#plugins-dev-chat

1 messages Β· Page 197 of 1

unique crane
#

well because they are stripped from server build

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so calling anything with those reference while they are null

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Aint great

hearty shard
#

fair

restive turret
#

I love The referenced script on this Behaviour (Game Object '') is missing!

hearty shard
#

thats because of the strip right

#

lel

restive turret
#

just strip every code that related to server, getting rid of cst now!!!

hearty shard
#

lmao

true quest
unique crane
#

I hope you realise thats not per frame xd

true quest
#

with ~40 dummies on random classes - one imagine with/without the patches

unique crane
#

I love you too Zero

sweet flax
#

Are you using some program or plugin?

unique crane
#

Im telling you

#

the hotspot is the relative position ctor

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Well

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sort them by self time

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not calls

wheat flower
#

put 100 players in the same room all alive

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while moving

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then tell me how your "optimization" goes

restive turret
#

why is loadRoles getting called multiple time

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it should be called one time

true quest
#

DIAUHUYGDAUGYDAYUGDGYA

wheat flower
#

what was tps before

unique crane
#

I think your profiler is kinda sketchy

true quest
#

@wheat flower

wheat flower
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i said before

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not after

true quest
#

bruh theres both

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like

unique crane
wheat flower
#

oh i see

restive turret
wheat flower
#

can we all work together to make a 100 player event

unique crane
#

i think you have different unit there

wheat flower
#

(would be peak)

restive turret
#

IsLoaded set after LoadRoles

unique crane
#

than calls

wheat flower
#

we've done it on skillz a few times

unique crane
#

has Lars been unbanned yet or nah?

#

after the incident

hearty shard
wheat flower
#

"the incident"

restive turret
wheat flower
#

"Checking on this, will follow up as soon as we have more info" - Youtube
17 days ago lmao

sweet flax
restive turret
#

if you tell me how can I build one with pro filler

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i can test myself

wheat flower
#

πŸ™

restive turret
#

ofc

wheat flower
restive turret
#

who even using cedmod on testing servers

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krill issue ClassDTrollHD

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I had to disable it cus it spammed my console

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while i was making rebuilds and plugin tests

wheat flower
#

what im wondering is how exactly you getting 300tps with 40 players at all

unique crane
#

TPS is just server FPS

restive turret
#

Tactical Position Seconds

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@celest thorn

upper vapor
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who wrote this

unique crane
#

I mean

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its fine

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just needs that if check

obtuse spruce
#

client has a ratelimit on the Fpc Distribution ? i mean the actual system cap at 60/s but if i override it what happen ?

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So the client will limit it to 60/s too ?

upper vapor
#

mega troll

upper vapor
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client FPS

obtuse spruce
#

Btw is that normal that the synced bool "HideForPlayerList" on ServerRoles didnt work on player ? why it was only for dummy

upper vapor
#

yeah it's for dummies only

unique crane
#

What

unique crane
#

No idea

sharp hedge
#

is there a reason why a large amount of primitives can tank your frames?

upper vapor
#

use the culling parent

sharp hedge
#

and what might this be

true quest
sharp hedge
#

i see

sharp hedge
#

oh

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dont primitives already do this? my frames drop more if i look at the whole map or a detailed part of it, and it gets better if i look away

sharp hedge
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the whole map in question is 3 rooms in 1

unique crane
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With bounds assigned

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this will help

sharp hedge
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alright thanks

icy knoll
unique crane
#

Me accidentally clicking "Restart Round" instead of "Round Lock" in RA

balmy bay
unique crane
#

@celest thorn

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Im very disappointed

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πŸ’€

true quest
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fork slop sl

restive turret
#

spoiler: it wasnt smart

thin shuttle
#

share the chat

#

with the AI

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i am honnestly curious

thin shuttle
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that honnestly happen too often

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bru

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why

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or dm

hearty shard
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ahbahaha

thin shuttle
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i still see my bug report on Ragdoll going through door

restive turret
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ok P99 issue creator

thin shuttle
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that only required one dev to click the matrix collision

thin shuttle
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with elevator

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that not P99

hearty shard
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ok its P98

restive turret
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ragdolls are mostly client sided to seen

thin shuttle
restive turret
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especially flying over objects and shit

thin shuttle
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they could still not going through door

restive turret
#

or smth, you can ask server where the body should be

hearty shard
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sadge

thin shuttle
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there is not the bug

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look how old is this bug reported lol

upper vapor
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@serene vine

restive turret
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@idle depot

restive turret
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another one

hearty shard
#

double the trouble

upper vapor
#

blud's whole family got hacked

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okay but genuinely

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how smartn't does one have to be to fall for these scams

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like

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it takes so much effort to conceive what's on the pictures and what to do

languid temple
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@celest thorn Filters are there for a reason, please do not bypass them x)

hearty shard
#

what

thin shuttle
languid temple
#

You got automodded once today so it shouldn't be that hard to figure out

vast canopy
#

Rat police

unique crane
#

Does anyone have the rotating waypoint cube gif with all the dead bodies?

unique crane
#

thank you

thin shuttle
#

SL gameobject name

sweet flax
#

is there a reason why item.Base.ThirdpersonModel._tr == null?

soft depot
sweet flax
unique crane
#

XDDDDD

soft depot
cyan crown
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@celest thorn 🦞

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🦞

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unty

grand flower
#

unty

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Pump arrives on the 17th

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rip

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had to be nerfed, too powerful

grand flower
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My fiancΓ©e's PC is begging me to stop

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Hijacked it for work

static meteor
sweet flax
#

can you send the issue on gitlab?

restive turret
#

man

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also prob the item hasnt been initalized?

