#plugins-dev-chat
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they will not
hi
@sharp hedge i forgot which server did you used to be co-owner in?
i think saying it would be advertising it
Context matters, you're allowed to mention it 
i see
i make things for blacksite
Can i mention a scp sl - new horror arcade shooter with classic scp from scp cb but with own lore, design and new mechanics??
!wran 731179543884464268 Advertising
@mild ice has wranned dr.dinspit Reason: Advertising
Speaking head
Me when the path is Directory.GetCurrentDirectory()
Oh slejm said it already
Ye that one
Use SecretAPI
Send me the inv, this is a new acc
you can look it up on the sl server browser
I tried myself bc im gonna use Exiled until I can fully rework my 3 years of code to labapi
Not on sl rn
You're better off rewriting it
Once you can get to working on it
Cuz refactoring a project from exiled to labapi is slightly painful
(exiled to nwapi transition khm)
what's you guys' opinions on marker interfaces (interface with no members, only used for type checking)
Huh
i think it's good
but i dont see how they could really be used other than generics lol
yeah that's their primary goal
actually
maybe not
i was thinking more like "Thing : ISussy" and "Idfk : ISussy"
like an attribute but not a C# attr
hm
And what you gonna do with that
check if X is Y
instead of a property
(which would have to be duplicated in every implementing class)
I used them like two times to mark a special property of a custom item
which was importnat, but not important enough to warrant a property as you said
Yeeees
crazy pfp
yo axwabo which is the font sl uses for the ping?
Pong
isnt that from mirror?
huh
you like arranging patterns, don't you?
the font for the ping you know?
I dont even know where to find
try ask ai 

Can u make screenshot of marker?
I have an idea from where it could be
That image?
wild guess, roboto?
Maybe just ⓘ?
perhaps
Is there no DamageType by any chance?
Nope
Instead, you'll need to check the type of the damage handler
For UniversalDamageHandler, the translation IDs are in DeathTranslations
thx
Np
i remember seeing the unicode for the global badges online somewhere, can i get those uni symbols
but it was like a year or 2 ago
I NEED THE OVERWATCH EYE
Too slow
RAAAAAAAAH
how do I get the current steam buildid version of the server? I tried using Steamworks.SteamApps.BuildId with the steamworks fancepunch thingy but it just returns me a 0
The current Build Id of this App. Defaults to 0 if you're not running a build downloaded from steam.
bruh
๐ญ I didn't read it

