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#openttd IRC Logs for 2021-05-04

---Logopened Tue May 04 00:00:30 2021
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00:35<@DorpsGek>[OpenTTD/OpenTTD] James103 opened issue #9188: `autosave/netsave.sav` is not numbered (unlike regular `autosave/autosave#.sav`)
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02:03<@DorpsGek>[OpenTTD/OpenTTD] ghisvail commented on issue #9117: New game fails to start after upgrading FluidSynth to version 2.2.0
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02:13<@DorpsGek>[OpenTTD/OpenTTD] ecolortest commented on issue #9179: "Input lag" on MacOS long-click since 1.11.0-beta2
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03:17<@DorpsGek>[OpenTTD/nml] m-alice commented on issue #213: Error: (AttributeError) "'array.array' object has no attribute 'tostring'" (compile step)
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03:22<@DorpsGek>[OpenTTD/website] TrueBrain opened pull request #212: Fix: [Actions] queue publish jobs so they are executed in order
03:24<@DorpsGek>[OpenTTD/bananas-api] TrueBrain opened pull request #90: Fix: [Actions] queue publish / deployments jobs so they are executed in order
03:25<@DorpsGek>[OpenTTD/bananas-server] TrueBrain opened pull request #47: Fix: [Actions] queue publish / deployments jobs so they are executed in order
03:26<@DorpsGek>[OpenTTD/bananas-frontend-web] TrueBrain opened pull request #57: Fix: [Actions] queue publish / deployments jobs so they are executed in order
03:27<@DorpsGek>[OpenTTD/master-server] TrueBrain opened pull request #30: Fix: [Actions] queue publish / deployments jobs so they are executed in order
03:28<@DorpsGek>[OpenTTD/master-server-web] TrueBrain opened pull request #24: Fix: [Actions] queue publish / deployments jobs so they are executed in order
03:28<LordAro>good morning TB :)
03:30<TrueBrain>hi :)
03:30<TrueBrain>guess what ... you can now review that set :P
03:30<TrueBrain>owh, DorpsGek
03:31<@DorpsGek>[OpenTTD/DorpsGek] TrueBrain opened pull request #49: Fix: [Actions] queue publish / deployments jobs so they are executed in order
03:31<TrueBrain>so annoying you cannot define workflow files centrally .. but what-ever
03:32<TrueBrain>rare events
03:35<TrueBrain>but this should be all for now .. means finally people cannot break things by doing things quickly :D
03:39<TrueBrain>right, you also mentioned something about workflow .. lets see ..
03:42<@DorpsGek>[OpenTTD/workflows] TrueBrain opened pull request #18: Update: dependency updates
03:42<TrueBrain>happy reviewing LordAro :)
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03:46<@Rubidium>TrueBrain: why can't you? And once you hit "merge", it propagates the changes to all the other repositories (just like how eints is allows to commit directly)
03:46<TrueBrain>I am not sure I am decyphering you correctly, but are you suggesting to make something that pushes an update to N other repos?
03:49<@DorpsGek>[OpenTTD/workflows] TrueBrain opened pull request #19: Fix: [Actions] queue publish-docs jobs so they are executed in order
03:49<@DorpsGek>[OpenTTD/workflows] TrueBrain opened pull request #20: Fix: [Actions] run eints / nightly export at 18:30 UTC / 19:00 UTC
03:49<TrueBrain>right, lets fix those two while at it too ..
03:50<TrueBrain>means our nightly will be an hour later for the next few months
03:51<@peter1138>OOf doof oof doof
03:51<@peter1138>Just got out of bed, did my daily commute (get downstairs) and... there's no coffee in the pot :(
03:52<TrueBrain>daily commute :D Lolz :D
03:52<TrueBrain>stuck in traffic? :D
03:55<TrueBrain>funny, the concurrency stuff can even abort other jobs running .. just .. it could mean it can also terminate while uploading data to AWS, leaving a partial upload :D
03:55<TrueBrain>next request to GitHub: allow protecting jobs that they cannot be aborted this way :P
03:55<TrueBrain>an endless stack of edge-cases on edge-cases :)
03:56<TrueBrain>okay, now my queue for these kind of things really is empty .. means I can forget about it all for the next N months again :D
03:58<@peter1138>THey are closing the road I used to use for commute tomorrow.
03:59<@peter1138>It was one of the only quiet roads out of town, so a popular cycling route. Closed for HS2.
04:00<LordAro>how long for?
04:03<@peter1138>5 years.
04:03<TrueBrain>... :o
04:04<LordAro>is it closing completely, or just to vehicles? they were rebuilding a bridge near me for most of a year, but it was always open to pedestrians/bikes
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04:05<andythenorth>my AWS bill doubled
04:05<andythenorth>probably Steam?
