Maintainer Meeting (03 Feb 2024)


Any decisions taken in these notes may no longer be applicable.

Time: 03 Feb 2024 18:00 UTC


  • 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
  • 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 like and subscribe smash that button did you know only 6% of contribs join this meeting? According to YouTube’s statistics,

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