#plugins-dev-chat
1 messages ยท Page 194 of 1
would be faster if aint IL2CPP
I got dnSpy I just got no clue what that thing would even be called
this is what you get when you try to start a process but it doesn't work
also sometimes you get a success result in this
process creation failed: success
oh you are gonna look on client side code
search around model, or Hitbox or something
really fun how i get spammed in the editor about the DLL not existing
Im still fighting to understand why is a method const
Because it doesn't modify its object
like readonly for struct methods
ohhhhhhhhhh
what
cool
tbh there is more callbacks
what is any of this
hehe
I'm adding them as I handle them
you think
ah thats a good idea
you going from abc sorting with the interfaces
or what you need first then others
what I need first
i'm doing auth atm
you meant node_modules
background thread that handles callbacks
void FSteamCallbackRunner::Tick()
{
check(FPlatformTLS::GetCurrentThreadId() == RunnerThreadId);
if (Crowbar.IsSteamClientAvailable())
{
SteamAPI_RunCallbacks();
}
if (Crowbar.IsSteamServerAvailable())
{
SteamGameServer_RunCallbacks();
}
}
right margin...
and then it just throws those callbacks to a queue that gets read on the main thread
i hate seeing it
its funny how you named it crowbar
friend gave me the idea
since it's a Steam plugin
void FSteamCallbackRunner::OnSteamServersConnected(SteamServersConnected_t* pParam)
{
FSteamCallbackData CallbackData{};
CallbackData.Variant.Set<SteamServersConnected_t>(*pParam);
CallbackQueue.Enqueue(MoveTemp(CallbackData));
};
also this is what the macro does
@wary gust
CharacterModel model = role.FpcModule.CharacterModelInstance;
if (model != null)
return;
foreach (HitboxIdentity hitbox in model.Hitboxes)
{
hitbox.SetColliders(isEnabled);
}
that's not gonna sync to the client though
Using is with unity objects is hella scary
try not to fall for the most obvious trap challenge

Might spontaneously combust
(it's not so obvious)
NW devs try not to NRE challenge (impossible)
the funny thing is that the .NET object lives on
i unloaded the scene the spline was in
object kept moving along the spline
its an unreleased stuff so, and it wasnt even testd
also yes its indeed 30 minute build
what are your pc specs
gah dayum
R5 3600
32GB RAM
RTX 2070
Single transistor cpu,
1kb ram
Integrated graphics
This won't work for client sync reasons as axwabo mentioned but do you know where the code for interrupting a charge is perchance?
(also tested it just in case, it in fact doesn't work)
i have worse specs than you and i'm pretty sure my builds take no longer than 25 minutes ๐ญ
you cant interrupt the client side code tho
but maybe I can see what it uses to check and do something about that
congrats on the upgrade
tx
single transistor cpus dont have igpu
i was playing on 16:10 and i saw a missing texture in incinerator room it was for a small duration then it disappered
only at top of my screen and it only happend once then never did again
i know this isn't a QA report but if anyone is curious here is the seed 299834254
i think its the incinerator heat shader
shader ? idk her
โ ๏ธ
i think it works
i don't know about the performance cost if there was multiple players but i'll probably not render their reflection probes
the viewmodel just feels off its probably because i don't have camera stacking added yet
does anyone know if SL only uses a single audio clip for E11?
I would also delete cmakelists
my understanding is that it uses a single audio clip for unsuppressed and one for suppressed. IF it doesn't sound right when youre doing sustained fire then youre probably gonna have to look for an audio clip of the gun firing continuously
but I wont pretend to know whether the clip of sustained fire even exists! I just know some games use that
i tried using 3 audio sources at same time
it kinda sounds better
but its still a bit off
don't worry about the sway i'm still looking going to update it
sounds like an issue with audio engineering than anything, it sounds right to me besides the lack of reverb
Yeah i had no reverb in that scene
Still early for it since im gonna work on a dynamic reverb system for SL legacy
Btw this is the new one
https://youtu.be/7OWF2gfQQFo?si=mzwGwD3K04Z13LTn
I increased amount ot audio sources, along side some other small changes to the pitch and volume.
