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#openttd IRC Logs for 2019-07-07

---Logopened Sun Jul 07 00:00:56 2019
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01:24<reldred>hmm, I wonder if I can abuse callback 157 to use it like callback 17 for houses since both get called before the item is actually built
01:47<reldred>there we go, var62 I can get tile height out of
01:49<reldred>so spam the spawncount really high, only allow building on flats, use callback157+var62 to allow building at sea level or one or two levels above. Should be able to spawn some marsh/swamp areas in scenarios.
01:49<reldred>found some sprites that'd do the job
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02:24<Eddi|zuHause>that sounds like it should work
02:29<reldred>Yeah plus I figure some multi tile arrangements will keep it from spawning too high up anyway
02:30<reldred>There's no snowy sprites for these objects but they have no business being above a snow line anyway
02:30<Eddi|zuHause>you could also check against the (minimum) snow line?
02:30<reldred>True! that would be a far easier check too
02:30<reldred>Ideally I want them close to sea level anyway
02:30<reldred>We'll see
02:30<Eddi|zuHause>(snow line can move throughout the year with newgrfs)
02:31<reldred>I know, I play with snowline wandering between 12 and 48 usually
02:31<reldred>makes maps really dynamic
02:31<Eddi|zuHause>yeah, it's a neat feature
02:31<reldred>will be interesting to see if the realtime patch makes it through all the hurdles infront of it
02:32<reldred>because that's a complaint I heard from some coworkers who once ran servers, time moved far too quickly.
02:32<Eddi|zuHause>that is a long way, i'm afraid
02:32<reldred>Yeah no kidding
02:32<reldred>I do like the author of that patches enthusiasm though
02:33<Eddi|zuHause>enthusiasm gets you a long way, but you need to fill the gaps with competence and persistence
02:34<DorpsGek_II>[OpenTTD/OpenTTD] James103 opened issue #7641: Attempting to create an array of size 2147483648 and up crashes the whole game, not just the script. https://git.io/fjiYv
02:34<reldred>None of those three are qualities I possess so I'll stand back in awe of anyone who has even just one of them ;-)
02:34<Eddi|zuHause>all the other daylength patches failed on one of those 3
02:35<reldred>I'm still stoked that NRT finally made it. Thread created Dec 26th 2016.
02:35<reldred>Just waiting on JGR's patchpack to re-base against master again.
02:36<Eddi|zuHause>cargodist spent like 5 years in this intermediate stage
02:36<reldred>Yeah
02:36<Eddi|zuHause>fonsinchen had some mighty persistence :p
02:36<reldred>I have to keep reminding myself that time moves slowly
02:37<reldred>I do love cargodist now that it's in trunk, I was playing JGR's patchpack until NRT hit trunk thinking that cargodist was still only in their branch
02:37<reldred>But I miss the everest patch and custombridgeheads.
02:37<Eddi|zuHause>what everest patch?
02:38<reldred>Does some things to tree gen, alpine trees only spawn around a configurable band around the base snowline, and nothing above it. Temperate trees spawn below.
02:38<reldred>So with a shifting snowline you have to tweak things.
02:39<reldred>But gives you this lovely difference visually to the mountain ranges and then you get an accurate barren mountaintops.
02:39<reldred>when the snowline then recedes and the rocks show up it looks quite pretty.
02:39<Eddi|zuHause>that sounds neat
02:39<Eddi|zuHause>and not particularly difficult to implement
02:39<reldred>https://twitter.com/reldredrants/status/1142339991403503617
02:40<reldred>using stolen trees for temperate replacement adn opengfx+ trees for that screenshot
02:41<Eddi|zuHause>a bit too steep terrain for my taste. with all those slopes it's difficult to terraform doubletracks without destroying half a mountain (without cliffs)
02:42<reldred>Well for a lot of my custom heightmaps I use those mountains as a very big incentive to go around
02:42<reldred>Force chokepoints along coastlines
02:42<reldred>I'm playing with maxheight 255 on one of them now.
02:43<reldred>And yeah, it's savage
02:43<Eddi|zuHause>yeah, but i'd like my tracks actually climbing a mountain pass once in a while
02:43<reldred>I still have some smaller mountains
02:44<reldred>And theres some passes where you can make the climb if you're game.
