#plugins-dev-chat

1 messages ยท Page 104 of 1

upper vapor
#

my guess is that the seedmessage isn't sent somehow

unique crane
#

Yeah you are getting shot

celest thorn
celest thorn
upper vapor
#

wait nvm im stuppid

#

it literally says SEED -1

celest thorn
#

yea lol

#

try to block the message

#

so no message means no

#

map

#

๐Ÿง 

upper vapor
#

okay wtf

#

now there's no map

#

i jsu trestarted the server

#

oh right cuz uh

#

i rolled back the changes

upper vapor
celest thorn
#

what are you doing?

upper vapor
#

i am beyond confused

#

sometimes there is a map, sometimes there isn't

#

i guess it's some waypoint ID bullshit

celest thorn
upper vapor
#

just gonna revert to doors Heartbreaking

celest thorn
#

Doors always win

celest thorn
#

bruh someone fucked up on the wiki

#

shelves aren't structures

unique crane
#

Mmmmmmmm

soft turtle
#

In which case SpeakerToy.IsPlayed switches to False?
My sound has already ended, but IsPlayed is still True

soft turtle
hearty shard
upper vapor
hearty shard
#

then

#

pr it to be better

upper vapor
#

just extract method some shit

spare zodiac
#

can I make pickup be invisible, but still have interactable?

slender lynx
#

@celest thorn are u team camerahead or team skibidi toilet

celest thorn
#

maro are you ok?

slender lynx
#

nope

spare zodiac
slender lynx
#

i am VERY hungover

celest thorn
slender lynx
#

๐Ÿชค

slender lynx
celest thorn
spare zodiac
#

that is true zer0

slender lynx
#

this is an important question

celest thorn
#

skibidi toilet where with Gman And Killed Gordon

slender lynx
#

and this will determine the next tournament

#

ok

#

i see

celest thorn
#

GOrdon is my god

#

so

#

Fuck skibidi toilet

#

embrace the camera head

upper vapor
spare zodiac
upper vapor
#

Exactly

spare zodiac
#

but like I want to put schematic over pickup, but like how do I manage to manage to make schematic same fall as like the pickup itself?

upper vapor
#

Rigidbody

#

Or, don't spawn the pickup, make the schematic follow it every frame

#

I changed a custom item to be parented to the pickup but it disappeared skullbutreal

upper vapor
#

Probably cuz I'm dumb, I'll take a look later

unique crane
#

Yes

#

Its pretty peak

unique crane
#

Forgot to remove colliders

#

from the primitive objects

#

XD

upper vapor
#

No

unique crane
#

I did that too and it just

#

Went away

#

to the abyss

upper vapor
#

The issue is that the schematic is completely invisible

unique crane
#

Oh

#

Position at 0,0,0?

upper vapor
#

It's parented to the pickup now but I can't see it
Local pos 0 0 0

unique crane
#

Weird

#

What pickup it is

upper vapor
#

SetParent(pickup.transform, false)

upper vapor
#

Before I just followed the pickup by setting the position in the transform

unique crane
#

What I did is added component to the pickup
Spawned the sloc thingy on Start()
Set the transform right after

upper vapor
#

That's pretty much what I do
Kinda

#

I spawn the sloc object at 0,0,0
Add the component to the pikcup
In Awake, I call SetParent(transform, false)

#

Oh I think I know

#

I didn't set scale to 1

#

Xddd

unique crane
#

happens

upper vapor
#

NEVERMIND

#

I did set the scale

#

I'll see when I get home

celest thorn
#

hmmm

#

should i be really scared tho?

unique crane
#

Boo

hearty shard
#

david = SCARY!

celest thorn
#

thats scary

#

more than the 10 Danger

unique crane
celest thorn
#

like is that BAD

unique crane
#

Well depends what it does

#

if you sort 1000000000 items then yea that seems right

celest thorn
#

you can see the names

#

One is for UI

#

which is debug

unique crane
#

Uhhhhhhhhh

celest thorn
#

and normally disabled

#

and second one updates all cosmetics

#

(which is moving hats and calculating trails)

unique crane
#

14ms ๐Ÿ’€

celest thorn
#

tho

#

from last time i did the report

#

min is 0.001 and max is 0.068ms

unique crane
#

Is it debug or release compile

celest thorn
#

i think its release

#

tho

unique crane
#

Small optimalization wouldnt hurt

celest thorn
#

the problem is where do i optimize

#

i already tried alot

unique crane
#

And what do you do

hearty shard
#

david make sl into UE5 pls

unique crane
#

in there

celest thorn
#

Its a class i call for updating ALL cosmetics

unique crane
celest thorn
#

which is moving gameobjects

#

calculating trails

hearty shard
celest thorn
#

and then spawning primitives for it

#

and checking SSSS

#

settings for them

unique crane
#

not worth it

unique crane
celest thorn
#

but as of rn i don't have cosmetics

#

atleast

#

like idk if i should be worried or not

celest thorn
unique crane
#

wtf

celest thorn
#

lol

unique crane
#

What are you doing in that method

celest thorn
#

let me get it

#
        private string RainbowText(string input)
        {
            var sb = new StringBuilder();
            int length = input.Length;

