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#openttd IRC Logs for 2021-06-13

---Logopened Sun Jun 13 00:00:26 2021
01:07<@DorpsGek>[OpenTTD/OpenTTD] telk5093 opened issue #9362: [UI] Background hover colour slightly overlaps the end of client list
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01:30<@DorpsGek>[OpenTTD/OpenTTD] telk5093 opened issue #9363: [UI] Online players window's buttons is not resized when use double/quad interface size
01:39<@DorpsGek>[OpenTTD/OpenTTD] telk5093 opened pull request #9364: Fix #9362: Background hover colour slightly bigger than entry in the online players window
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02:58<andythenorth>so I could do a 3rd company colour as grf parameter eh
03:13<@peter1138>Do you want to provide all 4096 remaps?
03:14<@peter1138>(Please don't)
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03:26<andythenorth>but it's just a generator...
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04:04<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #9364: Fix #9362: Background hover colour slightly bigger than entry in the online players window
04:05<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #9364: Fix #9362: Background hover colour slightly bigger than entry in the online players window
04:06<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain closed issue #9362: [UI] Background hover colour slightly overlaps the bottom line of client list window
04:06<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #9364: Fix #9362: Background hover colour slightly bigger than entry in the online players window
04:07<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #9360: Codechange: [Actions] Improve MSYS2 setup time
04:16<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #9314: Codechange: let the setting name be std::string
04:17<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 opened pull request #9365: Fix #9361, a2051ba: [Network] Off by one in CanWriteToPacket
04:20<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #9365: Fix #9361, a2051ba: [Network] Off by one in CanWriteToPacket
04:24<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #9314: Codechange: let the setting name be std::string
04:27<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 merged pull request #9314: Codechange: let the setting name be std::string
04:31<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 closed issue #9361: Off by one error in Packet::CanWriteToPacket
04:31<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 merged pull request #9365: Fix #9361, a2051ba: [Network] Off by one in CanWriteToPacket
04:36<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 updated pull request #9359: Consolidate IConsolePrint functions and improve some of the messages
04:39<_dp_>Rubidium, why remove IConsoleError and co? looked like a nice shortcut to me
04:40<_dp_>and formatting could be added, especially with fmt::
04:41<@Rubidium>because it's a shortcut with side effects
04:42<_dp_>you mean gui.developer check? that could be removed I guess
04:42<@Rubidium>and IConsoleError would then be not much more than #define IConsoleError(...) IConsolePrint(CC_ERROR, __VA_ARGS__)
04:42<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #9359: Consolidate IConsolePrint functions and improve some of the messages
04:42<_dp_>Rubidium, and that's fine imo
04:43<TrueBrain>Rubidium: no clue if that update during my review had any effects :P
04:43<TrueBrain>by far the best error we have is "insertion aborted", while registering an alias :D
04:43<TrueBrain>it reads funny, and it is so out-of-context to the user :D
04:43<@Rubidium>which would mean you get shown the "doxygen comments" for the define in (some of the) IDEs, but there aren't any parameters to it... so you're a bit out of luck there
04:46<TrueBrain>Rubidium: your PR also closes #8894 right? (as yours supersedes / invalidates it). You can add "Close #8894" somewhere in your PR description, and GitHub will auto-close it for you
04:46<@Rubidium>and using parameters is a bit annoying as well, as then you have to add format *and* have a __VA_ARGS__ with potentially nothing in it, which breaks annoyingly... unless C++20 which adds (better) support for empty ...
04:47<TrueBrain>owh, you do mention that
04:47<TrueBrain>but .. it doesn't pick it up
04:47<TrueBrain>ah, nevermind me ... GitHub only shows the issues
04:47<TrueBrain>not the PRs
04:47<TrueBrain>annoying :P
04:48<@Rubidium>the update in between was mostly solving a conflict with the setting name -> std::string conversion
04:48<TrueBrain>your solution brings IConsolePrint on-par with DEBUG() btw, which is nice
04:49<TrueBrain>next we should replace DEBUG() to have FATAL / ERROR / WARNING / .. instead of numbers :P
04:50<_dp_>Rubidium, for myself I did this:
04:50<_dp_>haven't checked doxygen or IDEs but pretty sure they would be fine with it
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04:52<@Rubidium>maybe, but it's also a bit chicken-egg-ish as we do not have fmt yet, and adding it and splitting things up is also doing two things at once which makes reviewing more difficult
04:53<TrueBrain>over time we should look to become more like other logging platforms, so etc :P
04:53<_dp_>well, fmt is optional there, you can still use variadic templates instead of defines without fmt
04:54<TrueBrain>similar, DEBUG() should become etc
04:54<@Rubidium>and now you have 5 different functions, although you need even a couple more because there are more "levels"
04:55<TrueBrain>and if we are ballsy, we use an existing library to give a logging facility
04:55<TrueBrain>imagine that :D
04:55<_dp_>Rubidium, well, for logging it seems pretty common to have functions for each level for better readability and stuff
04:57<_dp_>for example or
04:58<@Rubidium>yeah, but this not logging per-se. This is just printing, and the CC_XXXX is just the color to use
04:59<_dp_>"printing" that only goes to console and log :p
04:59<@Rubidium>and the goal here is primarily to get everything consolidated so everything uses a single base, to base future improvements on. Instead of some things doing things differently
04:59<_dp_>or do you suggest using DEBUG() for logging? :p
05:00<@Rubidium>okay, how should I call the IConsolePrint variant with IConsolePrint(TC_SILVER, ..) or TC_GREEN, or TC_LIGHT_BLUE
05:01<_dp_>I don't even know why should there be such variants
05:02<_dp_>You think of IConsolePrint as ingame console only while I mostly deal with it in server log, rcon and system console
05:02<_dp_>none of which have color
05:02<_dp_>well, mb rcon has but who cares
05:02<_dp_>admin port rcon I mean
05:03<@Rubidium> <- or something like this
05:05<TrueBrain>holy crap Rubidium , you did #9352 completely already, nice :D
05:05<TrueBrain>that are a lot of files ...