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no 3rd person made since not holding?

sweet flax
#

Wdym?

restive turret
#

no i not going into that rabbithole again

sweet flax
#

public bool Execute(ArraySegment<string> arguments, ICommandSender sender, [UnscopedRef] out string response)
{
Player player = Player.Get(sender)!;
Item? item = player.CurrentItem;
if (item == null)
{
response = "Nothing selected";
return false;
}

        response = item.Base.ThirdpersonModel._tr.position.ToString();
        return true;
    }
restive turret
#

ok go where that shit initialized

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and go tru million of stuff to find what the actual issue

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go tru

PoolManager.singleton._poolLookup

sweet flax
#

funny thing that its working when using fade effect it changes its scale

restive turret
#

and find if the prefab exists there

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also its never getting set

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so

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InventorySubcontroller.OnSwapThirdpersonItem

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or _lastThirdpersonInstance

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same class

thin shuttle
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@unique crane why deadPit in HczArmory is LayerMask.Water ?

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why frame door (the one with keycard or the one for Elevator) is Layer.CCTV ?

unique crane
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Dunno

thin shuttle
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Warhead Button :3

tulip kiln
#

so meshy

static meteor
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Might have been experimenting with more water rooms during development of 14.0

sweet flax
restive turret
#

Ye it does not get set back

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Since it will just use the pooling stuff

tranquil river
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was there ever a text summary of the lap api display kit announcement, I can't seem to find one

static meteor
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No

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Soonβ„’

tranquil river
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:(

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I see

restive turret
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Sadly no, but i have a video for it

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You can go tru chapters

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Or timestamps

tranquil river
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ah nice

grand flower
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I still have to watch it

restive turret
tranquil river
#

thank you

mild ice
# tranquil river was there ever a text summary of the lap api display kit announcement, I can't s...

What was accomplished in 2025

In 2025 alone, we:

  • Made our first public release of the LabAPI, as well as consistently updating throughout the year.
  • Expanded our modding capabilities by:
    • Implemented highly-requested features such as customizable server-side keycards, and the removal of the Hints' ratelimit.
    • The ability to interact with the players' sizes, rotation, gravity, jumping mechanics, and so on.
    • New spawnable admin toys, such as Interactables, Waypoints, Cameras, Culling Parents, and, as you can probably guess, our magnum opus: Capybara Toys.
  • We've also incorporated procedures for releasing both client and server builds during more beta deployments.

Polaris Updates

  • Polaris no longer utilizes webhooks for feedback on user reports.
  • When reporting a player via the main SCP:SL Discord server, the reporter will now receive report feedback in their DMs from the bot.
  • The Polaris bot can now accept multiple reports on one player, so you will no longer receive "The user you are trying to report has been already reported.”

Display Kit

Display Kit is a new Modded UI Framework coming in 15.0

What is this solving?

Modders currently resort to hijacking systems like the in-game hint and broadcast functionality to simulate persistent UI elements. These workarounds have several significant drawbacks:

  • Inconsistent UI behavior across mods.
  • Flickering or overriding messages due to plugin conflicts.
  • Abuse potential, including permanent hints which end up overriding vanilla hints.
  • Poor scalability and lack of modularity.
  • Squeezing the absolute limits out of TextMeshPro in order to display a single string as multiple UI components.
  • Wasting system resources for both server and client with often large string concatenations and GC times.
  • Plugins are limited by the string size limit you can send over the network. Limiting the visual quality they could have.

Is DisplayKit replacing Hints?

This will not immediately replace Hints. However, DisplayKit allows for a lot more control than the current Hints system is able to, so we may eventually retire it.

When can I access it?

We will be providing more information on when you will have the opportunity to access this over the upcoming months as we continue development of 15.0, so keep an eye on announcements!

Buttons? Clickable Elements?

Clickable UI is not something we are planning on shipping for DisplayKit's initial release as we'd like to review the impact of the new displayable elements first, and ensure DisplayKit's initial features are as polished as they can be.

With such a huge creative tool, it is very difficult to test every possible use-case, as well as understanding what limits you'd like us to explore.

We'll be taking an extra close look at feedback on this once you've gotten your hands on it.

tranquil river
#

ah ty

topaz yacht
serene vine
ashen hound
#

images ☠️

soft depot
soft depot
grand flower
#

rip

soft depot
#

BRO WHAT IS THIS MorganWhat

grand flower
#

lmfao

thin shuttle
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Will look if the water room have water tag

true cedar
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gulp

grand flower
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I'm glad it makes it easier to create custom UI

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a shame for images tho

restive turret
upper vapor
thin shuttle
#

i am finding funny name

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i am curious of what these out of map box collider are needed for ?

