IRC logs for #openttd on OFTC at 2024-11-12
            
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05:30:27 <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/11791114067
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06:47:25 <truebrain> For once it failed for good reason, as it wanted to overwrite files
07:00:46 <LordAro> yay?
07:07:36 <wensimehrp> `yay`
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09:14:54 <xarick> hi
09:15:48 <peter1138> The old "there were no commits" bug.
09:15:57 <peter1138> That must mean OpenTTD is dead.
09:16:21 <kuhnovic> RIP
09:17:07 <andythenorth> has reddit connected the infra outage with the recent IP rights licensing change to a game from 1994, yet?
09:17:23 <andythenorth> I'm sure it will
09:19:39 <xarick> could i make some lambda functions static or is that a bad idea?
09:22:49 <kuhnovic> Should be ok as long as it's a stateless lambda
09:23:38 <peter1138> Ooh, weird bug, I toggled the Unicode font in Minecraft, and now Distant Horizons renders in front of the world...
09:24:13 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1305825469433778197/2024-11-12_09.24.02.png?ex=6734703c&is=67331ebc&hm=639fb5dae937638d3a86437154155f7c42610fd08b9c17aeca4a9ab08dbe747d&
09:24:13 <peter1138> Built-in x-ray ๐Ÿ˜„
09:25:55 <wensimehrp> peter1138: oooo
09:28:13 <peter1138> Of course in Minecraft it switches from one bitmap font to another.
09:28:36 <wensimehrp> hmmm
09:28:55 <wensimehrp> minecraft simply uses unifont
09:33:32 <xarick> I don't know whether my lambdas are stateless
09:34:29 <andythenorth> what does GPT say?
09:38:47 <xarick> gonna ask Copilot, lol
09:39:24 <johnfranklin> I remember using x-ray (stones = transparent to find mines) and kicked in multiplayer
09:39:53 <peter1138> If your lambda is capturing any variables, it cannot be static.
09:40:13 <peter1138> If it can be static, you might as well just use a regular non-member function.
09:40:44 <peter1138> wensimehrp: Exactly.
09:41:00 <peter1138> Although there is a toggle for Japanese variants.
09:41:33 <peter1138> But unifont only works well with very limited font sizes.
09:42:26 <peter1138> Multiples of 16 pixels.
09:42:48 <wensimehrp> peter1138: yeah
09:43:10 <xarick> Copilot says "no"
09:43:52 <xarick> ``` auto is_conflicting = [&](IndustryID iid) {
09:43:52 <xarick> const Industry *i = Industry::Get(iid);
09:43:52 <xarick> int dist = DistanceMax(tile, i->location.tile);
09:43:52 <xarick> if (dist > dmax) return false;
09:43:52 <xarick> return std::ranges::any_of(indspec->conflicting, [&](IndustryType conflicting) {
09:43:54 <xarick> return i->type == conflicting;
09:43:54 <xarick> });
09:43:56 <xarick> };```
09:44:15 <wensimehrp> peter1138: and players encounter the same glyph problem... minor though
09:44:37 <_jgr_> `[&]` is a strong hint that your lambda is not stateless
09:45:25 <xarick> what if i make it [tile, indspec]
09:45:53 <_jgr_> No, if you want a stateless lambda, use `[]` so that you don't capture anything
09:46:24 <xarick> okay, thanks, i can't do static
09:49:19 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1305831785912860692/image.png?ex=6734761e&is=6733249e&hm=cb08659d8467fe4d5c24c8127af017991d661c9cd5d6e80dbef2fb3815b81d12&
09:49:19 <peter1138> It's clear and sharp but definitely has a different feel...
09:53:09 <wensimehrp> It's more designed for basic displaying rather than achieving an art style.
09:54:12 <wensimehrp> While *many* people's got hidpi displays nowadays...
09:56:41 <xarick> any newgrf that can trigger GetClosestIndustry but not during generation?