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04:10<TrueBrain>Mine doubled too! Still 0 dollar :p
04:15<TrueBrain>Ask for donations to cover
04:17<andythenorth>"maybe later"
04:17*andythenorth off to do compliance actions
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04:22<@Rubidium>TrueBrain: yes, that's effectively what you want/need, right? Manage in one location, use in many locations
04:28<@DorpsGek>[OpenTTD/eints] LordAro merged pull request #41: Improve error checking when uploading translations
04:32<@DorpsGek>[OpenTTD/nml] LordAro approved pull request #215: Fix: LZ77 fallback is not compatible with python 3.9
04:32<@DorpsGek>[OpenTTD/nml] LordAro merged pull request #215: Fix: LZ77 fallback is not compatible with python 3.9
04:32<@DorpsGek>[OpenTTD/nml] LordAro commented on issue #213: Error: (AttributeError) "'array.array' object has no attribute 'tostring'" (compile step)
04:33<@DorpsGek>[OpenTTD/nml] LordAro closed issue #213: Error: (AttributeError) "'array.array' object has no attribute 'tostring'" (compile step)
04:33<@DorpsGek>[OpenTTD/nml] LordAro approved pull request #216: Fix #214: Prevent scope change for function calls when optimising switches
04:35<@DorpsGek>[OpenTTD/website] LordAro approved pull request #212: Fix: [Actions] queue publish jobs so they are executed in order
04:35<@DorpsGek>[OpenTTD/master-server-web] LordAro approved pull request #24: Fix: [Actions] queue publish / deployments jobs so they are executed in order
04:35<@DorpsGek>[OpenTTD/master-server] LordAro approved pull request #30: Fix: [Actions] queue publish / deployments jobs so they are executed in order
04:35<@DorpsGek>[OpenTTD/DorpsGek] LordAro approved pull request #49: Fix: [Actions] queue publish / deployments jobs so they are executed in order
04:35<@DorpsGek>[OpenTTD/bananas-server] LordAro approved pull request #47: Fix: [Actions] queue publish / deployments jobs so they are executed in order
04:35<@DorpsGek>[OpenTTD/bananas-frontend-web] LordAro approved pull request #57: Fix: [Actions] queue publish / deployments jobs so they are executed in order
04:35<@DorpsGek>[OpenTTD/bananas-api] LordAro approved pull request #90: Fix: [Actions] queue publish / deployments jobs so they are executed in order
04:35<LordAro>it's fun to line everything up
04:36<LordAro>ctrl+tab, click, ctrl+tab, click, ...
04:44<TrueBrain>let me try that
04:44<TrueBrain>awh, no approval for and ? :D
04:45<@DorpsGek>[OpenTTD/bananas-api] TrueBrain merged pull request #90: Fix: [Actions] queue publish / deployments jobs so they are executed in order
04:45<@DorpsGek>[OpenTTD/bananas-frontend-web] TrueBrain merged pull request #57: Fix: [Actions] queue publish / deployments jobs so they are executed in order
04:45<@DorpsGek>[OpenTTD/bananas-server] TrueBrain merged pull request #47: Fix: [Actions] queue publish / deployments jobs so they are executed in order
04:45<@DorpsGek>[OpenTTD/master-server-web] TrueBrain merged pull request #24: Fix: [Actions] queue publish / deployments jobs so they are executed in order
04:45<LordAro>TrueBrain: it's not listed on your dashboard!
04:45<@DorpsGek>[OpenTTD/master-server] TrueBrain merged pull request #30: Fix: [Actions] queue publish / deployments jobs so they are executed in order
04:45<@DorpsGek>[OpenTTD/DorpsGek] TrueBrain merged pull request #49: Fix: [Actions] queue publish / deployments jobs so they are executed in order
04:46<TrueBrain>owh, and ofc
04:46<@DorpsGek>[OpenTTD/workflows] LordAro approved pull request #19: Fix: [Actions] queue publish-docs jobs so they are executed in order
04:46<TrueBrain>LordAro: valid point :)
04:47<@DorpsGek>[OpenTTD/workflows] LordAro approved pull request #20: Fix: [Actions] run eints / nightly export at 18:30 UTC / 19:00 UTC
04:47<@DorpsGek>[OpenTTD/workflows] LordAro approved pull request #18: Update: dependency updates
04:49<TrueBrain>fixed :D
04:49<@DorpsGek>[OpenTTD/workflows] TrueBrain merged pull request #18: Update: dependency updates
04:49<@DorpsGek>[OpenTTD/workflows] TrueBrain merged pull request #19: Fix: [Actions] queue publish-docs jobs so they are executed in order
04:49<@DorpsGek>[OpenTTD/workflows] TrueBrain merged pull request #20: Fix: [Actions] run eints / nightly export at 18:30 UTC / 19:00 UTC
04:49<TrueBrain>tnx LordAro .. now time for some tagging
04:52<@DorpsGek>[OpenTTD/bananas-api] TrueBrain created new tag: 1.0.12
04:52<@DorpsGek>[OpenTTD/bananas-server] TrueBrain created new tag: 1.1.4
04:54<TrueBrain>DorpsGek: why are you not announcing master-server tag here?
04:54<TrueBrain>[OpenTTD/master-server] TrueBrain created new tag: 1.0.13
04:54<TrueBrain>there, I will do it for you
04:55<@DorpsGek>[OpenTTD/DorpsGek] TrueBrain created new tag: 2.0.6
04:55<TrueBrain>okay, that is all for this month
04:56<TrueBrain>Rubidium: the main issue with that idea is that it requires even more infrastructure, and write-permission to a lot of repos on a bot-account. Not a fan of either :)
04:56<TrueBrain>they are rare events
04:56<TrueBrain>I just wish GitHub would hurry up with their solution for this .. but they are just being slow
04:57<LordAro>gitlab has "include this yaml file", which seems fine (haven't actually gotten around to using it yet)
04:57<TrueBrain>GitHub started with similar work
04:57<LordAro>but equally it has no real concept of "actions", so that's all it has
04:57<TrueBrain>but .. it stranded
04:57<TrueBrain>believe the dude doing it was an intern and was done with his internship :P
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04:59<TrueBrain>looks at that, no longer fighting with itself .. still makes me happy
05:05<TrueBrain>owh, right, GitHub's current solution only allowed shell commands
05:05<TrueBrain>I forgot what the weird thing was they did
05:05<TrueBrain>like, that sounds like the work of an intern :P
05:10<TrueBrain> <- someone worked around the issue :D
05:10<TrueBrain>"This is how composite actions should have worked."
