#plugins-dev-chat
1 messages · Page 196 of 1
It's the one place they don't expect to look /s
And from EULA modifying server is allowec, just can't bypass Central Auth logic or decompile/RE client anticheat. Also not distribute it.
Protects the ability to Harmony patch the server I guess. But I'm not a lawer
what function does SL call when it comes to dropping players items when changing from human class to spectator
As in the method called or Event invoked? I don't have the code up but would help someone else give an answer.
i just need to patch is out
so probably the method
I think there's a "drop items" bool in the change roles event, can check pre and post role and change reason to control it maybe?
That may have been EXILED though
I think it's like InventoryExtensions.DropAllItems or DropInventory or something
probably
i could find it so i just used an event
Most things can be done with events alone and save the patch overhead... Unless you're CedMod or EXILED.
you can still use Patch with cedmod / exiled
i know however events are more susceptible to other functianolitiy
and using events you need to specify your use case using ifs more
Patch will give you the definitive say on the result, just be careful of changes to the method you're working with, and I think Transpilers are preferred over Prefix method skipping but I've only dipped my toes in it.
Searching Assembly-Csharp dll for the event name you're using in your IDE will show you where it's being handled. Good practice to know how to do that since it comes up a lot in my experience.
i know i wanted to transpile it out
do you used exiled? normally the items are not dropped when set to spectator
yes
in the config of exiled_events you can set should_drop_inventory to false to prevent dropping
exiled calls the ServerDropEverything extension
No need for that
We have fix it
wdym
We have fix nw duplicate
Oh my bad i was thinking you was talking of the duplicate bug
With ServerDropEverything
i think it could be caused by this_WasEverSetup cuz event onSetup is not called
nah I completly removed that check and still failed
well now im just using a postifx and its woking however after gettting it out of the inventory its called twice
so its returing before being set
public static MethodBase TargetMethod()
{
return AccessTools.Method(typeof(FirearmWorldmodel), nameof(FirearmWorldmodel.Setup), new[] { typeof(ItemIdentifier), typeof(FirearmWorldmodelType), typeof(uint) });
}
[HarmonyPostfix]
static void Postfix(FirearmWorldmodel __instance)
{
FirearmWorldmodel.Instances[__instance.Identifier.SerialNumber] = __instance;
}
fyi you dont need the HarmonyPostfix attribute on that
because the method is named Postfix
lol
i know but im just using it because then im sure its registered correctly
and i dont write Potsfix and wonder why its not workign
it didnt forked for me when i tried
What did you try?
Or maybe you changed the wrong method
idk i forgor
how to fix it in code?
to this for ex.
You have to open the door
or spawn it yourself
0_0
SpawnablesDistributorBase._activeInstances
foreach
instance._unspawnedObjects.Values
foreach
NetworkServer.Spawn
like this?
cinema
it's called "hcz models are already very complicated so making meshes readable would be abysmal for performance"
dunno why any room models are readable ngl
XXDDDDDDDD
tell ced to convert all his prefixes 
Thek yeah ced problem didn't know that
It's only cost ram nothing else
As the collision are still active
We need for Pathfinder
skill issue
It's better to use unity one
make your own rooms with box colliders
Instead of rebuild it
That cost a lot more
how
how is it more optimal to bake a navmesh for millions of vertices rather than, say, 200 boxes
You only bake once
once every..?
Once per game lol
No it's once per game
Yeah
And the bake are very simple
I would like a way to have these bake possible
In basegame
most likely not happening
makes me wonder how i'll do it for mine
although generating at runtime isn't an issue if needed
probably
Could we have config ?
Like to enable it or disable it
that's an asset setting, so, no
Really
Also all Lcz and Ez are readable
yeah i genuinely have no clue why that is
Except for gate a b and glassroom
Because it's was never set to false before
the default is false
Honestly because of it using only ram it's not that much bad
Yeah but the initial projects have it true with CB
maybe we can have it so in the dedicated build it enables read/write
right
That would be best
I didn't thinks to client
But yeah if only server build would have it true that perfect
Could we have it for 15.0 ?

