IRC logs for #openttd on OFTC at 2023-03-02
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10:01:59 <petern> Ah the old min > max clamp.
10:05:57 <andythenorth> I was looking for black, but for html, apparently that might be it
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10:15:16 <pickpacket> glx[d]: how come a plane is 3 vehicles?
10:15:45 <pickpacket> 64k head vehicles sounds like more than anyone needs, though
10:17:21 <petern> Body, shadow and (for helicoptors) rotor.
10:18:14 <petern> Body and shadow is the magic that allows a plane to carry passengers and mail.
10:18:27 <pickpacket> i assumed the rotor was just an animation
10:18:39 <pickpacket> the shadow carries goods?
10:26:00 <andythenorth> ships need a wake π
10:26:04 <andythenorth> for the same outcome
10:26:16 <andythenorth> or actually...not just inventing amusing hacks
10:28:44 <LordAro> andythenorth: ships are dead?
10:28:48 <Merni> andythenorth: how about "exhaust fumes" as a vehicle for buses to carry mail then
10:34:22 <LordAro> petern: so can helicopters have 3 cargoes? :p
10:34:52 <LordAro> and has anyone brought up the fact that rotors don't cast a shadow?
10:34:59 <petern> "Yes" but the code doesn't do it.
10:35:37 <petern> Fast spinning objects don't cast much of a shadow anyway, when it's at rest you can pretend it's aligned with the body π
10:46:25 <petern> pickpacket: It is an animation that's attached to a vehicle.
10:47:11 <petern> Vehicle smoke and sparking effects are also vehicles, but they don't live very long.
10:47:33 <petern> So any cargo would be lost...
10:57:52 <pickpacket> petern: but what do you mean by "Body and shadow is the magic that allows a plane to carry passengers and mail."?
10:58:14 <petern> Vehicles can only carry one cargo type.
10:58:42 <petern> Planes are able to carry both passengers and mail, because they have both a body vehicle and the shadow vehicle.
10:59:41 <pickpacket> oh. That's pretty cool
11:10:05 <Xarick> wow, i don't know how to rebase 10373
11:10:16 <Xarick> squirrel_helper is different
11:28:28 <andythenorth> "imagine the pathfinding CPU impact"
11:36:13 <pickpacket> if I have a train with a passenger-carrying engine and two goods vans, how do I refit it so that I keep the passenger compartment and have two different cargoes in the vans?
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11:52:48 <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 https://github.com/OpenTTD/OpenTTD/pull/10376
11:59:10 <glx[d]> pickpacket: You can't, refitting is global
11:59:41 <glx[d]> Though you can do in multiple steps
12:00:07 <Xarick> holy mother of conflicts
12:00:21 <glx[d]> Refit ebgin+wagons, detach wagons, refit engine, reattach wagons
12:02:59 <Xarick> about 20 conflicts on that one
12:03:08 <Rubidium> Xarick: then you haven't seen my latest PR yet ;)
12:05:26 <petern> glx[d]: Doesn't refit allow to select which wagons to refit? Or is that only for cargo subtype?
12:06:24 <glx[d]> Can't remember, I don't play enough π€£
12:06:58 <glx[d]> But could be some magic ctrl
12:07:52 <petern> Not even magic ctrl key π
12:10:07 <Xarick> you mean, any tiny bit of change in that code block will trigger a conflict?
12:11:32 <Xarick> I cause my own conflicts
12:12:27 <petern> If it's a very minor change, VS Code gives you an option to combine changes easily enough.
12:13:25 <glx[d]> Yes it was you, a single change in a to be adde/removed block will conflict
12:14:18 <glx[d]> But this one is easy as it's just a removal
12:15:15 <Xarick> i think im closing that PR
12:15:28 <Xarick> it's been 2 weeks or so and nothing about it
12:53:31 <glx[d]> Forgot to build before push in #8492 ?
13:13:56 <Xarick> oh i see, water.h was removed
13:14:02 <Xarick> need to be included again
13:15:28 <Xarick> maybe I'll do what TallTyler suggested if now I am requiring to add includes
13:40:36 <andythenorth> petern: I stopped closing things, it was a bit like 2048, once you've got a high score, you can stop playing
13:40:56 <andythenorth> I reduced about 900 FS to about 100 GH issues, nobody else is going to beat that π
13:41:02 <andythenorth> greatest of all time etc
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14:13:41 <Xarick> how can there be more roadstop id than station id?
