1 00:00:00,000 --> 00:00:02,720 Alright, it is 4pm, welcome to Office Hours with Prime. 2 00:00:02,720 --> 00:00:06,880 I'm here to answer your Neos questions, and you can drop those in the Office Hours text chat. 3 00:00:06,880 --> 00:00:11,920 Make sure you're talking in the Office Hours text chat and not the text channel that's for this 4 00:00:11,920 --> 00:00:16,480 weird thing that we should use, but I think Discord doesn't make it obvious enough that 5 00:00:16,480 --> 00:00:19,920 this exists, so many people don't see it, but many people still don't see the thread, 6 00:00:19,920 --> 00:00:23,520 so it just gets really really complicated. Anyway, get your questions in the usual place, 7 00:00:23,520 --> 00:00:26,640 I'll answer them in the order that they appear. Whilst there are no questions, 8 00:00:26,640 --> 00:00:33,280 we're going to be sitting here in unimaginable silence, just hoping for some juicy question that 9 00:00:33,280 --> 00:00:38,400 we can probably do some strange anecdote on. Whilst we wait for a question, did you know that 10 00:00:38,400 --> 00:00:42,400 right now in RuneScape, yes that's RuneScape, there is an event where you can get a cape, 11 00:00:42,400 --> 00:00:47,840 and once you have the cape it gives you a 30-day buff which will transmit anything that you mine, 12 00:00:47,840 --> 00:00:54,240 woodcut, or fish to your bank for free, which means lots of people are training mining and 13 00:00:54,240 --> 00:01:00,800 woodcutting very very quickly right now, including me, who has been mining in the same spot for a 14 00:01:00,800 --> 00:01:04,560 very long time. It is completely unrelated to NeoSina, but I just thought I'd let you know. 15 00:01:04,560 --> 00:01:11,120 I have to fill the dead air sometimes because someone's grandmother told me there should be 16 00:01:11,120 --> 00:01:16,640 less dead air. Left 4 Dead was a good game, but I think it was like the end of 2022, 17 00:01:16,640 --> 00:01:20,720 I instantiated a policy in my brain which is I will never play Left 4 Dead again. 18 00:01:22,240 --> 00:01:27,360 Basically what happens is I install it, and then someone says a few months later "Let's play Left 19 00:01:27,360 --> 00:01:31,200 4 Dead" and then I reinstall it, we play once and then never again, so I've just decided no, 20 00:01:31,200 --> 00:01:35,360 I will never play it again and that way it can be removed from my computer. Same thing happens with 21 00:01:35,360 --> 00:01:40,640 Grand Theft Auto V actually. The moment I uninstall Grand Theft Auto V sometimes it's just needed 22 00:01:40,640 --> 00:01:44,080 again, and I don't really understand why that keeps happening but there we go. Oh yeah, the 23 00:01:44,080 --> 00:01:47,760 dead air was also removed from the crawling because we have an effect in Audacity called 24 00:01:47,760 --> 00:01:52,800 Truncate Silence. It's useful for making you only listen to the questions or me manically laughing 25 00:01:52,800 --> 00:01:57,760 at you. We still have no questions, so this is going to be a quick office hours unless questions 26 00:01:57,760 --> 00:02:03,360 start appearing very soon, but yes, unimaginable silence. DIA says that they need something like 27 00:02:03,360 --> 00:02:07,360 Truncate Silence for their sleep talk recordings. If you get the app Sleep as an Android it will do 28 00:02:07,360 --> 00:02:10,240 it for you. If you're not on Android device I can't help you, but there's probably a similar 29 00:02:10,240 --> 00:02:15,840 app for an iOS device. I've had Sleep as an Android for many many years. It keeps track of 30 00:02:15,840 --> 00:02:20,800 how much sleep you need and how much sleep you're getting in the form of a sleep deficit graph. The 31 00:02:20,800 --> 00:02:28,400 deficit graph is un-resetable, so it's just been listing my deficit for months and years, and it's 32 00:02:28,400 --> 00:02:36,480 just like, you know, you've missed 609,000 hours of sleep or whatever