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#openttd IRC Logs for 2019-01-10

---Logopened Thu Jan 10 00:00:14 2019
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02:00<DorpsGek_II>[OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor https://git.io/fhZa2
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02:43<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7006: Hardware mouse cursor https://git.io/fhZVv
02:45<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #6998: Feature #4115: default company colour setting https://git.io/fhZVf
02:50<DorpsGek_II>[OpenTTD/OpenTTD] Hezkore commented on issue #7006: Hardware mouse cursor https://git.io/fhZVU
02:53<DorpsGek_II>[OpenTTD/OpenTTD] Nik-mmzd commented on issue #7006: Hardware mouse cursor https://git.io/fhZVI
02:55<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #6998: Feature #4115: default company colour setting https://git.io/fhZVq
02:58<DorpsGek_II>[OpenTTD/OpenTTD] Hezkore commented on issue #7006: Hardware mouse cursor https://git.io/fhZVs
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03:40<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhZwt
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04:10<@peter1138>Hmm, I need some larger cycling shoes for winter :/
04:11<@peter1138>Extra sock layers == foot compressed == less circulation == colder feet o_O
04:25<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on pull request #6998: Feature #4115: default company colour setting https://git.io/fhZwK
04:45<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker merged pull request #6998: Feature #4115: default company colour setting https://git.io/fhIyD
04:46<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on pull request #6998: Feature #4115: default company colour setting https://git.io/fhZwD
04:46*peter1138 mumbles something about 2CC.
04:46<@planetmaker>32bppcc...
04:46<@peter1138>Hell yeah! I do have that patch still!
04:46<@planetmaker>*mumble* :P
04:47<@planetmaker>I'd still love that :)
04:47<@peter1138>What disc pads do I need? I'm thinking J04C.
04:48<@planetmaker>I don't use such.... never had the need for it :)
04:48<@planetmaker>even when I probably cycle more than I drive car
04:48<@peter1138>Just stick your feet on the tyres!
04:49<@peter1138>Mine have worn out after about 10 months, which is not bad.
04:49<@planetmaker>is that the thing you put your feet onto or the thing you 'click' your shoes into?
04:49<@planetmaker>how do paddles wear out? Tires... sure
04:49<@peter1138>Hmm? Pads, not paddles.
04:50<@peter1138>The brake pads are the bits that are pushed against the brake disc... to, er, slow you down.
04:50<@planetmaker>ah oh. Sorry, not my strong section of vocuabulary there :)
04:50<@planetmaker>"things to slow-down" :P
04:50<@peter1138>Hmm, 10 months and 2,600km
04:51<@planetmaker>good milage :)
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05:36<LordAro>peter1138: nice
05:36<LordAro>i was about ~70 miles off 4k miles for the last year
05:39<@peter1138>That's just on that bike ;)
05:39<@peter1138>Ah, ~ 7,340 miles last year. 461 rides.
05:40<LordAro>damn :p
05:40<LordAro>i've set myself a goal of 8k miles this year
05:40<@peter1138>Only 7 KOMs!
05:40<@peter1138>8k is my target.
05:40<@peter1138>So I didn't hit that :/
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06:53<andythenorth>moin
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08:06<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7006: Hardware mouse cursor https://git.io/fhZK5
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09:08<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #4115: Default company color setting https://git.io/fhZim
09:08<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #4115: Default company color setting https://git.io/fhZiY
09:09<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6220: Dedicated server crash when set to very small resolution https://git.io/fhZi3
09:09<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6220: Dedicated server crash when set to very small resolution https://git.io/fhZis
09:10<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6226: Crash when no baseset en invalid font in configuration https://git.io/fhZiZ
09:12<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6269: Crash when creating company in MP from Spectator https://git.io/fhZiW
09:12<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6269: Crash when creating company in MP from Spectator https://git.io/fhZil
09:14<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on issue #6292: Crash while loading savegame from 1.4 in 1.5 https://git.io/fhZi8
09:14<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth closed issue #6292: Crash while loading savegame from 1.4 in 1.5 https://git.io/fhZi4
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09:54*andythenorth needs a train nerd
10:02<Samu>so i noticed the CI didn't build my stuf
10:02<Samu>it's been 12 hours, wasn't that enough time for it to start building?