02:44<Eddi|zuHause>but with all these steep slopes you can't even build sensible tunnels
02:45<reldred>See I'm one of those freaks who wants Rollercoast Tycoon style terrain deformation, lack of visibility/map rotation be damned :P
02:45<Eddi|zuHause>yes, cliffs
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02:47<Eddi|zuHause>but that's a bit more involved to implement
02:47<reldred>No kidding.
02:47<Eddi|zuHause>but probably not nearly on the level of daylength
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02:48<reldred>Who do I need to sponsor then? :P
02:48<reldred>and what will it cost me? :P
02:48<Eddi|zuHause>everything.
02:48<reldred>hah
02:55<reldred>alas, if I were rich
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03:10<andythenorth>yo
03:12<reldred>aloha
03:22<andythenorth>@seen frosch123
03:22<@DorpsGek>andythenorth: frosch123 was last seen in #openttd 19 hours, 27 minutes, and 29 seconds ago: <frosch123> iron moose
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03:46<reldred>the moose is loose
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04:24<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on issue #7641: Attempting to create an array of size 2147483648 and up crashes the whole game, not just the script. https://git.io/fjiY9
04:36<andythenorth>hmm
04:37<andythenorth>game balance
04:37<andythenorth>power creep problems
04:37<Arveen>moin
04:40<Arveen>did anyone play the Voxel Tycoon pre-aplha yet ? i'm watching on twitch and wondering if you can build "OTTD-style" networks there
04:42<nielsm>I saw some videos of it yesterday on youtube, but didn't watch much of it
04:43<nielsm>(the guy playing had the typical problem of not being attentive on the game and being excessively slow, which I can't stand)
04:44<andythenorth>so
04:45<Arveen>hehe, i see that problem
04:45<andythenorth>how about a chart of transported cargo, broken down by cargo type? :)
04:45<andythenorth>we have a delivered cargo graph already....
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06:08<reldred>UGH
06:08<reldred>finally got nmlc running
06:15<reldred>aaaaand I'm gonna guess there's a specific version of nml required for NRT
06:16<nielsm>probably... I'm not sure the NRT changes are even integrated in NML master
06:57<reldred>Fair
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07:26<andythenorth>power creep :P
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07:30<DorpsGek_II>[OpenTTD/OpenTTD] James103 commented on issue #7641: Attempting to create an array of size 2147483648 and up crashes the whole game, not just the script. https://git.io/fji3E
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09:24<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7621: Feature: Town name filtering https://git.io/fjisF
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10:31<LordAro>thoughts on #7616 ? i'm tempted to reject
10:32<LordAro>on grounds of "it really doesn't matter"
10:34<nielsm>agree
10:34<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7612: Feature: Allow showing Newspaper and Ticker messages in parallel https://git.io/fjiGo
10:34<nielsm>"difficult to calculate" is also not an argument, the computer does the calculation for you
10:34<LordAro>aye
10:34<nielsm>if you want to know what the price is in £ then just play in £
10:35<LordAro>and i've no idea why you'd be converting between the 2 yourself
10:35<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed pull request #7616: Codechange: Change KRW currency rate https://git.io/fjuBp
10:35<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7616: Codechange: Change KRW currency rate https://git.io/fjiG6
10:36<nielsm>as an add-on, if you change the conversion rate, people loading old saves are going to be confused why their cash on hand suddenly changed
10:36<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7617: Fix #5685: Check for free wagons in ScriptVehicleList https://git.io/fjiGP
10:36<LordAro>ah, i can't force merge that
10:36<andythenorth>Horse 91%
10:36<LordAro>where's glx? :p
10:38<LordAro>maybe i can check out the branch locally and force push ...
