#RueI
1 messages ยท Page 2 of 1
since you can also do it basically exclusively by reflection
TRUE
i wont be mad
i actually made a revolutionary discovery tho
@ripe marlin - Not gonna be active on Discord. I'm meeting a @oak peak (a real one) in half an hour.
if you want to be really fucky you can actually reference something
but not cause type errors
if its not there
rule
private static IHintProvider GetProvider()
{
try
{
LoadRueI();
return new RueIHintProvider();
}
catch (TypeLoadException)
{
return new VanillaHintProvider();
}
}
[MethodImpl(MethodImplOptions.NoInlining)] // inlining could cause type load errors
private static void LoadRueI() => RueIMain.EnsureInit();
}
i have an example of it if you want
namespace ExamplePlugin
{
/*
This demonstrates using RueI exclusively through reflection.
With this approach, you do not need to have a dependency on RueI.
*/
using System.Reflection;
using Exiled.API.Features;
using Exiled.API.Interfaces;
using Exiled.Events.EventArgs.Player;
public class Config : IConfig
{
public bool IsEnabled { get; set; } = true;
public bool Debug { get; set; } = false;
}
public class RueIManager
{
public delegate void ElementShower(ReferenceHub core, string content, float position, TimeSpan time);
private const string RUEINAME = "RueI";
private const string RUEIMAIN = "RueI.RueIMain";
private const string ENSUREINIT = "EnsureInit";
private const string REFLECTIONHELPERS = "RueI.Extensions.ReflectionHelpers";
private const string GETELEMENTSHOWER = "GetElementShower";
private readonly Action<ReferenceHub, string, float, TimeSpan>? shower;
public RueIManager()
{
Assembly? assembly = Exiled.Loader.Loader.Dependencies.FirstOrDefault(x => x.GetName().Name == RUEINAME);
if (assembly == null)
{
return;
}
MethodInfo? elementShower = assembly?.GetType(REFLECTIONHELPERS)?.GetMethod(GETELEMENTSHOWER);
var result = elementShower?.Invoke(null, new object[] { });
if (result is not Action<ReferenceHub, string, float, TimeSpan> elemShower)
{
return;
}
MethodInfo? init = assembly?.GetType(RUEIMAIN)?.GetMethod(ENSUREINIT);
if (init == null)
{
return;
}
init.Invoke(null, new object[] { });
shower = elemShower;
}
public void ShowHint(Player player, string content, TimeSpan span)
{
if (shower != null)
{
shower(player.ReferenceHub, content, 0, span);
}
else
{
player.ShowHint(content, (float)span.TotalSeconds);
}
}
}
public class ExamplePlugin : Plugin<Config>
{
public RueIManager RueIManager { get; private set; }
public static ExamplePlugin Instance { get; } = new();
private ExamplePlugin()
{
}
public override void OnEnabled()
{
Exiled.Events.Handlers.Player.Spawned += OnPlayerSpawned;
RueIManager = new();
base.OnEnabled();
}
public override void OnDisabled()
{
RueIManager = null;
base.OnDisabled();
}
private void OnPlayerSpawned(SpawnedEventArgs ev)
{
RueIManager.ShowHint(ev.Player, "Welcome to the server!", TimeSpan.FromSeconds(5));
}
}
}
what did i just say about dms
oh
Bro
@twilit stone - Not gonna be active on Discord. I'm meeting a @oak peak (a real one) in half an hour.
@ripe marlin is there a way to show a hint to a player that will delete itself after x seconds?
yes lol
@ripe marlin - aaa
look in displaycoreextensions
gonna publish a release which fixes a few issues soon
@slender night btw for every rueimanager you make you access ruei through reflection and get the method
@ripe marlin - Not gonna be active on Discord. I'm meeting a @oak peak (a real one) in half an hour.
you only have to do it once
just make shower static and have the value be a method call to MakeNew
actually wait no
you're right you have to do that fuck
ill make a fix for that
THEY DID IT
MADMAN
#ruei-hintframework
hi ifany of you have like
complicated hints
i want to try and test shit
im trying to test out my size compensation
rn its (((biggestChar / 34.7 * 0.2) + 0.8) * 40.665) - 40.665
(((biggestChar / 34.7 * 0.4) + 0.6) * 40.665) - 40.665 seems to work better in some scenarios though
idk i need to test it
theres still a lot i have to do in regards to characters
Hey Rue could you try to test Scripted Events because it looks like it does not work
its on the dev build rn
@ripe marlin is it possible to get the player that is currently having the hint?