10:03<LordAro>...yes
10:03<LordAro>i'd expect something within a few minutes
10:05<Samu>the rebase trick is failing
10:05<Samu>git fetch upstream
10:05<Samu>git rebase -i upstream/master
10:05<Samu>fixup
10:05<Samu>git push --force
10:05<Samu>this is what I did
10:06<Samu>it didn't build
10:15<LordAro>hmm, might be an azure thing
10:15<LordAro>which PR?
10:15<Samu>3 atm
10:15<Samu>let me get links
10:16<Samu>https://github.com/OpenTTD/OpenTTD/pull/6931#partial-pull-merging
10:16<Samu>https://github.com/OpenTTD/OpenTTD/pull/6928#partial-pull-merging
10:16<Samu>https://github.com/OpenTTD/OpenTTD/pull/6988#partial-pull-merging
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10:18<LordAro>well, it's not the same issue as previously anyway - azure-pipelines-ci.yml is in the repo
10:18<LordAro>probably needs a TrueBrain to look into
10:19<Samu>azure-pipelines-ci.yml what is this?
10:20<LordAro>the thing that tells the ci whst to do
10:20<LordAro>what*
10:21<LordAro>if your branch was too old (as it was), it didn't have that file, so the ci didn't do anything
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10:28<Samu>could it be the fixup causing problems?
10:28<Samu>what if i used squash?
10:29<LordAro>no
10:29<LordAro>there's nothing wrong with your branch (as best as i can see)
10:29<LordAro>probably just needs TB to kick something
10:29<LordAro>have patience :p
10:30<Samu>or the order which I'm doing this
10:31<@peter1138>Maybe he hasn't logged in recently enough :p
10:31<Samu>ok, will wait for TrueBrain
10:31<andythenorth>truebrain bot
10:34<nielsm>TB should give some more people permission to the org on azure
10:34<nielsm>for bus factor and keeping the pipelines flowing
10:35<andythenorth>I suspect TB agrees
10:37<nielsm>birds... hops onto my hand, drops a poop, and flies away again
10:37<andythenorth>lucky
10:49<LordAro>nielsm: not exactly a good solution though
10:49<LordAro>i can't possibly imagine azure is supposed to work this way
10:54<nielsm>it might be intended as a proxy for "people care about the build outputs hence this org is still important"
10:54<nielsm>which works for private projects that can only be accessed by being logged in
10:55<nielsm>but breaks when 75% of those looking can access it via public access
11:02<LordAro>maybe?
11:02<LordAro>weird tho
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11:12<Eddi|zuHause>we clearly need a bot that does the login-keepalive thing
11:19<@orudge>I've hopefully woken it up
11:19<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhZ1K
11:21<Eddi|zuHause>seems to have started
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11:32<Samu>i had an idea about the password thing you were discussing yesterday
11:33<Samu>have each openttd installation install some CD-KEY, private-key, special code whatever
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11:33<Samu>a user then only has to lock/unlock the company they play with
11:34<Samu>any other user won't be able to join those companies
11:34<Samu>of another installation that is
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11:35<Samu>and there would be no need for passwords either
11:35<nielsm>Samu that's no different from a password, just the user didn't choose it themself
11:35<Samu>yep
11:36<nielsm>it's not about having a secret key to join the company, it's how to transmit it to the server for validation
11:36<Samu>i see
11:36<nielsm>and how the server can store the secret without revealing it to others who might get a copy of the savegame
11:38<nielsm>and whether there should be efforts to prevent the server admin from getting/guessing the secret
11:39<milek7>maybe overengineering: use public key cryptography
11:39<nielsm>you could probably implement a protocol using strong cryptography, but the real question is whether that's actually appropriate
11:39<milek7>like ssh
11:39<nielsm>my opinion is, it's a video game, not a bank account or personal health information
11:40<nielsm>(yes I do know that certain MMORPG's have better security than many online banks)
11:42<nielsm>in other words, I don't see the need to make a secure system for this, it's overkill and any vulnerability discovered will make it look bad, it's easier to make no promises regarding the security of secrets used
11:42<nielsm>what does need attention however, is security of any remote server administration tools/protocols
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12:12<Samu>the more I dig the road code, the more ambiguity I find
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12:14<Samu>https://github.com/OpenTTD/OpenTTD/blob/master/src/road.cpp#L88
12:15<Samu>what is a real water tile?
