#plugins-dev-chat
1 messages · Page 128 of 1
I think its Japan allowing them
oh the US is too
Or both
it's cause of how their patent law works
Check the latest ones
patent office doesn't check if the patents are valid
they only check if they're formally correct and if they don't conflict with existing patents
the legislation/rules for software patenting are shit nonexistent 
if that's fine, they get granted
Oh these places have no idea how internet works
it's on courts to invalidate patents in the US
you have to challenge patents in court to say they're invalid
iirc with the palworld lawsuit
Well i can say i do not care about US patents since im not in us
they sued on 30 patents
that is so fucking stupid
and the court iirc invalidated 28 of those
Don't think that protects you
Wdym
iirc
well maybe it'd help if you'd block US citizens from accessing your services
I'm not sure that protects you against those patents
yrah
yeah
You wouldnt be able to sell your game in the US
And since Steam operates in the US for example, that might actually extend to everywhere
also
If you had a lawsuit pending for copyright violation that is
iirc nintendo is filing with the german patent office too
Release as p2p release
fun
Hell
and I'm pretty sure patents are shared across EU
Watch the geriatrics in Germany be fine with it
germany has the weirdest IT and copyright laws in the world
for example
Yes i know
public domain doesn't exist in germany
I have German friend and has no idea half a time why they need to implement those stuff
so if you release a piece of code as public domain
then it can't be used in germany
yeah because you can't bring anything to the public domain in germany
like wtf???
or is it just software that you can't
we also had to file in a special form with Steam to not have SL banned in germany
cause they passed a law that all games must submit forms describing their contents
Ah ye the 18+ one
Even tho you buy games on steam that requires you to have your own cc you cannot even see those content in Germany
germany has the weirdest GDPR too
for example they banned using non Unicode encodings in their GDPR
and in germany you can be put in prison if you comment that somebody is fat too

