diff --git a/.github/FUNDING.yml b/.github/FUNDING.yml
new file mode 100644
index 0000000..d3f0722
--- /dev/null
+++ b/.github/FUNDING.yml
@@ -0,0 +1,15 @@
+# These are supported funding model platforms
+
+github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
+patreon: BeamMP # Replace with a single Patreon username
+open_collective: # Replace with a single Open Collective username
+ko_fi: # Replace with a single Ko-fi username
+tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
+community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
+liberapay: # Replace with a single Liberapay username
+issuehunt: # Replace with a single IssueHunt username
+lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry
+polar: # Replace with a single Polar username
+buy_me_a_coffee: # Replace with a single Buy Me a Coffee username
+thanks_dev: # Replace with a single thanks.dev username
+custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']
diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..0ad25db
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,661 @@
+ GNU AFFERO GENERAL PUBLIC LICENSE
+ Version 3, 19 November 2007
+
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+ Preamble
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+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU Affero General Public License as published
+ by the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU Affero General Public License for more details.
+
+ You should have received a copy of the GNU Affero General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If your software can interact with users remotely through a computer
+network, you should also make sure that it provides a way for users to
+get its source. For example, if your program is a web application, its
+interface could display a "Source" link that leads users to an archive
+of the code. There are many ways you could offer source, and different
+solutions will be better for different programs; see section 13 for the
+specific requirements.
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU AGPL, see
+.
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@@ -0,0 +1,1297 @@
+## Table of Contents
+
+### MPVehicleGE
+- [Vehicle Functions](#vehicle-functions)
+- [Player Functions](#player-functions)
+- [Nametag Functions](#nametag-functions)
+- [Role Functions](#role-functions)
+- [Navigation Functions](#navigation-functions)
+- [Object Methods](#object-methods)
+- [Event Hooks](#event-hooks)
+
+### MPConfig
+- [MPConfig Functions](#mpconfig-functions)
+
+### MPCoreNetwork
+- [MPCoreNetwork Functions](#mpcorenetwork-functions)
+
+### MPGameNetwork
+- [Event System Functions](#event-system-functions)
+- [Keypress Functions](#keypress-functions)
+- [UI Functions](#ui-functions)
+- [MPGameNetwork Callbacks](#mpgamenetwork-callbacks)
+
+### MPHelpers
+- [Encoding Functions](#encoding-functions)
+- [Color Functions](#color-functions)
+- [String Functions](#string-functions)
+- [Table Functions](#table-functions)
+- [Debug Functions](#debug-functions)
+
+---
+
+## Vehicle Functions
+
+### `getGameVehicleID(serverVehicleID)`
+Resolves a serverVehicleID into the gameVehicleID
+
+**Parameters:**
+- `serverVehicleID` (string) - Format: "X-Y" where X is PlayerID and Y is VehicleID
+
+**Returns:**
+- (number) - The game's internal vehicle ID
+- (number) `-1` - If vehicle is unknown
+
+**Usage:**
+```lua
+local gameID = extensions.MPVehicleGE.getGameVehicleID("0-0")
+```
+
+---
+
+### `getServerVehicleID(gameVehicleID)`
+Resolves a gameVehicleID into the serverVehicleID
+
+**Parameters:**
+- `gameVehicleID` (number) - The game's internal vehicle ID
+
+**Returns:**
+- (string) - Server vehicle ID (e.g., "0-0")
+- (nil) - If gameVehicleID is unknown
+
+**Usage:**
+```lua
+local serverID = extensions.MPVehicleGE.getServerVehicleID(11171)
+```
+
+---
+
+### `getVehicleByServerID(serverVehicleID)`
+Returns the complete vehicle table for this vehicle
+
+**Parameters:**
+- `serverVehicleID` (string) - Format: "X-Y"
+
+**Returns:**
+- (table) - Vehicle information (name, gameVehicleID, jbeam, ownerID, ownerName, isLocal, isSpawned, etc.)
+- (nil) - If serverVehicleID is invalid
+
+**Usage:**
+```lua
+local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0")
+if vehicle then
+ print("Owner: " .. vehicle.ownerName)
+end
+```
+
+---
+
+### `getVehicleByGameID(gameVehicleID)`
+Returns the complete vehicle table for this vehicle
+
+**Parameters:**
+- `gameVehicleID` (number) - The game's internal vehicle ID
+
+**Returns:**
+- (table) - Vehicle information
+- (nil) - If gameVehicleID is invalid
+
+**Usage:**
+```lua
+local vehicle = extensions.MPVehicleGE.getVehicleByGameID(11171)
+```
+
+---
+
+### `isOwn(gameVehicleID)`
+Checks if the given vehicle belongs to this client
+
+**Parameters:**
+- `gameVehicleID` (number) - The game's internal vehicle ID
+
+**Returns:**
+- (boolean) - True if vehicle belongs to this client
+
+**Usage:**
+```lua
+if extensions.MPVehicleGE.isOwn(11171) then
+ print("This is my vehicle")
+end
+```
+
+---
+
+### `getOwnMap()`
+Returns a table containing all vehicles owned by this client
+
+**Parameters:**
+- None
+
+**Returns:**
+- (table) - Map of owned vehicles `{[gameVehicleID] = vehicles_subtable}`
+
+**Usage:**
+```lua
+local myVehicles = extensions.MPVehicleGE.getOwnMap()
+```
+
+---
+
+### `getVehicleMap()`
+Returns a table of all known multiplayer vehicles
+
+**Parameters:**
+- None
+
+**Returns:**
+- (table) - Map of all vehicles `{[serverVehicleID] = gameVehicleID}`
+
+**Usage:**
+```lua
+local allVehicles = extensions.MPVehicleGE.getVehicleMap()
+```
+
+---
+
+### `getDistanceMap()`
+Returns the distance from each multiplayer vehicle to this client's point of view
+
+**Parameters:**
+- None
+
+**Returns:**
+- (table) - Map of distances `{[gameVehicleID] = distanceInMeters}`
+
+**Usage:**
+```lua
+local distances = extensions.MPVehicleGE.getDistanceMap()
+```
+
+---
+
+### `getNicknameMap()`
+Returns all multiplayer gameVehicleIDs with their owner names
+
+**Parameters:**
+- None
+
+**Returns:**
+- (table) - Map of nicknames `{[gameVehicleID] = ownerName}`
+
+**Usage:**
+```lua
+local nicknameMap = extensions.MPVehicleGE.getNicknameMap()
+```
+
+---
+
+### `getVehicles()`
+Returns the complete vehicles table
+
+**Parameters:**
+- None
+
+**Returns:**
+- (table) - All vehicles `{[serverVehicleID] = vehicles_subtable}`
+
+**Usage:**
+```lua
+local vehicles = extensions.MPVehicleGE.getVehicles()
+for serverID, vehicle in pairs(vehicles) do
+ print("Vehicle: " .. vehicle.jbeam)
+end
+```
+
+---
+
+## Player Functions
+
+### `getPlayerByName(name)`
+Returns this player's table and ID
+
+**Parameters:**
+- `name` (string) - The player's name
+
+**Returns:**
+- (table) - Player information (name, playerID, role, vehicles, etc.)
+- (number) - The player's ID
+- (nil) - If player not found
+
+**Usage:**
+```lua
+local player, playerID = extensions.MPVehicleGE.getPlayerByName("John")
+if player then
+ print("Player ID: " .. playerID)
+end
+```
+
+---
+
+### `getPlayers()`
+Returns the complete players table
+
+**Parameters:**
+- None
+
+**Returns:**
+- (table) - All players `{[playerID] = players_subtable}`
+
+**Usage:**
+```lua
+local players = extensions.MPVehicleGE.getPlayers()
+for playerID, player in pairs(players) do
+ print("Player: " .. player.name)
+end
+```
+
+---
+
+## Nametag Functions
+
+### `setPlayerNickPrefix(targetName, tagSource, text)`
+Adds a prefix to a player's nametag (displayed before the name)
+
+**Parameters:**
+- `targetName` (string) - The player's name
+- `tagSource` (string) - Unique identifier for this prefix
+- `text` (string) - Text to display before the name
+
+**Usage:**
+```lua
+extensions.MPVehicleGE.setPlayerNickPrefix("John", "RANK", "1st.")
