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#openttd IRC Logs for 2021-01-03

---Logopened Sun Jan 03 00:00:38 2021
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02:41<andythenorth>oof my AWS bill
02:41<andythenorth>$0.66 USD
02:41<andythenorth>I worry about Jeff not making enough money
03:06<SpComb>is that with taxes?
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03:15<andythenorth>yes!
03:59<FLHerne>"This is not the negation of condition 0x13, which makes it weird in corner cases, and hard to implement in NML." -- that's only consistent with the 'grfid is enabled' checks...
04:00<FLHerne>in action7
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04:13<TrueBrain>LordAro: https://github.com/OpenTTD/OpenTTD/pull/8483 <- this makes town during map generation looks worse in many cases .. do we really want this? I can think of other solutions, if we want to fix this, like: do not level to sea-level, or something?
04:14<LordAro>¯\_(ツ)_/¯
04:14<TrueBrain>you are the one that approved it, so I am checking with you first :D
04:15<LordAro>i didn't see any evidence that it made towns look worse
04:15<TrueBrain>it is not flattening at all during world gen now
04:15<LordAro>and samu's thing about the other bit of land levelling not done during world gen made sense
04:16<LordAro>that is a bad sentence
04:17<TrueBrain>lets find out why that terraform is special-cased :)
04:18<TrueBrain>oef ... the file got renamed ... now that is tricky :)
04:19<TrueBrain>awh, I end up with r1
04:21<andythenorth>does town sign tile need to be flat?
04:21<LordAro>TrueBrain: always fun :)
04:22<TrueBrain>okay, fun "fact" .. that case he mentions in the PR, is only used in the original road layout
04:22<TrueBrain>the other 3, do not use it :)
04:22<TrueBrain>euh, other 2
04:22<TrueBrain>typing hard
04:22<TrueBrain>grid-based layouts do not touch it :P
04:22<LordAro>how odd
04:22<andythenorth>fun facts
04:23<TrueBrain>never assume anything when it comes to town-code or aircraft-code :P
04:23<TrueBrain>or fios
04:23<TrueBrain>:D
04:23<LordAro>^^
04:23<FLHerne>How is the /* Note: Do not replace "^ SLOPE_ELEVATED" with ComplementSlope(). The slope might be steep. */ code relevant to this PR?
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04:24<FLHerne>Oh, it's the `if (!generating_world [...]) {}` bit
04:25<FLHerne>But...why is the reported bug only a problem for worldgen?
04:25<FLHerne>Towns on sea-level could try and flatten land into the ocean at any time
04:25<@DorpsGek>[OpenTTD/OpenTTD] btzy commented on issue #8339: [Question] Rate limit password entry for multiplayer https://git.io/JkTYo
04:27<TrueBrain>this has been annoying to me the last few weeks: I see a setting in the code, I go ingame to the setting, I type in the name: 0 matches
04:27<TrueBrain>so now I have to guess how it is described ...
04:28<TrueBrain>owh, it is not in the setting dialog
04:28<TrueBrain>lol
04:29<Eddi|zuHause>TrueBrain: try that same thing in non-english :p
04:29<TrueBrain>no tnx; if you play any game localized, you are only hurting yourself :D :D :D
04:31<@DorpsGek>[OpenTTD/OpenTTD] FLHerne commented on pull request #8483: Fix: Don't terraform during town generation https://git.io/JLdlc
04:32<FLHerne>TrueBrain: Unless it's Zero Wing
04:33<FLHerne>(all your base are belong to us!)
04:34<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8483: Fix: Don't terraform during town generation https://git.io/JLdlC
04:34<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed pull request #8483: Fix: Don't terraform during town generation https://git.io/JL5bM
04:34<TrueBrain>having build_on_slopes off with that PR is hilarious :)
04:34<TrueBrain>very small towns :P
04:37<Eddi|zuHause>i specifically tested that the last time i messed with town terraforming
04:38<TrueBrain>which is good, means you have a bit of QA in your heart :)
04:39<Eddi|zuHause>(svn r14404) -Change [FS#2176]: don't make the town flatten land unconditionally when build on slopes is turned on. Based on a patch by Eddi.
04:41<TrueBrain>improved hilly towns :P
04:42<andythenorth>I introduced the idea of 'yield' at work, for tickets
04:42<andythenorth>it's nothing clever, just made explicit what a few of us were doing in our head to prioritise
04:43<andythenorth>some things are low yield or negative yield, they suck in thinking time for not enough benefit
04:43<andythenorth>some things are very risky or hard, but very high yield, like building a new product
04:44<Eddi|zuHause>i really like how old FS#numbers still correspond to github numbers :)
04:44<andythenorth>+1
04:44<TrueBrain>Eddi|zuHause: it took a lot of effort, but I just had to do it :P
04:44<TrueBrain>sometimes it helps being a bit crazy :)
04:44<andythenorth>_most_ of these "I found an esoteric bug" PRs are very low yield
04:44<Eddi|zuHause>feel my appreciation :)
04:44<TrueBrain><3
04:44<andythenorth>they don't affect many people, and sometimes they're stacking edge case on edge case, to reach corner case
04:45<andythenorth>similar is the endless chasing of "this cost isn't quite right"
04:46<TrueBrain>personally, I don't really mind if people fix edge-cases. I always rate reviewing on: how much delta did this take. In other words: if I would have done this myself, would it be more or less time than the review I am about to do :P Which is a very harsh metric, I can tell you :D
04:48<Eddi|zuHause>that's a very difficult thing to decide in some cases. like you could spend hours not finding the right place to change, but once someone tells you, you think "well, i could have found this"
04:48<TrueBrain>yup; you need a bunch of experience to balance that
04:48<TrueBrain>so it does require that you know the codebase, for sure :)
04:49<TrueBrain>but important to note: I am not rating how long the other user took to get there; I mean, how-ever long, it is a good learning experience
04:49<TrueBrain>and the metric only closes after review, not before :P
04:50<TrueBrain>it really helps to see improvements in people btw .. new people tend to consume a lot of time, but you notice they very fast take less and less (compared to how long it would have taken you to do the same)
04:50<TrueBrain>which is really nice :D
04:50<TrueBrain>anyway, it is a shitty metric, just a fun one :P
04:50<Eddi|zuHause>spoiler: most metrics are shitty. the trick is to find the least shitty metric :p
04:51<andythenorth>+99
04:52<andythenorth>but 99 what?
04:52<Eddi|zuHause>sausages
04:52<Eddi|zuHause>red balloons
04:52<Eddi|zuHause>dunno
04:52<andythenorth>99 luftballons!
04:54<andythenorth>now what?