using autoelement
you can do like
@ripe marlin - aaa
1 sec
public static AutoElement AutoElement { get; } = new AutoElement(Roles.HumanRoles, MyElement);
// later on
foreach (Player player in Player.List)
{
if (Roles.HumanRoles.HasFlagFast(player.Role.Base.RoleTypeId)) {
// player has element
}
}
why do you need to know who has the hint tho? im curious
show the players name
i dont think that would work tho for just showing a players name
oh then use the autoelement elem creator
@ripe marlin - aaa
public static AutoElement AutoElement { get; } = new(Roles.Scps, (core) => new SetElement(500, core.Hub.name))
idk fi core.Hub works rn
i mean it works but it might not be in the current build
but thats what you do
this is a bug or I did something wrong?
private static List<string> ItemList = new List<string>();
private static string SbName(Player player)
{
var sb = new StringBuilder();
var text = player.Role.Type.ToString();
// just to test dynamicelements
if (player.CurrentItem is Firearm Gun)
{
text = Gun.Ammo.ToString();
}
sb.Append(text);
return sb.ToString();
}
private static string SbItemList()
{
var sb = new StringBuilder()
.SetSize(65, MeasurementUnit.Percentage)
.SetAlignment(HintBuilding.AlignStyle.Right);
sb.Append("Items: ").AddLinebreak();
foreach (var item in ItemList)
{
sb.Append(item).AddLinebreak();
}
return sb.ToString();
}
so um
you haven't done anything wrong
size is a teeny bit fucked
and transparency
im working on it but
its very annoying
sorry lol one of the things about how i handle multiple hints at once is that i have to have quite literally like
pixel perfect information about the vertical spacing
but size tags currently fuck up vertical spacing ever so slightly
in the meantime i AM working on it
just difficult when literally all you can do is brute force black box testing
((i didnt expect it to get accepted like immediately
we put the dll in depency folder or plugins folder?
dependency
okay i think i figured it out
let me know if this version fixes it
i havent tested it yet but
is core.hub back?
um not yet
@ripe marlin - aaa
i mean in that build yea
oh great then
ill release a few like actual plugins for ruei soonish maybe idk
ik a watermark plugin is in high demand
respawn timer and spectator list 
umm o
so
i made a pr for respawn timer that adds support
i can prob do it for spectator list
ik xp system uses hints but it uses its own system so
is the xpsystem compatible with ruei?
ill prob make a plugin that forces compatibility eventually
nah
@ripe marlin - aaa
like how advanced hints does the patcu
๐
perfectly
why is it disappearing so quickly wtf
ill worko n that
might be an issue with emec ughh
can you do me a favor
check what this logs
when you pick up a radio ors omething
something that shows a hint
it should be a number
in your server console
So uhm, this can sound stupid but I just copy paste the numbers or there a some sort of log?
Also, I don't know if it has something do with it but I update the Dynamic Elements like this
//copy+pasted from autoelement because idk how to properly update:(
private static void ScheduleUpdate(DisplayCore core, PeriodicUpdate update)
{
core.Scheduler.Schedule(update.time, () => ScheduleUpdate(core, update), update.token);
}
how often are you updating?
0.5f
okay that makes sense
thats gonna be great actully
can this be used to show how many teammates still alive
if you have multiple hints and they broke eachother you can fix it
and yeah
yes!!
you can show anything with it
anything that can be displayed with hints can be displayed with this
@ripe marlin can you make more described installation
In what dependency I put it in? In Exiled or NWApi?
any dependency folder, if you're using exiled put it in exiled
if you're using nwapi put it in nwapi
Oh man
Do you think you could if you will have time test it with Scripted events because we tested it with @fierce heart and it did not work
did it log anything
yeah
we can test it
I remember it not working
but maybe it changed
also it would help us immensely with a lot of stuff
its prob not working lol
oh well
we can try
the dll
dependencies for exiled
maybe it's an issue on the thunders side
just using the built in hint action in SE
which I seen had some ruei in it
i think what it does for se is that for every script it has a different element, so if you show a hint using one script
tho didn't know what was happening
what
is that what is happenign
i think it would prob require a unique action
up to thunder I guess
being completely honest here, I don't play SL anymore nor use Ruei on my personal testing server, so you guys will have to educate me on how it works and the best course of action for it. I have absolutely no problem supporting Ruei if I get assistance while adding it
especially if it makes SE more compatible w/ other plugins
@fierce heart @ripe marlin @twilit stone
that being said, if I understand Ruei's intentions, it's intended to allow multiple plugins to show their hints simultaneously with no issues. if that's correct, then I'd like my default hint actions to use Ruei if the server has it installed, so that the hints show with other plugins as expected
if it's not working due to my error integrating it and I'm unavailable, Andrzej is welcome to change my code per Rue's direction to make it work
but i need some direction here, as I said I'm not at all familiar with how the plugin works
well
in ruei there's no like "hints", its just elements
when the display (a ruei thing that manages a player) is updated, all of the 'elements' in the display are combined together to form one hint
so theres no just "showing a hint" basically without helper methods
basically all you have to know is that with the reflection helper class
GetElementShower returns an Action<string, float, TimeSpan, Referencehub> (i dont remember the exact order) that you can use to display an element for one player
every call to GetElementShower creates a new elem ref - you can only have one element with an associated elem ref in a display at a time
so doing
var x = GetElementShower()
var y = GetElementShower()
x(...)
