diff --git a/docs/en/beamng/css-snippets.md b/docs/en/beamng/css-snippets.md
index 3082f607..fbb618bf 100644
--- a/docs/en/beamng/css-snippets.md
+++ b/docs/en/beamng/css-snippets.md
@@ -1,4 +1,4 @@
-!!! warning "This site is under construction!"
+S!!! warning "This site is under construction!"
This site is being actively worked on.
@@ -10,7 +10,7 @@
## Common variables
-=== BeamNG Orange
+=== "BeamNG Orange"
```css
var(--bng-orange) /*Common orange*/
@@ -20,7 +20,7 @@
var(--bng-orange-shade2opaque)
```
-=== Monochrome
+=== 'Monochrome"
```css
--- Monochrome
@@ -43,9 +43,9 @@
var(--white-3) /*20% opacity*/
```
-=== BeamNG UI Color Palette
+=== "BeamNG UI Color Palette"
- === Orange
+ === "Orange"
```css
var(--bng-orange-50)
@@ -60,7 +60,7 @@
var(--bng-orange-900)
```
- === Cool Gray
+ === "Cool Gray"
```css
var(--bng-cool-gray-50)
@@ -75,7 +75,7 @@
var(--bng-cool-gray-900)
```
- === Ter Blue
+ === "Ter Blue"
```css
var(--bng-ter-blue-50)
@@ -90,7 +90,7 @@
var(--bng-ter-blue-900)
```
- === Add Blue
+ === "Add Blue"
```css
var(--bng-add-blue-50)
@@ -105,7 +105,7 @@
var(--bng-add-blue-900)
```
- === Add Green
+ === "Add Green"
```css
var(--bng-add-green-50)
@@ -120,7 +120,7 @@
var(--bng-add-green-900)
```
- === Add Yellow
+ === "Add Yellow"
```css
var(--bng-add-yellow-50)
@@ -135,7 +135,7 @@
var(--bng-add-yellow-900)
```
- === Add Peach
+ === "Add Peach"
```css
var(--bng-add-peach-50)
@@ -150,7 +150,7 @@
var(--bng-add-peach-900)
```
- === Add Red
+ === "Add Red"
```css
var(--bng-add-red-50)
@@ -166,7 +166,7 @@
```
-=== Extra color presets
+=== "Extra color presets"
```css
var(--bng-filter-orange) /*Filter preset to force SVGs to use bng-orange*/
@@ -176,7 +176,7 @@
var(--bng-black-o2) /*20% opacity*/
```
-=== Corner rounding presets
+=== "Corner rounding presets"
```css
var(--bng-corners-1) /*0.25rem*/
diff --git a/docs/en/beamng/imgui-snippets.md b/docs/en/beamng/imgui-snippets.md
index 225c87b4..15524201 100644
--- a/docs/en/beamng/imgui-snippets.md
+++ b/docs/en/beamng/imgui-snippets.md
@@ -31,7 +31,7 @@ im.End()
## General
-=== Basic Formatting
+=== "Basic Formatting"
```lua
im.Text("")
@@ -52,7 +52,7 @@ im.End()
im.Unindent()
```
-=== Inputs
+=== "Inputs"
```lua
im.Button("", im.ImVec2(0,0)) -- 0 = fit to content
@@ -66,7 +66,7 @@ im.End()
im.RadioButton2("", im.IntPtr(), 0) -- arg. 3: 0 or 1 for disabled or enabled
```
-=== Other
+=== "Other"
```lua
im.Bullet()
diff --git a/docs/en/beamng/lua-snippets.md b/docs/en/beamng/lua-snippets.md
index 41a0c80e..a4c0ccc4 100644
--- a/docs/en/beamng/lua-snippets.md
+++ b/docs/en/beamng/lua-snippets.md
@@ -347,4 +347,35 @@ If multiple pages are provided, or the hook is triggered multiple times, then th
### Dialogue
-todo
+Dialogue is used in the *A Rocky Start* campaign to display information about a mission. It is a centered, vertically aligned popup with a specific layout. It does not support embedding HTML.
+
+```lua
+ui_missionInfo.openDialogue({
+ title = "Dialogue title",
+ type = "Custom", -- isn't actually displayed
+ typeName = "typeName",
+ data = {
+ {label = "objective", value = "reward"}
+ -- add more...
+ },
+ buttons = {
+ {action = "accept", text = "Accept", cmd = ""},
+ {action = 'decline',text = "Decline", cmd = ""}
+ -- add more...