09:56:47 <xarick> i need to test that
09:56:58 <xarick> it's still untested
10:03:53 <kuhnovic> Maybe the Found Industry dropdown menu option? I think it's called that way at least. That allows you to create a new industry mid-game, I'd assume it does checks.
10:12:24 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1305837597947334798/image.png?ex=67347b88&is=67332a08&hm=d6d000c47e0a8d45f9f90ef2a7b35632517f6f3ed5350d32306d9bdccd75b765&
10:12:30 <peter1138> Okay, OpenTTD Sans here twice is probably a bug.
10:14:31 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1305838129969893416/image.png?ex=67347c07&is=67332a87&hm=a6255fbbc43b05f1b59e2355fb9619e16637eb385712eb0eac94e8dc5b6086c8&
10:14:40 <peter1138> Looks more recognisable ๐Ÿ™‚
10:14:50 <peter1138> Also "OpenTTD.Classic"
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10:17:08 <Emru> Hey, I'm trying to package openttd dedicated server. I've builded it with 'OPTION_DEDICATED=true', but 'openttd -D' fails with missing graphics set. Do I need those for dedicated server? Or am I missing some option?
10:17:32 <peter1138> It's still needed.
10:18:04 <Emru> oh, okay
10:22:50 <peter1138> Hmm, my Steam version picks a different Serif-style font.
10:23:20 <peter1138> Ah, Noto Serif instead of Noto Sans. I wonder why.
10:39:24 <xarick> still didn't get any non 65535 IndustryID in GetClosestIndustry
10:39:44 <xarick> i must be picking the wrong grfs
10:41:03 <xarick> i wanted to test the performance of tree.Remove(current->index);
11:00:29 <xarick> Improved Town Industries is the new king of slow industry generation!
11:00:39 <xarick> very improved!
11:03:06 <xarick> holy smokes, why so slow
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11:09:44 <peter1138> Well, it's improved.
11:10:12 <peter1138> Not sure if it's possible to add a filter to kdtree searches.
11:17:17 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1305853922799521822/image.png?ex=67348abc&is=6733393c&hm=2eef9517b4c900470147544a729bf91aa240e5c6a0e7cce1614547d03789c315&
11:17:17 <xarick> wow
11:17:43 <peter1138> Over 10 minutes to generate?
11:23:25 <xarick> yes
11:23:44 <peter1138> Winner winner chicken dinner
11:27:31 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1305856500421623819/image.png?ex=67348d23&is=67333ba3&hm=12e4a8ffcfe00432ddc3ad2b01d6d4e09146dc53203a63ef054d21dbfe903278&
11:28:00 <xarick> poor kdtree
11:28:24 <xarick> and GetCountAndDistanceOfClosestInstance
11:30:26 <xarick> oh, I found it!
11:31:41 <xarick> https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf_industries.cpp#L146-L153 this is slow
11:31:57 <xarick> wondering if it can receive kdtree treatment
11:33:37 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1305858034962137169/image.png?ex=67348e91&is=67333d11&hm=504e892bccc25273c39a9d9abeb30fee5ded2ab73a533bda8b4badb598c78e62&
11:34:18 <xarick> GetClosestDistance above only got 0,01% ๐Ÿ™‚
11:41:03 <peter1138> Towns have a stations_near, and Stations have an industries_near.
11:41:22 <peter1138> Would Towns having an industries_near help in some cases?
11:41:51 <peter1138> There's a town filter there, but it might not be in use there.
12:13:05 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #13076: Add: Show and toggle follow vehicle state in vehicle view window. https://github.com/OpenTTD/OpenTTD/pull/13076
12:22:41 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1305870384146546759/image.png?ex=67349a11&is=67334891&hm=42ec1dcfb7f3ebb951d3a548234d7da042cb245335cd02c164962ad0172d24a7&
12:22:41 <xarick> it's faster, but still slow
12:22:55 <xarick> maybe 5 minutes now
12:25:36 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1305871116174364703/image.png?ex=67349ac0&is=67334940&hm=bb9b581ed34f6832587b31ac60220106435dac1dbbd1a307800d41071606c722&
12:25:36 <xarick> not sure it's doing the same thing
12:25:45 <xarick> testing
12:28:35 <xarick> that assert there is just so I can find any newgrf that isn't 65535
12:28:43 <xarick> i will remove
12:29:08 <xarick> meh english
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12:36:12 <peter1138> Making a copy of the kdtree every time probably isn't the best idea.