y(...)
will result in 2 elements on the player's display
so doing
var x = GetElementShower()
x(....)
// later
x(...)
will result in the element being overwritten
GetElemCreator just returns a Func that calls GetElementShower
basically if you want to show a element that doesn't overwrite anything just do
GetElemCreator()(string, position, TimeSpan, ReferenceHub)
admittedly this system is weird as shit
the idea is that you don't have to manually invoke the show element method every time you want to show an element
i'll probably redo it eventually
Rue why the fuck have you made something that doesnt make any sense the more I look at it 
idk complexity is prob the biggest fault of ruei as a whole rn
its honestly like
its pretty simple to me obv but
i promise the reflection system is terrible but everything else is mostly fine i think idk
yes
it may be a me issue
So i either attach a display to the player and add my element then register to my dict
or i delete it and remove from dict
oh if you're using a single element then you dont rlly need a display just use an elem reference
basically ruei displaycores store a dictionary with an elem reference as the key and the element as the value
thats the easiest way to explain it
also you dont need to keep deleting / removing the display
you can just remove and add elements
- you create 2 displays
Meh
If they dont want the ui
why keep a display sitting around
im not using it for anything else in the plugin except this
Ah wait lmfao
im fucking stupid
That would DEFINITELY help
i am literally blind
lmk if it fixes it
erm no it did not
its not showing up?
nothin
i should really add a debug mode
coroutine updates it on every player with a display every 1s
what happens if you pick up an item
nothing
okay this is prob a me issue lmfao
uh
wait
i DONT think the text is supposed to uh
be fucking hallucinogenic or whatever the word is
IM SORRY
its so fuckig weird
so true
i update it after like
a hint outside of ruei is shown
after like 3 seconds but i dont think that works
theres transparency issues and ughh
yeah no
whatever your last hint was
is locked on your screen now
and its always faded
what the fuck
okay that might be caused by me but
thats also definitely a problem with hints
its a 5 second hint
dead honest
i didnt expect this to get accepted so quickly so um
its still
kinda buggy to be honest
but like
but im working on it
prob not
btw this is not the cause but i recommend that if you update that frequently use the scheduler
it helps with the ratelimit
Shut yo dork ass uppppp
DUDE I PUT SO MUCH EFFORT INTO IT
IM JOKING
:(((
CALM
I just
Idk i dont trust myself to not fuck it up and cause some sort of pileup
use a jobtoken :333
okay but this is definitely a me issue and ill look into it tomorrow
displays worked fine for me but
can you show me the full content of your hint btw
it might be an issue with parsing
if parsing gets fucked up then shit breaks very easily
uh quick question
can you newline
or must it be a separate elem dun dundun
that could literally just be my fault cause im lazy
then yeah uh here
<size=20>TotalCleaner.Instance.Config.BroadcastConf.CleanupInfoPrefix}\\n{Server.Tps.ToString(CultureInfo.InvariantCulture)}/{Application.targetFrameRate.ToString()} <color=#8f8f8f>Ticks Per Second</color></size><size=25>\\n{LoadedItems.Count} <color=#8f8f8f><size=20>Loaded</size></color> : {UnloadedItems.Count} <color=#8f8f8f><size=20>Unloaded Items</size></color> | {RagdollQueue.Count()}/{TotalCleaner.Instance.Config.MaxRagdolls} <color=#8f8f8f><size=20>Ragdoll Queue</size></color>\\n{RemovedItemCount} <color=#8f8f8f><size=20>Items</size></color> | <color=red>Removed</color> | {RemovedRagdollCount} <color=#8f8f8f><size=17>Ragdolls</size></color></size>
its VERY ugly
okay um
yeah i don't see what could cause that
ill check soon
it might be an issue with parsing that causes it to be placed so far out of the display that you cant see it
idk
ill work on it tomorrow pinky promise
actually can you do me a favor
if you make the text super simple
does it show up fine
okay well btw lmk when you do it i kinda need to know this lol
Sorry
having to write a paper last minute isnt fun
teacher gave us zero help or notice with it so we all are rushing to do it
oh i see
RueI try to make sense challenge
ITS
@ripe marlin - Not gonna be active on Discord. I'm meeting a @oak peak (a real one) in half an hour.
