⏴ go to previous day00:00:39 *** HerzogDeXtEr has quit IRC (Read error: Connection reset by peer)00:00:42 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #10544: Fix #5713: Use pathfinder to find closest ship depot https://github.com/OpenTTD/OpenTTD/pull/1054400:01:30 <xarick> it should be happy now00:03:55 <xarick> wondering if it's possible to check if a depot is in the same region label?/patch? as the ship00:08:55 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1194070261209763850/image.png?ex=65af0397&is=659c8e97&hm=82ad138cc11fb49000fb549194001bf914a7cabf286ebc78c47b114900de6dec&00:08:55 <xarick> yeah... this is bad, but considering all things, surprisingly fast for 64000 depots00:10:01 <xarick> okay, tomorrow I'll think of another approach00:10:04 <xarick> cyas good nigh01:00:16 <DorpsGek> [OpenTTD/OpenTTD] glx22 opened pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/1172101:19:03 *** Wormnest has quit IRC (Ping timeout: 480 seconds)01:55:31 *** thelounge345 has joined #openttd02:05:06 *** Wormnest has joined #openttd02:38:46 *** thelounge345 has quit IRC (Quit: The Lounge - https://thelounge.chat)02:39:47 *** thelounge345 has joined #openttd02:40:39 *** Wormnest has quit IRC (Quit: Leaving)03:49:10 *** D-HUND has joined #openttd03:52:41 *** debdog has quit IRC (Ping timeout: 480 seconds)04:07:53 <DorpsGek> [OpenTTD/OpenTTD] NastyFlytrap opened issue #11722: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/issues/1172204:41:42 *** keikoz has joined #openttd05:08:10 <rau117> NastyFlytrapviaGitHu: How about adding the setting “disable competition for resources: only secondary/all”?05:08:10 <rau117> Many servers prohibit stealing aka “competition” at least on secondary resources, having such a setting at the game level would save the nerves of many players and moderators05:10:40 <emperorjake> Could such a setting tell apart primary and secondary industries in e.g. FIRS?05:17:47 <rau117> Well... that's a slightly different question. Although it may work by the “manual primary industry construction method”.05:28:28 *** alfagamma7 has quit IRC (Quit: User went offline on Discord a while ago)05:56:26 <DorpsGek> [OpenTTD/OpenTTD] krysclarke commented on issue #11722: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/issues/1172206:00:02 *** D-HUND is now known as debdog06:11:46 *** keikoz has quit IRC (Ping timeout: 480 seconds)06:34:02 *** Flygon has joined #openttd07:31:36 *** tokai has joined #openttd07:31:37 *** ChanServ sets mode: +v tokai07:36:18 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on issue #11722: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/issues/1172207:38:07 <locosage> rau117: you can already do that with gamescript07:38:27 <locosage> citymania does, for example07:38:36 *** tokai|noir has quit IRC (Ping timeout: 480 seconds)07:50:47 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/11721#issuecomment-188256108208:09:17 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11719: Change: Cargo type is label https://github.com/OpenTTD/OpenTTD/pull/11719#issuecomment-188258374208:09:41 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/11721#issuecomment-188258417508:14:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/11721#issuecomment-188259043908:18:10 <DorpsGek> [OpenTTD/OpenTTD] NastyFlytrap started discussion #11723: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/discussions/1172308:18:13 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #11722: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/issues/1172208:18:14 <truebrain> I do love my buttons08:18:17 <DorpsGek> [OpenTTD/OpenTTD] krysclarke commented on discussion #11723: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/discussions/1172308:18:20 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on discussion #11723: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/discussions/1172308:19:04 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11723: [Bug]: Better cargo splitting algorithm? https://github.com/OpenTTD/OpenTTD/discussions/1172308:19:33 <peter1138[d]> Would be nice if github could do it without assigning a new ID...08:19:41 <truebrain> I fully agree08:19:51 <truebrain> that is why I still prefer to close them over moving them08:20:15 <truebrain> but in this case, I think it is worth keeping as discussion; I can understand it is frustrating, which most likely is because the UI is lacking detailed information why you are losing the competition08:25:56 <truebrain> emperorjake: yesterday together with mister o we got MacOS signing and notarizing to work .. mind testing https://github.com/TrueBrain/OpenTTD-social-discord/releases/tag/v1.4.20, if that now also works for you? 🙂08:33:56 <peter1138[d]> Hmm, just realised my industry chain window changes are wrong in #1137808:36:11 <peter1138[d]> Also, goods can be delivered to (some) towns, but this is never shown.08:39:17 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #11698: Add: [Script] Optional filter parameter to more ScriptXXXList constructors https://github.com/OpenTTD/OpenTTD/pull/1169808:42:47 <peter1138[d]> Nice. Now if we could automatically make existing calls of the old pattern use the new pattern... 😄08:44:47 <peter1138[d]> Oh goods, does go to houses in the graph. Hmm.08:52:59 <peter1138[d]> The existing comment is wrong. My code is correct. Hah.09:04:14 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11378: Change: Use Town Production Effect for town cargo production https://github.com/OpenTTD/OpenTTD/pull/1137809:51:19 <xarick> hi10:10:47 <peter1138[d]> Have you figured it out yet?10:35:35 <xarick> found a bug with savegame10:36:04 <xarick> i tried saving with name 1044480 vehicles lzma:9.sav10:36:26 <xarick> it saved something but the filename was cut to 1044480 vehicles lzma10:36:37 <xarick> i renamed it and tried loading but failed10:36:49 <xarick> File not readable10:38:39 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1194228737735131137/image.png?ex=65af972e&is=659d222e&hm=1e5fd7929274ac87d7c4e1037c9ae5851800d84e6e934e5a57808bb539c25f28&10:38:39 <xarick> this is weird...10:39:12 <xarick> it left the file in a weird state10:39:27 <xarick> 0 bytes, but occupying 4,39 mb on disc?10:40:06 <Eddi|zuHause> : probably not valid in windows filenames10:40:42 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1194229254653755482/image.png?ex=65af97aa&is=659d22aa&hm=20d850a323ad567335420d1cb449ea1736d1cf5dfca09023e0e8577779be830d&10:40:42 <reldred> It aint10:44:38 <kuhnovic> Hey xarick , I've whipped up a region-based depot search using DFS. Not finished yet, playing around with it a bit right know, and thinking about how it can be improved. If you want I can send you the patch so you can do some performance torture testing.10:44:57 <xarick> yes please10:45:37 <kuhnovic> https://cdn.discordapp.com/attachments/1008473233844097104/1194230494410326106/depot_bfs.diff?ex=65af98d1&is=659d23d1&hm=486bb24205f146446c2307fb1bafe5603114d517b4c6564ca32d015f829d7a48&10:47:37 <xarick> hmm Im a bit noob about .diff's how do I apply this with visual studio10:47:55 <kuhnovic> There is one drawback though. It stops at the first region-with-depot it finds. But this might not be the closest depot after all, depending on the position of the depot within the region.10:49:58 <xarick> or with git10:50:18 <kuhnovic> xarick: Not sure if VS has built-in patch functionality, so best to just use te command line. Something like this: https://stackoverflow.com/questions/2249852/how-to-apply-a-patch-generated-with-git-format-patch10:51:29 <xarick> thx, gonna try10:58:38 <xarick> oh I see... that's not really performing a pf search per se10:59:24 <xarick> oh it is... there's the v->tile11:01:49 <kuhnovic> It's not using YAPF, in fact's it not even A*. It's just a BFS.11:16:18 <xarick> holy smokes... 