#plugins-dev-chat
1 messages ยท Page 104 of 1
Yeah you are getting shot
that would cause desync tho
;(
okay wtf
now there's no map
i jsu trestarted the server
oh right cuz uh
i rolled back the changes
brain
no, that means the client will use the seed from the last time it received a seed
what are you doing?
i am beyond confused
sometimes there is a map, sometimes there isn't
i guess it's some waypoint ID bullshit
Schizophrenia
just gonna revert to doors 
See
Doors always win
Mmmmmmmm
In which case SpeakerToy.IsPlayed switches to False?
My sound has already ended, but IsPlayed is still True
๐ฌ
this is a horribly complicated coroutine btw ๐ญ
just extract method some shit
can I make pickup be invisible, but still have interactable?
@celest thorn are u team camerahead or team skibidi toilet
wtf
maro are you ok?
nope
was maro ever okay?
i am VERY hungover
dms
๐ชค
you still never answered the question
Ok i will
that is true zer0
this is an important question
skibidi toilet where with Gman And Killed Gordon
You need an interactable toy for that
so like so like รกaaรกรกรก
Exactly
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?
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 
Probably cuz I'm dumb, I'll take a look later
The portable vampire
Ah you know what you might have done
Forgot to remove colliders
from the primitive objects
XD
No
The issue is that the schematic is completely invisible
It's parented to the pickup now but I can't see it
Local pos 0 0 0
SetParent(pickup.transform, false)
Armor
Before I just followed the pickup by setting the position in the transform
What I did is added component to the pickup
Spawned the sloc thingy on Start()
Set the transform right after
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
happens
https://ratcentral.skibiditoilet.net/๐/8a1d0xnl.png
I wonder why my debugger is screaming at me
hmmm
should i be really scared tho?
Boo
david = SCARY!
Free Unity model jumpscare
Btw should i be scared by the MS count?
like is that BAD
Uhhhhhhhhh
and normally disabled
and second one updates all cosmetics
(which is moving hats and calculating trails)
14ms ๐
IN TOTAL
tho
from last time i did the report
min is 0.001 and max is 0.068ms
Is it debug or release compile
i don't remember
i think its release
tho
Small optimalization wouldnt hurt
i mean
the problem is where do i optimize
i already tried alot
And what do you do
david make sl into UE5 pls
in there
Its a class i call for updating ALL cosmetics
Pay me 4M USD and sure
how about $-4M
not worth it
Hmmmmmmmmmmm
but as of rn i don't have cosmetics
atleast
like idk if i should be worried or not
https://ratcentral.skibiditoilet.net/๐/xkl07ctt.png
Someone knows how to fix this? if i click nothing happens
https://ratcentral.skibiditoilet.net/๐/798rftxz.png
Funny enough the rainbow effect is what makes it lag
wtf
lol
What are you doing in that method
let me get it
private string RainbowText(string input)
{
var sb = new StringBuilder();
int length = input.Length;
for (int i = 0; i < length; i++)
{
float hue = (Time.time * 0.2f + (float)i / length) % 1f;
Color col = Color.HSVToRGB(hue, 1f, 1f);
string hex = ColorUtility.ToHtmlStringRGB(col);
sb.Append($"<color=#{hex}>{input[i]}</color>");
}
return sb.ToString();
}
StringBuilderPool:
Oh wait there's another one
Wait
Do you have DisableImplicitFrameworkReferences as true?
no ;(
TOo long ;(
Fix it
make sure you have mscorlib, System, System.Core and System.Data
I see SL plugin dev chat has reached a peak for the day
Lmao
nah but fr i found out sadly HL is canon in skibidi toilet universe
Gordon freeman died
FUCK the skibidi toilet creator
Gordon NEVER DIES
and the gman appears sometimes
with barney too
like wtf
can we not talk about that
Slej is gonna end it all if you keep it up
All as in all of humanity?
When should i use string builders pools?
When you join a lot of strings often
And you need string builder for it
As you still allocating the inner array
for it
are the scp 079 proximity voice effects clientsided & not removeable?
Yea
You can get around by catching the outgoing voice messages and playing them on a speaker toy instead
yippie
10/10 devs would reccomend
im becoming more and more like ax daily with optimisation stuff ๐ญ
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
Female Axwabo?
We will all be like Ax one day
Thanks but no
nano optimalizations
don't do return sb.ToString() with a string builder pool
StringBuilderPool.Shared.ToStringReturn(sb);
or honestly dont use sb pool at all
im stupid ;(
I do that
what happens if it's called at the same time >:3
No you dont
Impossible
Skibidi sigma toilet