NOT THAT COMPLICATED I SWEAR
IT IS
Its odd trying to understand every difference
I could barely understand what i was doing
like its not hard
but it isnt very easy to work with at all
and the DisplayBase DisplayCore and Display and what is needed to display just a single line of text confuses me
you need a good sample project
like make the SCPList thing
and make it as simple as you can
I HAVE GUIDES THO
NOBODY READS THRM
I READ THE DOCS
OKAY WELL
the jobtoken thing
myes
Yeah ok but you dont give any example of how to add them
like how to make a basic display and add elements
okay thats fair
or how the dynamic element is comstructed
your example never has it assigned
so it just seems stupid to delete a token never used once in the example
for what example
i still desperately need this
The JobToken cancelling
You have a unassigned token
destroy the job that doesnt exist
then never assign it like you said you could
no?
public static JobToken HelloToken { get; } = new();
anyways ill make more docs and probably simplify some things
i need to fix the bugs first tho
So what job are you terminating??
Nothing
And you never wrote how to assign tasks to jobtokens
um
i think
hints are broken
why is the duration 0 seconds
im ngl i think a lot of these issues arent caused by me
the hint system is just so shitty
Skill issue
Report to nw?
they prob wont do anything
@lament drift i tested it its the content of the hint thats breaking ruei
so prob a parsing issue
idk what would cause it tho
when ruei plugin 
never
cuz
its not made like that
Why
@runic lark - Uwu ;3
Die
@ripe marlin how can I align an element? SetElement takes pos argument, but it's only vertical position. Having <align=right> in a text doesn't change anything
it doesnt?
huh wha
oh you need quotes i thijk maybe
try <align="right">
it migjt be broken
will try
what does your hint look like btw
'<align=left><size=30><color=%ACTIONCOLOR%>[%ACTIONTYPE%/%DISPLAYNICKNAME%]: %ACTION%</color></size>'
Did you fuck up parsing or smth
well
kit inserts a tiny period
but that'll fuck iwth align
and yes i have to insert the period otherwise everything breaks
pov tf2 coconut
its to do with weird size and line height shit
its complicated and hard to explain and i think im the only person in the world who cares about it
but if i dont do it then line height becomes weird
i spent hours figuring out how to predict it only to raelize that i could fix it doing this sO
anyways just do
<line-height=0>\n<line-height>
put that before
smh do it faster
i will check whats going on with this soon
Rue im a fucking idiot
apart from a bit too much of a newline
it works now
That being said
Alpha locking is broken
stuff like default hints causes the alpha to go to like 0.1
and now default hints just
dont work
at all
and the hint is just stuck to my screen with this alpha
- after it destroys the display
the hint remains like this
uh oh
yeah ik
I think you just gotta replace newline with the lineheight newline
for the current font size
huh wha
line height for newline stuff looks off
oh thats
but if i just make my newline have lineheight equal to the font size it fixes
so idc much
yeah it should automatically do that i think
at least the newest release
oh yea
thats why lol
i was going to add support for this but to be honest
i dont blame you
how tmp determines the line height is very very very very very weird
((1 - 0.5) * -32.2) + 40.665 + 40.665

i figured out the formula but like
the problem is that it wouldve affected other hints
what was the issue btw
wha
\\n
did having $ break it
that shouldnt break it though
then i think its the \\n
its prob \n
lol
i have special logic to detect escaped \n
i think it just doesnt like that
it would make sense too
also i feel like my updates are VERY behind
scheduled updates?
what
I HATE MY LIFEEEEEEEEEEAAAAAAAAAAAAAA
Im being the stupidest ive been in years
My timing was on 6f not .6f
and my shrimp ass posture
oh
is keeping me from seeing that
i dont know
shame
i figured out that
what is happening is that after a hint is shown is that ruei does a thing where it looks at the duration of the hint
and then waits for that duration or 3 seconds (whichever is smaller)
and then updates the display
Question
yes!