04:54<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #8339: [Question] Rate limit password entry for multiplayer https://git.io/JkTYo
04:54*andythenorth back to fixing the world tomorrow, last day of open source train lulz
04:55<andythenorth>this one is a bit of an arse TBH https://github.com/OpenTTD/OpenTTD/issues/8314
04:56<TrueBrain>tnx :)
04:56<TrueBrain>for following up ;)
04:57<andythenorth>I'd leave it open for a bit, Gwyd might reply
04:58<andythenorth>I did repro the issue accidentally while fixing https://github.com/OpenTTD/OpenTTD/pull/8466 but that was because I reloaded grfs with changed railtype properties
04:59<andythenorth>once the unpowered train is stuck, the only option is to crash another train into it
05:07<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdlM
05:10<TrueBrain>I wonder if the 10x speed improvement hold on release builds :) Pretty sure it plummets a bit :) Still impressive, don't get me wrong :)
05:11<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #7311: Wrong determination of personal directory https://git.io/fhAdo
05:11<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #8481: Add: always set PERSONAL_DIR "/content_download" in search path https://git.io/JL556
05:17<TrueBrain>now to review that silly airport fix PR ... owh boy
05:20<@DorpsGek>[OpenTTD/team] Gogis0 opened issue #119: [sk_SK] Translator access request https://git.io/JLd8T
05:23<Eddi|zuHause>i noticed an inconsistency... it's "RailtypeInfo" but "RoadTypeInfo"
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05:25<TrueBrain>oef .. that is unacceptable
05:25<TrueBrain>PR it! :D
05:31<TrueBrain>okay, airport fixes looks fine, but the comments are ramblings of a mad man :) Guess my label was accurate :P
05:36<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8458: Fixes for issues with rotated (non-rectangular) airports https://git.io/JLd8C
05:37<andythenorth>Eddi|zuHause https://www.cuinsight.com/wp-content/uploads/2015/07/66638-4991e740.jpg
05:37<andythenorth>there is also the nml spec P
05:38<Eddi|zuHause>bah, i'm suddenly unsure... in one place i used railtype_map and in another i used railtype_list
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05:39<Eddi|zuHause>they have subtly different meanings
05:39<Eddi|zuHause>and i don't know if i picked the right one
05:39<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z updated pull request #7000: Some NewGRF variables concerning railtypes https://git.io/fhI7h
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05:47<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #6618: Incorrect size bounds checks in vehicle viewport hash scan in ViewportAddVehicles https://git.io/JLd8E
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05:52<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/JLd8D
05:55<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7603: Town::cargo_accepted, Town::cargo_produced saveload and consistency issues https://git.io/fjB3A
05:59<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/JLd8d
06:02<+michi_cc>andythenorth: Want some fun of your own validating #8479?
06:02<@DorpsGek>[OpenTTD/OpenTTD] Eddi-z commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/JLd4f
06:02<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7651: Too many statues/fountains are built in town centers. https://git.io/fjXfH
06:02<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #7651: Too many statues/fountains are built in town centers. https://git.io/fjXfH
06:03<TrueBrain>owh, yes andythenorth , do it!
06:04*andythenorth having adventures in .copy()
06:04<andythenorth>but ok
06:05<TrueBrain>michi_cc: the PR is nearly impossible to review, but I guess a "I trust you, this is fine" will work just fine :D
06:06<+michi_cc>I think the only possible way would be to review commit by commit, as e.g. the first big on is only supposed to be pure copypaste.
06:07<TrueBrain>yeah, I meant the first one is hard to review :P
06:07<TrueBrain>I trust you did a copy/paste successful :D
06:07<TrueBrain>I wish GitHub interface would allow this a bit better .. not sure how honestly
06:08<+michi_cc>Well, I did that copy/paste a long time ago, but I think I have caught and reapplied to whopping two changes that came later (incidentally both by me :)
06:08<TrueBrain>:D
06:11<TrueBrain>btw, your commit messages are too long in many cases :P It goes against the idea of git!!!! :P (And I really do not care)
06:11<@DorpsGek>[OpenTTD/OpenTTD] JGRennison commented on issue #7603: Town::cargo_accepted, Town::cargo_produced saveload and consistency issues https://git.io/fjB3A
06:11<@DorpsGek>[OpenTTD/OpenTTD] JGRennison closed issue #7603: Town::cargo_accepted, Town::cargo_produced saveload and consistency issues https://git.io/fjB3A
06:12<TrueBrain>Tnx for follow-up JGR :)
06:12<TrueBrain>one more for your changelog LordAro :)
06:15<+michi_cc>TrueBrain: Yes, but of you go by that, a prefix of like "Codechange #1234: [OSX]" is deadly because it steals soooo many characters :p
06:15<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7675: Wires incorrectly drawn on top of pylons that should be in front https://git.io/fj9eq
06:15<TrueBrain>michi_cc: that would not have changed anything at all in your case :D
06:15<TrueBrain>I still have to find a good source that explains how commit messages should look, the first line and the lines after .. haven't found any yet
06:15<TrueBrain>till that time, I am fine with what-ever :P
06:16<+michi_cc>The canonical way is a short < 70 chars summary on the first line (because terminals are stuck at 80 chars and screens still 13"), which a long explanation following after an empty line.
06:17<+michi_cc>Of course that makes only sense for us if the person/script generating the changelog would also look at the long explanation and not just the first line.
06:19<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7828: First time server registration ends up in multiple online servers instead of one https://git.io/JeVNi
06:19<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #7828: First time server registration ends up in multiple online servers instead of one https://git.io/JeVNi
06:19<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7829: Unregister of MasterServer happens per IP, instead of per session_key https://git.io/JeVAz
06:19<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #7829: Unregister of MasterServer happens per IP, instead of per session_key https://git.io/JeVAz
06:19<TrueBrain>pfft, the OP of those two tickets can just stick it
06:19<TrueBrain>michi_cc: I believe it is common to keep a 120 limit on the first line, but line length is one thing .. what you say in it is much more important
06:20<TrueBrain>and this is where I am missing a good source to explain how to balance things
06:20<TrueBrain>to take an example: "Codechange: [OSX] Re-arrange the OSX video driver code by combining all drawing code and moving the window/event handling to a different file."
06:20<TrueBrain>there is a lot of redundant words there
06:21<TrueBrain>it makes reading it lengthy and long .. and for the first 3 times, I just stopped reading the last 8 words or so :P
06:21<+michi_cc>Well, GitHub at least cuts it of at exactly 70 chars.
06:21<TrueBrain>they still do? That sucks ..
06:21<+michi_cc>For display on the website I mean, not in the actual git of course.
06:21<TrueBrain>Codechange: [OSX] split drawing code from window/event handling
06:22<TrueBrain>for example might also cover the full length of the commit
06:22<TrueBrain>but one thing I learnt over the years .. it is very hard to write good commit messages (and I often fail myself) .. especially as I cannot find a decent write-up how to balance what to put in there :)
06:23<TrueBrain>at work I had an architect that would smack me in the face if I failed .. learnt a lot from that :D But that is from experience .. which is annoying :D
06:24<+michi_cc>Well, yes, that one might be a tad long :) Otherwise, I strive for the first line to be understandable as a single-line changelog entry.
06:24<TrueBrain>I think that is a good goal, yes
06:24<TrueBrain>we might need to make that a rule .. if it isn't already :)
06:24<TrueBrain>just as a start :)
06:25<Wolf01>At work I make effort to at least write down the thing I changed, my coworker often doesn't do even that XD
06:26<TrueBrain>I am often annoyed people tend to write what they changed .. like .. yes, I can see that in the diff
06:26<TrueBrain>but wtf is it suppose to do?!
06:26<TrueBrain>Fix: made blue into green
06:26<TrueBrain>.. like .. yes .... thank you mister obvious ... but why?!
