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  1. mikec

    Fougerite Official

    No guarantees that the patcher will work vs. a dll that has a different patch already applied. But it should. It just looks for the class and method signatures and patches into the ones it needs to hook. If your other patch didn't alter something Fougerite.Patcher wants to change, then it...
  2. mikec

    Fougerite Official

    Not if its python.
  3. mikec

    Fougerite Official

    I'll be making this a thing in Fougerite core soon. So you won't need Rust++ loaded to use it.
  4. mikec

    Fougerite Official

    Why not call it pzap? Or pyzap? J = javascript
  5. mikec

    Fougerite Official

    I have uploaded a new Fougerite_1.0.8.zip to my Google Drive which does not call MatchItemName() when assigning the object's name to Entity.Name when instancing an Entity. That fixed the lag on accessing World.Entities completely. You can still call Entity.Name.MatchItemName() after you have...
  6. mikec

    Fougerite Official

    Those are not good examples, because they make calls to Steam API over the web to map SteamID to Name. You can fix them by referring to the dictionary RustPP.Core.userCache. Key = steamid64 as ulong. Value = name as string. The updated TPMaster I uploaded uses userCache before Steam API and...
  7. mikec

    Fougerite Official

    I made a quick fix in one method in RustPP where I needed to convert the class name to prefab name, but the class name was too different from the prefab name for MatchItemName to get it right. (Barricade_fence_deployable, WoodLargeBox, etc.). I should just go ahead and create a...
  8. mikec

    Fougerite Official

    OK, I'll check it when I get home. Does it cause lag just looping through without printing anything or accessing any Entity properties? int i = 0 for e in World.Entities i++
  9. mikec

    Fougerite Official

    If Dretax will increase the Forum's resource size limit I will upload it here.
  10. mikec

    Fougerite Official

    Possibly. I match the entity name when instancing an Entity, which would run the match for every entity found. Turn debug off. Debug logging isn't buffered, so you'll block when writing lots of very verbose log lines.
  11. mikec

    Fougerite Official

    mikec updated Fougerite Official with a new update entry: Fougerite 1.0.8 Read the rest of this update entry...
  12. DreTaX

    Fougerite Official - Fougerite 1.0.8

    Fixes and Features * Player.SteamID, Player.GameID, Player.UID, Player.IP, Player.Name, Entity.Name, Entity.OwnerID, NPC.Name, DamageEvent.WeaponName, DeathEvent.DropItems should all be safe to access at any time, as long as the instance itself isn't null. They are assigned to static fields...
  13. mikec

    Fougerite Patcher [Deleted]

    Today.
  14. mikec

    Fougerite Patcher [Deleted]

    mikec submitted a new resource: Fougerite Patcher - Patches Fougerite into Assembly-CSharp.dll Read more about this resource...
  15. mikec

    Approved Sleepy TPMaster

    mikec updated Sleepy TPMaster with a new update entry: Update to 1.9 Read the rest of this update entry...
  16. mikec

    Sleepy TPMaster - Update to 1.9

    This version actually uses Fougerite's SafeTeleport methods.
  17. mikec

    New release imminent, and magic

    A release candidate has been mailed to testers. /waits impatiently for feedback.....
  18. mikec

    Approved Sleepy TPMaster

    mikec submitted a new resource: Sleepy TPMaster - sleepy's TPMaster plugin for Magma, updated for Fougerite's MagmaPlugin Read more about this resource...
  19. mikec

    Sleepy TPMaster - Sleepy TPMaster

    An update to sleepy's TPMaster plugin for Magma, so it works in Fougerite's MagmaPlugin. Fixed: - Checks for owner names in Rust++'s userCache before going to the Steam API. - Null ref exception when player with no tpfriends logs out