#plugins-dev-chat
1 messages ยท Page 198 of 1
that post is misleading
it will not prevent wallhack
it is a distance check
you need to do the raycasting yourself
we already have that?
๐คฆโโ๏ธ
XD
like, you say it prevents players from seeing through walls
but it doesnt
its a distance check
if im on one side and someone else is on the other, they can still see
bro whats so hard to understand
you can
like make your own?
and distance check isn't the only one
again, why is this mirror thing so better than fpcdistributor
oh wait, it isnt
their the SAME
could be applied to other things, sure, but thats not what im talking about
you'd need a separate validator for players and for objects anyway
cuz saying "it prevents cheating" is not exactly truthful
it doesnt, its a distance check
the only thing it does is prevent long ranged wallhacks
you still need to write your own system for raycasting, and such to actually prevent wallhack
mirror doesnt solve that, so why is it so better than fpcpositiondistributor when itd end up doing the exact same thing
and the question would is the interest management even more performance friendly than fpcpositiondistributor
items example
i can see them across facility
an item on surface
as a cheater
items is an example
hell, the only reason items work is because a similair script to fpcpositiondistrutor just sends the position all the time
what if i added an if check to that script instead of relying on mirror
and then DO THAT
its ages
that has been a problem
why its on cedmod BUT NOT in base game
tbf, the item ESP range is the same range as room culling
its not
so it wont solve it
cuz they can still see whats in the room next to them
or behind a door
the cheat stops rendering items after like 3 rooms
same for players (from server perspective)
example
why its so distant and he can see that
Position distribution is to ~fog range
When sending Rpc (and I think synvars but will check that too) it only send to observers
If you not an observer you not get the rpc
but does it resync it when in range
cuz that can be a problem
but everybody is an observer...
as again IF you write your own interest manager
Because currently everyone receive it
you can resync them
Ye you can
You can even make that thing rebuild X per frame
As similarly how you do the distrib
The distance just show what you can do
Not necessarily said you must do thst
does it hide the object when not an observer though (when going from visible to not visible)
cuz thatd be funny if not
Ye it does
the problem with players is though, you want SOME rpcs to always occur, some RPCs only when visible
and everything is on the main object iirc
thats all cool and all, until mirror breaks on unity update, or has some exploit
Hi! Is it possible for a human to speak with SCPs and hear them
Unity already breaks script when updating anyway
New alpha removes like most of the stuff on scripts too
(like go.renderer and this stuff)
Since mirror states in their license the code and thing provided as is , it can break any day
real
Like SL or any software really
Hi done
no breaking changes
Lmao
The first thing will be breaking change i assume
Anyway I have to cook so
Also discord singlehandedly killing my phone
Every second -3%

