IRC logs for #openttd on OFTC at 2025-11-22
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03:03:10 <kaji_kaede> ...I have a question.
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04:06:02 <wensimehrp> kaji_kaede: Any of what?
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08:11:27 <andythenorth> I don't even know what 'clean' code is
08:11:40 <andythenorth> does code need washing from time to time?
08:11:46 <andythenorth> does it get muddy from extended use?
08:12:31 <andythenorth> I keep seeing it job ads for engineers "write clean, optimised code"
08:12:58 <andythenorth> whatever "clean" code is .... I wouldn't want an LLM doing it
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08:41:56 <andythenorth> maybe it just runs pyflakes though
09:05:33 <kuhnovic> ryandtw: You generated this with AI right? 😛
09:50:35 <reldred> ah yes, but are you warm and dry?
09:56:12 <peter1138> Close enough indoors.
09:56:53 <peter1138> Also I probably should've had dinner before going to the pub last night...
09:58:39 <mmtunligit> the index and local_id of a default house should always be the same right? i seem to have discovered a bug in displaying saved items from the ini file that only affects default houses from whenever saved items were initially added
10:12:46 <peter1138> It works fine in master.
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10:18:09 <mmtunligit> no it doesnt (at least not in 15rc3), its not the ini file thats the problem, its UpdateSavedItems in town_gui.cpp, specifically line 1591
10:18:26 <mmtunligit> and in any case, as long as those two values are the same ive already fixed it
10:18:38 <mmtunligit> i was just checking to make sure they always should be
10:19:07 <mmtunligit> and the code for master hasnt changed that from rc3
10:19:19 <peter1138> What problem are you having?
10:22:14 <peter1138> Saved items work in master, so what is not working?
10:23:17 <mmtunligit> im not having any problem anymore since i fixed it, but basically, when the list of saved houses gets loaded initially and UpdateSavedItems is called, non-grf houses spit out exactly what the ini file spits out, which is grfid, localid, 0, 0 which is fine for most things since the GRF fills in those last two values, but default houses dont. so when you set it to display your saved houses, nothing
10:23:17 <mmtunligit> shows up, even though they have the yellow "saved" marker on them if youre looking without the saved button on
10:24:13 <peter1138> I see, so they are partially working.
10:24:23 <peter1138> When I ask "what problem" I mean "what problem in master"
10:24:25 <mmtunligit> i do want to make sure my fix is correct though, which it is as long as local_id and index are always the same for default houses, which it seems expirimentally they are but i dont know for sure
10:24:43 <mmtunligit> peter1138: yeah thats the problem in master too
10:24:54 <peter1138> Such language communication.
10:25:17 <mmtunligit> if my fix is correct ill submit a bugfix for it in addition to my main PR
10:25:52 <mmtunligit> but i just want to check that localid and index are always supposed to be the same for default houses
10:29:52 <peter1138> Well, now that I know it's a problem, I also have a fix... so.
10:32:14 <peter1138> Damn, my git tools says 2 years ago. It's actually May 2024, so less than that.
10:32:21 <mmtunligit> ok? is it more complicated than just changing that one line so the correct thing is returned or am i wrong about index and localid being the same
10:33:14 <mmtunligit> which is kind of the only thing i actually want to know, are those two things supposed to always be the same or not
10:46:52 <xarick> `this->values.emplace(value, item)` vs `this->values.insert(std::make_pair(value, item))`
10:46:52 <xarick> which one is more faster?
10:47:42 <xarick> `this->values.find({value_old, item})` vs `this->values.find(std::make_pair(value_old, item))`
10:48:52 <peter1138> emplace is preferred over insert.
10:49:18 <peter1138> For find it makes no difference, it ends up the same.
10:50:13 <xarick> there is a emplace_hint, not sure how to use it
10:53:06 <peter1138> A clue: we don't use it at all.
10:55:33 <peter1138> Also code like cargotype.cpp:139-141 is probably bogus.
10:56:22 <peter1138> The emplace has to check if the item already exists, so the check before it is probably redundant.
11:10:56 <xarick> `this->list->values.empty()` or `std::empty(this->list->values)`
11:11:33 <rito12_51026> Peter, I don't know what you are talking about. Are you sure you've mentioned the correct person in the #14812?