12:15<Samu>sometimes it includes coasts, sometimes it doesn't
12:15<Samu>no consensus within the code
12:16<nielsm>static inline bool IsWater(TileIndex t) { return GetWaterTileType(t) == WATER_TILE_CLEAR; }
12:17<nielsm>"really, nothing but water"
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12:17<nielsm>Samu are you using visual studio?
12:17<Samu>yes
12:17<nielsm>if so, learn to right-click function names and "peek definition"
12:18<nielsm>9 out of 10 times it will give you a view of exactly the function you wanted to know what does
12:18<Samu>IsWater doesn't bring the same result as HasTileWaterGround
12:18<nielsm>if they did the same thing they wouldn't be two different functions
12:19<Samu>some places use HasTileWaterGround, some use IsWater, some use the DC_NO_WATER
12:20<Samu>and there's some places that don't even use the DC_NO_WATER
12:20<Samu>within the town code
12:20<Samu>I really need a town code expert
12:20<nielsm>different ways of expressing the same things
12:22<nielsm>the majority of town_cmd.cpp is between 10-15 years old code and hasn't changed since
12:22<nielsm>nobody is an expert on this code any longer
12:22<nielsm>and most of the people who worked on the code no longer work on openttd
12:23<Samu>:(
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12:25<nielsm>this is your chance to deep dive into the code and become the expert
12:27<nielsm>one place to begin could for example begin "the handling of water tiles is inconsistent, change checks to express in similar ways (with gameplay unchanged)"
12:31-!-mode/#openttd [-b *!~borg@87-99-43-52.internetia.net.pl] by DorpsGek
12:40<Samu>for me there are 2 types of coast tiles
12:41<Samu>coasts without water
12:41<Samu>coasts with water
12:41<Samu>coasts with water should be treated as a water tile
12:41<Samu>coasts without water shouldn't
12:42<Samu>even though they are technically of tile type water
12:44<Samu>!IsWater is gonna automatically exclude all coasts
12:45<acklen>or perhaps IsWater() is pure water and HasWater() includes coasts
12:45<+glx>hmm coast without water can't be coast ;)
12:46<acklen>unless an island is surrounded by lava
12:46<acklen>Samu: can you give an example of a coast without water?
12:47<Eddi|zuHause>there are rail tiles that have water
12:47<Samu>all those with diagonal slopes
12:47<Eddi|zuHause>or industry tiles
12:48<Eddi|zuHause>for those IsWater would be false, because it's not a water tile
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12:49<acklen>hence a HasWater() or ContainsWater() idea
12:49<Samu>IsWater returns false for coasts with 1 corner raised
12:53<+glx>IsWater checks the tile type
12:53<+glx>IIRC
12:57<Samu>HasTileWaterGround * @note Coast tiles are not considered waterish, even if there is water on a halftile
12:58<Samu>so that's why towns build on those watered slopes
12:58<+glx>hmm checked, IsWater checks for clear water
12:58<andythenorth>for industries, have to check slope and tile height iirc
12:59<andythenorth>to find a coast
12:59*andythenorth can't remember, think nml has a macro for it anyway
12:59<+glx>you have IsCoast and IsCoastTile for coasts
12:59<+glx>but coast is indeed a water tile
13:01<nielsm>a tile being "water" seems to have to do with being "not purely dry ground" and with lowering one corner resulting in more of the tile becoming water and possibly spreading water-ness to other tiles sharing that corner
13:05<+glx>indeed coasts are water tiles but you can build on them so they are not considered as water
13:07<Samu>when a road is built with DC_NO_WATER, what does the code do?