14:16:50 <Xarick> oh! each roadstop tile counts as an index?
14:22:02 <petern> You can have more roadstops than stations.
14:22:57 <petern> If each roadstop tile used the same ID then it wouldn't need an ID at all.
14:51:43 <audigexJon> petern: Now youβre thinking in MongoDB
15:13:57 <Xarick> the AI/GS split is such a headache
15:15:50 <Xarick> it was a gui change to the AI/GS window when they were together
15:16:33 <Xarick> a big chunk on ai_gui is also moved
15:33:54 <Xarick> okay, all that's left to rebase is the big chunk ai_gui.cpp π¦ the other mini file changes are don
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17:15:00 * Rubidium wonders how many GS functions currently crash under company mode in an invalid company
17:20:00 <Rubidium> at least the whole GSEngine looks suspect
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17:36:45 <Rubidium> yes, it will CTD... but testing it is a PITA as a company needs to be gone first
17:47:16 <andythenorth> can clean servers?
17:47:34 * andythenorth has no idea what cleaning a company actually does
17:54:38 <Rubidium> glx[d]: I rather trigger it directly from a regression test or something
17:55:24 <andythenorth> can GS actually invalidate companies?
17:55:38 <andythenorth> maybe it should be able to π
17:55:42 <glx[d]> IIRC it's possible to switch to invalid company with company mode
17:55:52 <andythenorth> "if you don't make your goal by this date, your company will be closed"
18:00:37 <Rubidium> glx[d]: an invalid company would make it INVALID_COMPANY, and HasBit(company_avail (i.e. -1), 0xFF) returns false, where it would return true for companies with ID 0..15
18:02:36 <Rubidium> and that doesn't crash
18:03:08 <andythenorth> did I imagine there's some GS for actual regression testing?
18:03:25 <andythenorth> someone linked a repo maybe?
18:10:47 <glx[d]> there's no regression testing for GS
18:11:50 <glx[d]> theorically a GS could test all AI stuff, but many parts are not yet allowed to GS
18:12:57 <glx[d]> Rubidium: Oh I see, companymode is not updated on company disparition
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18:50:48 <DorpsGek> - Update: Translations from eints (by translators)
18:51:23 <glx[d]> funny how only VS warns when it should be an error everywhere
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20:16:07 <Xarick> Rect tr = r.Shrink(WidgetDimensions::scaled.matrix);
20:16:23 <Xarick> how do i draw icons next to text, π¦
20:17:09 <glx[d]> icon position = text position + text bounding box
20:17:24 <Xarick> this rect changes ... π¦
20:26:46 <Xarick> what are the replacements for WD_MATRIX_RIGHT WD_MATRIX_LEFT WD_FRAMERECT_LEFT WD_FRAMERECT_RIGHT?
20:27:27 <petern> WidgetDimensions::scaled.matrix and WidgetDimensions::scaled.framerect
20:27:59 <petern> Draw your icon at tr.WithWidth(sprite_width, rtl)
20:28:15 <petern> Draw your text at tr.Indent(sprite_width + WidgetDimensions::scaled.hsep_normal, rtl)
20:44:24 <Xarick> doesn't look aligned enough
20:45:09 <Xarick> text needs to go up some pixels
20:45:28 <Xarick> author, version i didn't touch
20:47:37 <petern> In master the Available AIs list is correctly aligned, so go back and see what you added...
21:41:23 <andythenorth> lol grf variable to read sign at a specific tile index? when?
21:41:33 * andythenorth reading the AI-GS sign library
21:42:45 <Xarick> question, if I remove a String from english.txt, I don't need to remove it from the other languages, right?
21:43:09 <Xarick> it will do it automaticaly?
21:45:30 <Rubidium> Xarick: the translator will do it
21:45:51 <andythenorth> petern: is that a priority merge though?
21:46:09 <petern> Not a block signal in sight
21:46:43 <TrueBrain> I wonder what happens if a car tries to cross
21:46:58 <andythenorth> which signal grf is that on the left?
21:47:07 <andythenorth> it's a single yellow with red edges?
21:47:43 <Xarick> should I care about GS config window?
21:48:04 <andythenorth> petern: how many hp / t?
21:48:11 <andythenorth> you'll need 13.0 to see that though
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