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11:23:33 <mmtunligit> my breakpoints have stopped breaking
11:37:04 <peter1138> rito12_51026, no :)
11:38:16 <peter1138> I was probably looking at something else and got side tracked.
11:38:32 <peter1138> Or even wasn't looking at something else, who knows.
11:39:47 <peter1138> mmtunligit, can happen if you change the code while it's running, even if you then undo it.
11:41:13 <xarick> The squirrel implementation in src/3rdparty/squirrel is licensed under the Zlib license. See src/3rdparty/squirrel/COPYRIGHT for the complete license text.
11:41:17 <LordAro> i'm not sure i've ever used a debugger to actually change anything
11:41:38 <LordAro> we are not your google service
11:41:42 <mmtunligit> i mena i wasnt either i was just also mucking with the code while i had it open
11:46:52 <michi_cc[d]> It even has a wikipedia entry
11:47:17 <peter1138> Generally people don't make up their own license, so they are, indeed, copy & pasted from elsewhere.
11:47:41 <xarick> squirrel is licensed under zlib?
11:47:46 <xarick> that's what i was asking
11:49:02 <michi_cc[d]> squirrel2 is (which any kind of effort from your side would've easily confirmed)
11:49:18 <LordAro> no, the text is actually lying to you specifically
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11:55:54 <LordAro> wait until you read the GPL license that you've been contributing under for years
11:56:32 <xarick> squirrel licensed under the name of some other project
11:56:55 <xarick> that confused me, but ok, it's legit
11:57:36 <LordAro> there are a limited number of 4 character names
11:57:52 <michi_cc[d]> It's the "zlib license", not the "zlib" license. Just like the MIT license isn't something only the Massachusetts Institute of Technology can use.
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12:33:05 <mmtunligit> Aro, what do you mean by presets?
12:33:45 <LordAro> 'encountered reading sounds' such language
12:34:10 <LordAro> mmtunligit: i missed the 'picker window' stuff, but (distributable) newgrf presets have been a long requested feature
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12:35:53 <talltyler> This is more “custom collection of stuff from GRFs I already have loaded” though 🙂
12:37:28 <talltyler> Which is also very cool, especially when you’re playing on an eyecandy server which has loaded everything Garry G has ever drawn 😛
12:39:44 <reldred> the fear and loathing drug list monologue except it's a list of every eyecandy .grf loaded on an MP server
12:40:19 <talltyler> IRC can’t see the Screenshots channel, but mmtunligit and I are both part of this game which is very object-heavy. 🙂
12:40:53 <LordAro> wait, you play the game? developer status revoked
12:42:10 <talltyler> That game is JGRPP, extra revoked 😛
12:42:19 <mmtunligit> peter: wouldn't groups still get lost when coming from an older version? or would doing it like that just mean that saved items couldnt be loaded in older versions without the feature
12:42:56 <talltyler> I wouldn’t worry about supporting players switching between new and old versions. That’s unlikely to happen, I think. 🙂
12:43:57 <tabytac> hmm what about if you are switching between like 15 beta3 and 14.1?
12:44:07 <peter1138> mmtunligit, no, the ini file system doesn't remove groups it doesn't know about.
12:44:45 <peter1138> Okay, the window layout is odd, with the resize box not in the corner of the window.
12:44:52 <peter1138> I don't like the list being open all the time.
12:45:01 <mmtunligit> ah ok, so versions without it just wouldnt see the items at all.
12:45:18 <peter1138> They'd be ignored, but the default group would still exist.
12:46:07 <peter1138> Okay, there's no such thing as "default group" with your change.
12:46:18 <peter1138> At least, not if no presets already existed.
12:46:24 <peter1138> er, no saved items.
12:46:36 <mmtunligit> yeah, if you want to save items you have to make a group
12:48:16 <talltyler> I haven’t dug through the code yet, but I think “group” might not be the best word for this, since we already have groups of vehicles. “Collection” makes more sense to me. But that is nitpicky, I know 😄
12:48:30 <peter1138> Well, it's "Saved groups"
12:48:47 <peter1138> But collection could work.
