β΄ go to previous day
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04:48:14  <DorpsGek> [OpenTTD/OpenTTD] eints-sync[bot] pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/bc78efeec19c18fcec855d89fd77a78defe0f20b
04:48:15  <DorpsGek>   - Update: Translations from eints (by translators)
05:39:56  <DorpsGek> [OpenTTD/OpenTTD] Release workflow was not successful https://github.com/OpenTTD/OpenTTD/actions/runs/14289360384
05:59:03  <peter1138[d]> Oh
06:00:11  <DorpsGek> [OpenTTD/OpenTTD] telk5093 commented on issue #13970: [Bug]: Settings search filter not working for CJK text https://github.com/OpenTTD/OpenTTD/issues/13970
06:08:11  <DorpsGek> [OpenTTD/OpenTTD] WenSimEHRP commented on issue #13970: [Bug]: Settings search filter not working for CJK text https://github.com/OpenTTD/OpenTTD/issues/13970
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06:51:48  <andythenorth> well
07:17:15  <_zephyris> Cloudflared itself?
07:17:26  <_zephyris> Coffee
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07:22:53  <andythenorth> I should
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08:32:16  <xarick> hi
08:50:49  <xarick> I notice `const SmallMapColourScheme *cs = &_heightmap_schemes[_settings_client.gui.smallmap_land_colour];` is repeated all over smallmap_gui.cpp
08:51:03  <kuhnovic> First coffee at 10:50, that's late
09:01:05  <xarick> I'm about to make a pointless PR as you say
09:03:59  <kuhnovic> It's not like you've never done that before π
09:08:30  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #13971: Codechange: Simplify logic for determining road tile colour in 'Routes' mode of small map. https://github.com/OpenTTD/OpenTTD/pull/13971
09:12:12  <xarick> how ugly would it be this: `MKCOLOUR_0XX0(GetRoadTypeInfo(rt_road != INVALID_ROADTYPE ? rt_road : GetRoadTypeTram(tile))->map_colour),`
09:17:33  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358370031817330869/image.png?ex=67f3982c&is=67f246ac&hm=1a75c7f7e13ce38ea7d65052ffb28de2d672e311ab783fb3ca0efc8de5ed0f2d&
09:17:33  <xarick> hmm... not too ugly
09:30:17  <andythenorth> pony request!
09:31:16  <andythenorth> 1. return list of badges on a vehicle, matching a leading namespace string
09:31:16  <andythenorth> 2. return a deterministic badge from that list (vehicle random bits?)
09:31:27  <andythenorth> (maybe not just vehicles)
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10:26:37  <peter1138[d]> Return a list? How?
10:54:05  <andythenorth> yeah list makes no sense
10:54:21  <andythenorth> I had an idea which is too not-how-programming-works too explain
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11:02:52  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #13971: Codechange: Simplify logic for determining road tile colour in 'Routes' mode of small map. https://github.com/OpenTTD/OpenTTD/pull/13971
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11:08:12  <frosch123> There was the idea to add a "foreach" thing to va2. So you could call a procedure for each part of a train and accumulate data in Temp storage, instead of all these "count vehicles with x property" variables.
11:08:12  <frosch123> Same thing would work for "call for all badges"
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12:16:32  <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic approved pull request #13969: Fix 8846f347f2: Check bridge/tunnel transport type before querying road type https://github.com/OpenTTD/OpenTTD/pull/13969#pullrequestreview-2745127411
12:35:04  <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #13860: Fix #13600: Added diagonal terraforming to scenario editor https://github.com/OpenTTD/OpenTTD/pull/13860#issuecomment-2781401408
13:01:26  <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #13969: Fix 8846f347f2: Check bridge/tunnel transport type before querying road type https://github.com/OpenTTD/OpenTTD/pull/13969
13:23:10  <andythenorth> Could that yield a βstop loopingβ result? π
13:34:35  <xarick> what is faster? `AICompany.ResolveCompanyID(AICompany.COMPANY_SELF)` all the time, or caching the result?