64000 depots was a bad idea11:17:11 <xarick> it's wasting most time on ForceUpdate11:17:56 <xarick> I don't think this is a good approach, it's effectively still looking at all depots11:18:52 <LordAro> xarick: yeah, you can't generally use ':' in filenames on Windows11:19:18 <LordAro> although, if you tried saving it in game, that'll be a bug11:19:24 <LordAro> as OTTD shouldn't allow you to do that11:24:32 *** thelounge345 has quit IRC (Ping timeout: 480 seconds)11:33:52 *** thelounge345 has joined #openttd11:40:19 <xarick> strange, it's always detecting that the patch labels are not initialized11:40:39 <xarick> i did make a savegame already with this, isn't that info saved?11:42:20 <LordAro> kuhnovic: i imagine you could construct some sort of pathological case where there are nearly as many regions as water tiles?11:42:57 <xarick> `if (ProcessOrders(v) && CheckReverseShip(v)) return ReverseShip(v);` in ShipController triggers a ForceUpdate11:44:24 <emperorjake> truebrain: That does indeed appear to be working 🙂11:44:41 <truebrain> W00p! Tnx 🙂11:49:48 <emperorjake> now it just needs a more convenient install shortcut11:51:00 <xarick> kuhnovic: `if (loaded_region_info.initialized) region.ForceUpdate();` shouldn't this be the opposite? only update if not initialized?11:51:09 <xarick> just wondering11:53:40 <_glx_> It's never easy to determine when to update a cache, sometimes it's too much, sometimes it's not enough11:55:20 <andythenorth> how about...every time you access it? 😛11:55:26 <andythenorth> will always be canonical then11:55:52 <_glx_> Too many updates is usually safer than not enough11:56:59 <truebrain> emperorjake: That is in there? Double click the Install? 🙂11:58:16 <emperorjake> https://cdn.discordapp.com/attachments/1008473233844097104/1194248777314336798/image.png?ex=65afa9d8&is=659d34d8&hm=be2e7cea7ca33549efc67138373aace3e9732dd51ef387378bf64feb7b9793bb&11:58:16 <emperorjake> all I see is this, I had to drag it to the social-integration folder manually11:59:33 <emperorjake> https://cdn.discordapp.com/attachments/1008473233844097104/1194249098639966359/image.png?ex=65afaa25&is=659d3525&hm=b8c1f45be3c4a9dc78e61f279ac80bb420033e6d0be1956124da50f7fbf5d0b2&11:59:33 <emperorjake> It doesn't do anything when you double click it, just shows this11:59:53 <peter1138[d]> xarick: I don't know the answer but "initialized" does not mean the same as "up to date"12:00:57 <truebrain> emperorjake: Hmm .. any idea why?12:01:19 <xarick> i'm getting a one-time spike after loading the game12:01:31 <xarick> because of ship checkreverse triggering an entire Force Update12:01:36 <xarick> on the regions12:01:50 <truebrain> Maybe I made a mistake, let me check12:01:58 <emperorjake> truebrain: I thought it's because it's just a plugin and can't run on its own12:02:13 <xarick> it's not even checking depots at this point12:02:57 <truebrain> emperorjake: ah, no, I forgot to rename one more entry .. will fix that a bit later 🙂12:09:48 <peter1138[d]> Well.12:10:35 <xarick> im confused.12:10:50 <xarick> can't have it trigger in master, what is it then?...12:13:41 <kuhnovic> The idea behind the initialized flag is that the region is scanned once and labels / traversability are calculated. As long as there are no changes to the region (e.g. terraforming, building something) the region doesn't need updates, and the initialized flag keeps track of that. Maybe the name is a little confusing.12:14:53 <kuhnovic> And another thing to keep in mind: a region that is not up-to-date will not update until a pathfinder call (or more specifically, the VisitNeigbors function) "bumps into it"12:14:53 <xarick> ah, region is "dirty"12:15:06 <kuhnovic> Yes, dirty is probably a better term12:15:54 <xarick> it's probably something my code is doing12:16:04 <xarick> since it's not happening in master12:17:34 <peter1138[d]> It is inverted from "dirty"12:17:48 <peter1138[d]> Invalidate marks it as not initialized12:18:28 <peter1138[d]> UpdateIfNotInitialized() exists12:19:22 <truebrain> emperorjake: https://github.com/TrueBrain/OpenTTD-social-discord/releases/tag/v1.4.21 That version should work better, install-wise 🙂12:19:55 <peter1138[d]> So `if (loaded_region_info.initialized) region.ForceUpdate();` forces it to be updated if it says it's updated.12:22:22 <xarick> ok, i think i found the problem, something related with the mixture of depot and checking reverse12:23:18 <xarick> they don't interacte nicely with each other12:34:00 *** merni has quit IRC (Quit: User went offline on Discord a while ago)12:35:02 <emperorjake> truebrain: Where does it install to? The social_integration folder is still empty after running it12:35:11 <truebrain> hmmm12:35:27 <truebrain> `${HOME}/Documents/OpenTTD/social_integration/discord` is the target12:36:13 <kuhnovic> xarick: In my patch? Or your code?12:38:19 <truebrain> emperorjake: You do get two popups? First about: do you want to install, and after: it is installed?12:39:56 <emperorjake> I didn't get any such popups, only "are you sure you wnat to run this software?"12:40:15 <truebrain> hmm12:40:31 <truebrain> You should get `OpenTTD's Discord Integration Plugin will be installed on your computer. Do you want to continue?` 🙂12:41:04 <truebrain> what if you run the `MacOS/Install` script manually?12:41:09 <truebrain> does that give more clues?12:41:10 <emperorjake> I can click Open but nothing happens12:41:17 <truebrain> (from a shell, that is)12:41:45 <emperorjake> where's that?12:41:56 <truebrain> when the DMG is mounted, there is a MacOS folder inside it12:42:02 <truebrain> in there is an `Install` "application"12:42:15 <truebrain> (it is a shell-script)12:43:24 <truebrain> I screwed up my quotes in that script; lol12:43:37 <emperorjake> https://cdn.discordapp.com/attachments/1008473233844097104/1194260187213729882/image.png?ex=65afb478&is=659d3f78&hm=ed0a769a7a8a0c4683d7c5d8405d49036c31fa549728edd0377bf1f93312ec41&12:43:47 <emperorjake> Ah that would be it12:43:59 <truebrain> baking a new binary .. lol12:44:03 <truebrain> so difficult if you can't test 🙂12:52:03 <truebrain> emperorjake: okay, one more time: https://github.com/TrueBrain/OpenTTD-social-discord/releases/tag/v1.4.2212:52:08 <truebrain> let's see if I didn't fuck anything up this time 😄12:53:31 <emperorjake> Works as expected now 🙂12:53:34 <truebrain> \o/12:53:36 <truebrain> nice12:53:55 <truebrain> tnx for testing etc 🙂12:54:32 <emperorjake> No problem13:02:30 <xarick> can't seem to get this spike to trigger reliably 😐13:16:12 <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1194268388361507008/iu.png?ex=65afbc1c&is=659d471c&hm=a874cfe2f0f1c0b2307727d6484fdd4eaed194fd57ed33cb19cb3bf49fc87823&13:24:03 <xarick> having a check ship reverse too early in ShipController is causing it13:24:19 <xarick> ok it's because it skips checking if it's inside a depot13:25:42 <xarick> there's that special case that if it's inside the ship depot and it wants to go to the nearest ship depot while the depot is itself, it ends up doing a pathfinder call instead which on my current implementation doesn't handle that graciously, it is dumping all depot locations into it which takes time13:26:02 <xarick> causing the spike13:30:38 <xarick> ProcessOrders somehow returns true the first time, but not subsequent times...13:30:42 <xarick> why13:40:28 <xarick> an order of type OT_NOTHING has a DestinationID of 013:40:52 <xarick> that's not really a good idea, should be 6553513:41:58 <LordAro> current status: bisecting gitlab-runner13:41:59 <LordAro> this is fine.13:43:56 <peter1138[d]> Oh dear.13:45:14 <LordAro> some change between 16.6 & 16.7 has meant that windows builds are occasionally failing