please kill me
nuh
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
What is this for
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?
to be not updated. If i can move the parent directly. childs should be updated too
Why adding an RPC when parent are changed if its not for permit make childs static and just let the parent not static ?
You're defeating the point of static optimizations if you're still moving around a static object
But that's more of a point of just bad practice rather than incompatibility afaik
im not moving a static object ?
You're moving a parent which moves the object
childs are statics. the parent are not
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
In a unity context. Im talking in AdminToy context...
Yeah, admintoys are unity objects ๐คฆ๐ผโโ๏ธ
IsStatic is used on the Unity Transform of the Admin Toys
But AdminToy static property are not the Unity static property 
Nope
Nope
That not because MER use it for compile. That SCPSL use it
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
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 ?
Do you know what admintoy static property does on the server side?
Why are you setting it if you don't know what it does
So what does it do
It avoid to update every frame : NetworkPosition, NetworkRotation, NetworkScale 
Dude
Network Position is local position
That's why you're having issues
That why im setting it static ??
if my localPosition was no longer updated cause im updating only the parent. i didnt have any issues
Okay so tell me this
You're having issues spawning the primitive
Do those issues go away when you remove IsStatic?
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
So did you do that?
im gonna show you what cause issue
My whole point here is that you set IsStatic and it is causing you issues
i eat it
You set it pre-emptively and it means it can't update local position and rotation
That's what I've been trying to say
that what ive say before. I think i set it too early
i got the issue too why MER for no reason. So i need to delay it
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
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
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
Cuz each primitives add an overhead so if i can reduce it by setting something that help
You'll have to like toy.Base.Transform.IsStatic to actually get the unity optimizations
not sure the optimizations is huge
You have enough primitives to make that a concern?
800
Fair enough ig
each is important. 1 or 200 primitives if i can make it static i make it
I entirely thought the IsStatic on the Admin Toys affected the UnityEngine transform I can't lie
I have to change my code now
That not 10 primitives that gonna kill my server but you know each optimizations is important
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
btw isStatic from unity seem useless on an headless server
No graphic render, no lightmap, no batching, no occlusion
I would think it would help the client though, no?
isStatic are not Networked so the client never make the operation
yup
Why is nothing networked
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
and that useful on the scene compilation
isStatic is useless after scene compilation
Like my entire argument before was based on assuming the IsStatic property is the same as in Unity
Lmao
NetworkIsStatic is for something but not for this
dont worry
hmmm is should work, no need to delay static by a frame
can i see the code
ive change the code with a fix 
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
iirc now AdminToy use GPU Instancing
i dont think its set up properly to actually use it, and in theory if it was set up properly it would destroy fps
why ?
iirc instancing only works well when the mesh used has a high enough vertex count
unity recommends atleast 256
on the material the gpu instancing i guess
not sure what gpu instancing a material does i never heard of it

