#plugins-dev-chat
1 messages · Page 130 of 1
thatd be so cool
well actually if you were able to just send 1 setting to client at a time thatd be cool too
so if a new setting becomes available instead of sending all duplicates, youd just send the one
i removed that functionality in the API because setting a static id on a server side only setting is completely pointless, but someone coming from the base game system might not recognize that not setting the id is different semantically
yeah i think that could work
would solve the problem i mentioned before
yeah
those 3 would fix ssss entirely i think
i mean wrappers would be cool still but less required
i still like my abstract way
as in
when the setting tab is closed
send all your keybind settings
when its open hide them and do the correct menu
Oh ya i guess thats an option
riptide is doing that or smth
ServerSpecificSettingsSync.ServerOnStatusReceived
.TabOpen on the SSSUserStatusReport
probably yea
Thanks a lot for sharing this, Riptide! But now I’m wondering if I shouldn’t just wait until it’s available on LabAPI instead of integrating it into my API right now. Of course it’s hard to give an ETA, but would you say it’s likely to be available in the next version, or very unlikely?
Nothing to promise
Ok, that makes sense. So I’ll just consult my crystal ball to figure out what’s best to do in my case. 
Does LabAPI have any way to interract with SCP049's gate?
yes
InteractingDoor
and you can check if the door is in room or the doorname of it
Uhh I didn't mean the events
I just meant it as in "How can I for example open 049's gate through code"
ye basicly
Bad thing is that it doesn't have it's own DoorName
then find all PryableDoors and
.name
check if it's in 049 room
isnt there 2 in there
There are 2 gates
oh well
that's the problem
check their gameobject names as eve said
or you could check their positions to the room's position
(best idea)
Check their world space position