06:29<@DorpsGek>[OpenTTD/OpenTTD] JGRennison commented on issue #6618: Incorrect size bounds checks in vehicle viewport hash scan in ViewportAddVehicles https://git.io/JLd8E
06:30<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #7872: Default openttd.cfg world gen settings don't allow Forests in Sub-Arctic https://git.io/JeFfG
06:30<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #7872: Default openttd.cfg world gen settings don't allow Forests in Sub-Arctic https://git.io/JeFfG
06:34*andythenorth testing 8479
06:34<TrueBrain>slowly closing issues ... it is a slow process, but a lot of easy bugs in there :)
06:36<andythenorth>michi_cc what are valid tests for 8479?
06:36<andythenorth>it builds and starts :P
06:36<+michi_cc>It runs :)
06:36<+michi_cc>Maybe also toggle fullscreen on and off.
06:36<+michi_cc>Otherwise, it is not supposed to change anything.
06:37<andythenorth>did someone fix the smearing (random noise) on resizing window on mac?
06:37<andythenorth>not happening right now
06:37<andythenorth>1.10.0 does it though
06:37<+michi_cc>Might be my change in ditching SetPortAlphaOpaque, which could even accidentally fix that crash report a few days ago.
06:38*andythenorth tests master
06:38<+michi_cc>I made that change a few months ago because of that function being useless, not because of that report.
06:38<andythenorth>oof I should build this on child #1's M1
06:38<andythenorth>much faster probably
06:39<+michi_cc>Like, OTTD allocated a random storage buffer and then did trickery with SetPortAlphaOpaque on each show/hide instead of simply clearing the buffer on the get go.
06:40<andythenorth>yeah 8479 prevents the smearing
06:40<+michi_cc>And it is even straight up copypaste from SDL1 used in quite a different context.
06:40<andythenorth>plain black window during resize operations
06:40<andythenorth>no idea if there's any performance changes, I don't have any valid tests for that
06:42<+michi_cc>It should be a bit slower as we clear the buffer now, but how often do you resize the window anyway?
06:43<andythenorth>not
06:43<+michi_cc>Oh, and one test missing of course is to minimize OTTD to the dock and then show it again.
06:43<andythenorth>subjectively slow linker is subjectively slow :P
06:45<andythenorth>I had a bug with the menu bar not appearing at top of full screen when mouse is pushed to top
06:45<andythenorth>but can't repro
06:46<andythenorth>hmm maybe it's just a bit slow
06:46<+michi_cc>Unless I made a copy/paste mistake somewhere, I didn't change anything there.
06:46<andythenorth>and the mouse sometimes stops at the boundary where the menu bar *will* show
06:47<andythenorth>1.10.2 does it too
06:47<andythenorth>it's very inconsistent, so hard to judge
06:48<andythenorth>ha the faster I move the mouse, the more likely to 'stick' it is
06:48<andythenorth>I guess it's measuring velocity and trying to anticipate when to show menu bar
06:49<andythenorth>we can ignore that one for this
06:49<andythenorth>michi_cc do I need to test changing blitter or anything?
06:50<+michi_cc>No. I'm assuming I didn't fuck up the copy/paste totally if it runs :p and otherwise it is a complete no-change.
06:51<@DorpsGek>[OpenTTD/OpenTTD] JGRennison commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdRt
06:51<Eddi|zuHause>it could be a primary candidate for "if it compiles, ship it" :p
06:52<+michi_cc>And it is a total unrelated coincidence that we got a singular bug report that might be in SetPortAlphaOpaque earlier.
06:53<@DorpsGek>[OpenTTD/OpenTTD] andythenorth commented on pull request #8479: [OSX] Video driver code cleanup https://git.io/JLdR3
06:53<andythenorth>now I have to find whatever branch I built for my big newgrf test savegame :)
06:53*andythenorth only has one checkout P
06:54<+michi_cc>Eddi|zuHause: That's been the OSX state for years now :p
06:54<andythenorth>and apparently my : key is failing
06:54<andythenorth>hmm there is food..debris around my : key....related? :P
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07:16<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8479: [OSX] Video driver code cleanup https://git.io/JLd0e
07:21<TrueBrain>andythenorth: https://github.com/OpenTTD/OpenTTD/issues/8038#issuecomment-643012480 <- do you see any issue in making that permanent?
07:22*andythenorth reads
07:24<andythenorth>lot of waffle in that ticket
07:24<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain opened pull request #8486: Fix: [OSX] don't show top OS menu bar when in full screen https://git.io/JLd0R
07:25<TrueBrain>you can also try ^^, and see if it works as advertised :D
07:25<@DorpsGek>[OpenTTD/OpenTTD] michicc merged pull request #8479: [OSX] Video driver code cleanup https://git.io/JL5yD
07:25<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on issue #8066: 1.10.3 crashes on start in OS X 10.12.6 https://git.io/JvA3B
07:26<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #8066: 1.10.3 crashes on start in OS X 10.12.6 https://git.io/JvA3B
07:27<TrueBrain>andythenorth: while testing that PR, could you check if that also solves https://github.com/OpenTTD/OpenTTD/issues/8067 ?
07:28<TrueBrain>sorry for all the MacOS requests at once :P
07:38<andythenorth>is fine
07:38*andythenorth making lunch
07:42<andythenorth>is this 'reddit as speak-your-brainz'? https://www.reddit.com/r/openttd/comments/kpgsab/the_trains_evolution_is_the_stupidest_thing_in/
07:50<Eddi|zuHause>maybe should tell him about click-and-hold buttons?
07:51<Eddi|zuHause>it's only been 25 since the game came out, some features go unnoticed for that long :p
07:52<andythenorth>I enjoy that it's not even about OpenTTD
07:52<andythenorth>but a rant about times past
07:53<andythenorth>I know 'but nobody asked for' is a core feature of reddit, but really, nobody asked for :)
07:53<LordAro>andythenorth: ah, but OTTD is pbly the same
07:53*andythenorth wishes Apple had faster linking
07:54<andythenorth>LordAro pbly
07:54<andythenorth>ok so 8479
07:55<andythenorth>the 'mouse stops when moving upwards' bug is now super annoying with that
07:55<andythenorth>I guess I have to video it
07:55<andythenorth>oof
07:55<TrueBrain>andythenorth: did you try my PR?
07:56<andythenorth>oh wait, what have I checked out here
07:56*andythenorth looks twice
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07:57<andythenorth>yeah I'm testing wrong branch
07:57<andythenorth>clicked wrong link :P
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08:01<andythenorth>oof
08:01<andythenorth>this is complicated
08:01<TrueBrain>what is complicated?
08:02<andythenorth>it needs a video TBH
08:02<andythenorth>and the video will be...large file but eh
08:02<TrueBrain>does the menu bar appear now in fullscreen? :)
08:02<andythenorth>'depends'
08:03<andythenorth>trying to get a reliable repro
08:04<andythenorth>ok so far
08:04<andythenorth>- mouse behaviour is horrible on fullscreen, it's "broken", but also in 1.10.x releases so not new
08:04<andythenorth>- 'fullscreen' option in game options isn't checked in fullscreen mode
08:04<andythenorth>- and toggling animation on / off has 'wtf' effects I haven't figured out yet
08:05<TrueBrain>I am not asking you for a full rundown of all MacOS issues; for that we have an issue tracker :D
08:05<andythenorth>yeah I have to keep comparing against 1.10.2
08:05<TrueBrain>my question was simple: does my PR fix https://github.com/OpenTTD/OpenTTD/issues/8038 and does it possibly fix https://github.com/OpenTTD/OpenTTD/issues/8067 ? :D
08:05<andythenorth>'no'
08:05<andythenorth>and 'no'
08:05<TrueBrain>the menu bar still appears?