            for (int i = 0; i < length; i++)
            {
                float hue = (Time.time * 0.2f + (float)i / length) % 1f;
                Color col = Color.HSVToRGB(hue, 1f, 1f);
                string hex = ColorUtility.ToHtmlStringRGB(col);
                sb.Append($"<color=#{hex}>{input[i]}</color>");
            }

            return sb.ToString();
        }
upper vapor
#

StringBuilderPool:

unique crane
#

New stringbuilder each time

#

๐Ÿ˜ญ

celest thorn
#

Wait

upper vapor
upper vapor
#

You referenced mscorlib without setting that?

#

If yes then set it

celest thorn
#

i did it

#

but

#

nothing

upper vapor
#

Show full csproj

#

Also you need to reference System.Data

celest thorn
upper vapor
upper vapor
celest thorn
#

its already small

upper vapor
# celest thorn

make sure you have mscorlib, System, System.Core and System.Data

warped prairie
#

Lmao

celest thorn
#

Gordon freeman died

#

FUCK the skibidi toilet creator

#

Gordon NEVER DIES

#

and the gman appears sometimes

#

with barney too

#

like wtf

restive turret
#

can we not talk about that

warped prairie
#

Slej is gonna end it all if you keep it up

upper vapor
celest thorn
#

When should i use string builders pools?

unique crane
#

And you need string builder for it

#

As you still allocating the inner array

#

for it

south socket
#

are the scp 079 proximity voice effects clientsided & not removeable?

unique crane
#

Yea

#

You can get around by catching the outgoing voice messages and playing them on a speaker toy instead

icy knoll
#

i wish there was a way to do the voice effects on the server tho

#

like for radio

upper vapor
#

There is

#

You just have to waste resources

icy knoll
#

yippie

unique crane
#

10/10 devs would reccomend

icy knoll
#

im becoming more and more like ax daily with optimisation stuff ๐Ÿ˜ญ

celest thorn
# unique crane 10/10 devs would reccomend
        private string RainbowText(string input)
        {
            var sb = StringBuilderPool.Shared.Rent();
            int length = input.Length;

            for (int i = 0; i < length; i++)
            {
                float hue = (Time.time * 0.2f + (float)i / length) % 1f;
                Color col = Color.HSVToRGB(hue, 1f, 1f);
                string hex = ColorUtility.ToHtmlStringRGB(col);
                sb.Append($"<color=#{hex}>{input[i]}</color>");
            }

            return sb.ToString();
        }

In a method like this how tf you return for example

unique crane
#

We will all be like Ax one day

celest thorn
unique crane
#

nano optimalizations

icy knoll
unique crane
#

StringBuilderPool.Shared.ToStringReturn(sb);

celest thorn
#

Oh that one returns the string

#

my bad

unique crane
#

or honestly dont use sb pool at all

celest thorn
#

im stupid ;(

unique crane
#

Just make one static SB

#

for all the trials

#

and clear it each time

celest thorn
#

I do that

icy knoll
#

what happens if it's called at the same time >:3

unique crane
#

No you dont

unique crane
celest thorn
#

please kill me

unique crane
#

Sure

celest thorn
#

atleast

#

hope so

icy knoll
obtuse spruce
#

Why when i spawn a Primitive or others AdminToys and pass the position and rotation and parent inside the Create method params, and i set it static. The primitive are not visible

#

i guess cuz NetworkPosition and others field is never instanced cuz i set it static too early

slate flume
#

You say you're passing position, rotation, and parent

#

If you set position to like (100f, 100f, 100f) that's going to be relative to the parent iirc

#

Also, why are you setting an object with a parent to be static?