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these box have the layer of camera CCTV

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these too

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the funniest is none of the Camera

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have the CCTV layer

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(on surface)

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uhm

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okay no may be good for camera

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because the collider under it have the CCTV layer

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the blue one CCTV layer

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but purple are Default layer

lucid canyon
#

i hope ntf unit name font

thin shuttle
thin shuttle
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And I don't get why they need collider near helicopter

upper vapor
restive turret
#

Hi

upper vapor
soft turtle
#

Does anyone know what causes this error?

grand flower
#

You sent a message to the dedicated server player

soft turtle
grand flower
#

You're probably doing something wrong

upper vapor
#

maybe you created a dummy right before round start?

soft turtle
restive turret
#

Your patch isnt good

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That's why

unique crane
soft turtle
soft turtle
upper vapor
#

exiled TrollDespair

#

give me your plugin and i can debug it toomuchtrolling

restive turret
#

well choosenplayer could contain server

upper vapor
soft turtle
#

Real?

restive turret
#

ye

soft turtle
#

Orig code

#

In that case, the original code should have also produced errors

restive turret
#

Β―_(ツ)_/Β―

snow pulsar
# thin shuttle

I remember going through that on a surface model, huge boxes and weird things that are invisible.

icy knoll
#

@serene vine you know who it is

serene vine
#

!softban 1232875408152723527 compromised account, change your password

icy knoll
#

thank you discord for marking it as spam, the only time that's ever happened Kek

regal lakeBOT
#

Done. Enough chaos.

serene vine
#

lol

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hey, at least it's trying its best lol

icy knoll
#

still a shitty platform but ye

celest thorn
#

ngl im bored so i will join the scp chat channel

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for no reason

slow grotto
celest thorn
#

@soft depot

soft depot
celest thorn
#

your biggest op

soft depot
#

Well my version is clearly better Trolley

celest thorn
slow grotto
#

πŸ’”

upper vapor
slow grotto
upper vapor
#

*mario jump sound effect*

slow grotto
#

Spend years pouring your heart and soul into a plugin.

#

Write a plugin in an afternoon

pulsar locust
slow grotto
slate flume
soft turtle
slate flume
hearty shard
#

actually

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wasnt that removed

slate flume
#

If you're preventing the game from doing that then you're probably causing issues which is why your patch is erroring

restive turret
#

@sweet flax @slate flume I potentially have a fix for this issue now

soft turtle
slate flume
restive turret
slate flume
soft turtle
slate flume
#

Sick

restive turret
#

Idk why it didn't worked when i tried that time

icy knoll
hearty shard
#

btw @soft turtle if you want to disable that behaviour

#

allow_scp_overflow is a config part

slate flume
#

^ W eve

slate flume
hearty shard
restive turret
#

Also you can patch something that has a switch case and return false when is a host

soft turtle
soft turtle
sweet flax
#

Can you send the fix so i could test it? Or is it very private nw property

sacred sierra
celest thorn
#

Haii chat

unique crane
celest thorn
unique crane
static meteor
#

Got a working prototype now

celest thorn
thin shuttle
#

πŸ‘οΈπŸ‘οΈ

#

did you guys know first release of official NWAPI framework was a copy of Exiled

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and i would have love Exiled just being official

thin shuttle
#

instead of remaking a framework from grounf everytime

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:3

#

@grand flower i can show you

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what could be done to be able to move room

grand flower
#

They're map generated, unless they network the rooms you wouldn't be able to

thin shuttle
#

if you do the room like this

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you would be able to move everything

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that why we actually can move Lcz330 and HczTestRoom

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but they arent done very correctly so a lot of asset are not getting moved like effect and some light

grand flower
#

I'm not saying it's impossible it's just not setup this way right now heh

harsh thorn
thin shuttle
#

that why my suggestion is a Task ?

thin shuttle
#

and doesn't have any security concern

#

and give people possibility to add more Custom Room

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also this cost nothing for performance

#

to get changed

harsh thorn
#

depends

#

you cant have nested netids inside some circumstances

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so in certain rooms stuff may need to be changed to account for that

#

though iirc that might only be if network spawned, mirror doesnt like it

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and it costs someones time to actually do so, so it depends on what programming/api management decides that team members need to do

thin shuttle
#

yeah

#

i do get the part that it's get time

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to modify heirarchie

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on all ROOM and even more complicated for Conflict change between different people

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i just make a Task request

#

for it to be considered

thin shuttle
harsh thorn
thin shuttle
#

what nested means

harsh thorn
#

an object inside of an object which both have a netid

thin shuttle
#

but Lcz330 have that ?

harsh thorn
#

"some circumstances"

#

room
-> some object (has netid)
-> another object (also has netid)

thin shuttle
#

ok

harsh thorn
#

i believe it may work when the object is spawned manually, and has the ids assigned by our code, which is what mapgen does