05:11<TrueBrain>now lets hope GitHub adds this soon :)
05:12<TrueBrain>"wait, an intern did what? That is a bunch of bull .. hold my beer, I am going to fix this" :P
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05:16<@peter1138>Stop looking at my code.
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05:21<@peter1138>On my work to make most internal padding scaled as well, I keep getting side tracked by a load of WTF moments.
05:23<@peter1138>For instance, OnPaint is not const, but OnDrawWidget is. So if you manually paint your window, you can change state (of the window, nothing too heinous), but if you try to do it the correct way you cannot.
05:28<LordAro>presumably you could change game state if you tried hard enough :p
05:29<@peter1138>(Window*) yes
05:29<@peter1138>But no.
05:30<@peter1138>There will be a way, it's just current a wtf moment :)
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05:53<LordAro>TrueBrain: py-helpers is missing updates too :)
05:58<TrueBrain>Stop finding more repos!
05:59<TrueBrain>What is there to update? Couldn't find any earlier today
06:00<LordAro>aiohttp & pyyaml, apparently
06:00<LordAro>just in the test runner
06:00<LordAro>but dependabot don't care :p
06:01<TrueBrain>Ah, ofc!
06:01<TrueBrain>Will fix after lunch :D
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06:22<@peter1138>Warning: Null value is eliminated by an aggregate or other SET operation.
06:22<@peter1138>Dreaded SQL :/
06:41<Timberwolf>My current annoyance with SQL is having changed from using MS-SQL for years, to Postgres.
06:41<Timberwolf>T-SQL (the MS variant) doesn't really care if you miss out the infix words, like "INTO" in "INSERT INTO"
06:41<Timberwolf>Postgres... does.
06:43<@DorpsGek>[OpenTTD/OpenTTD] 2TallTyler opened pull request #9189: Change: Use gender-neutral pronouns in english.txt
06:46<@DorpsGek>[OpenTTD/OpenTTD] nielsmh commented on issue #8112: Players report unauthorized clients joining passworded companies
06:48<@DorpsGek>[OpenTTD/OpenTTD] LordAro approved pull request #9189: Change: Use gender-neutral pronouns in english.txt
06:57<@peter1138>I don't think I've ever written INSERT without INTO, heh.
06:57<@peter1138>Postgres is much nicer imho, but I'm using MS SQL currently.
06:58<@peter1138>Hmm, remember when you had to edit your config file to add NewGRFs? :D
07:17<@Rubidium>yeah I do remember that
07:18<@Rubidium>it was when rooting out some desync bug that only happened between big and little endian machines, so I set up a dedicated server on a s390x
07:18<@peter1138> :D
07:18<@peter1138>Simpler days.
07:19<@Rubidium>at least I ran the server on (emulated) hardware meant for server tasks ;)
07:26<TrueBrain>#9189 nicely shows how time has changed our perception, for the better, I might add :)
07:27<@DorpsGek>[OpenTTD/py-helpers] TrueBrain opened pull request #7: Update: dependency updates
07:28<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #9189: Change: Use gender-neutral pronouns in english.txt
07:28<TrueBrain>LordAro: that hopefully really should be the last of the security warnings :D
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07:34<@DorpsGek>[OpenTTD/py-helpers] LordAro approved pull request #7: Update: dependency updates
07:35<TrueBrain>can't believe how quickly weather changes .. from sunny and sitting in the garden to anchoring stuff as it is too windy ..
07:35<@DorpsGek>[OpenTTD/py-helpers] TrueBrain merged pull request #7: Update: dependency updates
07:38<TrueBrain>wow, I managed to confuse the fuck out of GCC
07:38<TrueBrain>I was saving a file and compile it, but clearly I was too quick:
07:38<TrueBrain>mind the function it says it cannot find and the code I changed it into showing up on the second line
07:46<TrueBrain>bah; that moment that work done in master makes your PR completely broken :P
07:55<@Rubidium>I'm sorry
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08:05<@peter1138>Town names: (undefined string)
08:11<orudge>I swear I download a new Firefox update every day
08:14<LordAro>i know i download a new chrome update every day
08:14<LordAro>but that's because i run chrome canary, for no discernible reason
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08:22<orudge>Admittedly, I am usually using 3 different machines every day, so it could be I'm just downloading the same update on 3 different machines spread over a few different days
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08:34<@DorpsGek>[OpenTTD/OpenTTD] BeWorld2018 opened pull request #9190: Fix building unless WITH_ASSERT
08:36<+glx>what a useless commit
08:38<LordAro>we get to use the label for someone else!
08:39<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #9190: Fix building unless WITH_ASSERT
08:40<@Rubidium>are there that few asserts?