08:05<andythenorth>'it depends'
08:06<TrueBrain>on what?
08:06<andythenorth> I don't know yet )
08:06<andythenorth>it's complicated
08:06<TrueBrain>right ... *ignores andythenorth for a bit* :P
08:06<andythenorth>patience grasshopper :)
08:06<andythenorth>we need a reliable diagnosis
08:07<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdzy
08:08<andythenorth>it's really fucking hard to diagnose :)
08:08<andythenorth>because the mouse is broken at the top of the screen
08:08<TrueBrain>define "broken" :)
08:08<andythenorth>so it's really hard to know if the menu bar is appearing or not
08:08<TrueBrain>I don't understand :P It either appears or not :D :)
08:08<TrueBrain>you are speaking in riddles :P
08:08<andythenorth>no, sometimes it appears, sometimes it doesn't
08:08<TrueBrain>mainly I wonder if the patch does anything at all btw :)
08:10<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdzp
08:14<andythenorth>how do I build the bundle locally?
08:14<andythenorth>just running ./openttd ain't gonna work as far as I can see
08:14<TrueBrain>cpack
08:15<andythenorth>rad
08:15<TrueBrain>and that is mostly what I am afraid of, it seems this fix only works when starting the bundle
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08:18<+michi_cc>andythenorth: Does the behaviour change if you switch focus to another app and back to OTTD again?
08:18<+michi_cc>I found that the menu bar sometimes doesn't react if started from command line if I don't do that.
08:23<TrueBrain>I do not know if there is a non-bundle fix to make the bundle not appear, honestly
08:23<TrueBrain>bundle = menu
08:23<TrueBrain>one of the two times :P
08:26<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdgX
08:26<+michi_cc>Hmm, there is presentationOptions in NSApp, maybe that can be set programmatically without the Info.plist
08:26<TrueBrain>I got lost in MacOS docs :P
08:30<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdg5
08:31<TrueBrain>andythenorth: you can just btw run "cpack" locally, which should give you a "dmg" file :)
08:31<TrueBrain>which you can double-click ;)
08:32<andythenorth>I did :)
08:32<andythenorth>it's great
08:32<TrueBrain>it does fix the issue?
08:32<LordAro>Timberwolf: oh wow, those trains are impressive
08:33<@DorpsGek>[OpenTTD/OpenTTD] mattkimber updated pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JL5pN
08:33<@DorpsGek>[OpenTTD/OpenTTD] andythenorth commented on pull request #8486: Fix: [OSX] don't show top OS menu bar when in full screen https://git.io/JLdgA
08:34<TrueBrain>so .. MacOS is just being a twat, gotcha :)
08:34<andythenorth>seems
08:34<Timberwolf>LordAro: Thanks :)
08:35<TrueBrain>I assumed it would only do this when it is in fullscreen
08:35<andythenorth>might even just be local to my system
08:35<LordAro>Timberwolf: super laggy though :p
08:35<andythenorth>but 1.10.2 doesn't have the 'menu bar is broken' issue
08:35<andythenorth>there's no frigging way to demonstrate this cursor bug, because you won't be able to see where my mouse actually is on a video :(
08:36<andythenorth>oofsie
08:36<andythenorth>I'd need to video my trackpad at same time
08:37<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #8486: Fix: [OSX] don't show top OS menu bar when in full screen https://git.io/JLd2v
08:37<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed pull request #8486: Fix: [OSX] don't show top OS menu bar when in full screen https://git.io/JLd0R
08:37<TrueBrain>tnx for testing; can't believe how annoying MacOS is :P
08:38<TrueBrain>hopefully michi_cc can find a software way of doing this, so we can do it on fullscreen yes/no .. if we fix the detection in our code whether you are fullscreen, that is :D
08:39<+michi_cc>VMware with some "patches" runs OSX quite okay on Intel hardware (AMD needs a bit more fiddling).
08:42*andythenorth wonders about the mac-by-the-hour rentals
08:42<andythenorth>they have full gui
08:43<TrueBrain>might be nice for development, yeah .. attach the OpenTTD CC to it, and michi_cc can go nuts :P
08:44<+michi_cc>andythenorth: I tested one a few months ago with a free one hour trial or so. It was a lot shittier than the VMware variant.
08:44<TrueBrain>it is? Awh :(
08:45<+michi_cc>Frankly, if you don't want to run the absolutely latest, VMware runs quite good. You don't have accelerated graphics, which makes some things a bit sluggish (and some apps impossible to run), but OTTD doesn't care about that.
08:45<+michi_cc>Even sound and music work just fine.
08:46<milek7>it works on amd too
08:46<+michi_cc>Yeah, I am on AMD. You just need to fiddle with some internal settings to get it running while on Intel you literally only need the unlocker and can go.
08:48<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLd2z
08:53<andythenorth>I did send some people macs some years ago, maybe fonso and peter
08:53<andythenorth>we had piles of them to get rid of at work
08:53<andythenorth>they weren't....good
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09:01<TrueBrain>donate M1s to everyone you say? :P
09:02<TrueBrain>(NO! I AM KIDDING!)
09:03<@DorpsGek>[OpenTTD/OpenTTD] mattkimber updated pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JL5pN
09:03*andythenorth considers it briefly
09:04<andythenorth>err...no
09:05<andythenorth>although for £700 Mac mini, you get the fastest single-core performance of any mac sold
09:05<andythenorth>single core is nearly 50% higher than the £5k Mac pro
09:06<TrueBrain>but .. it is still a mac :P
09:06<TrueBrain>for work, Macs are awesome
09:06<TrueBrain>for personal use ... less so :)
09:06<andythenorth>stuff and things
09:06*andythenorth mostly just jealous, the £700 is 10% faster in multicore than mine which was £2500
09:07<andythenorth>moore's law restarted?
09:08<Samu>I never thought this could happen! https://i.imgur.com/0s0YNql.png
09:08<milek7>does it ever stopped? it says about transistors, not core speed
09:08<milek7>https://upload.wikimedia.org/wikipedia/commons/thumb/0/00/Moore%27s_Law_Transistor_Count_1970-2020.png/2560px-Moore%27s_Law_Transistor_Count_1970-2020.png
09:08<Samu>in a running game, terraform lowers a slope, then places a house immediately
09:09<Samu>it's flooded
09:09<LordAro>Samu: it does happen in real life sometimes
09:09<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLda4
09:09<andythenorth>nice chart milek7
09:11<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLda0
09:11<Samu>i think im hunting for bugs way too much
09:12<TrueBrain>finding bugs is easy; solving them cleanly is the hard part
09:13<Eddi|zuHause>milek7: there's a theoretical upper limit, so it can't go on forever
09:14<andythenorth>well I broke bananas again :P
09:15<andythenorth>it really hates my FIRS bundle
09:15*andythenorth has probably done a bad thing
09:15<Samu>okay, the code wants to build a house in a tile which has a slope NW, then has a chance to levelland, first up, then down. it fails up, but succeeds down. then right immediately after, it builds the house there
09:16<andythenorth>oh I see what happens
09:16<andythenorth>Bananas can't auto fill information for FIRS
09:16<andythenorth>so I open 'edit' in a new tab
09:16<andythenorth>to copy information from previous upload
09:18<Samu>the tile was a coast
09:18<Samu>could also be a tree on a coast
09:19<Samu>DC_NO_WATER was of no help here :(
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09:22<andythenorth>maybe some houses are just unlucky Samu?
