37 *** frosch has joined #openttd
17:15:37 <frosch> Does anyone know or ?
17:15:37 <frosch> Does anyone want to talk with a researcher from them about open-source games? (no further scope or context)
17:45:50 *** Flygon has quit IRC (Quit: A toaster's basically a soldering iron designed to toast bread)
17:57:50 *** tokai has joined #openttd
17:57:50 *** ChanServ sets mode: +v tokai
18:00:20 *** Wormnest has joined #openttd
18:05:03 <DorpsGek> [OpenTTD/team] jacobczsk opened issue #387: [cs_CZ] Translator access request
18:11:34 *** tokai|noir has joined #openttd
18:11:34 *** ChanServ sets mode: +v tokai|noir
18:13:44 <andythenorth[d]> frosch: quite like their site
18:13:54 <andythenorth[d]> do we want me to talk to them? or will that go badly?
18:14:07 <andythenorth[d]> am I now community relations? 😛
18:14:20 <andythenorth[d]> I just got temp-banned on a train forum
18:15:04 <frosch> i have no idea what they want to research 🙂 they probably ask how we pay our developers, using in-game transactions, etc :p
18:15:21 <frosch> if you want, i'll forward you the mail
18:16:26 <andythenorth[d]> ok 🙂
18:16:35 <andythenorth[d]> are they not on discord? 😛
18:16:36 <andythenorth[d]> silly people
18:16:51 <frosch> they are on linkedin :p
18:17:02 <andythenorth[d]> ideal, I've been using it all day
18:18:33 *** tokai has quit IRC (Ping timeout: 480 seconds)
18:25:38 <andythenorth[d]> frosch: I'll reply 🙂
18:25:47 <frosch> thanks 🙂
18:27:46 <andythenorth[d]> will see if it happens
18:29:58 <andythenorth[d]> I haven't made any more GS minigames this week 😛
18:30:01 <andythenorth[d]> been all work
18:33:34 <Eddi|zuHause> how is train whack gs coming along?
18:33:42 <andythenorth[d]> I have not made it yet
18:33:57 <andythenorth[d]> I see no reason it can't be made though
18:34:11 <andythenorth[d]> given that Train Whack! was inspired by Pikka's CivilAI
18:34:18 <andythenorth[d]> and how it chooses trains
18:34:35 <andythenorth[d]> making GS is fun, other people should try 😄
18:35:48 <Eddi|zuHause> my last GS calculated which towns neighbour each other via a voronoi partition
18:36:13 <andythenorth[d]> did you release it as a library?
18:36:18 <andythenorth[d]> sounds like a thing
18:37:34 <Eddi|zuHause> i don't think so, but i also don't remember what held me back
18:37:54 <supermop_toil_> voronoi towns sounds useful
18:38:23 <supermop_toil_> though i guess you might want the topology to be a little weirder in some cases?
18:38:49 <supermop_toil_> like dont link to a close town if its on the opposite side of a tall mountain
18:41:40 <Eddi|zuHause> in theory you can make a voronoi partition like that, but not with the approach i did, which relied on an euclidean metric
18:44:21 *** Wolf01 has joined #openttd
18:44:30 <Eddi|zuHause> i used the triangulation-approach, which relies on things like right angles to exist, but if you want to distort the metric to take account of tography, then you need to fall back on the flood-fill approach
18:45:19 <Eddi|zuHause> essentially you make a BFS starting with each town center, and whoever reaches a tile first claims that tile for that town
18:45:41 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
18:45:42 <DorpsGek> - Update: Translations from eints (by translators)
18:45:45 <Eddi|zuHause> that has the drawback that you need an array of whole-map size that stores a town id
18:46:03 <Eddi|zuHause> and you have to do everything all over when you add a new town
18:46:50 *** gelignite has joined #openttd
18:47:45 <Eddi|zuHause> whereas the triangulation only needs to store a few values per town, and the calculation is incremental, so you can add new towns for low cost
18:48:29 <andythenorth[d]> these are the things that we should have GS libraries for 😛
18:48:58 <andythenorth[d]> then we could, if they are used, move them into OpenTTD methods, which are probably faster and more RAM efficient
18:49:30 <andythenorth[d]> I had the idea we should take over Superlib and extend it
18:49:44 <andythenorth[d]> it appears to be really well documented, and probably useful
18:50:23 <andythenorth[d]> I wouldn't mind doing some of the maintaining, but TBH, the point of libraries is that I *can't* write the proper algorithmic code 😛
18:50:39 <andythenorth[d]> so I could add much in the way of useful functions
18:51:57 <andythenorth[d]> could not *
19:17:01 <petern> £580 for a Windows Dev Kit 2023.
19:19:51 <petern> Heh, seems to be a surface board in a different case.
19:38:37 <Samu> nice!
19:39:00 <Samu> i didn't know i could PR on my fork and have the tests done
19:40:08 <Samu> since when was this possible?
19:40:37 <LordAro> always
19:40:39 <Samu> and who's paying for it?
19:40:49 <LordAro> microsoft, i guess
19:40:57 <LordAro> same as the rest of the CI
19:47:40 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #10414: Codechange: use RAII to automatically restore _cur_dpi after use
19:49:59 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #8517: Codechange: Make void tiles flood edge tiles, instead of edge tiles flooding themselves
19:55:46 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #10414: Codechange: use RAII to automatically restore _cur_dpi after use
20:02:09 *** keikoz has joined #openttd
20:04:56 *** gelignite has quit IRC (Quit: Stay safe!)
20:08:47 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 updated pull request #10414: Codechange: use RAII to automatically restore _cur_dpi after use
20:10:03 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #10414: Codechange: use RAII to automatically restore _cur_dpi after use
20:10:50 *** Compu has joined #openttd
20:11:47 *** Compu has quit IRC ()
20:13:07 <Samu> what is this error? I rebased and pushed
20:13:13 <Samu> on my fork
20:16:22 <petern> It means you don't have an authentication token.