smartest solution
the thing
is steam doesn't have the CI build stuff?
is builddata.cs
always changed for each version?
ok but the timestamp is the one same for steam or no?
because what he is trying to do is seeing the latest build
Probably no
Yoh can even see the current build date
yea i can
the problem is like steam gives manifest
works with that
In steamdb you can see when its published btw
maybe same day
Now
works
I meant built
so maybe a solution could be
Checking if the same day there's an update from the BuildData and Steam
if they are different then boom
Build a CI Action that does that and DL's and caches Managed dlls and my life is yours @true quest
Y'know you can just cache the current manifest id and check if public manifest changed
I'd say use UpToDateCheck but I doubt NW keeps the version updated on Steamworks anyway
What does that mean
Yea but what if you download an older version of the plugin 
It's a web api that lets you know if your game is updated or not
Ah right
does anyone have any problems with the warhead not killing people with PMER?
Huh
when the warhead gets detonated for me, everyone in the facility does not die
ive seen that its related to project mer
Maybe it detects them as being "outside"
and also the pit death effect does not kill scps for some reason
it might be related to other plugins though
it's a known bug iirc
I've seen mutliple (4+) ppl complain about it so I'm assuming it's known
awesome
MER patches the method responsible for this. I suggest fetching MER's harmony instance and unpatching the method (that fixed it for me)
could you give me an example on how to unpatch an existing patch?
This may not be the best example, as I needed a quick fix, but this is how I do it: (Mind you, I have MER as the only 3rd party plugin, so this will break other plugins patching warhead)
Patches patches = Harmony.GetPatchInfo(typeof(AlphaWarheadController).GetMethod("CanBeDetonated", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic));
string owner = patches.Prefixes.First().owner;
Logger.Raw($"Found warehead patch. Owner: {owner}", ConsoleColor.Cyan);
harmony = new Harmony($"GBN-ROLEPLAYPACK-{DateTime.Now}");
harmony.UnpatchAll(owner);
harmony.PatchAll();
crazy
I was crazy once
i'm still crazy
Pov: publicize
so why doing that
I don't know
I think it was an emergency hotfix, as players were exploiting no warhead death
lol
Yes but either way works
The main issue is that only intensity changes are registered not duration changes
I fixed it for my server but it's an odd problem
this worked, thank you many muches
i lied nuke kills people in custom rooms on surface
Because you need a MethodInfo to pass to harmony
Check this
did not work
Is it possible in SSSS to detect when a player scrolls the mouse wheel up or down?
i don't think so
Telemetry 
?
How many times does the player talk at 3 am about how bad nw is?
ig this one is too
lol
Why would you even catch scrolling with sss bro
"How many times did the player scroll at 3am"
No i want the use case
"How many times did the player scroll at 3am"
i can sell those data to zuck
btw how you doing?
Perhaps virtualized containers
What
Virtualized scrolling (or windowing) is a performance technique that renders only the visible items in a long list or grid, rather than the entire dataset
Still don't know what the fuck would be the use case on that
Also currently it using Input.IsKeyPressed or smth so
i did a oops
does anyone know if labapi supports global configs now
i deleted this plugin from my plugins folder and now im screwed
@unique crane rescue me please
no, just ported
why ping david?
search david then and find the link or smth
or use a backup
(if youre not saving backups of your server, then what are you doing ๐ญ )
do you know which plugin it was?
if it's custom, try using recovery software
its on linux but it was a plugin that all plugins in global will put on a config global and dependencies are global
so instead of putting it into 7777-9 u put it into global file and it will put the config into global
but all configs go into 7777-9 but i want them to go into global someone made me a plugin in this discord but i lost it or cant find his file anymore
Try making a symlink
they made it as a plugin
it calls for all plugins in global to put out a config file in the global file and dep global
are you able to remake quick for me im scared ima break stuff
just make everything point to grab from global files
ill even pay if i have to
nvm i found it
omg
nice
How can I spawn scp-018 and make it like a player throw it?
footprint + add velocity
arguably it's better to use the physics module to access the Rigidbody
ThrownProjectile::PreviousOwner
and then as axwabo said, just add velocity lol
Thanks
Roboto-Bold normal 21 size
ok
but still thanks
How do I spawn a dummy?
DummyUtils.SpawnDummy()
Thanks
Lalalalala
How can I check if a person is within the intercom coverage area?
Intercom::CheckRange(ReferenceHub)
But it requires publicization
Okii
lowk i was cooking
The most generic thing out of all generic things
yes
Not bad
it was for when my server was still goin
but uh
i never got to use it cuz i closed it

tbf it was intended to be like how basegame has the holiday events
stuff only loads on that condition