+ }
+})
+
+ui_missionInfo.closeDialogue()
+```
+
+
+ 
+
+
+Only one Dialogue can be displayed at once. Any existing Dialogue is overridden.
+
+!!! info
+
+ `#!lua ui_missionInfo.closeDialogue()` must be used to close a dialogue.
+
+ Make sure you call this function when any button is pressed.
diff --git a/docs/en/beamng/snippets.md b/docs/en/beamng/snippets.md
deleted file mode 100644
index e5dea764..00000000
--- a/docs/en/beamng/snippets.md
+++ /dev/null
@@ -1,391 +0,0 @@
-!!! warning "This site is under construction!"
-
- This site is being actively worked on.
-
- Feel you could help? Please do by clicking on the page with a pencil on the right!
-
- This can be done any page too.
-
-# BeamNG.drive Code Snippets
-
-## Lua Code Snippets
-
-### World
-
-#### Drawing a marker & Vehicle detection
-
-Drawing markers in the map can be one of the best ways to indicate to the user that there is some form of interaction that they can do there.
-
-Drawing a marker is fairly easy. Here is an example of how the bus route marker is drawn:
-
-```lua
- local function createBusMarker(markerName)
- local marker = createObject('TSStatic')
- marker:setField('shapeName', 0, "art/shapes/interface/position_marker.dae")
- marker:setPosition(vec3(0, 0, 0))
- marker.scale = vec3(1, 1, 1)
- marker:setField('rotation', 0, '1 0 0 0')
- marker.useInstanceRenderData = true
- marker:setField('instanceColor', 0, '1 1 1 0')
- marker:setField('collisionType', 0, "Collision Mesh")
- marker:setField('decalType', 0, "Collision Mesh")
- marker:setField('playAmbient', 0, "1")
- marker:setField('allowPlayerStep', 0, "1")
- marker:setField('canSave', 0, "0")
- marker:setField('canSaveDynamicFields', 0, "1")
- marker:setField('renderNormals', 0, "0")
- marker:setField('meshCulling', 0, "0")
- marker:setField('originSort', 0, "0")
- marker:setField('forceDetail', 0, "-1")
- marker.canSave = false
- marker:registerObject(markerName)
- scenetree.MissionGroup:addObject(marker)
- return marker
- end
-
- -- this can then be called in a loop to setup your markers.
- -- NOTE: You should only do this once as part of your setup and not called on each frame.
- if #markers == 0 then
- for k,v in pairs(nameMarkers) do
- local mk = scenetree.findObject(v)
- if mk == nil then
- log('I', logTag,'Creating marker '..tostring(v))
- mk = createBusMarker(v)
- ScenarioObjectsGroup:addObject(mk.obj)
- end
- table.insert(markers, mk)
- end
- end
-```
-
-Here is a custom marker example from [BeamNG-FuelStations](https://github.com/BeamMP/BeamNG-FuelStations/tree/master):
-
-```lua
- local stations = [
- { "location": [ -778.813, 485.973, 23.46 ], "type":"gas" },
- { "location": [ 617.164, -192.107, 53.2 ], "type":"ev" },
- ]
-
- local function IsEntityInsideArea(pos1, pos2, radius)
- return pos1:distance(pos2) < radius
- end
-
- local onUpdate = function (dt)
- for k, spot in pairs(stations) do -- loop through all spots on the current map
- local bottomPos = vec3(spot.location[1], spot.location[2], spot.location[3])
- local topPos = bottomPos + vec3(0,0,2) -- offset vec to get top position (2m tall)
-
- local spotInRange = false -- is this spot in range? used for color
- local spotCompatible = false -- is this spot compatible?