so in theory they might work, but you'd need to basically reimplement the all logic into into a interest manager however
some parts of item syncing have multiple systems to it, its not 1 syncronizer, theres some more to it for whatever reason that has
for players you only want to hide the position
interest managers would hide everything, including RPCs and syncvars
these you would want to have synced at all times (eg nickname, etc)
It looks like mirror only lets you set syncmode to observers or owners so thatd be something interesting
for static items such as lockers its less of an issue, you could technically force mirror to resync, im not sure if it does it automatically when someone becomes an observer
but i suppose marking as dirty when observers changed works?
(or just sending the entitystatemessage to someone when they become observer)
Tbh I didnt dig that much into it, I find it somewhat good/better than current system, obviously it need some concept how it would work and these stuff im on my bed/soon to be cooking meals so when I'm on a pc I gonna look into more if you want it
But tbh if you send it with just "conn.Send()" it still reveives stuff
It doesnt like ignore it
Could be solved technically with a wrapper
But for players it not syncing stuff other than positions would be a problem
Tbh other player who not in range or has some info why would care if for example I pickup up a weapon
there is more than just current item on players
badge, name, etc
I mean obviously
I will look into it today if you want just say so and I will find a solution (hopefully)
i mean, you can try to find a solution for that, mirror doesnt have a special syncmode for it
if you find something we could look into actually implementing it possibly
albeit, could also just not do it for players and do it for other things
Exactly
cuz its not like itl benefit performace of fpcpositiondistributor anyway
Tbh many stuff already using conn.send
For example the item sync
And mostly many fpc related stuff with netmsg
youd probably need to make a whole ISyncableObject or soemthing
that the interest manager needs to call to resync everything on that object
You cant get interface with Getconponent
and then a network.send wrapper to chek if something should be sent or not
you can
Really?
ye
if interfaces dont work you could also just do a base class that you inherit from
cuz i know that works
but iirc interfaces worked too
also what the FUCK is wrong with windows
task manager froze and it nearly took my whole pc with it
uhhhhhh
winslop
the problem is uh
90% of keyboard imputs are ignored
switch to tty 
mouse runs at 0,5 fps
You can
But you cant serialize by interface 
I had to do drawer for that
not surprised about win11 being dogshit
Upgrade back to Windows 10
๐ฃ๏ธ๐ฃ๏ธ๐ฃ๏ธ๐ฃ๏ธ
alt+sysrq+f
The what
right, windows probably doesn't have OOM kill
Do they duplicate when you close them
Like that one funny time it happened
So they patched that just by forcing 1 instance ๐ญ
Well, that was already a thing
does win+r work?
But if first instance no respond it opens another
No cuz it only catches like 9/40 keyboard inputs
hold the keys
I remember when my laptop keyboard q and a buttons didnt work
Q was ok
but A wasnt ๐ญ
Ok win + r has now opened
XD
How do you even fuck this up man
Ask the math formula that programmed it
this is how
XXXXXXXXXXXXXDDDDDDDDDDDDDDDDDDDD
Like, it was fine until they changed task manager
try it and see then
first clean monitor
I would not trust that button with anything
i've ever seen aside from mine lol
idk i think i will renovate my room
once i buy a full metal recreation of pyra's sword
1k
is the price
but ITS WORTH it
im gonna go buy lunch and then watch RE9 gameplay
i could technically 3D print it for Half of the price
but i need to buy a printer
lol
why not buy the game lol
and play it
have proxies that always network for player info
Idk the only horror game i cannot tollarate is like Alien isolation that i could shit my pants
unreal has APlayerState for data that is always networked to all players, you just put it there
for example
that doesnt sound like something mirror offers 
mirror doesnt have it unfortunately, its just if not observer dont send anything
as opposed to being able to set certain things to send always
but i suppose for players it could keep using fpcpositiondistributor
and for other stuff interest managers that have some extra code to re-sync or something
i SOMEHOW managed to finish it
it was a traumatic experience
AHHAHAHAHHAHAH
You can program that in your interest manager though
Just have a base class for objects that should always be networked to everyone
And then your interest manager can just keep everyone as an observer
from what i looked at mirrors code
when it syncs a networkidentity, it gets all the observers
syncs to them
problem is, player has 1 netid (cant be nested either so we cant make 2)
1 part needs to be synced, 1 part doesnt
cuz mirror looks at it per netid
Don't nest them, just have a reference to the player character in the player state and vice versa
That way you can access them easily
im not sure what you mean
the player has a netid, and has its networkbehaviours
miror will get the netids behaviours
build the sync message
then itterate all the observers and send it to them
it wouldnt be possible to always sync data A of the same netid, but not sync data B
unless we spawn 2 parts of the player or something
by proxy I mean you make a new gameobject for player data that should always network
not part of the player character
that way it has a different network identity
When the vents are NOT safe 
And your interest manager just adds all players as observers of that gameobject
i hated alien isolation
i guess that is one way to do it
though to not have to refactor the whole game to fit that purpose i'd say just optimizing fpcsyncdistributor would work ๐ญ
and then doing other things that dont need to "always sync" with an interest manager
as mirror is designed around there being 1 player object
i will force myself to play the sequal
pants will be shitted
One controlled player sure but the proxy thing wouldn't affect that
Optimize the sync distributor by removing waypoints /j
waypoints can probably be optimized
might run it through a profiler to see
but thats for later, i still have some things i need to release 
then i can do more funny things
Go back in time and subdue whoever decided waypoints were a good idea
xd
where else would i bully the individuals that pay the russians because they are bad at the game
๐ญ
anyways, lunch time then RE9 watch time
maybe i should buy it...
but then i should buy the other installments too because lore...
just watch youtube videos
ima complete my 3rd playthrough today
get infinite ammo probably tmr
then do my insanity run
100% the game
i called it "custom" for a reason
Cookin'
dew it
I will once i done cooking my meal
youll need to look into the aforementioned issues first 
yeah i dont want to touch that shit ๐
thats why i said it just seems easier to optimize the current distributor
using an interest manager for other things (aside from working out how to re-sync) may be simply, but players are the only annoying part lol
well depends what you want to do
why not just PR to the plugin 
cuz patching the patch would mean youd need to reimplement everything + optimize
cuz otherwise itd break the anti esp
well you see, i am doing some not-so normal techniques
that are probably frowned upon
what kind of technique are we talking about
i basically removed the FpcPositionMessage usage entiterly in favor of a raw networkwriter, and its all in one method

