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From YouTube: Agones Community Meeting 1.30.19
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A
Got
the
link
to
the
chat,
so
we
can
get
started
here.
I
see
Marcus,
changing
the
agenda
already
feel
free
to
utilize
the
chat,
the
working
doc
and,
of
course,
we're
still
a
small
group.
So
if
you
want
to
you,
know
unmute
and
ask
a
question,
please
do
by
way
of
intro
I
want
to
say
hi.
My
name
is
April
and
I'm.
The
community
manager
for
the
gun
is
project.
A
I'm
super
excited
that
we
are
getting
our
first
community
meeting
off
the
ground
and
up
and
running
if
you
have
not
participated
in
open
source
project
like
this
or
a
meeting
like
this
before
these
are
meant
for
you.
So
please
do
join
to
get
updates
on
the
project
to
ask
your
burning
questions
to
share
cool
stuff.
You've
been
working
on.
This
is
all
about
your
chance
to
connect
with
maintainer
x'
and
then
also
just
you
know,
get
those
general
project
updates.
The
working
doc
is
always
available.
A
We
keep
a
running
doc,
we'll
use
it
for
every
meeting.
So
if
you
have
something
you
want
to
talk
about
the
next
time,
please
just
jump
in
and
add
it
in
right
now.
We're
thinking
we
will
meet
monthly.
The
timing
will
change
that
up.
Since
time
zones
are
always
fun
to
navigate
with
and
we'll.
You
know,
tweak
things
to
get
the
the
right
time
for
as
many
people
as
possible,
we'll
always
record
the
calls,
so
you'll
always
be
able
to
catch
up
later.
A
If
you
are
unable
to
make
a
call
and
if
you
have
any
specific
questions
again,
third
in
the
working
doc
and
we'll
address
them,
and
you
can
always
catch
the
recording
later,
if
you
miss
it,
so
please
do
reach
out.
If
you
have
any
questions
about
anything
and
if
you
have
any
feedback
on
the
overall
format,
I
am
here,
I'm
happy
to
help
with
anything.
My
email
address
should
be
in
that
working
doc,
but
I'll
double
check
and
make
sure
that
it's
there
as
well
and
yeah.
A
This
is
again
your
meeting
very
excited
to
have
everybody
here
and
one
of
the
first
things
that
we
wanted
to
talk
about
was
just
the
overall
project
roadmap,
and
you
know
the
contributing
experience
so
I
know
mark
and
Cyril.
You
guys
have
been
kind
of
mixing
up
the
agenda,
so
it
looks
like
do.
I
still
have
the
right
version,
Mark's
gonna
go
first
or
we
change
that.
C
B
Like
that's,
that's
less
like
good
stuff.
I
would
happy
to
talk
about,
but
I'd
like
to
give
other
people
some
chances.
So
one
thing
I
wanted
to
bring
up
since
we
are
gathering
here
together,
is
sort
of
what
have
a
discussion
around
what
there's
at
one
point,
I
look
like
as
a
thing,
and
so
we
have
it.
We
have
a
target
and
we
can
aim
for
the
target
and
like
sort
of
build
against
that
and
set
some
priorities
that
way
ages
ago.
B
On
slack
the
way
I
set
it
up
is
basically
saying
whatever's
in
the
current
release,
milestone,
which
I
can't
present,
it's
probably
easier,
is
what
I
was
like.
This
is
my
opinionated
opinion
on
what
at
one
point
I
would
be,
but
would
also
yeah.
That
was
weird
I
just
had
myself,
but
would
also
be
quite
happy
to
see
like
if
other
people
have
thoughts
and
that
so
we've
got
like
this
doesn't
mean
that,
like
other
stuff,
we're
necessarily
go
in.
Probably
the
big.
B
The
big
features
that
we've
got
so
far
are
like
the
C++
SDK
needs
to
be
done,
load
testing,
which
I
think
is
going
to
be
a
big
job.
Just
getting
performance
happening,
we've
yarc
who's
on
the
calls
been
doing
a
lot
of
work
on
that
and
seeing
some
big
improvements
and
also
finding
some
pretty
decent
bottlenecks.
So
that's
good!
B
That's
a
nice
to
have
fellow
collide
peacefully
cool
stuff
unity
and
unreal
I.