Mind if i sent this vid to my friends?
No worries its public now, you can share it :'D
It will take me a long painful time working on the rest i still have to work on AK, Shotgun, FSP9, Com18, Com15 and later keycards but those are easier since their animator has like 2 animations
Me when PlayOneShot
PlayOneShit
Oh God, reverb zones... why does it have to be so difficult
The fart reverb sound
Real
Yeah why doesnt unity just update their fmod version
Or fmod doesn't update unity version
Happens to mirror too, despite they have a new package they ain't uploading that
Lmao did you see unity now are leveling up urp to hdrp level of graphics
I'm not gonna play that
By the way my idea for the reverb is kinda painful to setup since it has to he acounting for the audio sources inside a box collider and others outside of it
The idea is basically it enables reverb zone only when player is inside a box collider or any custom collider, and to avoid reverb zone leaking to other rooms. then it adjusts the audio sources reverb filters to a different preset if they're outside of the box
I tried only the enabling reverb in this example
why not use Steam Audio
Also cyn what you use to get the mic record from the player?
Is it like steam voice record or something else
Haven't implemented that yet but it'll be Steam's voice APIs yes
yeah i had a similar idea to that but like
you gotta interpolate the reverb zones at the edges
ISteamUser::StartVoiceRecording(), ISteamUser::StopVoiceRecording() and ISteamUser::GetVoice()
Then I'll just network the data manually
๐จ
Once I figure out how I should network voice data properly, haven't done that before
Yea it will be so much work i'll probably keep it for later in dev
Many stuff using UnreliableUnsequnced or is it sequnced ? Idk
Don't have that in Unreal
I'll either use RPCs or open a socket connection dedicated to voice
maybe
Probs the former
The latter is easy with SDR but without you'd need a dedicated port and that sucks
I started to change my mindset about game dev honestly i used to get burned out, but now im more or a happy man seeing amount of work i need to do since what purpose will i have if i don't wake up and work on something awesome
You can send the msg tru steamnet or steamsocket
i would need a dedicated port
if the server isn't using SDR
makes it sucky
Unless I force SDR for voice
Not a bad idea
I didnt seen what sdr or how it is so
Kek
Just that generally if your server uses it for the game port, you can have a toj of virtual ports to route the data to different sockets
iirc Steam says < 1000 virtual ports
Maybe I'll have that as an option
If your server uses SDR I'll switch to a low level socket for voice data
Cheaper
It still wraps your data into protobuf
I don't think it uses protobuf
does it?
Either way cheaper than going through the engine
Every steam communication does that
Btw does SL use reflection probes in real time for viewmodel reflection?
Also is it a box or sphere?
That's for relay pings and utils
not the actual transport layer of the sockets
Your client needs to stay up to date on the best route to a server so you get continuous relay information
which is why they recommend you call InitRelayNetworkAccess() as soon as possible if you plan to use SDR
That initiates a connection from your client to the relay network and calculates best routes to relays
thanks for the feedback btw. i have changed from MethodInfo to DynamicMethod now which is ~85 times faster. I also changed from throwing exceptions to returning a CommandResult which has bool for failure/success and string for message which is ~16 times faster. lmk if yall have any other suggestions
first and second image is MethodInfo to DynamicMethod invoke difference in a 100 million loop
third and fourth image is throwing exception to returning CommandResult difference in a 1 million. it shows success because i put it in a loop and ignored the exception/result
Ah
Maybe I'll give the option for servers to have a voice port
hmmm
Cross that bridge when I get to VOIP heh
Plenty more to do first
I'm not sure if the VPN checking API is causing this, but some users are experiencing increased ping. Could there be an issue with the code?
use awaitables and put await Awaitable.BackgroundThreadAsync() before making the request
thx!
np
It says 'Awaitable' doesn't exist. Which .dll do I need to add?
When you turn on the VPN and enter the server
yeah but which event
PlayerJoinedEventArgs
is cullable parent toy released? Why is no one speaking about it?
it's been a thing for like
half a year at least
probably more
there's not even single wrapper on it
I want to check it's implementation, but will not be on computer for like next 4-6 hours 
np
so like what does it do? Can I just add it as parent to something and it'll just be culled?
you parent stuff to it and if you can't "see" the bounding box, the things in it will disappear
if I have
cullableToy
object1
object2
will object2 be also culled?
yes
and do raycasts work on it normally?
everything in the parent will be deactivated
on client*
so server still has spawned all the objects and it's "only" optimisation for client?