09:25<LordAro>https://stackoverflow.com/a/65534356/995325 C++ is great
09:28*andythenorth considers automating port and starboard lights for ships
09:28<andythenorth>have to manually swap them over when I flip the sprite currently
09:30<@DorpsGek>[OpenTTD/team] frosch123 commented on issue #118: [sk_SK] Translator access request https://git.io/JL5xc
09:31<@DorpsGek>[OpenTTD/team] frosch123 commented on issue #119: [sk_SK] Translator access request https://git.io/JLd8T
09:33<frosch123>andythenorth: it can autofill stuff, if you upload the file first, and the hit "validate" or whatever the button is called
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09:33<@DorpsGek>[OpenTTD/OpenTTD] michicc opened pull request #8487: [OSX] Fullscreen improvments https://git.io/JLdax
09:33<andythenorth>frosch123 I've got a FIRS bundle that breaks it
09:33<andythenorth>I suspect the origin is with me
09:33<@DorpsGek>[OpenTTD/OpenTTD] mattkimber updated pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JL5pN
09:34<+michi_cc>andythenorth: Cleaning up some more. Should hide menu/dock in fullscreen and also fixed quitting/starting while in fullscreen.
09:34<TrueBrain>michi_cc: nice :D
09:35<+michi_cc>I scrapped some things from other rotting things and it got a bit larger than just needed for the menu hide :)
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09:35<TrueBrain>if it works, I will review ;)
09:37<@DorpsGek>[OpenTTD/OpenTTD] frosch123 opened pull request #8488: Cleanup engine randomisation https://git.io/JLdVT
09:37<@DorpsGek>[OpenTTD/OpenTTD] mattkimber updated pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JL5pN
09:43<@DorpsGek>[OpenTTD/OpenTTD] michicc approved pull request #8488: Cleanup engine randomisation https://git.io/JLdVu
09:44<milek7>oh, running unsigned apps on macos requires some scary hidden setting enabled?
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09:45<milek7>wat
09:45<milek7>double-clicking binary just shows error
09:46<milek7>but right click->open shows different dialog with option to run anyway
09:47<@DorpsGek>[OpenTTD/OpenTTD] michicc commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdVi
09:48<+michi_cc>milek7: Welcome to unsigned app security made by Apple.
09:48<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdVX
09:54<@DorpsGek>[OpenTTD/OpenTTD] mattkimber updated pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JL5pN
09:56<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8488: Cleanup engine randomisation https://git.io/JLdVp
09:56<@DorpsGek>[OpenTTD/OpenTTD] LordAro merged pull request #8488: Cleanup engine randomisation https://git.io/JLdVT
09:56<TrueBrain>frosch123: you are getting some love here :D Two approvals \o/ Wait, I need to get in on that action
09:56<TrueBrain>dammit :P
10:05<supermop_Home>andythenorth apparently i forgot to click the submit msg button last night
10:06<andythenorth>oof
10:10<andythenorth>lol Filton Abbey Wood services :P
10:11<andythenorth>nvm wrong channel, FML
10:15<FLHerne>What channel is that the right thing for?
10:16<+michi_cc>I'd guess Discord :p
10:17<Eddi|zuHause>i'm not sure discord counts as a "channel" :p
10:17<TrueBrain>in Discord they talk about the game, it is amazing :)
10:17<andythenorth>when are we moving? :P
10:18<andythenorth>supermop_Home got it thanks
10:33<Samu>2 images, testing a fix https://imgur.com/a/JiRMpWp
10:33<Samu>before fix vs after fix
10:34<Samu>the fix is still... too restrictive
10:35<Samu>basically, I forbid towns from terraforming down on slopes with a height of 0
10:44<@DorpsGek>[OpenTTD/OpenTTD] glx22 commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdoL
10:44*glx was lazy and didn't crop the screenshots
10:44<+glx>but the benefit is impressive
10:47<+glx>1327 trains :)
10:48<TrueBrain>it is not the initial 10 times faster, but it sure is faster :D
10:48<TrueBrain>especially for such a silly change :)
10:48<TrueBrain>(as in, amount of code involved)
10:48<Timberwolf>It's more effective the more complex the GRF set's sprite resolution change.
10:48<Timberwolf>I'm quite happy it works that well even with more standard vehicles.
10:49<+glx>I included the save in my comment anyway
10:52<Samu>i created this scenario https://i.imgur.com/eLi280a.png
10:52<Samu>now i'm fast forwarding to see if the town floods itself in the future
10:53<FLHerne>Samu: That doesn't sound too restrictive
10:55<FLHerne>You might want to add some more wiggles to the bank in that test, so it's tested with a variety of slope angles
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11:08<Samu>[img]https://i.imgur.com/orklzAH.png[/img]
11:08<Samu>nearly escaped the flood
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11:18<Samu>need to test steep slopes
11:19<Samu>there's some weird errors coming from the terraform command when working on steep slopes
11:20<Samu>difficult to explain, it tries to terraform at least 2 corners at once of a steep slope, one of the corners forces the other corner to lower a height, before it's processed. When it is then processed, it already has the same height as that which was requested, and fail the command
11:22<Samu>it could of continue executing the command though
11:22<Samu>but it seems it was coded not to
11:25<Samu>https://github.com/OpenTTD/OpenTTD/blob/b08d8c7edbad00026d1121028f3d99f1a416b1f6/src/terraform_cmd.cpp#L109-L114
11:25<Samu>the "don't know why" isn't reassuring
11:26<Samu>i also wanted to know why
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11:31<LordAro>Samu: https://github.com/OpenTTD/OpenTTD/commit/5ce935c6ebf8ea88bb28909addbb0ccf937acaba#diff-3d7b7260bbb3a0ca3807c0a2808649aff0affec0163b1b15654c4ea1eaf5db28R237 it's a very old comment, and the line of code itself is even older
11:32<LordAro>yeah, r1
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11:41<FLHerne>That's a pretty cool screenshot
11:43<supermop_Home>maybe towns should not be allowed to have their center tile at height 0
11:46<+michi_cc>andythenorth: You seen #8487?
11:55<@DorpsGek>[OpenTTD/OpenTTD] mattkimber commented on pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdij
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12:02<frosch123>Timberwolf: did you test 8485 for effect vehicles (=vehicle smoke, etc.) and disaster vehicles? for them "sprite_seq.seq[0].sprite" is stateful
12:11<@DorpsGek>[OpenTTD/OpenTTD] LordAro updated pull request #8006: Codechange: Increase scrollbar length limit to UINT_MAX and make their length properly unsigned https://git.io/Jv8Vk
12:13<andythenorth>michi_cc do you know what circumstances would cause the dock to appear?
12:13*andythenorth trying to find a valid test, but no dock for me in 1.10.2
12:13<andythenorth>nor 8487
12:14<+michi_cc>I didn't have a dock before, it's just that the docs says that hiding the menu is only valid if you hide the dock, too.