i've yet to find how to change it per-platform
thanks unity docs
if you want a position relative to the room, transform.InverseTransformPoint(world)
then to get back the world position: transform.TransformPoint(relative)
using UnityEngine;
public class ServerMeshSetup : MonoBehaviour
{
public MeshFilter meshFilter;
public MeshCollider meshCollider;
void Awake()
{
#if UNITY_SERVER
// Server keeps readable mesh
Mesh readableMesh = Instantiate(meshFilter.sharedMesh);
meshCollider.sharedMesh = readableMesh;
#else
// Client removes heavy colliders
if (meshCollider != null)
Destroy(meshCollider);
#endif
}
}
Chatgpt having a stroke
Lol
and unity crashed bc i clicked on an fbx file
Bruh
You required more memory ?
"linux kernel: memory shortage avoided"
Does SL use every frame for all of lighting update mode?
so this is not possible
i think we only use runtime lighting atm
might be mixed somewhere
idk
Yeah but if player is idle it still updates the shadows every frame, if it uses on demand update mode only when player does a action, it might help with lowering lag spikes
Not a big performance boost i think but it will help lowering lag spikes
Sad
I have been told lag spike is related to AC
I honestly don't know but with 14.2 HCZ got a visual lighting changes that may have caused the game to have more lag spikes then before
Honnestly i have more fps in new hcz than older one ?
I think even when lights are disabled unity still renders them from CPU side causing lag spikes
No its not about fps but rather lag spikes
I also think item or ragdoll clean up can cause more GC allocation to build up causing even more lag spikes since it destorys it instead of disabling it
I'm looking forward for 15.0 and its optimizations tech especially in SZ
F
Glad I have a sensor to warn me
Else I would've just cooked the components with the heat
I thought this was a DJ board at first glance
Is that 6 fans for this build?
10

Cant let the PC boot and set the correct lighting without flow
The water temp would rise too fast
128gb ram? Since i see 4 sticks
192
Cool amazing build :'D
I hate it
I loved making it and it purrs
But watercooling is a pain in the ass
I'm gonna simplify the loop and switch it to external cooling in a few months when I have money
i wish everything goes well :'D
Eh for now I just ordered a replacement pump
Just sucks
Gonna use my fiancée's PC for work in the meantime
Meow

clean that shit
So... it seems that attaching a player to a waypoint, which is then childed to a dummy, and the dummy shoots a gun, the shooting packet (which is dropped by the DummyNetworkConnection) gets daisy-chained down to the original player and they get the recoil effect.
Does Mirror send message to all children of a RefernceHub, even if they aren't the correct netId?
Or am I just finding the weirdest edge cases?
OHHHH, THANKS, IT'S VERY NEED TO ME
Np
Mirror only evaluates the child network behavior list when you spawn an object
Could you send a minimal code example?
No
idk what this thing called code
What
What
Considering she's lending me her PC I don't think so 
Although I had to uninstall a few games
I'll make it up to her later
I hope the replacement pump gets shipped asap
Droppin' these bombs
AX
Hi! I'm setting these on waiting for players
ServerConfigSynchronizer.Singleton.NetworkRemoteAdminExternalPlayerLookupMode = "fullauth";
ServerConfigSynchronizer.Singleton.NetworkRemoteAdminExternalPlayerLookupURL = "secret";
ServerConfigSynchronizer.Singleton.RemoteAdminExternalPlayerLookupToken = "secret";
But the External Lookup button is still disabled
Too mean
Check how cedmod does it
Im in bed rn so no help lol (im so tired)
Already checked it it's the same but I will try again
Hmm check base game
Maybe there’s something missing or some request the server does
To authenticate it
Why da hell I need to delay it for 3-5 sec
peak NW coding summarized
how can i do audioplayer dummy bot will be changed to overwatch everytime before round start
why use a dummy instead of speakertoy?
idk someone made that plugin this way
contact the plugin dev in this case then
i thought this was ur own plugin considering ur in the dev chat
RoundStarting event i suppose
just set any audio dummy to OW
@unique crane committing to master? new labapi releasing in 5 second?