12:49:08 <mmtunligit> ill take a look at the layout stuff, maybe the saved tab could be hidden behind a selector in the type widgets? groups and types had seperate calls so i figured this should as well
12:49:14 <tabytac> collection or bundle is my pick for wording
12:49:31 <mmtunligit> yeah ill change it to collections, i was confusing myself sometimes as well
12:49:40 <peter1138> "Bundle" implies a package, which this isn't.
12:50:13 <mmtunligit> ok but fr its lunchtime, ill come back after ive eaten and respond to more stuff
12:50:48 <talltyler> To me, the difference is that a group is things you’ve built, while this is things you haven’t built (like vehicles vs engines).
12:51:10 <talltyler> At least, that’s how we use the word
12:51:45 <talltyler> I just saw the confusion over presets and thought, we should be careful about how we name things so we can discuss them easily without confusing ourselves 🙂
12:53:26 <talltyler> But congrats mmtunligit , getting this working is a huge achievement for a new contributor, especially since you’re new to coding 🥳
12:55:24 <peter1138> Meh, game is jittery inside a browser. Blame Firefox...?
12:57:04 <peter1138> Yeah seems better in Chromium.
13:13:39 <mmtunligit> talltyler: thank you! the real hard part was figuring out how to handle the datatype change. the rest was mostly just copy/paste (aside from the save/load format which im pretty proud of, but sounds like ill have to revert that and do it differently)
13:14:00 <LordAro> shh, don't reveal the secrets
13:18:02 <mmtunligit> secrets? what secrets! ive known this is how its done since as long as i can remember
13:22:20 <xarick> `this->list->values.find({value, *this->item_next})` on the left
13:22:20 <xarick> `this->list->values.find(std::make_pair(value, *this->item_next))` on the right
13:30:16 <mmtunligit> what do people think about having the collections be a tab you can view in the class area? if there arent any classes itd be the only thing that shows up there, if there are you could toggle between showing the classes and showing the collections
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14:05:46 <davidxn> Well it might look scraptastic but I'm already enjoying the improvement it makes to the game
14:14:14 <davidxn> I'd love that but I just can't work out what I'm doing wrong with DrawSpriteViewport! (I also suspect I'm creating signs in completely the wrong place)
14:18:56 <LordAro> scratchpad PRs aren't particularly cool
14:19:29 <davidxn> I didn't realize that it would actually pop into here if I added it on my own fork
14:19:42 <LordAro> you haven't made it on your own fork
14:20:28 <davidxn> On closer examination you're correct :X
14:21:49 <locosage> davidxn: is it better than a hover popup?
14:22:06 <davidxn> davidxnviaGitHub: Right it's gone you'll never see it again
14:22:34 <davidxn> locosage: For me, yes! Being able to see what's at every station instantly really makes a difference
14:23:11 <locosage> but how often do you really need that?
14:23:58 <kaji_kaede> I tend to check stations semi-frequently to find out if there's way too many passengers there for my vehicles to transport.
14:24:06 <kaji_kaede> Especially if I've been making a lot of changes to the network recently.
14:24:19 <davidxn> All the time! It's fine if you don't - I'm not writing this with any expectation of it actually being merged
14:24:23 <rito12_51026> mmtunligit: I feel like it would be better to have them on the left to the classes list, and maybe hide classes which have no items in the current collection
14:27:03 <davidxn> positioning ViewportSigns on the fly is kosher, or if this should be some other element entirely)
14:27:29 <_glx_> you don't even need a PR to show a diff 🙂
14:28:04 <kaji_kaede> Oh yeah, the thing you were struggling with last night, right?
14:29:17 <kaji_kaede> I'm gonna take a look 'cause it's gotten me curious.
14:30:13 <_glx_> oh and we never merge, only rebase
14:31:23 <davidxn> Even though I've been a developer for close to 20 years I'm still only certain about three Git commands: push, pull, delete everything and start again
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14:43:51 <mmtunligit> rito12_51026: hiding classes already happens automatically, and i think peter's right that having everything up at once takes up too much screen real estate. being a detail-oriented player myself i feel like you wouldnt really need to see both at once. if youre making a collection so big you need to break up the items in it by the GRF they come from youre probably not using the feature correctly.