with "find: The environment is too large for exec()."13:45:28 <LordAro> which is exciting.13:54:32 <xarick> oh snap, it's really a special case that needs handling, either in CheckReverseShip at ship_cmd.cpp or CheckShipReverse at yapf_ship.cpp13:54:44 <xarick> I wonder how NPF handles this13:55:03 <xarick> it probably handles it better13:55:59 <LordAro> what excellently named functions14:00:58 <truebrain> LordAro: that sounds .. bad 😒14:01:30 <truebrain> I seen that error mostly happen when software tries to make a very long %PATH%14:01:32 <truebrain> which is always fun14:08:18 <xarick> how do you say it? following the rabbit hole?14:09:53 <xarick> <https://github.com/OpenTTD/OpenTTD/blob/master/src/order_cmd.cpp#L2096> it steems from this bool14:15:06 <xarick> it's complicated to explain. When may_reverse is true and UpdateOrderDest is also true, a call to CheckReverseShip is issued. UpdateOrderDest has just done a v->FindClosestDepot() which does handle for the depot being the same place as the ship is atm, which does not call the pathfinder in this instance. This makes ProcessOrders become true and the next thing it does in ShipController is to14:15:06 <xarick> CheckReverseShip which calls the pathfinder directly, skipping the special handling I had in place 😦14:17:38 <xarick> then again, it's my fault for feeding the pathfinder 64000 depot locations14:17:48 <xarick> ultimately, I need a different approach14:18:29 <xarick> this wouldn't even be an issue, calling the pathfinder, if it didn't stall14:19:05 *** nielsm has joined #openttd14:30:44 <LordAro> truebrain: the trouble is, i can't see any vaguely environmental related changes in the commit logs14:31:08 <LordAro> but maybe there's just some tweaks somewhere and our own PATH stuff is just pushing it over the limit14:31:24 <LordAro> the really weird bit is that this only fails for a few specific tests, the vast majority are fine14:31:35 <LordAro> also, it only fails sometimes14:34:24 <truebrain> lovely14:41:23 <xarick> NPF is signaling true, to reverse and it shouldn't14:42:59 <xarick> but it's fast, basically it checks EndNode as the first thing it does, and that happens to also be the StartNode14:43:08 <xarick> so it returns early, fast14:45:17 *** merni has joined #openttd14:45:17 <merni> does anyone use NPF (for trains) these days?14:46:46 <LordAro> if only we had some survey results which would give an indication of that14:47:34 <truebrain> Survey says .....14:47:34 <truebrain> https://survey.openttd.org/summaries/2024/wk01#jgrpp-0.56.2-game.settings.pf.pathfinder_for_trains14:47:43 <truebrain> 14.0 when? 🙂14:47:55 <LordAro> talltyler keeps wanting to merge things14:48:12 <truebrain> people keep making more and more difficult demands on his PRs 😛14:48:15 <LordAro> not that that should stop us doing beta114:48:48 <truebrain> I hope he plans a test-game for the daylength this weekend; merge after, beta1 after .. which should put us on track for a normal release date 🙂14:48:51 <_jgr_> The results for my branch may not be representative for that14:49:02 <truebrain> _jgr_: hence the "14.0 when?" 😄14:50:02 <_jgr_> Using routing restrictions for pathfinder control requires YAPF, which discourages use of NPF more than in vanilla15:30:50 <peter1138[d]> Is it possible to pick NPF in game any more?15:31:31 <blathijs> But NPF is so nice! ;-p15:32:28 <LordAro> this is a particularly nice construct: `cp trace_0.txt trace_0_2runs.txt && cat trace_0.txt | xargs echo >> trace_0_2runs.txt`15:32:34 <truebrain> blathijs: I AGREE!15:32:40 <truebrain> sentimental value is also worth something 🙂15:32:52 <LordAro> it's a hell of a lot simpler than YAPF, for sure15:33:02 <xarick> I got a feeling I'm gonna need a CYapfDestinationRegionAnyDepotT15:33:33 <_glx_> good luck with templates 😉15:36:35 <peter1138[d]> NIcePathFinder?15:37:36 <peter1138[d]> NPF probably doesn't allocate 40KB on stack... but it might.15:38:26 <xarick> why was it decided to do this upside down?15:38:42 <xarick> the Origin is the Destination, then Destination is the Origin 😐15:38:56 <kuhnovic> For the region pathfinder you mean?15:39:01 <xarick> yes15:39:21 <xarick> im trying to expand from where the ship is currently in15:39:28 <xarick> so i need the origin to be the ship15:40:04 <peter1138[d]> In terms of distance it doesn't matter which way around you go.15:40:14 <kuhnovic> It makes path extraction very easy. The last node was added is the target region for the ship. It's parent is the next one, etc.15:42:23 <xarick> looks like I'm gonna need a CYapfOriginRegionAnyDepotT too15:42:27 <truebrain> kuhnovic: ha! Very common to do in pathfinding 😄 Always nice 🙂15:42:38 <kuhnovic> The other reason was that it makes for a simpler "are we there yet" check since you only have a single destination (the ship's current region). This is faster compared to having to check a multitude of regions, which you end up with if you use the docking tiles as destinations.15:43:16 <kuhnovic> xarick: You see why I tried to avoid YAPF for the BFS search. It quickly becomes a templating hell.15:43:47 <truebrain> wait till I make 16Mx16M maps possible! BFS will be the bottleneck! 😛15:43:58 <kuhnovic> DON'T YOU DARE 😛15:44:08 <truebrain> the trees will kill your CPU before that time, no worries 🙂15:44:08 <kuhnovic> (I know it's a thing in JGRPP already)15:44:15 <truebrain> not 16Mx16M 🙂15:44:24 <truebrain> you can go 16M in one dimension15:44:29 <kuhnovic> Oh right, yeah15:44:31 <truebrain> but the total amount of tiles is restricted15:44:52 <kuhnovic> 16M... when did that ever sound like a good idea 😛15:45:06 <truebrain> go big or go home, or something15:45:59 <kuhnovic> Haha yeah I guess. Madness! But then again, it's JGRPP so there's a "because we can" aspect too15:46:48 <truebrain> `Contents/Resources/steam_api.dylib: No such file or directory` ... grrrrr ... I never tell you it is called like that15:46:53 <truebrain> I tell you it is called `libsteam_api.dylib`15:46:57 <truebrain> why did you eat the `lib` part!15:47:27 <truebrain> ah, CMake ate it15:47:31 <truebrain> just ... because it can? I guess15:47:38 <LordAro> clearly not important15:48:05 <_jgr_> kuhnovic: People kept asking me for it15:48:21 <_jgr_> It was less work to do it than to explain why it wasn't possible15:48:46 <truebrain> nagging till you submit 😛15:50:45 <talltyler> truebrain: That is the plan, I’m writing the event description now 😄15:56:52 <truebrain> emperorjake: still awake? 😄 mind testing https://github.com/TrueBrain/OpenTTD-social-steam/releases/tag/v1.4.1 for me? 🙂15:57:11 <DorpsGek> [OpenTTD/team] glx22 commented on issue #475: [sr_RS] Translator access request https://github.com/OpenTTD/team/issues/47516:28:03 <talltyler> Test game event: https://discord.gg/openttd?event=119431650430552082016:31:44 <DorpsGek> [OpenTTD/OpenTTD] duckfullstop started discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/1172416:31:47 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #7957: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/issues/795716:31:50 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/1172416:31:53 <DorpsGek> [OpenTTD/OpenTTD] Berbe commented on discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/1172416:31:56 <DorpsGek> [OpenTTD/OpenTTD] rpwjanzen commented on discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/1172416:31:59 <DorpsGek> [OpenTTD/OpenTTD] ShlokJswl commented on discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/1172416:32:02 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/1172416:32:05 <DorpsGek> [OpenTTD/OpenTTD] rpwjanzen commented on discussion #11724: Add a flag to read banned users from a defined file instead of from openttd.cfg https://github.com/OpenTTD/OpenTTD/discussions/1172416:32:08 <DorpsGek> [OpenTTD/OpenTTD] LubosKolouch started discussion #11725: Show type of cargo and destination in vehicle list https://github.com/OpenTTD/OpenTTD/discussions/1172516:32:11 <DorpsGek> [OpenTTD/OpenTTD] LubosKolouch commented on discussion #11725: Show type of cargo and destination in vehicle list https://github.com/OpenTTD/OpenTTD/discussions/1172516:32:14 <DorpsGek> [OpenTTD/OpenTTD] valisak commented on discussion #11725: Show type of cargo and destination in vehicle list https://github.com/OpenTTD/OpenTTD/discussions/1172516:32:17 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8299: Show type of cargo and destination in vehicle list https://github.com/OpenTTD/OpenTTD/issues/829916:32:20 <DorpsGek> [OpenTTD/OpenTTD] xordspar0 commented on discussion #11725: Show type of cargo and destination in vehicle list https://github.com/OpenTTD/OpenTTD/discussions/1172516:32:23 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11725: Show type of cargo and destination in vehicle list https://github.com/OpenTTD/OpenTTD/discussions/1172516:32:26 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg started discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:32:29 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #10310: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/issues/1031016:32:32 <DorpsGek> [OpenTTD/OpenTTD] PikkaBird commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:32:35 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:32:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:32:41 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:32:44 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:32:47 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:32:50 <DorpsGek> [OpenTTD/OpenTTD] FLHerne commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:32:53 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:32:56 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:32:59 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:33:02 <DorpsGek> [OpenTTD/OpenTTD] krysclarke commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:33:04 *** Wormnest has joined #openttd16:33:06 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11726: [Bug]: Wrecks of vehicles left at level crossings cause an avalanche of further accidents https://github.com/OpenTTD/OpenTTD/discussions/1172616:33:09 <DorpsGek> [OpenTTD/OpenTTD] James103 started discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/1172716:33:12 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8498: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/issues/849816:33:15 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/1172716:33:18 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/1172716:33:21 <DorpsGek> [OpenTTD/OpenTTD] Eddi-z commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/1172716:33:24 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/1172716:33:27 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/1172716:33:30 <DorpsGek> [OpenTTD/OpenTTD] RIS2000 commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/1172716:33:33 <DorpsGek> [OpenTTD/OpenTTD] thecannons commented on discussion #11727: Add some way to find and recover crashed vehicles https://github.com/OpenTTD/OpenTTD/discussions/1172716:33:36 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg started discussion #11728: Provide GUI for changing of fonts ingame https://github.com/OpenTTD/OpenTTD/discussions/1172816:33:37 <FLHerne> truebrain: DorpsGek is running amok a bit16:33:40 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8596: Provide GUI for changing of fonts ingame https://github.com/OpenTTD/OpenTTD/issues/859616:33:43 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11728: Provide GUI for changing of fonts ingame https://github.com/OpenTTD/OpenTTD/discussions/1172816:33:43 <LordAro> LOUD NOISES16:33:46 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on discussion #11728: Provide GUI for changing of fonts ingame https://github.com/OpenTTD/OpenTTD/discussions/1172816:33:49 <DorpsGek> [OpenTTD/OpenTTD] NyanGoat commented on discussion #11728: Provide GUI for changing of fonts ingame https://github.com/OpenTTD/OpenTTD/discussions/1172816:34:07 <LordAro> FLHerne: issues being moved to discussions (apparently) does that, nothing to be concerned about16:34:09 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg started discussion #11729: Sounds of game - zooming out the view in fact doesn't reduce the volume of sounds https://github.com/OpenTTD/OpenTTD/discussions/1172916:34:12 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8957: Sounds of game - zooming out the view in fact doesn't reduce the volume of sounds https://github.com/OpenTTD/OpenTTD/issues/895716:34:15 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on discussion #11729: Sounds of game - zooming out the view in fact doesn't reduce the volume of sounds https://github.com/OpenTTD/OpenTTD/discussions/1172916:34:18 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11729: Sounds of game - zooming out the view in fact doesn't reduce the volume of sounds https://github.com/OpenTTD/OpenTTD/discussions/1172916:34:21 <DorpsGek> [OpenTTD/OpenTTD] BloodyIron started discussion #11730: [Feature Request] Key binds, changing all of them (also, WASD movement) https://github.com/OpenTTD/OpenTTD/discussions/1173016:34:24 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8947: [Feature Request] Key binds, changing all of them (also, WASD movement) https://github.com/OpenTTD/OpenTTD/issues/894716:34:27 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on discussion #11730: [Feature Request] Key binds, changing all of them (also, WASD movement) https://github.com/OpenTTD/OpenTTD/discussions/1173016:34:29 <FLHerne> LordAro: well, except the wall of spam and pings16:34:31 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11730: [Feature Request] Key binds, changing all of them (also, WASD movement) https://github.com/OpenTTD/OpenTTD/discussions/1173016:34:33 <LordAro> well, yes16:34:34 <DorpsGek> [OpenTTD/OpenTTD] BloodyIron commented on discussion #11730: [Feature Request] Key binds, changing all of them (also, WASD movement) https://github.com/OpenTTD/OpenTTD/discussions/1173016:34:41 <LordAro> blame talltyler16:34:48 <LordAro> :p16:35:28 <DorpsGek> [OpenTTD/OpenTTD] Shituation started discussion #11731: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/discussions/1173116:35:31 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9797: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/issues/979716:35:34 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11731: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/discussions/1173116:35:37 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11731: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/discussions/1173116:35:40 <DorpsGek> [OpenTTD/OpenTTD] Shituation commented on discussion #11731: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/discussions/1173116:35:43 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11731: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/discussions/1173116:35:46 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on discussion #11731: [Bug]: Unbearable city ambient sounds https://github.com/OpenTTD/OpenTTD/discussions/1173116:36:01 <DorpsGek> [OpenTTD/OpenTTD] Hevlikn started discussion #11732: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/discussions/1173216:36:05 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9791: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/issues/979116:36:08 <DorpsGek> [OpenTTD/OpenTTD] Hevlikn commented on discussion #11732: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/discussions/1173216:36:11 