12:58:09 <xarick> i only need a copy if current->index is value
12:58:27 <xarick> but have yet to find any such newgrf
13:05:09 <xarick> actually, in this case, since it's iterating over all the industries, I guess it's faster to exclude itself in the condition
13:05:29 <xarick> avoids a remove and a kdtree copy indeed
13:08:54 <xarick> ind_index < NUM_INDUSTRYTYPES I dont need this either, it's already been checked above
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13:10:32 <xarick> the name "ind_index" is a bit misleading, it's an IndustryType
13:10:40 <xarick> but wtv
13:10:45 <xarick> not gonna change that
13:14:21 <kuhnovic> Have you reached the "this ain't worth it"-stage already Xarick ๐Ÿ˜› ?
13:17:51 <xarick> it's against the rules...
13:18:08 <xarick> i get sidetracked easily
13:26:46 <peter1138> xarick: Yes but you're making a copy every time.
13:27:13 <peter1138> (Or were, at least)
13:28:15 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1305886881631703131/image.png?ex=6734a96e&is=673357ee&hm=d63d7069215ba24e47c066b5b07e9111a560c558dddc988a1d8c76a115c219e6&
13:28:15 <xarick> help me
13:28:32 <xarick> trying to avoid a copy if not needed
13:28:39 <xarick> but im bad at pointers
13:28:46 <xarick> references and whatnot
13:28:58 <peter1138> Yes, definitely bad.
13:29:04 <peter1138> free_copy goes out of scope
13:31:10 <andythenorth> peter1138: I had chicken lunch
13:35:17 <peter1138> `*tree = tree_copy` actually replaces the real kdtree.
13:35:52 <xarick> oh crap ๐Ÿ˜ฆ
13:40:49 <kuhnovic> assert(false); probably doesn't do much good either ๐Ÿ˜›
13:41:11 <kuhnovic> Unless you're trying to check if asserts are disabled.
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13:46:31 <xarick> i really need to test this
13:46:51 <xarick> there are asserts inside the kdtree code that can trigger
13:47:03 <xarick> if i pass invalid elements
13:51:15 <xarick> peter1138: hmm so i don't know how to do it
13:53:28 <andythenorth> was it lunch?
13:53:43 <_glx_> BTW using Industry::GetIfValid() here is not really needed, there are only 2 options during variable resolution, index is valid, or it's INVALID_INDUSTRY
13:56:38 <_glx_> especially when one of the parameter of the function is an Industry*
13:57:25 <DorpsGek> [OpenTTD/appstore-data] orudge updated pull request #12: [WIP] Feature: Add support for generating Windows Store listing data. https://github.com/OpenTTD/appstore-data/pull/12
13:58:27 <xarick> i SEE
13:58:45 <DorpsGek> [OpenTTD/appstore-data] orudge commented on pull request #12: Feature: Add support for generating Windows Store listing data. https://github.com/OpenTTD/appstore-data/pull/12#issuecomment-2470602851
13:59:26 <peter1138> Yeah, that's a bit silly too ๐Ÿ™‚
14:00:01 <peter1138> Okay, so are there any CJK-covering fonts that could possibly be bundled?
14:00:34 <_glx_> probably
14:01:33 <peter1138> And is there any point?
14:02:24 <peter1138> Currently the UX can vary wildly depending on OS and even installation method.
14:04:00 <peter1138> With my side-by-side font cache work, it kinda makes sense to always load a wide-coverage unicode font as a fallback.
14:06:36 <peter1138> Hmm, although that can have implications for line-height.