How to?
I'm a dumbo
user id is the id of the user (such as steam, northwood, discord)
alright
networkid is the network assigned id to handle a player (i do believe its the player id you can see in RA)
its something
I dream of a world with an API where the server just says: "stick this thing on that head, camera, or random point"… and the client politely goes: "sure, I’ll make it follow around with position, rotation, and even pitch"—like a loyal puppy.
Do it, please. 
you write like chatgpt
lmao
Average GPT French -> English Translation
float t = Mathf.Clamp01(elapsed / duration);
Vector3 nextPos = Vector3.Lerp(start, target, t);
if (npc.RoleBase is IFpcRole fpcRole)
{
fpcRole.FpcModule.Motor.ReceivedPosition =
new RelativePosition(nextPos);
}
I tried this but the dummy hitbox is still off
looks good, but can i see the rest of the coroutine
Ive seen people talking weirdly like chatgpt before and come to think of it a lot of them didnt seem to know english natively👍interesting
trying to follow along Unreal's new networking system and it throws curveballs like this
2 very stupid questions, Does round restarting call OnPlayerLeft? and does the SpectatableVisibilityManager persist through rounds?
when the game restarts the round it will disconnect all players so OnPlayerLeft will be called, not sure what SpectatableVisibilityManager is?
gotcha ty,
the SpectatableVisibility is the new thing where you can disable sombody being able to be spectated
ahh
but i assume if disconnect at end of each round it wouldnt persist so that answers 2 of my questions with 1 stone
yeah
ty 
i think i understand it, although there might of been a better way to write it? idk
kinda reminds me of mirror code with all the bitmasks
They're just performance freaks over on the new networking system
which is fair
But yeah it's bitmasks and bitmasks and I'm all for it if it pushes performance a lot
makes sense
I'm trying to figure out how to do something for my project and it's giving me headaches
like, I understand what they're doing pretty easily, but following along is hard
{
while (npc != null)
{
Vector3 rot = npc.Rotation * Vector3.forward;
rot.y = 0f;
if (rot.sqrMagnitude < 0.0001f)
rot = Vector3.forward;
rot.Normalize();
Vector3 start = npc.Position;
Vector3 target = start + rot * dist;
target.y = npc.Position.y;
Vector3 cubePos = target + new Vector3(0f, 1.5f, 0f);
var cube = SpawnPrimitive(cubePos, Quaternion.identity, 0.5f);
float elapsed = 0f;
float duration = 2f;
while (npc != null && elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
Vector3 nextPos = Vector3.Lerp(start, target, t);
if (npc.RoleBase is IFpcRole fpcRole)
{
fpcRole.FpcModule.Motor.ReceivedPosition =
new RelativePosition(nextPos);
}
yield return Timing.WaitForOneFrame;
}
DespawnPrimitive(cube);
}
}
RUEI!!!! https://medal.tv/games/scp-secret-laboratory/clips/lahp3avq5iGf_D0bm?invite=cr-MSxrUHUsNDE2OTY2MjUz
Watch Untitled by rr1111 and millions of other SCP Secret Laboratory videos on Medal. Tags: #scpsecretlaboratory
bit of a feature demonstration
!!
im very proud of it
looks good to me, do you have a video of the problem with this new code?
I added parameters to my ruei patch. i will firstly test parameters on its own w vanilla hints and then try the ruei patch!
Very impressive. I look forwards to seeing plugins using it so I can figure out how it works 
its pretty simple depending on what you wanna do
so what do you want to do
Uh well we're currently using HSM for an XP system plugin @warped prairie has made. But we've had some struggles with that. It seems to work pretty fine but the performance issues are a battle currently. It's hard to describe what exactly we need, but we just need a lot of hints on screen at the same time
Ill see if I have a sc in reserve
well Ruei can certainly handle a lot of hints on screen at the same time xd
This was from a while ago but we'd have xp events show up at the bottom of the screen, then stack ontop of each other and fade away
which worked... Until there was 30 players on the server doing a bunch of stuff
as well as hints for custom roles, custom items, showing effects etc
But anyway, we looked at the documentation before and couldn't figure out how REUI 3 worked
ruei.
partially because we're dumb but also because we're relatively new to all the plugin stuff
so we had nothing to go off of
there'll be documentation for how to use ruei v3 eventually but the simple stuff is very easy
u just
RueDisplay display = RueDisplay.Get(player);
display.Show(new BasicElement(500f, "hello"), 5f);
I'll give it another look tomorrow. I think as soon as there's some example plugins out there it'll all click
ill get one made eventually
i wanna make an example plugin that also doubles as like
an actual plugin
I look forwards too it, keep up the good work!
ty!
It's definitely just a bit of being spooked to jump into the deep end with something new, which is tricking my mind into thinking it's way more complicated than it actually is lol
same stuff when I started using Unity after using UE for so long
then I just did it and it was all shrimple
keybind params force DC for some reason, unsure if issue on my end or RUEI end. but it seems like item params work fine.
Unreal scares me, mostly because i dont know c++
C# is just better than C++ in my experience lol
Yes
But you can do 99.99% of things in UE through blueprint, then pretty easily port it to C++ if you need to, which you probably wont
Having used both c++ and C# for a variety of things. C# much nicer and cleaner
I had such a hard time trying to figure stuff out. I’ll use your doccumentation like holy scripture
hers the patch for anyone interested
what kinda stuff are you struggling to figure out
just wondering
shit
prob a me issue
ill fix it before the official release
I mean just weaving it all
Together. I’m sure I’ll figure it all out eventually I just had basically 0 starting ground
i am the no. 1 c++ hater
qwq
fucking LegacyContiguousIterator
and also its not even a proper iterator
iirc thats better than before, but still really terrible
you dont have massive packet loss do you?
not at alll
have you tested this with a real player instead, as in get someone real to join and they move on their own
oh yeah
this is a fairly active eu pvp server
hitboxes work perfercly fine then but when it comes to dummies when they move well...
i think you see XD
yeah
dummy issue it seems like
Time to decompile the game and see how it backtracks players, and then see if dummies are missing something that players have for backtracking purposes
have fun 
No it's not the player id
Pov multithreading
Treasure Planet mentioned
best movie ever
Hollow Secret Makeup
HSM my beloved
Yes
And its already out
Its stable for what i’ve seen
Btw does someone know if we can force hints out of bounds
Idc
Enough to be good
Else im gonna punch the wall
I tried pos, indent
Everything but the go in just one place
Indeed
The look of pure evil
"Indent" on primitives????
No hints
Why tf my phone changed it to primitives
Xd
Check how RueI does it
Apparently it has native support for moving text out of bounds
(See the vid pai sent)
@true cedar how did you do that
When i tried
It didn’t work