#

but mirror still doesnt support it, so it can break at any time when we update mirror, which would be a fun problem when that occurs

grand flower
#

could just let us script mapgen

harsh thorn
#

thatd be something beryl/dev management would need to decide on

thin shuttle
#

that would be cool but i never expect that being a possibility to NW

harsh thorn
#

well, adding/moving netids to every room would have the same effect pepeLaff
but with less effort

thin shuttle
#

not same effect

#

as it's woudln't be able to spawn more Room

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also required less work yeah

celest thorn
#

server side generation trolling

harsh thorn
#

well, the server does generate the map

celest thorn
#

obv

harsh thorn
#

but its serialized as a seed and given to the client

celest thorn
#

SeedMessage

harsh thorn
#

cuz thats like a lot less heavier on the game/network pepeLaff

grand flower
#

I feel like SL's maps would be lightweight enough to network

harsh thorn
#

though if rooms are actually network spawned the whole "cant have nested netids" starts being a problem

unique crane
#

bruh

grand flower
#

Always have been

grand flower
#

Just send the data to the client so they spawn them on their side

#

name, room type, transform should be enough

#
  • room connections I suppose
thin shuttle
harsh thorn
#

iirc room connections are handled differently
technically just sending the rooms identifier that matches whats on the server (it does this rn already anyway), position, rotation + prefabid could work

unique crane
harsh thorn
#

but if that (or the netid shenanigans) were to happen is up to beryl + the other higher managers in development

grand flower
#

It's how I'm doing it (in theory) for mine. Just the data clients need, sent to them before they connect to the server in my case though.

thin shuttle
grand flower
#

Should be pretty easy to compress and send

thin shuttle
#

honnestly it's fine for me

unique crane
#

It would be probably easier to just send you something like custom layout

#

Regarding custom maps

harsh thorn
#

it might fit into a single netmessage (the list of rooms)

unique crane
#

It absolutely would

thin shuttle
#

how would you send custom layout ?

grand flower
#

You wouldn't want to do that though

unique crane
#

and hey

#

you get nice graphics editor Trolley

harsh thorn
#

custom map layout sounds weird, cuz the layout is a bitmap

harsh thorn
#

youd need to transmit a bitmap over the network to the clients pepeLaff

grand flower
#

I guess it would need reworking how SL does map gen fully heh

harsh thorn
#

atp the easiest solution is just sending the list of rooms in a equivelant of the seedmessage (eg server gens, then sends that list)
but that is just an idea

grand flower
#

My plan is to just expose map gen to scripts, that way I can just write some default map generation logic and let modders modify it as much as they want

#

And then the game will just run that, package the data, send it to clients that want to connect

celest thorn
#

couldn't you do like

#

it sends a Vector3

#

and RoomName?

harsh thorn
#

vector3, quaternion, prefabid

celest thorn
#

so like boom

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Yea

thin shuttle
#

make it's come back

grand flower
#

yeah that's the minimum

unique crane
#

No we dont talk about the line

celest thorn
#

the worm

thin shuttle
#

Best Layout SL ever done

grand flower
#

In my case I plan to let modders add their own rooms so I can't send a simple id, it'll be a path to the room asset

harsh thorn
#

that would complicate things yes pepeLaff

grand flower
#

But I'll have a package map at the start of the data to map asset paths to a unique int id

#

That way if a room is placed multiple times I don't have a huge asset path every time heh

thin shuttle
grand flower
#

Then I'll chunk the data, slice it more and spam the slices through unreliable messages until the client acks them all

restive turret
#

Since more reasonable it would be a grid it can be sent easily what would be

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"we have this layout plz place as:"
zoneId, (roomid, gridid)

#

Or smth

#

Would be easier the most I guess

grand flower
#

less flexible though

restive turret
#

Wdym

#

SL is already gened as grid but isnt actually use this system for some reason

grand flower
#

why not just send transforms

#

that way you allow p much anything modders would want

restive turret
#

Tbh the other idea would be giving all room netid properly and movable transform but prob baked light or light stuff would be some issues with it ig

#

Grid system stays but it just spawn the room anyway

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Oh wait when you join you will get million "yo spawn this obj here"

#

And ofc parenting doesnt work as should be

#

Since spawning even with parent on something doesnt transfer it's parent to client

#

Because why would you do that anyway mirror

grand flower
#

That's why I don't make my rooms replicate for my project

#

Instead I'll just package the map into a compressed format and send it to clients before they connect

#

better

restive turret
#

You still spawning them on your server, having networked shit no?

grand flower
#

Yes, they'll still exist on the server, but they won't be spawned by networking for clients

restive turret
#

Client still receive the "netobject live here"

grand flower
#

Yes and no

#

I'm gonna force the engine to hallucinate thinking the map data received by clients and spawned locally has always been there

#

So networking stuff within rooms for example will "just work"

restive turret
#

I heard this just works many times

grand flower
#

Bit complex and I have to force the engine to do something it generally doesn't like, but it'll work

restive turret
#

By todd howard and nvidia

grand flower
#

I'm pretty much gonna trick the engine into thinking the rooms were loaded from a map asset

#

that way they're stable and as long as the name on the client & server matches, the engine doesn't care

restive turret
#

Tbh I still dont understand why would I send the transform there

grand flower
#

The bonus is that rooms won't be destroyed if they're network irrelevant

#

They'll just stop networking data and I can just stop them from rendering

grand flower
restive turret
#

I get the position but what else would you need other than position and rotation, you really wanna scale?