14:08:38 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1305897046754066483/image.png?ex=6734b2e6&is=67336166&hm=050ce55d59d8bba2cc3e70f1962021f57e812640d0821fb332d89f062ea5139c&
14:08:38 <xarick> I wanted to avoid code repetition
14:09:42 <xarick> and I wanted to avoid a copy
14:09:49 <xarick> unless necessary
14:11:16 <peter1138> Use a separate function that accepts a reference to the kdtree.
14:11:32 <peter1138> Then you don't need to duplicate.
14:14:37 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1305898552979099728/image.png?ex=6734b44d&is=673362cd&hm=ffb02ec3cc859fe43ac2d7b035ce0acc5b3a925ffb7a064ac16029e6ebcc538f&
14:14:37 <andythenorth> hmm can I claim my prize?
14:21:31 <xarick> forgive me, my brain got stuck
14:21:45 <xarick> I don't know how to do this
15:03:03 <peter1138> Okay, badgers?
15:06:54 <xarick> this function is really tricky
15:07:16 <xarick> without knowing for sure what kind of parameters it can be fed with, I can't deduce anything
15:07:42 <xarick> GetClosestIndustry(TileIndex tile, IndustryType type, const Industry *current)
15:07:59 <xarick> the type could be different than current->type
15:08:05 <xarick> or could match
15:08:23 <xarick> current->index could be invalid, or it could be valid
15:09:18 <xarick> not sure how Kdtree works if I call a Remove on an index that doesn't exist
15:11:10 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #13076: Add: Show and toggle follow vehicle state in vehicle view window. https://github.com/OpenTTD/OpenTTD/pull/13076#pullrequestreview-2429887898
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15:13:22 <talltyler> (I assume you have tested, of course ๐Ÿ™‚ )
15:16:44 <xarick> I have not
15:17:00 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #13072: Codechange: Limit industry default cargo label lists to original slot counts. https://github.com/OpenTTD/OpenTTD/pull/13072#pullrequestreview-2429901585
15:17:25 <xarick> still looking for a newgrf that calls GetClosestIndustry with a valid industry index
15:18:01 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler merged pull request #13071: Doc: Fix documentation of water tile non-flooding bit in landscape.html https://github.com/OpenTTD/OpenTTD/pull/13071
15:21:40 <andythenorth> xarick: doesn't FIRS do that?
15:22:02 <xarick> it does, but it's still not yet on the map
15:22:37 <xarick> or I didn't try hard enough
15:30:27 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1305917635287846952/image.png?ex=6734c613&is=67337493&hm=9c4ae301cdddce1d897aa1332edb12a582b54dcfe6cd4ab746dd5150354694f9&
15:30:27 <xarick> dang, i dodged a bullet
15:30:33 <xarick> 2 different types
15:31:03 <_glx_> valid industry index means the industry exists already, and I don't see how knowing the closest industry would matter for an existing industry
15:31:55 <_glx_> for me major usage of var64 is during construction
15:34:39 <xarick> the industry could be motivated if it knows there's another nearby or something lol
15:34:50 <xarick> and then produces more cargo
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16:17:25 <peter1138> Use could simply use the existing method if the industry already exists.
16:17:59 <peter1138> That you can't find anything requiring it once built suggests that is not a path needs attention.
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16:21:33 <andythenorth> we must optimise!
16:21:37 <andythenorth> even for the unused!
16:21:41 <andythenorth> because it might
16:47:57 <peter1138> I optimised badges.
16:48:22 <peter1138> I wonder what cunning tricks will be used.
16:48:32 <peter1138> Probably none, it's a pointless unwanted feature.
17:17:28 <andythenorth> dice though
17:18:47 <peter1138> Hah
17:36:29 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13076: Add: Show and toggle follow vehicle state in vehicle view window. https://github.com/OpenTTD/OpenTTD/pull/13076
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17:41:53 <xarick> finally!
17:42:08 <xarick> ECS Animal Farm triggered something
17:44:25 <wensimehrp> peter1138: Noto Sans CJK or Source Han Sans would've been perfect if their glyphs were smaller ๐Ÿคช
17:44:25 <wensimehrp> Least for me, no matter what font size I use, the interface looks discord.