Because they were clamped in one location
-# Might be a skill issue
finally i can put stuff to the right side
wait ruei v3 is out and stable? heck yeah
oh yeah just seen the vid
is there way to stop 106 sending people to pocket for custom role?
Cancel the entering pocket dimension event
pos will work
didn't ;(
try again
make sense
Is there like a guide on how to use ruei? I've tried using it before, but got lost in trying to understand anything and went with HSM 😭
ruei is easier now
its like HSM
but 99% better
if you want i can try and help you / guide you
Trial and error 
wait until the 30th for ruei v3 to drop
im sure the docs will come out by then

i swear im too stupid
Me when I spend half a year writing docs
to figure it out
smh
if you need help i can give some
v2 and v3 i kinda understand
@true cedar are you gunna add any more breaking changes between now and the 30th? if not ill probably start migrating over...
u need to set ResolutionBasedAlign to true
then just use <align=left> or <align=right>
pos tags won't work with it tho so use something else
Daisy is the first song a robot sang afaik
oh its actually "Daisy Bell"
Oh thats why
right
scp proximity chat
i use negative space tags basically
if you place them before the text you can get text in the far left side
place them after the text and it appears on the far right
well that and align tags
ummmmmmmm it's unlikely but i can't guarantee that i won't
for the most part it's gonna be a bunch of bug fixes
i’ll just take the risk and if you do i doubt it will be a massive change
im using it rn
and it looks fine
smart
:3
Btw paws i have a small issue using align the text doesn't really appear where i want it
so there's any way?
to like move it to the left without using the tag align?
i like to move it move it
wdym
shhh
Im emulating the scoreboard from minecraft
and the align works fine but the text in theory is from left to right
and not from right to left
example
maybe after hint reworks
thats so sad
yuh huh
angy
shut up
negative space
align it to the right, add like -150px of space before the text
I mean i need to calculate it
because there are stuff like text that can change
like player name
how to throw grenade in labapi?
aint you have a custom ui solution?
Well I do but it's not nearly as advanced as RueI
Plus I don't push text to the far edge of the screen
So I can just use align with no trickery
TimedGrenadeProjectile.SpawnActive
thx
Np
How do you connect to a door interaction trigger when it's broken? PlayerEvents.InteractingDoor does not trigger
if there's no solution, how do you make a custom interaction object?
it's throw grenade by player?
i found only pose and owner, i want to throw grenade forward
oh you mean force throw the grenade in someone's inventory?
client doesnt interact with doors that are broken
unbreak them
well, that's basically what I want to achieve
throw from inventory forward in the direction the player is looking
I wanna do that by making the player interact with the door
I have the logic made, I just need to know how to trigger it
InteractableToy
it doesn't work and you cannot move it
i tried removing and using align
<pos=115%>
but no
don't use pos
what should i use?
i have no idea how exactly ruei does it but you need to align it to the very right
then use negative space tags to bring it back
hey, @celest thorn , can you help me pleaseeeee?
?
tell me
.
.
get the matching item from the inventory and cast it to ThrowableItem
call throwable.Base.ServerProcessThrowConfirmation
you know what works?
how do you combat negative?
with positive
it works with positive spaces
is there an event that triggers when a door breaks?
player.Inventory.UserCode_CmdDropItem__UInt16__Boolean(item.Serial, true);
smart
-# that only tosses the grenade but not like a player would activate it
patch (postfix) BreakableDoor.ServerDamage
check Network_destroyed
nah just destroy it agian
I just do this:
public static class Grenades
{
private static ThrowableItem _grenadeTemplate = null;
public static ThrowableItem GrenadeTemplate
{
get
{
if (_grenadeTemplate != null)
return _grenadeTemplate;
if (!InventoryItemLoader.TryGetItem(ItemType.GrenadeHE, out _grenadeTemplate))
return null;
return _grenadeTemplate;
}
}
public static ExplosionGrenade SpawnThrownExplosive(ReferenceHub thrower, float forceMultiplier = 1f, float upwardMultiplier = 1f)
{
float forceAmount = GrenadeTemplate.FullThrowSettings.StartVelocity * forceMultiplier;
float upwardFactor = GrenadeTemplate.FullThrowSettings.UpwardsFactor * upwardMultiplier;
Vector3 startTorque = GrenadeTemplate.FullThrowSettings.StartTorque;
Vector3 startVel = ThrowableNetworkHandler.GetLimitedVelocity(new Vector3(0, 0, 0));
ThrownProjectile thrownProjectile = UnityEngine.Object.Instantiate(GrenadeTemplate.Projectile, thrower.PlayerCameraReference.position, thrower.PlayerCameraReference.rotation);
PickupSyncInfo info = new PickupSyncInfo()
{
ItemId = ItemType.GrenadeHE,
Locked = true
};
thrownProjectile.Info = info;
thrownProjectile.PreviousOwner = new Footprinting.Footprint(thrower);
NetworkServer.Spawn(thrownProjectile.gameObject, ownerConnection: null);
Rigidbody rb;
if (thrownProjectile.TryGetComponent<Rigidbody>(out rb))
{
float d = 1f - Mathf.Abs(Vector3.Dot(thrower.PlayerCameraReference.forward, Vector3.up));
Vector3 forward = thrower.PlayerCameraReference.forward;
Vector3 a = thrower.PlayerCameraReference.up * upwardFactor;
Vector3 a2 = forward + a * d;
rb.centerOfMass = Vector3.zero;
rb.angularVelocity = startTorque;
rb.velocity = startVel + a2 * forceAmount;
}
thrownProjectile.ServerActivate();
return thrownProjectile as ExplosionGrenade;
}
}
Just call the SpawnThrownExplosive method (remember to remove the grenade from a player's inventory)
holy makaroni
what the fucky
0_0
that's for referencehubs
when players do stuff
but it's not called on break
there's a referencehub in the delegate
which is null
hi blind
@rough tundra
hi slejm