-
- if activeVeh then -- we have a car and its ours (if in mp)
- local vehPos = activeVeh:getPosition()
-
- spotInRange = IsEntityInsideArea(vec3(vehPos.x, vehPos.y,vehPos.z), bottomPos, 1.5)
-
- spotCompatible = activeFuelType == "any" or spot.type == "any" or activeFuelType == spot.type
- end
-
- local spotColor = (spotInRange and spotCompatible) and activeColorMap[spot.type] or inactiveColorMap[spot.type] or ColorF(1,1,1,0.5)
-
- debugDrawer:drawCylinder(bottomPos:toPoint3F(), topPos:toPoint3F(), 1, spotColor) --bottom, top, radius, color
- end
- end
-```
-
-### UI snippets
-
-#### Toast Notifications, Top right of screen
-
-
- 
-
-
-```lua
---guihooks.trigger('toastrMsg', {type, title, msg, config = {timeOut}})
-guihooks.trigger('toastrMsg', {type = "info", title = "Info Message:", msg = "Info Message Text Here", config = {timeOut = 5000}})
-guihooks.trigger('toastrMsg', {type = "warning", title = "Warning Message:", msg = "Warning Message Text Here", config = {timeOut = 5000}})
-guihooks.trigger('toastrMsg', {type = "error", title = "Error Message:", msg = "Error Message Text Here", config = {timeOut = 5000}})
-```
-
-#### Message notifications, top left of screen by default in Messages app
-
-This requires the 'Messages' or 'Messages & Tasks' UI app. Icons can be found at `ui\ui-vue\src\assets\fonts\bngIcons\svg\`
-
-
- 
-
-
-```lua
---guihooks.trigger('Message', {msg, ttl, category, icon})
---ui_message(msg, ttl, category, icon)
-guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_upward", icon = "arrow_upward"})
-guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_downward", icon = "arrow_downward"})
-guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "flag", icon = "flag"})
-guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check", icon = "check"})
-guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check_circle", icon = "check_circle"})
-guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "warning", icon = "warning"})
-guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "error", icon = "error"})
-guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "directions_car", icon = "directions_car"})
-guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "star", icon = "star"})
-guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "timeline", icon = "timeline"})
-guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "save", icon = "save"})
-guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "settings", icon = "settings"})
-```
-
-#### Center large or small display flash
-
-
- 
-
-
-
- 
-
-
-```lua
---guihooks.trigger('ScenarioFlashMessage', {{msg, ttl, sound, big}} ) -- requires RaceCountdown ui app
-guihooks.trigger('ScenarioFlashMessage', {{"Message", 5.0, 0, true}} )
-guihooks.trigger('ScenarioFlashMessage', {{"Message Text Here", 5.0, 0, false}} )
-
---countdown example, when all executed at once, the items are queued and will follow eachother after the previous ttl expires
-guihooks.trigger('ScenarioFlashMessage', {{"3", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown1')", true}})
-guihooks.trigger('ScenarioFlashMessage', {{"2", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown2')", true}})
-guihooks.trigger('ScenarioFlashMessage', {{"1", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown3')", true}})
-guihooks.trigger('ScenarioFlashMessage', {{"GO!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_CountdownGo')", true}})
-
---another sound example
-guihooks.trigger('ScenarioFlashMessage', {{"Teleported!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Checkpoint')", false}})
-```
-
-#### Center mid-size persistent display
-
-This requires the 'Race Realtime Display' UI app.
-
-
- 
-
-
-```lua
---guihooks.trigger('ScenarioRealtimeDisplay', {msg = msg} ) -- requires Race Realtime Display ui app
-guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} )
---these messages persist, clear with a blank string
---if you are running live data, this is a good one to update rapidly (think timers, distance calcs, et cetera)
-guihooks.trigger('ScenarioRealtimeDisplay', {msg = ""} )
-```
-
-#### Confirmation Dialog
-
-ConfirmationDialog is a simplistic popup with up to two buttons.
-
-```lua
--- Open a ConfirmationDialog with a title, body text, and up to two buttons
-guihooks.trigger("ConfirmationDialogOpen",
- "Example Title",
- "Example Body Text",
- "Okay",
- "", --gelua. empty string
- "Cancel",
- "" --gelua
-)
-
--- Close any open ConfirmationDialog with the provided title
-guihooks.trigger("ConfirmationDialogClose", "Example Title")
-```
-
-
- 
-
-
-Both fields of a button must be strings in order for the button to appear.
-
-If the Okay button is provided, pressing the *OK / Primary action* action is equivalent to pressing the Okay button.
-
-If the Cancel button is provided, pressing the *Menu* action is equivalent to pressing the Cancel button.
-
-HTML is supported and can be used to add images/icons, for example.
-
-Multiple can be displayed at once, displayed sequentially.
-
-!!! bug
-
- Providing no buttons prevents the player from escaping the dialog without using the console.
-
-!!! bug
-
- The SDF parts of the Minimap UI app remain visible while a ConfirmationDialog is active.
-
- `#!lua guihooks.trigger('ShowApps', false)` to hide UI apps can be used as a hacky workaround.
-
-
- 
-
-
-#### introPopupTutorial
-
-introPopupTutorial is a highly customizable popup that is largely defined with embedded HTML. It is standard to load from a standalone HTML file located in `/gameplay/tutorials/pages/*/content.html`.