13:07<Samu>must invetigate
13:08<+glx>and HasTileWaterGround includes water, stations, industries and objects
13:09<Eddi|zuHause>the real fun will begin when we have halftile rivers where the other halftile could be a rail
13:09<Samu>DoCommand(tile, rcmd, t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_BUILD_ROAD)
13:09<+glx>it prevents to build road leading to the sea
13:10<Samu>roads don't build on water, but i still see towns building roads there
13:12<Samu>https://github.com/OpenTTD/OpenTTD/blob/master/src/town_cmd.cpp#L1045
13:17<Samu>aha
13:17<Samu>found it
13:18<Samu>https://github.com/OpenTTD/OpenTTD/blob/master/src/water_cmd.cpp#L464
13:19<Samu>case: WATER_TILE_COAST does't care about DC_NO_WATER
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13:21<Wolf01>o/
13:22<+glx>but DC_NO_WATER is checked before the call to ClearTile_Water() I think
13:26<Samu>gonna see what happens to towns
13:26<Samu>if (flags & DC_NO_WATER && IsSlopeWithOneCornerRaised(slope)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
13:27<Samu>wellwell
13:27<Samu>it's not just towns
13:28<Samu>it's almost everything
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13:28<Wolf01>Yeah, that's water
13:28<Samu>just tried to build a road myself on a coastal tile
13:28<Samu>now i can't
13:29<Samu>so it's intended to let it ignore DC_NO_WATER for coastal tiles
13:30<Samu>because sometimes it's okay to
13:31<+glx>ah yes of course, coastal is a valid land
13:35<nielsm>it seems to me a lot of the tile handling everywhere is based around checking the base type of the tile first and then more specific properties, instead of having a general function that checks a general property of a tile
13:36<nielsm>meaning lots of logic is smeared about the code making it more elaborate than perhaps necessary
13:36<+glx>because the map is not an array of objects
13:37<+glx>so the code has to call the right function depending of the data
13:38<+glx>and that's why we have asserts everywhere in tile related functions
13:38<nielsm>but you could write a wrapper class that itself just holds a tile index, but can describe various properties of it in a more useful, higher level way
13:39<nielsm>e.g. you want to query a tile not whether it's water or land or specific slope properties, but "can this tile have built foundations for a linear construction in direction X?"
13:40<nielsm>for instance
13:40<+glx>imagine how it was before the addition of wrapper functions around map access
13:40<+glx>the code was full of _m[] stuff with bit checks
13:42<andythenorth>let's see about PRs
13:42<andythenorth>ok one that's probably actually important https://github.com/OpenTTD/OpenTTD/pull/7031
13:42<andythenorth>and then a bunch more :P
13:43<andythenorth>oh also https://github.com/OpenTTD/OpenTTD/pull/7022
13:43<andythenorth>glx are these ^ quality of life, or do they block new CF and binaries?
13:43<nielsm>QoL
13:44<+glx>these 2 need non windows testing, just to check my bash/gawk changes don't break anything
13:44<nielsm>purpose is just allowing windows-only users without WSL/msys/cygwin environment to regenerate some files
13:45<andythenorth>do we wait for CI? Or do I test them locally for macOS
13:45<andythenorth>?