no
How could i check if the player has an enemy class like ClassD and spawn a NTF
because team doesn't really work
wdym an enemy class
You create a lookup table
Mfw when Faction (or is that Exiled only
)
too much work 
Team exist but it sucks ass
Team is the similar thing here
lol
and i know faction exist on exiled
Bro
isnt faction basegame
I’ll have you know, faction is not like Team
eve is
Then suffer
right
Me too 
Try #1407844197301620826
If you really need a dummy to play audio, use the RoundSummary channel
Me when flamingos 
Everyone is enemy of the Foundation
Quantum physics "Both" / "Neither"
glad I never touched that crap
"B- but it can do anything!"
TypeScript jumpscare
Im sitting in class and someone has Blahaj here
Peak
Why
What?
lol
like why even bring it
crazy
idk i don't have a blahaj
valid
i have a massive cat that i bought in a random city in Hungary
i remember my classmates where like "You actually bought it???" and even the driver was confused on wtf was in my bag
My friend has giant capybara plushie

Then it does this as they wake up at 3am
I have no one to hug 3:
Yeah not even a plushie
Show or it doesn't happened
Ket
i think geniunly the woman who sold it to me scammed me
but i don't care it was so cute
there was a ferret i would've bought it BUT it costed alot and it didn't fit
it was as big as me
car
I want one of these but they are the seal plush
Lmfao
@friends
idk it helps out in stress situation so buy one ig
you hug YOUR FRIENDS???
Do you ever feel like a seal
I would, yeah, and a lot of people would
Not everyone fears physical touch
Like they delivered it??
thats not what i mean
no lol
i've never seen it
i wish
like really low
it's have something to do with my insomnia
not even in my family we hug
idk alot of people told me its not normal but ehh who cares
i hope i get it this week so i can delete the 1tb of work i just put on my fiancée's PC
before i fly to SF
here i know some people who do it but i know some other people who don't
but more who do it
by word of mouth
tbh never seen it
They're all john cena
"Be careful, there's a lot of gays there"
-# -my grandpa
WHAT
AHAHAHHAHAHA
Like 😭
even better
"You were supposed to defend against them, not join them"
tales of Axwabo's homophobic grandpa
meanwhile my future mother in law turns gay after a few drinks
we have different families
Hungaria moment
btw hungary is WELL know here to be a place where there's alot of homophobia
so im not surprised
but i mean different culture
Wait till you find out about Czechia 
ah that makes sense
Tf you mean that's my country
idk
bro like thats how i imagine Czechia
i love her she's awesome
Hunry
Are you hungry
Yes
What
What stadium
ELEMENT OF SUPRISE
The prime minister of Hungary spent alot of money to build a stadium next to his house
Spwin
The turns will table
death
Did I hear something the EU and taxpayer money could fund?
tables
why helping your people when you can build in your hometown next to your house a stadium
There's not really much to show on my side but this is what I've got. This code is rough and I haven't touched it in months:
- I spawn a dummy
_dummyId = Player.Get(DummyUtils.SpawnDummy(Player.DisplayNickname)).NetId; - I attach a monobehaviour that controls the dummies look/move/action behaviour on the same tick as the spawn
DummyController dummyController = Dummy.GameObject.AddComponent<DummyController>(); - The awake method of the DummyController creates a WaypointToy as a child of the dummy's transform
Waypoint = WaypointToy.Create(Vector3.back*0.7f+Vector3.right*0.5f+Vector3.up*0.7f, Dummy.Transform);placing it over the shoulder. - 0.4 seconds later I move the player to the Waypoint position to attach them
Player.Position = dummyController.Waypoint.Transform.position;. To keep the player in place they are given Slowness-99 and disabled gravity. - I call
Shoot->Clickon the dummy which causes them to shoot the weapon they are holding. This works as expected. - The player experiences recoil as if they shot they weapon.
This isn't bad as it gives a desired effect, but just curious as to what is causing it. The player shouldn't be associated with the dummy when it is spawning.
btw you can use the ensnared effect (unless if movement is actually based on movement)
Good to know, it would work for me.
you moved the player inside the waypoint, the player got the dummies transform waypoint.
when dummy shoots the rotation of the waypoint gonna change
Dummies don't experience recoil
they do
And waypoints only rotate horizontally
dude created 3rd person 4 some reason