05:06<TrueBrain>also, we have too many debug statements :P
05:06<@Rubidium>The CC_XXX values are just "helpers" for the color of the text, which might bring some "meaning" in the call but it's more "this is the color that should be used for X, Y or Z", but sadly that also meant people started using them for other things which is a PITA. Things using CC_ERROR that are not an error at all, or CC_WARNING that should be an error, etc.
05:07<@Rubidium>so the patch is mostly to clean up all the misuses and inconsistencies between everything than anything else
05:08<@Rubidium>TrueBrain: C++20 so we can add unlikely() to the debug define ;)
05:08<_dp_>Rubidium, yeah, there should probably be two separate functions (or sets of functions), one for cli, one for logging
05:08<_dp_>CC_HELP has no business with logging
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05:09<_dp_>btw, iirc because both are the same admin port rcon sometimes gets random logs as result of a command
05:10<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #9352: Codechange: use the fmt library for simpler debug formats
05:10<_dp_>since it just redirects the output
05:10<@Rubidium>it would definitely make sense to have separate "logging" functions for things outside of the console commands, but... outside of the scope for my PR
05:12<TrueBrain>#9352 is seriously cool :)
05:12<TrueBrain>can't wait for C++ to support f-strings
05:13<TrueBrain>would be fun to listen to frosch, what his opinion is on that :D
05:13<@Rubidium>yeah, the description is slightly out-of-date now
05:14<TrueBrain>just slightly :P
05:14<TrueBrain>"I did 2 files only to see what it does" vs "I DID EVERYTHING"
05:19<@peter1138>michael blunck rcon?
05:20<TrueBrain>peter1138: I also still have the same impulse there :D
05:20<TrueBrain>I am so happy I am not alone :)
05:23<_dp_>Rubidium, wait, there kind of are separate functions already, they may not just always be used appropriately but that's different issue
05:23<_dp_>IConsolePrintF is for logging and IConsolePrint is cli
05:23<@DorpsGek>[OpenTTD/OpenTTD] michicc commented on pull request #9352: Codechange: use the fmt library for simpler debug formats
05:24<TrueBrain>michi_cc: you are a smart cookie! :D Much better solution
05:24<_dp_>only downside is that they use same enum for levels
05:24<_dp_>so the answer to CC_HELP is that IConsolePrintF shouldn't even accept that
05:24<_dp_>and IConsolePrint shouldn't use CC_WARNING/ERROR
05:27<_dp_>and the current set of IConsoleDebug/IConsoleWarning/IConsoleError makes perfect sense as they're logging functions, not cli
05:29<@Rubidium>yeah... IConsoleDebug is *only* used by DEBUG, nothing else. IConsoleWarning is primarily used by console_cmds telling the user the command they entered was wrong in some manner and IConsoleError was primarily used for the same. So for the latter two they are primarily used for cli.
05:29<andythenorth>didn't I already do 3rd Company Colour for wagons in Horse?
05:29<andythenorth>hmm yes I kind of did
05:29<andythenorth>but it's a remap of 2CC for specific vehicles
05:29<andythenorth>not the same as 3CC
05:30<@Rubidium>also IConsolePrintF being only for logging? Under which rock was that documented? As plenty of people have missed that as the cli code is full of those
05:30<TrueBrain>(hint: as that was never the case :P)
05:31<TrueBrain>hmm .. after just 9 ticks I have 2 savegames that should be identical differ in roadveh pathing
05:31<TrueBrain>that is .. quick
05:32<TrueBrain>this is the "old savegame vs save/load of that savegame"
05:33<_dp_>Rubidium, yeah, documentation sucks and TextColour should be split in two, but otherwise code is pretty solid
05:33<_dp_>I mean console.cpp code, not the one that uses it xD
05:35<@Rubidium>well, people misappropriated IConsole* for logging purposes in (primarily) the network code. As the console and commands were there before the IConsole* calls in the networking code, so the code is not pretty solid. It's just using something that does what they need it to do, but it's conceptually not the right thing to do
05:37<_dp_>misappropriated? but IConsolePrintF does exactly what logging function should, it outputs to both log and console
05:38<_dp_>also I just noticed you removed it completely and started logging in IConsolePrint, wouldn't that spam cli in server log?