iirc all the toys also use mesh colliders
which are very slow
ive say that a lof of times before fall in love of c#
I do really like C#
I like C++
Nerd
I do prefer C# for like, how much easier it is, but I love C++ too
i worked in c++ and C# before and C# i found much better
and well it pays the bills
not gpu
mainly because malloc killed me having to assign for literally everything peroperly
You don't have to do it in Unreal
C++ is very cool but i dont really like the syntax and c# permit a lof of things. And the performance are god damn good for web app
i hated doing malloc bc you dont fully know when you messed up /where
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
Just need to take care of GC pressure but not something hard
I use both tbf, C# for when I'm working on backends and stuff, C++ for work
real
But I made Unreal my specialty because of the booming market for it and it paid off
i understand
but microsoft environment is so sweet bro
you need something ? Microsoft have a package
mostly yeah
I just don't wanna deal with Unity
I specialize in multiplayer games and Unreal's networking stuff is awesome
Unity are pretty cool but have its limits
I heard good things about S&Box
It's in C#
It's made off of source engine
Actually im just waiting for CoreCLR cuz Mono didnt really help unity to grow
it's okay but I don't wanna depend on Facepunch for my stuff
well they backtracked recently
why ?
- the Unreal community is huge, you generally can chat with a few industry professionals when you have issues
makes it easy
I don't wanna depend on anyone for my stuff but inevitably if I don't wanna put stress on myself I'll have to
cause they decided it's too soon to give users .net 8
Unreal can just be like
Too much?
so they're staying on netstandard 2.1 still
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
It's just that like Unreal is more demanding and is much more heavy
why ? that stupid decision
By default, somewhat, but it's mostly on the developers
For like large open-world games it's cool but that's not every game
https://github.com/pfist/Nano like here's an example
new management came and decided they don't want to do all the work for now
so editor stays on mono
builds get coreclr
Unity try not to shoot themselves in the foot challenge (impossible)
but you stay on netstandard 2.1
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
so at the compilation and runtime it use CoreCLR but not when you code ?
I'm not saying Unity is the best option but I will say Unreal isn't the best option for every game
yeah buils will have .net 8
but
It's large, great for larger games, and occasionally a smaller game maybe
you won't be able to use the apis
But there's better engines for smaller games
cause it won't work in editor
True, use the engine that best fits your project
Unity 6 have it ?
Fr fr
So true
I like Unreal but I also like other engines for different things
which comes probably in like a year
Bump to a new unity version is an hard job for NW ?
i assume they'll do .net 8 in like 5 years then
for .NET 15 
funfact, a friend of mine managed to patch the SL server builds to run on .net 9 
in a week
while unity isn't able to release it for years 
enough modding and you can get everything "working"
lmaooo
he was still dealing with some GC crashes though
turn off the GC 
that's what he did 
broo 
later he managed to get it working in some limited configuration
and with a custom GC
Bro coded its own GC 
nah not his own actually
oh ok
wow
PUT DOWN THE GUN, none wants to hurt you or the fish
GameObject == null
awesome, thanks 
As I seen the old codebase for their engine and the build system and stuff
Yeah
Not gonna happen in a million years
cuz labapi is so smart that it doesn't set those properties after initialization
Does it should be AdminToy directly on the Start method ?
the cube toy uses a boxcollider
๐ฃ๏ธ๐ฃ๏ธ๐ฃ๏ธ
๐ญ๐ญ๐ญ
No i hate aspnet
no
no
use ReferenceHub == null
Just use this == null
set networkSpawn to false, set the network properties yourself and then call spawn

I see
getting the GameObject is slightly slower, and it throws if the refhub is null
there's a PR to fix it
How it can made diffรฉrence ? Iirc in the wrapper the NetworkSpawn are call a the end
is it lying to me
yes (nw moment)
peak
you can do if (ReferenceHub)
oh yeah
yes, that's the issue
because the wrapper doesn't set the network properties
so if you set them after spawning, it won't update (isStatic)
Well im gonna fix that and see if there any PR about that
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
How the RPC work ? Like how it dรฉtect that I change the transform ?
That a Check ?
OnTransformParentChanged i think
It was an unity method ?
you shoulรฉdn't need to worry about that though
Okayy
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
huh
i love it when Rider randomly gives me the options to open year-old projects at the beginning of the taskbar list
okay yea
and OnStartServer is called before the first serialization happens
yeah i didn't see that being overridden
seems like the netId of the pickup is 0 even after spawning it
okay that happens when i drop it, that's fair
yeah it works on Start
skill issue
and gm
rock no answer, rock bad
rock big and scary
Do we have a Harmony patch for the item duplication until fix is released?
Or nobody has looked into it yet to patch it
The 914 thing?
Item DUPLICATION?
duping on SL?
duper trooper but on SL
Yes
if I see the code correctly, it just happens that the pickup is not deleted
or spawned in some branches for some reason
@upper vapor did you say try get component is not optimised at all?
what if I like "accidentally" do this every frame? 
my new beloved project is meow debugger
i will expand it to even include ram debugging

