BPSync

BPSync 1.1.25

This is for the coming Rust update. Do not update prior to the game update
Huge sorry for the delay, was unaware of these comments as I don't get notified. Feel free to reach out on Discord in the future.
  • Fix for BPs not applying from the database.
  • Fixed compile issue for April 1st Rust update.
  • Due to the refactored SQLite code relating to the local database storage of player blueprints, I have had to rework the "bpsync.syncall" command. It has a different behaviour but the end goal should be unaffected. It'll suffice for catching up your local BPs to your remote database since force wipe anyway. Unfortunately I'm vastly limited with accessing the data from the local Blueprint datastore now. It obtains players from the current player list, sleeping player list and then finally players who are registered with in-game teams. Generally, this should cover the majority of players.
  • Fixed deprecated hook
  • Fix for recent exposure changes in Oxide update
  • Taken some stuff of the worker thread in case it was the cause of a scenario where the BP database corrupted. (highly reccomended update from 1.1.0
  • Overhauled configuration file
  • Added command "bpsync.applyall" - applies all remotely stored BPs to online players
  • Added an true/false option whether you want to auto wipe remotely stored BPs
  • Optimised the BP granting code even more
  • Fixed an issue with BPs not being granted sometimes
  • Replaced all the unnecessary uses of reflection
  • The plugin doesn't function on first load anymore, to prevent MySQL errors that are uncatchable.
  • Fix for NRE in OnServerInitialized()
  • Serious optimisation for bpsync.syncall
  • Serious optimisation for granting BPs a player has in remote database
  • Fix compile error Oxide version 2.0.3600 or greater
  • Fix for "// Reference: ignored" warning for servers running 2.0.3600 or greater