i mean
i can start it in 5 seconds but
i dont wanna
when r u helping me write https://github.com/obvEve/SecretAPI/pull/68
Perhaps never
wahhh
honestly i regret doing custom commands and callonload stuff in the same branch tbh
like yes its using source gen both of them but like
๐ฅ
idk if adding this to secretapi even would be used 
Hi! Is it possible to modify the position where SCP-173 can teleport? Like if they want to TP inside a specific area the model and the teleport position change to another position or it's client side?
You can change where to teleport to but it doesnt show on client
When I patched distance tp it still shown regular distance despite changed that
Hi guys, Any idea why InteractableToy breaks when someone join server or spawned dummy. Rejection Fails ev.IsAllowed = false not working after i create dummy or joined someone and if im change duration it will not change for clients for example test code
like clients fail but idk (i dont have any other plugin for this bug). Its like clients get desync with interractable
[CommandHandler(typeof(RemoteAdminCommandHandler))]
public class TestInteractableCommand : ICommand
{
public string Command => "testInterracts";
public string[] Aliases => new string[] { "testInterracts" };
public string Description => "Test Interracts bug";
public static InteractableToy TestToy;
public bool Execute(ArraySegment<string> arguments, ICommandSender sender, out string response)
{
Player player = Player.Get(sender);
if (player == null)
{
response = "Player null";
return false;
}
Vector3 spawnPos = player.Position + (player.Camera.forward * 2f);
InteractableToy interactableToy = InteractableToy.Create(spawnPos);
TestToy = interactableToy;
TestToy.InteractionDuration = 10f;
LabApi.Events.Handlers.PlayerEvents.SearchingToy += OnSearchingTestToy;
response = "Test object spawned.";
return true;
}
private void OnSearchingTestToy(PlayerSearchingToyEventArgs ev)
{
if (ev.Interactable != TestToy)
return;
if (ev.Player.Health >= ev.Player.MaxHealth)
{
ev.IsAllowed = false;
Log.Info($"[TEST] Its Rejecting!");
return;
}
Log.Info($"[TEST] Its Working now!");
}
}```
It's either me or the Interractable Toys that are genuinely broken.
why do you do that inside the command
this is for test how interractable toys is broken
i need to ev.isallowed false
please can you check ?
shouldnt >= be >

its working before any dummy spawn or players join, its work after too but only on server side, clients broken
you know ui circle not decline on client or duration not changing on client like not sync
just after dummy spawn or join player
seems like a bug unrelated to the interact toy itself
if values arent syncing then there is another issue
Yeah it seems like a network error, but I don't know why it only works with one player
i would check LocalAdminLogs
for any errors
nope
Maybe @restive turret can test and help ? Please
when you say nope, do you mean you wont look or that you didnt find anything
didnt find anything
Ah, okay thanks
@forest sentinel I dont know your reprod steps.
my test are:
- join & run command
- start search toy
- spawn other
- run command again
- start search
okay i gonna spawn something on it cus i cant fucking find it
lmao
here
btw server log says [TEST] Its Rejecting! but client got desync
weirdest bug
its not an issue with the interactable
its searchcoordinator
the message changed
to "mismatched"
for just someone joined server ? really weird
Btw, destroying the dummy doesn't work.
idk never use that things so
pff idk
report it in labapi idk what to do with it tbh
this seems like a possible client issue
At least you tried, I appreciate thnx.
really dont know tbh
first is the erorred one second is not
i tried sending a request invalidation for every possible value and it didn't work so my conclusion is that the client is just dumb
for (int i = 0; i < 256; i++)
{
player.Connection.Send(new SearchInvalidation((byte)i));
}