it is. It's wrong because it's 33 00:02:36,480 --> 00:02:40,640 got duplicate data or something from when I change phones, but I can't reset it, so it's just like 34 00:02:40,640 --> 00:02:46,960 your deficit is really bad. It's like, okay, cool. All right, so we got a cheese question, 35 00:02:46,960 --> 00:02:52,800 which I don't answer, so skipping that one, sorry about that. Lex says are you aware of, 36 00:02:52,800 --> 00:02:55,520 are you aware, and if you are, do you have any comments on the issues that a large amount of 37 00:02:55,520 --> 00:03:00,400 people are having with Learning Essence in the US? I am aware of them, I am taking a look at them, 38 00:03:00,400 --> 00:03:05,440 but I don't have any further comments on their matter. Erin asks, other than the US, 39 00:03:05,440 --> 00:03:11,440 what games have you worked on that you enjoyed your time while doing so, if any? I haven't 40 00:03:11,440 --> 00:03:15,440 really worked on any other games. Oh yeah, I haven't really worked on any other games. 41 00:03:15,440 --> 00:03:19,840 A couple of projects here and there, a few bits and pieces, never really like, you know. I am 42 00:03:19,840 --> 00:03:29,840 partially responsible for a particular piece of literature, which I will dig up. 43 00:03:31,200 --> 00:03:36,000 If anyone is seeing people's names in Discord cut off with triple dashes, it is a security feature 44 00:03:36,000 --> 00:03:43,680 that is instilled into Discord via the username update debacle. You have streamer mode enabled, 45 00:03:43,680 --> 00:03:48,080 and that is why people's names are cut off like that. There is no documentation on that, 46 00:03:48,080 --> 00:03:51,760 I just figured it out because some random person tweeted it and then some other random person 47 00:03:51,760 --> 00:03:57,280 retweeted it. It has been bothering me too, but there you go. Yes, I am partially responsible for 48 00:03:57,280 --> 00:04:02,960 the fact that there was a video involving pigs on the Xbox YouTube channel. I will 49 00:04:02,960 --> 00:04:09,520 paste that tweet when I find it, because I think I have it close to hand. I do. Yes, it's really 50 00:04:09,520 --> 00:04:15,200 only for people that have got the username update as far as I'm aware. It's something because like, 51 00:04:15,200 --> 00:04:20,240 now that, like, I don't know, it's a feature of streamer mode. I appreciate it because streamer 52 00:04:20,240 --> 00:04:28,400 mode is cool, but like, you know, I could speak forever about streaming security and making sure 53 00:04:28,400 --> 00:04:32,720 you don't leak your bank details while still streaming. But you know, that's not a Neos 54 00:04:32,720 --> 00:04:39,600 question. Any additional Neos questions? Seeing as we just had the pig video from Mixer. I don't know 55 00:04:39,600 --> 00:04:44,160 if there's any other Mixer stuff on the Xbox channel. There probably is. Let me see if I'm 56 00:04:44,160 --> 00:04:50,400 responsible for any more of it. I'm not responsible for that or that or that. I'm responsible for that 57 00:04:50,400 --> 00:04:56,000 one. Who had that one? Oh, they're tips and tricks videos. Got it. Okay. Yeah, cool. I'm not responsible 58 00:04:56,000 --> 00:04:59,760 for tips and tricks, but yeah. Anyway, as a reminder, if there are no questions, we're going 59 00:04:59,760 --> 00:05:03,920 to sit here in silence. Take a moment to, you know, stare out of the window. If you haven't been 60 00:05:03,920 --> 00:05:08,960 looking at the computer monitor for too long, you should look at something at least 20 feet away 61 00:05:08,960 --> 00:05:15,200 for 20 seconds every 20 minutes or something like that. 20, 20, 20. Yeah. I'm sure you're breathing 62 00:05:15,200 --> 00:05:20,000 right as well. So many people don't know how to breathe. Well, I don't mean stupidly, but you know, 63 00:05:20,000 --> 00:05:25,920 there are different mechanisms for breathing. You can breathe at the top of