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#openttd IRC Logs for 2019-02-05

---Logopened Tue Feb 05 00:00:51 2019
00:51<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7165: [core] Implement SmallVector using std::vector
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02:29<@peter1138>lo bob
03:07<andythenorth>mm pie
03:25<DorpsGek_II>[OpenTTD/OpenTTD] PeterN updated pull request #7118: Add #5006: Flag to hide rail type from construction.
03:25<DorpsGek_II>[OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7118: Add #5006: Flag to hide rail type from construction.
03:27<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7118: Add #5006: Flag to hide rail type from construction.
03:30<andythenorth>wow 13MB for Iron Horse
03:30<andythenorth>that's quite big
03:39<Eddi|zuHause>i'm destroying my system now
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03:43<Eddi|zuHause>didn't succeed... :p
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04:03<DorpsGek_II>[OpenTTD/OpenTTD] PeterN opened pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181
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04:36<@peter1138>What larks!
04:36<@peter1138>So George's test NewGRF was useful after all o_O
04:42<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #5006: Railtypes: 'hide railtype' flag
04:48<Pikka>wot larks, orudge
04:59<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker approved pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181
05:06<DorpsGek_II>[OpenTTD/OpenTTD] planetmaker commented on issue #7181: GRF Airport landing trigger does not reflect documentation
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05:19<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328
05:19<Eddi|zuHause>i should probably have done a git fetch before :p
05:20<Eddi|zuHause>but now i can test whether saveload update is easier :p
05:20<@peter1138>Ah you updated but not to current.
05:20<@peter1138>I've tested, it is :D
05:21<@peter1138>You'll find the conflict pretty much says everything.
05:23<Eddi|zuHause>it's slightly too stupid to handle afterload.cpp changes
05:24<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z updated pull request #7051: Feature: Moveable depots #6328
05:25<@peter1138>It shouldn't be.
05:25<@peter1138>Ah, I suppose it depends what's in there.
05:26<@planetmaker>hmpf... my BIOS forgot the VM extension setting... and now I have to reboot nontheless :|
05:26<Eddi|zuHause>well, the correct way is just chain both of the changes, but it tried to merge some lines containing only }
05:28<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7118: Add #5006: Flag to hide rail type from construction.
05:28<DorpsGek_II>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7051: Feature: Moveable depots #6328
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07:03<@peter1138>Is it lunch yet?
07:05<Eddi|zuHause>weird, if i "xinit <something> :1", then my :0 xserver disappears
07:05<Eddi|zuHause>it seems to still be running, and i can ctrl+alt+backspace to kill it
07:05<Eddi|zuHause>but no display
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07:41<Heiki[m]>have you tried Ctrl+Alt+F7/F8/etc.?
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08:11<@peter1138>Mmm, chocolate cake
08:19<@peter1138>It disappeared :(
08:20<andythenorth>get more
08:34<@peter1138>Hmm, I could actually.
08:34<@peter1138>But I don't think I will.
08:42<andythenorth>I am sat next to a pile of chocolate and fruit gums
08:42<andythenorth>I should move
08:42<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed.
08:43<andythenorth>so can newgrf read which company colours are set for which type?
08:43<andythenorth>from the buy menu?
08:47<Pikka>they can test the company colour
08:48<Pikka>I don't know whether that takes type ccs into account
08:48<Eddi|zuHause>you got disappearing chocolate cakes, i got disappearing xservers... strange worlds
08:49<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7180: Fix #7151: Hang when concurrently starting AIs in multiplayer, or with shift pressed.
08:49<nielsm>okay now let's add that flag to a bunch more commands!
08:49<nielsm>like taking/repaying loans, and moving rail cars around inside a depot
08:50<Pikka>andythenorth: or are you wanting to check the type ccs of a type other than the current vehicle, for $features?
08:51<Eddi|zuHause>does checkking CC really work in the buy menu?
08:52<Pikka>stupid pineapple trains uses different sprites for each cc rather than remapping, and it works in the buy menu
08:52<Pikka>in which case, I guess it does take type cc into account, or I would have noticed
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09:12<@peter1138>Isn't it.
09:13<@peter1138>I'd advise not to test CC :/
09:13<supermop_work_>only blue trains?