14:43:51 <mmtunligit> i think maybe always have a readout of what the selected collection is no matter which tab youre on, and if you really want to only show the items from a particular GRF you can just go back to classes tab and select that
14:48:00 <mmtunligit> also, is there a way to manually specify where my config files are? id rather not share the same one between the versions i play on and the versions i dev on
14:48:45 <kaji_kaede> There should be a launch option, though I don't recall what it was. Remember seeing it on the wiki.
14:52:10 <kaji_kaede> oh yeah right, that's a thing
15:05:40 <vondpc> davidxn: reflog is a huge gamechanger when you learn abuot it
15:06:06 <davidxn> vondpc: I've definitely used that a few times to save myself from my poor knowledge of the rest of the commands 🙂
15:07:36 <andythenorth> peter1138: I concur
15:10:09 <peter1138> Hmm, has anyone ever hit the road stop limit?
15:15:49 <mmtunligit> hmm, ```./openttd -c``` and ```./openttd launch -c``` both do the same thing as ```./openttd launch --help```
15:17:27 <peter1138> What do you expect "launch" to do?
15:18:11 <peter1138> It's an unexpected parameter. Anything unexpected brings up the help.
15:18:23 <andythenorth> peter1138: should I try?
15:18:31 <andythenorth> currently I have zero roadstops
15:18:37 <locosage> I probably hit station limit at some point but iirc they were train stations xD
15:18:41 <mmtunligit> idk i was told that i should use --help to try and figure out how to use a different config file and it told me to use -c but that didnt do anythign so im just trying stuff
15:19:04 <kaji_kaede> You need `-c "file path"`.
15:21:36 <mmtunligit> ok it works now thank you
15:24:57 <xarick> dang, master can be terrible at times
15:25:35 <xarick> it's the bucket effect
15:30:34 <xarick> let's try emplace `this->buckets[value].emplace(item);`
15:59:45 <jfkuayue> burn cd, like throw them into the fire?
16:08:48 <xarick> can I do a pointless change?
16:09:07 <xarick> `if (item == this->item_next) this->FindNext();`
16:09:22 <mmtunligit> if you have to ask the answer is probably know but im not on the team idk
16:09:45 <xarick> that return as the last instruction when there's nothing else after...
16:11:55 <xarick> actually... the entire Remove is duplicated 4 times
16:13:36 <_glx_> Next() and Remove() seem to no need to be virtual in base class
16:49:29 <davidxn> I'm of the opinion that code cleanup is never pointless (but I am also not on the team)
16:49:52 <davidxn> Trouble is, different people have different opinions for "clean"
16:57:26 <xarick> what is virtual supposed to do
17:03:04 <xarick> think i can remove virtual
17:06:21 <dwfreed> basically if you have class Foo and class Bar, and Bar derives from Foo and overrides virtual function 'baz'; even if you have a variable that is type Foo*, calling var->baz() will get you Bar's 'baz' if var points to a Bar
17:06:57 <dwfreed> but in order for that to work, Foo's baz needs to be declared virtual
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17:32:42 <xarick> commit description by copilot
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17:42:26 <xarick> oh, master can't have a base End()
17:42:47 <xarick> it has derived differences or whatever english
17:52:38 <xarick> `this->value_iter = this->list->values.find({value, *this->item_next});` or
17:52:38 <xarick> `this->value_iter = std::ranges::find(this->list->values, std::make_pair(value, *this->item_next));`
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18:26:35 <mmtunligit> rito12_51026: im not able to reproduce, at least with my latest version. i haven't migrated everything yet though so ill try again once thats done
18:27:54 <rito12_51026> That's probably good
18:30:29 <mmtunligit> also, does anyone know how to make a WWT\_TEXT widget the same width as WWT\_PUSHTXTBTN? i could use another PUSHTXTBTN and just not give it any functionality but that feels wrong
18:31:05 <mmtunligit> i just cannot get it to line up no matter what i do
18:33:01 <rito12_51026> You could put them in a vcontainer
18:53:02 <mmtunligit> does hcontainter standardize size? its in a selector, one state shows buttons, the other shwos a line fo text
18:54:09 <kuhnovic> I generally click through the different windows and try to find a similar situation to get some inspiration
18:54:24 <mmtunligit> i would as well, the issue is im not aware of any such window
18:54:52 <mmtunligit> and i play this a fair bit
18:55:29 <kaji_kaede> Orders menu stacks multiple buttons like that.