your, at the top of your 64 00:05:25,920 --> 00:05:30,000 chest or like right the way down into the bottom. And you need to do that right the way down into 65 00:05:30,000 --> 00:05:35,120 the bottom. Oh my God, we have a question. Do you happen to know why animated meshes seem to jump 66 00:05:35,120 --> 00:05:37,920 when you swap the animation? I would presume that's because we don't have any smoothing 67 00:05:37,920 --> 00:05:44,720 between those animations. So let's say animation one has a character's right hand raised and an 68 00:05:44,720 --> 00:05:50,240 animation two has the character's left hand raised or right hand lowered. Like there's no way to sort 69 00:05:50,240 --> 00:05:55,440 of smoothly interpolate between those. Oh, comma frames at the end. Honestly, it's probably still 70 00:05:55,440 --> 00:06:01,440 interpolating. Our animation system just needs like reworking it. It really annoys me. I have 71 00:06:01,440 --> 00:06:08,000 actually FPX animations just in general too. I've got a world where, it's a science world, people 72 00:06:08,000 --> 00:06:15,520 need to give a speech in front of some pretend judges or business folks. And they were just sort 73 00:06:15,520 --> 00:06:21,600 of staring at the person that's in that world. And it was, you know, like, oh, could we get them to 74 00:06:21,600 --> 00:06:27,600 like, you know, do something? And so we did. And the way that we did that is I had to go to 75 00:06:29,120 --> 00:06:34,320 Mixima and I took three animations, had to stitch them together inside a blender, which took forever 76 00:06:34,320 --> 00:06:39,600 because they didn't know how to do it, apply the animation to five people, get it into the game. 77 00:06:39,600 --> 00:06:45,360 And then because one of the animations was writing, I had to like write logics to position a pen that 78 00:06:45,360 --> 00:06:50,000 appeared in their hands whilst the animation played that they were writing, and they disappeared 79 00:06:50,000 --> 00:06:56,320 when they stopped writing. All to make them look more interesting. electronic has another question. 80 00:06:56,320 --> 00:07:01,200 They say, does the headless play animations or can it not? Should be able to. Animations are just 81 00:07:01,200 --> 00:07:08,720 like streams of data, right? It won't render them because it doesn't render them. But it's, 82 00:07:08,720 --> 00:07:12,880 it's still do the updates. I don't know if they run locally, they might run locally. 83 00:07:12,880 --> 00:07:21,040 As much as I hate the fact that in VRChat you have to do everything with animation trees, 84 00:07:21,040 --> 00:07:25,200 we need all that feature from Unity, like animation trees, animation state machines, 85 00:07:25,200 --> 00:07:30,160 all sorts of stuff like that. VRChat users should not have to do that. I was looking at making 86 00:07:30,160 --> 00:07:35,440 the face tracker work over in VRChat, and it was just like, what the f-- it's just so complicated. 87 00:07:35,440 --> 00:07:40,480 All I want to do is make some blend shapes change. Why am I making 50 animations and linking them 88 00:07:40,480 --> 00:07:48,000 together with spaghetti? But there you go. I got like 30 seconds into the process of making it work 89 00:07:48,000 --> 00:07:58,320 on my avatar over there, and I just said, nah, I'd rather just grab a cheese grater or shredder, 90 00:07:58,320 --> 00:08:04,880 push it right against my face, but that'd be a lot easier. There are like community tools to make 91 00:08:04,880 --> 00:08:09,920 that stuff easier, but a couple of them are archived, and I followed like three archive links 92 00:08:09,920 --> 00:08:14,560 until I got very confused and just decided, meh, not today. We're just over halfway through this, 93 00:08:14,560 --> 00:08:17,920 so if you have any more additional Neos questions, please do let me know. Please drop them into the 94 00:08:17,920 --> 00:08:23,680 uh text thread, I'm not seeing any