40% with 70 dummies spawned, although there are many small improvements since we can cache values when they are all in one method
no callstack re-evaluating same properties bs
so you put all the visibility checking into 1 method too?
yep
feel like there can definetely be ways to optimize that dont involve lobotomizing the method
oh sure
but wont be nearly as fast
i want fast in my case, not readable
if i want a 100 player event
though, arent dummies like half the more performance intense?
as opposed to normal players
for some reason
ive never validated that
get 70 players to join and not touch their keybaord and mouse for 60s
then ill tell you
Well duh, it prob wont be done in day 0
time for me to clone FpcSyncData, make a writable version, and then cache more data
I probably gonna steal some qa or prog who dont do anything to test 

me me!
oh wait
i cant
sadge
Ask sec and qa and higher-ups to make a wide qa test
Obv backported to 1.12.2
I meant 14.2.4
14.2.4-interestman-qa-b738e3
interestman
where is the interesting gif
i dont have them all saved
it is no longer interesting
LCZ slenderman
idk but i like
start the new arg
find my keycards
Bruh
tf are you doing
anything and everything all of the time
AccessTools.StructFieldRefAccess
Access without Harmony
me when i need to invoke a delegate to get my ref instead of just being cool and not doing that

umnmanged delegate*(nint, void) hi;
umn
um
is it good
Yes
I gonna eat like 5 min from now but i need some small rest
"nah, its shit" - some guy who said he was gonna cook
And reading back msgs

rest ๐
how is the HP regeneration for SCPs after the Dead Mans Switch calculated?
@celest thorn
DAMN
someone did something lol
LateUpdate or nah?
i wouldn't
im actually writing even more optimizations for fpcserverdistributor right now
because i know thats the first place
crazy...
im writing korean code
And I'm just laying in bed
in DeadmanSwitch
thank you very much! :D
the one thing i hate most about fpcserverpositiondistributor
is nested dictionaries for the LastSent data
like bro
just flatten it into one key
using playerid pair
(my patch is using a raw 1d array kekw)
Patch deez
Does someone use RUEI?
because im loosing my mind
BRUH
CODE CANNOT BE POSTED IN HERE???
here
The works never gets called and idk why
Im loosing my mind tbh on this
WHAT
SPECTATOR ISN'T IN DEAD TEAM????
HELLO???
Lel
no its not
.reverse.reverse
Crazy
I just saw it lol
False flag, should be fixed
It was more the result of something in the code rather than the code block itself lol
nvm it works @upper vapor ๐ญ
thats funny
and wierd
idk why it didnt worked b4
FeedList.MessageList inadvertently includes https://t.me, which we block because it's used for telegram channel links
oh
Maybe you forgot to implement the interface 
no i meant the function thrown error when compiling
i didnt implementet that interface i just made it
Erm
Is it possible to hide the players current item so there is no worldmodel but the hands are still like hes holding the gun?
i don't think that's possible, but maybe someone has a hack for it
not sure if the bug regarding random worldmodel disappearing is fixed
The gun worldmodel is fixed on internal i think
It being null
what i meant is sometimes it might not show on the client
WorldModel never set
I know i was taking about the firearm one
Haiii chat

does that count as something work making an idea on github?
Why do you need such change?
or well.. feature
this
I remember that someone managed to scale items down during the halloween update with the use of the orange candy effect and something else. It was posted in the MER discord at some point
and if i remember correctly, the hat just scales the held item down to Vector3.zero
doubt this will help tho but oh well
i was thinikig abt fade effect
haven't i already sent you the code for it ?
this will only fake sync player to think he have nothing in hands there no better way
my bad it's wasn't you
Why i cant connect to servs?
Client-side connection issues hub
Not the channel for that kind of question btw
Hope one of those helps, otherwise I guess look at https://discord.com/channels/330432627649544202/968248941994971187 for guidance
what do we think gang
just allow us to scale the worldmodel or what it's called (that's what I think would be the best)
BTW @thin shuttle my response on the nav mesh stuff probably got buried. Fixed my skill issue, mesh is meshing now.
are you going to make it public ?
paid 20000000000000000000000000000000000000000000000000000000000000000000000 bucks
btw are you going to release the profiler in the near future cuz its looks cool af
yes probably today
or tomorrow
we are working on fixing some stuff me and @true quest more him rn
than me
do you have a clip?
juts give us some pre alpha beta epislon pre realase version
The reverse would be cool as well
Visible items but no player model
Used to be possible with glitches but was patched out
Depends if this guy or KPG buy it off me https://youtu.be/BXGytSW4WXw?si=SYSZ2_WCAAeX8Cwh. /s
In this video, I created AI characters in SCP: SL, which was originally deemed as impossible. These bots can follow players, shoot enemies and fight each other as well. This is a revolutionary development for SCP: SL, and I hope you'll take the time to watch my video and see the bots in action, Thanks for watching!
Thanks to Johnodon, Cookies ...
but with it we are doing the optimizer too tbh
Tbh i don't think so
but thats a question for ghost lol