13:40:42  <xarick> `_AITile.GetOwner(next_tile) == _AICompany.ResolveCompanyID(_AICompany.COMPANY_SELF))` or `_AICompany.IsMine(_AITile.GetOwner(next_tile))`
13:41:38  <xarick> gonna test
13:53:30  <xarick> 3 ops for both
13:53:37  <xarick> interesting
14:05:02  <_glx_> it's probably best to cache `AICompany.ResolveCompanyID(AICompany.COMPANY_SELF)` result at startup
14:10:52  <andythenorth> frosch123: map:reduce a lambda? π
14:12:44  <andythenorth> hmm map, filter, reduce, with predicates π
14:35:27  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358450036530352228/image.png?ex=67f3e2af&is=67f2912f&hm=1c7f954f8113bbdf75c5a2058c2ccdfaa7fab0d08e51137a0f22467ec15ca1f9&
14:35:48  <xarick> probably an unfair test
14:38:04  <xarick> oops, rel with deb info build
14:38:11  <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic opened pull request #13972: Fix #13600: Scenario editor terraforming works the same as in a regular game. https://github.com/OpenTTD/OpenTTD/pull/13972
14:40:28  <kuhnovic> I wonder what mister UI peter1138 has to say about this one π
14:43:28  <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic updated pull request #13972: Fix #13600: Scenario editor terraforming works the same as in a regular game. https://github.com/OpenTTD/OpenTTD/pull/13972
14:43:49  <frosch123> I checked all occurrences of getroadtype, getroadowner, ...
14:43:49  <frosch123> They all looked fine, the two fixed bugs were the only issues
14:44:10  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13972: Fix #13600: Scenario editor terraforming works the same as in a regular game. https://github.com/OpenTTD/OpenTTD/pull/13972#issuecomment-2781458425
14:45:16  <xarick> i think the case 3 test is flawed
14:46:32  <peter1138> 3 is "unfair" with the cached local company variable.
14:47:20  <peter1138> But otherwise I would say .IsMine() should be prefered.
14:47:31  <peter1138> (It's shorter and shows intention)
14:48:37  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #13972: Fix #13600: Scenario editor terraforming works the same as in a regular game. https://github.com/OpenTTD/OpenTTD/pull/13972#issuecomment-2781460335
14:53:55  <xarick> I'm going with the cache approach
14:54:18  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1358454780531576882/image.png?ex=67f3e71a&is=67f2959a&hm=80cbb9dcb73ebbd6198813f7740328f6064214d8d149995bee311042ce45a99e&
14:54:18  <andythenorth> anyway, if we could get a random badge from [predicate], I could change the implementation of random recolour
14:54:34  <andythenorth> currently the badges are info only, but they could be the full implementation
14:55:10  <andythenorth> "in future, perhaps players could choose an 'active' badge from a list of candidates via a new UI window"
15:03:45  <DorpsGek> [OpenTTD/OpenTTD] zephyris commented on pull request #13972: Fix #13600: Scenario editor terraforming works the same as in a regular game. https://github.com/OpenTTD/OpenTTD/pull/13972#issuecomment-2781466887
15:04:19  <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on pull request #13972: Fix #13600: Scenario editor terraforming works the same as in a regular game. https://github.com/OpenTTD/OpenTTD/pull/13972#issuecomment-2781467180
15:04:58  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358457463820521622/image.png?ex=67f3e99a&is=67f2981a&hm=c401c541b98d20f67f978c43d63d9611eb713c706eb9a21e0d7f48853a629550&
15:04:58  <xarick> new test
15:06:08  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358457758382555208/image.png?ex=67f3e9e0&is=67f29860&hm=37bdb7d8164a77cfad3e7f6628c85bfc15fed18497c54ce7d5d3588225495837&
15:08:29  <andythenorth> Horse bonus, but menu search works better now, due to less name callback use
15:08:39  <andythenorth> and it searches badges, so I can search for all 'ochre' wagons
15:09:07  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1358458507023618309/image.png?ex=67f3ea93&is=67f29913&hm=e934e03768a5d7e6eb5e7117d09f7a26a030852a740b179fe532570e47d8490a&
15:09:23  <xarick> cached value wins
15:26:57  <xarick> funny, i spotted a bug in my AI when replacing GetOwner stuff
15:27:40  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358463175766442294/image.png?ex=67f3eeec&is=67f29d6c&hm=0777da8e4f7913f9d9126047751a8d5906956d34ba2d304c216bc8424389c5cd&
15:27:40  <xarick> spot the bug
15:57:48  <_glx_> of course cache wins, case 0 actually calls ResolveCompanyID twice
16:00:26  <_glx_> first time directly with COMPANY_SELF, second time indirectly in GetBankBalance with the correct ID
16:03:43  <_glx_> case 1 does only one call (same as first of case 0), case 2 also does one call (same as second of case 0)
16:07:04  <peter1138> Is ResolveCompanyID particularly slow, or just being called a lot?