-
-```lua
-guihooks.trigger("introPopupTutorial", {
- {
- content = readFile("/gameplay/tutorials/pages/template/content.html"):gsub("\r\n",""),
- flavour = "onlyOk"
- }
-})
-
-guihooks.trigger("introPopupClose")
-```
-
-
- 
-
-
-Flavours controls which buttons are displayed. Four flavours exist:
-
-* `withLogbook`
- * Buttons: Career Logbook, Okay
-* `onlyOk`
- * Buttons: Okay
-* `onlyLogbook`
- * Buttons: Career Logbook
-* `noButtons`
- * Provides no buttons
-
-!!! warning
-
- When using the noButtons flavour on the page, providing no extra JavaScript in the page content to close the popup causes a softlock. Pages are not combined into one popup in this flavour. It is not recommended to use this flavour.
-
-If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed.
-
-#### introPopupCareer
-
-introPopupCareer is an easy to use, but open ended popup that supports embedding HTML, if needed.
-
-Flavours control which buttons are displayed and the default image aspect ratio. Four flavours exist:
-
-* `default`
- * Default image aspect ratio: 16x9
- * Buttons: Later, Okay
-* `welcome`
- * Default image aspect ratio: 16x9
- * Buttons: Career Logbook, Okay
-* `branch-info`
- * Default image aspect ratio: 16x9
- * Buttons: Career Logbook, Okay
-* `garage`
- * Buttons: Later, Okay
-
-```lua
-guihooks.trigger("introPopupCareer", {
- {
- title = "Example title",
- text = "Example text",
- image = "/gameplay/tutorials/pages/template/image.jpg",
- ratio = "16x9",
- flavour = "default"
- }
-})
-
-guihooks.trigger("introPopupClose")
-```
-
-
- 
-
-
-If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed.
-
-!!! bug
-
- The background blur has a minimum height, causing popups with short content to have excess blur below its window. Two main workarounds exist:
-
- * Repeat `\n` and end with `#!html
` until the window covers the blur
- * Use an empty or missing `image` path and adjust the aspect ratio until the window covers the blur
-
-#### introPopupMission
-
-introPopupMission is almost identical to introPopupCareer, but needs buttons to be defined rather than picking a preset for buttons.
-
-Button styles are combined as *bng-button-*`style`. Built-in button styles are:
-
-* `main` - orange
-* `secondary` - cyan
-* `attention` - red
-* `white` - white
-* `link` - translucent
-* `outline` - orange outline
-
-```lua
-guihooks.trigger('introPopupMission', {
- title = "introPopupMission title",
- text = "introPopupMission description",
- image = "/gameplay/tutorials/pages/template/image.jpg",
- ratio = "16x9",
- buttons = {
- { default=true, class="main", label="main button", clickLua="" },
- { default=false, class="secondary", label="secondary button", clickLua="" },
- { default=false, class="attention", label="attention button", clickLua="" },
- { default=false, class="white", label="white button", clickLua="" },
- { default=false, class="link", label="link button", clickLua="" },
- { default=false, class="outline", label="outline button", clickLua="" }
- }
-})
-
-guihooks.trigger("introPopupClose")
-```
-
-
- 
-
-
-If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed.
-
-!!! bug
-
- The background blur has a minimum height, causing popups with short content to have excess blur below its window. Two main workarounds exist:
-
- * Repeat `\n` and end with `#!html ` until the window covers the blur
- * Use an empty or missing `image` path and adjust the aspect ratio until the window covers the blur
-
-#### Dialogue
-
-Dialogue is used in the *A Rocky Start* campaign to display information about a mission. It is a centered, vertically aligned popup with a specific layout. It does not support embedding HTML.
-
-```lua
-ui_missionInfo.openDialogue({
- title = "Dialogue title",
- type = "Custom", -- isn't actually displayed
- typeName = "typeName",
- data = {
- {label = "objective", value = "reward"}
- -- add more...
- },
- buttons = {
- {action = "accept", text = "Accept", cmd = ""},
- {action = 'decline',text = "Decline", cmd = ""}
- -- add more...
- }
-})
-
-ui_missionInfo.closeDialogue()
-```
-
-
- 
-
-
-Only one Dialogue can be displayed at once. Any existing Dialogue is overridden.
-
-!!! info
-
- `#!lua ui_missionInfo.closeDialogue()` must be used to close a dialogue.
-
- Make sure you call this function when any button is pressed.
-
-## IMGUI Code Snippets
-
-todo
-
-## CEF UI Code Snippets
-
-todo