13:45<+glx>also fix output on windows because CRLF vs LF stuff
13:45*andythenorth has head cold, not really keen to test stuff :D
13:46<andythenorth>but I don't like the PR count, it's too high
13:46<+glx>it's just a matter of running the script locally and check they don't change anything
13:47<+glx>on my machine if I run squirrel_export.sh or squirrel_export.vbs I get the same output
13:48<+glx>previously it could replace CRLF with LF
13:48<+glx>and considered the files modified
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13:49<andythenorth>for https://github.com/OpenTTD/OpenTTD/pull/7023/ is there anything I can actually test on macOS?
13:49<andythenorth>looks like it's just proj files?
13:49<+glx>no it's windows only, and the CI failed on something unrelated ;)
13:49<andythenorth>ok
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13:52<Wolf01>So, yesterday it was no internet day
13:52<andythenorth>oof no gawk :P
13:53<Wolf01>In the morning some routing problems on the entire country, in the afternoon they had the brilliant idea to cut the backbone while working on the highway expansion near my home...
13:53<andythenorth>'n part force majeure'
13:53<+glx>oh so you couldn't generate the API even without my changes
13:54<andythenorth>installed gawk
13:54<andythenorth>"sh src/script/api/squirrel_export.sh" ??
13:55<+glx>I think you must start it from api
13:55<andythenorth>any params?
13:56<+glx>as it uses pwd
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13:56<andythenorth>"find: illegal option -- t"
13:56<+glx>no params needed
13:56<+glx>I haven't touched this part :)
13:57<+glx>maybe you should try master first ;)
13:57<andythenorth>yeah master fails
13:57<andythenorth>so my testing is no good for you :D
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14:24<Samu>crap
14:25<Samu>fat houses are bugged
14:25<Samu>i mean, my code
14:25<Samu>https://imgur.com/2ueUYCP
14:25<Samu>blocked!
14:26<Samu>well, not really my code, but rather where I am making the check
14:27<Samu>started building the stadium on the top tile, which happens to be flat land
14:27<Samu>i guess the rest of the tiles weren't properly checked
14:29<Samu>how to check the 4 tiles the stadium houses
14:29<nielsm>pre-check all the tiles?
14:30<Samu>yes, somewhere in buildhouse
14:33<andythenorth>so nielsm :)
14:34<andythenorth>if I add 1.5 tile EMUs to Horse...
14:34<andythenorth>how do I fulfill integer lengths? o_O
14:34*andythenorth has ideas, is hoping for more
14:34<nielsm>have a 1-tile version too, I guess
14:35<nielsm>or a similar but not quite the same that's shorter but coupling- and control-compatible
14:35<nielsm>mixed-type MU's look nice imo
14:35<andythenorth>so I can have 1 tile mail emu
14:35<andythenorth>and one could just add pax coaches tbh
14:40<Samu>aha, seems to be CanBuildHouseHere
14:40<Samu>at least for 2x2
14:42<Samu>dang it, I had it right the first time, back in october
14:42<Samu>it was there
14:46<Samu>it's for 2x1 and 1x2 as well, GREAT
14:51<@planetmaker>I'm somewhat relieved that iron horse failing is not a failure of devzone :P
14:58<Eddi|zuHause>*must not mention CETS*
15:01<andythenorth>planetmaker: it's usually my fault :P
15:02<andythenorth>oh
15:02<andythenorth>hmm
15:02<andythenorth>https://github.com/python-pillow/Pillow/blob/master/CHANGES.rst#290-2015-07-01
15:02<andythenorth>"Added width and height properties #1304 [radarhere]"
15:02<andythenorth>maybe it is a failure of devzone :D
15:08<Samu>better roads and original appear to be doing future checks
15:09<Samu>2x2 and 3x3 are not, only need to do one check
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15:10<Samu>so for better roads and original, I'm repeating the check 3 times!
15:10<Samu>up to 3 times*
15:16<Samu>im sure the town code could be optimized, some checks repeat often
15:17<Samu>at least that's the impression i get
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15:58<@peter1138>hi
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16:04<andythenorth>hello peter1138
16:05<andythenorth>Gabda: you saw it was merged? o_O
16:05<@peter1138>?