Think
kind
of
a
given
41.0
arose
from
working
on
statistic,
collection,
display
and
some
documentation
stuff,
but
I
so
I
think
almost
feature-wise
in
some
ways.
I
feel
like
we're
close
to
one
point
out,
but
I
would
also
love
to
hear
opinions
from
other
people
about
things
that
they're
like
no
there's
absolutely
no
way
that
we
can.
You
know
like
release.
This
is
a
1.0
if
it
doesn't
have
X
feature.
B
I've
got
thoughts
as
well
on
what
like
I
think
we
can
do
like
one
point,
like
one
point,
one
and
one
point
like
one
point
to,
but
just
like,
having
a
having
a
good
milestone
where
we're
like
this
is
good
and
production
ready
and
you
can
run
games
on
it.
I
think
this
probably
gives
us
a
pretty
decent
bare
minimum.
So
I
would
love
to
hear
thoughts
and
feelings.
D
B
B
So
that
stuff,
that's
still
open.
Where
are
we
somewhere
in
here?
We
actually
have
a
lot
of
stuff,
a
location
there.
We
go
game
server,
allocation
implementation,
so
that's
already
there
and
it's
done
so
that
the
plan
there
is
one
that
goes
into
effect.
Fleet
allocation
will
become
deprecated
and
we'll
move.
It
and
I
think
it's
zero
point.
Ten,
so
we'll
give
it
two
releases.
So
that's
there
I,
don't
know
if
we
want
so
another
interesting
question
that
I
have
from
this
as
well
is.
B
Is
this
an
OK
way
of
managing
openly
like
what
at
one
point
it
looks
like?
Do
we
want,
like
a
top
level,
one
point,
our
ticket,
that
we
can
kind
of
comment
on
and
and
provide
feedback
on?
What's
the
people
have
thoughts
on
that
to
working?
This
is
just
an
easy
way
of
doing
it.
Sort
of
from
my
my
vision.
B
A
C
A
C
E
C
C
B
I,
don't
think
there
is
one
yeah.
You
know
you're,
definitely
not
the
first
person
to
ask
for
that,
and
there's
probably
also
actually
something.
We
probably
should
talk
about
at
some
point
and
I
mean
you
write
a
ticket
for
it
is.
We
should
be
very
particular
about
like
if
we
are
bringing
in
an
SDK,
it's
an
SDK,
that
we
want
to
support
and
have
it
be
there
for
a
long
time
and
have
a
differentiation
between
SDKs.
B
We
support
and
SDKs
that
we
can
have
the
community
support
like,
for
example,
I
think:
what's
happened
with
the
rust
SDK,
which
I
don't
think
anyone's
actually
using,
like
that's
just
kind
of
fallen
by
the
wayside,
and
we
should
probably
dump
it
actually
I
think
there's
no
guarantee
it
works.
So
just
just
something
we
should
consider,
but
I
think
there's
enough
ask
for
a
node
client
that
that's
probably
something
we
could
definitely
sort
of
support.
A
B
C
A
C
And
then
there's
some
stuff
I
mention
about
monitoring,
but
I,
think
yeah
I
noticed
in
milestone.
8
there's
already
some
really
good
cool
monitoring,
stuff
I've
not
seen
it
yet
in
action,
but
then
looking
forward
to
that
and
then
one
thing
I
don't
know,
if
is
specific
to
us,
but
you
really
useful
to
measure
concurrent
users.
So
I
don't
know
if
that's
something
worth
thinking
about
or
is
that
more
on
their
kind
of
user
side
rather
than
me,
it
might
be
slow.
So.
D
So
the
question
is
how
we're
going
to
provide
concurrent
user
just.
D
We
could
yeah
I,
don't
know
the
type
of
game
you're
running
frankly,
but
so
far
what
we,
what
we
have
is
more
in
terms
of
a
minigame
server
you
have
and
and
the
rate
of
the
stage
change.
So
that's
very
nice
for
being
able
to
see
the
you
know
how
your
cursor
is
walking
and
ambling
the
load,
but
for
the
Siskiyou
so
far
we
don't
really
have
anything
related
to
player
in
the
SDK
or
so
you
know,
there's
no
like
agonised,
doesn't
know
anything
about
clay.