16:07:52  <peter1138> (Line 59 of script_company.cpp is redundant.)
16:08:20  <peter1138> Oh, no it's not.
16:08:36  <peter1138> ::IsValidID(...) is not the same as ::Invalid()
16:11:19  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13940: Codechange: Store loaded GRFFiles in vector directly. https://github.com/OpenTTD/OpenTTD/pull/13940
16:21:24  <peter1138> Oh, I thought it was the CI issue, but no, it just doesn't build on Windows.
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16:49:32  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13940: Codechange: Store loaded GRFFiles in vector directly. https://github.com/OpenTTD/OpenTTD/pull/13940
16:49:35  * peter1138 shrugs.
16:50:30  <LordAro> peter1138: umique.
16:51:01  <peter1138> I'll wait.
17:08:03  <peter1138> Well, Windows compiles now.
17:10:59  <andythenorth> so glad frosch wrote that forum reply about concatenating strings π
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17:21:46  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #13940: Codechange: Store loaded GRFFiles in vector directly. https://github.com/OpenTTD/OpenTTD/pull/13940
17:24:37  <DorpsGek> [OpenTTD/OpenGFX2] zephyris opened pull request #166: Fix: Cursors, caps lock and backspace on-screen keyboard icons https://github.com/OpenTTD/OpenGFX2/pull/166
17:43:20  <xarick> this function is old, it exists even in the original LuDiAI, and may be unperformant. <https://github.com/SamuXarick/LuDiAI-AfterFix/blob/master/Utils.nut#L777-L867>
17:43:20  <xarick> Wondering if I coul rewrite it
17:44:14  <xarick> basically, I want the top and bottom coordinates of a town, depending on its size
17:44:45  <xarick> i'll use the rectangle to test places to build stations
17:56:48  <DorpsGek> [OpenTTD/OpenGFX2] frosch123 commented on pull request #166: Fix: Cursors, caps lock and backspace on-screen keyboard icons https://github.com/OpenTTD/OpenGFX2/pull/166#pullrequestreview-2745205163
17:57:40  <DorpsGek> [OpenTTD/OpenGFX2] frosch123 approved pull request #159: Fix: Correct accidental re-definition of alternative sprites https://github.com/OpenTTD/OpenGFX2/pull/159#pullrequestreview-2745205305
17:58:53  <DorpsGek> [OpenTTD/OpenGFX2] frosch123 approved pull request #158: Zoom out optimisations https://github.com/OpenTTD/OpenGFX2/pull/158#pullrequestreview-2745205568
17:59:32  <DorpsGek> [OpenTTD/OpenGFX2] frosch123 approved pull request #156: Fix: 0.25x and 0.5x zoom selectors weren't converted to 8bpp https://github.com/OpenTTD/OpenGFX2/pull/156#pullrequestreview-2745205714
18:04:37  <DorpsGek> [OpenTTD/OpenGFX2] frosch123 approved pull request #155: Codechange: Makefile rewrite to fix multiple issues https://github.com/OpenTTD/OpenGFX2/pull/155#pullrequestreview-2745206644
18:07:22  <DorpsGek> [OpenTTD/OpenGFX2] zephyris updated pull request #166: Fix: Cursors, caps lock and backspace on-screen keyboard icons https://github.com/OpenTTD/OpenGFX2/pull/166
18:08:15  <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #13940: Codechange: Store loaded GRFFiles in vector directly. https://github.com/OpenTTD/OpenTTD/pull/13940#pullrequestreview-2745207364
18:09:48  <DorpsGek> [OpenTTD/OpenGFX2] frosch123 approved pull request #166: Fix: Cursors, caps lock and backspace on-screen keyboard icons https://github.com/OpenTTD/OpenGFX2/pull/166#pullrequestreview-2745207638
18:09:56  <andythenorth> hmm there was an idea about a flag that causes OpenTTD to clone an existing grf vehicle
18:10:05  <andythenorth> can't remember the full idea π
18:12:38  <_zephyris> Thanks frosch123
18:13:15  <DorpsGek> [OpenTTD/OpenGFX2] zephyris merged pull request #155: Codechange: Makefile rewrite to fix multiple issues https://github.com/OpenTTD/OpenGFX2/pull/155