16:06<andythenorth>?
16:06<@peter1138>Why "o_O" for a merge?
16:07<andythenorth>my icon set looks happy with o_O
16:07<andythenorth>might vary by irc client :P
16:07<andythenorth>o_O is like a smile with a cheeky raised eyebrow
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16:09<Gabda>hi
16:09<Gabda>yes, I saw it :)
16:09<andythenorth>oof the risk of icon sets, o_O means 'shocked', 'surprised', 'scared' :|
16:09<andythenorth>why is there no training guide to the internet :(
16:10<Gabda>now I can look into the multiplayer part, because I am still not sure if it works as intended
16:10<andythenorth>I get this icon for o_O https://commons.wikimedia.org/wiki/File:SMirC-wtf.svg
16:11<andythenorth>this fascinating diversion into emoticons is free, public service, and will now stop
16:12<Gabda>or will be mandatory for everyone
16:12<Gabda>(whichever is easier)
16:14<andythenorth>it's probably fine as is
16:15<@peter1138>andythenorth, "wtf" is even in the filename ;p
16:16<Gabda>so the icon, the name and the plain text represent 3 different things... nice :)
16:18<Gabda>I just dropped by for a few minutes to look around, but have to go now, so bye everyone!
16:18<@peter1138>bye
16:19<@peter1138>Hmm #6784 rebased with no conflicts.
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16:19<andythenorth>someone should revoke my internet license :P
16:23<@peter1138>Ok
16:25<andythenorth>planetmaker: can we upgrade pillow, or should I rewrite my code?
16:25<andythenorth>I can do the latter if pillow is more than 2 mins work
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16:37<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7030: Docs: Fix a few typos in docs/multiplayer.txt https://git.io/fhZQq
16:38<andythenorth>planetmaker: I fixed the code btw :)
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16:51<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7030: Docs: Fix a few typos in docs/multiplayer.txt https://git.io/fhZT5
16:51<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7030: Doc: Fix a few typos in docs/multiplayer.txt https://git.io/fhZQR
16:53<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZQu
16:53<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7030: Doc: Fix a few typos in docs/multiplayer.txt https://git.io/fhZQ2
16:59<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7026: Add: when placing non-rectangular airport, consider airport tile table tiles only (patch by adf88, #6613) https://git.io/fhZQw
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17:07<DorpsGek_II>[OpenTTD/OpenTTD] andythenorth commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZQD
17:13<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7027: Add: [AzurePipeline] introducing a release pipeline https://git.io/fhZQQ
17:14<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7030: Doc: Fix a few typos in docs/multiplayer.txt https://git.io/fhZT5
17:14<LordAro>I COMMITTED SOMETHING
17:15<frosch123>now, it's all your fault :)
17:15<LordAro>what, all 3 words? :p
17:16<LordAro>nielsm: #6872 - are pm's comments still outstanding?
17:17<andythenorth>ha ha
17:17<andythenorth> # !! is this the best proxy for num rows needed? or something else? test !!
17:17<andythenorth> self.num_pantograph_rows = len(self.consist_ruleset)
17:17<andythenorth>turns out self.consist_ruleset is a string
17:17<andythenorth>:P
17:18<andythenorth>it just happened to be the right length for my initial test train
17:18<andythenorth>'magic numbers'
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17:21<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhZQN
17:30<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #6780: Change: Refactor window ticks into game ticks and realtime events. https://git.io/fhZ7T
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17:39<Samu>oh, building of statues can break a water connection too, lol
17:41<andythenorth>oof
17:41<andythenorth>can AI build new objects?
17:46<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhZ7Z
17:47<LordAro>andythenorth: i'm not aware of it being able to
17:47<LordAro>how about a GS?
17:47<andythenorth>I am just wondering what samu has to do next
17:47<andythenorth>AI can fund industry
17:47<LordAro>ha
17:47<andythenorth>Samu: are bridges prevented on diagonals now?