+-- Result: "1st. John"
+```
+
+---
+
+### `setPlayerNickSuffix(targetName, tagSource, text)`
+Adds a suffix to a player's nametag (displayed after the name)
+
+**Parameters:**
+- `targetName` (string) - The player's name
+- `tagSource` (string) - Unique identifier for this suffix
+- `text` (string) - Text to display after the name
+
+**Usage:**
+```lua
+extensions.MPVehicleGE.setPlayerNickSuffix("John", "STATUS", "[AFK]")
+-- Result: "John [AFK]"
+```
+
+---
+
+### `hideNicknames(hide)`
+Turns on or off the nametag drawing from BeamMP
+
+**Parameters:**
+- `hide` (boolean) - True to hide nametags, false to show them
+
+**Usage:**
+```lua
+extensions.MPVehicleGE.hideNicknames(true) -- Hide
+extensions.MPVehicleGE.hideNicknames(false) -- Show
+```
+
+---
+
+### `toggleNicknames()`
+Toggles the displaying of nametags
+
+**Parameters:**
+- None
+
+**Usage:**
+```lua
+extensions.MPVehicleGE.toggleNicknames()
+```
+
+---
+
+## Role Functions
+
+### `setPlayerRole(playerID, tag, shorttag, red, green, blue)`
+Sets a custom role for a player
+
+**Parameters:**
+- `playerID` (number) - ID of the player
+- `tag` (string) - Role tag (e.g., "VIP")
+- `shorttag` (string) - Short version (e.g., "V")
+- `red` (number) - Red channel (0-255)
+- `green` (number) - Green channel (0-255)
+- `blue` (number) - Blue channel (0-255)
+
+**Returns:**
+- (boolean, string) - `false, "player not found"` if player doesn't exist
+- (boolean, string) - `false, error` if invalid arguments
+- (nil) - Nothing on success
+
+**Usage:**
+```lua
+local success, error = extensions.MPVehicleGE.setPlayerRole(0, "VIP", "V", 255, 215, 0)
+if success == false then
+ print("Error: " .. error)
+end
+```
+
+---
+
+### `clearPlayerRole(playerID)`
+Clears a custom role for a player
+
+**Parameters:**
+- `playerID` (number) - ID of the player
+
+**Returns:**
+- (boolean) - Always returns `false` (implementation quirk - use to check if player exists)
+
+**Usage:**
+```lua
+extensions.MPVehicleGE.clearPlayerRole(0)
+```
+
+---
+
+### `setVehicleRole(playerIDVehicleID, tag, shorttag, red, green, blue)`
+Sets a custom role for a specific vehicle
+
+**Parameters:**
+- `playerIDVehicleID` (string) - Vehicle ID (format: "0-0")
+- `tag` (string) - Role tag
+- `shorttag` (string) - Short version
+- `red` (number) - Red (0-255)
+- `green` (number) - Green (0-255)
+- `blue` (number) - Blue (0-255)
+
+**Returns:**
+- (boolean, string) - `false, "vehicle not found"` if vehicle doesn't exist
+- (boolean, string) - `false, error` if invalid arguments
+- (nil) - Nothing on success
+
+**Usage:**
+```lua
+local success, error = extensions.MPVehicleGE.setVehicleRole("0-0", "Police", "POL", 0, 0, 255)
+if success == false then
+ print("Error: " .. error)
+end
+```
+
+---
+
+### `clearVehicleRole(playerIDVehicleID)`
+Clears a custom role for a vehicle
+
+**Parameters:**
+- `playerIDVehicleID` (string) - Vehicle ID (format: "0-0")
+
+**Returns:**
+- (boolean) - Always returns `false` (implementation quirk - use to check if vehicle exists)
+
+**Usage:**
+```lua
+extensions.MPVehicleGE.clearVehicleRole("0-0")
+```
+
+---
+
+## Navigation Functions
+
+### `groundmarkerToPlayer(targetName)`
+Sets a ground marker route to target player's position (static)
+
+**Parameters:**
+- `targetName` (string) - Player's name, or nil to clear
+
+**Usage:**
+```lua
+extensions.MPVehicleGE.groundmarkerToPlayer("John") -- Set
+extensions.MPVehicleGE.groundmarkerToPlayer(nil) -- Clear
+```
+
+---
+
+### `groundmarkerFollowPlayer(targetName, dontfollow)`
+Sets a ground marker route that follows target player
+
+**Parameters:**
+- `targetName` (string) - Player's name, or nil to stop
+- `dontfollow` (boolean) - If true, creates static marker
+
+**Usage:**
+```lua
+extensions.MPVehicleGE.groundmarkerFollowPlayer("John") -- Follow
+extensions.MPVehicleGE.groundmarkerFollowPlayer("John", true) -- Static
+extensions.MPVehicleGE.groundmarkerFollowPlayer(nil) -- Stop
+```
+
+---
+
+### `queryRoadNodeToPosition(targetPosition, owner)`
+Finds the closest road nodes to a target position
+
+**Parameters:**
+- `targetPosition` (vec3 or table) - Target position with x, y, z
+- `owner` (string) - Optional identifier (default: "target")
+
+**Returns:**
+- (boolean) - Success status
+- (number) - nodeID (if successful)
+
+**Usage:**
+```lua
+local pos = vec3(100, 200, 50)
+local success, nodeID = extensions.MPVehicleGE.queryRoadNodeToPosition(pos)
+```
+
+---
+
+## Object Methods
+
+### Player Object Methods
+
+#### `player:setNickPrefix(tagSource, text)`
+Sets a prefix for this player's nametag
+
+**Parameters:**
+- `tagSource` (string) - Unique identifier
+- `text` (string) - Text to display (or nil to remove)
+
+**Usage:**
+```lua
+local player = extensions.MPVehicleGE.getPlayerByName("John")
+if player then
+ player:setNickPrefix("STATUS", "[AFK]")
+end
+```
+
+---
+
+#### `player:setNickSuffix(tagSource, text)`
+Sets a suffix for this player's nametag
+
+**Parameters:**
+- `tagSource` (string) - Unique identifier
+- `text` (string) - Text to display (or nil to remove)
+
+**Usage:**
+```lua
+local player = extensions.MPVehicleGE.getPlayerByName("John")
+if player then
+ player:setNickSuffix("MISSION", "[In Mission]")
+end
+```
+
+---
+
+#### `player:setCustomRole(role)`
+Sets a custom role for this player
+
+**Parameters:**
+- `role` (table) - Role table: `{backcolor = {r, g, b}, tag = string, shorttag = string}`
+
+**Usage:**
+```lua
+local player = extensions.MPVehicleGE.getPlayerByName("John")
+if player then
+ player:setCustomRole({
+ backcolor = {r = 255, g = 0, b = 0},
+ tag = " [VIP]",
+ shorttag = " [V]"
+ })
+end
+```
+
+---
+
+#### `player:clearCustomRole()`
+Clears the custom role for this player
+
+**Usage:**
+```lua
+local player = extensions.MPVehicleGE.getPlayerByName("John")
+if player then
+ player:clearCustomRole()
+end
+```
+
+---
+
+### Vehicle Object Methods
+
+#### `vehicle:getOwner()`
+Returns the owner of this vehicle
+
+**Returns:**
+- (table) - Player object
+- (number) - Player's ID
+
+**Usage:**
+```lua
+local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0")
+if vehicle then
+ local owner, ownerID = vehicle:getOwner()
+ print("Owner: " .. owner.name)
+end
+```
+
+---
+
+#### `vehicle:setCustomRole(role)`
+Sets a custom role for this vehicle
+
+**Parameters:**
+- `role` (table) - Role table: `{backcolor = {r, g, b}, tag = string, shorttag = string}`
+
+**Usage:**
+```lua
+local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0")
+if vehicle then
+ vehicle:setCustomRole({
+ backcolor = {r = 0, g = 0, b = 255},
+ tag = " [Police]",
+ shorttag = " [POL]"
+ })
+end
+```
+
+---
+
+#### `vehicle:clearCustomRole()`
+Clears the custom role for this vehicle
+
+**Usage:**
+```lua
+local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0")
+if vehicle then
+ vehicle:clearCustomRole()
+end
+```
+
+---
+
+#### `vehicle:setDisplayName(displayName)`
+Sets a custom display name for this vehicle
+
+**Parameters:**
+- `displayName` (string) - Custom name to display
+
+**Usage:**
+```lua
+local vehicle = extensions.MPVehicleGE.getVehicleByServerID("0-0")
+if vehicle then
+ vehicle:setDisplayName("Patrol Car #1")
+end
+```
+
+---
+
+## Event Hooks
+
+BeamMP provides event hooks that you can override to execute custom code when specific events occur. **Do not call these functions directly** - instead, override them while preserving the original functionality.
+
+### Hook Pattern
+
+Always preserve the original function when overriding:
+
+```lua
+-- Save the original function
+local originalCallback = MPVehicleGE.onVehicleSpawned
+
+-- Override with your custom logic
+MPVehicleGE.onVehicleSpawned = function(gameVehicleID)
+ -- Call the original first
+ originalCallback(gameVehicleID)
+
+ -- Your custom code here
+ print("Vehicle spawned: " .. gameVehicleID)
+end
+```
+
+---
+
+### Available Event Hooks
+
+#### `onUpdate(dt)`
+Called every frame while connected to multiplayer
+
+**Parameters:**
+- `dt` (number) - Delta time in seconds since last frame
+
+**Usage:**
+```lua
+local originalOnUpdate = MPVehicleGE.onUpdate
+MPVehicleGE.onUpdate = function(dt)
+ originalOnUpdate(dt)
+ -- Your frame-by-frame logic here
+end
+```
+
+---
+
+#### `onPreRender(dt)`
+Called every frame before rendering
+
+**Parameters:**
+- `dt` (number) - Delta time in seconds
+
+**Note:**
+This handles nametag rendering, distance calculations, and ground markers internally.