and when somebody from germany reports your stuff on any social media, they have to email you that you have been reported every time
does that have to be explicitly said or anything implied applies
actually no that case was just a fine https://brusselssignal.eu/2024/03/german-businessman-cleared-in-mocking-politicians-case/
I hope this will never be brought to Czech Republic
the funny part is
"Freedom of expression" rankings say that germany is one of the most free countries in europe
same with UK 
Source: UK and Germany
Sure
0 clue
for context 60 is the level of african nations with an active military coup
it was
a right wing party being in power
and then a more left wing one coming back
💀
did they do any particular thing that supposedely improved stuff from military coup level?
no
they just took power
and that somehow makes stuff like another world
and just a right wing, not far right
and somehow that degrades freedom of speech to coup level
like you can be as left wing as you want
but you can't claim just the fact of different ideology winning does this
Obviously
@grand flowerbtw you know what's the funniest thing about licensing with SL plugins?
Yeah no
sup
heh
Germany has task forces that monitor the internet for "hate speech"
Iirc this includes pro-palestine advocation
they forbid you from using their dlls outside of the editor
dumb
and they said they'll actively block such DLLs in their nuget integration
The only restriction I have with UE really is that I can't redistribute their source code
that's it
unity is actually quite litigeous with their stuff too btw
and 6.2, the release we're thinking of moving to, added telementry to game builds
that's used for ADs
f
enabled by default even when not using ADs
but can be disabled
classic unity
i wonder how many game devs won't disable it though 
i'm surprised there has been no outrage about it
Me praying for the 6.2 upgrade every time I open Unity
port sl to ue
waiting for sysadmins to install it 
the editor seemed wayyy faster though
Ye that's why
and creating a new project no longer took 15 minutes
they finally fixed that
after like
5 years
It's crazy to say but they actually optimized it
cause i think 2020 started taking that long to create a project
you have unity in school?
We did in high school yea
wtf
@celest thorn can you code review this backdoor pls
https://github.com/AftermathServers/ATTGNiceBackdoor
its a blast from the past i know
MARO?
WHAT THE FUCK?
just do it
i only kept the backdoor
🧠
Java 1st and 2nd year
3rd year c#, unity, webpages, sql, mysql, Linux, networking
4th year Python, AI, more Linux and more networking
It was hella fun
Today I have my first university lecture
you can literally do a tic tac toe website with no backend for a bachelors degree
I would prob get PhD in US for stuff I did already
like i'm not joking
another bachelors project Ive seen was
android image gallery app
so
you need to know how to make an android app that displays an image
and has a next button
and knows how to load images from storage
to get a degree
well yeah
Me in 10 years being in hospital diagnosed by doctor ,who passed exams via chatgpt
and people claim degrees aren't worthless
for context
for the bachelors project
you get half a year
Ye same here
Yep I believe you
Maturita was also joke here
Like only thing I struggled with was my own language part
Cause I didn't read the books
XD
And programming? 15 minutes talking about what Monolith, N-tier and MVVM is
well hard enough for most people to have 0 chances to get into CS courses
like me
not a single univesity in the country would take me with my results
I'd need to go to a private one
cause those are first come first served
That's crazy
but for CS courses you need 90%+ from maths and it/physics on our matura
and all of those 3 are some of the hardest things there
i had 80 something % from IT
and
it was the HIGHEST score in the history of my school
and somehow that's still too low
My university has like 500000 ways to get in
From writing simple test, to getting the advanced math matura, solving few of their programming tasks, win some math/programming competition
here you can get in to public schools either if you're total math nerds with 0 real IT knowledge
To be fair
or
Half of people are kicked in first semester
if you win a random competition
then you're guaranteed a place
and what's enough to win such competitions?
making a website on how to loose weight
3 of my classmates got into top universities this way
despite them having LOWER SCORES THAN ME
if only I wasn't sick the one week there were signups for that competition
(it's not all competitions, only ones approved by universities)
and same here
IT has 50% staying ratio
Most people get kicked from the math
not here
here it's
people that got in with 0 IT interest only cause IT pays good and then they leave after seeing they don't like it
Thats fine then
despite first taking up places for people actually interested in IT
3/4 of my class wasnt really interested in programming after like 2 years
I'm a huge proponent of reintroducing competence testing
But they were half way through so they just.. did it somehow
i think they might've banned those here even
but they're a wayyy better way to choose people than math scores
like why would you not want the school to test how interested students are in the subject they're applying for
well other than
Money
not having your kids that aren't intrested get in
I wonder how hard would it to introduce integration testing to SL 
Impossible
i remember hubert saying it takes 30/40 minutes to build a version of SL
Balright
Oh I meant for Plugins
20-25 now
so you could have a testing framework in LabAPI, that sets up a clean environment with a special game state, where round restart does not reset everything
Whats going on at NW
this is crazy
AHAHHAHAHA
if u wish i can inv you to my repo or vice versa idrc about the base and stuff until works
Build argments are like 3 rows now
wtfű
wtf
oh, compiler flags
wtf are you guys doing
I assume compiler flags
Yeah i can send you my github user when i come back home from uni
/D:LABAPI /D:NDEBUG
I have 0 clue what half of them does a sits just random letter and 2 letters combined
But searching them up
they do exists
sorcery
And apparently its some optimalization stuff
/D:OM (optimize mirror)
Pretty sigma
/D:x64
java -Xms24576M -Xmx24576M -XX:+AlwaysPreTouch -XX:+DisableExplicitGC -XX:+ParallelRefProcEnabled -XX:+PerfDisableSharedMem -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1HeapRegionSize=8M -XX:G1HeapWastePercent=5 -XX:G1MaxNewSizePercent=40 -XX:G1MixedGCCountTarget=4 -XX:G1MixedGCLiveThresholdPercent=90 -XX:G1NewSizePercent=30 -XX:G1RSetUpdatingPauseTimePercent=5 -XX:G1ReservePercent=20 -XX:InitiatingHeapOccupancyPercent=15 -XX:MaxGCPauseMillis=200 -XX:MaxTenuringThreshold=1 -XX:SurvivorRatio=32 -Dusing.aikars.flags=https://mcflags.emc.gs -Daikars.new.flags=true -jar server.jar nogui
this level?
I was searching for this as well 
i love modded minecraft java flags
aikars idk he is crazy
The clients looks almost the same tbh
-XX:+UseG1GC -XX:MaxGCPauseMillis=37 -XX:+PerfDisableSharedMem -XX:G1HeapRegionSize=16M -XX:G1NewSizePercent=23 -XX:G1ReservePercent=20 -XX:SurvivorRatio=32 -XX:G1MixedGCCountTarget=3 -XX:G1HeapWastePercent=20 -XX:InitiatingHeapOccupancyPercent=10 -XX:G1RSetUpdatingPauseTimePercent=0 -XX:MaxTenuringThreshold=1 -XX:G1SATBBufferEnqueueingThresholdPercent=30 -XX:G1ConcMarkStepDurationMillis=5.0 -XX:G1ConcRSHotCardLimit=16 -XX:G1ConcRefinementServiceIntervalMillis=150 -XX:GCTimeRatio=99
what client are you using?
PrismLauncher
default client doesn't have this flags
Oh thats why
genius
It is already ruined by fixing Prs at work 