so you are planning to realse the opimizer + profiler
yes
as one or seperate
seperate
obv
tbh i cannot give you alot of answers because im a bit deattached from the projects this days
i've been doing more #art-showcase than coding
Most of my projects are public, but with this I'd prefer it to be a standalone dependency since once it builds the mesh anyone can use it, don't want multiple people making plugins that also build the mesh a few times over.
Cool idea tbh
As it is now, it is a standalone plugin and I have my AI logic plugin use the generic NavMesh since agents just use mesh on ID 0 which is global.
Getting NavMeshes working with SL would be dope
Tbh if i see that it gets released i might
bring an AI agent
like modular etc...
but obv i would leave the decision to maro
if thats gonna happen (more if she wants that)
Mesh is meshing, but my paths aren't pathing right, so will probably ping you at some point on that, not today though.
I mean are paths correct?
i mean most likely if i get the plugin i could drop it with the other one
and it would work fine
It just doesn't like stairs, so need to find a way to snap to stairs better, or decrease cell size. Map is already 40k vertices, but a lot of that is OOB that needs to be removed.
From a glance,
If it goes past that point it gets to SimulateHandlerOutput
That calls ApplyDamage in Scp1509DamageHandler
That method performs the respawn code before Anti207 is able to finish it's simulate check
Don't know why there isn't a "OnDeath" method that they could call instead of assuming Death happened when applying damage.
"There is no solution more permanent than a temporary one"
so that reason why but it's create a bug
A bug? In our free game?? /s
@sweet flax you know that ThirdpersonItemBase not really exists when you do Item.Base.tirthpersonstuff
now i know
can i unspawn and spawn the same schematicObject? using network server unspawn and then spawn unspawns it and does not spawn it back
Bwaaa
wait for a frame
i was unspawning waiting 2 seconds and then spawning and didnt work
is there a way to delete rooms?
Delete the whole map
Or ig test room and candy room both are networked and thus deletable
is that the only way TwT
with the exception of 2 rooms yea
if you delete the whole map ig that will include surface?
im actually not sure
Set map seed to 1 or 0 or something to disable mapgen
Isnt it -1?
Idk
Ok pal
Ok girl
Im a princess
-1 is random 0 is none
I believe its random unless set using the map event
wait 0 and -1 are random
how do i disable the map TwT
alrighty
Ask a programmer
Its -1
Packet sends the seed
And disabled is -1 which means no generation
And the server never sends it lol
is there a way to disable scps healing when deadmans starts?
patch it out

zer0's first ever public plugin
Wake up
Ask a programmer
For spam?
you can't say the same message 3x in a row
Ask a awxabo
foreach (var light in LightList.Values)
{
player.Connection.Send(new ObjectDestroyMessage()
{
netId = light.Base.netId
});
}
Is there a spawn version of this?
yes it's called SpawnMessage
you might need to set few more stuff
public struct SpawnMessage : NetworkMessage
{
public uint netId;
public bool isLocalPlayer;
public bool isOwner;
public ulong sceneId;
public uint assetId;
public Vector3 position;
public Quaternion rotation;
public Vector3 scale;
public ArraySegment<byte> payload;
}
this?
yes
NetworkServer.SendSpawnMessage
or NetworkServer.Spawn for everyone
i used this but im kicked from the server
foreach (var light in LightList.Values)
{
NetworkServer.SendSpawnMessage(light.Base.netIdentity, player.Connection);
}
try ObjectHideMessage instead of ObjectDestroy
i think there's a uhhh
ObjectShowMessage maybe
show LA logs
Yes
lol
NetworkServer.ShowForConnection
NetworkServer.HideForConnection
MethodAccessException
Method `Mirror.NetworkServer.HideForConnection` is inaccessible
I used Reflection and completely fixed. thank you!
Is it possible to fake a player that he is a dummy and hide him from player list
No
Probably heavily against csg and it would break lot of stuff
You can try tho but the ClientMode i don't think syncs back to clients
And there is a reason why only dummies hide from player list
you can hide anyone from player list
afaik no but lol
ServerRoles has syncvar HideFromPlayerList
but someoen said that is the best (instance.serverRoles.HideFromPlayerList && mode == ClientInstanceMode.Dummy)
YEES another reflection user
bleh
Publicize & Enable unsafe code in project settings
I did it but somehow it kicks me from server
Is it possible to add a background to TextToy?
adding an other texttoy behind