09:14<andythenorth>I just wanted to fix that high speed train thing
09:14<andythenorth>where the coaches are different colours to the engines
09:14<andythenorth>fixed for the case in the screenshot, but not in the buy menu :D
09:15<supermop_work_>you want it to be different colors, or no? am i missing something?
09:15<Pikka>it's hard to see a workaround, if you're going to have special coaches for your MUs
09:15<andythenorth>I make new screenshot
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09:16<@peter1138>Oh right. I see.
09:16<@peter1138>andythenorth, no, you can't do that.
09:16<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
09:16<@peter1138>There's no mechanism for it.
09:16<@peter1138>You could try adding a spec to specify liveryscheme directly.
09:17<@peter1138>That would supersede the is_mu flag, I suppose.
09:17<andythenorth>on the one hand, it's not really a big deal
09:18<andythenorth>on the other, if I can fix it, I will
09:18<@peter1138> < mmhmm
09:18<@peter1138>Yeah, there is no way to fix it currently
09:18<supermop_work_>you want them to be emu colored rather than electric locomotive+stock colored?
09:18<@peter1138>Those colours are mostly dups, but.
09:19<@peter1138>supermop_work_, the issue is in the buy menu.
09:19<@peter1138>supermop_work_, cos the carriages have no loco head in the buy menu, obviously.
09:19<@peter1138>So they are always the default colour.
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09:19<supermop_work_>peter1138: isn't that ok?
09:20<@peter1138>I think so.
09:20<@peter1138>Andy apparently not :p
09:20<supermop_work_>sounds about right
09:21<@peter1138>13:49 < nielsm> okay now let's add that flag to a bunch more commands!
09:21<@peter1138>nielsm, well, work out which I guess.
09:21<@peter1138>nielsm, set colours?
09:21<nielsm>yeah that sounds like another for it
09:21<nielsm>and change face and company name?
09:21<@peter1138>I think it's not a good idea, yet.
09:22<@peter1138>Hmm, actually yeah probably is fine.
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09:27<andythenorth>nah it's fine like it is
09:27<andythenorth>just set the colours differently
09:27<andythenorth>I just didn't want to ignore any fixes that I could apply
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09:38<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
09:40<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7178: Add AI and GS to framerate window
09:41<@peter1138>Uh oh, you did a merge o_O
09:41<nielsm>ugh, right...
09:41<supermop_work_>peter1138: whats with the 32 colors
09:42<@peter1138>supermop_work_, testing.
09:42<@peter1138>Although obviously it's impossible, because then everyone will be asking for more companies... :p
09:42<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
09:42<Samu>what is wrong here
09:42<supermop_work_>how are you picking the colors? is there enough in the pallette to get that many, or are you using 32bpp
09:42<nielsm>well that merge disappeared when I rebased onto new master :)
09:43<andythenorth>@calc 32 * 8
09:43<@DorpsGek>andythenorth: 256
09:43<@peter1138>nielsm, yup, git can be clever.
09:43*andythenorth wonders about CC ranges with multi-hue :P
09:43<supermop_work_>always seemed to me like there were maybe enough colors in the pallette for 2-3 more cc at most
09:43<andythenorth>probably looks terrible
09:44<@peter1138>I took the colours from teh NewCC NewGRF.
09:44<@peter1138>However, yeah, some of the colours are repeats of the originals.
09:44<Eddi|zuHause><peter1138> That would supersede the is_mu flag, I suppose. <-- wouldn't evaluating/simulating "is mu" and "is electric" flags for wagons work for this case?
09:44<@peter1138>Eddi|zuHause, I wouldn't drop support for that flag.
09:45<Samu>there are some industry NewGRF that make industries limit how much cargo quantity it can accept
09:45<@peter1138>But I think it's not necessary.
09:45<andythenorth>it's not necessary
09:45<Eddi|zuHause>peter1138: i mean, a wagon could be able to set those flags, even though they would be meaningless for wagons
09:45<andythenorth>it's an edge case which player can resolve trivially for themselves
09:46<@peter1138>Oh. Well, no.
09:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
09:47<@peter1138>Oh, maybe.
10:04<Samu>i can't send trains to depots
10:05<Samu>with either yapf and npf
10:05<Samu>on master
10:09<Samu>why does it reserve the entire path when there are no PBS signals?
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10:11<@peter1138>"reserve paths" is an option.
10:12<@peter1138>It defaults to false, though.