08:40<+glx>and asserts are disabled without WITH_ASSERT
08:41<LordAro>maybe the bitcoin miners are trying to work around having to be approved before the CI will run
08:42<LordAro>not a new GH account though, so unlikely
08:44<+glx>oh extending diff above the changes I might see why these changes are done
08:44<+glx>still useless changes
08:45<LordAro>ah, hmm
08:45<+glx>unless compiler does weird things with the macro expansion
08:45<LordAro>it's going to be some combination of WITH_ASSERT & NDEBUG
08:46<@Rubidium>that developer might be doing stuff for MorphOS; at least the SDL thing has something somewhat suggesting to that
08:46<@Rubidium>on the other hand, maybe remove the other WITH_ASSERT ifdefs and let the compiler remove it? Or is the compiler going to complain about unused code in that case?
08:46<+glx>they were added because unused warnings
08:46<LordAro>that's why they were added in the first place
08:47<milek7>somehow assert() was left enabled but WITH_ASSERT undefined?
08:47<LordAro>is [[maybe_unused]] a c++17 or 20 thing? could use that :p
08:47<LordAro> aha
08:48<@Rubidium>but the developer filling in the template would have been more useful to begin with
08:48<LordAro>still going to wait for them to actually elaborate
08:49<@DorpsGek>[OpenTTD/OpenTTD] BeWorld2018 commented on pull request #9190: Fix building unless WITH_ASSERT
08:50<LordAro> of course, [[maybe_unused]] doesn't result in any code actually being removed
08:51<@Rubidium>but that's probably because it can't determine the side effects
08:53<+glx>using a custom makefile for openttd must be a pain to maintain ;)
08:53<LordAro>ah, if the function is marked with __attribute__((pure)), the function call is elided :)
08:53<LordAro>yeah... that's still a "we do not support this"
08:53<LordAro>"stop it"
08:56<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #9190: Fix building unless WITH_ASSERT
09:02<LordAro>might be wrong about cmake being available for morphos
09:02<LordAro>but still, lacking motivation
09:03<LordAro>and y'know... just add one or both of those defines
09:19<@DorpsGek>[OpenTTD/OpenTTD] BeWorld2018 commented on pull request #9190: Fix building unless WITH_ASSERT
09:19<@DorpsGek>[OpenTTD/OpenTTD] BeWorld2018 closed pull request #9190: Fix building unless WITH_ASSERT
09:21<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #9190: Fix building unless WITH_ASSERT
09:30<@peter1138>Hmm, it's gone dark...
09:34<Timberwolf>Today is one of those "every time I look out the window there's a different weather" days.
09:39<TrueBrain>self creating problems, lovely :)
09:43<TrueBrain>Rubidium: you can make it up to me to get your std::string for settings approved :P
09:44<TrueBrain>"_network_join.address.get()->GetAddressAsString().c_str()" <- C++ sure does make you add a lot of statements distracting from the meaning :D
09:46<TrueBrain>std::unique_ptr are pure magic, but I kinda dig it
09:46<TrueBrain>saves me from managing the lifetime myself .. :D
09:47<TrueBrain>just cannot avoid "virtual std::unique_ptr<ServerAddress> Copy() = 0;", which makes me slightly sad ..
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09:50<+glx>clang in msvc generates some warnings
09:50<+glx>I can easily silence deprecated and multichar in cmake, but I'm not sure about the unused const
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10:05<@Rubidium>TrueBrain: I fear that getting that change merged only makes the conflict problem return
10:05<TrueBrain>Rubidium: well, new ones, for sure
10:05<TrueBrain>but it also makes a lot of things easier
10:05<TrueBrain>so in the balance of things .. I fully accept it :D
10:06<TrueBrain>owh, I don't have to do .get() for ->, nice
10:06<TrueBrain>saves a few letters
10:09<+glx>oh for non msvc targets we use -Wno-unused-variables, which disables unused-const-variables too, guess I can do that
10:10<+glx>hmm but it's only for stable release
10:10<TrueBrain>owh, we should add -Werror to the CI .. that would relp me spot new warnings more often
10:10<TrueBrain>meh, don't feel like doing that today :P
10:11<_dp_>owh, forcing network name didn't make it into 1.11.2 :(
10:11<+glx>too much changes involved for that I guess
10:12<LordAro>forcing network name?
10:13<+glx>all the "Player" :)
10:13<TrueBrain>was always never the intend to backport that ;)
10:13<TrueBrain>always = also, typing hard
10:13<@Rubidium>the "do not allow joining a network game without having set a name" instead of "if no name is set, use Player instead"-feature
10:13<LordAro>ah yes
10:15<+glx>ok I can't find why only msvc/clang warns about this unused const
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10:36<@DorpsGek>[OpenTTD/team] ApplePie420 opened issue #208: [sk_SK] Translator access request
11:09<@peter1138>Is it okay for me to tell my coworkers they're dicks? :p
11:10<LordAro>if you do it in a constructive manner!
11:11<@DorpsGek>[OpenTTD/OpenTTD] embeddedt opened pull request #9191: Codechange: Disable pointer locking by default
11:11<@peter1138>They've all managed to lose their 2FA codes (but didn't know until I asked) and of course never saved any recovery codes...
11:12<@peter1138>So I am the sole guardian of some infrastructure until they manage to get their accounts back.
11:12<@DorpsGek>[OpenTTD/OpenTTD] embeddedt commented on discussion #9150: RFC: Have OpenTTD *not* lock the cursor position when dragging viewports by default
11:13<LordAro>peter1138: sounds like you need to recommend them for additional training!