Is it possible to prevent SCP-106 from passing through specific doors?
Did you forget to 3nable unsafe code
maybe i didn't do that
That only if door is locked
IPassable? How use it?
My doors are locked :D
meow
Thanks!
For some reason the patch breaks and destroys all the doors, so I came up with a better idea :D
if (doorPrefab.TryGetComponent(out DoorEventOpenerExtension doorEvent))
Object.Destroy(doorEvent);
How can I make an object tangible or non-tangible? I tried enabling and disabling the BoxCollider, but nothing changes.
Tangible?
Tangible. For example, the player passes through or crashes into a wall
Are you talking about admin toys or any gameobject?
Primitivs
How do I get a Primitive from a GameObject? I spawn primitives using ProjectMER and then use Find to get the GameObject from within it
Collidable
GetComponent<PrimitiveObjectToy>() from the base game namescape
go.TryGetComponent<PrimitiveObjectToy>(out PrimitiveObjectToy prim)
thx
meow
no


best recreational activity in america
shocking information
no
:(
Hello The message that appears when the inventory is full is too short Is there a way to fix it?
you have a plugin overriding hints

ruei: not me bro
How do you make a player's ragdoll after death have a different death message than the one shown to them after death
Remove ragdoll spawn another
first time in San Francisco
Nice
At least I would be in SF if I wasnt stuck in the plane for 40 mins with no gate to leave it through
Lol
boiling alive
It's in the us so
Well prob everyone came that day for the event
Maybe
Are you allowed to let a server be online and accept offline players via plugin?
Is there a good way to destroy an entire Room ?

GDC attendees poke me, if any
destroy map generator NOW
You can't destroy entire room but you can destriy the flickeranleLight in them for 330 and TestRoom
It's will destroyed biggest part of these room
btw someone knows why the Changing
public static void OnChangingRole(PlayerChangingRoleEventArgs ev)
Doesn't trigger when a player changes role for late join?
It should trigger for every role change
idk why but when it does for hint it doesn't update
im quite confused myself
internal static void OnVerifiedPlayer(PlayerJoinedEventArgs ev)
{
RueDisplay display = RueDisplay.Get(ev.Player.ReferenceHub);
display.Show(Chat.Tag, Chat.Element);
display.Show(SpectatorHud.Tag, SpectatorHud.Element);
}
public static void OnChangingRole(PlayerChangingRoleEventArgs ev)
{
RueDisplay display = RueDisplay.Get(ev.Player.ReferenceHub);
if (!ev.NewRole.IsAlive())
{
display.Remove(ScpHud.Tag);
display.Show(FeedKill.Tag, FeedKill.Element);
display.Show(FeedEvents.Tag, FeedEvents.Element);
display.Show(SpectatorHud.Tag, SpectatorHud.Element);
display.Show(SpectatorHud_Respawn.Tag, SpectatorHud_Respawn.Element);
display.Show(SpectatorHud_Nuke.Tag, SpectatorHud_Nuke.Element);
}
else
{
if (ev.NewRole.IsScp())
display.Show(ScpHud.Tag, ScpHud.Element);
display.Remove(FeedKill.Tag);
display.Remove(FeedEvents.Tag);
display.Remove(SpectatorHud.Tag);
display.Remove(SpectatorHud_Respawn.Tag);
display.Remove(SpectatorHud_Nuke.Tag);
}
}
This is how my logic works right now
Could it be that internally that is on a separate branch in the spa2ning logic?
i fixed it in a way easier thing
spa to ning
display.Show(SpectatorHud.Tag, SpectatorHud.Element);
Removed this
Mobile moment
i have an idea
Oh so Ruei issur
display.Remove()
Also no overload for giving a single class?
nuh uh
you must have a tag
๐ค
Yeah but mah IDisplayElement { public Tag GetTag; }
I should stop code review nitpicking xdx
there's a reason on why i did that
difficult to instantiate copies, you need a constructor param
also this doesn't compile