D
B
I'll
ask
the
question:
cuz
I've
actually
been
wondering
like
we
were
talking
about
metrics
and
also
thinking
about
1.0
I.
Think
there's
opportunity
for
us
to
create,
like
in
in
server
metrics,
that
we
could.
We
could
expose
what
I
don't
know
whether
we
want
to
do
that
for
like
1.0,
or
we
want
to
push
that
I'm
thinking.
We
push
that
out
to
past
1.0
is
sort
of
what
I'm
thinking.
How
do
you
feel.
G
C
D
D
B
I
think
cuz
I
think
there's
stuff.
We
could
do
like,
especially
like
frame
count
and
like
being
able
to
graph
that
hit
like
just
standard
stuff
that
everyone
needs
I,
just
I,
just
think
it
gets
complicated
and
I
don't
want
to
push
things.
That's
my
thought
anyway.
I
don't
want
to
push
things
out,
but
we
should.
B
D
I
think
the
the
my
plan
was
to
finish
that
one
and
finish
means
I
want
to
have
games,
have
a
location
because
I
we
don't
have
that.
Currently
it's
still
undefeated
occasion.
So
we
need
to
have
this
one
and
then
I
had
a
talk,
and
we
were
thinking
that
it
would
be
nice
for
also
some
node
information.
Actually
we
don't
have
so
say
the
average.
D
Maybe
games
have
a
pair
node
and
the
amount
of
note
that
you
currently
have
so
that's
something
I'm
gonna
be
working
in
the
current
release
and
then
once
we
have
those
two
in
plus
the
stack
driver
which
is
already
walking,
then
I
think
we
can
close
the
metrics
unless
someone
has
a
request
in
between,
but
I
think
for
the
matrix
of
the
diagonals.
But
that
should
be
it
and
then,
after
definitively
I
will
open
another
ticket
to
talk
about
game
server.
Metric.
D
And
student
I
can
send
you
the
link
about
the
documentation
that
I
explain
all
the
metrics
that
are
available
later,
there's
a
lot
of
them.
Not
all
of
them
are
really
useful
for
a
user
point
of
view,
but
there
is
already
like
almost
every
resources,
as
is
you
know,
on
the
counter
or
Instagram.
So
you
can.
You
can
already
see
them
so
some
some
nice
stuff
that
I
will
send
you
the
link.
Thank
you.
B
So
the
way,
probably,
if
you
have
a
look
at
one
of
the
preview
websites,
you'll
see
it
in
there,
the
old
stuff,
the
the
fleet
allocation
stuff
has
deprecated
markers
on
it
and
it'll
also
come
up
in
the
in
the
changelog
as
well.
We're
gonna
give
it
a
couple
of
versions
before
before
getting
rid
of
it
entirely
and.
B
So
that's
that
too,
but
if
you,
if
you
see
other
ways
that
we
can
definitely
if
you
know,
you're
unhappy
with
how
the
deprecation
stuff
comes
through
or
that
we
usually
have
a
breaking
change
section.
You
know
changelog.
That
shows
that
so,
hopefully,
that's
that's
good
I,
try
and
I'm
gonna
try
and
put
it
in
the
watchman
call
it.
The
literally
I
copy
paste
the
features
and
breaking
changes
out
of
the
changelog
and
put
it
in
the
release.
B
B
A
Yeah
I
would
say
maybe
yargh
if
you
can
put
your
email
address,
if
willing
in
the
working
doc
I,
don't
direct
folks
to
reach
out
directly
if
they
want
to
do
a
1:1
I.
Imagine
you
know
if
nothing
else,
maybe
it's
something
that
folks
haven't
really
thought
through
yet
either.
So
just
maybe
need
some
time
to
kind
of
think
through
and
that's
all
kind
of
a
good
tie
in,
for
you
know
as
part
of
the
overall
project
governance,
fire,
alarm,
yay.
B
C
H
H
D
B
Was
I
gonna?
Okay,
oh
I,
go
again
yeah.
B
Probably
actually
might
even
get
onto
that
this
week,
but
I'd
like
to
hear
if
there
are
any
particular
things
where
you're
like
this
was
a
stumbling
block.
This
is
something
we
could
document
better.