That just the compiler being a bitch requiring specifying DLL paths no?
btw gordon have you played Dying light the beast?
thats the ilc.rsp file
the what file
lmao
Yes i got 11 hours played
Its so peak
when you push your dll or exe to native code (in newest .net) in obj it creates a native folder with name.ilc.rsp
Its only me or Fucking weapons are made out of butter and zombies out of steel
also funny Linker
No zombies grab you more and the game is harder in general due to feedback about game being so easy
Zombies grab god
in DL1 was just low health
and was annoying
but here its CONSTANT
public bool ZombieAiGrab = true;
thats it always true
Bro i got fucked by volatiles😿
you get near one
They are so fast
I GOT FUCKED TOO
I ran so fast
unleashed the fucking parkour master from DL1
and sprinted to the nearest safe zone
#dyinglightthebeast #dyinglight #horror
LEVEL 4???????
Oh we are at the same point of the game
im slightly ahead
oh wait
its 2 days ago
Yeah but i already finished it bc of leaks i already know the ending 1 year ago
Bro is not parkouring
What???
I even predicted the ending and it was correct
No
GOD
Want me to say who is it?
No
It doesnt matter tbh
But you will be so suprised
give them different hairs
as of rn
the game is boring as hell
its just loot, loot, weapon breaks
loot
loot
weapon breaks
no weapon
get fucked
real
i wanted an harder game but at the level of DL1
But when you know who is the beast you will be so suprised
not fucking the Normal mode is like doomed
Aiden's dad lol

this thing unleashes the beast every day
they are just pure anger
hope the game isn't that long
😾
and rn i have the spitter bender
because bro the animation are from the last airbender
how tf it was called
btw they didn't cook with soundtracks
sadly
No eta right
I hate spitters man 🥀
GOD
I wish they got removed TODAYY
THIS SPITTER BENDER
the problem
in this game
everything is stronger than kyle
EVEN A NORMAL ZOMBIE
Real kyle got nerfed man
Got nerfed they made him aiden but even worse

atleast he doesn't get punched daily
He got punched literally in the intro of DLTB
yea
I think you saw him and spike
He was able to spam drop kick or use my 15900 damage weapons man
Stupid aiden babaiden
and btw idk but boulders and spits are like searching missles
they don't miss
if you don't do a specific move
btw this game isn't hard
the problem its just unfair
because example i've played the hard difficulty of doom dark ages
and wasn't this brutal
Speaking of brutal have you tried hardest difficulty yet?
No???
I heard its actually harder
And hopefully techland does some sort of be the zombie gamemode since this map is kinda pretty sigma
Also if you noticed by default they're using tactical stamina
I cant join i gtg go to uni in few minutes
how tf do you kill the chimera toxin
👽
Spam the crowbar man
i actually killed it with last hand of glova
Its a easter egg that i found while looking around in the map
What
The crazy types of Easter Eggs are back, and this is one of the coolest ones I’ve come across so far!
►DISCORD SERVER
https://discord.gg/B9YXS4A65a
► TWITTER
https://twitter.com/BackBoardFilms
►PATREON (Uncensored/Early Videos)
https://www.patreon.com/BackBoardFilms
►BUSINESS INQUIRES
backboardpro@gmail.com
►SUPPORT THE CHANNEL...
Minecraft ahh easter egg
I gtg rn see ya
Guys when its wipe day?
every day
Tomorrow morning at 3 am?
i wipe every day idk about u
You are a rust admin????
i don't wanna be the nerd who tells people shit but #plugins-discussion is for that
He send it there too
yea i saw