17:44:25 <wensimehrp> There's a reason why I use ChillRoundF and ChillRoundM.
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17:45:16 <xarick> Change industry production at the source of this call
17:45:54 <xarick> and ... the Animal Farm calls GetClosestIndustry of the same type
17:46:03 <peter1138> ChillRoundF is a bit wide for latin at least.
17:46:05 <xarick> finally got to test this
17:49:34 <wensimehrp> peter1138: ๐Ÿคจ
17:49:51 <wensimehrp> It's extra wide for Cyrillic
17:50:42 <wensimehrp> But a fact is players who actually use the font... Uses CJK languages
17:54:53 <peter1138> Hmm, what's the difference between F and M.
17:56:33 <wensimehrp> https://cdn.discordapp.com/attachments/1008473233844097104/1305954402317635655/224276881-89af05d0-eb48-4ec1-ac61-982ed8188eb0.png?ex=6734e850&is=673396d0&hm=61db74a18756abf66f54004300d5f2c741dd379814c40ed44fbfc8632dc84d35&
17:56:33 <wensimehrp> https://cdn.discordapp.com/attachments/1008473233844097104/1305954402896580658/224276902-ec134be0-fccc-4f7c-b76d-fab71e6dc4e0.png?ex=6734e851&is=673396d1&hm=109f4fa14143b6b83856a87b5164bda6eae51570af985b2a50d50c968df4a5b5&
17:57:28 <wensimehrp> F is based on Kosugi Maru and it's derivatives
17:57:28 <wensimehrp> M is based on Zen Maru Gothic
17:57:31 <peter1138> Yes that doesn't really mean anything to me.
17:57:58 <wensimehrp> M is rounder to be short
17:58:06 <peter1138> Ah, sounds like it's basically a different font, then.
17:58:22 <wensimehrp> Yeah
17:59:12 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1305955068813512725/image.png?ex=6734e8ef&is=6733976f&hm=f2cf02e2004efcde427d84bd72441d593fd42c5fa69dddbfb97e433c1ab72715&
17:59:12 <peter1138> Better than unifont.
18:08:05 <peter1138> With this branch I can use the sprite font for latin, and ChillRound for CJK.
18:08:21 <johnfranklin> OpenTTD Sans + ChillRound?
18:08:29 <johnfranklin> Oh, sprites
18:08:33 <peter1138> Either.
18:08:46 <peter1138> The screenshot is OpenTTD Sans + ChillRoundF, yes.
18:12:55 <xarick> I need english skills
18:12:58 <xarick> static std::vector<IndustryID> list_of_industries_of_the_same_type;
18:13:14 <xarick> gonna ask copilot for a shorter name
18:13:40 <wensimehrp> Openttd Sans seems bolded
18:13:50 <peter1138> It is bold, yes.
18:14:27 <wensimehrp> ๐Ÿ˜Ž Bold Chinese Characters are Very Hardยฎ to read
18:17:06 <wensimehrp> In fact traditional writings don't use bold to emphasize anything. Maybe because they realized that thick characters impacts readability
18:20:23 <peter1138> Ah, Korean glyphs. Hmm.
18:21:09 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1305960594595119154/image.png?ex=6734ee15&is=67339c95&hm=b1a206df3d4f155fca46c177f8386dbd1a43e14f9efe02874e18d6b879318bf2&
18:21:09 <peter1138> So many.
18:23:30 <peter1138> Problem is I still need to configure it for special non-latin fonts otherwise mine'll fall back to e.g. "Noto Sans CJK SC, Black"
18:24:07 <peter1138> Specific, not special.
18:25:07 <peter1138> Probably the search for "boldest" font is not wise.
18:38:35 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1305964982701133944/image.png?ex=6734f22b&is=6733a0ab&hm=a9a96d8a1afa8e30c33d8ebbef93ddd691a7955599b59305807ab48f5c54ae46&
18:38:35 <peter1138> I was trying to work out what causes this weird alignment.