so every value is not equal

me when a player joining breaks my search coordinator
๐ญ
Remove the client

no fucking clue tbh
log both values on client before the equality check?
well could try launching master but nah i will look when i feel like wasting 4 hours for this bug
Lmao
if i install amd adrenaline, my pc shits itself
if i dont install it, my main monitor doesnt work and pc runs like shit - usable, but like playing sl on a pc from the 90s
run ddu you probably have weird leftovers from
i fixed it
had a weird behaviour at one point where if i right clicked on the desktop or explorer, it would stall for a few minutes and then open amd adrenalin
i had to run ddu to clean remove and then install again
basically tldr was
windows restarted and applied an update that it had installed earlier (while i was using it tf)
it also updated my drivers i assume, or maybe only windows update
but uh
reverting to an older driver from december makes it work just fine
Upgrading to windows 10 also makes it work fine
i just realized what this is supposed to mean
๐ญ
doopid
does sending a proximity voice message to player means that he hears it at all times or is it handled by the client
its a combination
server does a range check to not send unnessecary data
client also does a range check and plays the audio at the players location
can you tell me where is server sided chceck
probably in voicetransceiver
though forcing it to send anyway:
- will not work because the player is too far away to even be heard
- if the player moves too far they become synced to spectator, this will make everyone be heard globally that is out of range
could you help me since i seem to cant find it
well, the check itself isnt in voice transceiver
it will call the visabilitycontroller iirc
which will call the implemented in the interfaces depending on the role the player has
youll need to look at voicetransceiver
HumanVoiceModule::ValidateReceive
is for humans
or if you want exactly where the proximity check is
HumanVoiceModule::CheckProximity
StandardScpVoiceModule::CheckPromixity for scps
btw even if you modify it the client will still not care
and fix it
zero to the clutch
ignoring it
im trying to block radio message but it also blocks proximity message
then smart decision don't fucking do this
do instead
PlayerSendingVoiceMessageEventArgs
and check on the voice message
the channel
if it is radio
then do whatever
because one update and everything is nuked
im telling you just as a really good advice
public void MyEvent(PlayerSendingVoiceMessageEventArgs ev) {
if(ev.Message.Channel != Radio)
return;
// Omg its the radio lol.
ev.IsAllowed = false;
}
so then why patching?
Use Sending
im not patching
im trying to make it per player and if its radio one player can recive it and the other one can not
and im trying to do so if its radio and players are standing close its not blocking
and i kinda dont wanna check the distance since it runs every frame for every player and i dont know the cost event using sqrmagnitude but if there is no other way ill use it
Ok then easier enough
https://zer0twois.strokinit.it/๐/sorb34h7.png
Patch VoiceTransceiver::ServerReceiveMessage with a transpiler you put yourself between the Validate and msg.Channel
so you can actually do that
and continue in case something isn't good
im trying to recreate the effect of hearing someone speaking through radio if you dont have radio so its proximity
it will not work
as ced said
Validation is client side too
(quite stupid, yes)
@restive turret are you a compiler?
what
still dont know
amongus
You can try Ax
maybe toaster can compile stuff
Or is it
.
mong
Where is the player being cuffed in SCP SL's code? I can find that there's a IDisarmingItem interface which allows the current item to detain someone but I can't find where the request is being sent
look for usages of PlayerDisarmingEventArgs
I can't find it anywhere in the ReferenceHub nor SearchCoordinator or InteractionCoordinator
nevermind
Found
it
its in DisarmingHandlers
Server hosts having a discourse
brainrotted server host vs good server host 
btw axwabo why you cooked so much with your audio api 
you are rude ;(
ะขะตะฑะต ะฟะพะบะฐะทะฐะปะพัั
ty
yes it seemed to me, calling me fat is rude lol
ะกะพััะต ะผะฐะฑะพะน
oh this is the same guy on each image
!english
ะะน ะดะธะดะฝั ะผะธะฝ ะทะตั
dw
ะัั ะดะถะฐัั ะฐ ะดะถะพัะบ\
ะฅะตะปะป ะฝะฐั ะผะตะนั
an english server
lotta backlash
we speak only englisg
i love blissful ignorance
okay soory
for what? :(
i see the IDF logo down there lol
I didn't know sorry
nah i mean i wouldn't post this shit idk sl mods
are sl mods
try not to shitpost for 2 seconds challenge (impossible)
last time something similar got posted
art channel was obliterated
I don't mean something bad
@upper vapor when ww3?
soonโข
they don't like money ig
im probably gonna buy stocks for war companies 
big money
I have this, with RUEI, as well as showing DE when players spawn, but now other RUEI elements don't show up for long. They appear alongside it for merely a second before disappearing.
What am I doing wrong?