Have you considered
Quitting the game (modding/development industry)
what does meow debugger do? I though like few times about creating project that would patch every method you asign it to and check how long does the method take if too much it will log it
Exactly
XDDD
Can we get dotCover and dotTrace for SL please
It does that it just patches everything except Cedmod (because it crashes the server) and then it just checks and replies to me everything
cedmod the epic harmony crasher
Why can't you just cache it on start
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
I would love to see which unoptimised mess I made in my plugin 
trust me yesterday i fixed lag
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
please
Laughs in private debug server build 
Fuck you
give it to us
cant
fuck the NDA
Non-Deniable Application
Fr
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
Also
If your doing patches
transpliers
then they wont work on debug build remember
its different IL
why need IL Patch when you can do it directly 
"if 20 is less than 60, do nothing"
๐ฃ๏ธ๐ฃ๏ธ๐ฃ๏ธ
btw in all of this
i must say the most optimized plugin in my server
is the one done by axwabo

ax loves to optimise so much that i now love to optimise ๐ญ
Ruei is first now
even tho im not as good, yet...

skill issue
no GC time = no microlags 
:3333
now bring us spans
oh wait
i just saw
YOUR API is not even patched lol
thats why

idk how they work lol
Check this out
The most optimized across all of this
is MeowMenuSystem
which is quite funny
xdddd
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 
what loader
labapi
the dishwasher loader
I love that one
when you unload them
they smell
so nice
through this?
yep
now check how much AudioPlayer::Update shits itself
did you know that embedded resources aren't added to that hashset?
i know
then you won't have any of SecretLabNAudio's dependencies in that set
Found the issue, lazy to fix
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
Lmfao
actually patching might be avail
what
no
that just destroys the original pickup that was used for upgrade
the problem is the AddResultToCombiner
which uses ServerCreatePickup
that uses NetworkSpawn: true
Why does the console break if I turn it up?
did you close all the tags?
Yes
๐ญ
yeah it's bullshit

Do you like your TBRA completely disappearing if there are a lot of logs?
TBRA?
Text-based remote admin
Tortured Ballistic Related Actions
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?
base game issue
Skill issue
Nothing special
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

Has anyone had this problem?
Base game issue, you can put a platform next to 914
Items spawn right to the OUTPUT chamber
you can use this hack for now
or patch 914 controller and have pain 
How tf are you supposed to have nested coroutines
pain and suffering
do you just iterate yield?
this is where JS shines
oh
yes
javascript?!
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
yea
oh
oh no
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()
lovely
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

i mean it works
also you should not yield return current after calling the enumerator
plus, should be using var enumer
Why using? hu
if you did foreach on an IEnumerable, you can make it simpler
wait Is enumaretor disposable?
yea
OH
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
it is better to just always use using on IDisposable tbh
or not nest it at this point before I break something
if you don't pass it outside of the scope, you should
but using doesn't need nesting
turns out I do not even do any yields
do you var file = File.OpenRead() ? 
no i just do ReadAllTextAsync 

i learnt the hard way that 2 await in a function freezes the main thread 
what
today we started receiving SIGSEGV and I dunno if it cause of the plugin 
what were you doing that was so noticeable
http get request >.>
bru
milyensรฉg?
no i want my server to randomly die of my incompetency
after all these years we have DotnetHttp (internal)
also thats a thing?
[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.
pigeons
LMAO


source code? 
Decompiled code
Wait is Overwatch speed counter on top right client sided?
yes
did you want to play doom on it?
Ngl
FpcMotor.Velocity?
but can it run crysis
nah I need the speed itself, that number specifically so I was hoping for fetching it
it's a Vector3 ugh
np
was there anyone who figured out the navmesh problem of HCZ?
Too heavy
what?
model is too heavy
to be able to do anything
too many corners
and stuff
the mesh is a disaster
Ask nw to optimize their mesh
opse
they will never do it