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on discussion #11732: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/discussions/1173216:36:14 <DorpsGek> [OpenTTD/OpenTTD] Hevlikn commented on discussion #11732: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/discussions/1173216:36:17 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11732: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/discussions/1173216:36:20 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11732: [Bug]: Sawmill acceptance limitations https://github.com/OpenTTD/OpenTTD/discussions/1173216:36:25 <truebrain> Maybe just close tickets with a lot of comments 🙂16:37:05 <DorpsGek> [OpenTTD/OpenTTD] supermop started discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/1173316:37:08 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9787: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/issues/978716:37:11 <DorpsGek> [OpenTTD/OpenTTD] ldpl commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/1173316:37:14 <DorpsGek> [OpenTTD/OpenTTD] supermop commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/1173316:37:17 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/1173316:37:20 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/1173316:37:23 <DorpsGek> [OpenTTD/OpenTTD] zephyris commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/1173316:37:26 <DorpsGek> [OpenTTD/OpenTTD] EmperorJake commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/1173316:37:29 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11733: Rainforest is visually indistinguishable from regular grass https://github.com/OpenTTD/OpenTTD/discussions/1173316:37:32 <DorpsGek> [OpenTTD/OpenTTD] supermop started discussion #11734: [Bug]: Terragenesis Mountainous setting does nothing for Tropic landscape https://github.com/OpenTTD/OpenTTD/discussions/1173416:37:35 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9786: [Bug]: Terragenesis Mountainous setting does nothing for Tropic landscape https://github.com/OpenTTD/OpenTTD/issues/978616:37:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11734: [Bug]: Terragenesis Mountainous setting does nothing for Tropic landscape https://github.com/OpenTTD/OpenTTD/discussions/1173416:37:41 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg started discussion #11735: The city, while expanding, blocks waterways, which may block the movement of ships https://github.com/OpenTTD/OpenTTD/discussions/1173516:37:44 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9317: The city, while expanding, blocks waterways, which may block the movement of ships https://github.com/OpenTTD/OpenTTD/issues/931716:37:47 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11735: The city, while expanding, blocks waterways, which may block the movement of ships https://github.com/OpenTTD/OpenTTD/discussions/1173516:37:50 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11735: The city, while expanding, blocks waterways, which may block the movement of ships https://github.com/OpenTTD/OpenTTD/discussions/1173516:37:53 <DorpsGek> [OpenTTD/OpenTTD] Hezkore started discussion #11736: Feature request: mouse cursor scale https://github.com/OpenTTD/OpenTTD/discussions/1173616:37:56 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #9009: Feature request: mouse cursor scale https://github.com/OpenTTD/OpenTTD/issues/900916:37:59 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on discussion #11736: Feature request: mouse cursor scale https://github.com/OpenTTD/OpenTTD/discussions/1173616:38:02 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on discussion #11736: Feature request: mouse cursor scale https://github.com/OpenTTD/OpenTTD/discussions/1173616:38:05 <DorpsGek> [OpenTTD/OpenTTD] Hezkore commented on discussion #11736: Feature request: mouse cursor scale https://github.com/OpenTTD/OpenTTD/discussions/1173616:38:08 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11736: Feature request: mouse cursor scale https://github.com/OpenTTD/OpenTTD/discussions/1173616:38:30 <truebrain> talltyler: maybe pace yourself a bit here 🙂16:39:25 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg started discussion #11737: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/discussions/1173716:39:28 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #10078: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/issues/1007816:39:31 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11737: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/discussions/1173716:39:34 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11737: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/discussions/1173716:39:37 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11737: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/discussions/1173716:39:40 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on discussion #11737: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/discussions/1173716:39:43 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11737: [Bug]: As of 2038, none default helicopter is available anymore https://github.com/OpenTTD/OpenTTD/discussions/1173716:39:46 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg started discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/1173816:39:49 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8627: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/issues/862716:39:52 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/1173816:39:55 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/1173816:39:58 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/1173816:40:01 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/1173816:40:04 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/1173816:40:07 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/1173816:40:10 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/1173816:40:13 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/1173816:40:16 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on discussion #11738: Inflation problem (since 1.11.0 beta1) - price and cost levels, therefore the difficulty level varies depending on the game start date https://github.com/OpenTTD/OpenTTD/discussions/1173816:40:19 <DorpsGek> [OpenTTD/OpenTTD] Andrew350 started discussion #11739: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed https://github.com/OpenTTD/OpenTTD/discussions/1173916:40:21 <peter1138[d]> Well.16:40:22 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg commented on discussion #11739: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed https://github.com/OpenTTD/OpenTTD/discussions/1173916:40:25 <DorpsGek> [OpenTTD/OpenTTD] mattkimber commented on discussion #11739: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed https://github.com/OpenTTD/OpenTTD/discussions/1173916:40:28 <peter1138[d]> This is useful.16:40:29 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #8558: Converting roadtypes/bridges in towns with poor rating should only be disallowed when downgrading to lower speed https://github.com/OpenTTD/OpenTTD/issues/855816:40:30 <truebrain> Seems he doesn't even get the messages 😛16:40:32 <DorpsGek> [OpenTTD/OpenTTD] sheepo99 started discussion #11740: Soft key shortcuts on tooltips https://github.com/OpenTTD/OpenTTD/discussions/1174016:40:35 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #7873: Soft key shortcuts on tooltips https://github.com/OpenTTD/OpenTTD/issues/787316:40:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on discussion #11740: Soft key shortcuts on tooltips https://github.com/OpenTTD/OpenTTD/discussions/1174016:40:41 <LordAro> HE'S NOT LOOKING AT HIS SCREEN16:40:42 <DorpsGek> [OpenTTD/OpenTTD] nielsmh started