before and afour
piss color

the waypoint doesn't change its yaw
they might have kidney issues with that shade
yawn
yawn
Slight y rotation from recoil left-right but x,z stay at 0. But I think I found the reason...
waypoints in the big 26
print out the euler angles
parent plaxer to dummy
plaxer
When I change weapons I cancel my own event and give the dummy a clone of my weapon. When I shoot with that weapon it makes me recoil, but if I give the dummy a different weapon there is no recoil
I writing with one hand on pc
Wording
how do you clone it
Let me check it was awhile ago
death
🔥
Okay, I guess that works
I couldn't tell you, this was coded in an ADHD fever dream
right
The GetComponent in the method is also bad
enable warning in rider
I have ADHD and I don't write nightmare fuel
Well okay I lied I write a different type of nightmare fuel
you see plus plus, aye?
I write that every day
yeah
you don't even check paramrefs when you ctrl+c ctrl+v documentation 😭
xml docs
I'm trying man
okay oka
Grammar isn't my best tho so
So I guess client sees "The weapon with serial 123 was fired, I have a weapon with serial 123 in my inventory, it must have been me that shot".
Probably
let's see
I would just spawn an exact copy of the weapon
no need, sounds exactly like the kind of NW jank we know and love
SubsequentShotsCounter.cs before OnShotRecorded event passes along the animation request
it's instance-bound
/srs
Neat, thanks Hubert
While I'm here. Is it just the decompiler, or are almost all cases of consts being used in the game defined but then just use magic numbers anyway?
those are decompiler things
there are local constants in some places that you will never know about
-# there are places where the constant is zero
aaaaand i've been fired
I'm gonna do these just to do fun with plugin devs
Encrypting consts
yes
Another dll needed to decompile it
WHAT? You changed capybara logic from 69? Just to appease the youth who have time to decompile your code?
ConstHelper.GetSelfConst(this)
then it's no longer a const :(
unless
if you use
const const const
Static read-only
Idk who did that
compiledversion 
DecompiledVersion
that will not compile
ref*
thats the fucking point
but internal readonly partial record struct will
🤓 👆
hey guys does like client side parenting take position if the parent instead of what I force it to have?
helo
elo
how you doing?
Making foob
actually 1984
uninstalling SL
still dont know who or what to ping for these scams
Moderators
like noemi
or how 2 become overseer or Auro
just like individual mods?
like those people
yea
i see okay
where is this
is there a way to combat schematic disappearing for a frame and then coming back when seting parent to null using go.SetParent(null);
Try setting keepworldposition to true in the SetParent method
It does not matter
Set sync interval to 0? Idk
i might be wrong
but it might be that when you unparent, itl set the location of the primitive to the local position of what it was parented to
until the next update loop runs where itl set it to intended position
so it might not be possible to combat it due to that being client side
but thats just a guess
That's what im thinking is happening because it looks like ita teleporting to 0 0 0 and then coming back