+
+**Usage:**
+```lua
+local originalOnPreRender = MPVehicleGE.onPreRender
+MPVehicleGE.onPreRender = function(dt)
+ originalOnPreRender(dt)
+ -- Your pre-render logic here
+end
+```
+
+---
+
+#### `onVehicleSpawned(gameVehicleID)`
+Called when a vehicle spawns (both local and remote)
+
+**Parameters:**
+- `gameVehicleID` (number) - The game's internal vehicle ID
+
+**Usage:**
+```lua
+local originalOnVehicleSpawned = MPVehicleGE.onVehicleSpawned
+MPVehicleGE.onVehicleSpawned = function(gameVehicleID)
+ originalOnVehicleSpawned(gameVehicleID)
+
+ local vehicle = extensions.MPVehicleGE.getVehicleByGameID(gameVehicleID)
+ if vehicle then
+ print(vehicle.ownerName .. " spawned a " .. vehicle.jbeam)
+ end
+end
+```
+
+---
+
+#### `onVehicleDestroyed(gameVehicleID)`
+Called when a vehicle is destroyed/removed
+
+**Parameters:**
+- `gameVehicleID` (number) - The game's internal vehicle ID
+
+**Usage:**
+```lua
+local originalOnVehicleDestroyed = MPVehicleGE.onVehicleDestroyed
+MPVehicleGE.onVehicleDestroyed = function(gameVehicleID)
+ local vehicle = extensions.MPVehicleGE.getVehicleByGameID(gameVehicleID)
+ if vehicle then
+ print("Vehicle " .. vehicle.jbeam .. " was destroyed")
+ end
+
+ originalOnVehicleDestroyed(gameVehicleID)
+end
+```
+
+---
+
+#### `onVehicleSwitched(oldGameVehicleID, newGameVehicleID)`
+Called when player switches between vehicles
+
+**Parameters:**
+- `oldGameVehicleID` (number) - Previous vehicle ID (or -1)
+- `newGameVehicleID` (number) - New vehicle ID (or -1)
+
+**Usage:**
+```lua
+local originalOnVehicleSwitched = MPVehicleGE.onVehicleSwitched
+MPVehicleGE.onVehicleSwitched = function(oldID, newID)
+ originalOnVehicleSwitched(oldID, newID)
+
+ print("Switched from vehicle " .. oldID .. " to " .. newID)
+end
+```
+
+---
+
+#### `onVehicleResetted(gameVehicleID)`
+Called when a vehicle is reset (local vehicles only)
+
+**Parameters:**
+- `gameVehicleID` (number) - The game's internal vehicle ID
+
+**Usage:**
+```lua
+local originalOnVehicleResetted = MPVehicleGE.onVehicleResetted
+MPVehicleGE.onVehicleResetted = function(gameVehicleID)
+ originalOnVehicleResetted(gameVehicleID)
+
+ print("Vehicle " .. gameVehicleID .. " was reset")
+end
+```
+
+---
+
+#### `onVehicleColorChanged(gameVehicleID, index, paint)`
+Called when a vehicle's paint color is changed
+
+**Parameters:**
+- `gameVehicleID` (number) - The game's internal vehicle ID
+- `index` (number) - Paint slot index (0, 1, or 2)
+- `paint` (table) - Paint data with color information
+
+**Usage:**
+```lua
+local originalOnVehicleColorChanged = MPVehicleGE.onVehicleColorChanged
+MPVehicleGE.onVehicleColorChanged = function(gameVehicleID, index, paint)
+ originalOnVehicleColorChanged(gameVehicleID, index, paint)
+
+ print("Vehicle " .. gameVehicleID .. " changed paint slot " .. index)
+end
+```
+
+---
+
+#### `onVehicleReady(gameVehicleID)`
+Called when a vehicle's extensions have loaded and the vehicle is fully ready
+
+**Parameters:**
+- `gameVehicleID` (number) - The game's internal vehicle ID
+
+**Note:**
+Use this instead of `onVehicleSpawned` if you need vehicle extensions to be loaded.
+
+**Usage:**
+```lua
+local originalOnVehicleReady = MPVehicleGE.onVehicleReady
+MPVehicleGE.onVehicleReady = function(gameVehicleID)
+ originalOnVehicleReady(gameVehicleID)
+
+ -- Safe to interact with vehicle extensions here
+ local veh = be:getObjectByID(gameVehicleID)
+ if veh then
+ veh:queueLuaCommand("print('Vehicle is ready!')")
+ end
+end
+```
+
+---
+
+#### `onUIInitialised()`
+Called when the BeamMP UI is initialized
+
+**Usage:**
+```lua
+local originalOnUIInitialised = MPVehicleGE.onUIInitialised
+MPVehicleGE.onUIInitialised = function()
+ originalOnUIInitialised()
+
+ print("BeamMP UI initialized")
+end
+```
+
+---
+
+#### `onSettingsChanged()`
+Called when BeamMP settings are changed
+
+**Usage:**
+```lua
+local originalOnSettingsChanged = MPVehicleGE.onSettingsChanged
+MPVehicleGE.onSettingsChanged = function()
+ originalOnSettingsChanged()
+
+ print("BeamMP settings changed")
+end
+```
+
+---
+
+## MPConfig Functions
+
+### `MPConfig.getPlayerServerID()`
+Returns the local player's server-assigned ID
+
+**Returns:**
+- (number) - The player's server ID (-1 if not set)
+
+**Usage:**
+```lua
+local myID = extensions.MPConfig.getPlayerServerID()
+```
+
+---
+
+### `MPConfig.getNickname()`
+Returns the local player's nickname
+
+**Returns:**
+- (string) - The player's current nickname
+
+**Usage:**
+```lua
+local name = extensions.MPConfig.getNickname()
+```
+
+---
+
+### `MPConfig.getConfig()`
+Returns the BeamMP configuration settings
+
+**Returns:**
+- (table) - Configuration table with all BeamMP settings
+- (nil) - If config file doesn't exist
+
+**Usage:**
+```lua
+local config = extensions.MPConfig.getConfig()
+```
+
+---
+
+### `MPConfig.setConfig(settingName, settingVal)`
+Sets a specific configuration value
+
+**Parameters:**
+- `settingName` (string) - Name of the setting
+- `settingVal` (any) - Value to set
+
+**Usage:**
+```lua
+extensions.MPConfig.setConfig("myCustomSetting", true)
+```
+
+---
+
+## MPCoreNetwork Functions
+
+### `MPCoreNetwork.getCurrentServer()`
+Returns information about the current connected server
+
+**Returns:**
+- (table) - Server data (ip, port, name, map)
+- (nil) - If not connected
+
+**Usage:**
+```lua
+local server = extensions.MPCoreNetwork.getCurrentServer()
+if server then
+ print("Server: " .. server.name)
+ print("IP: " .. server.ip .. ":" .. server.port)
+end
+```
+
+---
+
+## Event System Functions
+
+### `TriggerServerEvent(name, data)`
+Sends an event to the server
+
+**Parameters:**
+- `name` (string) - Event name
+- `data` (string) - Data to send
+
+**Note:**
+Global function. The server must have a registered handler for this event.
+
+**Usage:**
+```lua
+TriggerServerEvent("playerReady", "ready")
+
+-- With JSON
+local data = {position = {x=100, y=200, z=50}}
+TriggerServerEvent("updatePlayer", jsonEncode(data))
+```
+
+---
+
+### `TriggerClientEvent(name, data)`
+Triggers a local client event
+
+**Parameters:**
+- `name` (string) - Event name
+- `data` (string) - Data to send
+
+**Note:**
+Global function. Triggers locally without sending to server.
+
+**Usage:**
+```lua
+TriggerClientEvent("localUpdate", "data")
+```
+
+---
+
+### `AddEventHandler(event_name, func, name)`
+Registers a function to handle a specific event
+
+**Parameters:**
+- `event_name` (string) - Name of the event to handle
+- `func` (function) - Handler function (receives event data)
+- `name` (string) - Optional internal name
+
+**Note:**
+Global function.
+
+**Usage:**
+```lua
+AddEventHandler("playerDamage", function(data)
+ print("Damage: " .. data)
+end)
+
+-- With JSON
+AddEventHandler("vehicleSpawned", function(data)
+ local vehData = jsonDecode(data)
+ print("Spawned: " .. vehData.model)
+end)
+```
+
+---
+
+### `RemoveEventHandler(event_name, name)`
+Removes an event handler
+
+**Parameters:**
+- `event_name` (string) - Name of the event
+- `name` (string) - Optional internal name
+
+**Note:**
+Global function.