10:38<nielsm>I think you can
10:38<LordAro>assuming they've allowed it
10:39<Eddi|zuHause>it's on by default
10:46<Samu>gonna use https://www.random.org/ to generate openttd.cfg for the last round :o
10:46<Samu>nobody sent me any PM
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10:54<DorpsGek_II>[OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7617: Fix #5685: Check for free wagons in ScriptVehicleList https://git.io/fjiGP
10:54<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #7617: Fix #5685: Check for free wagons in ScriptVehicleList https://git.io/fjuy6
10:54<LordAro>woo
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10:55<DorpsGek_II>[OpenTTD/OpenTTD] LordAro approved pull request #7617: Fix #5685: Check for free wagons in ScriptVehicleList https://git.io/fjiGb
10:55<Samu>lol, only 180 road vehicles
10:56<Samu>this is gonna cause some weird results
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11:02<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7617: Fix #5685: Check for free wagons in ScriptVehicleList https://git.io/fjuy6
11:02<DorpsGek_II>[OpenTTD/OpenTTD] LordAro closed issue #5685: AI: wagons are lost in depot because of lack of API feature https://git.io/fjiZU
11:09<andythenorth>ooh
11:09<andythenorth>GH cleaning? :)
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11:11<Eddi|zuHause>andythenorth: only if you clean it by merging
11:12<Eddi|zuHause>i should make some food...
11:15*andythenorth had 3 lunches
11:16<DorpsGek_II>[OpenTTD/OpenTTD] telk5093 commented on pull request #7616: Codechange: Change KRW currency rate https://git.io/fjiZO
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11:17<LordAro>that's interesting.. MSYS is no longer detecting my OS
11:17<LordAro>or rather, configure is no longer detecting my OS on MSYS
11:20<LordAro>false alarm, is was in the MSYS terminal, not MinGW
11:20<LordAro>stupid unnecessary distinction
11:21<+glx>usually you don't need to use MSYS terminal
11:21<+glx>it's only required to develop MSYS tools
11:21<LordAro>we use it at work for <poorly defined reasons>
11:22<LordAro>forcing things to detect MinGW is ...a pain
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11:34<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjBBD
11:34<LordAro>pretty sure i don't get to review that anymore
11:34<LordAro>nielsm: ^ ?
11:36<+glx>looking at it
11:37<DorpsGek_II>[OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjzqs
11:42<DorpsGek_II>[OpenTTD/OpenTTD] glx22 approved pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjiZV
11:43<+glx>hmm too fast
11:45<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjiZr
11:45<DorpsGek_II>[OpenTTD/OpenTTD] glx22 dismissed a review for pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjiZV
11:47<+glx>GetByTile() uses GetStationIndex(tile) which expects an MP_STATION tile
11:48<LordAro>yeah, i was mistakenly looking at BaseStation originally, which is a pool object thingy, which doesn't assert in the same way
11:48<LordAro>then forgot to go back and update it
11:48<DorpsGek_II>[OpenTTD/OpenTTD] LordAro updated pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjBBD
11:49<+michi_cc>Q regarding #7480: Do we want to meddle in translations nobody (presumable) really knowns, or do we strictly let translators deal with it? And do we even have a translator for arabic egypt?
11:50<LordAro>probably not
11:51<LordAro>i think it's acceptable to manually "step in" to translations when there's a bug open about it
11:51<LordAro>and when the solution is perhaps not obvious from the translators point of view
11:51<+michi_cc>As far as I can determine with Google Translator comparisons, the proposed changed are at least not worse and probably better than existing.-
11:52<+glx>yeah we usually touch translations when they break compilation, but that's the only valid case I think
11:53<+michi_cc>So one vote for yes, one for no.
11:54<DorpsGek_II>[OpenTTD/OpenTTD] glx22 approved pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjiZ1
11:59<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7560: Make GSGoal.QuestionClient work correctly at least for clients with ID < 2**16 https://git.io/fjiZD
12:08<+michi_cc>Who's going to be the tie breaker for #7480? I'd merge it, but then I'm not impartial.
12:10<Eddi|zuHause>i actually did make food...
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12:12<Eddi|zuHause>michi_cc: if it's purely syntactical changes, i don't see why we should go through the extra step and pipe it through the webtranslator. the changed strings should come up in webtranslator to be doublechecked when a translator comes around, though
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12:23<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7480: Fix #6666: brackets in arabic strings https://git.io/fjinU
12:30<DorpsGek_II>[OpenTTD/OpenTTD] michicc merged pull request #7480: Fix #6666: brackets in arabic strings https://git.io/fjLdR
12:31<DorpsGek_II>[OpenTTD/OpenTTD] michicc closed issue #6666: Town name list in Arabic https://git.io/fjinm
12:33<LordAro>:)
12:34<LordAro>shall we actually get 1.9.2 out of the door?