12:14<+michi_cc>So I just set both to hidden.
12:14<andythenorth>fair
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12:15<andythenorth>michi_cc in 'game options' did you intend to fix the 'full screen' toggle indicator that is broken in 1.10.2? Or is it side-effect?
12:16<+michi_cc>Half-intended and fixed together with the whole quit/start in fullscreen mode.
12:16<+michi_cc>I.e. I can't fix the second without also fixing the first :)
12:16<andythenorth>happy day :)
12:17<+michi_cc>Area to test: Launch, Cmd+F to fullscreen, quit, relaunch, exit fullscreen, check if old window size.
12:17<@DorpsGek>[OpenTTD/OpenTTD] LordAro updated pull request #8458: Fixes for issues with rotated (non-rectangular) airports https://git.io/JLy1U
12:18<andythenorth>full screen for 8487 now shows same weird menu bar as the other patch https://user-images.githubusercontent.com/1780327/103479798-05246000-4dc8-11eb-8e34-33786975c17a.png
12:18<@DorpsGek>[OpenTTD/OpenTTD] LordAro updated pull request #8458: Fixes for issues with rotated (non-rectangular) airports https://git.io/JLy1U
12:18<andythenorth>maybe that's just an Apple 'feature' now
12:18<+michi_cc>Well, my 10.14 doesn't show it.
12:19<andythenorth>it's very odd though, because clicking on dock icon doesn't switch to the full-screen space for OpenTTD
12:19<andythenorth>if you don't know the correct 3-finger scroll swipe magic, you can't get back to OpenTTD
12:19<@DorpsGek>[OpenTTD/OpenTTD] LordAro updated pull request #8458: Fixes for issues with rotated (non-rectangular) airports https://git.io/JLy1U
12:21<andythenorth>maybe I screen record it
12:22<+michi_cc>andythenorth: Can you do one test and move src/os/cocoa/cocoa_v.mm line 497 to just before the "return true"?
12:22<andythenorth>sure
12:23<+michi_cc>And for the dock icon, launched from command line or bundle?
12:23<andythenorth>command line, I was about to test the bundle
12:23<+michi_cc>The dock thing might be because of the command line launch.
12:28<andythenorth>it is
12:28<andythenorth>and the menu bar
12:29<andythenorth>michi_cc no src/os/cocoa here, do I need to build something?
12:30<+michi_cc>Oops, src/video/cocoa
12:31<andythenorth>:)
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12:35<andythenorth>michi_cc so this? https://gist.github.com/andythenorth/de4deeca4bb01f11e06c4fc6c338db9b
12:35<+michi_cc>Yes.
12:35<+michi_cc>But if launching from bundle fixes the problems, I don't think it will do anything.
12:35*andythenorth tests
12:36<andythenorth>should I make a video of the cursor trap behaviour? It won't be very informative unless I do a voice track with "I am now moving the mouse up" etc :x
12:36<andythenorth>(unrelated to this PR)
12:37<+michi_cc>Maybe. I can't get any cursor trap on my VM, but this is not always identical to the real deal.
12:38<andythenorth>the change in the gist is worse :)
12:39<andythenorth>it animates away the menu bar, but does not switch to the correct display space
12:39<supermop_Home>how many construction stages are there?
12:39<supermop_Home>4?
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12:55<frosch123>houses?
12:56<andythenorth>hmm I don't trust my mac testing right now, I have some annoying illness and my head is mush
12:56<andythenorth>I'm not getting reproducible results, probably because I'm forgetting build steps
13:02<supermop_Home>frosch123 houses and/or industries
13:07<+michi_cc>andythenorth: I added a second variant as a comment to your gist.
13:15<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8458: Fixes for issues with rotated (non-rectangular) airports https://git.io/JLdMM
13:18*andythenorth tests
13:19<LordAro>TrueBrain: :)
13:20<frosch123>supermop_Home: houses have state 0-2 under construction and 3 finished
13:21<frosch123>same for industries
13:21<frosch123>so, 3 or 4 stages, depending on whether you include "finished"
13:23<andythenorth>michi_cc anything particular to test with that gist?
13:24<andythenorth>I tested the window size
13:25<+michi_cc>Did you have any problems regarding fullscreen and the menu bar with the inital PR when started from a bundle?
13:25<@DorpsGek>[OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JLdDL
13:25<@DorpsGek> - Update: Translations from eints (by translators)
13:25<+michi_cc>I was hoping that the gist might improve behaviour if started from the command line.
13:25<supermop_Home>frosch123 thanks
13:30<andythenorth>michi_cc the gist does indeed improve behaviour when started from command line
13:30<andythenorth>but the bundled package is worse I think
13:30<andythenorth>I'm not convinced I'm correctly deleting previous bundles, so I'm testing again
13:31<+michi_cc>Okay, that is weird.
13:32<andythenorth>nah the behaviour is completely inconsistent, macOS is doing something odd
13:33<andythenorth>ok, it behaves differently if started windowed
13:33<andythenorth>vs. started fullscreen
13:33<andythenorth>I think
13:35<andythenorth>nah I'm tempted to just declare macOS broken at this point
13:35<andythenorth>the behaviour is entirely inconsistent
13:35<andythenorth>sometimes clicking on the dock icon will switch to the correct display space
13:35<andythenorth>sometimes it won't
13:38<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep commented on pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JLdDD
13:41<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep commented on pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JLdyv
13:42<Samu>testing these requirements for lowering land: if (GetFloodingBehaviour(tile) != FLOOD_DRYUP && (z != 0 || !_generating_world))
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13:45<@DorpsGek>[OpenTTD/OpenTTD] michicc updated pull request #8487: [OSX] Fullscreen improvments https://git.io/JLdax
13:46<J0anJosep>Hi
13:46<Samu>hi
13:48<@DorpsGek>[OpenTTD/OpenTTD] frosch123 commented on pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JLdyZ
13:49<J0anJosep>Is it ok to open a PR not for an issue but for a possible simplifacion of the DrawTree procedure? I don't have time to do it myself, but I would like other developers to check whether it is possible.
13:50<frosch123>sounds like a "discussion"
13:50<J0anJosep>Discussion then... Thanks
13:51<frosch123>no idea how much you want to write, but discussions work better if you split them over multiple posts for each "chapter", so people can comment per "chapter"
13:53<LordAro>J0anJosep: relatedly, *in general*, codechanges with no other purpose are frowned upon - there should be some sort of end result, performance improvement, or some other tangible change (though "improves readability" is valid)
13:55<LordAro>changing stuff just for the sake of changing it (or even mildly improving it) just increases changes of introducing bugs
13:56<TrueBrain>chances :P
13:56<LordAro>:p
13:56<LordAro>bug!
13:57<TrueBrain>please upgrade to LordAro v1312.3
14:01<frosch123>versions with 1, 2 and 3 in them are good
14:07<J0anJosep>LordAro: Ok. I opened a discussion. It is short, but I am not sure if the suggestion is valid. https://github.com/OpenTTD/OpenTTD/discussions/8490
14:11*andythenorth wonders why long purchase menu is considered such a crime
14:11<andythenorth>compared to digging through complicated menus
14:11<LordAro>https://github.com/OpenTTD/OpenTTD/blob/master/src/highscore.cpp#L135 this line is real weird
14:12<LordAro>and doesn't seem to make sense
14:17<TrueBrain>why are you looking at highscore code :P
14:18<LordAro>good question
14:21<@DorpsGek>[OpenTTD/OpenTTD] mattkimber updated pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JL5pN
14:24<Timberwolf>Nothing exciting, I realised I left a TODO in a coment even after I'd fixed what it referred to.