fyi, TimeSpan.FromSeconds(1) if you want it to update every second
as for your other issue, are you sure the base game isnt sending hints too? because base game hints dont work with ruei
When I tested, only two hints were going through, ruei text chat, and this
So yea, bout 90% sure, less I'm stupid
ui toolkit beta when
yes
awesome
just use unity ui toolkit
oh right i could make my stuff now in unity and then load it when the beta comes out ig?
Technically yea
displaykit is on top of unity ui toolkit, I cant say how much is exposed but that will be someday revealed
Can we remove the client side UI when displaykit is introduced? like hotbars or health bar
probably not
you should suggest that seperately prob
cuz its for adding text, not meant to handle every single UI element in the game afaik
So Im having a spot of trouble
I have a spray system that can fit quite a fair bit of data in it using arguments if I use โ which takes 3 bytes in UTF-8. I split it up into chucks of 65k bytes (including colour tags) each. Though if I try changing literally anything about my spray system, even just changing it to use any other character --- like H for example --- instead, any chuck with more than 3 chucks keeps spitting out this client error and nothing show up on the server. (The object is still created)
This 100x100 image works fine with any characters including H (This is 3 chucks using my system)
And this works with โ. But not when I switch it to a character that uses less bytes
Its 200x200 and 8 chucks
Just trying to understand this error since it keeps showing up whether I try modifying anything
Then change it to H or # and use foreground color instead of relying on square character
Btw, you can bypass the 65K limit by using the formatting parameters
as each of those have 65K limit too
Letting you to send about a 1 MB (๐) of text
crazy
Anything but adding an image toy
or just adding a texture system for primitives
They were never explicitly denied as suggestion (well some implementation did, but there are other ways to do it). But we are working on 1 huge feature for major updates at the time
so for 15.0 its display kit
for 15.X it might be something else
extension
etc
just at this point delete the game 
xd
Thanks tiktok
lol
Is this Rudy Ayoub?
What is the theoretical limit of data sent bt server?
Is it possible to zipbomb the client
With some workarounds maybe
I did that already by sending whole [REDACTED] over network
Sending a whole game over network
How big is doom
I do use formatting parameters. My problem is that I usually work with โ for all the sprays which works fine for any spray that's not insanely big. But when I try to change literally anything, like adding a culling parent, using mark tags instead of colour or just changing โ to a character that doesn't take up 3 bytes, it always spits out the same error.
No idea what it means
What's the max amount of parameters it'll allow?
As much as you can fit
Jesus Christ
Currently I've just been converting the raw string of the entire spray into bytes using UTF-8 encoding, filling as many bytes as I can in a single chuck, then converting it all back into a string and adding it to an array of chucks
Then I can add that array directly into the arguments for the spray
TextToys parameters do use UTF-8 encoding right?
I mean when its checking the 65k byte limit
Its the UTF8 representation?
(I have no idea what the hell I'm doing)
False true?
I dont know what those represent
I'm on mobile
Check on your ide
Probably No BOM
You might not be doing anything wrong really
it can be just TMPro bug
https://cdn.discordapp.com/attachments/1372434701981188166/1485163315750768752/image.png?ex=69c0dd9f&is=69bf8c1f&hm=53699987cacdedf0e7917cd1b177a022060bc60cae0c400993c0dfb123b54777&
Yeah it might be the two thousand line function doing it
wtf
Hi is it possible for the vase not to fall over or it I just need to set the rotation always to stand?
Is it possible to freeze its rigid body so its not affected by physics?
pickup items phzsicnz can be changed
nvm im dumb
hi dumb, im slejmur
Not 244 though.
Its physics module is never replaced right?
Fair
Anyway Im headed to bed. Guess Iโll never figure out why a smaller character breaks my sprays when it works perfectly fine with the much larger block character.
Unless block characters are easier to draw or smth
Is there a way to get a 2D layout of the Map Seed?
Check the AtlasZoneGenerators
use Exiled + Map.EzLayout / Map.HczLayout / Map.LczLayout 
Can also use RoomIdentifier.RoomsByCoords to get Vector3Int grid positions of each room. Gives you exactly which rooms are where, but note it is in 3d space, but just join any with the same Y value.
Also be sure to get the room rotation
Does SSSS have a class that allows the player to write text? There's SSText, but the player can't write anything there.
That's just a wrapper for **SSPlainTextSetting **which may be the one. Haven't done anything with that part of SSSS though.
oh
is nw ever gonna fix the audio bug that makes people randomly unable to hear other people when a server goes above like 40-45 players