This
is
an
example
that
I'd
really
like
to
see
anything
along
those
sorta
lines.
I'd
love
to
hear
if
anyone
has
has
that
as
a
as
a
thought
putting
people
on
the
spot.
C
C
B
Operators,
an
interesting
one
if
there's
actually
a
self
problem
that
we
have
right
now,
is
that
how
you're
doing
it
now
you
just
tear
down
the
whole
cluster
and
start
a
new
one
think
so
yeah
yeah,
which
is
not
untold
unreasonable
but
yeah
I,
can
understand
there,
especially
right
now.
It's
something
I've
been
thinking
about
too,
as
as,
for
example,
I
wasn't
thinking
about.
B
Potentially
lowering
permissions
on
certain
are
back
things
if
we
can
and
then,
if
we
do,
that
that
could
potentially
break
stuff.
That's
already
running,
because
if
you
lower
the
are
back
permissions
and
you
have
side
cars
that
have
the
old
service
account,
then
how
do
you
manage
like
it
just
gets
really
messy.
B
D
Anything
else,
maybe
we
could
also
have
a
documentation
explaining.
How
can
you
roll
out
a
new
version
of
your
game
server,
saying
like
we
have
the
game,
server,
location,
everything
take
advantage
or
doing
a
whole
out
and
I
think
it
would
be
interesting
to
like
a
guide
explaining
how
we
can
take
advantage
of
these
resources
to
scale
up
and
scale
down
to
fits
yeah.
B
D
A
A
Exactly
I
was
just
gonna
say
for
some
of
these
issues
like
around
you
know,
testing
and
things
like
that.
That
would
be
a
good
working
group
for
us
to
spin
up
so,
as
folks
are
starting
to.
You
know,
think
about
features,
and
things
like
that
that
you
want
in
a
1.0.
If
you
think
it's
something
that
we
should
spin
up
a
little
working
groups,
you
dig
in
to
just
reach
out,
and
we
can
certainly
do
that.
A
Generally,
it's
just
a
smaller
meeting
with
people
that
are,
you
know
interested
in
working
on
a
certain
issue.
They
have
leads.
You
do
not
have
to
volunteer
to
be
a
lead
if
you
want
to
start
a
working
group,
but
we'll
find
one,
and
essentially
you
know
the
group's
usually
make
the
actual
decisions
so,
but
it's
just
a
way
to
focus
and
drill
down
on
certain
areas
of
the
project.
A
I
B
Want
to
take
a
moment
to
say:
congratulations
to
Eric.
He
is
the
first
person
who
has
gone
through
a
new
process
to
become
an
approver
on
the
project,
so
well
done.
I
just
wanted
to
actually
talk
about
it
for
one
sec.
Just
in
case
you
didn't
see
the
the
issues
go
through
or
anything
like
that.
If
you
want
to
become
basically,
we
have
here,
you
I
can
present
again
if
you're
interested
in
becoming
or
basically
had
approval.
Where
are
we
here?
We
go.
B
So
if
you
have
a
look
in
our
contributing
guide,
we
have
a
section
called
becoming
an
approver
under
ganas.
That's
we
have
a
very
and
the
seixas
to
a
community
membership
guide.
So
right
now
we
only
have
a
singular
role
within
the
project
which
is
and
approval
role.
Basically,
this
means
that
you
can
approve
things
as
they
come
through
it's
the
short
answer,
there's
a
few
requirements
in
that,
like
we
asked
free
here,
we
go
there's
a
whole
list
of
requirements
in
which
you
know.
B
We
expect
you
to
have
done
some
work
previously
and
you
need
sponsorship
from
two
approvers
from
different
companies,
and
then
you
can
set
up
some,
you
know
and
get
that
kind
of
stuff.
But
if
that's
something
you're
looking
at
doing
and
you're
quite
happy
with
the
responsibilities
and
privileges.
That's
given
to
you.
Because
of
that,
that
is
something
that
the
people
can
do
so
just
making
sure
that
people
are
aware
that
that's
the
thing,
if
that's
something
that
they're
they're,
particularly
interested
in
being
involved
in
it,
doesn't
mean
that
you
get
to
yeah.
H
B
A
B
H
B
A
No
that's
a
good
point.