It isnt possible to grab stuff like that and add it to its own display right
atleast the stupid pickup ones
but like server hints
basic plugin hints
are those accounted for in any way or just same old
oh like external hints?
ye
I mean
through a special addon plugin
it shouldnt be that hard
that being said it works fine otherwise and ill convert my other plugins to use this once the duration thing gets fixed
uhh
no
I really dont know
I think it was the $""
it must not like the functions being written in it
wacky
i do like that bc i rely on like
barely any base game things
i dont have to update it no matter what happens
to the game
anyways do you kind of understand it all now
the whole
thing
true but
idk i didnt rlly just want to make like
a thing that can combine multiple hints
i wanted a whole ui library
that undoubtedly has introduced a lot of new complexity
and maybe in hindsight was not the best idea but
can you show me the
updateevery
oh
no you're talking about the loading bar
if you print something to the console
howoften does its how up
it might be a scheduling issue
okay
well
in the ienumerator do this
no
how often does it print to the console
put a log info in this
i want to see if it is your loop that is doing it every 3 seconds
so is the log.info not showing up?
ill take a look soon
what version are you using btw
okay
Is there a way to make a dynamic element get text based on the player it is attached to
or will i need to make each player their own
right now you'll need to do this
sowwy :(
RAAAAAAAAAAAAAAAAAAAAH
with a what
(hub) => new DynamicElement(GetText(hub))
or something like that
and then GetText returns a Func<string>
so it looks something like
public void GetText(ReferenceHub hub) {
return () => "hello, " + hub.name
}
i'll change it SOON
next update
SOON
Does ruei support queue system
it has a scheduler
@ripe marlin - aaa
which is even better

murder
RueI
i can't reproduce this
ill check in a bit
but my unit tests have worked fine
idek
Ive decided im gonna use ruei for secretower
NOW IF ONLY THE IMAGE WASNT SQUISHED
I have to like double the fucking image lines
ughhh
SORRY
rue it isnt even your fault
its just richtext/textmeshpro being annoying
oh
lmao
yeah i've encountered a lot of this
A Lot
i can tell
this shit has become my religion i literally memorized the default line heigjt
btw i dont think you have to
if you'd like you can try using the scale tag
I hate scale
it's completely undocumented lmfao
is it?
i thought it just
stretched out
idk i have support for it in ruei's parser but its very basic so
god i also have to do unicode shit ughhh
i think the one thing i will literally never support fully is voffsets
right now ruei just converts them to line heights followed by a linebreak
which is far from how they actually work
uhhh
wait a minute
is ZIndex backwards
I thought higher meant on top
ok nevermind
it just does nothing
it doesnt??
nothing
its based on what you add first
currently
what
ok now it just doesnt work at all
it might be backwards but
I tried both ways
no matter what
it still doesnt work
and the red 0 im trying to find a circle ascii that works
but that black bar behind the scp logo should be on top regardless
and theres white text that should be on top but always shows on bottom
And even when i add it in a different order it does nothing
idk ill take a look Soon
skull emoji
anyways im working on SecretTower UI and i mean this def really helps lol
Im also working on a system to possibly get your profile picture on steam and use that as an icon in the UI
Im just hoping this isnt VSR breaking
dont think it should be
and ill disable for DNT
is there a way to show pictures in Hints like Gato did?
i need someone to test a build for me
@fast marsh
@fallen basin - aaa
monkey man has no life
yeah
wait can i see what you're doing
it seems like it'd work
and you're sure enabled features is called?
also i have no clue why but it refuses to fucking get teh profile picture to show
but it clearly converts
could you try doing
public static SetElement SecureTowerText = new SetElement(75, "...") {
ZIndex = 10
}
well you're doing cspace=0
i think
wait no theres no mspace
do you see like
a white spot or something
it doesnt show period
okay but it doesnt break everything?
and this didnt work
nope
weird
no its
sec
tower
yes
okay
might be newlines?