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11:51<@DorpsGek>[OpenTTD/OpenTTD] LordAro commented on pull request #8480: Feature: Multitile depots
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12:10<@DorpsGek>[OpenTTD/OpenTTD] nielsmh commented on pull request #9191: Codechange: Disable pointer locking by default
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12:18<@DorpsGek>[OpenTTD/OpenTTD] PeterN commented on pull request #9191: Codechange: Disable pointer locking by default
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12:46<@DorpsGek>[OpenTTD/OpenTTD] embeddedt commented on pull request #9191: Codechange: Disable pointer locking by default
12:49<@DorpsGek>[OpenTTD/OpenTTD] nielsmh commented on pull request #9191: Codechange: Disable pointer locking by default
12:53<nielsm>thoughts for high contrast cursor mode: black-white or white-black cursor, shape is just generated in code as a filled polygon, the tool is shown by the toolbar icon painted in a solid grey-background box following the cursor shape
12:53<nielsm>and dragging vehicles would also show the arrow and put the vehicle sprite in the box
12:54<frosch123>try using the fire-cycle in the mouse cursor sprite :p
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13:22<Eddi|zuHause>can't we just offer different cursor sprites?
13:22<Eddi|zuHause>or make a high-vis-gui baseset?
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13:23<nielsm>I suppose you could make a high-contrast OpenGFX fork/variation
13:26<nielsm>make an alternate spritesheet for the cursor sprites and just a build-time variable to control which is used
13:28<@DorpsGek>[OpenTTD/OpenTTD] embeddedt updated pull request #9191: Codechange: Disable pointer locking by default
13:29<@DorpsGek>[OpenTTD/OpenTTD] embeddedt commented on pull request #9191: Codechange: Disable pointer locking by default
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14:12<andythenorth>is it really cold?
14:12<andythenorth>or just me?
14:13<LordAro>it's cold
14:13<LordAro>and wet
14:14<andythenorth>and reddit is broken
14:21<frosch123>how is your progress with learning dutch?
14:23<andythenorth>mine is zero
14:25<frosch123> <- three people report that dutch is the only available language. world-takeover from tb is imminent
14:25<@Rubidium>frosch123: does negative progress count too?
14:26<TrueBrain>it does sound like a serious problem btw,as more than 1 person reports it
14:26<frosch123>how are the bundles uploaded? is there any possibilty some platform lost some .lng files?
14:26<TrueBrain>I wouldn't know how, but I can double-check
14:27<TrueBrain>141,501 1 89c623b9ae2e9ca495f8e6a0a429c8f168b06350 0 lang\english.lng
14:27<TrueBrain>141,501 1 89c623b9ae2e9ca495f8e6a0a429c8f168b06350 0 lang\english.lng
14:27<TrueBrain>yeah, those are identical
14:27<TrueBrain>nope, they are in the main bundle on all platforms
14:28<nielsm>first thing would be to tell them to run the game files verification in steam
14:28<TrueBrain>frosch123: initially I was thinking it might have to do with hiding languages?
14:28<nielsm>and then how is steam capable of just skipping/losing files during an update like that
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14:30<frosch123>TrueBrain: that was not backported
14:30<TrueBrain>frosch123: good point
14:30<frosch123>i was wondering whether steam deleted all files that did not change :p
14:31<frosch123>like, delete all files, but only download the changed ones :p
14:31<@Rubidium>that'd be a nasty feature
14:31<TrueBrain>Steam is unlikely to make such mistakes, honestly
14:33<TrueBrain>141,501 1 89c623b9ae2e9ca495f8e6a0a429c8f168b06350 0 lang\english.lng
14:34<TrueBrain>the 1.11.1 file is identical to the 1.11.2 file
14:34<TrueBrain>is that expected?
14:34<frosch123>only 10 translations changed
14:34<frosch123>dutch is the first of them in alphabetical order
14:35<TrueBrain>it appears that all files that are unchanged, are not showing up for them
14:38<frosch123>unrelated, but did you know strgen has an option to print it's svn revision defined by the $Revision$ keyword? :p
14:38<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 opened pull request #9192: Codechange: [Network] More std::string with less code
14:38<TrueBrain>frosch123: lol ..
14:38<@Rubidium>frosch123: yes, I did
14:39<@Rubidium>I found it odd that it survived when I saw it not long ago
14:39<LordAro>Rubidium: did you add it? :p
14:39<TrueBrain>I cannot reproduce the Steam issue when I switch between versions etc .. no clue what is going on
14:39<TrueBrain>maybe glx can see what his install does
14:39<@Rubidium>LordAro: probably
14:40<frosch123>TrueBrain: unfortunately the people did not mention their platform
14:40<TrueBrain>yeah, I asked them to let us know
14:40<frosch123>but since its only 3, i would think its some rare one, like apple m1
14:41<TrueBrain>but at least it is related to the fact all those files are unchanged from 1.11.1 to 1.11.2
14:41<@Rubidium>LordAro: but... I'm actually not the one who added it
14:42<@peter1138>I wonder if the files are there.