18:38:53 <peter1138> https://cdn.discordapp.com/attachments/1008473233844097104/1305965057967915118/image.png?ex=6734f23d&is=6733a0bd&hm=2fcd13f103958d8428d3967cf71ebda91d3247ca3faf49016f6340dd17c8b355&
18:38:53 <peter1138> Well, this would certainly do it.
18:58:00 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1305969867576573983/image.png?ex=6734f6b8&is=6733a538&hm=ba175bf2bddd27b1bd45f95ff831c190e9afab83d874f93ff7cfb9a219c20ec1&
18:58:00 <xarick> it's faster, but it's still slow
18:58:00 <xarick> [GenerateIndustries] 209596736 us
18:59:41 <xarick> an attack on 3 fronts
19:00:12 <xarick> goes through 3 kdtree implementations
19:00:58 <xarick> and it's still slow because 2 of them... still iterate over a list of industries, they just happen to be of the same type
19:01:22 <xarick> oh, 4 fronts, i have it in 4 places now
19:01:33 <xarick> 2 of them are meh
19:08:47 <peter1138> ChillRoundF is nice because the default size is the same line height as OpenTTD Sans.
19:08:58 <peter1138> Other fonts, not so 'lucky'
19:09:47 <peter1138> Chinese-exclusive though.
19:15:10 <peter1138> Ah it does have some JP glyphs but not all that OpenTTD uses.
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19:29:28 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1305977787340951622/image.png?ex=6734fe18&is=6733ac98&hm=74027bafa94627fea9bc633b2b02fce643077e9011666113e88e8855bcbbc725&
19:31:31 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic updated pull request #13068: Codechange: Cleaned up and renamed NodeList https://github.com/OpenTTD/OpenTTD/pull/13068
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19:58:44 <xarick> found some missing "this->" in industry.h
20:00:18 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #13068: Codechange: Cleaned up and renamed NodeList https://github.com/OpenTTD/OpenTTD/pull/13068#pullrequestreview-2430576014
20:02:18 <LordAro> xarick: PR pls :)
20:05:18 <xarick> ok
20:06:21 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic merged pull request #13068: Codechange: Cleaned up and renamed NodeList https://github.com/OpenTTD/OpenTTD/pull/13068
20:10:36 <xarick> or maybe not
20:10:57 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1305988221548888075/image.png?ex=673507d0&is=6733b650&hm=12e51a3e94baa13395f683f61e7ba58fcf5a54f8446eadeb06f9682ea048d5ad&
20:11:18 <johnfranklin> peter1138: In Chinese (CJK?) texts, it is normal to have a 2-character indent at the beginning of a paragraph.
20:12:21 <peter1138> Sure, I just had to check there was no bug as it's not present anywhere else.
20:16:58 <xarick> disaster_vehicle.cpp iterate over some industries of certain type/behaviour
20:17:09 <xarick> not sure it's worth it to kdtree
20:24:17 <xarick> what's different between any_of, find_if
20:24:41 <LordAro> well one returns a value
20:24:56 <LordAro> i imagine one is implemented in terms of the other
20:26:00 <xarick> ah, returns iterator
20:27:41 <LordAro> `any_of(_InputIterator __first, _InputIterator __last, _Predicate __pred) { return !std::none_of(__first, __last, __pred); }` ah, close
20:28:00 <LordAro> `none_of(_InputIterator __first, _InputIterator __last, _Predicate __pred) { return __last == _GLIBCXX_STD_A::find_if(__first, __last, __pred); }`
20:28:18 <_glx_> any_of and none_of are just bool
20:39:18 <xarick> how worthy it is to have kdtrees already built just for satisfying some function conditions
20:39:38 <xarick> too much bloat?
20:40:05 <_glx_> you can fill the trees when industries are built
20:41:28 <xarick> what does the survey say about multiple_industry_per_town
20:41:41 <_glx_> default is off
20:41:42 <xarick> what % of users have it disabled?