10:12<Samu>strange, bug is also present in 1.8.0? how come
10:14<Samu>let me try a new game
10:15<Samu>not present on new game
10:15<Samu>maybe savegame conversion failing?
10:15<@peter1138>"reserve paths" is an option.
10:15<@peter1138>It defaults to false, though.
10:15<Samu>what option?
10:16<@peter1138>"reserve paths"
10:16<@peter1138>I think I said that.
10:16<Samu>i doubt it
10:16<Samu>Show path reservation for tracks?
10:16<Samu>that's only a display feature
10:17<andythenorth>are you trying to manually send trains to depots?
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10:18<Samu>let me post savegame link
10:18<andythenorth>have you got a PBS signal in front of the depot entrance?
10:20<Samu>is the savegame version
10:21<@peter1138>Have you tried turning off the option "reserve paths"?
10:21<Samu>yes, nothing changed in behaviour
10:21<Samu>let me try this newgrf on a new game
10:22<Samu>wondering if it has any effect
10:23<@peter1138>so "set pf.reserve_paths" shows off?
10:24<Samu>i better post the savegame
10:25<Eddi|zuHause>have you tried turning it off and on again?
10:25*andythenorth is intrigued
10:26<@peter1138>andythenorth, there is doubt, for some reason.
10:26<andythenorth> I suspect a PBS signal on the route somewhere
10:27<andythenorth>then it's the known issue with "train can't find depot"
10:27<andythenorth>but eh
10:27*andythenorth back to enterprise software making
10:27<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened issue #7183: Can't send train to depot, paths are reserved for no reason
10:29<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7183: Can't send train to depot, paths are reserved for no reason
10:29<@peter1138>What a massive surprise.
10:30<Samu>what is that settings
10:30<Samu>isn't it the display?
10:30<@peter1138>Is it, perhaps, the setting "reserve paths" or "pf.reserve_paths" that MAY have been mentioned a few times?
10:31<andythenorth>is that setting not just display?
10:31<andythenorth>toggling it does resolve the issue
10:31<@peter1138>Remember when we had that bot command to show a revision?
10:31<andythenorth>good times
10:32<Samu>is that recent?
10:32<@peter1138>No, the display setting is called gui.show_path_reservation
10:32<@peter1138>Samu, 2008.
10:32<Samu>honestly why was it loaded as on then?
10:33<@peter1138>So I'm going to go with "no".
10:33<@peter1138>Maybe you've set it to on.
10:33<Samu>no, that's an old save
10:34<@peter1138>Maybe it was on in the old save.
10:34<Samu>it wasn't, i seriously doubt it
10:34<@peter1138>Well it obviously is.
10:35<Samu>if you look at the train
10:35<Samu>right after loading, it only reserves 1 track in front of it
10:35<Samu>then suddenly everything is reserved
10:35<Samu>there is a bug somewhere
10:37<Samu>even the startdate is weird
10:37<Samu>and the way the train is loading, unloading
10:39<Samu>what would the M mean?
10:40<Samu>by who, me?
10:41<@peter1138>Your local checkout in svn was modified.
10:41<@peter1138>Who knows who did it.
10:42<Samu>oh, that is plausible, i may have been working with an edited build :|
10:42<Samu>doesn't necessarily mean I edited the savegame
10:42<Samu>there's no way to make it load as r27929?
10:43<Samu>even 1.8.0 is loading it wrong
10:44<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 updated pull request #7120: Feature: Town Voronoi diagram
10:44<andythenorth>this was fun :)
10:44<andythenorth>liveries? o_O
10:44<@peter1138>Samu, then it's using a modified version.
10:46<Samu>what was the savegame version of 27929?
10:46<Samu>is there a way to find out?
10:46<@peter1138>Samu, 196.
10:46<Samu>and 27929M is 197?
10:46<@peter1138>Your 27929M is 197.
10:46<@peter1138>27929 was 196/.
10:46<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7120: Feature: Town Voronoi diagram
10:46<Samu>ok, then sorry, i guess it was my fault after all
10:47<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on issue #7183: Can't send train to depot, paths are reserved for no reason
10:47<DorpsGek_II>[OpenTTD/OpenTTD] PeterN closed issue #7183: Can't send train to depot, paths are reserved for no reason
10:47<@peter1138>But at least you now know about that setting, which you "doubt"
10:47<@peter1138>The one from 2008.