why do you repair door when destroyed
any idea on how i could calculate the space? to just customize it and like make it align in some ways i want
measure the text

is that what you want
yes but how
i have like to put them in a specific point
find every char's exact width
To cause deja vu
hm, how i can do this without inventory item
Thanks
use the code GBN sent
i'm didn't understand u
real
basegame throwable not labapi
Hello, what are the best combination of effects to make like a "stun" effect?
Ensnarled + Heavyfooted
thanks!
hello chat
it should be "hello"
ciallo
lol
😈
are you one of them?
hello cat
i could do more chaos than her
example?
none yet, i dont have any demonic power
KOTLIN IS FUN, WE HAVE ALL FUN, WE LOVE KOTLIN
even their functions are named fun
fun to suffer? sure buddy
yes we love suffering
java
is already suffering
and pure
kotlin is even more fun
pure like my hearth
How to add Items other than itemtypes?
what
what
create an item (with itemtype)
and then just add the created item instead of telling labapi to create it

Player.AddItem(alreadyExistingItem)
I find Kotlin better than C# 
i am not, no ; the function is messed up , worst than python
I find golang better than c#
But like how to give that item to a player?
Also how to create it
why
why not ItemType
if u dont already have an item to give, why create one manually?
Because I'd like to give a player a keycarditem that's customized
But how could I give that item to someone?
(I'm used to exiled's way of creating items, so I might be a little confused)
KeycardItem.CreateCustomKeycardSite02
that is how
CreateCustomKeycardTaskForce CreateCustomKeycardMetal CreateCustomKeycardManagement
as i remember you can pass Item object to it
Huh? kotlin does not need ;
No, you cant
or what is messed up?
that's the problem
thats why it is bad imo
not that bad but its
unieque
Honestly, the way it is built up, there is no point having ;
Don't even give existing items to people, unless you know how to manage serials + pickups properly
you are going to introduce nasty bugs with trying to give existing items
KeycardItem has:
CreateCustomKeycardSite02
CreateCustomKeycardTaskForce
CreateCustomKeycardMetal
CreateCustomKeycardManagement
By existing I meant defined
Defined how so?
I can't, since player.additem doesn't accept Item it only accepts pickups and itemtypes
as pretty sure 99% of the what eve said is the correct way to do it
but
CreateCustomKeycardSite02
CreateCustomKeycardTaskForce
CreateCustomKeycardMetal
CreateCustomKeycardManagement
all have a player to add to
just tell who to add to
its the first param
i miss my ; (cant do one liner)
You can do one liner
.apply, .let is your friend
you can pass everything to everywhere in kotlin
😭 m message got blocked
I like C++'s designated initializers
this initializer is ass
struct MyStruct
{
int SomeValue;
bool SomeBool;
};
const MyStruct data { .SomeValue = 10, .SomeBool = true };
what is wrong this this?
also you can just
data class Dice(val sides: Int) {
fun roll() = (0..sides).random()
}
I WILL NOT USE JAVA or JS like stuff
neither of those java or js
it is mostly used in those
you cannot assign to function declaration. In this case it is shorthand for result
= is used in every language wdym
= simply means in kotlin that thins function does this one thing and returns it as is
you are not assigning anything to it
me when you can omit the period in C#
skill issue
okay but like
if you think for a second
you don't gotta type 2 braces and no 3 extra lines
cyn would like to smite me
the generator will do it anyway
generator in my pc
public final class Dice {
private final int sides;
public Dice(int sides) {
this.sides = sides;
}
public final int getSides() {
return this.sides;
}
public final int roll() {
return RangesKt.random(new IntRange(0, this.sides), (Random)Random.Default);
}
public final int component1() {
return this.sides;
}
@NotNull
public final Dice copy(int sides) {
return new Dice(sides);
}
// $FF: synthetic method