05:38<@Rubidium>IConsolePrint does exactly what IConsolePrintF does, except the formatting
05:39<_dp_>oh, nvm, I read it wrong
05:39<_dp_>for some reason I thought vseprintf does logging xD
05:39<_dp_>wtf does logging then %)
05:40<@Rubidium>IConsolePrint does the logging
05:47<TrueBrain>okay, this savegame has no NewGRFs, so that is not the issue .. and when using NPF there is also no issue
05:47<TrueBrain>so some state in YAPF is different
05:49<_dp_>Rubidium, what a mess...
05:53<_dp_>hm.. does openttd dedicated server not even have a log file?
05:53<_dp_>I'm so used to log files but it seems that it's something that my runner just creates from stdout/stderr
05:57<TrueBrain>something about the roadstops that behave differently ..
06:00<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 commented on pull request #9352: Codechange: use the fmt library for simpler debug formats
06:00<TrueBrain>bus_station is weird when loaded from an old game
06:00<TrueBrain>at tile -1 and 0x0
06:01<TrueBrain>yeah .. that value is only updated for savegames after version 27
06:03<TrueBrain>lol, if you would reload NewGRFs, it does correct the issue
06:04<@Rubidium>_dp_: it does *if* you configure it, but it gets the same you see in the in-game GUI console
06:05<TrueBrain>Rubidium: fair point, Debug() should not call any functions if not executed. Good reason for the macro indeed :)
06:05<_dp_>Rubidium, configure how? I see there is console command "script" that suddenly makes a log file, but, like wtfd
06:05<@Rubidium>and the console log is not only for the dedicated server, you can also use it in other situations
06:05<_dp_>*wtf xD
06:06<_dp_>I mean, it kinda explains why it has no logging functions, who needs that when there is no log :p
06:06<_dp_>even "script" just redirects cli output
06:09<_dp_>ok, not even redirects, copies
06:09<@DorpsGek>[OpenTTD/OpenTTD] PeterN updated pull request #9289: Change: Shortcut varaction chains for callbacks.
06:10<@peter1138>You seemed so certain that Console* stuff was for logging, not the in-game console...
06:11<_dp_>yeah, because that's the only thing I use it for xD
06:11<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 updated pull request #9352: Codechange: use the fmt library for simpler debug formats
06:11<_dp_>well, ok, may be not the only, I did some vanilla patches but majority of the time for sure
06:12<TrueBrain>anyone against the "fmt" inclusion? Going once?
06:13<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #9352: Codechange: use the fmt library for simpler debug formats
06:13<@peter1138>You've absolutely, never, opened the in-game console? Hmm.
06:14<_dp_>by use I mean in code
06:14<_dp_>and I don't use ingame console often indeed
06:14<_dp_>kinda hard to do that on a dedicated server :p
06:16<_dp_>though I guess I use it as chat history...
06:16<_dp_>this freaking thing does everything xDDD
06:18<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain opened pull request #9366: Fix 81062163: for (really) old games, station bus/truck station cache was not updated
06:19<TrueBrain>Rubidium: I found a bug in your commit from 12 years ago :P
06:19<TrueBrain>:D :D
06:19<@peter1138>Is this why the cached path is different?
06:19<TrueBrain>yes sir
06:20<@peter1138>Phew, not my bug then :D
06:21<TrueBrain>funny that it wasn't noticed back when it was introduces .. as those old savegames were more likely back then :)
06:21<TrueBrain>well, I guess not, 27 is really old
06:21<TrueBrain>0.4 series
06:22<TrueBrain>14000 commits earlier, basically
06:22<@peter1138>Yeah, not very likely, except of course the intro game? :D
06:23<TrueBrain>which clearly doesn't have multiple bus-stops in a single station or something :)
06:23<TrueBrain>or YAPF not enabled
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06:24<TrueBrain>that is more likely :P
06:24<TrueBrain>morning frosch123
06:27<TrueBrain>Rubidium also noticed this earlier today, but the MacOS runners are now sometimes a lot quicker. Now MSYS2 often is the slowest target :P
06:30<frosch123>TrueBrain: c++ had f-strings first (stream <<). but because interleaving code and strings is terrible, they added the fmt. python did the reverse
06:30<TrueBrain>as we are adding so many patch-killers to master, maybe a good moment to also move around files into folders ..
06:30<TrueBrain>frosch123: I somehow just knew it would trigger you :P
06:31<frosch123>[12:30] <TrueBrain> as we are adding so many patch-killers to master, maybe a good moment to also move around files into folders .. <- heh, i expected the second sentence to be "rename it to main" :p
06:31<TrueBrain>that will come too
06:31<TrueBrain>I did a few now, and I am giving that some time to indicate any issue :P
06:31<TrueBrain>but that is not really a patch-killer
06:31<frosch123>what files do you want to move?