18:13:20  <DorpsGek> [OpenTTD/OpenGFX2] zephyris closed issue #151: Base set releases are not compressed https://github.com/OpenTTD/OpenGFX2/issues/151
18:13:23  <DorpsGek> [OpenTTD/OpenGFX2] zephyris closed issue #151: Base set releases are not compressed https://github.com/OpenTTD/OpenGFX2/issues/151
18:13:29  <DorpsGek> [OpenTTD/OpenGFX2] zephyris merged pull request #156: Fix: 0.25x and 0.5x zoom selectors weren't converted to 8bpp https://github.com/OpenTTD/OpenGFX2/pull/156
18:14:38  <DorpsGek> [OpenTTD/OpenGFX2] zephyris merged pull request #159: Fix: Correct accidental re-definition of alternative sprites https://github.com/OpenTTD/OpenGFX2/pull/159
18:15:20  <DorpsGek> [OpenTTD/OpenGFX2] zephyris merged pull request #158: Zoom out optimisations https://github.com/OpenTTD/OpenGFX2/pull/158
18:15:25  <DorpsGek> [OpenTTD/OpenGFX2] zephyris closed issue #164: Too bright not fully snow-covered slopes or too dark not fully snow-covered flat tiles https://github.com/OpenTTD/OpenGFX2/issues/164
18:16:51  <DorpsGek> [OpenTTD/OpenGFX2] zephyris closed issue #154: Clean builds fail due to interpretation of `%` by make https://github.com/OpenTTD/OpenGFX2/issues/154
18:16:54  <DorpsGek> [OpenTTD/OpenGFX2] zephyris commented on issue #154: Clean builds fail due to interpretation of `%` by make https://github.com/OpenTTD/OpenGFX2/issues/154
18:16:58  <DorpsGek> [OpenTTD/OpenGFX2] zephyris closed issue #153: Building 1x zoom base set processes graphics at 1x and 4x zoom https://github.com/OpenTTD/OpenGFX2/issues/153
18:17:01  <DorpsGek> [OpenTTD/OpenGFX2] zephyris commented on issue #153: Building 1x zoom base set processes graphics at 1x and 4x zoom https://github.com/OpenTTD/OpenGFX2/issues/153
18:17:04  <DorpsGek> [OpenTTD/OpenGFX2] zephyris closed issue #150: Baseset releases need a more informative directory name in the tar https://github.com/OpenTTD/OpenGFX2/issues/150
18:17:07  <DorpsGek> [OpenTTD/OpenGFX2] zephyris commented on issue #150: Baseset releases need a more informative directory name in the tar https://github.com/OpenTTD/OpenGFX2/issues/150
18:41:00  * andythenorth trying to find how instantiating ~20k python classes takes 0.1s
18:41:04  <andythenorth> quite annoying
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19:12:16  <xarick> `min_xy = function() { AIGameSettings.GetValue("freeform_edges"); };`
19:12:31  <xarick> ::caches.min_xy() ... not quite what I wanted
19:13:44  <peter1138> If it's a function then it's not caching anything.
19:14:00  <xarick> oh
19:14:12  <xarick> forgot return
19:15:45  <xarick> nevermind, let's not cache this
19:17:01  <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #13940: Codechange: Store loaded GRFFiles in vector directly. https://github.com/OpenTTD/OpenTTD/pull/13940
19:18:27  <xarick> i fear I'm reinventing the wheel for no good reason
19:19:02  <xarick> <https://github.com/SamuXarick/LuDiAI-AfterFix/blob/master/WrightAI.nut#L280-L313>
19:19:02  <peter1138> `min_xy = AIGameSettings.GetValue("freeform_edges");` would be more useful.
19:19:21  <peter1138> Instead of making a function that just calls it whenever it's used.
19:19:43  <xarick> it's a setting that can be changed in-game
19:24:54  <xarick> I need a decent TileArea alike on my AI
19:25:02  <xarick> what I have is rubbish
19:27:30  <xarick> copy pasting <https://github.com/OpenTTD/OpenTTD/blob/master/src/tilearea.cpp#L123-L137>
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19:44:46  <xarick> does squirrel have a swap function?
19:45:10  <andythenorth> was it lunch?
19:45:57  <xarick> nope
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19:48:32  <xarick> wouldn't `if (start > end) std::swap(start, end);` be faster?