kinda late answer
Parent position: Vector(5, 5, 5);
Primitive position: Vector(10, 10, 10);
The result position of primitive after parenting would be: Vector(15, 15, 15);
or did I understand that wrong?
I think the local pos then will be 5 5 5
Well can’t you just reset the position on the same tick you unparent it?
technically yes but thatd be expecting the 2 packets arrive at the same frame
- position is set in the update loop iirc
i forgot if changing a syncvar will immediately queue a syncvar update, or if it monitors on update and sends all that was changed
if its just monitoriing the objects then yeah theyll arrive at the same time
though the syncvar doesnt actually move the object, the update loop on the client does that
so might work, might not
does it like change the position?
to somewhere else in the scene
the game just sets localposition every frame
so whatever you send as Position will be the position RELATIVE to what you parented to
so object 1 is at 10,10,10
you make a object parented to object 1, with position 1,1,1
that object will now be at 11,11,11
cuz its relative
but it stayed at the same place like where player sees it?
Every frame its ChildPosition = ParentPos + Localpos
If you use setparent(transform) then yes
doin setparent doesnt actually parent parent it
If the partner moves the child also moves the same vector as the parent
that just does it on the server
nvm it does actually check the unity transform
I do not do that
Because I'm trying to spawn client sided primitive and make that parented to something
something in this case being cullable admin toy
Id just spawn it destroy foe everyone except the player and parent
I dont think its the most optimal way
to parent something you need to set the gameobjects parent to whatever you want the parent to be
spawn message is better in this case
then itl send that to client
setparent in unity might also preserve position, but there can be a frame delay
But you need to instatiaze on server
how do you do that when you spawned the primitive with spawn message
This i think
you need to use the payload for that
you'd need to send RpcChangeParent afterwards with the networkid of the parent
OR
actually
it can be part of spawn payload
new information unlocked 
so you can do it there too
parent is set in OnDeserialize (as spawn data)
or as RPC
so in your case youd probably want to do it in spawn data
which just writes the networkid of the parent
onserialize just overrides mirrors base from network behaviour
youll need to follow the code path of networkserver.spawn to see how it actually sends out the messages
cuz itl send syncvar data into the spawn message iirc
that method is huge
- whatevers in onserialize
just ask @celest thorn
no need to ping 
what
ping pong
i have 0 problem
NetworkPing
NetworkPong
zero
?
you now have to provide a long documentation of spawning an admintoy
Wdym?
via mirror
idk i guesS?
spawning admin toy cliently is not hard
you can create it without sending to every single person
yea?
ye and?
when creating I just have no clue how do I proceed to set the parent on client
if you could explain what you want i can help you out
Ok magic
i will explain