06:32<TrueBrain>src/ is just too big, navigation is incredibly annoying
06:32<frosch123>i thought we are at the "delete files, mostly from misc" step
06:32<TrueBrain>so I was thinking stuff like: "newgrf" folder for all newgrf files
06:32<frosch123>i don't consider that useful
06:32<frosch123>when you do industires, i need industy_cmd, industry_gui, and newgrf_industries
06:33<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 approved pull request #9366: Fix 81062163: for (really) old games, station bus/truck station cache was not updated
06:33<TrueBrain>you might not, but I would :P
06:33<TrueBrain>frosch123: those are not next to each other anyway
06:33<TrueBrain>similar now that industry_sl is not in the same folder
06:35<TrueBrain>anyway, a folder for "game" stuff, like vehicles, stations, ships, etc
06:35<TrueBrain>one for more gui-like stuff, like window, widget, viewport
06:35<frosch123>do you want the main src folder to be empty?
06:35<TrueBrain>string/text related stuff in a folder ..
06:35<TrueBrain>I don't mind if it would be empty, no, but I wouldn't say it is a goal
06:36<TrueBrain>just 450 files in 1 folder is annoying as ...
06:36<TrueBrain>I scroll more on a day working on OpenTTD than in a week otherwise :P
06:36<frosch123>i always type the name
06:37<TrueBrain>different people different workflows
06:37<frosch123>and my editor is set to only show opened files, not the whole folder
06:37<TrueBrain>good for you :P
06:37<frosch123>i prefer typing over clicking :)
06:37<TrueBrain>I hate that workflow :P
06:37<TrueBrain>I have a mouse for a reason :)
06:37<TrueBrain>anyway, it is now really focused on such a workflow
06:37<TrueBrain>and we somewhat did create some folders over the years
06:38<TrueBrain>but it is now in this weird in-between state
06:38<frosch123>"widgets" is my favorite folder :)
06:38<TrueBrain>for me, that kind of foldering is just pointless
06:38<@Rubidium>I guess the first consensus that has to be reached is over which lines do we want the folders to be split up
06:38<frosch123>dropdown.cpp is completely out of place between all the enum-headers
06:39<TrueBrain>I also have a real issue with "game" as foldername
06:39<TrueBrain>Possibly I created it, but it is a shitty name :P
06:39<TrueBrain>core vs misc .. never understood the difference :D
06:39<andythenorth>this is controvs
06:39<frosch123>TrueBrain: "misc" is stuff for deletion
06:39<andythenorth>but could we have both options for industry funding in the 'fund' window?
06:40<andythenorth>at the appropriate costs
06:40<andythenorth>I know that it will cause server-owner outrage and shit
06:40<@Rubidium>do we do company/industry/house/town/... maps with all code related to those objects in there, or do you get a map/gui/sl/... folder with everything of that type in a map
06:40<andythenorth>but I am bored of toggling the game setting
06:40<TrueBrain>anyway, I am not that eager on changing everything or something .. but I think we can find groups of files we all agree on we can move to a folder .. that alone would help a lot :)
06:40<andythenorth>I use 'prospect' when I am short of money OR I want a new random area of map
06:41<TrueBrain>Rubidium: currently the second is done ... kinda. Personally I like the first more
06:41<andythenorth>I use 'fund' when I need more of X in a certain area
06:41<TrueBrain>(as what frosch123 pointed out, when you work on industries, you most likely only need those files)
06:42<TrueBrain>as example, we have a "sound" folder and sound.cpp in the root :P
06:42<TrueBrain>totally makes sense if you check the "sound" folder
06:42<TrueBrain>but it sometimes takes a bit long to find stuff this way :D
06:44<_dp_>andythenorth, why would server owners care?
06:44<frosch123>i think (1) is impossible to achieve. there are too many overlapping things.
06:44<TrueBrain>btw, frosch123 , in your workflow, does it change anything? As the search happens in subfolders too, not?
06:44<TrueBrain>(honest question, to be clear, don't want to be snappy)
06:44<frosch123>i also like (3) move stuff with shared speical rules to a separate folder
06:44<frosch123>i think that applies to saveload code
06:44<frosch123>and it may also apply to gui code
06:45<frosch123>and game mechaincs/command handler code
06:45<TrueBrain>and newgrf? :D
06:45<frosch123>since those may only talk through commands with each other
06:45<andythenorth>_dp_ maybe they won't
06:45<andythenorth>such PR
06:45<_dp_>andythenorth, unless you want to enable funding for prospect-only industries prospect is just somewhat inferior option
06:45<_dp_>andythenorth, so it's mostly a ui nuisance, not gameplay change
06:45<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 merged pull request #9352: Codechange: use the fmt library for simpler debug formats
06:45<andythenorth>isn't there some big server owner drama about industries?
06:46*andythenorth might be making something out of nothing
06:46<andythenorth>goes it stop doing that?
