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  1. DreTaX

    Fougerite Official

    DreTaX updated Fougerite Official with a new update entry: 1.9.1 Read the rest of this update entry...
  2. DreTaX

    Fougerite Official - 1.9.1

    * Added documentations everywhere where I felt it was still needed * Cleaned up the usings and some code related stuffs * Fully removed Rust++'s System.Timer dependency. * PermissionSystem handles exceptions even though it should never occur and also logs them * Uploaded missing project files *...
  3. DreTaX

    Fougerite Official

    DreTaX updated Fougerite Official with a new update entry: 1.9.0 Read the rest of this update entry...
  4. DreTaX

    Fougerite Official - 1.9.0

    * Documented and improved gather event a bit more, ResourceItemDataBlock is now assigned * Added TimedEvent.MaxElapsedCount and added argument to all createtimer functions * Added Player.IsAtWorkbench() * Added Player.IsCrafting() * Added internal PlayerInventory class to PlayerInv class * Added...
  5. DreTaX

    Approved SleeperSpawner

    DreTaX submitted a new resource: SleeperSpawner - SleeperSpawner Read more about this resource...
  6. DreTaX

    SleeperSpawner 1.0

    Unlike the Sleepers C# plugin on the site, this plugin basically does the opposite. The sleepers during the server load will be respawned, if the players didn't die before. Trash facepunch couldn't code this, so we do this ourselves as well. Garry Newman such pro as always.
  7. DreTaX

    Fougerite Official

    DreTaX updated Fougerite Official with a new update entry: 1.8.9 Read the rest of this update entry...
  8. DreTaX

    Fougerite Official - 1.8.9

    * Updated patcher and prepatched dlls * Added On_ConsumableUse * Added On_MedikitUse * Added On_ItemModInstall (yes, nearly after a long time here it is, attachments now have events on guns) * Added On_BloodDraw * Added On_ArmorEquip * Added On_ArmorUnEquip * Added On_FlareThrow * Added...
  9. DreTaX

    Approved Original Rust Legacy Server Files

    DreTaX updated Original Rust Legacy Server Files with a new update entry: Update link Read the rest of this update entry...
  10. DreTaX

    Original Rust Legacy Server Files - Update link

    Update link
  11. DreTaX

    Approved Original Rust Legacy Server Files

    This resource has been removed and is no longer available.
  12. DreTaX

    Fougerite Official

    DreTaX updated Fougerite Official with a new update entry: 1.8.8 Read the rest of this update entry...
  13. DreTaX

    Fougerite Official - 1.8.8

    Added helper functions into PlayerCache class for plugins. Added documentation to Lock and other classes Added World.ManuallySpawnSleeper(steamid). It allows you to spawn the exact sleeper of a player, for example after server start, on On_ServerLoaded event or any case. DataStore loads earlier...
  14. DreTaX

    Fougerite Official

    DreTaX updated Fougerite Official with a new update entry: 1.8.7 Read the rest of this update entry...
  15. DreTaX

    Fougerite Official - 1.8.7

    Missing documentation of Logger and BeltUseEvent Documentation of rpctracer config flag Add new EnableScriptPluginsIntensiveEvents setting into Fougerite.cfg make sure to add this value into your config based on the provided Fougerite.cfg! This is for developers that want to enable...
  16. DreTaX

    Fougerite Official

    DreTaX updated Fougerite Official with a new update entry: 1.8.6 Read the rest of this update entry...
  17. DreTaX

    Fougerite Official - 1.8.6

    Improve lock in EntityCache Fix small uLink spam issue and check Add On_FireBarrelToggle which triggers on use of campfire and furnace Turn DataStore into json with improvements, customizable parser support, and backwards compatibility Improve jint js experience by being able to properly import...
  18. DreTaX

    c# -> Fougerite

    https://fougerite.com/threads/c-plugin-development-guide.543/
  19. DreTaX

    Fougerite Official

    DreTaX updated Fougerite Official with a new update entry: 1.8.5 Read the rest of this update entry...
  20. DreTaX

    Fougerite Official - 1.8.5

    * Timer system is no longer making a separate thread, it runs as a couroutine by monobehaviour, and upon fire it runs on the main thread. This unfortunatel doesn't include C# plugins as they never had their own timer system, everyone had to do it on their own. This is now also resolved, and you...