#

If an object is static, you can't move it

#

So why parent it to another object?

obtuse spruce
#

Why adding an RPC when parent are changed if its not for permit make childs static and just let the parent not static ?

slate flume
#

But that's more of a point of just bad practice rather than incompatibility afaik

obtuse spruce
#

im not moving a static object ?

slate flume
#

You're moving a parent which moves the object

obtuse spruce
#

childs are statics. the parent are not

slate flume
#

Hence, moving a static object

#

The reason you make a static object is so you can optimize things by baking in like

#

Lighting calculations

#

And navmeshes

#

If you're still moving the object then you're defeating the point of making it static

obtuse spruce
#

In a unity context. Im talking in AdminToy context...

slate flume
#

Yeah, admintoys are unity objects ๐Ÿคฆ๐Ÿผโ€โ™‚๏ธ

#

IsStatic is used on the Unity Transform of the Admin Toys

obtuse spruce
#

But AdminToy static property are not the Unity static property Facepalm

slate flume
#

Yes

#

They are

obtuse spruce
#

Nope

#

That not because MER use it for compile. That SCPSL use it

slate flume
#

My point is why make something static if you're still moving it

#

I get you don't want it to move relative to the parent

#

But that doesn't mean you make it static

#

Just

#

Don't move it?

#

I'm telling you that making it static has no purpose, and is possibly causing the issues your experiencing

obtuse spruce
#

Did you read what im writing ? im making the childs static but the parent (also a admintoy too) not static. Did you know what adminToy static property do on the serverSide ?

slate flume
#

Why are you setting it if you don't know what it does

slate flume
#

So what does it do

obtuse spruce
#

It avoid to update every frame : NetworkPosition, NetworkRotation, NetworkScale PH_shrug

slate flume
#

Network Position is local position

#

That's why you're having issues

obtuse spruce
#

That why im setting it static ??

slate flume
obtuse spruce
#

if my localPosition was no longer updated cause im updating only the parent. i didnt have any issues

slate flume
#

Okay so tell me this

#

You're having issues spawning the primitive

#

Do those issues go away when you remove IsStatic?

obtuse spruce
#

I need to set it static after NetworkPosition, NetworkRotation, NetworkScale initialize one time i guess

#

Static work but after setting by myself Network transform infos

obtuse spruce
#

im gonna show you what cause issue

slate flume
#

My whole point here is that you set IsStatic and it is causing you issues

rain isle
slate flume
#

That's what I've been trying to say

obtuse spruce
#

i got the issue too why MER for no reason. So i need to delay it

slate flume
#

So Timing.CallDelayed(Timing.WaitForOneFrame, () => toy.IsStatic = true)

#

Or you could do what I've been trying to say and not worry about setting it static

obtuse spruce
#

Yup that what i do for fix at the moment but it would be cool if NetworkTransform infos are set in the Awake method i guess it can fix

slate flume
#

I mean I just don't get why you'd set IsStatic

#

Are you intentionally trying to change it's local position and you want that code to fail?

#

Otherwise it has no difference than just keeping IsStatic false

#

I'm moreso shocked they changed the IsStatic to handle server updates rather than do the unityengine transform that feels entirely counterintuitive

obtuse spruce
#

Cuz each primitives add an overhead so if i can reduce it by setting something that help

slate flume
#

You'll have to like toy.Base.Transform.IsStatic to actually get the unity optimizations

obtuse spruce
slate flume
obtuse spruce
#

800

slate flume
#

Fair enough ig

obtuse spruce
#

each is important. 1 or 200 primitives if i can make it static i make it

slate flume
#

I entirely thought the IsStatic on the Admin Toys affected the UnityEngine transform I can't lie

#

I have to change my code now

obtuse spruce
#

That not 10 primitives that gonna kill my server but you know each optimizations is important

slate flume
#

I wish that was like

#

Documented

obtuse spruce
#

Base.enabled are better iirc

#

no Update called each tick

slate flume
#

I'm just pissed that they recycled the IsStatic name from the UnityEngine transforms

#

I was setting the static property on my primitives thinking it would work on the transform

#

Apparently not

obtuse spruce
#

btw isStatic from unity seem useless on an headless server

slate flume
#

Why's that?

#

I know little about Unity outside of bits here and there

obtuse spruce
#

No graphic render, no lightmap, no batching, no occlusion

slate flume
#

I would think it would help the client though, no?

obtuse spruce
#

isStatic are not Networked so the client never make the operation

slate flume
#

Oh for real?

#

Damn

obtuse spruce
#

yup

slate flume
#

Why is nothing networked

obtuse spruce
#

cuz NW didnt think about it and if the Server move the AdminToy baked. It just gonna make the client lag cuz need to bake everythings

slate flume
#

That's so dumb

#

I really need to stop expecting NW code to make sense

obtuse spruce
#

and that useful on the scene compilation

#

isStatic is useless after scene compilation

slate flume
#

Like my entire argument before was based on assuming the IsStatic property is the same as in Unity

obtuse spruce
#

Lmao

slate flume
#

I'm gonna crash out

#

Crazy that the optimizations I thought I had just don't work

obtuse spruce
#

NetworkIsStatic is for something but not for this

slate flume
#

I apologize if I came off harsh earlier

#

My bad

obtuse spruce
#

dont worry

worthy rune
#

can i see the code

obtuse spruce
worthy rune
#

btw from my own testing, static(the admin toy one) makes a huge difference for fps on the client. thats not really because static is anything special, its mostly because admintoys are really unoptimized by default

obtuse spruce
#

iirc now AdminToy use GPU Instancing

worthy rune
#

i dont think its set up properly to actually use it, and in theory if it was set up properly it would destroy fps

worthy rune
#

iirc instancing only works well when the mesh used has a high enough vertex count

