Maintainer Meeting (03 Feb 2024)
Time: 03 Feb 2024 18:00 UTC
Attendees:
- DrSmugleaf
- ShadowCommander
- Lank
- Chief_Engineer
- Jezithyr
- faint
- EmoGarbage
- notafet
- Julian
- Ed
Singleton entities | metalgearsloth
- I’ve had to use these before so stuff serializes properly (e.g. arrivals map, centcomm map)
- Do we add engine support (atm I have been using AllEntityQuery<T> and returns but would be nice to reduce duplication)
- Sure WYCI
- Gamerules are doing something similar as well (e.g. making nukeops exclusive or whatever if it’s a nukeops round)
- Game rules shouldn’t all be singletons, but it’s fine if someone codes one that is.
Freezing pet clothing | metalgearsloth
- Copy-paste pngs and shift pixels everywhere
- Massive code debt
- Just use displacement maps dear god
- We freeze new sprites (gas tank sprites are still allowed)
Handling deleted entities on datafields for refs | metalgearsloth
- So for example device networks don’t cleanup data and have a bunch of invalid entity references which maploader prunes but this is mid
- There’s other instances of this too where you need to do bi-directional entity termination handling
- Do we just add some way to subscribe to a particular entity deleting as an easier way to handle this E.G
- Yes WYCI, but also when any disconnection not just deletion
-
EntityA references EntityB
-
EntityB has no practical reason to reference EntityA besides cleanup
-
EntityA subscribes to EntityB termination (like a dictionary or something) and cleans itself up, meaning you don’t need to add any extra handling on EntityB and the datafield stays clean
-
- This would also handle cases where it might be EntityA + EntityC + EntityD referencing EntityB and you don’t need to add some list to bloat out EntityB
- Alternative we just keep storing references in components ig
Design docs | Lank
- We allow docs that won’t be implemented by the author as long as either the design doc is good or someone else wants to implement it.
- If a design doc is left accepted but not implemented for a long time we can remove it later.
- This gives a list of things to implement for contributors and maintainers.
Current freezes
- Vehicles are restricted.
- New pet clothing is frozen (except for gas tanks).
Current admin issues
- Ahelp relay does not tell you whether the player has disconnected or not. [23716]
- Ahelp window should tp you to the last character if the player is disconnected [20189]
- Specific admin actions can only be performed on logged in players(e.g. Erase) [23796]
Early Access Roadmap
- nothing on this roadmap matters except early access trailer and admin issues.
- A trailer for Steam
- ask enrico about the trailer
- game admin items c#23985
- gamemodes/antags
- dynamic c#16548
- wizard (keron)
- Steam account linking
- 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
- Miros runs fine | 16/12/2023
- I am 5 parallel universes ahead of you
- We have a new Minecraft server it runs fine now (SS14 runs fine, really)
- Here lies Minecraft long live Satisfactory
- PJB is skiing
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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did you know only 6% of contribs join this meeting?According to YouTube’s statistics,
- Example: Communal lung bug.
=> till next time
like and subscribe
smash that button
PJB personal roadmap
- Audio rework DONE NO WAY
- Fix infra
- Watchdog rework: testmerges, better way to get traces from game servers
- Fix perf oh god
- PJB is reading about window scaling