no its prob the margin
ah
btw
are you relying on overflows
bc im not sure whether or not that is in ruei's like
character list
the block character
If you convert it to text, yes
yes
@final salmon - Uwu ;3
overflows as in
okay
margin is used to offset from the side
i think its prob a size issue
just use indent
line indent
nvm use indent
anyways its prob an issue with the size tag
since your things are so close the bottom
@lament drift
try this
its a debug build so it'll prob spam your logs a little but
Rue i think im going to jump off a cliff
what
I wasnt seeing yellow when i started my LocalAdmin
iykyk
noper
but it fixed align
pfp didnt load
Neither one worked
both directions of zindex
damn
and pfp doesnt load
um
fuck
what happens if you tinker with the positions
like bring everything up more
nothing
Ok uh
i think it just
cant update for some reason
I removed my first update
and now only update once i add the async profile picture
and it now shows nothing
is there a character limit or smth
that might be it
removing the SCP logo fixed it
except the text is still not Z-ing properly

eventually
ruei will be able to optimize and massively decrease the size of like
text
actually it wouldnt eb that hard like i could completely get rid of all </color> tags
um
kind of
color tags can be nested iirc
so if you do
<color=red><color=blue>hello world!</color>bye world!</color>
bye world would be in red
which presents issues in relation to other elements
its pretty simple to get around it tho
store a counter of how many nested colors there are when parsjng an element, if it is 0 and you encounter a </color> then replace it with <color=#FFFFFF>
Oooo
too bad cause its only going to be used on SecureTower
Its a long story
Its just
when you join
if you have DNT on
it instead tells you youre a guest
since i cant store data for you
and thus cant store your currency or stats
skull emoji
ruei is just something you HAVE to start with
if you dont its a pain
if you do its not bad
the ui stuff im doing would take a whole week to a month of figuring out
thats a you problem
yes
Didnt you literally harrass Rue enoigh today man? No need to keep going further
Hey man literally take a minute
breathe
I have so little time
and yet i still keep trying
Just take it slow
development takes time eithe rway
no way..
starting to think someones a bit angry that everything isnt going their way
Homie you can get the help you need with this
or you can get out
ive offered you both solutions
development is a long process and you cant always get where you want to be

Hey if you dont want the help from me I think a therapist could be of more use here
Bro I was literally joking
Everyone's got a skill issue, even me, tbh I don't even know how to any of this shit
Just show me the code
Its hard to understand in words
ElemSetTemp
Why do you call that so many times
i thought thats a one call
My point is you seem to somehow ratelimit it
the performance is fine but something ratelimits it to keep it from updating
And i know the performance is fine as it works perfectly with totalcleaner
maybe just try not using temp
I think it genuinely just doesnt like the temps or is updating too often somehow but i could be very wrong who knows
cool
im a single person working on this huge project
i have put many many hours into it
its far from perfect and i still need to improve a lot of it
i never claimed that it was perfectly functional
plus you've been super weird to me
one of your accs had the status "wanna to fuck rue"
just fucking stop it
stop making your fucking weird unwarranted sexual advances
unbelievably disgusting
i greatly appreciate feedback and bug reports but not when you simultaneously sexualize me and yell about how shitty the thing im making is
im a fucking human being dude
so fuck off from my project
also yeah its ratelimited every time you update it for 0.5 seconds
so if you're updating it super frequently
I bet bro updates it too often
is there like
a variable to get when the last update was
maybe add that so devs can account for it
or if there is mb
um no
technically i could check the ratelimit
there is an event for when the display is updated though
oh yeah that was something planned
i mean you can just do
foreach update
the ratelimit applies per client
client as in user or display
Cause if i have 5 displays on a used
I want to update them all
what do
(hypothetical)
oh like
okay so
if you update the displaycore
all displays get updated
and updating a display is the same thing as updating the displaycore
either way works
alr
also the entire point of the scheduler is to around the ratelimit
which is why i like
push it so much
if you know you're going to be updating frequently and consistently then i can't recommend it enough
<@&741817902826520657> Im going to ping you because this seems extremely (and arguably excessively) rude
#1168307795817414746 message
#1168307795817414746 message
#1168307795817414746 message
#1168307795817414746 message
Time to re create dota ui with emojis 
Have fun
992507420553248768 has been banned for: toxicity
@slender night - I am not your personal tech support. If you can't figure it out while the solution has been provided, thens that a you issue

@sour otter @ripe marlin sorry I was offline and didn't get to it faster, hope u guys are ok 
You're welcome
@misty marsh - Not gonna be active on Discord. I'm meeting a @oak peak (a real one) in half an hour.
Blatant harassment, especially sexual harassment is never ok in this server, please don't hesitate to ping discord staff faster for stuff like that
@lament drift question when you display multiple elements at once
are you getting subtle like
offsets
even with the debug build i gave you?
if you can can you lmk when you do find them
bc i don't want any offsets whatsoever
i think its something to do with size tags
thatd help me immensely :3
i thought the debug build would fix it but
idk basically just send me a report anytime you get weird offsets or any issues basically