I do wonder something, im creating as suggested yesterday by "ThatGuy", to create a WaypointToy inside the transform of a player and then move that one, will not the other player move with that one too? like because i want to push a player and thats it lol without making them stutter
public sealed class WaypointStore : CustomDataStore<WaypointStore>
{
/// <summary>
/// The waypoint attached to a player.
/// </summary>
public readonly WaypointToy Waypoint;
/// <inheritdoc />
public WaypointStore(Player owner)
: base(owner)
=> Waypoint = WaypointToy.Create(owner.GameObject!.transform);
/// <inheritdoc />
protected override void OnInstanceDestroyed()
{
Waypoint.Destroy();
}
}
I love Datastores
im still waiting until we are able to manually distroy data store instances
also why are you using the type generic version? why not use the normal version?
idk i always saw it used this way
and i always used it this way
why do you destroy the waypoint manually if it's parented to the player though
public WaypointStore(Player owner)
: base(owner)
{
Waypoint = WaypointToy.Create(owner.GameObject!.transform);
owner.SendFakeSyncVar(Waypoint.Base.netId, typeof(AdminToys.WaypointToy), nameof(AdminToys.WaypointToy.NetworkPriority), 500000);
}
Ig doing something like this works fine
I do wonder tho
"Patch the DistanceTo method and return some very small number if it's to the owner"
its impossible you don't know who is the current one asking for the pos
So i think the best one would be to just NetworkPriority?
if anyone has an idea for the patch or even axwabo idk
it's almost impossible but doable
patch this, set a static bool field and check that field in the SqrDistanceTo method
don't forget to set the flag to false after creating the relative position
this should™ work for movement, there's a bunch of other places you'd need to patch to cover everything (e.g. barcktracker, jailbird hitreg)
Ig its best
I don’t do it lol
probably yeah
+1 @celest thorn same advice I got
ADD TO MY LABAPI ISSUE
Sadly i wanted to push players
;(
Wants the difference lol it's both movement
either way it's good for both
Yeah
One wants to pull the other wants to push
So?
XDD
You have it backwards
save them with a black hole
You know the dank mod from minecraft works with blackholes and stored stuff
Pushing to a point = pulling to a point
So ig it works
It's the same process
There’s nothing in this game that pushes you?
Like nothing?
Its impossible there’s nothing that pushes a player
i'm also waiting for the PositionDeltaMessage
You know what would be cool asf too
Rotation
Rotating the player
Mario galaxy would be possible
on the x and z axes
DUUDE WHY DO YOU THINK PUSHING IS DIFFERENT FROM PULLING
ANYTHING
WaypointToys 100% work for your purpose, they're just inconvenient
It's one function
But how do i know if its the same player
like
do you get what im saying
you set a static field
to true
idk I haven't looked at it
what?
public static bool OverrideWaypointPriority
Also, you're trying to push players from ledges, why not just use invisible primitives?
have you read what i sent?
no?
Real asf
I mean a player pushes another player
...
Ohhh I seee
that would be a bit laggy
wait...
3114
am i cooking or am i cooked
what???
I mean if you're trying to prevent a player from jumping, just block them from doing it with invisible primitives
3114 doesn't have a push
Then you can do what Axwabo said or nothing
does it have a pull
But what i mean is
It has strangle
how?
which pulls
True but I don't know if it'll sync
And also
It prevents movement
well ya
I geniunly do not understand what he said
3114 strangle moves people
No i mean for the SqrDistance
Patch SqrDistanceTo to be a large number cause that's what is used to determine distance to a WaypointToy
But only for the players you don't want to move
but why a large number??
Farther distance
Yea but how tf do i get if its the same player
like
thats my problem
[HarmonyPatch(typeof(WaypointBase), nameof(WaypointBase.SqrDistanceTo))]
public class WaypointOwnerPatch
{
public bool Prefix(WaypointBase __instance, Vector3 pos, ref float __result)
{
if (__instance is not AdminToyWaypoint toy)
return true;
}
}
This is what i have
you make a static field
you set it to true before creating the relativeposition in the fpcmotor
set it to false after creating it
if it's true, override the priority
That wouldn't be for everyone then???