19:48:48  <xarick> before extracting the coordinates
19:50:44  <xarick> or is the strongtype too strong it would make this operation slower?
19:53:24  <xarick> oh, i think im wrong
19:55:38  <xarick> yeah, nevermind, im dumb
20:10:38  <xarick> darn, can't have 2 constructors
20:19:42  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358536669879341156/image.png?ex=67f4335e&is=67f2e1de&hm=88cc0f7e1ea85976ef10b06aec1a00d2301333bd9e55c6e3bd9f50b15f695232&
20:19:42  <xarick> https://cdn.discordapp.com/attachments/1008473233844097104/1358536670172938402/image.png?ex=67f4335e&is=67f2e1de&hm=338b1149f7b033f0f2726fedeb77db2fed8063e8eb8a7bf75ff96867caf568e9&
20:19:42  <xarick> what's wrong?
20:20:05  <xarick> can't print for tile_area3
20:26:33  <xarick> TILE_INVALID for scripts is -1?
20:27:09  <xarick> wasn't it supposed to be UINT32_MAX or?
20:28:12  <xarick> i can't remember now π¦
20:34:12  <_glx_> UINT32_MAX and -1 are the same
20:35:55  <_glx_> one is unsigned, the other is signed, but they share the same binary value
20:43:34  <andythenorth> hmm can't get Horse to compile any faster
20:43:39  <andythenorth> I've put about 5 days into it π
20:44:02  <andythenorth> I can remove vehicles, but that's cheating π
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20:52:16  <DorpsGek> [OpenTTD/OpenGFX2] zephyris merged pull request #166: Fix: Cursors, caps lock and backspace on-screen keyboard icons https://github.com/OpenTTD/OpenGFX2/pull/166
20:52:19  <DorpsGek> [OpenTTD/OpenGFX2] zephyris closed issue #165: On-screen-keyboard icons are swapped. https://github.com/OpenTTD/OpenGFX2/issues/165
20:53:21  <andythenorth> there's a compile time optimisation I can do that gets the whole thing done in 10s π
20:54:12  <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1358545351686225970/image.png?ex=67f43b74&is=67f2e9f4&hm=9c6134ef5d1397c5a1cbf2231311ec67ad581004b3a266f2912dd972c5cf1519&
20:54:12  <andythenorth> it's not very savegame friendly π
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21:11:17  <xarick> I think i found a bug in here: <https://github.com/OpenTTD/OpenTTD/blob/master/src/tilearea.cpp#L130-L131>
21:11:29  <andythenorth> don't eat it all in one go π
21:11:31  <andythenorth> save some for later
21:11:48  <xarick> it should be Map::MaxX
21:11:54  <xarick> Map::MaxY
21:12:39  <xarick> or is that intended? hmm
21:13:03  <xarick> > , keeping within map bounds.
21:13:13  <xarick> it's not intended
21:16:09  <xarick> I'm unsure
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21:40:36  <xarick> okay, I am like 95% sure it's buggy
21:53:25  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #13973: Codefix: Orthogonal tile area expanding should end within map bounds https://github.com/OpenTTD/OpenTTD/pull/13973
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21:59:00  <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #13973: Codefix: Orthogonal tile area expanding should end within map bounds https://github.com/OpenTTD/OpenTTD/pull/13973#issuecomment-2781692060
22:04:08  <xarick> I only made one test, the farm field check when magic bulldozing a farm. it was Doing TileXY(64, 53) and setting a width that was off by 1 towards the void
22:04:18  <xarick> map size 64x64
22:04:24  * xarick jgr
22:06:21  <xarick> okay, maybe you're right
22:06:34  <xarick> but TileXY(64... is weird
22:09:21  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick closed pull request #13973: Codefix: Orthogonal tile area expanding should end within map bounds https://github.com/OpenTTD/OpenTTD/pull/13973
22:09:24  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #13973: Codefix: Orthogonal tile area expanding should end within map bounds https://github.com/OpenTTD/OpenTTD/pull/13973#issuecomment-2781696136
22:11:28  <xarick> I'm off to bed, before I make more mistakes
22:50:53  <DorpsGek> [OpenTTD/OpenGFX2] WenSimEHRP opened issue #167: Translations (eints integration) https://github.com/OpenTTD/OpenGFX2/issues/167
continue to next day β΅