14:42<@Rubidium>it was DV
14:43<TrueBrain>peter1138: also exactly what I asked for :D
14:43<@peter1138>btproclient... uh huh
14:46<frosch123>tb goes all the way to get signed builds on steam, and the people download a thirdparty client, and complain on steam that it is broken
14:46<LordAro>sounds about right
14:47<TrueBrain>"I doubt its the btproclient thats the problem as i dont think it messes around with the language files, but i'm not sure. "
14:47<LordAro>where is this discussion?
14:47<TrueBrain>frosch123 linked it a bit earlier :)
14:48<LordAro>ah, the event
14:48<LordAro>i was looking at discussion
14:50<TrueBrain>btpro changes english.txt
14:50<frosch123>i mean, if it was a reddit discussion, i would have expected something like that. but who would have guessed that people go the steam release post, when they do not use steam...
14:50<frosch123>TrueBrain: yes, and that's when openttd will reject the .lng files as invalid
14:50<TrueBrain>but why did dutch load, I wonder :)
14:51<frosch123>usually people end up with no languages, so maybe btpro misses dutch, so it was not overwritten
14:52<TrueBrain>owh, no, that makes sense: he had btpro installed
14:52<@Rubidium>or... did they put btpro in that steam folder manually, and then stream only updated the files it knew changed between the releases
14:52<TrueBrain>Steam installed 1.11.2, and the new language files
14:52<TrueBrain>as Steam is smart, in that sense
14:52<TrueBrain>so english.lng is rejected, as it is the btpro version
14:53<frosch123>yeah, that fits all symptoms
14:54<LordAro>perhaps we can have a better failure mode?
14:54<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 opened pull request #9193: Cleanup: [Fluidsynth] Comply better with the coding style
14:54<frosch123>instead of rejecting invalid language files, we could force-deinstal ottd :p
14:55<LordAro>how about if there are any invalid language files, pop up an error?
14:55<frosch123>hmm. or we add DRM :)
14:55<LordAro>could be a messagebox on windows
14:55<@Rubidium>just file a bug report with steam that their update does not work well with fools messing with the steam controlled folders
14:56<LordAro>that is generally how you install mods though
14:57<@Rubidium>quick question: does the CI include the fluidsynth music driver in one of the builds?
14:57<LordAro>though normally (i'm thinking KSP here) you add things to a particular folder, rather than actually overwrite it
14:57<LordAro>Rubidium: it would seem not
14:58<_dp_>historically patched clients only packaged changed files so you had to overwrite the vanilla
14:58<@DorpsGek>[OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
14:58<_dp_>though it should've been changed like 5 years ago
14:58<@DorpsGek> - Update: Translations from eints (by translators)
14:58<_dp_>but dunno if btpro installation manual was changed, I couldn't even find it
14:59<_dp_>well, 6 years I guess, starting with a first release of cmclient :p
14:59<frosch123>Rubidium: linux-generic does
15:00<frosch123>it's the only thing that properly supports midi
15:00<frosch123>it's not statically linked, if you mean that
15:00<TrueBrain>LordAro: overwriting files in SteamApps is a problem for any game, so yeah .. with most games you install them next to it :)
15:00<TrueBrain>overwriting .. honestly .. you are on your own there :P
15:01<TrueBrain>(Steam simply doesn't even know you did that, so it will get very confused :P)
15:02<milek7>ideally it should just throw error during update
15:03<TrueBrain>huh? That makes little sense :P
15:03<TrueBrain>Steam does the updating, and it is unaware you did things behind his back
15:04<@peter1138>That reply is not sarcastic enough.
15:04<@peter1138>I am a terrible person.
15:04<milek7>well it must be aware that something is wrong because it tries to do delta-updates and there will be rejects, no?
15:06<+glx>btw I checked, I have all languages available in steam ;)
15:06<TrueBrain>glx: tnx :)
15:06<TrueBrain>seen the volume of the replies, I think it is safe to assume they all had custom clients
15:06<TrueBrain>I am guessing someone told them that is fine
15:06<TrueBrain>Steam is pretty clear about this :P It is not :D
15:06<+glx>it's never fine to touch files in steam
15:07<TrueBrain>most games have a "mods" folder
15:07<+glx>sometimes there's no choice, but for openttd it's easy to unpack somewhere else
15:07<TrueBrain>or for example GrimDawn have you install an exe next to the main one
15:07<TrueBrain>just to avoid this issue :D
15:07<TrueBrain>BeatSaber also puts an exe next to the main executable
15:08<@peter1138>pelya's window ornaments.. "we have no style" ... that is ugly as
15:08<TrueBrain>but they all have one thing in common: they do not overwrite files :D
15:09<TrueBrain>anyway, happy that it is not our fault in that sense
15:09<TrueBrain>ofc a better error that english.lng is rejected would be nice
15:09<TrueBrain>that is always a sign of something wrong :D
15:09<+glx>yeah for openttd some patchpacks used to tell to overwrite over installation, but I think it's very rare now
15:10<+glx>it's so easy to have different versions side by side
15:11<+glx>even if they share cfg (not always a good thing)
15:11<TrueBrain>I can understand people wanting to "add" their custom client to Steam like this
15:11<TrueBrain>it sounds like a good idea
15:11<TrueBrain>sadly, Steam completely disagrees with it :P
15:12<+glx>steam doesn't care if you add files, but you should not modify what it installed :)
15:13<+glx>and if you do you need to know what you're doing
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15:19<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #9192: Codechange: [Network] More std::string with less code
15:20<@peter1138>So, er, is linking to Google Play Game Services okay by GPL?
