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Raul-Sorin Sorban

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Everything posted by Raul-Sorin Sorban

  1. Fixed! I apologize for the time it took. Make sure to delete the old data file then reload, this is due to Rust's changes.
  2. Changed Status from Pending to Fixed Changed Fixed In to 1.4.6
  3. Fixed! I apologize for the time it took. Make sure to delete the old data file then reload, this is due to Rust's changes.
  4. Changed Status from Pending to Fixed Changed Fixed In to 1.4.6
  5. Hey there, please delete the old data file then reload, it's due to Rust's changes. I apologize for the time it took.
  6. Changed Status from Pending to Fixed Changed Fixed In to 2.10.3
  7. Fixed! I apologize for the time it took.
  8. Changed Status from Work in Progress to Fixed Changed Fixed In to 2.10.3
  9. Fixed! I apologize for the time it took.
  10. Changed Status from Pending to Work in Progress
  11. Fix coming today, sorry for the wait
  12. Fixing this today, I apologize for the delay guys!
  13. Please remove the PL data file from the data folder as Rust changed how they save things then reload
  14. Hey due to Rust changes, you must remove the SL data file from the data folder then reload the plugin
  15. Changed Status from Pending to Closed
  16. Fixed it just now I apologize
  17. Raul-Sorin Sorban

    Loading issue

    Changed Status from Pending to Fixed
  18. Raul-Sorin Sorban

    Loading issue

    Fixed it just now I apologize
  19. Hey there, things should be working fine now Let me know if you encounter these issues again!
  20. @IIIaKa It's now live on the edge build if you wanna experiment with the changes. https://github.com/CarbonCommunity/Carbon/releases/tag/edge_build
  21. Yes. It's not a Carbon update, it's the hooks that get automatically updated.
  22. Patch errors have been fixed. A reboot of the server is required.
  23. Ok, thanks! I'll be fixing this.
  24. Yes, it takes priority. There is in fact an issue where if that BaseCombatEntity overload returns null, it will still not fire the following overloads. Although if you change the return type from object to void, it'll fire correctly as well. Fixing this on our end, although your plugin doesn't need to return an object since the BaseCombatEntity overload always returns null.
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