Fougerite Official

Fougerite Official 1.9.4

No permission to download
  • Improved Player Finding method, It's a lot better.
  • Threaded ini writer, laggs should be gone, when having huge amount of data in the ini, and writing to it
  • Ini size check removed
  • All modules updated
  • Small fixes in GlitchFix
  • Added Entity.OwnerName
  • Only GlitchFix was updated and Config received new options. Many many fixes, and GlitchFix caused the UnityErrors (cannot be 0 blabla stuffs) So they should be gone now. GlitchFix now successfully checks for rock glitchers and kills them, also checks for Small Stashes in the doors, and pillars, and any sort of looting box and stash under a foundation. if CheckForRampLoot is true It will also check for loot under a ramp.
  • Threading seems to work, but It needs a workaround, It's not properly saving when you are modifying the ini twice, adding data to it, saving, and re-adding new data and saving It. This will need a proper way, I removed It for now.
  • There is still some sort of bug with the disconnection, which is caused by an unknown problem, but only when the player is having high ping. (For example if I use /drop on a lot of persons then one of the guys will fail to get banned, and he won't be disconnected in the proper way)
  • For now this is It I will try to find good ways to eliminate these last problems.
  • Changed the method to Util.GetQuotedArgs(string s) (Looks for quotes and splits them)
  • Added Util.GetQuotedArgs(string[] sArr) Which can make your life easier when you would like to quote the arguments (Checking for " signs"
  • Ini File Saving is now running on a different thread. ANY modifications in the ini will now has It's own thread, and the server shouldn't lagg ON LARGE AMOUNT OF DATAS, for example if you are banning someone (My server seems to unban/ban the players immediately, the lagg delays are gone)
  • Fixed the banning method, I will disconnect the player before writing in the banlist. This should disconnect the player immediately, and ulink crash crap should be gone.
  • This will be a quick update from me, hopefully It solves some problems
  • I tried to hang around with ulink, but it seems like unityengine bug causes the crash popus, atleast we don't have flood since a time from the ulink.dll. You may re-patch.
  • Fixed Server.Find(name) It should return you null if it can't find the player with the same name.
  • Single Object finding in the methods were fixed, they shouldn't cause errors.
  • InventoryModEvent now has a Cancel() method.
Corrections on the disconnect stuff.
  • Ban System updated
  • Cache clear feature was kinda useless, removed It
  • Player class received the CommandCancelList which is a C# list. That will handle the command restriction features.
  • C#:
            public void RestrictCommand(string cmd)
            {
                if (!CommandCancelList.Contains(cmd))
                {
                    CommandCancelList.Add(cmd);
                }
            }
    
            public void UnRestrictCommand(string cmd)
            {
                if (CommandCancelList.Contains(cmd))
                {
                    CommandCancelList.Remove(cmd);
                }
            }
    
            public void CleanRestrictedCommands()
            {
                CommandCancelList.Clear();
            }
  • Player.Disconnect Received a 1,5 timer delay. This is against bugs/letting rust do Its own stuffs before the disconnection. (Plugin Calls)
  • Updated Patcher
  • Updated Rust++
Python:
def On_Airdrop(self, Vector3):
    Server.Broadcast("Airdrop inbound to: " + str(Vector3))
JavaScript:
function On_Airdrop(Vector3)
{
    Server.Broadcast("Airdrop inbound to: " + Vector3);
}
Code:
function On_Airdrop(Vector3)
    Server:Broadcast("Airdrop inbound to: " .. tostring(Vector3))
end