I can kinda see his point. Everyone knows the talent tree is coming so you might as well let some sweatys spend 10 hours out of their day looking for bugs instead of having the admin team do the bare minimum. Get it right before Poseidon leaves or it will never be fixed.
Sorry but denied. You must be a career cop to submit a prison redesign. Also this would be too much work for the devs unless you agree to put this prison behind tier 3 community goals payment wall, then it will be done.
In another post, we were talking about jail time not saving and this is what he had to say about the 2nd update btw -- not a key thing in this one but definitely a key factor for the next update:
Also from a quick look at the diff Azeh posted it looks like mainly code cleanup (a lot of bad formatting being fixed).
Edit 1: It also looks like he added timers for a few things to give it some time to load which is mainly where we are probably seeing better FPS instead of loading things all at once.
Edit 2: Also I saw a few things change from execVM to spawn functions. I'm unsure of this but I would think execVM would take up more memory compared to spawn... So another client memory possible fix which would add more FPS.
Edit 3 (final edit): It looks like the last difference I can really find is, he renamed/moved some files (cleaning up the code base) for example:
Chair/sitdown.sqf → core/functions/fn_sitDown.sqf
He moved Chair/sitdown.sqf script to the core/functions directory (easier to find the core functions) and then once in the functions directory I am guessing there is something in SQF or something they made to load functions globally or he included the directory somewhere so he could call the sit down script as a function instead of an execVM call. This has to do with my 2nd edit of him changing execVM's to spawn functions, He more than likely has to move that script to the functions directory so he can call it with spawn instead of execVM and calling a function is faster and less RAM then opening/parsing a script (AKA optimization)
Explanation of execVM vs Spawn functions:
The reason is I believe execVM probably does what it says executes a Virtual Machine, and if anyone knows anything about VM's they eat RAM hence it slows down the server if too much RAM is used. Most of you have probably built a PC before and probably don't care too much about RAM but its a big thing for hosting. There is always a bunch of stuff going on in a temporary situation where you only need to store it temporarily and move on. For example, your player in the game is not static (not the same all the time) its dynamic (that means it changes). This is one way RAM can be used but typically in my line of work we could be going through a calculation where you are trying to count something up so first you do 100 + 100 = 200 -- well you have to store 200 somewhere so you store it in a variable named $number, well $number has to be held in RAM because sooner or later the script exits and that $number variable needs to be destroyed from RAM because its no longer relevant, by using execVM you use that RAM by using the VM, by using spawn you call a function already included in the file you have open which will still use RAM when executing the function but WAY less.
The only file I did not code review was the mission.sqm and that's mainly cause that thing must be huge and doesn't want to load... But that's my break down from an outside developers point of view at least, I tried to simplify it as simple as possible for you guys.
PS. I don't do any programming in SQF or know much about the language or who @Poseidon is but he's doing a good job and definitely knows what he is doing you can tell just by the quality of the diff Azeh provided (Thanks btw for that Azeh).
Its good to be able to admit you can't do something and hire somebody that can do it and allow them to help you. People in the community have been finding developers to help and none of the help was ever taken, until now. Good stuff @bamf, excited to see how this plays out.