#

I mean I honestly dont care if I send 1 byte or somehow compress 3x3 float

#

Nvm -1 float since the y should be determined by grid anyway

grand flower
#

I wouldn't overthink it bandwidth wise

#

You have other ways to compress the data

#

Scale I suppose isn't super useful but again, I don't wanna stop modders from being creative if they want to heh

restive turret
grand flower
#

that's fine IMO

restive turret
#

Tbh I will create some prototype on my sl clone, if you wanna see will send and tag you

#

Obv it will just spawn cubes rn

grand flower
#

sure

#

I'll show mine when it's ready DogKek Kinda slowed down by my PC dying and lots of trips this month

slate flume
#

Is there someone in S&C I can bribe to get my shit taken care of

#

Call it "strategic diplomacy" or something

#

I'm not above making ethically ambiguous moves

upper vapor
upper vapor
celest thorn
#

Haiii

upper vapor
upper vapor
#

After all these years

celest thorn
#

Idk nw and RoomType is like a disease

#

NwApi didn’t have it

#

Labapi doesn’t either

spare zodiac
celest thorn
sharp hedge
#

what makes hcz testroom and lcz candy room the only removable rooms?

restive turret
#

Tbh there is no support for that so

sharp hedge
#

oh

slow grotto
#

@celest thorn From earlier discussion on making nav meshes in heavy.

slow grotto
celest thorn
restive turret
#

In the end I rest

celest thorn
slow grotto
# celest thorn So what did you do at the end?

Using the base game meshes. Auto-building on map generation. Since they aren't on the CPU and there's no GPU on a headless build the only place to get them from was disk... And it worked.

celest thorn
slow grotto
celest thorn
#

Bro is writing a porm

slow grotto
#

mf's and their unreadable meshes

#

It's A way of doing it, works, but now I have all the meshes loaded on CPU

#

To be optimized, until then my RAM was looking a little lonely

celest thorn
#

you know what

#

im gonna spend time on the vc for hangout lol

#

i just bought an SSD 2Tb (I REALLY needed it)

grand flower
#

Also you'd just have a prefab id

#

so shove it in a dictionary or something

upper vapor
#

We have RoomName

#

There are a lot of rooms that are just Unknown

grand flower
#

right yeah

#

then yeah just prefab id

upper vapor
#

Ye that's one way to do it

grand flower
#

I personally will just use the asset path cause why not, or a primary asset id actually

#

probs better now that I think about it

#

the asset manager can find the path for me

upper vapor
#

Asset path as key ClassDHollow

grand flower
#

Probs gonna go with an asset id

#

the asset manager can just find the path for it that way

thin shuttle
upper vapor
#

I mean if you move the culling bounds too, then yeah

thin shuttle
#

You don't move the culligns bounds ? In base game

#

And peformance cost if room get moved it's a plugin dev problem

#

Since they arrent intended to be moved

upper vapor
#

Well yeah

#

But at that point

#

You might as well move it

#

Free performance

thin shuttle
#

That would just be simpler

#

A lot of stuff in the game use RoomName and it's would be good to have them containing data of the room of where they are instead of unknown

celest thorn
#

when you don't know the answer neither they will give it to you

#

its like a dogma

#

it was made like this

thin shuttle
#

That just create a duplicate enum with one being useless

celest thorn
#

so lets keep it like that

celest thorn
thin shuttle
#

If there no big reason

grand flower
#

I guess if they ever decided to make moddable maps they could just have a dictionary of RoomName to prefab

#

if they update it fully

thin shuttle
#

Yeah RoomName already exist just use that

#

Instead of using both

grand flower
#

maybe one day

restive turret
#

This probably one but that would be way beyond this or next year i guess

grand flower
restive turret
#

I mostly create PoCs anyway

#

And fix bugs

upper vapor
thin shuttle
#

Why would they

grand flower
#

I wanna make an in-game level editor for mine too

#

That lets you upload to the Steam Workshop

#

Or just save to a file

thin shuttle
#

Make a poll and see people would prefer RoomName containing all instead of surcharging with a new enum

upper vapor
#

New way

thin shuttle
#

Okay so when nw add a room i will create a new RoomType everytime

thin shuttle
#

Better than here

upper vapor
#

It's probably not a priority though but I can ask

thin shuttle
#

No the best is to Use RoomName ??

upper vapor
thin shuttle
#

You already have everything nothing will be different

thin shuttle
#

I don't get your position on that

#

Unknown annoyed everyone

grand flower
#

What kind of bugs are we talking about

thin shuttle
#

Yeah i don't get

#

What would be bugged

upper vapor
#
  1. someone forgets to check a room in the editor
  2. game code that relies on RoomName might need to be updated
  3. we can simplify some stuff
grand flower
#
  1. your problem
  2. your problem
  3. how?
upper vapor
#

Like room name and shape combinations can be refactored to use RoomType

upper vapor
#

We don't want bugs in the base game

grand flower
#

Should've just set room names for all rooms in the first place

grand flower
#

I wish modding was a first class citizen in SL

thin shuttle
#
  1. Easy fix just verify if there any RoomName.Unknown return warn
  2. There nothing using RoomName that would make a problem as i did seen
  3. No you overcomplicate it by adding an other enum on top of an already exist enum
upper vapor
#