06:46<_dp_>andythenorth, I can think of a lot of idustry-related issues but no drama
06:46<@peter1138>Somewhat warm
06:46<frosch123>TrueBrain: newgrf is a bad example. because you only look at the filename, while i think of all the functions which would be misplaced in the wrong file when applying a strong separation
06:47<frosch123>and then i am back to: is it even possible to separate newgrf from the game mechanics
06:47<TrueBrain>ah, you want to put the line like that
06:47<TrueBrain>yeah, I am fine with that, honestly
06:47<TrueBrain>anything to reduce this huge list :P
06:47<TrueBrain>I think font/string could be a category too, not sure where it starts and ends
06:48<TrueBrain>but that is such an isolated part of our game nobody really touches anymore
06:48<@peter1138>dropdown was in widgets before all the other stuff :-)
06:49<@peter1138>I have no objection to it moving out.
06:49<TrueBrain>rename folder to "window" and move more stuff in :P
06:49<TrueBrain>or "gui"
06:49<@peter1138>At the time I figured there would be other widget stuff that would be there, but, uh, of course dropdown is really a window...
06:49<TrueBrain>what-ever :P
06:50<frosch123>so, i am fine with separation like: (1) saveload is special, because it calling any functions from game-mechanics causes dependencies in savegame-conversion. (2) gui is speical, because it may access the gamestate only readonly (3) rendering may be special if we put it into seprate threads, which may only access the gamestate special sync places (4) gamelogic may be special because it must be determinsitic and single-threaded and everything
06:50<TrueBrain>fileio might also be a candidate
06:51<frosch123>string.cpp is core, while strings.cpp is something else :p
06:51<TrueBrain>yeah .. that never confused anyone evah :P
06:53<TrueBrain>fileio could also contain stuff like ini-reader/writer
06:54<TrueBrain>could stuff like cpu.cpp/h just move to core folder, or is that weird?
06:54<frosch123>core is more like stdlib
06:55<frosch123>cpu/filio would be /system ?
06:55<TrueBrain>cpu.cpp has rdtsc :P
06:55<frosch123>at both my workplaces, those functions would be in "os abstraction" :p
06:56<TrueBrain>but system works .. maybe also stuff like crashlog could be in there
06:56<@DorpsGek>[OpenTTD/OpenTTD] glx22 commented on issue #9358: Bug Report - tar loader ignores empty files. An AI that requires such file fails to start
06:56<TrueBrain>lol @ dedicated.cpp .. I think that can be merged in the dedicated video driver :P
06:56<frosch123>i guess you can add /system without controversy
06:57<frosch123>while moving all gui files would probably be seriously upsetting for jgr and others :)
06:57<frosch123>but noone touches that /system stuff
06:57<TrueBrain>mostly moving files isn't a real issue with git, but for sure we have to check in with him :P
06:58<frosch123>hmm, i don't think i have ever done a rebase involving renamed files
06:58<frosch123>so, no idea what it means
06:58<TrueBrain>rebases go surprisingly well, if done properly
06:58<TrueBrain>merges is the one I am not fully sure about :)
06:59<TrueBrain>fontcache and fontdetection .. those are basically too os-abstractions :P
07:01<frosch123>hmm, jgrpp looks like it does neither merge nor rebase, but rather cherry-pick everything from master
07:01<frosch123>all the master commits are "authored by <rb/tb>, committed by jgr"
07:02<TrueBrain>so we should script this, and he can apply it too, if he likes
07:04<@peter1138>Rebase works very well with renamed files.
07:04<TrueBrain>what btw always annoyed me .. MSVC users silently already did this a bit
07:04<frosch123> <- found a merge commit
07:05<TrueBrain>for example, they have a virtual folder called "NewGRF" with all the newgrf files in there (sorry frosch123 , not meant to change your mind, as I think you are right)
07:05<TrueBrain>and a "GUI" folder with all the _gui.cpp files in there
07:05<TrueBrain> for more
07:05<frosch123>virtual folders are hell of confusing to me
07:06<frosch123>everytime i add a new file, i have to check two folders, where to place it
07:06<TrueBrain>I also really do not like them; but the fact that they can have them and I cannot annoys me :P
07:06<frosch123>and only one matters for #include, while the other one is arbitrary
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07:07<TrueBrain>anyway, guess we should draft up what folders we want to have, and what should go in them
07:07<TrueBrain>and take it from there
07:07<frosch123>TrueBrain: look, there is a "Game Core" virtual folder :p
07:08<TrueBrain>yeah ... wrong name for that folder :P
07:08<TrueBrain>I think we should rename ai/game to script-ai and script-game
07:08<TrueBrain>or put them under script/
07:08<TrueBrain>I am always a bit lost what to find where anyway :D
07:08<@peter1138>Does MSVC still have that issue where you can't have two files named the same, in different paths?
07:09<TrueBrain>I always wonder that myself
07:09<TrueBrain>glx is not here yet? :D
07:09<@peter1138>That's why we have the _v, _s and _m suffixes, IIRC...
07:09<TrueBrain>at least, that was the argument
07:10<frosch123>i would keep that independent of msvc
07:10<TrueBrain>we have 2 game_info.cpp now
07:10<frosch123>saves you from naming the fullpath in irc everytime
07:10<TrueBrain>nobody complained yet :P
07:11<TrueBrain>frosch123: you do have a point, but I was wondering when the last time was when I said a filename on IRC .. :P
07:11<TrueBrain>these days I mostly link GitHub :D
07:11<TrueBrain>funny how that changed
07:11<@DorpsGek>[OpenTTD/OpenTTD] PeterN commented on pull request #9289: Change: Shortcut varaction chains for callbacks.
