Maintainer Meeting (02 April 2022)
===
Time: 02 April 2022 18:00 UTC
Attendees:
Smug
Silver
Shadow
Paul
moony
Jezithyr
ElectroSR
PJB
metalgearsloth
Not pushing to master to make it easier for downstreams | moony
- Using PRs it’s easier for downstreams to selectively pick what they want from upstream.
- This would mean making master (and stable if it happens) a protected branch so people can’t push to it.
- Gitflow Workflow
- We already don’t push features to master
- Should we push hotfixes/submodule updates to master?
- We can commit hotfixes to master
- I’m still PRing them
- Push submodule updates directly if we can fix bots
- We can commit hotfixes to master
- Current bots don’t handle direct commits well, someone needs to fix/create a new bot that does
Getting a CDN and setting up region serving | Silver
- Our resident Argentinian has been getting slow downloads.
- complaints from argentinian resident are through the roof
- silver spinning up free aws instances with s3 and cloudfront with na, sa and eu, maybe au
- we barely push 100gigs a month
- we can use the free plan
- if not, its not very expensive
- we barely push 100gigs a month
- apparently we cant use S3, builds arent cached (nono)
Migrating to a point-release model | moony
- To help avoid disrupting our active playerbase and help mitigate download times.
- Delta downloads when.
- Reconnecting automatically without going back to the launcher when.
- background download
- point release
- One update per day?
- Point release is the easiest to do fast
- Do it
- 10 am every day
- Delta downloads when PJB codes it
Document and improve content/engine publish workflows and the watchdog | moony
- Open-source content and engine publish workflows.
- Server hosting is painful at the moment, has undocumented error messages.
- The system to publish builds like the main servers isn’t public, you need to ask for the powershell scripts.
- Improve the docs and the tools god damn
- Specially the watchdog (proper error output)
Engine changelog | ike709
- Document engine changes so breaking changes are not a surprise.
- This has already been a problem multiple times for Opendream.
- also proper major/minor versions x.y -> major -> .z minor
- X Major Y Minor?
- GitHub action for changelog, similar to how content does it
- Show the changelog somewhere
Removing drag and drop interactions | moony
- Uncommon interaction and unintuitive for new players.
- We can assign a keybind instead, like alt+click currently
- How do we do it for dragging others into disposals for example
- We should write a design doc and decide how interactions work in general
Multi-Z | Vera
- How does one (sanely) do it
- what needs it
- movement
- atmos
- explosions
- rendering
- Special case maps
- needs more discussion.
Improving dev UX for mappers, maintaining maps | moony
- We need to maintain our soon to be 7 playable maps and other salvage maps.
- Onboarding new mappers to help maintain them
- Automated map maintenance?
- Migrations
- Renaming, replacing and removing
- With YAML
- Migrations
- Seeing pipes through walls / Being able to hide walls
- filter/toggle by walls/floors/doors/windows/wire/pipe/tubes etc.
- Being able to see the color of floors
- Area copy and paste with preview
- Picker copy and paste (middle click to copy what’s under your mouse)
- Improving mapping UI in general (spawn windows)
- Improving docking when mapping
- Teleporting to error messages
- Unreal engine retargets
- Placement ghost for salvage that shows where it will spawn, how big the maximum salvage size is
- To know if the salvage will spawn inside the map
Splitting UI code from simulation code, UI hot reloading and framework | Jezithyr
- Split UI code from simulation code
- Splitting into a separate assembly to be decided
- Apply this to rendering and user input as well.
- This can be done at the engine level without breaking downstreams (Opendream) while we transition SS14.
- Removing UI dependencies from sim makes it possible to run the game without an UI.
- It also makes it possible to develop UI without getting cancer.
- Hot reloading UI
- Yes when you code it
- Visual editor?
- No, visual preview yes
- Using a established UI framework?
Early Access Roadmap
- emergency shuttle
- auto shuttle movement
- gamemodes/antags
- dynamic | mirror
- nuke ops
- the nuke is done
- does not work outside dynamic
- lings?
- needs DNA
- blob | Remie
- cult?
- make it as good as vg for pjb
- revs
- we want a generic antag overlay system
- loyalty implant
- faction system
- nuke ops
- dynamic | mirror
- EL BODY SYSTEM | mirror
- some refactors were done by mirror, still some left
- surgery died in the war of 1992
- Salvage proc gen | moony
- Cargo Commander
- Coded on outer-rim, just needs porting to upstream
- Radiation refactor
- body system but again
- body system (get smug to code it)
- Grid splitting
- finish when sloth comes out as a furry
- Grid merging
- Diagonal tiles
- we have diagonal walls, tiles are harder
- ENGINE EDITOR | PJB
- could benefit from full state reload
- movement refactor
- Client side movement?
- a smidgen
- as a treat
- acruid pls com bak
- a smidgen
- Client side movement?
- Tutorial
- In game guides
- Yes
- Waiting on pretty labels
- books/ebooks in pda
- ebooks preloaded on pda for selected job
- when rich text gets merged
- ![](https://cdn.discordapp.com/emojis/933790288860815380.webp =40x)
- In game guides
- oldchat + ui refactor | Jezithyr
- we did it
- combat rework
- hard to hit someone
- wide attacks might be broken
- prediction issue
- ghostrole bans | ShadowCommander
- unify ghost roles prototype
- pulling refactor
- admin notes | DrSmugleaf
- Admin traitor/role menu
- Assign people roles
- Objectives UI
- Job playtime requirements
- Playtime tracking
- Per role playtime tracking
- experimental science
- artifacts??!?!?
- action ui refactor, like ss13 maybe | Jezithyr
- any% maintainer | Jezithyr
- change pvs to p/invoke zstd
- compression too slow
- we’re using (Q’s) C# library for zstd
- Prototype composition | Paul
- Server polls
- Round Statistics
- Log votes, which maps are played the most…
- suit storage
Crashes / Critical bugs: (when are we moving these to GitHub)
- Round restart fails sometimes (may be a physics issue) => till next time