here, just uh, whilst that's not there, just remember to breathe, 95 00:08:23,680 --> 00:08:28,160 stare at something into the distance, and there you go. Uh, Erin asks, actually that is a question, 96 00:08:28,160 --> 00:08:31,040 but it's not a Neos question, but seeing as there's dead air, we'll fill it, um, 97 00:08:31,040 --> 00:08:36,800 they say, uh, does losing focus and staring at nothing count as zonar tot when? Yes, that does, 98 00:08:36,800 --> 00:08:42,960 that may be a sign of some, um, mental trouble, so do keep an eye out. Sometimes I enjoy just 99 00:08:42,960 --> 00:08:48,160 staring at a wall, I'm not really staring at the wall, I guess I'm just like, you know, not using 100 00:08:48,160 --> 00:08:52,640 my eyes for the moment. Oh yeah, because there are any useful, uh, components you found in Neos 101 00:08:52,640 --> 00:08:57,280 recently, and I found texture size driver personally, it saved me a lot of trouble. Um, 102 00:08:57,280 --> 00:09:02,720 there haven't been, um, there hasn't been a case of that like in a long time, like sometimes you 103 00:09:02,720 --> 00:09:07,600 just find a component and you're just like, that's, you know, exactly what I needed it for. 104 00:09:07,600 --> 00:09:10,960 There are some times where you, like, you find a component and you're like, okay, I understand what 105 00:09:10,960 --> 00:09:15,440 that does, I just don't understand why it does it, but then you like see it later and you're just 106 00:09:15,440 --> 00:09:19,840 like, all right, that's cool. But yeah, neither of those have happened in a while. Um, like I'm sure 107 00:09:19,840 --> 00:09:23,600 there are ones out there, it just depends, like at some point you've used all the components that 108 00:09:23,600 --> 00:09:29,120 you're going to use, there's like edge cases. Uh, Aaron asks, are there any questions you would ask 109 00:09:29,120 --> 00:09:33,920 right now in office hours if someone else was in your place? Um, I am getting like interesting 110 00:09:33,920 --> 00:09:37,200 questions where someone's building something that isn't obviously an oldie tool or an inspector, 111 00:09:37,200 --> 00:09:43,600 that's what I like. Um, moving forwards to, uh, Churnace's question. Um, see here's an example, 112 00:09:43,600 --> 00:09:47,520 light cookies, lighting, excellent. Lighting is a fantastic topic and more people should do it. By 113 00:09:47,520 --> 00:09:52,320 the way, it is not natural if you have an indoor only map that you have a sun, please turn off your 114 00:09:52,320 --> 00:09:56,880 sun and light it with lights. Um, and there should be dark corners of your indoor space, there should 115 00:09:56,880 --> 00:10:01,680 be bright corners of your indoor space. Like think about like a bar, right? The bar should have lights 116 00:10:01,680 --> 00:10:05,440 above it, so you can walk up to it and have a drink, but maybe like a booth in the corner of 117 00:10:05,440 --> 00:10:10,160 the bar should have a darker light to it. You can't do that if you've got a sun inside your box, 118 00:10:10,160 --> 00:10:14,880 turn off the sun if you're doing an indoor only map. Um, so electronic is asking, uh, 119 00:10:14,880 --> 00:10:18,080 something issues of light cookie not being loaded when I needed it, is there a good way to ensure 120 00:10:18,080 --> 00:10:22,480 it's loaded? Try the asset loader, I think it's called, it's in the assets folder. It will ensure 121 00:10:22,480 --> 00:10:28,080 an asset is loaded before you need it. Uh, you need to sort of put things in that component if 122 00:10:28,080 --> 00:10:34,560 you are using them from outside asset components. So things like the asset multiplexer or 123 00:10:35,600 --> 00:10:40,720 stuff like that will try and keep the asset loaded. But if you have an asset as a raw reference, 124 00:10:40,720 --> 00:10:46,640 it might de-load, so try the asset loader. Saray asks, um, would it make sense to have a 125 00:10:46,640 --> 00:10:49,760 gesture system in the assistantials that are relatively easy to instill, given that when you 126 00:10:49,760 --> 00:10:54,240 without, uh, Logix expressions tend to be intimidated because it looks, yes. Uh, there are 127 00:10:54,240 --> 00:10:58,240 multiple gesture systems inside an assistantials and that is actually one of the problems that we 128 00:10:58,240 --> 00:11:05,040 have. Um, I am working with the team on that one when I can, um, but we need to sort of standardize 129 00:11:05,040 --> 00:11:09,920 a little bit more rigidly what we put in that folder to make sure that it is, it's very good. 130 00:11:09,920 --> 00:11:14,800 Um, every single MMC, for example, we get a new gesture system and I am, I'm not bothered by the 131 00:11:14,800 --> 00:11:19,680 fact that we do, um, in terms of the user making it, I'm bothered by the fact that Neos itself 132 00:11:19,680 --> 00:11:23,520 hasn't solved that. Like I don't, I don't understand why there are so many. I mean, 133 00:11:23,520 --> 00:11:27,920 I do, but like, I don't understand why we haven't made that not in a necessity, right. 134 00:11:28,160 --> 00:11:32,000 You always be able to use your own systems, of course, but why don't we just have our own? 135 00:11:32,000 --> 00:11:36,400 And if we're like, oh yeah, but we, you know, we don't really like gesture based systems. I don't 136 00:11:36,400 --> 00:11:42,880 like gesture based systems. We can still make one. It's easy. Um, so we should do that. We should 137 00:11:42,880 --> 00:11:48,240 definitely do that instead of making our own. Like if we made our own Logix based one, there would 138 00:11:48,240 --> 00:11:52,960 just be another Logix based one, right? I made one of the first ones, which was the gesture wheel 139 00:11:52,960 --> 00:12:00,800 based one. Um, it got sort of outdated within like a week. So that's fine. But like, even when I made 140 00:12:00,800 --> 00:12:04,960 that, I felt bad because I felt like I was contributing to the problem, which is there are 141 00:12:04,960 --> 00:12:09,440 too many gesture systems and none of them are easy to use. If we made one that was like Neo standard, 142 00:12:09,440 --> 00:12:14,480 it would probably be like a very simple component. Um, I'd like to, you know, maybe build like a 143 00:12:14,480 --> 00:12:20,160 wizardy UI for it. Uh, and that way, um, we would of course be adding another standard, 144 00:12:20,160 --> 00:12:24,480 the list of standards people are referencing, uh, an XKCD comic, but it would allow us to 145 00:12:24,480 --> 00:12:28,560 help in that because most people wouldn't even have to get the Logix tip out. 146 00:12:28,560 --> 00:12:35,040 Like one of the big problems I see when people come into Neos is they're almost like goaded, 147 00:12:35,040 --> 00:12:38,560 either accidentally or sometimes on purpose, please don't do this by the way, um, into 148 00:12:38,560 --> 00:12:41,760 getting a Logix tip or a developer tip out, right? Cause they need to set up their avatar 149 00:12:41,760 --> 00:12:46,000 or someone starts talking to them at multi-tools or inspectors and stuff like that. It's like, 150 00:12:46,000 --> 00:12:53,040 just, just let them experience Neos as a new user, uh, don't force technical stuff into them. 151 00:12:53,040 --> 00:12:58,400 But to do that, we need a better avatar setup that isn't as technical as its current avatar setup. 