#

unity recommends atleast 256

obtuse spruce
#

on the material the gpu instancing i guess

slate flume
#

We should rewrite SL in Unreal Engine

worthy rune
#

not sure what gpu instancing a material does i never heard of it

grand flower
slate flume
glad pagoda
#

which are very slow

obtuse spruce
slate flume
grand flower
#

I like C++

slate flume
grand flower
#

I do prefer C# for like, how much easier it is, but I love C++ too

warped prairie
#

i worked in c++ and C# before and C# i found much better

grand flower
#

and well it pays the bills

obtuse spruce
#

not gpu

slate flume
#

Things like C and C++ just feel so much worse to use

#

Too low-level imo

warped prairie
#

mainly because malloc killed me having to assign for literally everything peroperly

grand flower
#

You don't have to do it in Unreal

obtuse spruce
warped prairie
#

i hated doing malloc bc you dont fully know when you messed up /where

grand flower
#

It has its own garbage collection so you don't do memory allocation yourself 95% of the time

#

Unless you go into very low level stuff, make your own libs, fuck around with online services and all that

obtuse spruce
#

Just need to take care of GC pressure but not something hard

grand flower
#

I use both tbf, C# for when I'm working on backends and stuff, C++ for work

obtuse spruce
grand flower
obtuse spruce
#

real

grand flower
#

But I made Unreal my specialty because of the booming market for it and it paid off

obtuse spruce
#

but microsoft environment is so sweet bro

#

you need something ? Microsoft have a package

grand flower
#

mostly yeah

#

I just don't wanna deal with Unity

#

I specialize in multiplayer games and Unreal's networking stuff is awesome

obtuse spruce
#

Unity are pretty cool but have its limits

slate flume
#

It's in C#

#

It's made off of source engine

obtuse spruce
#

Actually im just waiting for CoreCLR cuz Mono didnt really help unity to grow

grand flower
glad pagoda
obtuse spruce
grand flower
#
  • the Unreal community is huge, you generally can chat with a few industry professionals when you have issues
#

makes it easy

slate flume
glad pagoda
#

cause they decided it's too soon to give users .net 8

slate flume
#

Too much?

glad pagoda
#

so they're staying on netstandard 2.1 still

grand flower
#

I mean Unreal's open source so

#

not like Epic Games is gonna implode all of a sudden, you can always stick to previous versions if they somehow do

#

The EULA makes that pretty clear since it's per version

slate flume
#

It's just that like Unreal is more demanding and is much more heavy

obtuse spruce
grand flower
#

By default, somewhat, but it's mostly on the developers

slate flume
#

For like large open-world games it's cool but that's not every game

grand flower
glad pagoda
#

so editor stays on mono

#

builds get coreclr

grand flower
#

Unity try not to shoot themselves in the foot challenge (impossible)

glad pagoda
#

but you stay on netstandard 2.1

grand flower
#

You can ignore that, that's just to show you can reduce the game size by a ton if you know what you're doing

obtuse spruce
slate flume
#

I'm not saying Unity is the best option but I will say Unreal isn't the best option for every game

glad pagoda
#

but

slate flume
#

It's large, great for larger games, and occasionally a smaller game maybe

glad pagoda
#

you won't be able to use the apis

slate flume
#

But there's better engines for smaller games

glad pagoda
#

cause it won't work in editor

grand flower
#

True, use the engine that best fits your project

obtuse spruce
glad pagoda
#

no

#

unity 7

slate flume
#

So true

#

I like Unreal but I also like other engines for different things

glad pagoda
#

which comes probably in like a year

obtuse spruce
#

Bump to a new unity version is an hard job for NW ?

glad pagoda
#

i assume they'll do .net 8 in like 5 years then

obtuse spruce
glad pagoda
#

funfact, a friend of mine managed to patch the SL server builds to run on .net 9 KEK

#

in a week

#

while unity isn't able to release it for years TrollDespair

obtuse spruce
#

lmao

#

how if unity didnt support it ?