18:55:41 <mmtunligit> but its not a button in the fisr case
18:56:10 <mmtunligit> i know how to fix this the wrong way, im just wondering if theres a right way
19:04:01 <rito12_51026> Probably with the `GetCharacterHeight(FS_NORMAL)`
19:04:07 <mmtunligit> that also feels wrong, surely there's a way to do it in the tree itself, or is UpdateWidgetSize for exactly thsi sort of thing
19:08:23 <rito12_51026> mmtunligit: SetMinimalSize(x, y) can be placed in the tree
19:08:44 <mmtunligit> i know about that the issue is that the buttons dont have an integer height
19:09:04 <mmtunligit> 12 is too short, 13 is too high
19:09:11 <mmtunligit> somewhere thereabouts
19:10:00 <rito12_51026> How about `SetMinimalSize(0, GetCharacterHeight(FS_NORMAL))` for both the buttons and the text?
19:11:03 <mmtunligit> then the buttons won't match each other
19:13:26 <rito12_51026> IIRC there should be a constant for size of buttons
19:13:43 <rito12_51026> There is `Window::SortButtonWidth()` for example
19:27:16 <rito12_51026> And because of the user ability to scale window you should probably use UpdateWidgetSize for that, because the tree is a constexpr and the SetMinimalSize only accepts ints.
19:28:28 <rito12_51026> For some reason there is `SetMinimumSizeAbsolute` though.
19:31:57 <peter1138> For rare cases when when the size should not be interface-scaled.
19:32:23 <mmtunligit> got it! ```SetPadding(WidgetDimensions::unscaled.bevel)```
19:32:37 <peter1138> That sounds correct.
19:32:51 <mmtunligit> it looks correct too
20:26:19 <xarick> is there something that can reverse std::pair?
20:26:55 <davidxn> Well I didn't mean for you to take that quite so literally
20:28:09 <xarick> what does std::swap on a pair do
20:43:37 <xarick> ah doesn't do what i want
20:46:27 <xarick> or maybe this->items.find...
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20:47:36 <xarick> return this->items.find(item) != std::end(this->items);
20:47:56 <rito12_51026> mmtunligit: The problem I can see with the collections is that they are shared between games (I don't say that it is bad, only that it causes problems) and there is no ability to hide them. Then for example I could have one game with Japan theme second one with Dutch and a third one with Polish. I could create one collection and call it favourites and I could add 30 station tiles to it in the
20:47:56 <rito12_51026> Dutch game, 20 in the Japan and 25 in the PL one. After that I could for example connect to the OpenTTD Polska Mapa Polski + CargoDist server where all 3 station grfs are turned on(except PL one as it's not yet completed). I would get all 75 tiles in the favourites collection and as the server is PL themed I probably would like only to use the PL stations so the other ones would just litter the
20:48:39 <mmtunligit> thats a limitation of the groups being tied to the ini file, and imo changing that would be a seperate PR
20:49:51 <rito12_51026> A simple dropdown, which is small enough not to liter the window, could solve my issue
20:50:18 <mmtunligit> dropdown doing what
20:50:57 <rito12_51026> like when collections are shown in the list the drop down would filter for the classes
20:51:19 <rito12_51026> and when classes in list then dropdown for collections?
20:51:27 <rito12_51026> mmtunligit: How would that work with multiplayer?
20:51:48 <mmtunligit> you can already select the only the classes you want to see, just go back to the class tab with a collection selected
20:52:00 <mmtunligit> rito12_51026: ah, thats why it issnt tied to the save file then
20:52:56 <rito12_51026> mmtunligit: that's unintuitive
20:53:05 <mmtunligit> thats how it is already
20:53:50 <mmtunligit> im currently implementing a "currently selected collection" label that gets shown when the class list is selected
20:55:16 <rito12_51026> that's more user friendly
20:55:23 <mmtunligit> i think duplicating the class selection would be worse
20:57:57 <rito12_51026> mmtunligit: So that's why you haven't removed the saved toggle
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20:59:01 <mmtunligit> yeah, you still need to tell the thign you want to actually view the saved items, especially since peter has asked me to implement a default group thats selected automatically
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21:00:18 <mmtunligit> the tooltips on the classes/collections buttons make it clear that theyre for showing the lists, not the items
21:00:34 <mmtunligit> but thats not up on GH yet
21:01:24 <xarick> ScriptList::AddToItemValue would be an interesting addition to the API, actually
21:03:13 <xarick> profit this year + last year
21:05:37 <_glx_> there's already SetValue and GetValue for that
21:07:31 <xarick> would require a ValuateAdd kind of function
21:25:30 <_glx_> doesn't seem necessary, it's very specific to ScriptStationList_Cargo and its internal caching of key
21:26:58 <xarick> std::optional is 10 bytes
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21:31:48 <davidxn> That's good enough for me
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21:33:02 <peter1138> There's a PR that lets you put cargo icons in text...