public static Dice copy$default(Dice var0, int var1, int var2, Object var3) {
if ((var2 & 1) != 0) {
var1 = var0.sides;
}
return var0.copy(var1);
}
@NotNull
public String toString() {
return "Dice(sides=" + this.sides + ")";
}
public int hashCode() {
return Integer.hashCode(this.sides);
}
public boolean equals(@Nullable Object other) {
if (this == other) {
return true;
} else if (!(other instanceof Dice)) {
return false;
} else {
Dice var2 = (Dice)other;
return this.sides == var2.sides;
}
}
}
here is it decompiled java
what the fucky
ye
ugh
ugly
did you use fernflower at least
I think Intellij uses that?
why tf does it contain the final keyword on almost every method if the class is already final
Java's word is final
meant to reply 2 messages below
my time is final for this class
the final countdown
the final braincell
meow meow meow meeeoowww
losing after every java course
I swear im loosing my mind
goose on the loose
me too
i swear
https://i.e-z.host/🐀/3m15339h.png
LIke can someone explain to me WHY?
WHY that space ;((
i dunno man
the code is so big that i cannot even send it here
me when you can upload files
🔥
ifre
Here
typing in laptop is hell
message.txt
that is the entire code lol
zero you still can't spell represent smh
I wrote this, this morning
and im tired asf
its all day im tyring to fix this allignement
hello tired asf, im slejmur
Hiii
again, can't you just right-align magic and then add <space=-150px> before the actual content?
Teams name?
and other stuff
😭
like they are dynamic thats the issue
@true cedar how do you push text to the very right
Is the problem the Player's or the rest of the lines?
the problem is the game
The teams
existing
looks like the trailing space for some reason is 1 plus?
yea but idk why
this is the entire code
can we just brainrot already
this is the only place
where its called
looks like the colon and the ' is wrongly spaced?
is it?
does it go more wrong if you have :: instead?
can you test it
cause that is the only diff I can see
and the weird char width override calculation
where did you get those character widths from
and quite possibly the / overcompensates at the top
idk i just took a python tool
hueh
and got this numbers
you can just create a text component with font size 10 and use the component width for it
light
idk what that uses
then why did you take it 😭
you can even dynamically create a cache with a text component
why are you using python
i think ruei has code somewhere that measures text width
paws for sure did something like this where she got all char widths
I cannot find one
@true cedar wake up
go to sleep beautiful
AspectRatioSync
oh that is synced
How to add an effect to a player?
player.EnableEffect
Check the / as well, cause that is the diff between the bottom Your team and the Players
i remembered that HintService Meow uses a similar system
and saw that they have a file
unpacking it
i checked and they were off by 2f
not much
now im testing with new one
uuuh
i still can't believe how someone was so "bad" at math that they used a polynomial to calculate half the width of the screen from the aspect ratio
Does Meow have dynamic fontsizing? Cause you are calculating from base 25
nope
so your 1 is 25 in meow
idk
i don't use that
you are?
EstimatingTextWidth returns return widthUnits * fontSize;
it took me a day
yes im upscaling
.
i know i literally copied it from there
honestly
should i leave this
and just do it in a different way
or try and continue?
I mean you got to the one of the issues
Maybe leave it now and continue tomorrow
Put the whole thing in the back of your mind and let it parallel process in the background
I love doing that when I get a random DING! like a microwave that an issue has been solved
Is there a way to change Player's Ammo/Item limits?
@royal mica do you like forgetting to allow unsafe code
allow me to present:
not needing unsafe code until a minor release
yes
per-player is more difficult, otherwise you can use Server.AmmoLimits
me when my code is never safe
its a patch and a fake sync