14:29<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #8485: Codechange: improve performance for complex vehicle chains by resolving sprites less often https://git.io/JLdSE
14:32<LordAro>Timberwolf: have you looked at #8279 at all, ooi?
14:40<Timberwolf>Ooh, no - didn't see that there.
14:47<@DorpsGek>[OpenTTD/OpenTTD] michicc updated pull request #8487: [OSX] Fullscreen improvments https://git.io/JLdax
14:47<+michi_cc>andythenorth: I think this ^^^ is the canonical way to disable the menu in fullscreen. If that still misbehaves, I have no clue what to do.
14:48*andythenorth tries
14:53<andythenorth>works as expected with ./openttd, now trying bundle package
14:54<andythenorth>bundle package works
14:55<+michi_cc>So, the morale is, do it exactly like in the Apple example, and don't even think about changing a single letter somewhere :)
14:55<+michi_cc>You have to find the right example first, of course.
14:56<@DorpsGek>[OpenTTD/OpenTTD] andythenorth commented on pull request #8487: [OSX] Fullscreen improvments https://git.io/JLd9u
14:56<andythenorth>I should video this mouse bug :|
14:56<andythenorth>meh
14:57<andythenorth>unrelated to that PR though
15:08<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep commented on pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JLd99
15:09<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep updated pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JLyT1
15:09<TrueBrain>michi_cc: your PR fixes https://github.com/OpenTTD/OpenTTD/issues/8038 right?
15:09<TrueBrain>does it also happen to fix https://github.com/OpenTTD/OpenTTD/issues/8067 ?
15:16<andythenorth>no 8067 remains in fully comedy glory
15:16<TrueBrain>too bad :)
15:16<TrueBrain>but 8038 is gone with this?
15:16<andythenorth>yes
15:17<andythenorth>I wonder if 8067 is related to the mouse trap bug
15:17<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8487: [OSX] Fullscreen improvments https://git.io/JLdH3
15:17<andythenorth>seems like the viewport height is incorrectly measured
15:17*andythenorth makes a video
15:20<@DorpsGek>[OpenTTD/OpenTTD] michicc closed issue #8038: Fullscreen mode in MacOSX is almost unusable https://git.io/Jv1n7
15:20<@DorpsGek>[OpenTTD/OpenTTD] michicc merged pull request #8487: [OSX] Fullscreen improvments https://git.io/JLdax
15:21<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep updated pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JLyT1
15:23<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep commented on pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JLdHE
15:23<andythenorth>michi_cc https://grf.farm/images/mouse-trap.mov (I can mp4 this and move it to an issue maybe)
15:23<andythenorth>mouse never stops moving
15:23<andythenorth>you can see where pointer actually was when cursor catches up
15:24<andythenorth>only happens when mouse movement contains an 'up' direction component
15:24<andythenorth>the faster I move the mouse up, the more likely to trigger
15:25<andythenorth>doesn't happen in windowed mode, and changing base set makes no difference (expected, but I tested anyway)
15:28<+michi_cc>andythenorth: I can't reproduce that at all, but VMware even in fullscreen mode itself is not totally isolated as it still has active border areas.
15:32<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep updated pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JLyT1
15:33<andythenorth>can we attach logging to whatever handles cursor movement?
15:33<andythenorth>I can only reproduce it in the upper 50% of the screen
15:33<andythenorth>might even be upper 33%
15:34<andythenorth>looks to me like it's trying to anticipate showing the menu bar by measuring mouse velocity
15:34<andythenorth>but we...suppressed the menu bar so eh
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15:36<frosch123>andythenorth: try changing the call of UpdateCursorPosition in QZ_MouseMovedEvent: replace the "false" with a "true"
15:37<Samu>I just invented a DC_NO_FLOOD
15:38<Samu>let's see if I can make use of it properly
15:40<andythenorth>frosch123 I can now see the system cursor in addition to cursor sprite...
15:42*andythenorth has test idea
15:42<@DorpsGek>[OpenTTD/OpenTTD] J0anJosep updated pull request #8452: Doc: Add labels to landscape grid description. https://git.io/JLyT1
15:44<andythenorth>oof I thought maybe the OS traps the cursor for certain screen edges
15:44<andythenorth>but I turned on 'hot corners' and ottd cursor isn't trapped by those
15:49*andythenorth back to ships :P
15:49<andythenorth>or...Horses
15:49<andythenorth>do we think this is likely to make it in? https://github.com/OpenTTD/OpenTTD/pull/8466
15:49<andythenorth>I might revive my railtype grf
15:56<gregdek>Can anyone help me figure out why my server is loading null blitter and dedicated video driver even though I say both on the command line and in the config file to not do that?
16:04<+michi_cc>Starting with -D might force that, but I didn't check.
16:04<frosch123>start "openttd -h", it will list the available blitters
16:04<frosch123>if you only have "null" and "dedicated", you compiled without them
16:05<frosch123>oh, and yes, -D forces the dedicated driver, that's the whole point of it, isn't it?
16:06<@DorpsGek>[OpenTTD/OpenTTD] michicc opened pull request #8491: Fix #8067: [OSX] Calculate title bar height instead of assuming a fixed value https://git.io/JLd7H
16:07<+michi_cc>TrueBrain: #8067 makes half of the previous PR #8487 superfluous, leave it in or partially revert?
16:07<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8491: Fix #8067: [OSX] Calculate title bar height instead of assuming a fixed value https://git.io/JLd75
16:07<+michi_cc>I mean #8491 of course.
16:08<gregdek>OK, so if -D forces null video driver and null blitter, how does one take a server-side screenshot?
16:08<TrueBrain>you had me confused for a bit :D
16:08<+michi_cc>I looked at the wrong spot previously for the fullscreen startup grey bar.
16:08<TrueBrain>what part do you want to revert?
16:08<+michi_cc>I don't really like the fullscreen switch in the first event loop iteration, feels hacky.
16:09<TrueBrain>ah; yeah, if you can fix that now with this PR, I would fix it in 8491 honestly
16:09<+michi_cc>TrueBrain: Everything regarding fullscreen_on_mainloop
16:09<+michi_cc>fullscreen_on_mainloop is not useless, because I missed the real error.
16:09<+michi_cc>s/not/now/
16:10<frosch123>gregdek: you can't. when coop made screenshots of their servers a few years back, they patched that
16:10<TrueBrain>so yeah, remove it in this PR; why not :)
16:10<gregdek>Welp!
16:11<gregdek>I don't suppose anybody has that patchset handy...