21:34:09 <davidxn> Oh, interesting! That would solve a lot of my problems
21:47:59 <xarick> was looking into a way to get rid of this->has_no_more_items
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22:02:27 <talltyler> Not many of us have merge right on the NML repo 🙂
22:03:13 <digitalfox> Maybe increase the number of dev’s who can? 🙂
22:03:37 <andythenorth> I rescinded my NML merge rights
22:03:41 <andythenorth> way too stressful
22:06:24 <digitalfox> We are stuck at this beta4/rc1 for so long
22:06:24 <digitalfox> I hope @ 1 Abril 2026 we could finally see 15.0 getting released
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22:08:43 <_zephyris> A few steps to go from OpenGFX2 POV
22:09:31 <_zephyris> Including it in a release depends on an untested github release workflow, which depends on a new NML release, which depends on a couple of NML PRs.
22:11:30 <digitalfox> Yeah, but if someone would get the pulleys running in nml we could start to see the end of the tunnel
22:14:34 <_zephyris> Now with fixed commit history...
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22:24:07 <talltyler> mmtunligit: Very late to this discussion but I would want my collection to be saved between games. I don’t want to have to recreate it from scratch every time I start a new game.
22:24:28 <talltyler> (So keep it as it is, don’t tie it to the save file. In my opinion.)
22:24:40 * peter1138 notes to add on a couple of extra months whenever someone else says someone should do something.
22:24:54 <mmtunligit> yeah it was brought up that being on a per game basis wouldnt work with multiplayer, it wasnt something i was gonna do in this PR anyway
22:27:12 <talltyler> I hate being told what to do as much as anyone, but merging an approved PR is pretty easy (I don’t have permissions) 🙂
22:28:38 <peter1138> mmtunligit, what you could do is detect if a collection has anything in it that is currently available, and if not display it slightly differently in the list.
22:28:53 <peter1138> (Or rearrange the list, put them at the end.)
22:29:17 <peter1138> So it still works as now, but you can see if it's relevant.
22:29:38 <peter1138> Of course, the player can name the collections based on, say, multiplayer server name etc.
22:30:09 <_glx_> oh I could merge the PR, but it's annoying to prepare a release
22:31:08 <mmtunligit> i do like greying out and rearranging, though the issue there is if theres like one or two items of overlap it could get confusing real quickly. i think the only true solution is just the player having half a brain organization wise (tall order i know)
22:32:45 <mmtunligit> and the other thing you run into is that newly created groups also-
22:32:45 <mmtunligit> actually, i could probably detect if a group has *any* disabled items, and only shove those at the end and grey them out
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22:34:19 <mmtunligit> yeah i like that solution
22:49:59 <reldred> Time to yolo merge that sucker
22:51:02 <peter1138> Oh great, that's another month... :p
22:51:59 <michi_cc[d]> Slightly serious: Add default badges but leave out both the Taiwan and the China flag, just to piss off everybody equally
22:54:10 <mmtunligit> ok long day of development, need to sleep so i can do more development tomorrow
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23:16:01 <_zephyris> michi_cc[d]: Same idea had crossed my mind too
23:48:38 <xarick> to add items with hint
23:51:47 <xarick> 😮 i dunno, i thought it might be faster
23:52:11 <xarick> need to test AddList tomorrow
23:52:27 <_glx_> anyway it's not based on master
23:57:15 <xarick> yeah... here's the stuff I've been testing:
continue to next day ⏵