+
+**Usage:**
+```lua
+RemoveEventHandler("playerDamage")
+```
+
+---
+
+## Keypress Functions
+
+### `onKeyPressed(keyname, func)`
+Registers a function to be called when a key is pressed
+
+**Parameters:**
+- `keyname` (string) - Name of the key (e.g., "NUMPAD1", "F1")
+- `func` (function) - Function to call (receives boolean)
+
+**Note:**
+Global function.
+
+**Usage:**
+```lua
+onKeyPressed("NUMPAD1", function(state)
+ print("NUMPAD1 pressed!")
+end)
+```
+
+---
+
+### `onKeyReleased(keyname, func)`
+Registers a function to be called when a key is released
+
+**Parameters:**
+- `keyname` (string) - Name of the key
+- `func` (function) - Function to call (receives boolean)
+
+**Note:**
+Global function.
+
+**Usage:**
+```lua
+onKeyReleased("NUMPAD1", function(state)
+ print("NUMPAD1 released!")
+end)
+```
+
+---
+
+### `addKeyEventListener(keyname, func, type)`
+Registers a key event listener with customizable trigger type
+
+**Parameters:**
+- `keyname` (string) - Name of the key
+- `func` (function) - Function to call
+- `type` (string) - Event type: "down", "up", or "both" (default: "both")
+
+**Note:**
+Global function.
+
+**Usage:**
+```lua
+addKeyEventListener("F1", function(isPressed)
+ if isPressed then
+ print("F1 pressed")
+ else
+ print("F1 released")
+ end
+end, "both")
+```
+
+---
+
+### `getKeyState(keyname)`
+Returns the current state of a key
+
+**Parameters:**
+- `keyname` (string) - Name of the key
+
+**Returns:**
+- (boolean) - True if pressed, false otherwise
+
+**Note:**
+Global function. Only works for keys registered with addKeyEventListener.
+
+**Usage:**
+```lua
+local isPressed = getKeyState("NUMPAD1")
+if isPressed then
+ print("NUMPAD1 is held down")
+end
+```
+
+---
+
+## UI Functions
+
+### `MPGameNetwork.spawnUiDialog(dialogInfo)`
+Creates a custom interactive dialog box
+
+**Parameters:**
+- `dialogInfo` (table) - Dialog configuration:
+ - `title` (string) - Dialog title (optional)
+ - `body` (string) - Dialog message (optional)
+ - `buttons` (table) - Button configurations (optional)
+ - `class` (string) - "experimental" for hazard lines (optional)
+ - `interactionID` (string) - Interaction identifier (optional)
+ - `reportToServer` (boolean) - Send to server (optional, default: false)
+ - `reportToExtensions` (boolean) - Trigger local event (optional, default: false)
+
+**Usage:**
+```lua
+-- Simple dialog
+extensions.MPGameNetwork.spawnUiDialog({
+ title = "Welcome",
+ body = "Welcome to the server!"
+})
+
+-- Choice dialog
+extensions.MPGameNetwork.spawnUiDialog({
+ title = "Choose Team",
+ body = "Which team?",
+ buttons = {
+ {label = "Red", key = "joinRed"},
+ {label = "Blue", key = "joinBlue"}
+ },
+ interactionID = "teamSelection",
+ reportToServer = true
+})
+```
+
+---
+
+## MPGameNetwork Callbacks
+
+### `MPGameNetwork.onUpdate(dt)`
+Called every frame while connected to multiplayer
+
+**Parameters:**
+- `dt` (number) - Delta time in seconds
+
+**Usage:**
+```lua
+local originalOnUpdate = MPGameNetwork.onUpdate
+MPGameNetwork.onUpdate = function(dt)
+ originalOnUpdate(dt)
+ -- Your code here
+end
+```
+
+---
+
+### `MPGameNetwork.onVehicleReady(gameVehicleID)`
+Called when a vehicle is ready and extensions are loaded
+
+**Parameters:**
+- `gameVehicleID` (number) - The game's internal vehicle ID
+
+**Usage:**
+```lua
+local originalOnVehicleReady = MPGameNetwork.onVehicleReady
+MPGameNetwork.onVehicleReady = function(gameVehicleID)
+ originalOnVehicleReady(gameVehicleID)
+ -- Your code here
+end
+```
+
+---
+
+## Encoding Functions
+
+### `MPHelpers.b64encode(string)`
+Encodes a string to Base64 (RFC 2045)
+
+**Parameters:**
+- `string` (string) - String to encode
+
+**Returns:**
+- (string) - Base64-encoded string
+
+**Usage:**
+```lua
+local encoded = extensions.MPHelpers.b64encode("Hello World")
+
+-- Encoding JSON
+local data = {name = "Player", score = 100}
+local encoded = extensions.MPHelpers.b64encode(jsonEncode(data))
+TriggerServerEvent("sendData", encoded)
+```
+
+---
+
+### `MPHelpers.b64decode(string)`
+Decodes a Base64 string (RFC 2045)
+
+**Parameters:**
+- `string` (string) - Base64-encoded string
+
+**Returns:**
+- (string) - Decoded string
+
+**Usage:**
+```lua
+local decoded = extensions.MPHelpers.b64decode("SGVsbG8gV29ybGQ=")
+
+-- Decoding JSON
+AddEventHandler("receiveData", function(data)
+ local decoded = extensions.MPHelpers.b64decode(data)
+ local jsonData = jsonDecode(decoded)
+end)
+```
+
+---
+
+## Color Functions
+
+### `MPHelpers.hex2rgb(hex)`
+Converts a hexadecimal color code to RGB values
+
+**Parameters:**
+- `hex` (string) - Hex color code (e.g., "#FF5733" or "#F57")
+
+**Returns:**
+- (table) - RGB values `{r, g, b}` in 0-1 range
+- (table) - `{0, 0, 0}` if invalid
+
+**Note:**
+Supports both 3-character and 6-character hex codes.
+
+**Usage:**
+```lua
+local rgb = extensions.MPHelpers.hex2rgb("#FF5733")
+print(rgb[1], rgb[2], rgb[3]) -- 1.0, 0.341, 0.2
+
+-- Short format
+local rgb = extensions.MPHelpers.hex2rgb("#F57")
+```
+
+---
+
+## String Functions
+
+### `MPHelpers.splitStringToTable(string, delimiter, convert_into)`
+Splits a string by delimiter and optionally converts values
+
+**Parameters:**
+- `string` (string) - String to split
+- `delimiter` (string) - Delimiter to split by
+- `convert_into` (number) - Conversion type (optional):
+ - `nil` or `0` - Keep as strings (default)
+ - `1` - Convert to numbers
+ - `2` - Convert to booleans
+
+**Returns:**
+- (table) - Array of split values
+
+**Usage:**
+```lua
+-- Strings
+local parts = extensions.MPHelpers.splitStringToTable("Hello,World", ",")
+-- {"Hello", "World"}
+
+-- Numbers
+local nums = extensions.MPHelpers.splitStringToTable("10,20,30", ",", 1)
+-- {10, 20, 30}
+
+-- Parse coordinates
+local coords = extensions.MPHelpers.splitStringToTable("100,200,50", ",", 1)
+local x, y, z = coords[1], coords[2], coords[3]
+```
+
+---
+
+## Table Functions
+
+### `MPHelpers.tableDiff(old, new)`
+Compares two tables and returns their differences
+
+**Parameters:**
+- `old` (table) - First table to compare
+- `new` (table) - Second table to compare
+
+**Returns:**
+- (table) `diff` - All keys that differ
+- (table) `o` - Values from old that differ
+- (table) `n` - Values from new that differ
+
+**Usage:**
+```lua
+local oldConfig = {speed = 100, damage = 50, armor = 30}
+local newConfig = {speed = 120, damage = 50, armor = 40}
+
+local diff, oldVals, newVals = extensions.MPHelpers.tableDiff(oldConfig, newConfig)
+-- diff = {speed = 120, armor = 40}
+
+for key, value in pairs(diff) do
+ print(key .. " changed from " .. oldVals[key] .. " to " .. newVals[key])
+end
+```
+
+---
+
+## Debug Functions
+
+### `MPHelpers.simpletraces(level)`
+Returns formatted caller information as string
+
+**Parameters:**
+- `level` (number) - Stack level (optional, default: 2)
+
+**Returns:**
+- (string) - Formatted string: `"source:line, namewhat name"`
+- (string) - `"unknown"` if info not available
+
+**Usage:**
+```lua
+local function myFunction()
+ local caller = extensions.MPHelpers.simpletraces()
+ print("Called from: " .. caller)
+end
+```
+
+---
+
+### `MPHelpers.simpletrace(level)`
+Logs caller information to console
+
+**Parameters:**
+- `level` (number) - Stack level (optional, default: 1)
+
+**Note:**
+Logs the calling location to the console.