15:20<LordAro>uh oh
15:21<frosch123>is it part of the operating system?
15:21<LordAro>almost but not really?
15:21<@peter1138>It's not available on my Android device.
15:22<LordAro> would suggest that RMS certainly doesn't think so
15:23<@peter1138>I... don't really care what RMS thinks, he's a c...
15:23<LordAro>well, quite
15:24<TrueBrain>If you can remove it, like you did, I think it is a hard thing to argue that it is part of the OS
15:24<TrueBrain>so, who should we hit with a license violation claim? :P :P :P
15:25<@peter1138>I haven't removed it, it's not available on my Android device without doing sideloading from unofficial sources.
15:25<TrueBrain>really? Lol
15:25<@peter1138>(Kindle tablet)
15:25<TrueBrain>thought it came preinstalled on any and all :P
15:25<@peter1138>I suppose you could say that technically it's no longer Android...
15:26<@peter1138>The unofficial sdl1.2 packaging is pretty... ergh, what?
15:27<TrueBrain>I also don't have it installed on my phone :P
15:27<TrueBrain>and I have a normal Samsung phone :)
15:27<+glx>not the cleanest android version then ;)
15:28<TrueBrain>you cannot remove Facebook from these devices
15:28<TrueBrain>does that make it part of the OS?
15:28<@peter1138> < This is the "unofficial libsdl1.2 port" repository
15:28<@peter1138>Except it containers... well, OpenTTD for a start.
15:29<TrueBrain>if it works
15:29<TrueBrain>it works
15:29<TrueBrain>not everything has to be clean and tidy :D
15:29<@peter1138>There's a vncserver in there too. Hmm.
15:30<TrueBrain> <- long list :)
15:30<@peter1138>All in one repo.
15:31<LordAro>oh, no
15:31<LordAro>not really
15:31<LordAro>just for some of them
15:32<TrueBrain>especially if you are one-manning stuff, I can imagine you don't really care :)
15:32<@peter1138>Anyway, in the context of "can we accept any of these patches" ... hmmm. not conviced that unofficial libsdl1.2 port is the best way forward.
15:33<LordAro>UI might be interesting, but needs a completely separate way of actually running
15:33<TrueBrain>I am still of the opinion OpenTTD is meant to be played with a mouse, and Android devices rarely have them :)
15:37<TrueBrain>btw, anyone with an opinion on std::from_chars,
15:39<+glx> <-- I should read that first :)
15:39<TrueBrain>1 thing I learnt here in the last few months about C++ ...
15:39<TrueBrain>it is one thing to read the manual
15:39<TrueBrain>it is another to have an opinion on the matter :P
15:39<TrueBrain>too many C++ things have a nice manual page, but people in here go off on it being bad (most often with very valid reasons :P)
15:40<frosch123>passing a "const std::string&" as parameter, and returning a "string_view" is asking for trouble, isn't it?
15:40<TrueBrain>I think is the best example of that btw :P
15:40<+glx>filesystem is a pain to use IIRC
15:41<milek7>I think it is fine
15:41<milek7>but overloading / for combining paths is weird :P
15:41<TrueBrain>glx: macOS makes it go boom, I believe :)
15:41<frosch123>milek7: better than for dates :p
15:42<@peter1138>How do you divide paths anyway? :/
15:43<LordAro>python pathlib does it that way too
15:43<LordAro>it's fine
15:44<frosch123>yeah, / in filesystem is not that bad. it's different to +
15:44<frosch123>luckily we rejected the patch that wanted to add % for mirroring roadbits in ottd :)
15:47<@peter1138>Can I do half-width lines? :/
15:47<@peter1138>Or 1.5x sprite scaling.
15:47<FLHerne>TrueBrain: Most Android devices actually work fine with a mouse, if you have the right dongle
15:48<TrueBrain>FLHerne: I was very careful with my wording :) Never debated that ;)
15:48<FLHerne>When USB-C mice are standard, it'll be fine
15:49<@peter1138>Hmm, build vehicle window messes up
15:49<milek7>I this doc shows either everything that is wrong with boost, or why it is good, depending on your opinion :P
15:49<milek7>*I guess
15:51<@peter1138>Ah, incorrect padding.
15:51<frosch123>last time i needed a voronoi implementation at work, i was able to delegate the deal-with-boost task to someone else :)
15:51<frosch123>the result worked fine
15:53<@peter1138>I once wanted to look at voronoi for map generation...
15:53<@peter1138>That's about as far that got.
15:57<nielsm><FLHerne> TrueBrain: Most Android devices actually work fine with a mouse, if you have the right dongle <-- or using a bluetooth mouse also works
15:57<LordAro> ottd is dying, etc
15:57<Timberwolf>I'm quite impressed what will work over OTG.
15:57<TrueBrain>omg, below 2k, no longer worth my time, bye now
15:58<Timberwolf>My phone will happily power and record from my Focusrite interface.
15:59<milek7>my toy thermal camera works only on android (ie they don't provide software for pc)
16:00<Eddi|zuHause>get an android VM? :p
16:04<FLHerne>What's the red line?
16:07<FLHerne>Twitch, apparently
16:10<andythenorth>that's my AWS bill getting doubled
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16:12<michi_cc>Quick, someone plan a new Twitch stream :)
16:13<Xaroth>Time to expand to TikTok and OF?