"Return warn" huh

thin shuttle
#

You guys make it for item

#

Pretty sure you guys can do it for Room

upper vapor
#

True

thin shuttle
#

And honestly i have seen the code for MapGeneration it's wouldn't cause problem as Unknown is never used as functionality

upper vapor
#

Okay yeah it does make more sense to update RoomName instead

thin shuttle
#

Thanks ❀️

restive turret
#

@wheat flower yo I dont get what some of these stuff you meant in #367

#

like this

thin shuttle
#

Missing destroy ?

restive turret
#

or it could mean destroy if not server

thin shuttle
#

Idk

celest thorn
restive turret
#

i love unity error

restive turret
#

@celest thorn do u remember the allternative for raycastroom

celest thorn
#

because it is a grid system

upper vapor
#

Ye

#

Divide by grid size and round the value

#

There is code for this already

restive turret
#

thats what the PositionToCoords do already

upper vapor
#

You just need to incorporate larger rooms somehow

grand flower
#

Have rooms specify how many cells they occupy

upper vapor
#

That works too

restive turret
#

ye it has Bounds but that just nyeh

soft turtle
#

How to spawn doors?

restive turret
#

same as other stuff?

#

get it from clientprefabs and spawn

soft turtle
restive turret
thin shuttle
#

or you need to make them less priority

restive turret
#

is there a command to check where am i

thin shuttle
#

same for Lcz173

thin shuttle
restive turret
#

😭

thin shuttle
#

or you can use that PrefabHelper for your code

restive turret
thin shuttle
restive turret
#

im gonna do several crimes

thin shuttle
#

you can use the LightBulb

#

and see where light goes out

#

or register to ChangingRoomEvent and send Broadcast or Hint

restive turret
#

or just sent to qa to ensure it works ClassDTrollHD

upper vapor
restive turret
#

Several πŸ‹β€πŸŸ©πŸ‹β€πŸŸ©πŸ‹β€πŸŸ©

upper vapor
#

Bruh

soft turtle
#

Why door wont spawn?

GameObject doorPrefub = Object.Instantiate(NetworkClient.prefabs.Where(x => x.Value.name.Contains("HCZ BreakableDoor")).FirstOrDefault().Value, _schematicObject.transform);

doorPrefub.transform.localScale = Vector3.one;
doorPrefub.transform.localPosition = doorLocalPos;

NetworkServer.Spawn(doorPrefub);
hearty shard
#

prefub

restive turret
#

AssetId for the EZ breakable door: 1883254029

soft turtle
restive turret
#

oh

#

2295511789

#

this then

soft turtle
soft turtle
thin shuttle
restive turret
#

id is the same

#

so its your skill issue

#

well then your position is wrong

soft turtle
#

I think its not only door

restive turret
#

ye

soft turtle
#

XD

soft turtle
restive turret
#

cant

#

its part of prefab

soft turtle
restive turret
#

HCZ using that

#

use EZ or LCZ

soft turtle
ornate fog
soft turtle
upper vapor
#

Somewhere on the prefab

ornate fog
#

🐸

celest thorn
#

this is the AI i love

sinful bronze
#

coreclr editor

#

no way

upper vapor
#

Cinema

static meteor
slow grotto
icy knoll
#

lol

slow grotto
#

Is there a reason people don't use latest/14?

upper vapor
hearty shard
upper vapor
snow pulsar
#

I just use visual studio to change config files and correct some nonsense every now and then.

celest thorn
static meteor
#

No

celest thorn
#

@upper vapor i might start to crack down on fucking making it more optimized

#

im worrying

snow pulsar
# soft turtle Hmmm

Me when MERToolbox where I somehow allow it to spawn without the wall although there's primitives around it

soft turtle
#

How to add immunity to the warhead at the doors so that the warhead does not affect them

harsh thorn
unique crane
slate flume
slate flume
soft turtle
#

But i found BreakablrDoor::_isInteractable

slate flume
soft turtle
slate flume
#

DoorVariants store locks and have some wrappers and shit around it

teal junco
restive turret
#

It would be if i ever able to use it

celest thorn
static meteor
#

maybe idk yet Β―_(ツ)_/Β―

#

Got primitives mostly working now except collision not being moved when changing its position

cyan crown
#

@upper vapor this is gonna be awesome

#

its only in URP ☠️

upper vapor
#

let's see how much they actually deliv-

#

WHAT

unique crane
#

Well yea Petris mentioned it

cyan crown
#

now the question is how performant is it

cyan crown
#

its unknown for me

static meteor
sweet flax
static meteor
#

I plan on looking into it and implementing my own culling

thin shuttle
#

or wait that not the right things uhm

#

i need to know how client get remove of these

upper vapor
#

change the spawn data and set the ConnectorType to None

icy knoll
restive turret
soft turtle
icy knoll
restive turret
slate flume
soft turtle
thin shuttle
thin shuttle
#

on both side

#

oh no even better

#

it's sync Network_syncBitmask

restive turret
#

eh idk

#

i dont saw that or throuht this

#

i see it spawn as that in basegame oto

thin shuttle
#
GameObject doorPrefub = Object.Instantiate(NetworkClient.prefabs.Where(x => x.Value.name.Contains("HCZ BreakableDoor")).FirstOrDefault().Value, _schematicObject.transform);

doorPrefub.transform.localScale = Vector3.one;
doorPrefub.transform.localPosition = doorLocalPos;
doorPrefub.GetComponent<WallableSmallNodeRoomConnector>().Network_syncBitmask = 3;
NetworkServer.Spawn(doorPrefub);