+
+**Usage:**
+```lua
+local function myFunction()
+ extensions.MPHelpers.simpletrace()
+ -- Logs: "Code was called from: lua/ge/extensions/mymod.lua:42"
+end
+```
+
+---
+
+*Last updated: 01.01.2026*
diff --git a/docs/en/API documentation/Server-Side.md b/docs/en/API documentation/Server-Side.md
new file mode 100644
index 0000000..6d08c2c
--- /dev/null
+++ b/docs/en/API documentation/Server-Side.md
@@ -0,0 +1,1407 @@
+## Table of Contents
+
+### Global
+- [Global Functions](#global-functions)
+
+### MP
+- [Players](#mp--players)
+- [Vehicles](#mp--vehicles)
+- [Communication](#mp--communication)
+- [Events](#mp--events)
+- [Utilities](#mp--utilities)
+
+### Util
+- [Logging](#util--logging)
+- [JSON](#util--json)
+- [Random](#util--random)
+- [Profiling](#util--profiling)
+
+### Http
+- [Http Functions](#http)
+
+### FS
+- [Checks](#fs--checks)
+- [Operations](#fs--operations)
+- [Paths](#fs--paths)
+
+### Events
+- [Events Reference](#events)
+
+---
+
+## Global Functions
+
+### `print(...)`
+
+Prints to the server console, prefixed with date, time and `[LUA]`.
+
+**Parameters:**
+- `...` (any) - Values of any type. Tables are printed with their contents.
+
+**Usage:**
+```lua
+local name = "John Doe"
+print("Hello, I'm", name, "and I'm", 32)
+```
+
+---
+
+### `printRaw(...)`
+
+Prints to the server console without any prefix.
+
+**Parameters:**
+- `...` (any) - Values of any type.
+
+---
+
+### `exit()`
+
+Shuts down the server gracefully. Triggers the `onShutdown` event.
+
+---
+
+## MP — Players
+
+### `MP.GetPlayerCount() -> number`
+
+Returns the number of currently connected players.
+
+**Returns:**
+- (number) - Player count.
+
+---
+
+### `MP.GetPlayers() -> table`
+
+Returns a table of all connected players.
+
+**Returns:**
+- (table) - Map of `{[playerID] = playerName}`.
+
+---
+
+### `MP.GetPlayerName(playerID) -> string`
+
+Returns the name of a player by ID.
+
+**Parameters:**
+- `playerID` (number) - The player's ID.
+
+**Returns:**
+- (string) - The player's name, or `""` if not found.
+
+**Usage:**
+```lua
+local player_id = 4
+print(MP.GetPlayerName(player_id))
+```
+
+---
+
+### `MP.GetPlayerIDByName(name) -> number`
+
+Returns the ID of a player by name.
+
+**Parameters:**
+- `name` (string) - The player's name.
+
+**Returns:**
+- (number) - The player's ID, or `-1` if not found.
+
+---
+
+### `MP.GetPlayerIdentifiers(playerID) -> table`
+
+Returns identifiers for a player such as IP, BeamMP forum ID and Discord ID.
+
+**Parameters:**
+- `playerID` (number) - The player's ID.
+
+**Returns:**
+- (table) - Table with keys `ip`, `beammp`, `discord` (only if linked).
+- (nil) - If the player was not found.
+
+**Usage:**
+```lua
+local player_id = 5
+print(MP.GetPlayerIdentifiers(player_id))
+-- { ip: "127.0.0.1", discord: "12345678987654321", beammp: "1234567" }
+```
+
+---
+
+### `MP.GetPlayerRole(playerID) -> string|nil`
+
+Returns the player's role as set by the BeamMP backend.
+
+**Parameters:**
+- `playerID` (number) - The player's ID.
+
+**Returns:**
+- (string) - The player's role.
+- (nil) - If the player was not found.
+
+---
+
+### `MP.IsPlayerConnected(playerID) -> boolean`
+
+Returns whether a UDP packet has been received from the player, i.e. whether the connection is fully established.
+
+**Parameters:**
+- `playerID` (number) - The player's ID.
+
+**Returns:**
+- (boolean) - `true` if fully connected.
+
+**Usage:**
+```lua
+local player_id = 8
+print(MP.IsPlayerConnected(player_id))
+```
+
+---
+
+### `MP.IsPlayerGuest(playerID) -> boolean`
+
+Returns whether the player is a guest (not registered on the BeamMP forum).
+
+**Parameters:**
+- `playerID` (number) - The player's ID.
+
+**Returns:**
+- (boolean) - `true` if guest.
+
+---
+
+### `MP.DropPlayer(playerID, reason?)`
+
+Kicks a player from the server.
+
+**Parameters:**
+- `playerID` (number) - The player's ID.
+- `reason` (string, optional) - Reason for the kick.
+
+**Usage:**
+```lua
+function ChatHandler(player_id, player_name, message)
+ if string.match(message, "darn") then
+ MP.DropPlayer(player_id, "Profanity is not allowed")
+ return 1
+ end
+end
+```
+
+---
+
+## MP — Vehicles
+
+### `MP.GetPlayerVehicles(playerID) -> table`
+
+Returns all vehicles of a player.
+
+**Parameters:**
+- `playerID` (number) - The player's ID.
+
+**Returns:**
+- (table) - Map of `{[vehicleID] = dataString}` where dataString is a raw JSON string.
+- (nil) - If the player has no vehicles or was not found.
+
+**Usage:**
+```lua
+local player_id = 3
+local player_vehicles = MP.GetPlayerVehicles(player_id)
+
+for vehicle_id, vehicle_data in pairs(player_vehicles) do
+ local start = string.find(vehicle_data, "{")
+ local formattedVehicleData = string.sub(vehicle_data, start, -1)
+ print(Util.JsonDecode(formattedVehicleData))
+end
+```
+
+---
+
+### `MP.GetPositionRaw(playerID, vehicleID) -> table, string`
+
+Returns the current raw position of a vehicle.
+
+**Parameters:**
+- `playerID` (number) - The player's ID.
+- `vehicleID` (number) - The vehicle's ID.
+
+**Returns:**
+- (table) - Table with keys: `pos`, `rot`, `vel`, `rvel`, `tim`, `ping`.
+- (string) - Error message if one occurred, empty string on success.
+
+**Note:**
+Each value in `pos`, `rot`, `vel`, `rvel` is a table with indices `1, 2, 3` (and `4` for `rot`).
+
+**Usage:**
+```lua
+local player_id = 4
+local vehicle_id = 0
+
+local raw_pos, error = MP.GetPositionRaw(player_id, vehicle_id)
+if error == "" then
+ local x, y, z = table.unpack(raw_pos["pos"])
+ print("X:", x, "Y:", y, "Z:", z)
+else
+ print(error)
+end
+```
+
+---
+
+### `MP.RemoveVehicle(playerID, vehicleID)`
+
+Removes a vehicle belonging to a player.
+
+**Parameters:**
+- `playerID` (number) - The player's ID.
+- `vehicleID` (number) - The vehicle's ID.
+
+**Usage:**
+```lua
+local player_id = 3
+local player_vehicles = MP.GetPlayerVehicles(player_id)
+
+for vehicle_id, vehicle_data in pairs(player_vehicles) do
+ MP.RemoveVehicle(player_id, vehicle_id)
+end
+```
+
+---
+
+## MP — Communication
+
+### `MP.SendChatMessage(playerID, message, logChat?)`
+
+Sends a chat message to a specific player or everyone.
+
+**Parameters:**
+- `playerID` (number) - The player's ID, or `-1` for everyone.
+- `message` (string) - The message content.
+- `logChat` (boolean, optional) - Whether to log to the server log (default: `true`).
+
+**Note:**
+This function does not return a value.
+
+**Usage:**
+```lua
+-- To a specific player
+function ChatHandler(player_id, player_name, msg)
+ if string.match(msg, "darn") then
+ MP.SendChatMessage(player_id, "Please do not use profanity.")
+ return 1
+ end
+end
+
+-- To everyone
+MP.SendChatMessage(-1, "Hello World!")
+```
+
+---
+
+### `MP.SendNotification(playerID, message, icon?, category?)`
+
+Sends a notification (popup) to a specific player or everyone.
+
+**Parameters:**
+- `playerID` (number) - The player's ID, or `-1` for everyone.
+- `message` (string) - The notification content.
+- `icon` (string, optional) - Notification icon.
+- `category` (string, optional) - Notification category.
+
+**Note:**
+This function does not return a value. When called with only 3 arguments (no category), the category is automatically set to the value of message.