discussion #11741: Protocol handler to join network games https://github.com/OpenTTD/OpenTTD/discussions/1174116:40:44 <LordAro> WHAT DO WE DO16:40:45 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler closed issue #7735: Protocol handler to join network games https://github.com/OpenTTD/OpenTTD/issues/773516:40:48 <DorpsGek> [OpenTTD/OpenTTD] sdcloudt commented on discussion #11741: Protocol handler to join network games https://github.com/OpenTTD/OpenTTD/discussions/1174116:40:51 <DorpsGek> [OpenTTD/OpenTTD] JMcKiern commented on discussion #11741: Protocol handler to join network games https://github.com/OpenTTD/OpenTTD/discussions/1174116:40:54 <DorpsGek> [OpenTTD/OpenTTD] nielsmh commented on discussion #11741: Protocol handler to join network games https://github.com/OpenTTD/OpenTTD/discussions/1174116:40:55 <truebrain> Endure the spam16:40:57 <talltyler> I'm here now16:40:58 <DorpsGek> [OpenTTD/OpenTTD] JMcKiern commented on discussion #11741: Protocol handler to join network games https://github.com/OpenTTD/OpenTTD/discussions/1174116:41:02 <talltyler> Sorry for the spam 😦16:41:16 <talltyler> If only GitHub was better16:41:30 <truebrain> Or we could not relay all events 😛16:41:59 <talltyler> Hmm, who made the bridge that could fix thus? 😉16:42:13 <peter1138[d]> I might go back to IRC and just ignore the bot if it's going to be like this.16:42:40 <talltyler> I'm done closing issues now 🙂16:42:47 <peter1138[d]> You weren't closing issues.16:42:58 <talltyler> Uh, migrating to Discussions 🙂16:46:15 <truebrain> But for now, let's hold off migrating issues if it has more than 1 comment or so 🙂16:46:48 <talltyler> Well, that's all the old ones moved anyway16:47:02 <peter1138[d]> They could just be closed if they're dead.16:47:06 <talltyler> So now whenever we get a new issue that is really a feature request, we can move it before it collects too many comments16:47:17 <LordAro> i can't see anything in the API about differentiating created vs moved, alas16:47:55 <truebrain> Tracking state might do it .. I think I already did it for another thing16:48:13 <truebrain> If discussion start less than a minute ago, ignore comments, or something16:48:25 <talltyler> What spam? I don't see any spam. 🙂 (sorry IRC users, I can't delete old messages for you 😛 )16:48:30 <LordAro> that'd probably do it16:49:40 <talltyler> truebrain: That sounds like a smart way to do it. It could also help us hide ninja updates to PRs 😄16:50:39 <talltyler> Anyway, issue tracker is down to 182. Does that mean andythenorth gets to draw 18 more locos to bring it back up to 200? 😛16:54:09 <talltyler> Oh, this is potentially interesting. When I last looked at Discussions a while back, there wasn't a good way to mark it as resolved, like if we ever implement a feature request. All you could do was lock or delete it. But now there's a button to convert it to an Issue, which can be tied to a PR and resolved that way. Sounds like maybe more trouble than it's worth though.16:54:34 <peter1138[d]> Will that spam us again? :p16:57:02 <talltyler> Unless TrueBrain fixes the bot, yes 🙂17:00:07 <truebrain> Hahaha, we are not going to move a discussion back to an issue just to close it 😛17:10:05 <xarick> what happens when the ship is inside an aqueduct?17:11:30 <peter1138[d]> Well it can't turn around.17:15:39 <xarick> v->tile is passed ... what is this tile if ship is in aqueduct17:15:55 <merni> talltyler: It appears that if it is in the Q&A category it can be marked as "answered"... https://github.com/OpenTTD/OpenTTD/discussions/categories/q-a17:16:50 <xarick> ship check reverse is also passing v->tile17:17:03 <xarick> eh... I wonder if this is handled properly17:20:13 <merni> perhaps you can check?17:26:10 <Rubidium> I reckon the vehicle's tile is the other side of the aqueduct17:26:41 *** keikoz has joined #openttd17:27:17 <xarick> nope, it's the starting tile of the aqueduct17:27:42 <xarick> the entrance is behind the ship17:27:57 <xarick> just checked17:33:02 <xarick> I suspect when the ship is in a narrow canal line where it can't reverse and the pathfinder is called, the high_level_path could return something behind the ship when it could return something ahead.17:40:13 <kuhnovic> The high level pf should do the exact same thing as the low level one. Whatever the low level pf used to use as a start tile, that's what the high level one uses now17:41:30 <kuhnovic> IIRC a bridge or tunnel is a form of teleportation from one end to the other. The vehicle using the bridge never actually enters the tiles in between the bridgeheads, because these tiles aren't actually part of the bridge.17:42:30 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #11720: Codechange: Split CT_INVALID/INVALID_CARGO and relocate special cargo placeholders. https://github.com/OpenTTD/OpenTTD/pull/11720#pullrequestreview-181160360517:42:32 <xarick> the high_level pf doesn't take into consideration the ship's current direction17:42:47 <xarick> trackdir17:43:54 <xarick> just noticed something weird, I have a ship with a current order going to a dock, but I clicked go to depot button, the pf is processing it as a GO_TO_STATION order17:45:10 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11720: Codechange: Split CT_INVALID/INVALID_CARGO and relocate special cargo placeholders. https://github.com/OpenTTD/OpenTTD/pull/11720#issuecomment-188351147717:45:19 <xarick> nevermind, it's my code17:45:23 <xarick> lol17:45:34 <xarick> I was the one who added FindNearestDepot17:46:26 <kuhnovic> xarick: Because it doesn't have to 🙂17:48:53 <xarick> hmm taking notes to myself: I can't re-use FindWaterRegionPath for a depot search17:49:05 <xarick> need to re-invent it17:50:05 <xarick> the order would only be updated to a GOTO_DEPOT order once the pf finishes the search17:50:21 <xarick> so yeah... the current one is still the previous one17:52:39 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #11742: Codechange: Remove unused constant YAPF_SHIP_PATH_CACHE_LENGTH https://github.com/OpenTTD/OpenTTD/pull/1174217:52:42 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #11743: Change: Clear one-way state when removing road from road+tram tile https://github.com/OpenTTD/OpenTTD/pull/1174317:57:27 *** FLHerne has quit IRC (Quit: There's a real world out here!)17:57:27 *** FLHerne has joined #openttd17:59:44 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8342: Feature: Allow automatically separating vehicles in shared orders https://github.com/OpenTTD/OpenTTD/pull/8342#issuecomment-188353202718:03:28 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11743: Change: Clear one-way state when removing road from road+tram tile https://github.com/OpenTTD/OpenTTD/pull/11743#pullrequestreview-181171749118:04:31 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11742: Codechange: Remove unused constant YAPF_SHIP_PATH_CACHE_LENGTH https://github.com/OpenTTD/OpenTTD/pull/11742#pullrequestreview-181171910418:04:43 <talltyler> ...and I wonder why Peter keeps calling me a project manager 😛18:08:31 <xarick> CheckShipReverse is ruining me18:09:33 <xarick> must think how to circumvent that call18:18:23 *** gelignite has joined #openttd18:19:06 <xarick> finally!18:19:28 <xarick> reverse is now left alone18:19:38 *** moll has quit IRC (Read error: Connection reset by peer)18:19:39 *** moll has joined #openttd18:19:41 <xarick> no more forced interaction18:20:32 <xarick> it still calls the high_level_path18:20:39 <xarick> but with the original code18:20:46 <xarick> so it's fine18:20:49 <xarick> no issues18:26:49 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11720: Codechange: Split CT_INVALID/INVALID_CARGO and relocate special cargo placeholders. https://github.com/OpenTTD/OpenTTD/pull/1172018:27:11 <peter1138[d]> talltyler: I don't mean that in a bad way, btw... 