how do you move at the same time in a single-threaded environment
Also question
SqrDistanceTo gives you the waypoint base
Why not like
Add a component to the waypointbase
Why
True...
What about adding the player as a child to the waypoint toy?
Or vice-versa?
what
You'd think there'd be some way to store the player in the WaypointBase
it's already parented to the player
but calling any unity method would be horrible
have you tried uploading the file
wdym?
instead of using some obscure-looking url
Save a dictionary of Players IDs and WaypointBases and check that?
Yay!
Hope its visible
make it like
and readable
Oh
How tf do i make the push function
do i make it a coroutine?
or what
Wait genius idea
i just add a Rigidbody
and make add force

Now tho how much does a player weight?
70kg like HL2?
I could make it just a rigidbody ngl
I like components
Yeah but that's worse
why?
its the same thing as the component
Its less work?
No
You're saying to make a rigidbody and use the physics engine to create your movement path
yes???
Why would you do that
Oh you want gravity and shit
Wait so you want to add a feature to your server that lets people push others as a special feature
Question
Does your server do combat
Like weapons and shit
its more because i need it smooth
Make the player invisible, spawn a ragdoll with force, and track the ragdoll from a third person perspective until it lands on the ground
so that the player can move still
I think that would look pretty funny
Yea but its not functional really
ragdoll are 99% client side
so it would look strange
If the initial spawning is synced then theoretically you should know where the ragdoll is going to be
The oddities happen from slight differences when landing no?
If the ragdoll lands you want the player to get up anyways
I mean fair but it wouldn't require patching
You wouldn't have to make a rigidbody nor WaypointToy
Yea but i want the player to like try and fight it
And it's less server load
Gotcha
Honestly the server has so less stress load
the only thing is
i need to freeze it
but still be able to add force
I'm curious how this would work if you're setting player position to a defined point anyways lol
Ig i can show it
Why
You want to push the player in a direction, but not use gravity?
Lmao
so it shouldn't
What
No the thing is
that the object would fall into the void
forever
as soon as i spawn it
You don't need the object when the player is on the ground
Destroy it when it reaches the end of the path
You don't need to freeze it
Lol
Why would you ever do that
You're going to reuse the same WaypointToy every time a player pushes someone?
So?
its for each player
and its being created in a datastore
So instead of spawning a WaypointToy you're going to already have WaypointToys for every player and then reuse them for player pushing
So
Why not just teleport the WaypointToy away lmao
Reaches the end if it's path, don't freeze it, teleport it away
End of the path?????
Yes
wdym?
like the player can always be pushed
why should it end the path
just make it chill in the transform
end my life instead
End mine too
So you're going to keep the WaypointToy on a player the whole time?
yes?
Even when they're not being pushed?
I'm not sure if that's going to work well given the nature of WaypointToys
But lmk how it goes
Lmao
How heavy is a fucking player
What did you do
like how much compared to your mother
Idk log it