+
+---
+
+### `MP.ConfirmationDialog(playerID, title, body, buttons, interactionID, warning?, reportToServer?, reportToExtensions?)`
+
+Sends a confirmation dialog with buttons to a player.
+
+**Parameters:**
+- `playerID` (number) - The player's ID, or `-1` for everyone.
+- `title` (string) - Dialog title.
+- `body` (string) - Dialog body text.
+- `buttons` (table) - Array of buttons.
+- `interactionID` (string) - Unique identifier for this interaction.
+- `warning` (boolean, optional) - Show warning styling (default: `false`).
+- `reportToServer` (boolean, optional) - Send response to server (default: `true`).
+- `reportToExtensions` (boolean, optional) - Trigger local event (default: `true`).
+
+**Note:**
+When called with only 5 arguments the function does not return a value. When called with 6–8 arguments it returns `boolean, string`.
+
+---
+
+### `MP.TriggerClientEvent(playerID, eventName, data) -> boolean, string`
+
+Sends an event to a specific client or everyone.
+
+**Parameters:**
+- `playerID` (number) - The player's ID, or `-1` for everyone.
+- `eventName` (string) - The event name.
+- `data` (string) - The data to send.
+
+**Returns:**
+- (boolean) - `true` if sent successfully. Always `true` for `-1`.
+- (string) - Error message if failed.
+
+---
+
+### `MP.TriggerClientEventJson(playerID, eventName, data) -> boolean, string`
+
+Same as `TriggerClientEvent` but accepts a Lua table and automatically encodes it to JSON.
+
+**Parameters:**
+- `playerID` (number) - The player's ID, or `-1` for everyone.
+- `eventName` (string) - The event name.
+- `data` (table) - Lua table to be JSON-encoded and sent.
+
+**Returns:**
+- (boolean) - `true` on success.
+- (string) - Error message if failed.
+
+---
+
+## MP — Events
+
+### `MP.RegisterEvent(eventName, functionName)`
+
+Registers a function as a handler for an event.
+
+**Parameters:**
+- `eventName` (string) - The event name.
+- `functionName` (string) - The name of the Lua function to register.
+
+**Note:**
+If the event does not exist it is created. Multiple handlers can be registered for the same event.
+
+**Usage:**
+```lua
+function ChatHandler(player_id, player_name, msg)
+ if msg == "hello" then
+ print("Hello World!")
+ return 0
+ end
+end
+
+MP.RegisterEvent("onChatMessage", "ChatHandler")
+```
+
+---
+
+### `MP.TriggerLocalEvent(eventName, ...) -> table`
+
+Triggers an event in the current state only. Synchronous.
+
+**Parameters:**
+- `eventName` (string) - The event name.
+- `...` (any, optional) - Arguments passed to handlers.
+
+**Returns:**
+- (table) - Table of return values from all handlers.
+
+**Usage:**
+```lua
+local Results = MP.TriggerLocalEvent("MyEvent")
+print(Results)
+```
+
+---
+
+### `MP.TriggerGlobalEvent(eventName, ...) -> table`
+
+Triggers an event in all states. Asynchronous. Local handlers run synchronously and immediately.
+
+**Parameters:**
+- `eventName` (string) - The event name.
+- `...` (any, optional) - Arguments. Supported types: string, number, boolean, table.
+
+**Returns:**
+- (table) - Future-like object with:
+ - `:IsDone() -> boolean` — Whether all handlers have finished.
+ - `:GetResults() -> table` — Return values from all handlers.
+
+**Note:**
+Call these methods with `:` not `.`.
+
+**Usage:**
+```lua
+local Future = MP.TriggerGlobalEvent("MyEvent")
+while not Future:IsDone() do
+ MP.Sleep(100)
+end
+local Results = Future:GetResults()
+print(Results)
+```
+
+---
+
+### `MP.CreateEventTimer(eventName, intervalMS, strategy?)`
+
+Creates a timer that repeatedly triggers an event.
+
+**Parameters:**
+- `eventName` (string) - The event to trigger.
+- `intervalMS` (number) - Interval between triggers in milliseconds.
+- `strategy` (number, optional) - `MP.CallStrategy.BestEffort` (default) or `MP.CallStrategy.Precise`.
+
+**Note:**
+Intervals below 25ms are not recommended and will not be served reliably.
+
+**Usage:**
+```lua
+local seconds = 0
+
+function CountSeconds()
+ seconds = seconds + 1
+end
+
+MP.RegisterEvent("EverySecond", "CountSeconds")
+MP.CreateEventTimer("EverySecond", 1000)
+```
+
+---
+
+### `MP.CancelEventTimer(eventName)`
+
+Cancels an existing event timer.
+
+**Parameters:**
+- `eventName` (string) - The event name.
+
+**Note:**
+The event may fire one more time before being cancelled due to asynchronous behaviour.
+
+---
+
+## MP — Utilities
+
+### `MP.CreateTimer() -> table`
+
+Creates a timer object for measuring elapsed time.
+
+**Returns:**
+- (table) - Object with:
+ - `:GetCurrent() -> float` — Seconds elapsed since last Start.
+ - `:Start()` — Resets the timer.
+
+**Usage:**
+```lua
+local mytimer = MP.CreateTimer()
+-- do stuff here that needs to be timed
+print(mytimer:GetCurrent())
+```
+
+---
+
+### `MP.GetOSName() -> string`
+
+Returns the name of the server's operating system.
+
+**Returns:**
+- (string) - `"Windows"`, `"Linux"`, or `"Other"`.
+
+---
+
+### `MP.GetServerVersion() -> number, number, number`
+
+Returns the server version.
+
+**Returns:**
+- (number) - major
+- (number) - minor
+- (number) - patch
+
+**Usage:**
+```lua
+local major, minor, patch = MP.GetServerVersion()
+print(major, minor, patch)
+```
+
+---
+
+### `MP.Get(configID) -> value`
+
+Reads a server config setting by ID.
+
+**Parameters:**
+- `configID` (number) - ID from `MP.Settings`.
+
+**Returns:**
+- (value) - The setting's current value.
+
+---
+
+### `MP.Set(configID, value)`
+
+Temporarily changes a server config setting. The change is not saved to the config file.
+
+**Parameters:**
+- `configID` (number) - ID from `MP.Settings`.
+- `value` (any) - New value. Type must match the setting.
+
+**Usage:**
+```lua
+MP.Set(MP.Settings.Debug, true)
+```
+
+---
+
+### `MP.Settings`
+
+Enum of setting IDs for use with `MP.Get` and `MP.Set`.
+
+```lua
+MP.Settings.Debug -- 0 (boolean)
+MP.Settings.Private -- 1 (boolean)
+MP.Settings.MaxCars -- 2 (number)
+MP.Settings.MaxPlayers -- 3 (number)
+MP.Settings.Map -- 4 (string)
+MP.Settings.Name -- 5 (string)
+MP.Settings.Description -- 6 (string)
+MP.Settings.InformationPacket -- 7 (boolean)
+```
+
+---
+
+### `MP.CallStrategy`
+
+Enum for use with `MP.CreateEventTimer`.
+
+```lua
+MP.CallStrategy.BestEffort -- Skip trigger if previous handler hasn't finished (default)
+MP.CallStrategy.Precise -- Always trigger, even if it causes the queue to build up
+```
+
+---
+
+### `MP.Sleep(ms)`
+
+Halts the entire current Lua state for a number of milliseconds.
+
+**Parameters:**
+- `ms` (number) - Time to sleep in milliseconds.
+
+**Note:**
+Nothing will execute in the state while sleeping. **Do not sleep for more than 500ms** if event handlers are registered — a sleeping state can slow the entire server down significantly.
+
+**Usage:**
+```lua
+local Future = MP.TriggerGlobalEvent("MyEvent")
+while not Future:IsDone() do
+ MP.Sleep(100)
+end
+```
+
+---
+
+### `MP.GetStateMemoryUsage() -> number`
+
+Returns the memory usage of the current Lua state.
+
+**Returns:**
+- (number) - Memory in bytes.
+
+---
+
+### `MP.GetLuaMemoryUsage() -> number`
+
+Returns the total memory usage of all Lua states combined.
+
+**Returns:**
+- (number) - Memory in bytes.
+
+---
+
+## Util — Logging
+
+### `Util.LogInfo(...)`, `Util.LogWarn(...)`, `Util.LogError(...)`, `Util.LogDebug(...)`
+
+Prints to the server log at the corresponding level.
+
+**Parameters:**
+- `...` (any) - Values of any type.
+
+**Note:**
+`Util.LogDebug` is only shown when `MP.Settings.Debug` is enabled.
+
+**Usage:**
+```lua
+Util.LogInfo("Hello, World!")
+Util.LogWarn("Cool warning")
+Util.LogError("Oh no!")
+Util.LogDebug("hi")
+```
+
+---
+
+## Util — JSON
+
+### `Util.JsonEncode(table) -> string`
+
+Encodes a Lua table into a JSON string.