glad pagoda
#

enough modding and you can get everything "working"

obtuse spruce
#

lmaooo

glad pagoda
#

he was still dealing with some GC crashes though

obtuse spruce
#

turn off the GC trollHD

glad pagoda
#

that's what he did KEK

obtuse spruce
#

broo SkullClownRainbow

glad pagoda
#

later he managed to get it working in some limited configuration

#

and with a custom GC

obtuse spruce
#

Bro coded its own GC SkullClownRainbow

glad pagoda
#

nah not his own actually

obtuse spruce
#

oh ok

glad pagoda
obtuse spruce
#

wow

celest thorn
cosmic echo
#

where is Player.IsDestroyed

restive turret
#

GameObject == null

cosmic echo
#

awesome, thanks cheering

restive turret
#

Yeah

#

Not gonna happen in a million years

upper vapor
obtuse spruce
upper vapor
upper vapor
upper vapor
restive turret
upper vapor
#

no

#

use ReferenceHub == null

restive turret
#

Just use this == null

upper vapor
upper vapor
cosmic echo
upper vapor
#

there's a PR to fix it

obtuse spruce
upper vapor
cosmic echo
#

peak

upper vapor
#

you can do if (ReferenceHub)

cosmic echo
#

oh yeah

upper vapor
#

because the wrapper doesn't set the network properties

#

so if you set them after spawning, it won't update (isStatic)

obtuse spruce
#

Well im gonna fix that and see if there any PR about that

upper vapor
#

i don't think so

#

also, the Position, Rotation and Scale propeties should also set the network properties, not just transform

#

i guess it doesn't really make a difference cuz transform updates are handled in LateUpdate

obtuse spruce
#

How the RPC work ? Like how it dรฉtect that I change the transform ?

#

That a Check ?

upper vapor
#

OnTransformParentChanged i think

obtuse spruce
#

It was an unity method ?

upper vapor
#

you shoulรฉdn't need to worry about that though

obtuse spruce
#

Okayy

worthy rune
#

not sure what the issue is, the server sets the network properties for pos/rot/scale in OnStartServer()

#

when i tested it, you could spawn with static as true and it would parent correctly

obtuse spruce
#

Weird

#

I need to test it but actually im gonna sleep Its 6am ๐Ÿ‘๏ธ๐Ÿ‘„๐Ÿ‘๏ธ

upper vapor
#

i love it when Rider randomly gives me the options to open year-old projects at the beginning of the taskbar list

worthy rune
#

and OnStartServer is called before the first serialization happens

upper vapor
#

yeah i didn't see that being overridden

upper vapor
#

okay that happens when i drop it, that's fair

#

yeah it works on Start

celest thorn
#

and gm

restive turret
celest thorn
celest thorn
royal mica
#

Do we have a Harmony patch for the item duplication until fix is released?

#

Or nobody has looked into it yet to patch it

upper vapor
#

The 914 thing?

celest thorn
#

duping on SL?

#

duper trooper but on SL

royal mica
#

if I see the code correctly, it just happens that the pickup is not deleted

#

or spawned in some branches for some reason

celest thorn
#

chat dead

#

please chat RISE again from the dead

spare zodiac
#

@upper vapor did you say try get component is not optimised at all?

#

what if I like "accidentally" do this every frame? trollface

unique crane
#

bruh

#

Well its your server

celest thorn
#

my new beloved project is meow debugger

#

i will expand it to even include ram debugging

upper vapor
spare zodiac
upper vapor
#

Exactly

upper vapor
#

Can we get dotCover and dotTrace for SL please

celest thorn
spare zodiac
#

cedmod the epic harmony crasher

upper vapor
spare zodiac
#

might do that

celest thorn
#

i took it a step further by even doing dependencies and it traces which methods call methods if found

#

so i know everything example

#

via a method on my plugin i know that Ruei takes like 20 seconds because i patched them both

#

and i know in this way the chain

#

and which calls is the heaviest in that method

spare zodiac
#

I would love to see which unoptimised mess I made in my plugin trollface

celest thorn
#

i didn't think it existed

#

and which made the server use less cpu

#

a bit more laggy in some ways at the boot

#

but boot is boot

spare zodiac
#

guys don't worry

#

check epic check

celest thorn
#

please

unique crane
celest thorn
#

give it to us

unique crane
#

cant

celest thorn
#

fuck the NDA

restive turret
#

Non-Deniable Application

celest thorn
#

we wanna see how shit the game runs

#

and how our plugins makes it run more shit

#

btw Github will train 100% their ai on our code

unique crane
#

Also

#

If your doing patches

#

transpliers

#

then they wont work on debug build remember

#

its different IL

celest thorn
#

;(((((((

#

Just do 2 builds

restive turret
upper vapor
upper vapor
celest thorn
#

btw in all of this

#

i must say the most optimized plugin in my server

#

is the one done by axwabo

upper vapor
celest thorn
#

not even in the top 20

#

of plugins that cause lag

icy knoll
#

ax loves to optimise so much that i now love to optimise ๐Ÿ˜ญ

celest thorn
#

Ruei is first now

icy knoll
#

even tho im not as good, yet...

celest thorn
upper vapor
upper vapor
#

now bring us spans

celest thorn
#

i just saw

#

YOUR API is not even patched lol

#

thats why

upper vapor
#

bruh

#

BRUH

icy knoll
upper vapor
#

you patched the plugin that loaded the deps

#

๐Ÿ˜ญ

#

i'm cooked

celest thorn
#

Check this out

#

The most optimized across all of this

#

is MeowMenuSystem

#

which is quite funny

restive turret
#

why you patched SLNA ?