07:11<frosch123>i usually use the name, when some beginner coder is here
07:11<frosch123>i know them from memory, but i am too lazy to look them up on github
07:12<TrueBrain>I have found out that linking the file helps a lot against confusion
07:12<TrueBrain>especially the right line number and all
07:12<frosch123>i use github links only when i want to link a specific line
07:12<TrueBrain>never realised before that I started doing that :P
07:12<TrueBrain>GitHub is a good boy
07:12<frosch123>though i think sometimes i just type the linenumber here as well
07:13<_dp_>TrueBrain, few dozen messages earlier? :p TrueBrain> lol @ dedicated.cpp .. I think that can be merged in the dedicated video driver :P
07:13<frosch123>hmm, does vscode have a "link this line from github"?
07:13<TrueBrain>frosch123: good question; there are enough GitHub integration thingies .. you would expect so?
07:14<TrueBrain>I only have the help with authentication installed
07:15<michi_cc>TrueBrain: Just make the virtual folders real folders? (Heresy.... :D)
07:15<TrueBrain>michi_cc: that is kinda what we are talking about :P
07:17<TrueBrain>ugh, my test-suite is still not finished running
07:17<TrueBrain>and I need to find a way to publish this ..
07:17<TrueBrain>but, in contrast to yesterday, so far only the max_train_length is different
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07:21<TrueBrain>I like how summoning JGR works :P
07:23<JGR>The cherry-picking into my branch is just a temporary thing, at some point I will merge everything and go back to regular merges
07:23<TrueBrain>how do you feel about us moving files around?
07:24<JGR>I'm not worried about that really, git can handle moves fine
07:24<TrueBrain>good :)
07:24<TrueBrain>it did worry us ;)
07:25<JGR>The main reason that I'm holding back on merging stuff at the moment is the network changes
07:26<TrueBrain>yeah .. and I found a nice rabbit hole to fix first :P
07:26<TrueBrain>SaveLoad -> Settings -> Network-code ..
07:26<TrueBrain>it is not THAT deep :P
07:26<michi_cc>I think it is more like a whole rabbit burrow :)
07:26<@DorpsGek>[OpenTTD/OpenTTD] glx22 merged pull request #9360: Codechange: [Actions] Improve MSYS2 setup time
07:27<TrueBrain>but the new savegame format is so much nicer :D
07:27<TrueBrain>but michi_cc has to finish his newmap branch
07:27<TrueBrain>that would be even better
07:28<michi_cc>It's not "fixing" any m13245s, though.
07:28<TrueBrain>I haven't looked at it, honestly, I am just repeating other people :P
07:29<michi_cc>Tiny bits and pieces of it occasionally surface, like e.g. the land info window refactor.
07:30<TrueBrain>mainly I would like the map-chunks in the savegame to be descriptive
07:30<TrueBrain>so automated tooling can read it much easier
07:30<TrueBrain>but that is not a short-term goal :D
07:32<michi_cc>My newmap branch will not help you one bit with that :)
07:32<TrueBrain>so I pick one of the others :P
07:33<TrueBrain>but okay .. I only have to convert linkgraph and gamescript-translations .. so close
07:33<TrueBrain>after that, clean up all commits, and make proper PRs :D
07:33<TrueBrain>oof, not looking forward to rebasing the STUN PR :P
07:36<@Rubidium>just cherry-pick it then ;)
07:37<TrueBrain>.... yes, I call that a rebase :P
07:37<TrueBrain>silly goose :)
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07:37<TrueBrain>owh, right, aircrafts also have a bug somewhere, in really old savegames ..
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07:48<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain merged pull request #9366: Fix 81062163: for (really) old games, station bus/truck station cache was not updated
07:48<TrueBrain>okay, that PR really fixed most of the problems :D
07:49<TrueBrain>happy days
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08:00<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 updated pull request #9359: Consolidate IConsolePrint functions and improve some of the messages
08:01<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 commented on pull request #9359: Consolidate IConsolePrint functions and improve some of the messages
08:03<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #9359: Consolidate IConsolePrint functions and improve some of the messages
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08:21<@peter1138>"Game cannot be unpaused manually; disable pause_on_join/min_active_clients." Nice :-)
08:22<@peter1138>(Both off)
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09:04<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 updated pull request #9359: Consolidate IConsolePrint functions and improve some of the messages
09:15<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain approved pull request #9359: Consolidate IConsolePrint functions and improve some of the messages
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09:25<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 closed issue #8853: There are 17 places where "IConsoleError" can be used instead of "IConsolePrintF".