16:14<orudge>Talking of Android, could the OpenGL driver be ported to Android? I know almost nothing about OpenGL, so not sure how much of a limitation OpenGL ES is versus full OpenGL...
16:16<@peter1138>I waste my time on the stupidest things.
16:17<+glx>I like the effect
16:17<orudge>I think it looks better
16:18<michi_cc>orudge: Similar enough that the small differences are really annoying :P
16:21<milek7>though ottd is relatively unaffected I think
16:21<milek7>fixups in shader headers, 1d->2d textures, and it should work
16:22<@peter1138>Any texture size limits?
16:22<milek7>I don't think so
16:23<milek7>fun starts when you care about compression formats, depth buffer formats, hardware srgb conversion, reading from render output, drawing to multiple buffers, etc..
16:27<@peter1138>Ah yes, window compositing...
16:28<andythenorth>peter1138 I prefer the chunky
16:28<milek7>btw did anybody test d3d11 driver?
16:29<@peter1138>andythenorth, someone will hate it.
16:29<andythenorth>big world
16:29<andythenorth>plenty of space for wrong opinions
16:29<_dp_>yes, me :p
16:29<@peter1138>Told you :-)
16:29<andythenorth>wrong opinions are democratic and low cost
16:29<andythenorth>anyone can have one
16:30<andythenorth>16m can't be wrong
16:30<@peter1138>Also scaling most internal padding too, because it looks better when it's consistent.
16:30<andythenorth>when we delete block signals, how will this work?
16:30<@peter1138>Not sure how to double up the slide lines though :p
16:31<@peter1138>andythenorth, programmable path signals
16:31<andythenorth>programming the programmable thing
16:31<@peter1138>Except because they're programmable, it'll be pointless.
16:31<FLHerne>peter1138: Chunky bevels +1, option for chunky bevels -1 :p
16:32<@peter1138>Secret hidden option. I put it there mainly to easily test both ways without having to recompile.
16:32<@peter1138>Maybe a hotkey would've worked.
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16:32<@peter1138>What was the old win32 hotkey? ^D?
16:33<@peter1138>Works in 0.4.5. Instant double scale.
16:33<_dp_>use chunky borders when run with original graphics :p
16:34<_dp_>also some text is rendering over new borders :p
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16:38<_dp_>hm, or mb not, it just looks that way because of no padding
16:38<arikover>hi o/
16:39<@peter1138>It's actually exactly the same padding as at 1x.
16:39<_dp_>but border counts as padding
16:39<_dp_>so if there was 1 px before now it's 0
16:46<frosch123>yay, 8x8 map :p
16:47<frosch123>how many user did understand that setting?
16:52<Eddi|zuHause>back then? probably a higher fraction than would nowadays
16:55<andythenorth>how many industries would it fit? :P
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17:02<orudge>[21:28:49] <milek7> btw did anybody test d3d11 driver? <-- just had a play around with it just now. Seems to work well for me. Though so does the OpenGL driver. :)
17:04<milek7>fullscreen needs to be done but current code is.. annoying
17:04<milek7>I wonder if things like windows arm tablets have opengl driver at all?
17:05<orudge>Now there's something
17:05<orudge>I can test it out on my Mac Mini in Windows ARM64 (which itself is virtualised), see what happens there perhaps
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17:19<orudge>Now I'm curious how GitHub Actions manages to build the ARM64 version of OpenTTD, given opengl32.lib isn't present in the version of the windows SDK I have at least (for arm64)
17:20<orudge>Of course, it may just have a newer version of the SDK than me
17:20<milek7>isn't it loaded dynamically through GetProcAddress?
17:20<orudge>No, opengl32.lib is statically linked here, it seems
17:21<orudge>GHA has SDK 10.0.19041.0, I have 18362, perhaps it's in the newer one
17:22<+glx>Found OpenGL: opengl32 found components: OpenGL <-- at least it finds it
17:22<orudge>It looks like it's in 19041
17:24<milek7>ah, it loads all actual opengl functions dynamically but wgl* is linked
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17:28<+glx>don't remember which SDK I have, but opengl is found for me too
17:28<orudge>It's found in the configure stage, it's only when linking that it fails for me
17:29<+glx>let's try to build
17:29<orudge>New SDK nearly installed, will test this one out
17:31<+glx>seems I have 19041 installed
17:35<+glx>linked fine
17:35<+glx>can't test if it runs
17:36<orudge>The binaries from GitHub do run
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18:07<@DorpsGek>[OpenTTD/nml] Andrew350 commented on pull request #216: Fix #214: Prevent scope change for function calls when optimising switches
18:18<@DorpsGek>[OpenTTD/nml] glx22 commented on pull request #216: Fix #214: Prevent scope change for function calls when optimising switches
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18:39<@DorpsGek>[OpenTTD/nml] Andrew350 commented on pull request #216: Fix #214: Prevent scope change for function calls when optimising switches
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19:14<@DorpsGek>[OpenTTD/nml] glx22 closed issue #214: Issue with passing a variable to a function from the PARENT scope
19:14<@DorpsGek>[OpenTTD/nml] glx22 merged pull request #216: Fix #214: Prevent scope change for function calls when optimising switches
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21:57-!-lobstarooo is "Lob Star" on #openttd #locomotion
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23:10-!-Eddi|zuHause is "Johannes E. Krause" on #openttd
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---Logclosed Wed May 05 00:00:31 2021