+
+**Parameters:**
+- `table` (table) - The table to encode.
+
+**Returns:**
+- (string) - Minified JSON string.
+
+**Note:**
+Automatically detects array vs object based on key types. Functions, userdata and unsupported types are ignored.
+
+**Usage:**
+```lua
+local player = {
+ name = "Lion",
+ age = 69,
+ skills = { "skill A", "skill B" }
+}
+local json = Util.JsonEncode(player)
+-- '{"name":"Lion","age":69,"skills":["skill A","skill B"]}'
+```
+
+---
+
+### `Util.JsonDecode(json) -> table`
+
+Decodes a JSON string into a Lua table.
+
+**Parameters:**
+- `json` (string) - A valid JSON string.
+
+**Returns:**
+- (table) - The decoded table.
+- (nil) - If the JSON is invalid.
+
+**Usage:**
+```lua
+local json = "{\"message\":\"OK\",\"code\":200}"
+local tbl = Util.JsonDecode(json)
+-- { message = "OK", code = 200 }
+```
+
+---
+
+### `Util.JsonPrettify(json) -> string`
+
+Adds indentation and newlines to a JSON string for human readability (indent of 4).
+
+**Parameters:**
+- `json` (string) - A valid JSON string.
+
+**Returns:**
+- (string) - Pretty-printed JSON.
+
+**Usage:**
+```lua
+local myjson = Util.JsonEncode({ name="Lion", age = 69, skills = { "skill A", "skill B" } })
+print(Util.JsonPrettify(myjson))
+```
+
+---
+
+### `Util.JsonMinify(json) -> string`
+
+Removes unnecessary whitespace and newlines from a JSON string.
+
+**Parameters:**
+- `json` (string) - A valid JSON string.
+
+**Returns:**
+- (string) - Minified JSON.
+
+**Usage:**
+```lua
+local pretty = Util.JsonPrettify(Util.JsonEncode({ name="Lion", age = 69 }))
+print(Util.JsonMinify(pretty))
+```
+
+---
+
+### `Util.JsonFlatten(json) -> string`
+
+Flattens a nested JSON into `/a/b/c`-style keys per RFC 6901.
+
+**Parameters:**
+- `json` (string) - A valid JSON string.
+
+**Returns:**
+- (string) - Flattened JSON.
+
+**Usage:**
+```lua
+local json = Util.JsonEncode({ name="Lion", skills = { "skill A", "skill B" } })
+print(Util.JsonFlatten(json))
+-- '{"/name":"Lion","/skills/0":"skill A","/skills/1":"skill B"}'
+```
+
+---
+
+### `Util.JsonUnflatten(json) -> string`
+
+Restores a flattened JSON back to its nested structure.
+
+**Parameters:**
+- `json` (string) - A flattened JSON string.
+
+**Returns:**
+- (string) - Nested JSON.
+
+---
+
+### `Util.JsonDiff(a, b) -> string`
+
+Computes a diff between two JSON strings per RFC 6902.
+
+**Parameters:**
+- `a` (string) - First JSON string.
+- `b` (string) - Second JSON string.
+
+**Returns:**
+- (string) - JSON Patch representing the differences.
+
+---
+
+## Util — Random
+
+### `Util.Random() -> float`
+
+Returns a random float between 0 and 1.
+
+**Returns:**
+- (float)
+
+**Usage:**
+```lua
+local rand = Util.Random()
+print("rand: " .. rand)
+-- rand: 0.135477
+```
+
+---
+
+### `Util.RandomRange(min, max) -> float`
+
+Returns a random float within a given range.
+
+**Parameters:**
+- `min` (number) - Lower bound.
+- `max` (number) - Upper bound.
+
+**Returns:**
+- (float)
+
+**Usage:**
+```lua
+local randFloat = Util.RandomRange(1, 1000)
+print("randFloat: " .. randFloat)
+-- randFloat: 420.6969
+```
+
+---
+
+### `Util.RandomIntRange(min, max) -> number`
+
+Returns a random integer within a given range.
+
+**Parameters:**
+- `min` (number) - Lower bound.
+- `max` (number) - Upper bound.
+
+**Returns:**
+- (number) - Integer.
+
+**Usage:**
+```lua
+local randInt = Util.RandomIntRange(1, 100)
+print("randInt: " .. randInt)
+-- randInt: 69
+```
+
+---
+
+## Util — Profiling
+
+### `Util.DebugStartProfile(name)`
+
+Starts a named execution time measurement.
+
+**Parameters:**
+- `name` (string) - Identifier for this measurement.
+
+---
+
+### `Util.DebugStopProfile(name)`
+
+Stops a named measurement. Must be called after `DebugStartProfile` with the same name.
+
+**Parameters:**
+- `name` (string) - Identifier for this measurement.
+
+---
+
+### `Util.DebugExecutionTime() -> table`
+
+Returns execution time statistics for every handler that has run.
+
+**Returns:**
+- (table) - Per handler: `mean`, `stdev`, `min`, `max`, `n` (all in ms).
+
+**Usage:**
+```lua
+function printDebugExecutionTime()
+ local stats = Util.DebugExecutionTime()
+ local pretty = "DebugExecutionTime:\n"
+ local longest = 0
+ for name, t in pairs(stats) do
+ if #name > longest then
+ longest = #name
+ end
+ end
+ for name, t in pairs(stats) do
+ pretty = pretty .. string.format("%" .. longest + 1 .. "s: %12f +/- %12f (min: %12f, max: %12f) (called %d time(s))\n", name, t.mean, t.stdev, t.min, t.max, t.n)
+ end
+ print(pretty)
+end
+```
+
+---
+
+## Http
+
+### `Http.CreateConnection(host, port) -> table`
+
+Creates an HTTP connection to an external server.
+
+**Parameters:**
+- `host` (string) - Server address.
+- `port` (number) - Port number.
+
+**Returns:**
+- (table) - Connection object with method `:Get(path, headers)`.
+
+---
+
+### `connection:Get(path, headers)`
+
+Sends an HTTP GET request.
+
+**Parameters:**
+- `path` (string) - The request path.
+- `headers` (table) - Headers as `{[string] = string}`.
+
+---
+
+## FS — Checks
+
+### `FS.Exists(path) -> boolean`
+
+Returns whether a path exists.
+
+**Parameters:**
+- `path` (string) - The path to check.
+
+**Returns:**
+- (boolean) - `true` if exists.
+
+---
+
+### `FS.IsDirectory(path) -> boolean`
+
+Returns whether a path is a directory.
+
+**Parameters:**
+- `path` (string) - The path to check.
+
+**Returns:**
+- (boolean) - `true` if directory.
+
+**Note:**
+`false` does not imply the path is a file. Use `FS.IsFile` to check separately.
+
+---
+
+### `FS.IsFile(path) -> boolean`
+
+Returns whether a path is a regular file.
+
+**Parameters:**
+- `path` (string) - The path to check.
+
+**Returns:**
+- (boolean) - `true` if regular file.
+
+**Note:**
+`false` does not imply the path is a directory.
+
+---
+
+## FS — Operations
+
+### `FS.CreateDirectory(path) -> boolean, string`
+
+Creates a directory including any missing parent directories (like `mkdir -p`).
+
+**Parameters:**
+- `path` (string) - Path of the directory to create.
+
+**Returns:**
+- (boolean) - `true` on success.
+- (string) - Error message on failure, or `""` on success.
+
+**Usage:**
+```lua
+local success, error_message = FS.CreateDirectory("data/mystuff/somefolder")
+
+if not success then
+ print("failed to create directory: " .. error_message)
+end
+```
+
+---
+
+### `FS.Remove(path) -> boolean, string`
+
+Removes a file or empty directory.
+
+**Parameters:**
+- `path` (string) - The path to remove.
+
+**Returns:**
+- (boolean) - `true` on success.
+- (string) - Error message on failure.
+
+---
+
+### `FS.Rename(path, newPath) -> boolean, string`
+
+Renames or moves a file or directory.
+
+**Parameters:**
+- `path` (string) - Current path.
+- `newPath` (string) - New path.
+
+**Returns:**
+- (boolean) - `true` on success.
+- (string) - Error message on failure.
+
+---
+
+### `FS.Copy(path, newPath) -> boolean, string`
+
+Copies a file or directory (recursive).
+
+**Parameters:**
+- `path` (string) - Source path.
+- `newPath` (string) - Destination path.
+
+**Returns:**
+- (boolean) - `true` on success.
+- (string) - Error message on failure.
+
+---
+
+### `FS.ListFiles(path) -> table`
+
+Returns a list of file names in a directory (not recursive).
+
+**Parameters:**
+- `path` (string) - Directory path.
+
+**Returns:**
+- (table) - Array of file names.
+- (nil) - If the path does not exist.