We
I
had
not
checked
into
all
the
github
firms
yet
and
made
sure
everybody
had
that
ability,
but
we
will
review
the
structure
and
then
set
that
up
because
you're
right
it
makes
things
a
ton
easier.
People
can
tag
their
own
issues.
Oh.
B
H
B
And
we
I
think
we'd
had
that
conversation
at
one
point
too
I
think
that's
a
that's
a
good
thought
as
well
with
some
limitations
there
we
it
would
be
nice
if,
on
certain
things,
if
you
don't
touch
certain
things
like
end-to-end
tests,
don't
run
or
you
like.
If
you
make
a
documentation
changed
and
if
it's
just
documentation
certain
tests
don't
run,
but
the
functionality
kind
of
isn't
there
right
now
so
I'm
I'm
worked
at
a
good
way
of
doing
that.
I
think.
B
That's
true
the
only
thing
I
downside
I,
like
I,
don't
like
about
that
is
I
love
the
fact
that
when
the
site
and
no
and
the
and
the
code
is
together,
you
have
to
write
the
documentation
when
you
write
the
code,
otherwise
the
incentive
to
write
the
documentation
after
you've
written
the
new
feature
is
kind
of
low
and
then
documentation
doesn't
get
written.
That's
that's
my
that's
that
that's
the
trade-off,
I
kind
of
see
there
feels.
B
H
H
B
H
Yes,
we
saw
most
likes
when
we
tried,
like
increasing
the
number
of
workers
in
controllers
and
I've,
actually
uncovered
a
bunch
of
race
conditions
that
you
know
we're
quickly
fixed
and,
let's
hope
those
are
stable
now.
But
if
you
guys
are
seeing
some
instabilities.
Definitely
you
know
give
us
a
shout
and
work
on
our
issues
and
yeah.
B
E
Actually
about
to
do
that,
I
was
trying
to
debug
this
yesterday
and
a
like
one
of
the
problems.
I
was
having
person
was
I,
don't
know
how
to
debug
these
things
with
it
looks
like
there's
a
server.
That's
not
syncing
the
stuff,
but
I'll
follow
up
on
slack
on
that.
Okay,.
B
B
B
Cool,
so
we
still
have
25
minutes.
So
if
anyone
has
like
questions
thoughts,
feelings
anything,
they
want
to
talk
about
well,
yeah,
just
I
just
wanted
to
say
to
a
Jeremy.
D
That
maybe
you
can
run
the
end-to-end
test
on
your
machine
using
it
that
kind
of
mini
cube
or
your
own
cluster.
And
then,
if
you
don't
have
the
same,
you
know
issues
then
it's
Tiffany
to
be
initiated
into
and
test
yeah.
You
can
do
that.
I.
Think
it's
a
good
practice
anyway,
before
you're
submitting
appear
to
run
the
battery
of
end-to-end
test
locally
I
tend.
B
To
I
think
I
did
on
this
is
I
found.
I
can
run
the
Ackermann
individual
end-to-end
tests
in
my
IDE,
and
so
I
usually
don't
run
the
whole
things
because
they
take
a
while,
but
I'll
run
like
the
ones
that
I
know
irrelevant
to
what
it
is
that
I'm
doing,
and
so,
if
I
see
one
that's
particularly
flaky.
I'll
run
that
myself
locally
see.
If
that
one
works
against
it,
I
usually
run
that'll,
make
you
but
usually
work
straight
at
the
Box.
Actually,
you
did
magic,
zero,
I
think.
H
B
B
B
H
D
I
wanted
to
talk
about
that
end-to-end
test
because
I'm
lying.
If
at
some
point
we
want
to
the
for
the
auction.
If
someone
is,
you
know
things
that
the
direction
we
have,
maybe
it's
not
scaling
with
the
size
of
the
team.
Currently,
maybe
we
can
look
at
having
multiple
cluster.
That's
something
that
could
be
also
may
be
easy
to
as
a
quick
fix
or
just
look
for.
The
transition
to
manage
is
like
kind
of
basically.
B
B
The
other
option
that
I
was
thinking
as
well,
we
could
also
do
is
do
some
sort
of
bought
utility.
That's
as
like
won
some
things
approved.