10:48<Samu>i thought there was only one about reserve path and that it was a gui display
10:48<Samu>seems that the save is loaded with different defaults
10:48<Samu>i didn't change them
10:48<@peter1138>Interestingly enough, 27978 is when the bump to 197 happened, and... it was your bump.
10:49<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7120: Feature: Town Voronoi diagram
10:51<Samu>where are you seeing that
10:51<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh updated pull request #7178: Add AI and GS to framerate window
10:52<DorpsGek_II>[OpenTTD/OpenTTD] Gabda87 commented on pull request #7120: Feature: Town Voronoi diagram
10:52<Samu>variety setting
10:52<@peter1138>Hmm, why would "make regression" fail to find a graphics baseset?
10:53<Eddi|zuHause>because you don't have a baseset?
10:54<@peter1138>I do when I run it normally, but yes, it does not find it when using the regression.cfg
10:55<Eddi|zuHause>try -d misc=3 to see which paths it is trying?
10:56<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7178: Add AI and GS to framerate window
10:57<Eddi|zuHause>also, maybe we should try to remove the dependency on graphics set for dedicated/null driver? it's just because of those terrain generator sprites?
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11:09<Samu>what is wrong here, peter1138
11:10<Samu>what I see wrong is maybe the town which gets credits for the delivery, it's taken from the station->town
11:10<Samu>not the town of the industry that actually accepts it/them
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11:32<Samu>wow , 22 minutes without any chat
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11:35<Samu>what's a BigTick
11:36<Samu>every 250 ticks station acceptance is computed?
11:37<Samu>that would mean station acceptance could be outdated for 249 ticks
11:38<Samu>it's not real time acceptance :(
11:41<Samu>is webchat dead or just nobody talking?
11:42<Samu>@seen samu
11:42<@DorpsGek>Samu: samu was last seen in #openttd 28 seconds ago: <Samu> is webchat dead or just nobody talking?
11:44<@peter1138>Samu, what part of "i'm not sure how yet" do you not understand?
11:46<Samu>what don't you understand?
11:46<@peter1138>CargoMonitor, mainly.
11:46<@peter1138>It talks about industries, stations, source, destination...
11:46<Samu>source type is town or industry, source id is the index of source type
11:47<Samu>so, index of town or index of industry
11:47<Samu>destination is similar
11:47<@peter1138> * @param ind %Industry providing or accepting the cargo.
11:48<@peter1138>There's nothing in there to differentiate between providing or accepting.
11:49<@peter1138>Hmm, okay so there's two maps, one is always for pickups, and one is always for deliveries.
11:50<@peter1138>Starting to make more sense.
11:50<Samu>where the cargo being delivered came from
11:50<@peter1138>It could've been a bit added to the encoding, and then just one map. But okay.
11:53<@peter1138> * Note that delivery in the right area is sufficient to prevent trouble with neighbouring industries or houses. */
11:53<Samu>that's the bug
11:53<@peter1138>It's documented so kinda by design.
11:54<@peter1138>But is the cargo delivered to a station or an industry?
11:54<Samu>it triggers an industry accepting it
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11:56<Samu>but the monitoring has an index
11:56<Samu>of the industry
11:56<Samu>and yet, when it gets to check if it was accepted at it, it doesnt' care which industry accepted
11:57<@peter1138>I guess for cargomonitor purposes it is delivered to both?
