A lite version was added which is free of charge, its a stripped down version of the full version of the plugin with minimal features.
Its added to the main post now.
A lite version was added which is free of charge, its a stripped down version of the full version of the plugin with minimal features.
Its added to the main post now.
Version 1.0.7b has been released!
Version 1.0.7c has been released!
locals will automatically be removed when you’ve accidentally typed a duplicate local and it already exists in the snippet.
If anyone experiences any bugs or unexpected behaviour with the plugin, please let me know so i can resolve it.
Version 1.0.8 has been released!
UI:
A new feature was added called GetPath.
This feature allows you to instantly paste the path to the selected instance in the explorer from any location in a script.
You can use it by typing getpath or calling it like .getpath on a value / location.
I can see this being very helpful for if you want to quickly get the path without having to type it all over.
A 75% black friday sale is currently active, get it while you can.
Version 1.0.9 has been released!
Looking at this, IG obfuscation here just removed all newline symbols, and changed variables names to something diffirent…
Unsure about how functions like MarketPlaceService:UserOwnsGamePassAsync(userid, gamepassid)
got obfuscated, only way of thinking it is as this function was passed into function as one of weirdly named variables…
What is the purpose of searching for this?
Is it to circumvent the check or confirm whether the plugin is legit or not?
The verify script you see requires the core plugin module using insertservice when the gamepass is purchased which is the same way nexus requires his systems.
It allows for automatic updates to the algorithm to fix issues and improvements for a better experience.
This is why you see only 1 script.
Just personal research on how obfuscation works. I have never saw it anywhere (somehow), and this’s first time I have met with it, so I want to understand how it works on real example.
Thanks for explanation what that piece of code does.
Version 1.0.9b has been released!
I got the plugin, this is so dope! Could you do one that automatically requires modulescripts when you have them selected? Like you did with GetPath? Also you should make a spot people could make suggestions.
Actually i could just type require(GetPath) instead lol. Nevermind on the suggestion lol
There is a feature already that automatically creates and requires modules for you if this is what you’re looking for.
If you paste the modulescript into a new snippet and assign the desired location at the top it’ll automatically require and create the module when you type the key.
If you want i can also make the require autocomplete automatically create the path to the currently selected module in the explorer.
Suggestions can be shared here, i dont know if there is a different way to handle suggestions other than posting them here.
Uhh could you send a screenshot of how its supposed to be set up like with your MathFunctions module example? I dont know what ya mean by pasting it in the new snippet because it will just paste the code that i put in the snippet and not make a new module
--[[
In this area you determine the area you want the modulescript
to be placed when required and missing.
The plugin will automatically create the desired folders and
modulescript if it cant find it.
]]
local RStore = game:GetService("ReplicatedStorage")
local FunctionsModule = require(RStore.Modules)
------------------------------------------------------------------------------------------------
-- From this line the modulescript sourcecode starts
local module = {}
function module.RoundVector()
end
return module
You have to paste the code like this into the input window of a new snippet.
I’ll include an example snippet of the feature in the next update for you and people in the future as i can see it being very confusing.
Ohh got it to work now haha thanks!
I’ll make sure to also create the feature which makes require automatically create the path if a module is selected for you btw, i think its very helpful.
Sweeettt! It appears the module script paster thing kinda goes wonky when the module has a lot of lines, but it is really nice for small modules that I make for sure until there’s a fix, probably unfixable since its most likely an issue with the engine. (The big amount of lines issue makes the script correctly but it also pastes the module contents in the current script)
Can you record a video of the issue and share your snippets folder in private please?
It might be a bug and i most likely can resolve it for you.
Make sure you only use the first 3 lines to determine the location of the modulescript, there isnt really a way to make it more lines since if your module requires other modules, the plugin wont know which name you actually intent.
It might actually just be better to have a toggle setting for assigning a modulescript instead which opens a new ui, i’ll work on that as a new feature in the future.