09:25<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 closed pull request #8894: Replace IConsolePrint*(F)( calls with specific console level calls
09:25<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 merged pull request #9359: Consolidate IConsolePrint functions and improve some of the messages
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09:33<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick opened pull request #9367: Fix #9358: TarScanner no longer ignores empty files
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10:02<TrueBrain>wb LordAro
10:03<Samu>wow, just noticed the new online players window
10:03<Samu>it's bugged
10:03<Samu>we can join AI companies via it
10:04<Samu>let me look at code
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10:16<Samu>oh, only admin can join AI companies
10:17<Samu>the button is still available for clients but clicking on it has no effect
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10:27<@peter1138>I wonder if we have a dedicated place to report issues... Hmm.
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10:38<LordAro>that's better
10:38<+glx>nice naming scheme
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10:51<Samu>crap, spectators need a button
10:55<+glx>are you looking at RebuildListCompany() ?
10:56<@DorpsGek>[OpenTTD/OpenTTD] glx22 opened pull request #9368: Codechange: Remove last FOR_XXX macros
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11:07<@DorpsGek>[OpenTTD/OpenTTD] SamuXarick opened pull request #9369: Fix: don't show join button in online players window when the company is an AI
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11:11<Samu>hmm, I am assuming the company_id exists at that point
11:11<Samu>if the company doesn't exist, Company::Get(company_id) is gonna crash
11:14<+glx>if company doesn't exist the function is not called
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11:15<Samu>it is called for spectator
11:15<Samu>which isn't a valid company
11:16<+glx>yes and you already protect this case
11:18<+glx>so it's called for valid company (Company::Iterate() ensures that) or COMPANY_SPECTATOR, and you check that already
11:49<@peter1138>Samu will one day learn how to write a commit title that makes sense.
11:50<@peter1138>This once sounds that TarScanner used to ignore empty files, but doesn't any more, and you are fixing it so that it does ignore empty files agains.
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12:15<@peter1138>master does start
12:15<@peter1138>master doesN'T start
12:16<@peter1138>Crashes doinbg RoadStop stuff in AfterLoadGame. Hah!
12:18<@peter1138>137: assert(this->checked != 0);
12:20<@peter1138>Pools eh?>
12:20<@peter1138>pool_func.hpp:137, that was meant to be.
12:23<@Rubidium>master starts for me
12:24<@peter1138>With asserts?
12:25<@Rubidium>c++ ... -DWITH_ASSERT ...
12:29<@Rubidium>do you not have the default start save game maybe?
12:29<@Rubidium>or might something really fishy be going on?!?
12:35<Samu>master starts for me
12:45<@peter1138>I can't really guess why that would make pool stuff not work.
12:46<@Rubidium>that's not HEAD of master though
12:47<@peter1138>You are correct.
12:47<@peter1138>Not sure what the point is, but it is correct.
12:48<@Rubidium>TB's change to AfterLoadGame is not even in 55a11710, so you got some weird partial version or so?
12:51<@peter1138>Also correct, by which I can assume it's nothing to do with TB's change.
12:53<@peter1138>When I wrote 55as11710, I meant, that is the first version it occurs in. a9o9ac62c starts fine.
12:53<@peter1138>a99ac62c, rather.
12:54<@peter1138>Let's try clean...
13:01<@peter1138>No diff. Already, full on debug builds.
13:02<@peter1138>Keyboard dyslexic :(
13:10<@peter1138>Okay, debug works fine.
13:11<@peter1138>Loads, at least.
13:11<TrueBrain>a while ago I pulled my hair out of my head, as not calling CanAllocateItem crashed the game
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13:11<@peter1138>Just deleted my build folder and starting fresh.
13:11<TrueBrain>but the function itself doesn't anything useful to be a reason why
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13:11<TrueBrain>never figured out what was going on ... at a certain point it "just worked" again
13:12<TrueBrain>can't say the Pool gives readable errors :P
13:12<@peter1138>Yeah, value was optimised out... and full debug works fine. Nice.
13:17<TrueBrain>okay, fmt is making our assert act up a bit
13:17<@peter1138>Fresh build, RelWithDebInfo, still crashes.
13:18<TrueBrain>release build with asserts is not behaving as it should :D
13:18<TrueBrain>at least, I assume it is fmt, as it wasn't an issue yesterday :P
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13:18<TrueBrain>peter1138: crashes for me too
13:18<TrueBrain>same spot
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13:21<TrueBrain>and indeed, the usage of fmt disrupts our assert stuff
13:24<TrueBrain>lets see if a stupid fix helps .. just recompiling takes for-ever
13:28<TrueBrain>indeed, it is the inclusion of cassert in the fmt library
13:28<TrueBrain>disabling that fixes the issue
13:29<TrueBrain>in format-inl.h
13:29<LordAro>why does it do that?
13:29<LordAro>we already include cassert ourselves, surely?
13:29<TrueBrain>because it uses asserts, and wants to be self-contained ...
13:29<TrueBrain>this is a 3rdparty library, mind you
13:30<TrueBrain>and it seems assert.h has no header-double-include-protection-thing
13:30<TrueBrain>#ifdef _ASSERT_H
13:30<TrueBrain># undef _ASSERT_H
13:30<TrueBrain>it starts with
13:31<TrueBrain>no clue why assert.h does that
13:31<TrueBrain>but.. system-include, so ..