It
just
manages
the
process
queue
somehow
and
just
feeds
them
in
another,
so
it
becomes
less
less
of
a
manual
thing
but
yeah
it
is.
It
is
sort
of
10
minutes
at
a
time.
I'd
be
I'd,
be
interested
to
see
how
long
it
takes
on
kind.
G
B
B
H
B
B
B
B
B
Tell
me
if
anyone
hates
it,
it
was
meant
to
have
both
the
cloud
build
view,
and
just
this
straight,
this
straight
log
file,
which
is
actually
public
available
in
the
link,
but
for
whatever
reason,
that's
not
showing
up
in
the
build
tools
because
I
don't
know,
I
write
bad
JavaScript
when
I
write
cloud
functions,
but
let
me
know
if
that's
particularly
onerous.
Basically,
the
short
answer
is:
if
you
join
a
con
is
discuss,
then
you
should
have
access
to
Club
builds.
B
How
does
a
github
token
Hasley
go
nice,
but
getting
up
token
in
it
should
sit
down
and
think
about
if
there's
a
good
way
of
making
that
more
open,
and
so
that
we
can
hope
like
work
on
that
too.
But.
B
If
you
go
to
PR
here,
we
go
here's
an
old
one,
yeah,
that's
that's!
That's
the
one
that
Jeremy
is
working
on
and
it
failed.
So
you
can,
you
can
see
there
should
be
two
links
there.
There's
actually
only
one
I
want
to
fix
that.
I
also
found
out
the
other
day
that
you
can
add
tags
to
cloud
build,
which
actually
is
the
way
that
you
determine
which
cloud
build
is
running
which
is
gonna,
make
my
life
easier.
B
B
B
A
We
were
allowed
back
in
so
the
fire
department
came,
they
looked
around.
Apparently
it's
fine,
they
didn't
bring
a
dog
which
was
disappointing,
but
we're
all
good,
apparently
real.
A
Well,
if
not,
then
we
will
meet
again
next
month.
If
you
have
thoughts
on
what's
like
if
this
time
worked
or
if
a
different
time
would
be
better,
please
do
share
it.
We
want
to
pick.
We
know
that
no
time
is
gonna
work
for
everybody,
but
we
can
find
what
works
for
the
most
people
so
and
then
I'll
send
out
a
message
to
the
mailing
list
when
the
recording
is
up,
so
you
can
share
that
with
anyone
that
may
have
missed
it
and
wants
to
catch
up
unless.
B
C
G
B
G
A
A
B
A
E
K
K
I'm
milker
I'm,
just
using
the
Urich's
Commission,
with
my
machine
I'm,
a
new
Google,
Earth
noogler,
so
I
joined
the
thing
about
few
weeks
back
and
I'm.
Just
coming
out
of
my
initial
training
and
mode
of
stuff,
I
really
could
reach
out
and
then
hopefully
start
early
next
week
to
look
into
some
of
the
issues.
I
already
got.
One
assignment
I
am
very
excited:
I'm,
looking
forward
to
barbecue
old
guys.
A
A
A
Yeah
along
those
lines,
if
you
are,
you
know,
working
on
stuff
and
you
want
a
demo
or
anything
by
all
means
feel
free
to
sign
up
for
a
future
meeting.
We'd
love
to
have
folks
demo
things
they're
working
on
whether
you're
a
maintainer
or
you're,
just
in
the
general
project
ecosystem.
We
always
love
to
see
how
folks
are
using
the
project
and
get
feedback,
and
things
like
that
so
always
feel
free
to
share
your
your
cool
stuff
with
everybody.
A
D
D
A
A
Awesome
all
right:
well,
thanks
everybody
for
joining
for
this
very
eventful
inaugural
meeting
of
the
ago
Nez
community.
Hopefully
future
meetings
are
less
disruptive.
I.
Think
thank
you
again
for
being
here
and
making
the
time
and
please
do
reach
out
with
any
questions
or
anything
you
need
between
now
and
the
next
meeting,
but
look
for
an
invite
for
a
meeting
towards
the
mid
end
of
February
thanks
again
for
joining,
and
we
will
hopefully
see
everyone
on
the
next
call
and
on
our
github
comments
and
issues
thanks.
Everyone
bye,
yeah,.