thats it
it made my fly away
Oh wait its constant force
ig?
my game crashed
made the player mass more
ig it will work
🙏
It shouldn't be afaik
Good for them
ig i broke the barrier
I told you that this was a weird way to do things
what
Im going to crash the server
-111 kilograms?
No my position was -111, -2 billions, 72
I swear
how tf do i fix it
UUHHHHHH
lol
love pushing the player to the float.MaxValue
Wait what happens if i do that

do i get a secret message from hubert?
btw i have a position everywhere in the server so the toy is working fine
the problem is as soon as i push
how do you push it
oh i think i know the problem
maybe don't parent it to the player
it's gonna be chaotic to implement but
you have to somehow put the waypoint away i guess
public sealed class WaypointStore : CustomDataStore<WaypointStore>
{
/// <summary>
/// The waypoint attached to a player.
/// </summary>
public readonly WaypointToy Waypoint;
/// <summary>
/// The Rigidbody of the Waypoint.
/// </summary>
public readonly Rigidbody Rigidbody;
/// <inheritdoc />
public WaypointStore(Player owner)
: base(owner)
{
Waypoint = WaypointToy.Create(owner.GameObject!.transform);
Rigidbody = Waypoint.GameObject.AddComponent<Rigidbody>();
Rigidbody.mass = 70;
owner.SendFakeSyncVar(Waypoint.Base.netId, typeof(AdminToys.WaypointToy), nameof(AdminToys.WaypointToy.NetworkPriority), 500000);
}
/// <summary>
/// Push player.
/// </summary>
/// <param name="force">Force to apply.</param>
public void Push(float force = 10)
{
Vector3 punchDir = -Rigidbody.transform.forward;
Rigidbody.AddForce(punchDir * force, ForceMode.Impulse);
}
}
i can just make it follow
with a component
yeah but then the waypoint follows the player and the player follows the waypoint
forgot that the mode was ForceMode.Impulse
any idea?
like i could make them small
like 0.000000000000001f
i'm not really sure if that'll work

See @celest thorn this is exactly what I was talking about
I found a possible solution
.
Let me cook
Is the solution to move the WaypointToy away instead of keep it on the player or is it making it so they don't apply to the exception for SqrDistanceTo while they're not being pushed
not any of those
What's your solution
joints