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17:48<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #6988: Change: AI/GS ScriptBridge::GetName takes one extra parameter to refer the vehicle type https://git.io/fhZ7C
17:49<andythenorth>https://dev.openttdcoop.org/attachments/download/9237/diagonal_bridge.png
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17:50<andythenorth>also roads
17:50<andythenorth>road depot
17:50<andythenorth>no road depot can't actually
17:50<andythenorth>drive in road stop can
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17:51<Samu>ah no, statues only build on flat clear ground or replace a house
17:51<Samu>good
17:52<Samu>or on tree tiles
17:52<andythenorth>Samu: seen the image above? ^^^
17:52<Samu>yes?
17:53<Samu>towns don't build too small bridges
17:54<andythenorth>AIs can
17:54<DorpsGek_II>[OpenTTD/OpenTTD] LordAro requested changes for pull request #6988: Change: AI/GS ScriptBridge::GetName takes one extra parameter to refer the vehicle type https://git.io/fhZ78
17:54<Samu>oh, i know :(
17:58<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7005: Fix #7004: Redraw linkgraph overlay correctly after zoom https://git.io/fhZ74
18:00<Samu>trees can't be built on half coast tiles but can on the others, that won't cause problems when replacing trees with statue
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18:15<@planetmaker><LordAro> nielsm: #6872 - are pm's comments still outstanding? <-- not exactly. Yet I still think my comments are valid. nielsm doesn't think so :)
18:15<@planetmaker>it can be argued both ways, though.
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18:18<Samu>must check industries that replace town houses next
18:18<Samu>if they break water connections
18:25<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7033: Fix: typo in variable name: pices -> pieces https://git.io/fhZ7M
18:32<Samu>they replace houses indeed
18:32<Samu>2 houses needed for 1 bank
18:37<Samu>static bool GrowingBlocksWaterConnection(TileIndex tile)
18:37<Samu>the new name!
18:40<Eddi|zuHause>maybe it meant "pisces"? (astrology)
18:47<Samu>towns terraform with DC_NO_WATER
18:48<Samu>must investigate the terraform command
18:59<Samu>the terraform command is always lowering terrain in this part
18:59<Samu>is that intended?
19:02<Samu>https://github.com/OpenTTD/OpenTTD/blob/master/src/town_cmd.cpp#L895
19:02<Samu>over here
19:03<Samu>it will always lower terrain, but then you also have a chance to lower cur_slope or cur_slope ^ SLOPE_ELEVATED
19:05<Samu>for cur_slope ^ SLOPE_ELEVATED it makes better sense if the terrain is raised instead
19:05<Samu>or else it's gonna be digging a bigger hole
19:13<Samu>must investigate terraform better
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19:58<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhZ5K
20:00<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhZ5K
20:01<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhZ5K
20:10<Samu>i'm surprised terraforming coast tiles work
20:12<Samu>if connected to a really clear water tile, there is no problem, but if all the nearby tiles are coast and terraform is with DC_NO_WATER
20:12<Samu>that coast is gone
20:12<Samu>that water is gone
20:13<Samu>which means... towns may actually terraform water tiles
20:14<Samu>hmm how to solve this...
20:28<Samu>must trigger this
21:01<Samu>ah if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
21:01<Samu>i finally understand
21:02<Samu>terraforming on water can be a success, but r.GetCost denies it! costs of water are too high that it makes it to return false
21:02<Samu>and no terraforming is done
21:02<Samu>water on the coasts are kept
21:04<Samu>can't trigger it, unless base costs make terraform price too high, and water price too low
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22:45<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7035: Add: Mexican Peso currency https://git.io/fhZFR
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23:33<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
23:35<Samu>seems ready once more
23:40<Samu>didn't build, oh well cu good night
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---Logclosed Fri Jan 11 00:00:16 2019