Yes
i mean the server still needs to know they're there
Culling is typically a rendering optimisation lmao
void FSteamUserInterface::HandleValidateAuthTicketResponse(FOnlineServicesCrowbar& InServices, const FSteamCallbackData& Data)
{
const ValidateAuthTicketResponse_t& Params = Data.Get<ValidateAuthTicketResponse_t>();
const FOnlineError Result = SteamAuthSessionReponseToError(Params.m_eAuthSessionResponse);
UE_LOGFMT(LogOnlineServices, Log, "Crowbar: auth ticket for remote user '{0}' validated by Steam servers with result '{1}': {2}",
Params.m_SteamID.ConvertToUint64(), Result.GetLogString(), Result.GetText().ToString());
// If the owner id does not match the auth ticket's steam id, we'll also display it.
if (Params.m_OwnerSteamID.IsValid() && Params.m_SteamID != Params.m_OwnerSteamID)
{
UE_LOGFMT(LogOnlineServices, Log, "Crowbar: auth ticket for remote user '{0}' marked as family shared from real owner '{1}'",
Params.m_SteamID.ConvertToUint64(), Params.m_OwnerSteamID.ConvertToUint64());
}
love that Steam just gives you the "real" owner of a game if a player is family sharing
gonna be nice to expose that to mods so they can use it for alt prevention
well yeah just my problem with this approach is that it takes too much resources from server
What resources
2Kb of ram?
the 3 lines of code to handle the update which you can disable
I mean spawn 7K primitives
the server tps are going down
Solution: spawn less
Another solution: fake them on client and spawn just box colliders on server
or other colliders
Make them static
will I be able to use the Cullable toy for this though? I could theoretically fake also the toy
doesn't help very much
Don't use them
I need more context for this message 
-# don't know what u mean
Primitives ofc 
i can't make ts up
NO
tps fine
can you show tps?
you need to patch the method that restarts the server to log what was the cause
where is "how to"?
how much fps do you have when you're near the 66K prim?
same as in a normal game, for most people, maybe there is 10 fps less than usual
mine always has like big drop of fps
even on a potato computer, everything fine
are they many errors in your localadminlogs ?
like spamming errors
no
then you should use MEROptimizer
I'm trying to optimize the MEROptimizer 
you're already using mero ??
yeah it's not optimizing that much how cullable toy could
Cullable toy e.g breaks ragdoll
And mero does not do that
Because it keeps like flooor spawned at all times
yeah but MERO would put a lot of unecessary strain on the server
by doing these despawning stuff
better to break ragdoll and gain performance
I don't think many people use ragdolls in PMer
Well if your primitives are client-side only then you should get more tps
MERO should do that for you already
Then why do you have less tps with less primitives
I was talking about static before
6 
Shouldn't there be a listpool return?
There is a pr to remove it
No bc someone decided to make devs' lives horrible
You should've read the xml docs!!1!1!11
it was you all along
Gets a pooled list
you should return it later
I think you dont need to have ListPool as return
Yeah but the design choice is flawed
What happens if I don't return the list back to the pool
Is there a real chance I can run out?
If it wasn't for this conversation, I wouldn't have even checked for this lol
I wonder how many people use DropAllAmmo() or DropAllItems() and don't return
why tf does it return a list
should it be just void
someone thought it was a good idea
though these 2 methods in particular
like
omg
wouldn't it be funny if it returned an IEnumerable and only dropped the items as you were enumerating?

How to use FakeConnection (not speaker) to play an audio clip in the current version?
Contribute to CedModV2/SCPSLAudioApi development by creating an account on GitHub.
but is does't work now
you can't send audio through players with AudioPlayerApi
lol @upper vapor
what the helly is this
i'm even more confused
ye
what project did you open ๐ญ
my c# ope
no thats explains nothing
why does it want to open with c++ if everything inthe project is c#
this is what happens when you vibe-code your IDE
vibe code your OS
how to check when player throw grenade?