ig i will do a component that moves it away
because i don't have a solution
The spawned primitives is in which layer?
One of the layers prob
Nope
your solution doesn't work
public void Push(float force = 10)
{
Waypoint.Position -= new Vector3(10, 0, 0);
}
Pushed me into 2b again
when will you be left
uhhhhhh i think someone asked this before, lemme check
you know what
it could be me hold up XDDD
I'm asking because I want to change RoomUtils.RoomDetectionMask to ignore the primitives
i'm guessing they're on the default layer
but you can change it on prims
.
-# might have consequences
That's not my solution lmao
so whats yours?
My solution is to spawn a WaypointToy when you need it, use it, then despawn it
If your problem is where the position is, maybe don't parent it and maybe set it to a position you actually want
That's what I do
I know spawning/despawning WaypointToys uses network messages but whatever
I'm willing to take the hit until NW gets their shit together
And my performance impact is negligible
As with most things like this
But maybe it won't be for you depending on your system and hardware
And I know this works because again 
I haven't tried it with SqrDistanceTo patches yet because I only learned about it a couple weeks ago and I haven't had access to my home computer
public void Push(float force = 10)
{
Waypoint = WaypointToy.Create();
Owner.SendFakeSyncVar(Waypoint.Base.netId, typeof(AdminToys.WaypointToy), nameof(AdminToys.WaypointToy.NetworkPriority), 500000);
Waypoint.Position -= new Vector3(10, 0, 0);
Waypoint.Destroy();
}
So i should do something like this?
But the problem now is the patch doesn't make difference
between one and another
idk man I don't use SqrDistanceTo patching yet
So what you do?
I also use a component to move the WaypointToy dynamically along a path I choose rather than moving it far away because at far enough distances it doesn't work
Me when my square is in a distance
no like priority?
FACTS
I don't because I only learned about it a couple weeks ago
have you tried without messing with priority and making the bounds very small
Also wtf is a waypoint priority
no?
I asked here
big priority = use that if two overlap
Ah
Missed deez
/// <summary>
/// Push player.
/// </summary>
/// <param name="force">Force to push.</param>
public void Push(float force = 10)
{
Waypoint = WaypointToy.Create(Owner.Position);
Waypoint.BoundsSize = new Vector3(0.0001f, 0.0001f, 0.0001f);
Waypoint.Position -= new Vector3(10, 0, 0);
Waypoint.Destroy();
}
So you are telling me this should work?
without patch obv
0.1
destroy the waypoint immediately
can you not just move the player 😭
no
damn
IT LOOKS ASS
Im just testing 😭
bruh how do you expect a nonexistent waypoint to move the player
Bro I've been telling you to check my LabAPI issue and endorse it
send it
In the beninging
done
HELL YES
but yea your idea neither is working
PLEASE NW 😭😭
See I know my idea works because it's what I use
can you vc?
i will show it to you now
ol
it doesn't
No I'm in Germany rn lmao
let me take a video
Lel
Still on vacation
When that ends
1f
Move it smoothly
/// <summary>
/// Push player.
/// </summary>
/// <param name="force">Force to push.</param>
public void Push(float force = 10)
{
Waypoint = WaypointToy.Create(Owner.Position);
Waypoint.BoundsSize = new Vector3(0.1f, 0.1f, 0.1f);
Waypoint.Position -= new Vector3(10, 0, 0);
Timing.CallDelayed(1f, () =>
{
Waypoint.Destroy();
});
}
just testing
Also add movement smoothing to the WaypointToy
+0.1f since destroy only destroy 0.1 late
1ulong
Or like
Even 0.1
Does ValidateReceive check if a player is muted?
Cause it appears like it doesn't
If that's accurate, how do I check a player mute
evil slime boy
I'll root around in the code later if no one knows right away I just figured I'd ask cause I have baseline zero knowledge and only my laptop to work with
muhahahaha
Hi nerds how is it?
@slate flume I will give you a kiss

Saved an idea
Now its time to make it easier for other devs
that aren't me (i will still dev but in case maro hires a new guy)

interesting
गाय?🤨
he
what?
crazy
At least take me out to dinner first :p
im poorer than you
bro
i ate a sandwhich today
Lmao maybe true
and im saving lol
Same
I have I think
4/5 figure net worth
I have an education fund I never used cause I'm not planning on college
you like kissing trans girls, don't you

this is crazy
https://github.com/northwood-studios/LabAPI/issues/119
This was marked as completed
How was this completed
upcoming
oh wait
they planned it to add it to the future
probably
Fml
privacy concerns ig
How is this a privacy concern
you'd know if player A hates player B
what if i hate every player? jk
also it's kinda unnecessary
yes i hate me too
at jesusqc 
it wasnt
its added to internal docs of ideas
or smth
Kind of unnecessary?
We have the ability to reroute voice messages
Would it not be good to be able to respect client mutes?
tbf the only thing needed to do is w speakers
which is why my suggestion is what it is
Or if you reroute messages through dummies
Or through other players
My point is that you could theoretically set up a system that bypasses any and all client mutes
And some legit systems accidentally have this problem
Which sounds like a big issue to me
I thought it would've been handled in ValidateReceive but apparently not
true
If they gave us permission to view client mutes they could add a clause to the new CSG that tells servers they can't bypass client mutes
Does anybody has a fix for this or I need to wait? https://github.com/northwood-studios/LabAPI/issues/135
Layer -1

Layer 40
EVE
hi
Marked issues by Jesus are marked as "todo"
why not leaving them and assign a todo
Does marked in this instance mean him completing the issue on GitHub? Or does it mean he's actually completed it?
Anyone knows if a tag exist that you can make a background?
wha
the former option
Like you can do a gray background and not mark
well
because i wanna do like a big gray box
not really
hold on
you can use homoglyph attacks to render characters above the mark
Wouldn't the difference be visible?