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13:31<TrueBrain>so either we have to include fmt in stdafx
13:31<TrueBrain>or modify fmt, I guess
13:32<LordAro>almost every file has debug statements, right?
13:32<LordAro>no great loss to include it in stdafx
13:33<TrueBrain>we don't have to include the debug stuff
13:33<TrueBrain>just the fmt
13:33<TrueBrain>it is just a bit weird
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13:53<TrueBrain>maybe Rubidium has some ideas too
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14:12<frosch123>hmm, so WITH_ASSERT is set, but assert() is skipped
14:13<TrueBrain>yeah, and we fix that in stdafx.h nicely
14:14<TrueBrain>basically, release builds set NDEBUG, which means assert.h skips setting assert()
14:14<TrueBrain>we change that again when WITH_ASSERT it set
14:14<TrueBrain>but ... assert.h resets that again
14:14<TrueBrain>basically, after stdafx.h you are not allowed to include cassert anymore .. but fmt does :P
14:15<LordAro>can we do WITH_ASSERT/NDEBUG stuff 'better' ?
14:15<LordAro>such that this isn't an issue?
14:16<TrueBrain>not really
14:16<TrueBrain>assert.h assumes a binary world
14:16<TrueBrain>either you use NDEBUG
14:16<TrueBrain>or you do not
14:16<TrueBrain>CMake assumes a binary world
14:16<TrueBrain>Debug is without NDEBUG
14:16<TrueBrain>Release is with
14:17<TrueBrain>and we .. want an in-between :P
14:18<TrueBrain>normally ofc this is not a problem at all .. unless we use 3rdparty libraries that run a shitton of includes themselves :D
14:18<@Rubidium>I'm a bit torn between adding it to stdafx and removing the cassert from 3rdparty/fmt
14:18<TrueBrain>we also modified squirrel heavily
14:18<@Rubidium>stdafx is used by about double the amount as debug.h
14:19<TrueBrain>but it makes updating more difficult
14:19<andythenorth>river building in normal game mode...when? :)
14:19<andythenorth>canals so ugly
14:20<@Rubidium>it's 489 "files" vs 235 "files", but yeah that's why I'm a bit torn about it
14:20<TrueBrain>andythenorth: REALISM!
14:21<andythenorth>eye candy
14:24<frosch123>pff. assert.h goes to great extend that include guards should not work in any case
14:25<TrueBrain>it made me laugh
14:27<frosch123>i vote for "remove cassert from 3rdparty"
14:27<frosch123>i tried "#define cassert cstdint", but apparently macros do not work inside #include :p
14:28<TrueBrain>I was wondering if you could keep the define in a temp
14:28<TrueBrain>include fmt
14:28<TrueBrain>and set the define back
14:28<TrueBrain>but .. that might be tricky :P
14:29<@Rubidium>I'd go with the removal from 3rdparty too, but not only removing but rather adding a comment at that location so when/if a new version is pasted over it is not just adding "cassert" but also removing the "do not add cassert as it breaks things" comment, so it should be easier to spot during a potential update
14:36<@peter1138>Yeah, removing the include works.
14:37<@Rubidium>anyone working on a PR for that?
14:37<TrueBrain>all yours
14:40<@Rubidium>LordAro: 235 files are recompiled when changing debug.h, 489 when changing stdafx.h
14:40<@Rubidium>oops... scrolled back and replied to something I thought was new ;)
14:41<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 opened pull request #9370: Fix a99ac62: fmt's include of cassert breaks our assert logic
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14:55<@DorpsGek>[OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
14:55<@DorpsGek> - Update: Translations from eints (by translators)
15:01<@DorpsGek>[OpenTTD/OpenTTD] PeterN approved pull request #9370: Fix a99ac62: fmt's include of cassert breaks our assert logic
15:02<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 merged pull request #9370: Fix a99ac62: fmt's include of cassert breaks our assert logic
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15:02<@DorpsGek>[OpenTTD/OpenTTD] TrueBrain commented on pull request #9370: Fix a99ac62: fmt's include of cassert breaks our assert logic
15:02<TrueBrain>also put our IRC conversation in the ticket .. as this will hurt us sooner or later again :)
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15:07<TrueBrain>nicely spotted btw peter1138 :D
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16:02<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 opened pull request #9371: Assorted C-string -> std::string conversions in network
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16:07<NGC3982>i like this channel
16:07<NGC3982>i always have
16:08<TrueBrain>we like you too!
16:11<TrueBrain>not sure what prompted this message of love, but it is appreciated :D
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16:30<NGC3982>i have no idea
16:30<NGC3982>just thought about it
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17:24<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 opened pull request #9372: Fix: [Network] Determining GetNetworkRevisionString could overflow and underflow its buffer
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17:41<@DorpsGek>[OpenTTD/OpenTTD] rubidium42 updated pull request #9371: Assorted C-string -> std::string conversions in network
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20:44<@DorpsGek>[OpenTTD/OpenTTD] VacuumBreather commented on pull request #9043: Feature: ability to build overlapping bridges on different axes (WIP)
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---Logclosed Mon Jun 14 00:00:27 2021