152 00:12:58,400 --> 00:13:04,640 So moving onwards to electronicist question says, uh, is there a good tutorial for NMJ? 153 00:13:04,640 --> 00:13:10,560 Uh, there's like the Wiki page, like got some information on it. There's also some research 154 00:13:10,560 --> 00:13:16,160 that Lex did. Um, we could never really find, like we kept coming across bugs, so we kind of just 155 00:13:16,160 --> 00:13:21,360 stopped. So no, there's no tutorial I'm aware of, but the Wiki does have some information that, 156 00:13:21,360 --> 00:13:24,880 okay, the Wiki didn't help. And sorry about that, but you know, we try. 157 00:13:24,880 --> 00:13:30,640 Maybe, yeah, and you're stifles talking about the, the various bugs that exist in, um, NMJ. Yeah, 158 00:13:30,640 --> 00:13:34,560 there's, there's bugs, there's problems. We've got a question in two parts, which looks like I'm 159 00:13:34,560 --> 00:13:39,600 answering the long, I'm out of order, but I'm not. Um, uh, Jack will ask when you do tutorials 160 00:13:39,600 --> 00:13:43,120 again, which consider one that does a review of less obvious data types. And then in a follow-up 161 00:13:43,120 --> 00:13:48,320 message, they say like iWorld element or SyncRef backtick one, uh, you shouldn't be using iWorld 162 00:13:48,320 --> 00:13:52,640 element. If you are using it, you're probably doing something incorrectly. If you're using 163 00:13:52,640 --> 00:13:58,480 SyncRef, you are at the point in using Neos where you should not require a tutorial on it. 164 00:13:58,480 --> 00:14:04,240 Um, both of those things are very, very advanced. And if you're using them, uh, you really need to 165 00:14:04,240 --> 00:14:10,560 know how like C# works. Like always, always, always start with a problem, right? So if you're using 166 00:14:10,560 --> 00:14:15,840 iWorld element, you're probably implementing the solution to a problem incorrectly, or your problem 167 00:14:15,840 --> 00:14:20,800 is really advanced and there's no other way to do it, but mess around with that stuff. But I don't 168 00:14:20,800 --> 00:14:24,080 advise messing around with that stuff. And therefore I won't be tutorialing it because 169 00:14:24,080 --> 00:14:32,080 it is, it's structured so vague compared to like the problem. Trying to think of a good analogy 170 00:14:32,080 --> 00:14:35,600 and the only one that came into my head, and it probably is not a good analogy, but the only one 171 00:14:35,600 --> 00:14:44,960 that came into my head is it's like someone asking how to tie their shoelace by going to a, uh, rope 172 00:14:44,960 --> 00:14:49,520 manufacturer. It's like, alright, let's go watch a rope being made. Like, let's start with the problem. 173 00:14:49,520 --> 00:14:54,160 Like what, what, what do you want to do with those, those things? Uh, Jackyl, again, we're jumping 174 00:14:54,160 --> 00:14:58,240 around. Cody, I'll get to you in just a second. Um, Jackyl updates with, so don't mess with reference 175 00:14:58,240 --> 00:15:03,360 target, the logics note. No, you can use that. You can use everything. It's just like, you need to know 176 00:15:03,360 --> 00:15:09,840 why you're using it. Like I use that note a lot, but I need a problem that requires it's use to 177 00:15:09,840 --> 00:15:15,360 explain it. I can't, like, I can tell you what it does and that's exactly what it does, but let's 178 00:15:15,360 --> 00:15:19,840 start with the problem, not the data type. Um, if you really, really want to see why that's the, the 179 00:15:19,840 --> 00:15:23,920 stance I take, go take a look at the C# reference, which is the language of course that Neos has 180 00:15:23,920 --> 00:15:29,520 written in. There are like data types in there that I have like no idea why anyone would go 181 00:15:29,520 --> 00:15:36,720 anywhere near them. It's just like, cool. Um, I actually had an interesting issue the other day, 182 00:15:36,720 --> 00:15:44,720 uh, with, it was something like, you know, a trip, like anyone who knows, um, uh, C# knows that you 183 00:15:44,720 --> 00:15:48,640 can put attributes above stuff, right? So you put like square races and then some other stuff, and 184 00:15:48,640 --> 00:15:53,920 it's sort of like tags a piece of code and says, do this extra piece of functionality. There are 185 00:15:53,920 --> 00:15:58,400 tributes in C# that have no documentation, but it sounds really cool. And you just don't know how to 186 00:15:58,400 --> 00:16:02,640 like, just like, Microsoft, come on, tell