🙂18:29:19 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11720: Codechange: Split CT_INVALID/INVALID_CARGO and relocate special cargo placeholders. https://github.com/OpenTTD/OpenTTD/pull/11720#pullrequestreview-181175682818:29:46 <talltyler> That’s good, I was a bit concerned about overstepping my place as by far the most junior developer 🙂18:30:01 <peter1138[d]> I am now wondering if I *should* use std::variant and enum class...18:31:46 <peter1138[d]> Hmm, well, I think not for now even if so.18:36:16 <xarick> GetEdgeTraversabilityBits(opposite_side); how are these bits generated?18:36:56 <xarick> the edge has 16 tiles per side18:37:24 <xarick> and these bits represent something I can't discern yet18:38:26 <xarick> 65535 is quite the mask18:38:36 <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/4fd986bd072546cf8ee41e9d233d5e7fe750168018:38:37 <DorpsGek> - Update: Translations from eints (by translators)18:41:01 <xarick> ah, they're set in ForceUpdate, I see18:45:27 <xarick> the comments are slightly misleading18:46:00 <xarick> > Calculate the traversability (whether the tile can be entered / exited) for all edges18:46:00 <xarick> but it's only one edge18:46:16 <xarick> more specificaly, all tiles from an edge18:46:26 <xarick> not the 4 sides18:46:59 <xarick> or maybe it is?18:47:49 <xarick> ok, I need to build signs, must visualize what is happening here18:54:41 <peter1138[d]> Hmm18:55:22 <xarick> when all 16 bits are set, the value is 65535?18:55:32 <peter1138[d]> UINT16_MAX18:55:45 <xarick> yep, it is18:55:55 <xarick> finally I understand what the heck is going on here18:56:08 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11720: Codechange: Split CT_INVALID/INVALID_CARGO and relocate special cargo placeholders. https://github.com/OpenTTD/OpenTTD/pull/1172018:59:09 <DorpsGek> [OpenTTD/OpenTTD] JGRennison closed pull request #11743: Change: Clear one-way state when removing road from road+tram tile https://github.com/OpenTTD/OpenTTD/pull/1174318:59:12 <DorpsGek> [OpenTTD/OpenTTD] JGRennison closed pull request #11742: Codechange: Remove unused constant YAPF_SHIP_PATH_CACHE_LENGTH https://github.com/OpenTTD/OpenTTD/pull/1174218:59:36 <xarick> that cache is unused?18:59:48 <xarick> how come if it still uses part of the low level pf?19:00:40 <_jgr_> Hmm, wasn't meant to do that19:12:06 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/1174419:14:16 <_jgr_> talltyler: Would you mind pushing the reopen button on those two PRs? I can't work out how to get them back into the proper state19:15:34 <truebrain> Funny, they can't be reopened19:15:42 <truebrain> Premature deleting for you 😛19:16:25 <truebrain> Maybe we can convert it to a discussion and back /s 😛19:17:36 <Rubidium> TIL removing a branch also force closes the PR19:18:26 <_jgr_> Annoying, well I'll reopen it when I've finished with the other 100 or so dead branches19:21:56 <truebrain> https://cdn.discordapp.com/attachments/1008473233844097104/1194360429628100608/sdk-operational-states.png?ex=65b011d4&is=659d9cd4&hm=841a5fd704ee947e5378d6319758f95678afeff38ac2dca672d73d64edde88d4&19:21:56 <truebrain> this is the most confusing truth-table I have seen in a long time19:22:12 <truebrain> so `SignedIn()` is .... nothing when `LoggedOn` return true?19:22:18 <truebrain> how .. does that work out exactly?19:22:48 <merni> I think what they're trying to say is if SignedIn is true and LoggedOn is true, then user is logged in and online19:23:03 <merni> Possibly they think there is no condition whereby SignedIn is false and LoggedOn is true?19:23:30 <truebrain> I know what they mean, but what a fucked up way to "explain" their states19:23:41 <merni> Seemed pretty ok to me :p19:23:58 <merni> though instead of "-" they could've said "not possible" or something19:24:13 *** felix_ has joined #openttd19:27:37 *** Wormnest_ has joined #openttd19:27:41 *** Wormnest has quit IRC (Read error: Connection reset by peer)19:27:52 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #11745: Fix: Clear one way state when removing road from road+tram tile https://github.com/OpenTTD/OpenTTD/pull/1174519:28:47 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #11746: Cleanup: Remove unused constant YAPF_SHIP_PATH_CACHE_LENGTH https://github.com/OpenTTD/OpenTTD/pull/1174619:29:11 <kuhnovic> xarick: I don't think it's used any longer. The low level ship pf now caches the path within one region. I must have forgotten to clean up that value.19:30:12 *** felix has quit IRC (Ping timeout: 480 seconds)19:32:02 <kuhnovic> xarick: They identify whether of not you can traverse "through" the edge of a particular region. There one bit for each tile, and 4 of these values, one for each edge.19:36:41 *** thelounge345 has quit IRC (Quit: Ping timeout (120 seconds))19:36:52 *** thelounge345 has joined #openttd19:47:40 <truebrain> ```"status" - The description visible in Galaxy Client with the limit of 3000 bytes.19:47:40 <truebrain> "metadata" - The metadata that describes the status to other instances of the game with the limit of 2048 bytes.```19:47:45 <truebrain> this documentation truely is confusing ..19:47:58 <truebrain> the metadata entry can mean almost anything19:48:03 <truebrain> "to other instances" .. wth does it mean19:48:59 <truebrain> only 37 times the GOG Galaxy SDK is used on all of GitHub .. so I also don't really have examples 😦19:49:41 <truebrain> and in actuality those are just 4 different implementations; rest are copies19:54:06 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11745: Fix: Clear one way state when removing road from road+tram tile https://github.com/OpenTTD/OpenTTD/pull/11745#pullrequestreview-181188439619:54:16 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11746: Cleanup: Remove unused constant YAPF_SHIP_PATH_CACHE_LENGTH https://github.com/OpenTTD/OpenTTD/pull/11746#pullrequestreview-181188465119:54:30 <_jgr_> Thanks19:57:22 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/11744#pullrequestreview-181188950019:57:49 <talltyler> No, thank you!19:57:57 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #11745: Fix: Clear one way state when removing road from road+tram tile https://github.com/OpenTTD/OpenTTD/pull/1174519:58:55 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 merged pull request #11746: Cleanup: Remove unused constant YAPF_SHIP_PATH_CACHE_LENGTH https://github.com/OpenTTD/OpenTTD/pull/1174620:08:42 <truebrain> so all plugins so far could detect if the platform was running in a sync-approach .. but GOG is async20:08:43 <truebrain> joy 😛20:13:57 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/11721#pullrequestreview-181189871020:17:20 <truebrain> I -think- I cannot see my own status in the GOG Galaxy20:17:23 <truebrain> so how do I know if this works? 😄20:18:27 <peter1138[d]> how find out if a vector contains duplicate values... stack overflow says sort it... 😮20:18:28 <truebrain> weird, even with invalid credentials I don't get an error back .. I would expect it does something with credentials ..20:18:38 <peter1138[d]> Or just convert it to set and check the length.20:18:40 <peter1138[d]> 😦20:19:34 <truebrain> use a set!20:20:45 *** nielsm has quit IRC (Ping timeout: 480 seconds)20:20:52 <locosage> Sorting world be the fastest really20:21:14 <locosage> If you only need bool you can abort mid sort20:22:36 <locosage> But if you're with python, sure, len(set(...)) XD20:26:52 *** frosch123 has joined #openttd20:26:52 <frosch123> a hash table is faster in theory20:28:21 <frosch123> the variant of that problem is part of a interview-coding-test at work20:28:43 <frosch123> when i looked, there are tons of discussion on the internet, how to solve these tests20:28:59 <frosch123> and it comes down to sorting or entering into hash-table20:33:09 <truebrain> so a set? 