Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Hello,
I have decided to leave the Everybody Edits team and now it's a good time to say goodbye.
A lot of stuff has changed in my life since I joined the first world in Everybody Edits. I had huge amounts of fun playing this game, programming bots, adding new features and chatting with friends. Unfortunately, as with everything in life there comes a moment when something ends and a new thing begins. Now is that time when I am focusing on my studies and work and no longer feel that passion which made me continue playing for so many years.
I thank everyone who I have met here. If not the people I wouldn't stay here for so long. And I hope that some day Everybody Edits will get the popularity it deserves.
I'll miss you all.
Thanel
Client side code simulates heavy communication in room by sending "ping" message every 1ms. Note that it doesn't matter from where these messages are sent. If they were sent from separate client we still would be getting same responsiveness problems as here.
This WaitForSeconds thing was only made for the purpose of demonstrating the issue in as minimal project as possible. From my analysis the issue is somewhere within the messages processing part of the Unity PlayerIO library and this demo shows it by simulating messages sent by players playing the world. You could reproduce the issue by removing that part and sending messages from outside of the client code.
If you run it you can watch how each next message gets higher and higher delay to be returned.
den3107 wrote:Srna wrote:I suggest that for such small, but obviously wrong things, you just suggest a push through git. It's git with a reason.
Not everyone knows how to use github.
Also, suggested a push to correct some mistakes 11 days ago and it hasn't been merged.
You have to create a pull request. I don't see anything new https://github.com/Tunous/EverybodyEditsProtocol/pulls.
I'd hope for EE to make use of the Achievements in player io.
That's already used for campaign badges.
Does it happen with all profiles?
I know how it feels to not be able to find a world.
I've been hunting the first Baconland (2010) for a long while now (though its probably gone by now). I even had a chat with Baconlands' creator Nih two months ago, but he has nothing.
This showed up in his profile: http://everybodyedits.com/games/PWGim6_d5ya0I.
Thanks, fixed.
So Unity is the next update confirmed??
No, that's the only thing I work on. (Excluding quick updates and important bug fixes). It's sadly still far from finished.
Fixed in unity.
Unity version already allows you to customize any keys you want. B stays default for block selector toggling as it's easy to remember it but you'll be free to use whatever you want.
Similar issue:
You can get username of the poster from email notifications when subscribed to topic.
Nice list, though there is an issue:
I stay the only owner of Bombot and would like if you could specify that in the website.
And there is a link to PaintMEE: http://everybodyedits.com/games/PWEXsoeRG1bkI
Do you remember roughly how much they were charging?
Nope, that's why I'm not sure if it's playerio where I saw paid captchas. I don't think I would search for them in other places though...
We are going to discuss and possibly implement them now that we know they are free.
The real issue here is that, in order to prevent bots you do NOT need email confirmation.
All you need are captchas, which Player.IO already provides.Anyone with half a brain can create an account with a dynamic email with the help of forwarding, and register with a metric ****-ton of accounts.
Yes indeed. That would be a preferred way for me too. I remember that it was paid per each captcha before, but I can't find this information anymore. Maybe they changed it or I mixed that information with something else.
Have to reconsider this solution then.
Thanks for reminding me about its existence.
We've pushed temporary workaround before the real fix is ready. You should be able to register now.
Previously I missed that it also happens with crews. That's what I fixed now.
EE version is 212 atm. Keep up.
Oops didn't even notice that.
I assume there still isn't any rough ETA for the Unity port? Like end summer vacation, end 2016, middle 2017?
There is no ETA.
Hmm that's what I was worried about. From your payvault log it looks like the purchase has worked correctly and the issue was that you didn't have here the crew you bought previously. Perhaps it was lost in some way. I know that similar thing happened long time ago to toop where he lost few items. Can't really find cause currently... Perhaps it was temporary server fault.
Fixed in next version.
Forgot to reply when I was looking at this issue when you reported. Can't remember it correctly now but from what I know you were already an owner of 2 crews when you bought this one, which makes it really hard to find an issue that could result in you loosing crew from payvault or getting incorrectly interpreted as owner of other crew.
Answering these question might help with finding the cause:
- Can you confirm that at this point the game shows you that you own 3 crews (as I see you bought a new one)? If not then it's something wrong with one of your crews.
- Did you previously disband any crew? This could be a possible cause as previous disbanding system had issues and was replaced with newer.
This is 1x1 hook jump "feature". It won't be changed.
Fixed in next version.
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