Maintainer Meeting (21 Oct 2023)
Time: 21 Oct 2023 18:00 UTC
Attendees:
- DrSmugleaf
- EmoGarbage
- ElectroSR
- KeronSHB
- PJB
- Visne
- Jezithyr
- Chief_Engineer
- notafet
- TheQuietOne
- faint
Audioparams refactor | Sloth
- Take a component with a default variation for example, you can’t have any inheritors also use it so you have to manually set it every time which is a pita, or alternatively just do it in code and bulldoze the existing audioparams on the component.
- Ideally we’d be able to specify volume / pitch or whatever on the audio file but also have a global way of setting variation or the likes
- One possible solution is removing audioparams from soundspecifier and leaving volume / pitch on it maybe?
Cinematic trailer | Jezithyr
- Thread number one (#progress-report-writing): https://discord.com/channels/310555209753690112/1036668046623903815/1044457700026761216
- Thread number two (#maintainers-office): https://discord.com/channels/310555209753690112/1151546015330082867/1155994231417090069
- Thread number three (#contributors): https://discord.com/channels/310555209753690112/1164636218051543060/1164641450563227719
- Do we make a cinematic or gameplay trailer
- Gameplay trailer, cinematic trailer would be nice
- GitHub issue for trailers
- Have somewhere for people to submit replays and timestamps
UIControllers and UI reloading | Jezithyr
- UIController docs
- Right now UIControllers listen to an event on the system
- Full state reloading is a pain in the ass, slower and clunkier than just UI
- Do we move UI code to a separate assembly
- Yes eventually
- Try making them EntitySystems
Medical and surgery | Jezithyr
- Wounds, damage is taken by DamageableComponent and handled by other components.
- New items/chemicals for medical should be frozen (any new ones would be removed once the refactor is done, specially around bleeding).
Generic Entity<T> monologue | DrSmugleaf
if (!Resolve(uid, ref comp))
return;
Entity<BuckleComponent?, TransformComponent, PhysicsComponent?> ent;
var (uid, buckle, transform, physics) = ent;
if (!Resolve(ent, ref buckle, ref physics))
return;
Entity<BuckleComponent> ent1;
Entity<BuckleComponent?> ent2 = (ent1, ent1.Comp);
Entity relations | DrSmugleaf
- Some components have EntityUid fields that may hold deleted entities or entities without the required component anymore
- Entity relations or having a way to register these fields with a delegate would fix this
- How to handle dangling entity references held in components
- idk
Admin logs archival and current round replays | DrSmugleaf
- Make archival part of SS14.Admin
- Partition by date (for persistent forks otherwise we would do by round id)
- Sending replays through lidgren requires tcp window scaling
- Easy way is open a link on the browser and then open the replay on the launcher
UI styling tweaks | EmoGarbage
- Hud redesign
- Some things are ugly, don’t fit how the game looks
- Action bar being on the side is slightly annoying
- Having clothing right above the hands gets in the way of putting storage there
- The whole UI theme is very blue which doesn’t fit the theme of the resto f the game
- The font is very generic
- Just do it get an UI designer
Early Access Roadmap
- nothing on this roadmap matters except early access trailer.
- A trailer for Steam
- gamemodes/antags
- dynamic c#16548
- wizard
- The game runs like shit how do people play this
- “IDK but maybe when I fix the watchdog you can figure it out easier” | 09/09/2023
- “I only played VRChat since last time and VRChat runs like shit so I don’t know how people play this” | 23/09/2023
- “” | 21/10/2023
Crashes / Critical bugs: (when are we moving these to GitHub)
- Crashes the server reliably.
- Something that bricks your client often (needs a client restart).
- Example: Blackscreens the client until you reconnect.
- If something ruins the round and is disabled because of it.
- Example: Communal lung bug.
=> till next time
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- Example: Communal lung bug.
=> till next time
like and subscribe
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