😄20:33:25 <frosch123> unordered_set in c++ :p20:33:37 <truebrain> okay ... I do not receive any error from the GOG Galaxy SDK, so I guess it works? Not a clue if it actually is, as I have no friends to check with 😛20:33:41 <truebrain> who wants to install GOG Galaxy?20:34:47 <truebrain> tried adding myself as friend; that doesn't work20:36:31 <xarick> i updated visual studio and now I can't compile20:36:36 <xarick> 😐20:36:51 <xarick> thanks microsoft20:37:14 <xarick> > 20:36:45:534 D:\OpenTTD\OpenTTD GitHub\OpenTTD\src\pathfinder\yapf\yapf_ship_regions.cpp : fatal error C1853: 'D:/OpenTTD/OpenTTD GitHub/OpenTTD/out/build/x64-Debug/CMakeFiles/openttd_lib.dir/./cmake_pch.cxx.pch' precompiled header file is from a different version of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa)20:38:12 <locosage> frosch123: In theory yes, on practice I doubt it, especially with general purpose hash tables line unordered_set20:38:36 <locosage> Very much depends on input data though20:40:02 <locosage> If you can just make an array for all possible values hash and sorting are the same thing xd20:42:40 <peter1138[d]> This is way more code than just 2 nested loops, hehe.20:43:45 <truebrain> nobody willing to install GOG Galaxy for some testing? Awh 😦20:43:59 <peter1138[d]> I'm on Linux. I do have it on Windows...20:44:10 <truebrain> they don't have a Linux client, annoyingly 😦20:44:53 <_jgr_> std::flat_set from C++23 is basically what you want, if you're prepared to wait that long20:45:18 <truebrain> knowing him, it wouldn't surprise me 😛20:45:46 <_jgr_> A std::set or std::unordered_set is a huge amount of overhead just to do a uniqueness test20:50:40 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #11628: Feature: Plugin framework for Social Integration with Steam, Discord, GOG, etc https://github.com/OpenTTD/OpenTTD/pull/11628#issuecomment-188377249420:55:23 <peter1138[d]> andythenorth: does FIRS 5 have single-tile industries?20:56:08 <andythenorth> yes20:56:14 <andythenorth> town stuff20:56:37 <peter1138[d]> Nice. They always have a unique tile layout. 🙂20:56:39 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1194384263588618362/image.png?ex=65b02807&is=659db307&hm=96551dc4c78dcd198545c5a70b99d8ccfc7f92018d849a12f8468b93378bc40e&20:57:44 *** gelignite has quit IRC (Quit: Stay safe!)20:58:37 <truebrain> awh, you can't start 2 GOG Galaxy instances on the same computer 😛20:58:39 <truebrain> makes sense, but still21:08:36 <truebrain> `Logger Exception: Cannot open file(C:\ProgramData/GOG.com/Galaxy/logs\GalaxyInitialization.log), code 0` seems Wine is also not liking GOG Galaxy .. it can't make up his mind .. `/` or `\` 😄21:08:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/1174421:09:08 <peter1138[d]> I dunno 😮21:15:50 <truebrain> owh well; I tried 😛 On a positive note, if it turns out to be wrong, we can always change it and release a plugin update on its own 😄21:33:36 *** HerzogDeXtEr has joined #openttd21:35:39 <talltyler> That is…definitely not more readable 🙂21:36:02 <peter1138[d]> Quite.21:37:02 <talltyler> Oh, it’s a nested loop, so my suggestion wasn’t quite as simple as it sounded21:37:41 <talltyler> I thought it was the pretty much the same as the one you changed21:37:53 <talltyler> Reading comprehension 🤦21:51:24 <peter1138[d]> Such undo?21:58:03 <talltyler> I guess that might be best21:58:11 <talltyler> Sorry 😦22:05:24 <_glx_> truebrain: added22:06:03 <truebrain> _glx_: Already shut down my computer, but let's test tomorrow 🙂 tnx 🙂22:06:28 <_glx_> and the steam integration plugin is still broken22:06:35 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/1174422:06:47 <_glx_> GOG used to be nice to group all platfomrs22:07:08 <truebrain> Plugin of GOG? Or my steam plugin?22:07:14 <_glx_> of GOG22:07:19 <truebrain> Ah 🙂22:07:39 <xarick> I fail at templates22:08:00 <xarick> can't make my class reachable22:08:17 <xarick> debug is telling me that22:10:54 <xarick> ah, I think I figured it out22:11:26 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 commented on pull request #11628: Feature: Plugin framework for Social Integration with Steam, Discord, GOG, etc https://github.com/OpenTTD/OpenTTD/pull/11628#pullrequestreview-181208445922:12:00 *** keikoz has quit IRC (Ping timeout: 480 seconds)22:13:49 <truebrain> Rubidium: yeah, will make links on the wiki. Also going to give it a place on the website, so it is obvious to find 🙂22:14:07 <truebrain> Lot of administration needed 😄22:26:40 <DorpsGek> [OpenTTD/OpenTTD] rubidium42 approved pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/11744#pullrequestreview-181212415922:33:13 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/11744#pullrequestreview-181213087322:33:40 <talltyler> Oops, too slow22:36:13 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11744: Codechange: Use range-for when validating and finalising industry tiles. https://github.com/OpenTTD/OpenTTD/pull/1174422:52:55 *** Flygon has quit IRC (Read error: Connection reset by peer)23:16:04 <DorpsGek> [OpenTTD/OpenTTD] glx22 updated pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/1172123:17:25 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #11721: Fix: [Script] Improve ScriptText validation https://github.com/OpenTTD/OpenTTD/pull/11721#issuecomment-188394737223:19:58 <_glx_> hopefully the last time I rewrite this code 🙂23:22:38 <peter1138[d]> Hmm, one reason for the static vector there is it will reuse the same reserved space every time, but I don't know how much effect that'll have.23:25:01 *** HerzogDeXtEr has quit IRC (Read error: Connection reset by peer)23:28:44 <_glx_> hmm yeah removing the static may degrade performance of multiple successive calls23:29:06 <peter1138[d]> How often is this called?23:29:20 <_glx_> each time a GS passes a string to the API23:29:41 <_glx_> like a lot when filling storybook23:30:15 <peter1138[d]> Relatively that isn't really that much is it?23:31:16 <peter1138[d]> I know there are similar tricks done in NewGRF loading code too, though 🙂23:31:40 <_glx_> clearing a static should be faster than creating/destroying a non static23:33:00 <_glx_> at most the size of seen_ids should be 20 elements, params might be a little higher23:34:50 <_glx_> but usually it's also at most 20 (worst case would be around 20*20)23:46:56 <xarick> inventing!23:46:56 <xarick> `std::array<std::pair<TWaterRegionPatchLabel, TWaterRegionPatchDepot>, WATER_REGION_NUMBER_OF_TILES> tile_patch_labels{};`23:47:13 <xarick> `this->tile_patch_labels.fill(std::make_pair(INVALID_WATER_REGION_PATCH, !PATCH_WITH_DEPOT));`23:47:35 <xarick> Is this code style allowed?23:47:59 <xarick> `constexpr TWaterRegionPatchDepot PATCH_WITH_DEPOT = true;`23:48:41 <xarick> not sure where this is headed23:49:36 <xarick> there are regions with labels and patches with labels, it's confusing me23:51:37 <DorpsGek> [OpenTTD/OpenTTD] JGRennison opened pull request #11747: Fix: Incorrect assertion in GetTileIndexFromLocalCoordinate https://github.com/OpenTTD/OpenTTD/pull/1174723:53:47 <xarick> now that I can mark water region patches with depots in them, and have a separate template class exclusively for ship depots, how to check the current area for a list of accessible depots?23:54:16 <xarick> maybe I dont need a list, just a match23:54:33 <xarick> that one of the depots is in the same water as the ship23:56:31 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #11747: Fix: Incorrect assertion in GetTileIndexFromLocalCoordinate https://github.com/OpenTTD/OpenTTD/pull/11747#pullrequestreview-181220663723:57:38 <truebrain> "Oops" .. Nice catch _jgr_ 🙂continue to next day ⏵