12:34<LordAro>what still needs to be done?
12:34<LordAro>or is it waiting on #7560?
12:34<DorpsGek_II>[OpenTTD/OpenTTD] michicc updated pull request #7632: Update: Changelog for 1.9.2 and prepare for release https://git.io/fjKU8
12:35<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjin3
12:35<+michi_cc>LordAro: See my comment :)
12:35<LordAro>just saw it :)
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12:37<LordAro>in which case... go for it?
12:38<+michi_cc>So you validated #7560? :p
12:38<LordAro>not really, but if it fixes _dp_'s problem and doesn't break anyone else's...
12:39<+michi_cc>That's the question, isn't it? I don't play network games with goal scripts...
12:43<Eddi|zuHause>what's the worst thing that can happen (TM) :p
12:43<DorpsGek_II>[OpenTTD/OpenTTD] michicc updated pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjKU8
12:43<Eddi|zuHause>it's only network code, why would you be concerned about whether it's correct :p
12:43<+michi_cc>Changelog typo.
12:43<nielsm>michi_cc: https://github.com/OpenTTD/OpenTTD/pull/7620 should perhaps also be backported
12:43<nielsm>forgot to tag it I think?
12:44<DorpsGek_II>[OpenTTD/OpenTTD] LordAro commented on pull request #7560: Make GSGoal.QuestionClient work correctly at least for clients with ID < 2**16 https://git.io/fjinZ
12:45<LordAro>nielsm: quite a large change...
12:45<LordAro>probably not an issue though
13:06<DorpsGek_II>[OpenTTD/OpenTTD] michicc commented on pull request #7560: Make GSGoal.QuestionClient work correctly at least for clients with ID < 2**16 https://git.io/fjinB
13:09<DorpsGek_II>[OpenTTD/OpenTTD] michicc updated pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjKU8
13:09<+michi_cc>nielsm: Can you have a look at the new commit? I had to faff around a bit with the midi fixes as 1.9 is still pre-C++11.
13:10<LordAro>(officially)
13:27<nielsm>michi_cc: the critical section taken at the start of the timer callback is supposed to be held for the entire callback now, not just the first half
13:30<LordAro>thoughts on #7522 ? close, or fix-manually-then-merge ?
13:30<LordAro>it doesn't matter much either way
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13:37<Eddi|zuHause>LordAro: that seems to be the kind of thing where you go "if the original author can't be bothered to fix it, better let it die"
13:37<LordAro>Eddi|zuHause: equally, they'll notice when it's closed :p
13:38<Eddi|zuHause>add a stalebot-like reply and close it
13:40<andythenorth> oh
13:40*andythenorth is picking fictional train names but turns out they're real :P
13:40<andythenorth>convergent evolution?
13:40<andythenorth>or forgotten prior information?
13:40<+michi_cc>nielsm: Okay, I'll move the release.
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13:44<DorpsGek_II>[OpenTTD/OpenTTD] michicc updated pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjKU8
13:44<+michi_cc>nielsm: Better?
13:49<DorpsGek_II>[OpenTTD/OpenTTD] stormcone opened pull request #7642: Fix #7250: Viewport kdtree not being updated for waypoints when sign … https://git.io/fjinh
13:54<DorpsGek_II>[OpenTTD/website] michicc updated pull request #88: Add: Monthly Dev Post of July 2019 https://git.io/fjZhM
13:54<nielsm>michi_cc ah no, you'll also have to change this line: if (TryEnterCriticalSection(&_midi.lock)) {
13:54<nielsm>into: if (!TryEnterCriticalSection(&_midi.lock)) return; \n {
13:55<nielsm>(so the block isn't related to the if any more, just to avoid changing indentation of it all)
13:55<Eddi|zuHause>nice change, but we still have no content for the blog post :p
13:56<nielsm>otherwise the callback can run and skip the first block but still play back stuff and then try to release a critical section it did not take
13:56<+michi_cc>Eddi|zuHause: Maybe a release.
13:56<+michi_cc>nielsm: Yeah, I see. One second.