#

what you patching there

celest thorn
#

and what makes lag

upper vapor
celest thorn
#

ig there's not much lag there

#

lol

upper vapor
#

xdddd

celest thorn
#

idk why it doesn't take your api

#

too optimized to patch

upper vapor
#

you should make the patcher load last

#

also, the dependencies are extracted from embedded resources so you don't see them in the dependencies folder

#

you gotta look through the AppDomain

#

-# try not to patch mscorlib toomuchtrolling

celest thorn
#

I check from the loader

upper vapor
#

what loader

celest thorn
#

labapi

restive turret
#

the dishwasher loader

celest thorn
#

when you unload them

#

they smell

#

so nice

upper vapor
#

through this?

celest thorn
upper vapor
#

imagine if i forgot to use that in my PR toomuchtrolling

#

ummmmm

upper vapor
upper vapor
upper vapor
#

then you won't have any of SecretLabNAudio's dependencies in that set

royal mica
#

All combiners here spawn a pickup in the OUTPUT location

#

Which then moved over by 914 as if it were in the INPUT

#
        private static IEnumerator<float> spawn914DupeItemPlatform() {
            yield return Timing.WaitForSeconds(1f);

            var outChamber = Scp914Controller.Singleton.OutputChamber.position;
            var move = Scp914Controller.MoveVector;
            var position = outChamber + move - new Vector3(0, 10, 0);

            var toy = PrimitiveObjectToy.Create(position, Quaternion.identity, new Vector3(10, .1f, 10));
            toy.Type = PrimitiveType.Cube;
            toy.Color = Color.green;
        }

lazy AF solution so it doesn't fall into heavy

upper vapor
#

Lmfao

royal mica
#

actually patching might be avail

royal mica
#

yes

#

you heard me correctly

restive turret
#

wdym yes

#

i dont see whats wrong or something

#

maybe the last function?

royal mica
#

no

#

that just destroys the original pickup that was used for upgrade

#

the problem is the AddResultToCombiner

#

which uses ServerCreatePickup

#

that uses NetworkSpawn: true

soft turtle
#

Why does the console break if I turn it up?

spare zodiac
soft turtle
upper vapor
#

It shits itself sometimes

#

Clear it

soft turtle
spare zodiac
#

yeah it's bullshit

upper vapor
soft turtle
upper vapor
upper vapor
#

Text-based remote admin

restive turret
#

Tortured Ballistic Related Actions

celest thorn
#

btw i have a solution for the lag of sl, nw hires axwabo

paper hazel
#

does anyone know whats the cause of the 914 duplication glitch? is it some plugin or just scp in general? Is there a known fix?

worthy rune
#

base game issue

celest thorn
#

wtf is happening

#

duper troopers clones on SL?

upper vapor
#

unity ๐Ÿ’ž

#

i don't even know what i did

sinful bronze
#

u open unity

#

first issue

celest thorn
unique crane
#

SL project shows that too when you launch it

#

Clear output window and continue whatever your doing

#

Unless it doesnt go away

#

in which case, restart it

upper vapor
soft turtle
upper vapor
#

disable midnight

royal mica
#

Items spawn right to the OUTPUT chamber

royal mica
#

or patch 914 controller and have pain mmLol

#

How tf are you supposed to have nested coroutines

upper vapor
royal mica
#

do you just iterate yield?

upper vapor
#

this is where JS shines

royal mica
#

oh

upper vapor
royal mica
#

javascript?!

upper vapor
#

foreach (var f in Inner())
yield return f;

#

how do you know if the inner coroutine wants to break out of the outer coroutine?