@soft turtle try that

#

try with 0 instead of 3 if it's not working

soft turtle
thin shuttle
#

now i learn something more on SL

#

thanks to you

#

it's was a great question

soft turtle
restive turret
thin shuttle
#

let me check Unity

restive turret
#

I through you already have it open

#

I turned my pc off so

thin shuttle
#

LCZ Door

thin shuttle
#

that kinda all the script

LCZ

slate flume
slate flume
#

That's the only difference?

thin shuttle
thin shuttle
#

the button is different

slate flume
#

Ah interesting

thin shuttle
#

and EZ have a glass

slate flume
#

Right I knew that part

thin shuttle
slate flume
#

Can I replace every HCZ door with LCZ door
The red button is ugly

restive turret
#

144p
360p
720p

slate flume
#

That's fire

#

I'm bookmarking this for later

#

Thank you

thin shuttle
#

we did event on Exiled to simplify that

#

but yeah

slate flume
#

Oh epic

#

I'll have to take a look at the door spawn code when I'm home

thin shuttle
#

RoomConnectorSpawnpointBase.Spawn

#

that where we put our event

thin shuttle
#

@restive turret i have big question to you what return these two Prefab because they seems to spawn nothing and i don't see anything about it in Unity ?

thin shuttle
soft depot
#

I dont think they did that, see how the navmesh just goes straight through the HID room table? I dont think it's supposed to do that πŸ’€

thin shuttle
#

oh yeah so yeah just box collider

#

bruh that must be horrible

wheat flower
#

70 active dummies (after round start)

before custom FpcServerPositionDistributor: ~75 TPS
after: ~105 TPS

#

i love me a 40% increase in performance

#

~65 TPS with all in same room

#

(running this on my local machine, not a dedicated server so numbers are lower)

slow grotto
#

Or they are just doing it to spite me

#

Generating the mesh in-editor and importing that would be more sane, but this has the advantage of automatically updating to game changes

wheat flower
#

custom FpcServerPositionDistributor

grand flower
#

Wdym by custom

#

Lile what did you change

wheat flower
#

some other things

#

micro optimizing

warped prairie
#

Well if that micro was 40% that’s huge

#

Epic even

#

We gonna get a β€œSL code optimizer” plugin soon SteamHappyDance

wheat flower
#

its not exactly a conventional change kekw

#

i also did caching of the ValidatingVisibility event args

#

ref

#

lots of locals

#

in my profiling i noticed that FpcMouseLook.GetSyncValues is the highest contender for cpu usage in there after all my changes, and its due to quaternion internal unity calls

#

(otjer methods take more cpu time, but must remain, such as ValidateVisibility)

slow grotto
slow grotto
# wheat flower custom FpcServerPositionDistributor

Just be aware if you publish it that CedMod does some major overhauling of that class and may have conflicts with custom logic. https://github.com/CedModV2/CedMod/blob/master/CedMod/Addons/Sentinal/Patches/FpcServerPositionDistributorPatch.cs I've learned that a lot of people use CedMod after this patch broke one of my plugins.

GitHub

Contribute to CedModV2/CedMod development by creating an account on GitHub.

#

Sounds like cool stuff though

cyan crown
#

Does SL have a system that lowers other players scripts,animations or audio based on their distance?

restive turret
cyan crown
#

Because i do remember each player spawns a clone of PlayerController even with their animator being culled they still count as a gameobject in the scene, the idea was to basically delete their gameobject but have their other information stored as data when they get close to you.

slow grotto
# cyan crown Because i do remember each player spawns a clone of PlayerController even with t...

That CedMod patch above does something like that, tells every client that players that shouldn't be visible are at 0,0,0 to prevent people using wall hacks. From what I know there needs to be gameobjects for the server to be able to update client info through Mirror. Would need new way to send data to clients. Also, i could be corrected but voice data is always sent to clients because 939's mimic records voices on the client side.

#

If I understood the question

cyan crown
#

Interesting

restive turret
#

Btw the most i seen is the roomutils raycasting

#

Cus i aint gonna touch fpc stuff

cyan crown
slow grotto
cyan crown
#

Interesting.

slow grotto
#

Granted, I'm going off decompiled data, it's not 100% accurate

cyan crown
#

Yea but its some info even if its not 100% accurate :'D

upper vapor
cyan crown
#

Axwabo do you know what are values of Normal Bias of a spot light in SL?

upper vapor
#

what are you yappin about

cyan crown
#

I keep noticing issues with spot lights specificly causing the shadow of any object to appear as hovering on top of a object

#

Its a tiny thing in unity causing me to go crazy

#

I took this from a forum but the issue with shadows Normal Bias value being to high causing the issue of hovering shadows instead of being projected correctly

#

Anyways

#

🦞

upper vapor
#

no clueΕ±

grand flower
#

Are you just trying to go 1:1 with SL?

cyan crown
#

Kinda, i already did get closer to basically looking like SL before with original version of legacy.