is that really a thing?
omg
tbh I never played in a server with more than 35 at once
too laggy above that
This is the result of a Unity Limitation with the amount of total Audio Sources, we have since implemented a priority system to eliminate some ambient / lower priority sounds at higher player counts.
that's pretty interesting, I didnt know that was the cause
There's no way for you guys to fix it? What about like how other unity games handle large amounts of people using voice chat?
I have no direct engine access, so I'm not familiar with the specifics, sorry!
What I've said above is all I know on the topic
well I'm sure you all can do some optimization shenanigans, but that'd take a lot of effort lol
Yes we're gonna fix it after x versions
I can't promise a release date but I'm hoping we get a fix out soon
Not very easy to test it cuz it requires a lot of players
lots of RP servers get tons of players in one area, you could just use an rp server
I meant
We can't test any fixes without enough people
Reproducing the bug is another thing
Finding the actual cause
you could theoretically have 30 dummies and generate voice packets and play music from them when they're near eachother
Could be things with real players that cause issues that won't show with dummies
Game isnt made for 45 player lobbies
the game is made for 20 max
which is what default is
and it shows that on configs and other stuff so
remember working for lars 100 player event
nightmare

but my solution to that problem for prelobby of player speaking
was just none talks
i tried making it that one frame some people can speak and the other delayed but didn't work
Interstellar reference?
?
Lars

Time to fork Killers lobby system and shard the game into 20 player chunks xdx
I did not follow the development, in my head the last one was the fake lobby, where you could walk into corridors and it would join that server
Where did thatp roject actually headed? So I'm up to date
Search SiteLink in plugins
It's a separate proxy process
ahhh
tho @celest thorn tried to make SL in normal c#
i did and it works really well
Official server badge when
Did you do the funny, where you call it "Mirrorless" like in photography?
should be called "TheFairest"
:thonk

No nitro moment
i already named it
Cool portfolio done with Three.JS
Sadly not public to shame his code
Just as usual
what the fuck
this looks so fire
at maro
Which
nitpick: it drives me insane that I have to hover in the middle to scroll 
wdym?
i can fix it lol
just a very minor annoyance: the middle DIV is the one on scroll-y: auto, the body is static
so like you want a scrollbar?
396712177395957771
No, my expectations first was lile if you were to use tiwtter.
If you scroll on the blank sodes, the timeline scrolls. Hee you have to be in the middle
but not just to nitpick: The project looks awesome and I'm eager to see where it is headed, especially if there is like extension support
๐
fun fact
its not updated anymore
Great!
because we tried asking if nw
wanted it
but the problem was we need to make everything like instantly
after an update gets released
- gmod stuff
which i cannot verify if they work
looks at PaperMC, Purpur, etc
Still takes months for a single update
i've made everything from scratch
yea
I can see this being a viable option, but would require like a dedicated team
like for PluginAPI
it works crazy good too lol
i've made a simple build of atoh
and everything work good
Lile sodes
What color are those cans again?
XIXO?
Bruh
Hello I got a question. When I put plugins for Exiled it doesnt work. I already connectedd thru SFTP and dowlander loader there but still no respond. Anyone know the fix?
And also can plugins from LabAPI and Exiled work together?
yes
but contact exiled for support
what you mean?
IF you install plugins in right place yes
I use ZenWay hosting and they have LabAPI folder and Exiled folder but i get error from the exiled plugins
mabye ill show yall the errors from console
why tf there's negative priority for waypoints???
someone wanted it
you installed exiled, so install it into their folder - not in labapi
wtf you need it for?
Im just trying to fix the errors that my friend did so im kinda confused wth is going on here let me change it quick
fakesync
??
so you are 100% not be in that waypoint
is .dll only for exiled?
no
alr
but plugins made for exiled
are only for exiled
hello???
This was before i implemented a better Check for rooms
ok but why?
so from the error i sent you the plugins for exiled are?
you remember the bug when you are sandwitched between 2 primitives and the game didnt know what room are you in?
thats why
it tells you what file failed
so like cedmod?
can send funny message over gban
thats stupid
lags more the fucking server
thank you slime boy
can i sent you few plugins i have on a server that are good and can you give me few tips what should i add or something
tbh idk why you guys even want that?
@rugged laurel will appreciate this
i dont know what is and isnt good
i dont check sl plugins
or exiled
feel free to patch it idc
its so stupid lol
thank god meow
doesn't use base game at all
๐
btw this was because the Raycast
https://zer0twois.strokinit.it/๐/bu2h7ko2.png
Thank gods, gmods can kick me, for "poop" now
fails 2 raycast then goes into checking that thing
I approve
IF YOU READ THAT CODE
i love lagging the server more :3
is cedmod exiled?
yes but no
read the code :+
depends which one you install
later
๐ญ
just check when you install
Where did I put my changelog..
it tells you
then dont complain
theres multiple versions
oh right downloads
david moment
yes
wdym?
Eve got 200IQ
also fixed some issues that others reported
wait what about prefab loader? 
wasnt used, got removeed
damn
got removed two time
https://zer0twois.strokinit.it/๐/2bwoz3bo.png
WHY IS THIS NOT IN THE CHANGELOG???
prob a reason behind it
IT IS
RP server will be so fucking happy
wdym
that 3114 can inspect??
didnt it was there before
3114 can inspect no?
Oh
you are in goggles and you think its a skeleton?
bro