13:57<DorpsGek_II>[OpenTTD/OpenTTD] michicc updated pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjKU8
13:58<nielsm>it looks right now
13:58<nielsm>I'll check it out and test a bit locally when I'm done cooking
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14:08*andythenorth gone down a rabbit hole
14:08<andythenorth>vehicles statistics and roles
14:09<andythenorth>game design fundamentals
14:09<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7642: Fix #7250: Viewport kdtree not being updated for waypoints when sign … https://git.io/fjicZ
14:09<Eddi|zuHause>andythenorth: might be a bit late in the development stage for that kind of change
14:10<andythenorth>it would be
14:10<andythenorth>except that's where Horse 2 started
14:10<andythenorth>I'm just more familiar with the concepts now
14:10<andythenorth>especially power creep :P
14:11<andythenorth>also realisms question
14:12<andythenorth>sometimes IRL n engines doesn't give n * the power
14:12<andythenorth>because the additional engines have to be derated for $reasons
14:12<andythenorth>including pulling the second engine into two pieces
14:12<andythenorth>game feature? :P
14:13<nielsm>immediate breakdown and exploding maintenance cost
14:15<andythenorth>so the useful gap between engine power bands seems to be about 500-700HP
14:15*andythenorth has no question, just observation
14:16<andythenorth>seems to equate to 1-2 tiles more wagons per increase
14:34<Eddi|zuHause><nielsm> immediate breakdown and exploding maintenance cost <-- need to merge improved breakdowns patch
14:35<nielsm>someone did refresh that one a little while back
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14:46<andythenorth>Horse 90%
14:46<andythenorth>added more trains :P
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15:46<Eddi|zuHause>andythenorth: it'll never be 100%
15:46<andythenorth>every time I get to 90% I release it :P
15:47<Eddi|zuHause>sounds like a plan
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16:06<+michi_cc>Anybody going to approve the release PR?
16:07<nielsm>uh let me build and test it quickly...
16:08<nielsm>(except it's going to take a while)
16:15<nielsm>wth... the midi reset stuff does not work now?
16:15<nielsm>D:
16:15<nielsm>the new code is obviously executing since it does something different
16:15<nielsm>but the pitch bend range is not being reset as it was when I tested
16:26<nielsm>wow uh
16:26<nielsm>somehow I made a mistake in the GM reset byte sequence
16:30<LordAro>is this the cause of all the other music complaints? :p
16:30<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh opened pull request #7643: Fix 27384486e4: Error in GM Reset sysex data https://git.io/fjiC1
16:31<nielsm>not quite, since the code currently in 1.9.1 only sends GM reset once on startup, not between every song
16:35<DorpsGek_II>[OpenTTD/OpenTTD] michicc approved pull request #7643: Fix 27384486e4: Error in GM Reset sysex data https://git.io/fjiCS
16:36<DorpsGek_II>[OpenTTD/OpenTTD] michicc updated pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjKU8
16:46<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh merged pull request #7643: Fix 27384486e4: Error in GM Reset sysex data https://git.io/fjiC1
16:49<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh approved pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjiCj
16:54<DorpsGek_II>[OpenTTD/OpenTTD] michicc merged pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjKU8
16:58<+michi_cc>Well, I tagged 1.9.2.
16:58<LordAro>\o/
16:58<+michi_cc>FYI, I do have some content ideas for the dev post, but I don't think I'll be able to finish it today. You might want to old off on publish it yet.
16:59<LordAro>dev post is now scheduled for 01/08 though :p
16:59<+michi_cc>Feel very free to do the 1.9.2 announce post though, when 1.9.2 been spit out by the machinary :p
17:00<+michi_cc>LordAro: No, that is the next one. We always link to the branch/commit for the next post.
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22:48<reldred>loool, a bunch of the nrt sets break on 1.9.2
22:48<reldred>now I'm going to have to patiently wait, or recompile them >_>
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22:56<+glx>but NRT is not in 1.9.2
22:56<reldred>I thought it is?
22:57<reldred>I know it didn't make 1.8.1
22:57<reldred>*1.9.1
22:57<+glx>it will be in next major release
22:58<reldred>ahhhhh I'm looking at the wrong branch
22:58<+glx>1.9 branch won't get any new features
22:58<reldred>Right, that makes sense. I'll get back in my box and be quiet :)
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---Logclosed Mon Jul 08 00:00:58 2019