me what they do. And it's just like, nope, not going to 187 00:16:02,640 --> 00:16:08,000 tell you what they do. Uh, let me take a look. Um, I'm going to jump back to questions. Play code. 188 00:16:08,000 --> 00:16:11,520 It says what are the best method for requesting tutorial recording a 3d moment that has a component 189 00:16:11,520 --> 00:16:16,400 I'm not familiar with. Um, you should list that 3d model and component in your question. That'd 190 00:16:16,400 --> 00:16:22,480 be great stuff. Um, Maya has a patreon question, please direct message shifty about those. Um, 191 00:16:22,480 --> 00:16:28,320 I don't handle them here. Um, uh, Play code. He says they saw your wire cube object and saw 192 00:16:28,320 --> 00:16:32,480 the component that drives the mesh of the wires. Ah, that's the wire stuff. I don't know how that 193 00:16:32,480 --> 00:16:38,800 works. Um, I have no idea. Like, um, that creates a piece of wire between two points, but it does it 194 00:16:38,800 --> 00:16:44,080 in a way to kind of try to, and it does it really badly, but tries to avoid twisting and tries to 195 00:16:44,080 --> 00:16:49,600 make it look like a patch cable might on, like an analog synthesizer or a breadboard electrical 196 00:16:49,600 --> 00:16:53,920 circuit. I'm trying to suggest using a making a tutorial for ref hacking. You can absolutely 197 00:16:53,920 --> 00:16:58,720 do that. I won't personally be doing that because I don't think that we should. Um, I don't think 198 00:16:58,720 --> 00:17:02,400 you should be doing it. You can do it and there's nothing wrong with doing it. No one's going to yell 199 00:17:02,400 --> 00:17:06,800 at you for doing it, but just know that you're, you know, you're doing stuff I'm telling you not 200 00:17:06,800 --> 00:17:13,200 to. That one's a bit like, um, trying to think of another analogy here that might work. You peek 201 00:17:13,200 --> 00:17:18,000 behind the curtain on your ref hack, basically. So you're peeking behind the curtain and you know, 202 00:17:18,000 --> 00:17:21,600 you get certain capabilities with that, but like the curtain's always changing. 203 00:17:21,600 --> 00:17:27,600 Last question, because we're running low on time here, um, from Storm who says, uh, 204 00:17:27,600 --> 00:17:31,840 any idea what was causing the issues of worlds and items not sinking over the weekend? I don't know. 205 00:17:31,840 --> 00:17:36,960 I have a team are aware of it. Um, people that can are looking into it. I don't know. With that, 206 00:17:36,960 --> 00:17:40,400 I think we've got all the questions. If you have any additional questions, please drop them into 207 00:17:40,400 --> 00:17:44,720 the questions and up channel where someone will help you out or direct message me. I will see you 208 00:17:44,720 --> 00:17:52,160 again next week. Um, the six, the 6th of June is now up on the Wiki. I know Lex, I have a bunch of 209 00:17:52,160 --> 00:17:56,880 SRT files. I'll get those shortly. I'll get this recording done and up as soon as I can. I am 210 00:17:56,880 --> 00:18:01,600 moving right now. What's it does anyone know when like tape doesn't work? I have a roll of duct tape 211 00:18:01,600 --> 00:18:06,960 and like I taped up a box and then I go to it this morning and the box is undone. And I'm just like, 212 00:18:06,960 --> 00:18:12,400 is this just bad tape? What the hell? It could be humidity killed it. I don't know. I've got some 213 00:18:12,400 --> 00:18:16,000 new tape arriving, but that means I need to like remove the old tape and apply the new tape. It's 214 00:18:16,000 --> 00:18:21,440 just really annoying. Specs says duct tape isn't good for packing boxes. I do have like box, like 215 00:18:21,440 --> 00:18:28,560 specific box tape coming in the mail. I'm getting movers, but like there's, I have a box. I have a 216 00:18:28,560 --> 00:18:37,920 bookshelf. Uh, books in a box shelf. Uh, yeah. Anyway, I will leave off there. Bye-bye.