PlayerThrowingProjectileEvent
^
If you're only worried about type just check the ItemType of the projectile, and don't worry about casting to things like TimedGrenade
What event is triggered when a player spawns via SCP-1509? If there is no such event, what method spawning?
RoleChanged
Check if ChangeReason is Resurrected
How can I know who killed the player?
Attacking/attacked
PlayerDeath
It was ready for .... A long time
Ready or not
No. I need to figure out which player killed the other player and cancel the spawn using SCP-1509.
You want to make it so certain players can't revive using 1509?
It also won't damage
What's your ultimate goal, be specific
It can be done with OnHurting too.
Check if the dmg handle ris 1509 , get the attacker, if its your one to deny then replace dmg handle with custom reason
That's one method but that fucks up anything relying on it being Scp1509DamageHandler
Sure. What method is called when SCP-1509 spawns?
Scp1509Item::ServerProcessKill
Ye thats the reason you override to not spawn revived players
So you essentially killing the player without resurrecting others
Of course
I would add, you could do a better system if you set the _nextResurrectTime to be some large number
Scp1509Item._nextResurrectTime = double.MaxValue; or something
That'll prevent particles and effects from playing if you can't revive
Its sound like crutch
It works cleaner because otherwise the game registers that you can revive and it plays the smoke effects and stuff while you're holding it
Will this affect other players?
No
No, just the item
Only that item
ResurrectingEventArgs ?
Ah ok
Doesn't exist
Not yet added
ah ok
Me when I misstyoe ressurecting
that why there still a warn log for it ?
_nextResurrectTime persists between item drops, so if you're doing it for specific players, remember to reset it once it's dropped
No, that's because there is no pickup wrapper for it
Get to work slime boy
- set it back if the target player picked up
slime boy
Ye
could you make a big breaking change ?
make than Item and Pickup are no more differentiate
:3
There is already many in the way by me
Huh
That would need rewrite for everything
I through smth like
do it
and make sure to release it without a beta
Get to work!
honnestly it's would be good
It needs NetworkBeh on it
Just set it to 0?
That prob works
Ok. I will try it
Well I tried something like that
https://github.com/SlejmUr/Unity.SLRemake/blob/master/Assets/Scripts/InventorySystem/Items/TestItem.cs
What you might wanna do is
Person picks up 1509, not allowed to use it, _nextResurrectTime += 100000
Person not allowed to use 1509 drops it (_nextResurrectTime > 100000), _nextResurrectTime -= 100000
This would prevent not allowed players from picking it up and dropping it to an allowed player for no revive cooldown
100000 seconds is over a day so I figured it'd be a good example
Tf is that
Wdym
You know what would be hype
FireRate effect
One to speed up, another to slow it down
Like Lightweight/Heavyfooted
-100% fire rate -> +255% fire rate
Sl remake but with me trying to implement more system and stuff.
Unity prefix cus uh idk
What do you think about making a fire rate effect
I don't even know how firerate works
If green goo can do it, we should be able to as well
slimers
Hi eve
ello
Uh uh
Never checked green goo
I don't even know how half of the systems and stuff works
Does 1853 even increase fire rate?
No lmao
127 does!
Also yeah it's built-in to attachments already
Syncvar BaseFireRate it'd be peak
Hey how's that source gen going
Have you lost it yet
um
i have no clue anymore
brain damage happened
i genuinely would wish SecretAPI wasnt a solo project on smth that I'm not really knowledgeable in
Looks like he's changing himself
when you drop it's save to NextReviveTime and when you picked up it's get set _nextResurrectTime
this but also motivation
i have none of that lmao
Oh
i just wanna chill and do games ngl
Real talk
I won't lie
AI saved me a lot of time with source gen
Real

Subscribe to ItemBase::OnItemAdded and ItemPickupBase::OnPickupAdded
For the former, increase resurrect time
For the latter, decrease resurrect time
Miss Toe?
clanker wanker
crayz phrase
I'm replacing you with AI
btw about the reverb idea we discussed i think earlier today do you think another system that checks how many players inside a room then adjusts its reverb zone. what do you think about this idea?
