Somehow the patching got corrupted in the Research hook, and invalid IL code could not be processed. I don't know how this happened since I didn't change anything regarding research methods since a time, but whatever. It was made a bit better, and faster. Fougerite.dll, and the prepatched dlls / patcher was updated only.
New Hooks have been added. Update Fougerite.dll, REPATCH OR USE THE PREPATCHED DLLS, update IronPython module, update Jint, Magma, and MoonSharp.
Fougerite.cfg CHANGED, added AutoBanCraft=true, you can disable automatic craft bans with this!
Fixed Rust++ /history command (untested)
RUST SAVING IS NOW COMPLETELY ON A DIFFERENT THREAD, AND ONLY EXECUTES ON THE MAIN THREAD IF THE SERVER IS STOPPING. THE SERVER SAVING HAS BEEN TESTED WITH 70K, AND 40K OBJECT COUNTED MAPS, AND NOT A SINGLE LAGG OR ERROR WAS CAUSED DURING THIS PROCEDURE. HERE YOU CAN SEE THE WORK: (THANK @SALVA FOR TESTING THIS!)
Added Player.SendConsoleMessage(string message) @ice cold requested this method so only one player receives the console message.
On_GenericSpawnLoad hook was added, with this you can modify the frequency of resource spawns.
On_ServerLoaded hook was added thanks to @MeshBenth, I was looking for a long time to do It this way, and a really good one has been added thanks to you.
PATCHER MODIFIED, REPATCH OR USE THE PREPATCHED DLLS.
Fougerite.dll modified.
Added an option in Fougerite.cfg 'EnableDefaultRustDecay', please add It. The reason why I added this option because I would like some people to research this. Back in those days I remember when I was playing on the official rust legacy servers, and they were lagging horribly due to the object counts. @mikec before even investigated that the decay in rust legacy is written horribly, as most of the things... AFAIR the decay check runs on every tick, and loops through all of the houses, checking specific time and use datas on It, which for even 10k+ objects is horrible. I recommend disabling the default Rust Decay, and use my plugin Wiper and Salva's decay.
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