20:42:09 <xarick> great...
20:42:27 <xarick> where do I find these surveys? in openttd.org?
20:43:12 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13072: Codechange: Limit industry default cargo label lists to original slot counts. https://github.com/OpenTTD/OpenTTD/pull/13072
20:43:50 <_glx_> https://survey.openttd.org
20:43:51 <peter1138> game.settings.economy.multiple_industry_per_town
20:43:51 <peter1138> true
20:43:51 <peter1138> 57.1%
20:43:51 <peter1138> false
20:43:51 <peter1138> 42.9%
20:43:57 <peter1138> Huh, that does not cut & paste well ๐Ÿ˜ฆ
20:44:41 <_glx_> Q3 for 14 is 80/20 false/true
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20:47:10 <xarick> vanilla?
20:47:44 <xarick> ah, master :p
20:48:42 <xarick> that's still a considerable number of falses
20:49:18 <xarick> maybe another sub kdtree for types
20:49:22 <xarick> considering towns
20:50:42 <xarick> or, have it in Town structure
20:50:56 <xarick> counts for industry types
20:57:18 <peter1138> It's worth adding things if it affects gameplay performance. Less so if it's just world gen.
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21:12:58 <xarick> if ((*t)->industry_type_counts[type] != 0) {
21:13:06 <xarick> t is town
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21:37:56 <xarick> are TownCache saved ?
21:37:59 <xarick> i guess not
21:43:25 <kuhnovic> lordaro4353: could you have another look at #12992 ? Should be good to go now
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22:12:31 <xarick> RebuildTownIndustryCounts
22:12:38 <xarick> it's a cache
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22:18:00 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #12992: Codechange: Simplified YAPF ship region node https://github.com/OpenTTD/OpenTTD/pull/12992#pullrequestreview-2430808489
22:18:03 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic merged pull request #12992: Codechange: Simplified YAPF ship region node https://github.com/OpenTTD/OpenTTD/pull/12992
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22:22:33 <squirejames> xarick: All Cargo Classes are equal but some Cargo Classes are more equal than others?
22:23:40 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1306021626629853246/image.png?ex=673526ec&is=6733d56c&hm=6a3c39da70ab9e43f1a3f184cdd9ede1f6dc68a223b86097a56c8388ba23902e&
22:23:40 <xarick> is that operator <=> gonna work on that array?
22:24:24 <xarick> industry_counts
22:25:10 <xarick> if (old_town_caches[i] != t->cache) {
22:25:19 <xarick> let's provoke a desync
22:30:47 <xarick> I forgot how to test the desync...
22:31:12 <kuhnovic> Thanks LordAro!
22:31:52 <LordAro> np :)
22:35:08 <xarick> why isn't it printing the debug message?
22:35:24 <xarick> i got debuglevel desync=9
22:35:48 <LordAro> some of that stuff has to be compiled with desync debugging turned on
22:35:58 <LordAro> i can't remember off hand how to do that, it's in the docs somewhere
22:38:36 <xarick> oh, it prints a text file isn't it? not in the console
22:39:46 <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1306025677652492348/image.png?ex=67352ab2&is=6733d932&hm=f99aba9a2d2e9fde5644c6a489e0bfdae9c7b2fe64aa23b8ee23ab68de31d7bd&
22:39:46 <xarick> my forced desync works
23:07:11 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #13077: Codechange: Each town cache the number of each type of industry https://github.com/OpenTTD/OpenTTD/pull/13077
23:08:39 <xarick> my message is so off...
23:12:07 <xarick> oops
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23:13:48 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #13077: Codechange: Each town cache the number of each type of industry https://github.com/OpenTTD/OpenTTD/pull/13077
23:21:34 <_glx_> so 480 bytes of cache per town
23:35:34 <peter1138> Seems excessive.
23:35:55 <peter1138> If industries were spawning every tick it might be worth it.
23:35:56 <peter1138> But they're not.