hope that paws can help me
rn i have a delusion
my fucking dl3 save file got corrupted
;(
so i will need to replay the game
or watch a video
which is what im gonna do watch a video
im not spending again 5 hours for farming back
in a new save file

I do not use unsafe code lmao
Average reflection fan vs average publicize enjoyer
WAIT
RELEASES
VIEW
OMG
OMG
NOTES
Hey, it works and it's not usafe!
reflection users be like: I can't wait to write 2137641 lines of code to fetch a method and call it, then have it break without the compiler telling me when there's an update 😎
exactly
it works (grandpa)
Atleast I do not have to modify the dependency and do cursed shit
me when bepinex publicizer
also wtf is this naming convention
this is not C++
this is not .NET 1
made more sense when I had FieldInfo
And Publicizing the dll
at least it's not hungarian notation
me when
I think one point I had field and method with the same name, so it was easy
including a additional library to publicize 
sounds like a skill issue
im going to die on this stupid hill
yes
you dont need to add it as a dependency to sl smh
your life would be 10000000000x easier if you publicized
it's only for development
I'm already used to cursed shit 
easier is understatement
ez
Fella is gonna say "do not have to cursed shit" and then pulls up that
ahahaa
hi david
I aDd ed Publicze=treu and it don't work chat wtf is this
did you add bepinex?
or just yknow
chat why this doesn't work? only know js btw
AssemblyPublicizer.exe
😭😭😭😭
apublicizer
should've uninstalled windows
you can just boot Win10 in virtualbox
That would sucks ass
I need it for Unity
and VM overhead aint gonna help the performance xd
if you need something and not unity in linux you can just mount it qemu
Well i need Unity
I fucking love discord finding public when I search for publicize
XXXDDDDDDDDDD
unity should work on linux
Ehhhh
-# idk to what extent 
I assume he needs it for WIndows build
CachyOS?
it works, I can attest
idk
Well even some NW staff has proton so yea
we know it works
especially on cachy
but I need the editor
yknow
love that
Yes the full Editor works
i would love to switch to linux without having to install unity
I would ask lumi about that cause
she said she might switch to Windows if she gets the maintainer position
Soooooo idk
more experience with linux and unity
AH HELL NAWH
no switching to windwos
xddd
when nix-shell -p unityhub && unityhub
Literally
Just use refind
I just followed the tutorial and it does what i want
Sorry but i cannot find Minecraft grub
ok the google login screen doesn't work ????
ok google the screen doesn't work
is this unity on linux?
Yyes
good luck then 
why?
What version?
have fun with the x11 server crashes
2022 damn
Land of the way
x11 is "fully supported"
and wayland is "experimental" and opt in with -force-wayland
I'd expect it to be even worse 
Well you have to restart it after some times y'know cus of unity memory leeks
but yeah, the status last time I tried was: works better in Wine than native lol
same I guess as game builds 

