Fougerite Official

Fougerite Official 1.9.7

No permission to download
  • Rust++ Mute fixed.
  • Rust++ had a method that used the unsafe message system, It was replaced.
  • Rust++ XML file got corrupted when an illegal character was placed In It, It's now using an eligible way to avoid that.
  • Fougerite Patcher was updated please re-patch. It should eliminate the crash popups, that had problems with the disconnection. (Get the clean Assembly and uLink dll [Clean ulink is included as usual] [You may use the prepatched files instead if you want])
  • DataStore is now able to store Vector3s and serializes them thanks to @mikec
  • DataStore also got some fixes, and unserializable types will not be saved, so an error won't be thrown, and the DS should save properly.
  • Pre-release of 1.2.5
  • I fixed some stuffs in it that probably comes handy, please test the build.
  • There is a known bug, mute command doesn't work, will be fixed tomorrow.
  • I made something wrong, It's fixed. Same changelog as the before 1.2.4's
  • I spent hours to convert the original Rust++ code (Code From Magma) to not to use the Rust API, since It's unsafe. It's now using Fougerite API, should be a lot more safer, and faster, and most importantly, shouldn't fuck up uLink.
  • Rust++ Hurtevent error eliminated
  • Fougerite received some fixes, but I forgot what was It. Haha
  • GlitchFix got some fixes.
  • Quick fix for the reload commands.
  • Fixed Rust++'s PM system (Never knew It was broken) It functions a lot more better, and I also put my own plugin's style in It, so It's actually efficient.
  • All modules updated
  • Jint and Magma received Plugin.GetPlugin(name)
  • Fougerite got some fixes and stuffs like that
  • Added new fougerite console commands, and they are now readable on the wiki
Added some new methods in Fougerite and made some classes in Rust++ public so you can access some of the Rust++ APIs by the help of Server.GetRustPPAPI()

C#:
        public void RemoveInstaKO(ulong userID)
        {
            InstaKOCommand command = (InstaKOCommand)ChatCommand.GetCommand("instako");
            if (command.userIDs.Contains(userID))
            {
                command.userIDs.Remove(userID);
            }
        }

        public void AddInstaKO(ulong userID)
        {
            InstaKOCommand command = (InstaKOCommand)ChatCommand.GetCommand("instako");
            if (!command.userIDs.Contains(userID))
            {
                command.userIDs.Add(userID);
            }
        }

        public bool HasInstaKO(ulong userID)
        {
            InstaKOCommand command = (InstaKOCommand)ChatCommand.GetCommand("instako");
            return command.userIDs.Contains(userID);
        }

        public void RemoveGod(ulong userID)
        {
            GodModeCommand command = (GodModeCommand)ChatCommand.GetCommand("god");
            if (command.userIDs.Contains(userID))
            {
                command.userIDs.Remove(userID);
            }
        }

        public void AddGod(ulong userID)
        {
            GodModeCommand command = (GodModeCommand)ChatCommand.GetCommand("god");
            if (!command.userIDs.Contains(userID))
            {
                command.userIDs.Add(userID);
            }
        }

        public bool HasGod(ulong userID)
        {
            GodModeCommand command = (GodModeCommand)ChatCommand.GetCommand("god");
            return command.userIDs.Contains(userID);
        }

        public FriendsCommand GetFriendsCommand
        {
            get
            {
                return (FriendsCommand) ChatCommand.GetCommand("friends");
            }
        }
Those methods actually useful if you want to make sure that somebody doesn't have some admin stuffs enabled for an event as an example.

Chat Messages won't be split if you use colors in the messages, and It wouldn't reach 100 char length in the string without them. Basically those problems should be eliminated

Rust++ used these older send message methods which could have caused ulink null messages, and If they did, It should never cause any problems from now on.

Every Hook now has a try catch, so if Fougerite fails to call one, It will let you know about It.

Updated Rust++
Updated IronPythonModule
  • Rust++ Saving bugs fixed
  • Fougerite Chat Fixer is now working great.
small fix on chat (Failed, update coming tomorrow)
  • Server.Broadcast Player.Message and the Chat is now checked by fougerite. There is a bug in legacy that if you type a msg longer than 65 chars, It won't display the end. This is now fixed by Fougerite.
  • There was a bug in Rust++ and Fougerite in the latest releases, It didn't save well. It's fixed. Update ALL modules.
  • Jint and Magma plugin was lacking On_AllPluginsLoaded event. It is now added.
Python:
def On_AllPluginsLoaded(self):
    Server.Broadcast("All Plugins loaded!")
JavaScript:
function On_AllPluginsLoaded() {
    Server.Broadcast("All Plugins loaded!");
}
Code:
function On_AllPluginsLoaded()
    Server:Broadcast("All Plugins loaded!")
end
  • Added a useful method
C#:
Util.SplitInParts(string s, int partLength); // Splits text at every Nth char.