Maintainer Meeting (25 June 2022)
Time: 25 June 2022 18:00 UTC
Attendees:
- DrSmugleaf
- PJB
- Wrexbe
- ElectroSR
- Vera
- metalgearsloth (just got nitro)
- Shadowcommander (late)
Making wide attack click-based was a mistake | Remie
- Discord message
- Too much friendly fire with Kudzu
- Kudzu needs to be fixed separately
- Most weapons shouldn’t have broad-angle wide attacks
- Spears should have spear-like attacks
- Make it toggleable to let the user decide?
- Need to pick a sane default
- Experiment with making it a hold attack, when you release left-mouse button
- Windup?
- Experiment with it too
Disbanding scheduled playtests for now | moony
- Discord message
- Letting in a select amount of users at a time
- High pop has design and game administration problems
- We set the cap to 65 recently (raised to 130 during playtests)
- Some SS13 servers have such high pop counts
- We need high pop maps for this
- They are important to get players invested and check out new things
- Turn them into proper feature tests?
- No because features will be broken and it will look bad
- Decision: Change playtests to be at the same time as progress reports
Tile damage kinds | moony
- Discord message
- RobustToolbox’s tiles are too limited and don’t have enough space
- Do we make a SS14-specific wrapper around tiles?
- Tile controllers?
- A separate system from normal ECS is not convenient
- Make them use normal components and ECS?
- We need to make our ECS not shit and implement transformless entities
ECS refactor | Jezithyr
- Two-layer ECS, archetypical for perf and sparse for entity glut, similar to the concept of worlds in some ECS
- In archetypical ECS, the problem is that adding more components to an entity at runtime is slow
- We do this sometimes
- Iterating and filtering entities is very fast
- With worlds we can have replays with their own world and entities
- Multithreading
- C# binds for FLECS exist
- Decision: Experiment with it
- Rewrite our own ECS with the important parts in C# instead?
- NIH my beloved
- Less performance overhead with marshalling
- More work to maintain
- Do we need to cut down on remo
- Flecs fixed my marriage
- Me irl
- Good for containers with child entities
- Is this the next engine rewrite
- Back to Godot
- Try to not cause an API breakage
- A - Vera
Right-click for both entity menu and verb menu on entities is unintuitive | mirrorcult
- Discord message
- It’s unintuitive because you have to right click twice
- There’s no indication it’s possible to open the verb menu
- How do we solve this
- Decision: Trigger on hover
- Properly handle moving diagonally onto submenu (don’t make the submenu close instantly on hover leave)
Expanding who can merge PRs | moony
- Discord message
- Junior maints / trusted reviewers?
- We need more people to get content PRs through
- Expanding triage perms?
- Need more people to review
- Decision: Make review guidelines
- Add big/breaking code changes to the codebase changes channel
Protect master branch | mirrorcult
- Discord message
- We are getting 500 PRs a month anyway help
- We need it to make downstreams have an easier time merging changes
- Prevents cringe pushes to master
- Too many commands to update the submodule
- Solution: make a script, you can make PRs from the CLI too
- Decision: protect master branch
Early Access Roadmap
- emergency shuttle | sloth
- auto shuttle movement
- gamemodes/antags
- dynamic | mirror
!!nuke ops | Paul- 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
- dynamic | mirror
- EL BODY SYSTEM | mirror
- some refactors were done by mirror, still some left
- surgery died in the war of 1992
- Mirror died in the war of 1993
- limb damage…..
- Salvage proc gen | moony
- Cargo Commander
- Coded on outer-rim, just needs porting to upstream
- moony’s entirely rewriting it anyways so don’t do that
- body system but again
- body system
- 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
- TILE MOVEMENT c#5551
- 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, DrSmugleaf
- we did it
- lost in the canadian wilds
- combat rework (needs to be bikeshedded)
- https://github.com/space-wizards/space-station-14/issues/3378
- ghostrole bans
- unify ghost roles prototype
- Admin traitor/role menu
- Assign people roles
- Objectives UI
- Job playtime requirements | Veritius
- Playtime tracking
- Per role playtime tracking
- experimental science
- artifacts??!?!?
- “Science is still a piece of shit” - Vera 28/05/2022
- action ui refactor, like ss13 maybe | Jezithyr
- stuck in canada
- any% maintainer | Jezithyr
- Stuck in canada
- soon tm
- Stuck in canada
- Prototype composition | Paul
- https://github.com/space-wizards/RobustToolbox/pull/2678
- https://github.com/space-wizards/space-station-14/pull/7403
- paul still not done with his thesis
- Server polls
- Round Statistics
- Log votes, which maps are played the most…
- State mandated Xonotic matches | PJB
- Please I have severe withdrawal symptoms
- Replaced by private SS14 playtests
- Man down
- The game runs like shit how do people play this
- still does | PJB 28/05/2022
- “how do people play this game” (high pitched scream) | PJB 28/05/2022
- Slightly better | PJB 11/06/2022
- It’s better but still not as good as I’d like it to be | PJB 25/06/2022
- still does | PJB 28/05/2022
Crashes / Critical bugs: (when are we moving these to GitHub) => till next time