you should add intellishit... NOW
Im honest
Rider in Discord
Brb implanting neuralink so I have Rider running in my brain 24/7
FUCK THE INTELLISHIT
turn off inline completion
and your life will elevate to another level
Fuck the ai features
don't get me wrong, the ML-based autocomplete is good (not the gray text thing)
yes
You mean the on prompt one, not the auyo complete
good
the typing "ctrl+space" one
like
Yeah thats the prompt
amogus.Bla...
gray things is fuckign annoying me
prompt?
i wouldn't call it a prompt
lol
Yeah you prompt the AI to generate code
more like a dropdown
it's write multiple line without you wanting them
Oh that is just the normal autocomplete
not the "chat with ai" tab
get outta here
yeeee
AI tab is horrible too
ugh
i didn't make that 
bruh
@true quest remove yourself from the repo... NOW 
HAHHAHHAHAHA
he is sleeping
poor guy
no
do that now
why you guys destroy the pickup before calling event
how would i know
the modify it :3
ask hubert
also
at hubert
git blame
could you guys
could we stop being stupid?
uhhhhhh
:3
thats impossible
too hard
fรบรบรบรบรบรบรบ
faaah
exactly
i love clicking on a line to see git blame and then have it NOT scroll to that line
wish one ?
btw i fixed that command
made it better and added help too
lol
i aint seeing it
(2 days getting the debugger to work bc vulkan fucking freezes Rider)
what the fuck?
how is that even possible?
this required one drop in Unity
if i play SL (editor or build)
some apps just stop rendering
discord, Rider for example
dialogs work though
crazy unity

lmfao
also preventing SpawnProtect to not stop killing you from litterally FriendlyFire
the edge cases are real and unaccounted for
and Warhead
no
before it's was using string
like
ev.Damage("Scp106", ammount)
actually like that
eh
New ssd arrived so fucking small
this one is kinda funny
Its smaller than my finger
cutie
What
Cat??
Oh the plushie
BRO im not
Gonna get this thing dirty
I already sanitized everything
https://git.scpslgame.com/northwood-qa/scpsl-bug-reporting/-/issues/888
i am not sure how i could fix it
since just making Linecast wouldn't take into account the edge of the door
also when fix keycard :3
no eta
any ETD?
P9999
and you better not put important data on that SSD
at least upgrade to win10
why would you split the drive though ๐ญ
Because idk i wanna have order
you don't need two partitions for that
why?
like if i partionate i know where stuff is
and where they are supposed to be
if you're running out of space, you will not be able to use the shared space
because two partitions
Honestly i find it hard im gonna finish space
with unity, who knows
I find it hard to believe
if i lived with 256 and 500 GB, i can live with 2TB
bro im not doing anything with unity
like
like i cleaned up my normal drive
and got already so much (unity meow editor project is there btw)
Pratically it consumes 4 GB
which is NOTHING
lol
the most i've seen being consumed is a 4.5GB mesh
for blender
which i don't use anymore so i deleted
poor blender :(
lol
it was the biggest map in XC2
which took me like 1 hour to decompile
from 1GB to 4.5 is crazy
It's actually P4 not even P5
does anyone know if u can change the viewmodel
Why suddenly everyone want to do something with viewmodels
because I cant see
gun is taking half of the screen
Oh shit this is the wrong chat
mb
I thought I was on scp discussion
No
alr thx
how is my bug which results in items never falling out of Pocket DImension the same as a keycard hitbox being misaligned ๐ญ
Your bug ?
I mean that I reported it
I am pretty sure i also reported that one
you also reported it but you had like no reporoduction steps
Mine is bigger priority
bruh it's same
there is one more
I think that's caused by the same error
this one is P2 somehow
wtf
That one is closed
yeah as Fix in progress
so they imported it probabbly or something
idk how SL bug tracker works
or does closed mean denied?
even if it has fix in progress?
If it's closed with fix in progress it's already fix
well not in the current version it isn't
There a long time of bug report
you mean it could have been broken again?
fixed
which version?
latest already has a fix afaik
it shouldn't work
or if it does my bug report should be fixed too
at least according to reproduction steps
since item's pick their exit position when they are dropped iirc
like I might be missing something
Seems like dev didn't fix it
That already happen multiples time before
It's 1 chance to 64
will check it out i guess
So yeah it's will happen
no promise
Look spawn protect too :3