#

Im just trying to figure out if this spot light bug is caused by normal bias so that one day it can be fixed by some developer

slow grotto
cyan crown
#

Thanks sorry if i annoye you guys to much i just get this late 6 am questions

celest thorn
#

labapi

spare zodiac
restive turret
#

Labapu

sinful bronze
#

plugin api

harsh thorn
#

possibly basegame

#

cuz free tps

harsh thorn
restive turret
#

It doesnt send position data if your out of site

harsh thorn
#

cuz fpcdistributor does 2 things

it checks if player A can see player B
and it actually tells player A where player B is if they are allowd to see them
if it cant see them it sends them into the void

#

but its not just "distance check"

unique crane
harsh thorn
#

it does a bit more than just checking for distance

unique crane
restive turret
#

You can code your own interest nanager

unique crane
#

not sure how wellll

#

buuut yea

harsh thorn
#

its possible, but i dont think itd benefit performance much more than just making fpcpositiondistributor more optimized

unique crane
#

Yea

grand flower
#

If you use the fact your game is room based to your advantage

unique crane
#

it probably does the same thing either way

restive turret
#

It wull benefit more than fpc pos and other ac related things

grand flower
#

You can make a stupidly fast interest manager

harsh thorn
#

thats what i did for cedmods anti esp
i filter out everyone based on their rooms

#

and do the close people with the more heavy stuff with some position checks + raycasting for the scenarios that fit everything

unique crane
#

RelativePositioning is tanking position distribution a lot... unfortunely

harsh thorn
#

cuz thats just math

grand flower
#

I already gave y'all solutions for waypoints/relative positioning so LULLLLLL but yeah until you get rid of it you're gonna be bottlenecked

#

it's useless and pretty much slow math

harsh thorn
#

well its there for moving parts of the map pepeLaff

restive turret
#

I love calling the engine for unnecessary stuff

grand flower
#

Which you don't need relative positioning/waypoints for

unique crane
#

Its linear iterating waypoints to find out in which one you are

harsh thorn
#

well, what else would you use then

unique crane
#

for each player

harsh thorn
grand flower
#

lemme find the wall of text again

unique crane
#

ye

#

Some quad tree or similar would be useful

#
  • checking if they moved away from previous waypoint at all
unique crane
#

Anyways back to c++

harsh thorn
#

hmm

#

could work i guess

#

so, if im understanding it right
its basically replacing the dedicated waypoints with an already existing object (eg the elevator itself)?

#

that would be used as "reference"

#

similair to what waypoints do (where they are the reference)

grand flower
#

would work, it's used by other engines like UE, I use it in my game

#

but yes

harsh thorn
#

hmm

harsh thorn
# celest thorn ced what are you saying????

what im saying is i doubt that moving fpcpositiondistributor to use the mirror interest management
has any significant performance benefit from simply optimizing fpcpositiondistributor

celest thorn
#

it does

harsh thorn
#

(you still need to itterate the player per player twice)

celest thorn
#

and it prevents even cheaters from being able to see shit from walls

harsh thorn
#

no because mirror just does a distance check

celest thorn
harsh thorn
#

which, we already do on players

restive turret
#

Y'know you can write your own

celest thorn
#

what i mean is interest manger is useful for items

#

for player its like less but for items and other stuff

#

structures

harsh thorn
#

like i said
moving the whole thing to an interest manager will have zero benefit to just making the syncronizer that already exists more optmized

restive turret
#

So technically you can do something like show 939 when close, others see more , etc

upper vapor
#

it's useful for pretty much everything

#

POC time toomuchtrolling

celest thorn
celest thorn
#

trust me

#

i tried

#

SL isn't done for that

restive turret
upper vapor
#

it's called

#

refactoring a ton of stuff

celest thorn
harsh thorn
#

mfw all the things you'd want to hide with a interest manager already have a position syncer

celest thorn
harsh thorn
#

or just optimize said position syncers

#

cuz the concept is LITTERALLY the same

#

foreach ()
foreach ()

#

and then sending a net message for those that can or cant see

restive turret
#

No it just remove from the observer list

celest thorn
#

the thing is

#

like mirror says

upper vapor
#

let's remove the game

#

and rewrite it

harsh thorn
celest thorn
#

if you read the magic docs page

#

it prevents ALOT

grand flower
celest thorn
#

and 100% increases fps lol

grand flower
#

gimme a few months once my pc's back on and i'll target 64 players per server DogKek

harsh thorn
grand flower
#

It handles it for you

restive turret
grand flower
#

And you can apply it to other things like items etc

#

It's just a better architecture

harsh thorn
restive turret
#

That's what im saying

grand flower
#

Okay scrap the handles it for you but it's still a better architecture

#

p much what Unreal does

harsh thorn
#

the problem with anything mirror is, they LOVE making breaking changes constantly

restive turret
#

Man we havent updated to latest yet

celest thorn
#

like ages???

restive turret
#

And these guys haven't uploaded to unity store for years now

harsh thorn
#

every year or so, or when i feel like it

harsh thorn
#

they litterally have a unitypackage on their git release

restive turret
#

Ye i know you can manually download the package