You'll need more than one and even then, it just won't be as good
What's the usecase
it basically enhances the in room audio making it dynamic to real time player amount
but outside players that are outside the box will hear the sound normal until they get close or inside the room
Wouldn't that cause a noticeable change when you get close
rip
it will
Key point for lore
What's the downside of keeping it on all the time
performance of course but i think it will be better if it only enables 4 zones of the nearest to the player
since it requires doing changes in real time
i don't think i'll start working on audio until i fully add a lot of core systems back
yeah i'd do that pretty late
I have some ideas on how I'll do it for my game but like, I'm not adding it until I have a base prototype with rounds working
same
Can we use a Harmony patch to prevent generators from spawning in the TestRoom?
probably
might also be able to just delete it from the test room if it's there
and spawn it somewhere else
you can patch TryGetNextStructure to skip HczTestRoom spawnpoint for generators
Or just remove the spawnpoint
i think it will be readded on map generation idk
Like how can you even tell which room it is
Because the name suggest โdoorNameโ
Spawnpoint has Room property or something
So ig you just test bounds?
It doesnโt
It has a string lol
its based on DistributorSpawnpointBase which has RoomName
Indeed
Or you could just do this
if (RoomUtils.TryGetRoom(transform.position, out RoomIdentifier room))
{
So yes run after room spawned


Correct me if I'm wrong, but doesn't PlayerEvents.ChangedItem not get invoked when the player drops the item?
And if so, is there an event that does get invoked when the player not only changes their item but if they drop it as well?
@carmine prawn yo
(I hope its a right one)
https://github.com/northwood-studios/LabAPI/pull/339
Can you apply this suggestions (as we not really use this) or should I do that?
Drop like the held item?
Yeah
Cuz currently at least from what I remember the event isn't invoked when they drop their held item
Not sure why bc thats still them changing their held item but yk
haii chat
is there some way to like parent primitive to another when spawned client sided?
Is it possible to spawn this structure?
there's a simple float you can use

simple float?
uint sorry
that doesn't help me much 
bro in the message when you intialize it there's a uint
use that
OnSerialize writes the parent id
^
lemme check 
Is it possible to know the fov or what the player is seeing in front of them?
Do you wanna get all objects in the view frustrum?
Yes
So i can just hide them or show them
If the player can see them
I think that's a stupid idea
Why?
Culling doesnโt work for network identities
You wanna prevent client script updates on culled out objects? Otherwise it would be a huge waste (it's still a waste of tps though)
Hmmm
Thats true
The culling parent disables the GOs so they wouldn't get updated anyway
Nvm then
Hey, that's normal that we can't get anymore a player using player id ?
what
I want to get a specific player using is player id
that's very weird
show command usage
as in the ingame console
but also yea RAUtils is decent to use
parse into int
it allows multiple players tho
otherwise it gets via UserID (like slejmur@northwood)
oh yeah fuck
and not the playerID like 5
i'm so stupid, thanks xD
but i still suggest using RAUtils to select more players
ur evil
says the evil one
eveil
eve is evil
you are goated
is fake sync varing heavy for servers network?
if you do it per frame yes
Sure that's nothing to worry about
๐ญ
It's been like 10 months ๐ญ
so you changed color
and thats it
because i remember it being less like
red
Yeah I changed cosmetic roles
linux issue
I look away for a few days, has there already been talk of the dozen plugin submissions to the official site that were most likely AI generated, half of them are for base game features like Ragdoll cleanup and AFK timers. All repos and account created at the same time.
it works on my laptop (same distro)
Docs in spanish, code is perfect english
what the fuck
And have the signs of a half-ass attempt at EXILED precompiler but not utilized
they are using exiled
can we get rid of them 
not even labapi
i mean idc if its exiled
can we evoke cedric
just not be AI gened
this is why i support censorship ๐ฅ
the smallest requirement we can make is "have an english readme"
is it all AI slop
But I've never submitted a report...?
they are all in spanish
Exiled is in the labapi thing and others already using it (seen like 3-4 that has that as a dependency)
btw
and what is this
๐ญ
Contribute to MysticProfile/RagdollCleaner development by creating an account on GitHub.