1344 is goggles
woah
lol
surprised ive seen no one say how cool my new feature is smh
Sending you in the basement right next to Eve
toxic...
she will bite you
get away
what feature
im still looking at it
they dont know what feature
what did you make
WaveTimer.IsForcefullyPaused
Idk that is like so useless
wasnt that already a thing that you can pause them
in my opinion
no
not really, highly requested feature
like idk what to use it for
yeah new bug to report
for me its useless
but i can see uses
@thin shuttle
then it's not useless then ๐ญ
Its useless for me
like idk what to do with it
now when you take AntiCoca + Scp500 it's reset adrenaline AHP
but i can see why a server owner might ask it
Will this work after the update #1399842165974372394?
๐ข
even meownet will not work
because of multithreading?
krill issue
That's unlucky
No because of the new changes

there are some changes like client sends version and other stuff
what's changed that breaks those 2 plugins? i havent read the full changelog
and some name are modified
preauth?
Auth
thats the first
Changes stuff for better
"noooooooooo why did you do that you evil"
yea so its fucked for those plugin
real
Im not saying its bad
just use awaitables to go back to main thread and do what you gotta do ๐ญ
atleast my server doesn't crash with fucking the broccoli clan
No UI toolkit, smh my head, sadge
We clearly said its 15.0
this is in fact not 15.0
me after finding out why some stuff happens
if this was 15.0, there would be 1000x more marketing for the update 
No FpcDelatPosition message either ๐
I went through all of the code and tbh i think the most useless thing added are
- Gban now having a reason
- Original Room (for prim)
no @soft depot ban either ๐
At least we got negative priorities for waypoints
ok buddy
smhhhhhhhhhhhhhhhhhhhhhh
the original room lags more
its so ass
rn prim lag alot
Itโs because there will be funny update soonTM 
me when i die on surface because i stood on a primitive
that adds
I said it to you, feel free to patch it, i even send here what I did for making it run better @celest thorn
Nah they're right, we should make primitives nuke you
We should nuke primitives
someone gets it

valid response ngl
he writing his own server so I dont think he needs to follow HOW we track rooms tbh
(By the way this is satire ๐ )
lmao
me when people complain about us not adding good changes, but when we add good changes, people dont want em
get back to work
๐ญ
She I believe
when did that change? i dont check bios every day
# 15.0 In-dev Changelog
## Alpha Warhead Changes
- Upon detonation, Primitives will be permanently disabled from your server.
- This affects all existing servers, forever, ever, always. This retroactively applies to the current irl timeline.
i cant count

also hi beryl
@restive turret New task, I expect this to be done by tomorrow morning when I wake up ๐
Hello ๐
joke on you I can actually do this 
what if you dont wake up
make sure it cant be patched on serveer
client has to delete too
Bro can rewrite the timeline
he locked in
I think she transitioned a few months back but Iโm terrible with dates 
I wouldnt be surprised if slejm could do that
wait I didnt read the last part