#

good luck

upper vapor
upper vapor
#

you can do yield* inner() which effectively does a for..of for you

#

AND

#

js iterators have return values

#

so you can do

#

const shouldContinue = yield* inner()

royal mica
#

lovely

upper vapor
#

just change

#

or

#

use awaitables

royal mica
#
public IEnumerator<float> update() {
  var enumer = doInnerUpdate();
  yield return enumer.Current;
  while (enumer.MoveNext()) {
    yield return enumer.Current;
  }
}

I think I spawned another cursed hellspawn

upper vapor
#

i mean it works

#

also you should not yield return current after calling the enumerator

#

plus, should be using var enumer

royal mica
#

Why using? hu

upper vapor
#

if you did foreach on an IEnumerable, you can make it simpler

royal mica
#

wait Is enumaretor disposable?

upper vapor
#

yea

royal mica
#

OH

upper vapor
#

doesn't really do much in this case but in most cases you should dispose of an IEnumerator

#

again, you can just make your inner coroutine an IEnumerable

royal mica
#

it is better to just always use using on IDisposable tbh

#

or not nest it at this point before I break something

upper vapor
#

but using doesn't need nesting

royal mica
#

turns out I do not even do any yields

upper vapor
royal mica
#

no i just do ReadAllTextAsync dogkek

upper vapor
#

IN SL?

royal mica
#

naah

#

I just use .Result

upper vapor
royal mica
#

without await

upper vapor
#

cedmod reference

#

zero

#

you know

royal mica
#

i learnt the hard way that 2 await in a function freezes the main thread KEKW

upper vapor
#

gotta love the UnitySynchronizationContext

celest thorn
upper vapor
celest thorn
#

bruh

#

UnitySynchronizationContext loves you

#

(more wants you dead)

royal mica
#

today we started receiving SIGSEGV and I dunno if it cause of the plugin oopsie

upper vapor
royal mica
upper vapor
#

bru

celest thorn
#

provided

royal mica
#

no i want my server to randomly die of my incompetency

upper vapor
royal mica
celest thorn
#

how do you think nw contacts centrals

royal mica
# upper vapor milyensรฉg?
[2025-08-25 13:09:54.193 +00:00] [STDOUT] Got a SIGSEGV while executing native code. This usually indicates
[2025-08-25 13:09:54.193 +00:00] [STDOUT] a fatal error in the mono runtime or one of the native libraries
[2025-08-25 13:09:54.193 +00:00] [STDOUT] used by your application.
royal mica
upper vapor
#

XDDD

royal mica
#

LMAO

upper vapor
celest thorn
#

HttpQuery check this

#

examples are Like ALL over the entire source code

#

so

upper vapor
#

source code? toomuchtrolling

celest thorn
royal mica
#

Wait is Overwatch speed counter on top right client sided?

upper vapor
#

yes

royal mica
#

aw dang it

#

now I have to find it in Refhub then

upper vapor
#

did you want to play doom on it?

celest thorn
upper vapor
celest thorn
#

i want to play doom everywhere

#

doom deserves to be run everywhere

upper vapor
#

IRL?

harsh thorn
#

but can it run crysis

royal mica
harsh thorn
#

pretty sure theres a GetVelocity helper on the hub

#

otherwise its in the fpcmotor

royal mica
#

it's a Vector3 ugh

upper vapor
#

.magnitude

#

or .MagnitudeIgnoreY()

royal mica
#

holy shit

#

thanks that, was easy

upper vapor
#

np

spare zodiac
#

was there anyone who figured out the navmesh problem of HCZ?

spare zodiac
celest thorn
#

to be able to do anything

#

too many corners

#

and stuff

#

the mesh is a disaster

spare zodiac
#

I see

#

well that's fucked up then

celest thorn
#

opse

#

they will never do it

spare zodiac
celest thorn
spare zodiac
#

yeah I'm going to start building my own map fuck this

celest thorn
#

map

#

...

#

trust me

#

its harder than you think

spare zodiac
#

who's gonna stop me?

celest thorn
#

trying to not destroy both of them

spare zodiac
#

@ancient walrus has me covered

celest thorn
#

Seed

#

Player Culling

spare zodiac
celest thorn
#

Nothing

celest thorn
#

but how do you expect everything to work fine

#

like generators

#

base game features

#

like the SCP-079 containment

spare zodiac
#

I don't need all base game features

celest thorn
#

good luck on not crashing the client

#

or the server

spare zodiac
#

I need less base game features

celest thorn
#

because ngl

#

for getting to the point with meow

#

where i can safely spawn 200k prim

#

on a client

#

its got through alot

spare zodiac
#

I trust the process

celest thorn
#

i believe in you

#

but at the same time i don't

#

want to be optimistic

#

but how this game is coded is hot garbage on the primitive side

spare zodiac
#

I don't think I'll exceed a lot of primitives

celest thorn
#

oh and i forgot

#

don't pack alot of primtives

#

in the same spot

#

or else

#

you go to the backrooms

spare zodiac
#

you don't ๐Ÿ’€

#

this is rookie mistake

#

have few collisions turned on

#

not 100+ in one spot

#

50 collisions in one place is enough to make you go throgh floor

celest thorn
#

when you make alot of details thats going to happen

spare zodiac
#

๐Ÿ’ฅ

celest thorn
#

but good luck

upper vapor
harsh thorn
#

with navmesh build modes

celest thorn
#

ngl

harsh thorn
#

cuz unity might not even be able to read the meshes

#

as their not set as read-write

celest thorn
slender lynx
celest thorn
#

to optimize them

spare zodiac
#

am I not already working with colliders only?