magic is 0xD34DB33F
well that is one way
the other way is simply sending it as part of the spawn payload
is send fake rpc method defaultly in labapi?
calm down ced
nope
it using my LabApiExt
i think
does meow use the culling toy???
yes
wtf
I thought no one touched allat
i did fuck with everything told you

i need to rewrite this network code because NGL it fucking sucks
but does the work
so

this is important for me though thank you kind soul
dw :3
I forgot how to clear the Text-Based-Remote-Admin console of previous commands... 
cls? clear?
THEY ARE ALOT
nuke
also you could have had used the labapi create method to save you some issues in later updates
Lets not talk about $0 1 0
quit?
nope
this is client side
the class is litteraly called ClientSide.cs
clear wasn't showing up anything, i've only used cls like once
you can send admin toy client sidely
I don't create them on the server
so i save tps
No 

I'm going to explode
me when ClientSide.cs passes next to AllSide.cs
have fun
just send out the spawn message and call it a day 
this is the entire class
lol
just wait for a full refactor and none of them can be client sided 
I'm sometimes thinking how stuff would be easier to use C++ for SL instead of C#
decompile the client
you will have ALOT of C++ code to look at
nah I dont htink so
have fun parsing c++ shit to c# then vice versa
I hate the diamond problem that's why I'm slowly removing myself from C#
just
my condolences
steal the diamond
never wrote php
ced when are you guys going to use IL2Rust
does that even exist
no
my guy my example NAOT dll is so large
but you can create it
i dont think i want to
that language would be called IPL
Intermediate Pain Language
I reduced my NAOT c# export dll into this size and it doesnt have much in it tho
and yeah you think c++ is better than c# then have fun
I only touch c++ when i need it, otherwise i rather not
well I'm in my delusional starting with C++ stage
I dont know much about c++ but isnt the diamond problem not a thing in c# but is a problem in c++? Its caused by multiple inheritance?
It's caused by multiple inheritance yes
but having multiple inheritance is so fucking goated
which fucking sucks
I self learned C# by looking at others code, I tried looking others code in C++ and yeah, I have zero fucking clue what happens
I love the idea of multiple inheritance
Oh ur statement was that u wanted multiple inheritance
I was confused cause u were complaining about the diamond problem
I self learned C# by confusion then another confusion finished with a lot more confusion
Well I always said I learned from looking at others code which is true tho so
I tried heavily focus c++ last year
Didnt went anywhere
c++ might be little unreadable sometimes
Shit ass build system
learning c# before c++ helps
3/4 fail cus uhh "theehe guess"
Ah and linking multiple stuff in one place is omg soo good
i took a c++ class in uni and ya getting it to just run is a process
I love when bigobj.o and bigobj.o is included (somehow both ended up)
I learned AnsiC
That was actually good
And started some basics
(which I already knew/skipped)
unis ussually have you go from like python to c++ and iv always thought thats a really strange jump
crazy
mine goes python/javascript -> c# -> assembly
damn urs includes c#
Otherwise sucks to be you
and it's the best subject making application so next year will be so fire
I learned many programming stuff before they even teach about it
making plugins helped me with my coding classes not the other way around 😭
Thanks to my idiotic mind of "oh this looks cool I gonna make 4 months of my life in thaz field"
oh wait you're talking about uni the whole time?
ya
my bad 

The jump is big so
From like scriptings to actually really close-ish to hardware
guyswe should all go back developing in assembly
can we pin this?
Develop some
how about no?
id rather cease existing
im not gonna lie i hate using old ass shit
I would say the same but its really useful sometimes
like my professor forced us to use VIM
Ah hell nah
and i have never noped out of a class so fast
that's not bad though right
many people use it now
sorry i like to be able to click to change files
When im on linux I use MC and nano
Mine wanted linux
And vim just scared me
And hell nah my other pc is used for other shit so putting linux meant my dad didn’t know shit
gn good gentleman
My fingers already in fucked up pose so
Gn im in bed rn
Can it dispense a new part for my PC
Hey that kinda works
Maybe I can get some permanently cold coolant so I don't need cooling anymore
Im in ap csa as a hs sophomore
SL plugins lowkenuinely carried
I just did C# discord bots when I was starting
was fun
oh and Lua scripting on gmod
I tested the on demand update mode for shadows in SL-Legacy and so far it runs pretty well.
Its a development scene not to much to render but its better then before, with every frame update mode i used to get around 150 to 250 fps in editor, But now with on demand i get around 280 to 300 fps.
Set the parent, then call UpdatePositionServer
Yes, but it's also affected by scale and rotation
It's called "prefer composition over inheritance"
It's so ass 😭
Me when I get 20 fps in the editor