Wtf is this
another one
god no
its in spanish
jesus
real
new apple product for tweakers
the issue with the website is that we can't reach out to people who only post on the website
when ai in SCP:SL
1072 lines
await Task.Delay(TimeSpan.FromSeconds(Mathf.Max(0.2f, Config.HudIntervalSeconds)));
I mean this is obviously AI slop
WHY
ARE
OMG
WHAT
WHY TASKS IN LABAPI BUT NOT IN EXILED
like how stupid does one have to be
because why not
Probably not knowing coding
ced not the webdev
yea all those plugins were created same day lmao
i think thats uhh
I mean he can take them down
I tried reporting on the site and I get blocked ๐
100%
AHAHAHAHHHAHA
skill issue
maybe you did a self report on accident? 
๐ฒ
https://plugins.scpslgame.com/profile/58 I've got too many downloads to risk AI-ing myself
AI

NOOOO
most obv ai
or adding ai to combat ai
true
omg
how 2 despawn items
challenge
?
item.Destroy
um
Item::Destroy()
like all on the map
mf copy pasted my plugin
if you're talking abouuuuuuuuuuuuuuuuuuuuuuuuuuuuuuut pickups
and didnt change anything
The explicit plugin name tag in the log strings has been a big giveaway of AI in my experience.
foreach (var p in Pickup.List.ToArray()) p.Destroy();
or just
run the cleanup command
not even AI, just copy paste
who cares
or ig both?
i think its a mix
ty guys
Wait
your code was rewritten
its similar
but not exact
its like ai rewrote it
why would you copy-paste #if LABAPU await Task.Delay
LABAPU
well if u cant code youd prob copy paste it
lel
1st of april
Rename suggestion
labapu
Provided to YouTube by SOURCE MUSIC
CRAZY (English ver.) ยท LE SSERAFIM
CRAZY (Party Remixes 1)
โ HYBE
Released on: 2024-09-02
Auto-generated by YouTube.
this is how i feel rn
reading this code
Can you prove that?
the title is perfect
Ill gladly ban that person if so
Please bro
https://github.com/MysticProfile/plugins-scp-sl/tree/main/CandyUtilitiesv2 mystic scpsl
https://github.com/NamelessSCP/CandyUtilities/tree/main/CandyUtilities
skull
nvm they changed 1 method
crazy
if yk yk
the name is so ironic
My code:
private void OnInteracted(PlayerInteractedScp330EventArgs ev)
{
if (ev.AllowPunishment)
{
if (!string.IsNullOrEmpty(_translation.SeveredText))
ev.Player.SendHint(_translation.SeveredText, 4);
return;
}
string pickupText = _translation.CandyText.TryGetValue(ev.CandyType, out string candy)
? _translation.PickupText.Replace("%type%", candy)
: string.Empty;
if (!string.IsNullOrEmpty(pickupText))
ev.Player.SendHint(pickupText, 4);
}
Theirs:
private void OnInteracted(PlayerInteractedScp330EventArgs ev)
{
string pickupText = _translation.CandyText.TryGetValue(ev.CandyType, out string candy)
? _translation.PickupText.Replace("%type%", candy)
: string.Empty;
int maxCandies = _config.SeverCounts.TryGetValue(ev.Player.Role, out int count)
? count
: _config.GlobalSeverLimit;
if (maxCandies == Config.SeverLimitDefault)
maxCandies = 2;
string maxCandiesText = _translation.MaxCandiesText.Replace("{amount}", maxCandies.ToString());
if (!string.IsNullOrEmpty(pickupText))
ev.Player.SendHint($"{pickupText}\n{maxCandiesText}", 4);
}
there was a person stealing code named "jade"
erm technically i didn't steal it, i was inspired
yea ok no ban then
exact copy but not too exact
"yo gpt copy their work but make sure to change it up a little"
XD
it's not even pointing at the paper
WHO'S THEY
THEY
omg
Provided to YouTube by broke
It's the Most Wonderful Time of the Year ยท jschlatt
A Very 1999 Christmas
โ 2025 broke
Released on: 2025-12-04
Main Artist: jschlatt
Producer: jschlatt
Lyricist: Andy Williams
Lyricist: Eddie Pola
Lyricist: George Wyle
Lyricist: Robert Mersey
Composer: Andy Williams
Composer: Eddie Pola
Composer: George Wyle
...