11:57<@peter1138>(both station and industry)
11:59<Samu>it causes buggy busybee behaviour if I recall
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12:00<Samu>an industry which busybee is monitoring could disappear
12:00<nielsm>if a station has multiple industries accepting the delivered cargo in its radius, you can't really control as player where the cargo is delivered
12:00<Samu>because no cargo is being delivered to it
12:00<Samu>yet busybee believes it is
12:00<Samu>industry declaring imminent closures if i recall
12:01<@peter1138>nielsm, you can move the station :)
12:02<Samu>I don't think cargo monitor keeps track which station the delivery was made at
12:05<Samu>there is a list of st->industries_near, why isn't there a list of st->towns_near? :(
12:06<Samu>it just assumes st->town
12:07<nielsm>because a station only belongs to a single town, the one closest to its sign
12:09<Samu>but the cargo acceptance is computed from nearby houses
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12:09<Samu>must think
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12:11<Samu>there could be more houses from one town than the other
12:11<Samu>more acceptance from town A than the town B station belongs to
12:12<nielsm>that would massively complicate the acceptance calculations
12:12<Samu>ideally, both towns are being delivered cargo
12:13<Samu>I'm looking for a way to put these calculations included in the BigTick thing
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12:17<Samu>I have an idea, the not so complicated way, keep track of towns which accept passengers in the bigtick, then when delivering passengers, split the cargo to both
12:17<Samu>deliver cargo at random
12:18<Samu>the complicated way would be to keep track of the total acceptance level from each town
12:18<Samu>deliver x amount of cargo based on the level of town x, and y amount of cargo based on the leve of town y
12:19<Samu>or a 3rd way, compute the acceptance of nearby towns, but only keep 1 town, the one that accepts the most
12:19<Samu>that town gets the cargo
12:19<Samu>the other gets nothing
12:20<Samu>(which is a bit weird though)
12:33<Samu>gonna start inventing, let's see where does this lead me to
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12:49<Samu>you guys really like CircularTileSearch
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13:35<Samu>objects can accept cargo?
13:35<Samu>ah, the HQ
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13:37<Samu>they're not an industry, nor a town
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13:44<Samu>what's the difference between CargoArray &acceptance, CargoTypes *always_accepted
13:44<Samu>& and *
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13:46<Samu>google isn't helping
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13:49<nielsm>& is a reference
13:49<nielsm>* is a pointer
13:49<nielsm>a reference can't change (to refer to a differnent object) and is guaranteed to refer to a valid object
13:50<nielsm>(you can make a reference refer to something invalid, that'd undefined behaviour and the compiler will optimize with the assumption that references are always valid)
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13:52<Samu>I'm gonna try both, see what happens
13:53<Samu>i think what I need is &
13:54<nielsm>if you just spray sigils over your code without knowing what they do you're almost guaranteed to make errors
13:54<Samu>TownVector *towns_nearby vs TownVector &towns_nearby
13:54<Samu>one of them should work
13:55<nielsm>this is the main point in C and C++ where you need to sit down and think and understand what you need where and why
13:56<Samu>I want AddAcceptedCargoProc *proc = _tile_type_procs[GetTileType(tile)]->add_accepted_cargo_proc;
13:56<Samu>to tell which towns they're from
13:56<Samu>add to the list
13:56<Samu>if it's not yet there
13:56<Samu>that list is evolving
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13:57<Samu>end result is a st->towns_nearby having a list of nearby towns to that statin
13:57<Samu>my englisho
13:59<Samu>industry tiles, town tiles and object tiles are those that will proc
13:59<Samu>whatever proc means
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14:19<Samu>time to give up
14:19<Samu>can't do this
14:30<Samu>it's probably easy to do, but I'm just too noob for this
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14:36<DorpsGek_II>[OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector
14:46<supermop_work_>in martinique i discovered that french reggaeton exists
14:46<supermop_work_>which makes me very happy
14:48<frosch123>i prefer ska
14:50<supermop_work_>there was also french ska, and french reggae, and dancehall
14:50<supermop_work_>we only have spanish reggaeton in the US really though
14:50<supermop_work_>though some has some english lyrics
14:51<supermop_work_>french trap also pretty good
14:54<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181
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14:58<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7118: Add #5006: Flag to hide rail type from construction.
15:00<DorpsGek_II>[OpenTTD/OpenTTD] PeterN commented on pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181
15:06<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181
15:17<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick opened pull request #7184: Change: Distribute cargo to multiple stations or industries
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16:21<DorpsGek_II>[OpenTTD/OpenTTD] George-VB commented on issue #5006: Railtypes: 'hide railtype' flag
16:23<DorpsGek_II>[OpenTTD/OpenTTD] SamuXarick updated pull request #7184: Change: Distribute cargo to multiple stations or industries
16:28<DorpsGek_II>[OpenTTD/OpenTTD] George-VB commented on issue #5006: Railtypes: 'hide railtype' flag
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18:33<DorpsGek_II>[OpenTTD/OpenTTD] michicc merged pull request #7182: Doc: AAT_STATION_AIRPLANE_LAND triggers only a single tile, not all airport tiles. #7181
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---Logclosed Wed Feb 06 00:00:52 2019