My deep hatred of unity 6
Ngl unity 6 makes my poor meow editor cry
I optimized how it rendered else it lagged
True
It's good (except when it isn't)
Lmao real
It did lower lag spikes as well
Build the client for 7 fps 
😿
I spent this whole night looking for docs about spot lights since they're so ass when having a larger cone their shadow map becomes blurier and lower quality
This only happens in hdrp i don't remember urp having same issue at all but to be fair last time i used urp was 3 years ago
ever since we switched to unity 6 my editor performance has been abysmal
Do you use dx12 or dx11?
The built in renderer pipeline will be d3pr3cated in Unity 6.5
(Ik it's different)
☠️
I can either buy a 1k dollars asset for better shadows or spend 7 months or more building a custom shadows shader
Or as you said don't use spot lights
I'd go with the 3rd option
Same
there is always option 4
Me when using keycard perms on something because yes. I have an idea for Map making now 
4th option is raytracted shadows
nah, it's rolling your own engine
Its very expensive and requires a rtx graphics card to run
That will never happen😭
Making your own engine will probably take at least 5 to 10 years
true, but it's always there
Yea thats true but i can just wait for unity to fix their shit
nah at grok make an engine
it will perform 100% time better of any cod one
@flat nebula
lol
your fault
you could've PINGED ME
im like with the prefix grok
I didn't see the gork in your name
The gradient only highlights Zer0Two
?
Yeah its more bright on Zer
ehm
you are kinda you know public?
just this rn
Xd
we need to speech bubble that
Bro i created a trend
My being against MER of how unoptimized it is
Im bored so i work on random shit
also love the buh 
the name is cool
compared to meow

Its my servers name
OHHH
ig
that makes sense
my naming is usually a reference to something
For example there's a server i've been working on called Stray
and i connected to the game which i liked and called the Core "lala" because lala is the name of the actress for the cat in stray
and the discord bot B-2
in meow there's the symbol of the aegis there on a random class
i tend to hide secrets and just comments in my project because it will be funny for the future to find them back
To be fair MER is base admintoy objects that are ported and utilized. Need more people working on a hand full of editors rather than spanning it over a dozen different map editing types.
I created it just for that mer wasn't capable of offering what i wanted so i did it myself
I'm probably going to make an escape room or something crazy with MERToolbox since I can edit base locker perms via unity
I mean not too hard
to do
You just need to add the special weapons locker 
rn im working on blender lol and while doing that im answering you guys
idk developing rn is becoming too boring
for me
it doesn't give me the like funny stuff it did before
I just do things to help better how it is, and some QOL things people didn't know.
I would code but that's not on the list of things to learn immediately
What the
You could become the using NWAPI = Exiled.API guy at any time 
https://zer0twois.strokinit.it/🐀/iirfbb45.png
i wanna add a 3rd mtf what pose could i make him do?
NOPE, not touching Exiled
exiled is REALLY easy
I'm just not messing with that framework. I'd rather throw myself off a bridge than mess with it
because it wasn't even a wrapper
It was just a plugin loader
Real
I contributed to it 
At Yamato would not be happy
Currently i'm correcting some unity side things for MERToolbox, and also making ref assets.
if he wakes up and sees this channel you are getting in a convo with him
prepare arguments
bool isAdmiralRight
Yamato knows I used to use Exiled, and I still use it for my singular plugin
so why you have a problem with it?
Because the plugins there either have no maintainers or the code looks like spaghetti and makes the server tweak
Need to make a image a gif rq
esmbot
Tbh this is good
You will no longer need to send million dirty bits
Lol
Check the pr ig
I checked it
Hm
Why are we commenting out code instead of just removing it
🧠
We will some when
In 2077 maybe
I really waiting for net8 or net10 to be in unity
So I can drop netstandard support
net9.2
I dont get this reference
Net salary
lol
(Chinese users are not allowed to use the global Unity Store, even if you have paid for it, you are not allowed to access the resources in the global store.)
fuck you unitycn
nah wtf
yeah i got the email about this a day ago
Unity? That's most likely China's great government
And their big brother
Y E S
I'm going to say something in chinese
cnmd unitycn
Send them to github ig
but if your gonna send report that method that increments time is called on server while not used
im gonna kill you
github then
What the
I WAS DOING UNI classes, I LOOKED AT IT and I was loosing my mind
so just if(!NetworkServer.active)?
sl moment?
Then bunch of devs are gonna be mad about how we strip super secret code from them
- runtime addition is 0
and it looks kinda shit in editor
The only thing where we have to strip code is when we work with graphics
guh?
or audio