#

lemme look

celest thorn
upper vapor
celest thorn
#

Save frames

#

saves everything

harsh thorn
upper vapor
celest thorn
#

more lag

#

ngl this game is optimized like this

#

I will forever joke that this game runs worst than cyberpunk which is honestly incredible,

SL runs at 50 fps on the same machine where i can play cyberpunk rtx at 200 fps

harsh thorn
#

but like fr the easiest way for baking is either use meshes, or make a reconstruction of each room using primitives and bake based on that

celest thorn
#

just one nw staff

#

that doesn't like a detail on a room

#

and its fucked

harsh thorn
#

tbf with some autism code you can probably automate the "mesh simplifier"

celest thorn
#

btw for the update cedmod one?

harsh thorn
harsh thorn
celest thorn
#

i've been seeing it

#

there crying

harsh thorn
#

whar

celest thorn
#

you can see there

harsh thorn
#

oh

#

soonโ„ข

upper vapor
harsh thorn
upper vapor
#

you can make crazy details

#

but it requires a lot ofeffort

unique crane
#

Main issue with navmesh in HCZ is that it loves to take clutters into account

#

and when I build it on map gen, it was with the disabled ones too

#

idk why

upper vapor
#

XXXXXXXXXXXXDDDDDDDDDDDDDDDDD

celest thorn
#

honestly

#

can we make the facility

LCZ
EZ
Surface

spare zodiac
upper vapor
#

also add the famous kisser furful cat to the checkpoint

#

"you like going to EZ, don't you?"

unique crane
#

Dracoslayer showing us his server

#

(he has famour kisser furful cat at LCZ checkpoint and painting at surface)

upper vapor
#

XDDD

#

i didn't know they had a meow on surface

celest thorn
#

guys i have an idea

#

MeowOptimizer

#

it doesn't do anything

#

just lets you think it optimized the game

#

but in reality nothing happens

spare zodiac
#

the placebo effect ahh

upper vapor
#

it's already bundled with the game Smart

unique crane
#

Patch server tps to always return 60

upper vapor
#

what if it's been done before

spare zodiac
sinful bronze
#

make max tps 10

#

patch tps to 60

#

profit

upper vapor
#

noone will notice it

#

only your hosting provider will

unique crane
#

Host it yourself

#

Problem solved

upper vapor
#

what do you call the "cover" around the lights (headlights) of a car?
like the tube it's in
eyelashes and eyebrows?

unique crane
#

what

upper vapor
#

dam very detailed

#

eye housing toomuchtrolling

unique crane
#

ax bringing this out of nowhere

upper vapor
#

real

#

what other random question would you like

ancient walrus
halcyon folio
harsh thorn
#

the funny part is, i run at 100something fps

grand flower
#

at what player count though

harsh thorn
#

standard server

warped prairie
#

only playercount that will get you 100fps is 0 pepeLA

harsh thorn
#

25

warped prairie
#

its just the host thats IT

#

1 host 24 dummies

heady turret
#

how can i set that player is wearing scp268 on their model? But i dont want to give them invisible effect

grand flower
#

You get lots of performance loss at 32/48 especially at wave spawns

grand flower
warped prairie
#

has anyone else had issues with Fogcontrol applying to the spectator when spectating sombody with a unique one?

slate flume
#

Hm

#

I was sent this image as a joke but I have no idea how this is possible

#

And I'm honestly mad curious

#

Like you'd have to hide the player model but keep the items

#

I didn't know that was a thing

#

I also am uncertain of how well it would network sync

upper vapor
#

PLEASE THOSE PEOPLE WHO RIG MODELS, TURN THAT SHIT ON

#

Like there's gonna be some delay either way, why can't you make it look smooth

slate flume
upper vapor
#

That's been a thing since their dawn

slate flume
#

Can you also smooth lightsourcetoys?

worthy rune
#

any admin toy can have movement smoothing

slate flume
#

That's so fire

#

I wish we could movement smooth player position overrides without waypoint toys

celest thorn
#

hello chat

celest thorn
#

you just pair it with bones with scripts

#

and teleport them

#

(with meow its not a problem at all)

#

idk with mer

slate flume
celest thorn
slate flume
#

If it was public then I'd get the PR

celest thorn
#

i mean a part of it is public

slate flume
#

As in public relations

#

You're evil

celest thorn
tepid sluice
#

Minecraft in SL