like thanks youtube music
moshlatt wonderful time
for such a banger but its not christmas
The other method is 1:1
yeah
This is cheap like copying homework from classmates and just renaming variables
what you think
yet he didnt even bother
AHHAHAHAHAHAHAHA
well the thing is
this too btw
i believe the text chat one is
Is that Lumi's 
i thought lumi would have posted it
yes
at lumi
XDDDDD
please dmca
i mean she would
we all know lumi would love her code to be stolen with AI
she made it clear that if you use her code = she sues you
skill issue
i don't think thye care of the license
๐ค
bin & obj lmao
and the 3 days ago
that's why it can be used
DMCA
very shrimple
btw you guys should hire
this guy
i think he could code the new scp
and even make the art
FINALLY, I HAVE SOMEONE TO DMCA STRIKE
and solve world hunger
calm down
i think the guy didn't steal
like he added bin and obj
๐ญ๐ญ
like thats obv he made it
Transformative use
nah he made it trust
its just a coincidence
that the code is the same
and the names are the same
i would say yours sucks because it doesn't have the bin and obj that adds more to the repo
more useless weight
btw why tf every month there's someone that steals from others
My verdict
banned :3
Cause we need a 4th Discord integration plugin
i read "4 dimensional plugin"
we need a 5th copy of the same one
DAMN
thats crazy
"oopsie woopsie i miscwicked uwu sowwyyyyy :33"
Why create a pull request when you can fork it and claim it as your own
fork the parent and kill children
yea i said that
but its ai slop
we all know you can do something
we want blood
i mean i was just looking into em
but yeah i dont think any of them are his
do we know who the discord user of this person? or an email I can contact?
we want to munch like ghidra
nope
no
it seems obv
the answer was no
its prob a throwaway account lmao
I'll have to send a strike then yeah
||(for legal reason i didn't create it)||
I was gunna be nice and dm them but ig not lol
you and nice is crazy
while talking about stolen code
parsed through ai
slander
huh
the code was translated in spanish
so 100% your code got into ai
to translate it in spanish
idc if it's in AI now or anything, my code is on github, all I care about is people using it without the right license
ig
i'm going insaneeeeeeeee
So there is 2
I guess thats enough reason to suspect that others are stolen too
just start drinking bro
Ram shake
battery acid
๐ฃ๏ธ๐ฃ๏ธ๐ฃ๏ธ
me when i run out of memory during the debugging session because unity hogs it all up
DO NOT SEARCH UP "SHAKE RAM" ON TENOR
You ate it*
I've been working on a plugin/system that monitors plugin behaviour, guess I'll have to find a way to add a plagiarism check.
there's just speed
ooooh
"If contains Lumi's code => SUE"
tell you about what?
that uhh
your government?
monitoring system
Telemetry capture, live decompile and flame-graph capture. And throw them at some AV engines for good luck.
I'm on my like 4th rewrite so not much to show right now. But it has worked.
I dont think your gonna go far with that like
Want to find a better way than Harmony patching prefix-finalizer on every hot path, but it works with minimal overhead
what happens if i eat ram?
Just build the server locally in editor
for debugging
lol
too hard
no more like this
because now i cannot afford food
after i bought half of a stick of ram
I was working with static analysis of the decompiled dll, and throwing it into a test vm. But going to go the crowdsource route and give server owners alerts when a plugin's event handler is taking half their TPS. Then steal the telemetry for my own gains
Cinema
Dakple my goat
So your rely on SL servers installing your plugins?
yes
plugin can't load?
now the kernel can't load
Or I could just push it into LabAPI...
is Siren (lucid) gonna light beam me?
gotta make sure your plugins are not vulnerable yt
๐คจ
thats insane
i hope you get a crowd strike incident
Can someone send me exiled discord link
ok
I wanna look if that guy posted his work there or something