Ik that will never happen
Expect the same to happen for future updates
yeah I'm going to start building my own map fuck this
Bro you aren't building your own
map
...
trust me
its harder than you think
who's gonna stop me?
the lag of the game and server
trying to not destroy both of them
@ancient walrus has me covered
You don't take in account alot of stuff
Seed
Player Culling
you can disable the generation, so yeah
Nothing
I know that
but how do you expect everything to work fine
like generators
base game features
like the SCP-079 containment
I don't need all base game features
I need less base game features
because ngl
for getting to the point with meow
where i can safely spawn 200k prim
on a client
its got through alot
I trust the process
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
I don't think I'll exceed a lot of primitives
you will
oh and i forgot
don't pack alot of primtives
in the same spot
or else
you go to the backrooms
you don't ๐
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
when you make alot of details thats going to happen
it is not, you simply turn off collisions
๐ฅ
but good luck
Nuke room LODs 
youd probably need to work with colliders and not meshes
with navmesh build modes
I didn't think about colliders
ngl
Unity screams at the meshes

no.
Hello princess
I said it multiple times, people could just make very simple meshes for each room
fr
Save frames
saves everything
tbf colliders also work, but the thing with the meshes is, their not set as read-write because the game doesnt need it
and setting them as read-write will just increase peoples ram/cpu for no reason

There's a LabAPI issue requesting that to be checked for HCZ assets (horrible idea)
Good idea
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
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
honestly make it with primitives is the most BORING stuff ever
just one nw staff
that doesn't like a detail on a room
and its fucked
Honestly i prefer not
btw for the update cedmod one?
fair enough
procrastination (i get distracted)
nah just asking
i've been seeing it
there crying
whar
you can see there
Can i make an autism simplifier

It can be fun when you don't have to deal with repetitive shit in Unity (it takes 2x the time to make a tool for that specific use-case)
you can make crazy details
but it requires a lot ofeffort
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
XXXXXXXXXXXXDDDDDDDDDDDDDDDDD
make teleporters at checkpoints at EZ to LCZ 


also add the famous kisser furful cat to the checkpoint
"you like going to EZ, don't you?"
Dracoslayer showing us his server
(he has famour kisser furful cat at LCZ checkpoint and painting at surface)
guys i have an idea
MeowOptimizer
it doesn't do anything
just lets you think it optimized the game
but in reality nothing happens
the placebo effect ahh
it's already bundled with the game 
Patch server tps to always return 60
what if it's been done before
30 for comical effect
what do you call the "cover" around the lights (headlights) of a car?
like the tube it's in
eyelashes and eyebrows?
what
ax bringing this out of nowhere
ye <3
The source code I bet is something
the funny part is, i run at 100something fps
at what player count though
standard server
only playercount that will get you 100fps is 0 
25
how can i set that player is wearing scp268 on their model? But i dont want to give them invisible effect
You get lots of performance loss at 32/48 especially at wave spawns
Check out the WearableSync stuff
has anyone else had issues with Fogcontrol applying to the spectator when spectating sombody with a unique one?
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
Fairly quick, depends on movement smoothing
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
You can movement smooth primitives?
That's been a thing since their dawn
Can you also smooth lightsourcetoys?
any admin toy can have movement smoothing
That's so fire
I wish we could movement smooth player position overrides without waypoint toys
hello chat
I did it
you just pair it with bones with scripts
and teleport them
(with meow its not a problem at all)
idk with mer
Yeah yeah stop flexing your private editor
Im not flexing
If it was public then I'd get the PR
SRC?
i mean a part of it is public
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Minecraft in SL