16:16<@DorpsGek>[OpenTTD/OpenTTD] michicc dismissed a review for pull request #8491: Fix #8067: [OSX] Calculate title bar height instead of assuming a fixed value https://git.io/JLd75
16:16<@DorpsGek>[OpenTTD/OpenTTD] michicc updated pull request #8491: Fix #8067: [OSX] Calculate title bar height instead of assuming a fixed value https://git.io/JLd7H
16:17<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #8491: Fix #8067: [OSX] Calculate title bar height instead of assuming a fixed value https://git.io/JLd5r
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16:18<@DorpsGek>[OpenTTD/OpenTTD] michicc approved pull request #8466: Fix: GetCurveSpeedLimit needs railtype from current tile https://git.io/JLd5P
16:19<@DorpsGek>[OpenTTD/OpenTTD] michicc merged pull request #8466: Fix: GetCurveSpeedLimit needs railtype from current tile https://git.io/JLH4j
16:19<andythenorth>\o/
16:19<LordAro>that's surely not your first ottd PR/patch?
16:21<andythenorth>nah
16:22<andythenorth>it's just the first one that frosch123 didn't write most of :P
16:23<@DorpsGek>[OpenTTD/OpenTTD] andythenorth commented on pull request #8491: Fix #8067: [OSX] Calculate title bar height instead of assuming a fixed value https://git.io/JLd5F
16:24<@DorpsGek>[OpenTTD/OpenTTD] michicc merged pull request #8491: Fix #8067: [OSX] Calculate title bar height instead of assuming a fixed value https://git.io/JLd7H
16:24<@DorpsGek>[OpenTTD/OpenTTD] michicc closed issue #8067: Toggling "Full animation" first glitches, then reduces vertical size https://git.io/JvAGj
16:24<TrueBrain>nice!
16:25<LordAro>so osx is done now?
16:29<andythenorth>'maybe'
16:32<TrueBrain>at least many annoying ones are fixed today :D
16:32<TrueBrain>nice job michi_cc :D
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16:40<andythenorth>what's left? :)
16:43<Samu>I'm liking DC_NO_FLOOD, might need another name though
16:44<Samu>DC_TOWN_GROWTH
16:45<Samu>it's a flag that is used for the town terraform command
16:45<supermop_Home>andythenorth chimney goes where? https://imgur.com/lGc97Pw
16:45<Samu>the affected tile types are trees and water
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16:46<supermop_Home>wall at big window, or just in side, or off to side?
16:47<Samu>at least I think trees on a shore are affected
16:47<Samu>still testing
16:47<andythenorth>supermop_Home quite often I lie about chimneys
16:47<andythenorth>b or d are the most likely locations to look good
16:48<andythenorth>you can do small roof ridge chimneys but big ones look weird
16:49<andythenorth>I'd be inclined to stick an enormous impossible chimney like this at the back of the building https://c8.alamy.com/comp/2BC2RG9/chalet-style-brick-bungalow-with-1960s-or-1970s-architecture-and-a-large-pronounced-feature-chimney-made-from-stone-surrey-uk-116-2BC2RG9.jpg
16:49<supermop_Home>yeah
16:49<supermop_Home>a mountain lodge should have a big hearth, maybe double sided
16:49<andythenorth>or https://i.pinimg.com/originals/a9/70/99/a97099dbbd0f1765fcc97943647f9a98.jpg
16:50<supermop_Home>but is it in the lobby or the restaurant, or between the two?
16:50<andythenorth>you have to put your architect / floorplan brain aside
16:50<andythenorth>draw it where it looks best as a sprite :)
16:51<andythenorth>half the FIRS chimneys couldn't exist in reality, they're stuck through walls in an escher-esque way
16:51<supermop_Home>most national park lodges have them inside a bit, so they warm two spaces
16:51<supermop_Home>but crater lake and lake Quinault have them at an exterior lodge
16:52<supermop_Home>as their style is more cottage-like
16:52<andythenorth>these ones are complete lies :) https://grf.farm/firs/4.0.0-beta-3/html/industries.html#paper_mill
16:52<supermop_Home>my motivation for putting it inboard is to not break up that big window
16:52<andythenorth>they wouldn't fit on the tile
16:53<supermop_Home>i like loc. A and C for that reason - can cheat
16:54<andythenorth>I would put a big chimney were letter 'd' is, (not the circle)
16:56<supermop_Home>im having too much fun with the construction stages and want to show the chimney going in and floors built around it
16:56<andythenorth>fair
16:57<andythenorth>huge fireplace, between lounge and bedrooms, chimney to rear wall
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17:05<Timberwolf>I do like the FIRS industries which allow this. https://i.imgur.com/iXWz1q4.png
17:06<LordAro>Timberwolf: you're obligated to make use of it, imo :p
17:08<Timberwolf>If it was Roller Coaster Tycoon, I could add a loop around the walkway.
17:08<Eddi|zuHause>yeah, it's a terrible bait :p
17:15<supermop_Home>andythenorth ^ drive through hotel with platform in the middle of the resort
17:17<andythenorth>sadly drive-through industries doesn't work very well :)
17:31<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick opened pull request #8492: Fix: Don't allow towns to terraform floodable tiles https://git.io/JLdA0
17:32<Samu>im off to bed
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17:32<Eddi|zuHause>i always wanted an airport with a gap in the middle for a station
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17:44<supermop_Home>could you fake extra construction stages with say a switch that changes the sprite for stage 2?
17:47<supermop_Home>currently i have 0: hole dug, 1: two floor slabs built, 2: all floor slabs built, ground floor enclosed
17:48<supermop_Home>but would be nice to have something between (2) and finished
17:50<andythenorth>not sure there's any vars that could be used
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18:05<andythenorth>oof bedtime :|
18:05*andythenorth failed again
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18:47<supermop_Home>well ive drawn construction stages... i guess all i have to do now is the poo
18:47<supermop_Home>l
18:47<supermop_Home>oops
18:47<supermop_Home>although an outdoor pool seems a bit silly in arctic climate
19:39<snail_UES_>the “veh_num” function in m4nfo, which counts the number of vehicles in the consist (or from a certain vehicle on), displays the number *minus one*, right?
20:16<+glx>I guess it's https://newgrf-specs.tt-wiki.net/wiki/VariationalAction2/Vehicles#Position_and_length_.2840.2C_41.29
20:21<+glx>http://www.ttdpatch.de/grfspecs/m4nfoManual/TrainFunctions.html#veh_num <-- and the docs say "minus one"
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23:06<@DorpsGek>[OpenTTD/OpenTTD] perezdidac opened pull request #8495: FR: Prevent tunnels from being built under extractive industries https://git.io/JLFsM
23:08<@DorpsGek>[OpenTTD/OpenTTD] perezdidac commented on pull request #8495: Feature: Prevent tunnels from being built under extractive industries https://git.io/JLFs5
23:08<@DorpsGek>[OpenTTD/OpenTTD] perezdidac closed pull request #8495: Feature: Prevent tunnels from being built under extractive industries https://git.io/JLFsM
23:09<@DorpsGek>[OpenTTD/OpenTTD] perezdidac reopened pull request #8495: Feature: Prevent tunnels from being built under extractive industries https://git.io/JLFsM
23:12<@DorpsGek>[OpenTTD/OpenTTD] James103 commented on pull request #8495: Feature: Prevent tunnels from being built under extractive industries https://git.io/JLFsp
23:15<@DorpsGek>[OpenTTD/OpenTTD] perezdidac commented on pull request #8495: Feature: Prevent tunnels from being built under extractive industries https://git.io/JLFGf
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---Logclosed Mon Jan 04 00:00:40 2021