20:16:33 <Rubidium> good question, that also always fails on my fork but doesn't fail on main. Based on the error there's some authentication token that is missing in your repository's configuration
20:17:46 <Samu> it didn't fail the first time
20:18:28 <Samu> or maybe it didn't even start? can't remember if that test was run
20:22:33 <glx[d]> it's not important anyway, it's the check for preview label
20:23:00 <glx[d]> and this one is ran on push
20:23:36 <Samu> it was a force pushed, btw
20:24:22 <glx[d]> same
20:30:54 <DorpsGek> [OpenTTD/team] glx22 commented on issue #387: [cs_CZ] Translator access request
20:34:55 <Samu> why does it have 2 commits, what is the translator commit doing here?
20:34:58 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #10397: Codechange: Use vector for NewGRF spec overrides.
20:36:09 <Samu> i'm still a noob on github
20:37:31 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #8517: Codechange: Make void tiles flood edge tiles, instead of edge tiles flooding themselves
20:39:21 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #10397: Codechange: Use vector for NewGRF spec overrides.
20:40:01 <glx[d]> proabably because your master branch is outdated samu
20:40:34 <Samu> how do i fix this now? :(
20:40:44 <glx[d]> no need
20:41:25 <glx[d]> the PR just shows the differences between your master and your branch
20:42:49 <Samu> i updated master, then tried rebasing the pr, the translator commit didn't go away :(
20:43:13 <Samu> everything up to date
20:45:22 <DorpsGek> [OpenTTD/OpenTTD] github-code-scanning[bot] commented on pull request #10414: Codechange: use RAII to automatically restore _cur_dpi after use
20:47:50 <Rubidium> the comment I knew would be coming
20:48:52 <glx[d]> yeah expected
20:49:58 <Samu> aha, i had to change fork behaviour, now it's gone
20:52:28 <Samu> nice, if i want to rebase prs to my fork, i gotta switch fork behaviour, between SamuXarick/OpenTTD and OpenTTD/OpenTTD
20:52:51 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #8517: Codechange: Make void tiles flood edge tiles, instead of edge tiles flooding themselves
20:52:56 *** virtualrandomnumber has joined #openttd
20:53:20 *** virtualrandomnumber has quit IRC ()
20:53:31 <Samu> github desktop now has popups
20:53:42 <Samu> notifications on the side
20:53:46 <Samu> not sure i like that
20:54:06 <Samu> about what's happening with my pr's and whatnot
20:54:36 <Samu> i receive double
20:54:48 <Samu> one via email, other via github desktop
20:57:09 <Xarick>
20:57:22 <Samu> they really wanna integrate everything into that app
20:57:32 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #8517: Codechange: Make void tiles flood edge tiles, instead of edge tiles flooding themselves
20:58:36 <Samu> nice:)
21:15:11 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #10176: Codechange: Remove shift as fast-forward key when _DEBUG is defined
21:15:35 *** nielsm has quit IRC (Ping timeout: 480 seconds)
21:33:14 <TonyPixel> does 32bpp support alpha channel&
21:33:22 <petern> Yes
21:33:31 <TonyPixel> So I can only develop compatibility for RGBA and indexed
21:36:11 *** keikoz has quit IRC (Ping timeout: 480 seconds)
21:49:25 <Pruple> what else did you have in mind?
22:05:16 *** Wormnest has quit IRC (Ping timeout: 480 seconds)
22:05:45 *** argoneus has quit IRC (Ping timeout: 480 seconds)
22:06:09 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #10415: Fix CodeQL "Commented out code" warnings
22:07:36 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #10415: Fix CodeQL "Commented out code" warnings
22:09:46 *** argoneus has joined #openttd
22:12:07 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10415: Fix CodeQL "Commented out code" warnings
22:14:45 *** WormnestAndroid has quit IRC (Ping timeout: 480 seconds)
22:15:33 *** WormnestAndroid has joined #openttd
22:21:21 *** WormnestAndroid has quit IRC (Read error: Connection reset by peer)
22:21:30 *** WormnestAndroid has joined #openttd
22:43:13 <TonyPixel> Pruple: going full bananas and developing PNG librar
22:47:16 *** Wormnest has joined #openttd
22:47:59 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #10415: Fix CodeQL "Commented out code" warnings
22:48:59 <petern> That elrail one is nice 🙂
22:59:57 *** Samu has quit IRC (Quit: Leaving)
23:01:00 <DorpsGek> [OpenTTD/OpenTTD] gh658804 opened issue #10416: [Bug]:
23:08:06 <DorpsGek> [OpenTTD/OpenTTD] gh658804 commented on issue #10416: [Bug]:
23:10:09 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 opened pull request #10417: Cleanup: remove unused static variables
23:10:51 <TonyPixel> The problem is
23:11:05 <TonyPixel> I'll have two completely different interfaces for indexed and RGBA
23:11:17 <TonyPixel> like byte array for canvas in one and uint in other
23:20:05 *** sla_ro|master has quit IRC ()
23:21:41 *** Wolf01 has quit IRC (Quit: Once again the world is quick to bury me.)
23:27:47 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on issue #10416: [Bug]:
23:39:31 *** Wormnest has quit IRC (Ping timeout: 480 seconds)
23:44:16 *** reldred has quit IRC (Quit: User went offline on Discord a while ago)
23:48:30 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #10417: Cleanup: remove unused static variables
23:52:33 <DorpsGek> [OpenTTD/OpenTTD] github-code-scanning[bot] commented on pull request #10417: Cleanup: remove unused static variables