WHAT
i love it when
i have 64GB of ram
i do something in Unity with SL
And 72 used by unity
and I suddenly get a C drive is out of space
error from windows
I look and
100% RAM usage
70GB pagefile on C
Wtf
I open unity and like probably 25/32gb used (total)
I have many pages open (and VS22) but

at least only the unity crashed lol
I usually have like 3 VS Instance open for doing stuff for side projects
well
when it's open normally it's not that bad
but the editor has TONS of random memory leaks
Can confirm
tbh for my little project, initial startup only consumes 160 MB, when i start doing anything then it skyrockets
can't eat it if i already have
Never letting you touch my ram ax
:((
this template works well tbh
I even debloated my unity assets on that project but its ass
You ram eater
pew pew
Bought protobean for a friend's birthday btw
a what
Dont even ask for the total price
for the transport and taxes
Okay nvm i dont think i wanna know

Just a plushie
Ah
protogen one
2000?
Your not far actually
you fart smella
just in czech crowns
they improved it in 6.2 it seems
only 29GB now
not 48GB
My editor still gonna fucking die
would've been surprised if you said forints xdd
Buying 64GB for christmas it seems
Argentine pesos
so what you're saying is
i'm gonna edit prefab and meta files manually
(i have done taht before)
No no
also it does this when searching lol
yeah that's why
yyyyyyeeaaaaaa
Wtf
Who even though in unity thats good??
Thats SL project btw
@unique crane actually
doesnt happen in normal games
the new searcher
seems to have regressed stuff a bit
cause
while it is faster
and uses less ram like I said
Im just gonna do my own assets search window xd
the old one went back to 8GB after it cached stuff
okay but genuinely
how tf do you manage to do that atrocity with filename search
Like wtf is it doing
the new one sits at 31GB still lol
Just index stuff 😭
seems it doesn't release stuff any,more
Unity
Idk why it needs 40 gbs of ram for that
You surprised by that??
and the moment I said that
it started releasing stuff
Strings
It’s me sorry
telemetry 
Bro idk
They caching all the files inside the package/asset
yeah its staying at this now
Yeah thats fine
Thats kinda average programming day
That might be why it eats all of it
The thing is that its so stupid
yeah cuz it makes perfect sense to do so
and so little
but like
why
but once you see it

you cannot stop
SL PROJECT ISN'T EVEN THAT 30GB
Publicize
AND THEY'D NEED TO JUST LOAD WHOLE FILES FOR IT TO TAKE THAT MUCH
yes I have the csproj edited, nuget installed
build the project
also done
did you add publciize=true to mirror?

currently at work debugging a memory leak potentially in the engine, and suddenly half the team working on hunting it can't reproduce the memory leak
we didn't touch jackshit
(╯°□°)╯︵ ┻━┻
Ye dont you wanna do that??
lol
forget the leak
then it won't be a memory leak

Dementia
kill me
/kill @grand flower
kill me too