+
+**Usage:**
+```lua
+print(FS.ListFiles("Resources/Server/examplePlugin"))
+-- { 1: "example.json", 2: "example.lua" }
+```
+
+---
+
+### `FS.ListDirectories(path) -> table`
+
+Returns a list of directory names inside a directory (not recursive).
+
+**Parameters:**
+- `path` (string) - Directory path.
+
+**Returns:**
+- (table) - Array of directory names.
+- (nil) - If the path does not exist.
+
+**Usage:**
+```lua
+print(FS.ListDirectories("Resources"))
+-- { 1: "Client", 2: "Server" }
+```
+
+---
+
+## FS — Paths
+
+### `FS.GetFilename(path) -> string`
+
+Returns the filename with extension from a path.
+
+**Parameters:**
+- `path` (string) - A path string.
+
+**Returns:**
+- (string) - The filename.
+
+**Usage:**
+```lua
+"my/path/a.txt" -> "a.txt"
+"somefile.txt" -> "somefile.txt"
+"/awesome/path" -> "path"
+```
+
+---
+
+### `FS.GetExtension(path) -> string`
+
+Returns the file extension including the dot.
+
+**Parameters:**
+- `path` (string) - A path string.
+
+**Returns:**
+- (string) - The extension (e.g. `".json"`), or `""` if none.
+
+**Usage:**
+```lua
+"myfile.txt" -> ".txt"
+"somefile." -> "."
+"/awesome/path" -> ""
+"/awesome/path/file.zip.txt" -> ".txt"
+```
+
+---
+
+### `FS.GetParentFolder(path) -> string`
+
+Returns the path of the containing directory.
+
+**Parameters:**
+- `path` (string) - A path string.
+
+**Returns:**
+- (string) - Parent folder path.
+
+**Usage:**
+```lua
+"/var/tmp/example.txt" -> "/var/tmp"
+"/" -> "/"
+"mydir/a/b/c.txt" -> "mydir/a/b"
+```
+
+---
+
+### `FS.ConcatPaths(...) -> string`
+
+Joins path segments together using the system's preferred separator, resolving `..` where present.
+
+**Parameters:**
+- `...` (string) - Path segments.
+
+**Returns:**
+- (string) - Joined path.
+
+**Usage:**
+```lua
+FS.ConcatPaths("a", "b", "/c/d/e/", "/f/", "g", "h.txt")
+-- "a/b/c/d/e/f/g/h.txt"
+```
+
+---
+
+## Events
+
+### Player connection order
+
+```
+onPlayerAuth → onPlayerConnecting → onPlayerJoining → onPlayerJoin
+```
+
+---
+
+### `onInit`
+
+Triggered right after all plugin files have been loaded.
+
+**Arguments:** none
+**Cancellable:** no
+
+---
+
+### `onConsoleInput`
+
+Triggered when the server console receives input.
+
+**Arguments:**
+- `input` (string) - The text that was entered.
+
+**Cancellable:** no
+
+**Usage:**
+```lua
+function handleConsoleInput(cmd)
+ local delim = cmd:find(' ')
+ if delim then
+ local message = cmd:sub(delim+1)
+ if cmd:sub(1, delim-1) == "print" then
+ return message
+ end
+ end
+end
+
+MP.RegisterEvent("onConsoleInput", "handleConsoleInput")
+```
+
+---
+
+### `onShutdown`
+
+Triggered when the server shuts down, after all players have been kicked.
+
+**Arguments:** none
+**Cancellable:** no
+
+---
+
+### `onPlayerAuth`
+
+Triggered when a player attempts to connect, before any other connection events.
+
+**Arguments:**
+- `name` (string) - Player name.
+- `role` (string) - Player role from the backend.
+- `isGuest` (boolean) - Whether the player is a guest.
+- `identifiers` (table) - Identifiers: `ip`, `beammp`, `discord`.
+
+**Cancellable:** yes
+- Return `1` — deny with a generic message.
+- Return `string` — deny with the string as the reason.
+- Return `2` — allow entry even if the server is full.
+
+**Usage:**
+```lua
+function myPlayerAuthorizer(name, role, is_guest, identifiers)
+ return "Sorry, you cannot join at this time."
+end
+
+MP.RegisterEvent("onPlayerAuth", "myPlayerAuthorizer")
+```
+
+---
+
+### `postPlayerAuth`
+
+Triggered after `onPlayerAuth`, regardless of whether the player was accepted or rejected.
+
+**Arguments:**
+- `wasRejected` (boolean) - Whether the player was rejected.
+- `reason` (string) - Rejection reason if rejected.
+- `name` (string) - Player name.
+- `role` (string) - Player role.
+- `isGuest` (boolean) - Whether guest.
+- `identifiers` (table) - Identifiers.
+
+**Cancellable:** no
+
+---
+
+### `onPlayerConnecting`
+
+Triggered when a player starts connecting, after `onPlayerAuth`.
+
+**Arguments:**
+- `playerID` (number)
+
+**Cancellable:** no
+
+---
+
+### `onPlayerJoining`
+
+Triggered after the player has finished downloading all mods.
+
+**Arguments:**
+- `playerID` (number)
+
+**Cancellable:** no
+
+---
+
+### `onPlayerJoin`
+
+Triggered after the player has finished syncing and entered the game.
+
+**Arguments:**
+- `playerID` (number)
+
+**Cancellable:** no
+
+---
+
+### `onPlayerDisconnect`
+
+Triggered when a player disconnects.
+
+**Arguments:**
+- `playerID` (number)
+
+**Cancellable:** no
+
+---
+
+### `onChatMessage`
+
+Triggered when a player sends a chat message.
+
+**Arguments:**
+- `playerID` (number)
+- `playerName` (string)
+- `message` (string)
+
+**Cancellable:** yes — returning `1` prevents the message from being shown to anyone.
+
+**Usage:**
+```lua
+function MyChatMessageHandler(sender_id, sender_name, message)
+ if message == "darn" then
+ return 1
+ else
+ return 0
+ end
+end
+
+MP.RegisterEvent("onChatMessage", "MyChatMessageHandler")
+```
+
+---
+
+### `postChatMessage`
+
+Triggered after `onChatMessage`.
+
+**Arguments:**
+- `wasSent` (boolean) - Whether the message was sent.
+- `playerID` (number)
+- `playerName` (string)
+- `message` (string)
+
+**Cancellable:** no
+
+---
+
+### `onVehicleSpawn`
+
+Triggered when a player spawns a new vehicle.
+
+**Arguments:**
+- `playerID` (number)
+- `vehicleID` (number)
+- `data` (string) - JSON string with vehicle configuration and positional data.
+
+**Cancellable:** yes — returning a value other than `0` prevents the spawn.
+
+---
+
+### `postVehicleSpawn`
+
+Triggered after `onVehicleSpawn`.
+
+**Arguments:**
+- `wasSpawned` (boolean) - Whether the vehicle was actually spawned.
+- `playerID` (number)
+- `vehicleID` (number)
+- `data` (string)
+
+**Cancellable:** no
+
+---
+
+### `onVehicleEdited`
+
+Triggered when a player edits an existing vehicle.
+
+**Arguments:**
+- `playerID` (number)
+- `vehicleID` (number)
+- `data` (string) - JSON string of the new configuration (does not include positional data).
+
+**Cancellable:** yes — returning a value other than `0` cancels the edit.
+
+---
+
+### `postVehicleEdited`
+
+Triggered after `onVehicleEdited`.
+
+**Arguments:**
+- `wasAllowed` (boolean) - Whether the edit was allowed.
+- `playerID` (number)
+- `vehicleID` (number)
+- `data` (string)
+
+**Cancellable:** no
+
+---
+
+### `onVehicleDeleted`
+
+Triggered when a vehicle is deleted.
+
+**Arguments:**
+- `playerID` (number)
+- `vehicleID` (number)
+
+**Cancellable:** no
+
+---
+
+### `onVehicleReset`
+
+Triggered when a player resets a vehicle.
+
+**Arguments:**
+- `playerID` (number)
+- `vehicleID` (number)
+- `data` (string) - JSON string of the new position and rotation (does not include configuration).
+
+**Cancellable:** no
+
+---
+
+### `onVehiclePaintChanged`
+
+Triggered when a vehicle's paint is changed.
+
+**Arguments:**
+- `playerID` (number)
+- `vehicleID` (number)
+- `data` (string) - JSON string with the new paint data.
+
+**Cancellable:** no
+
+---
+
+### `onFileChanged`
+
+Triggered when a file in the plugin directory changes.
+
+**Arguments:**
+- `path` (string) - Path of the changed file, relative to the server root.
+
+**Cancellable:** no
+
+**Note:**
+Files added after the server has started are not tracked.
diff --git a/docs/en/FAQ/march-28-outage.md b/docs/en/FAQ/march-28-outage.md
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+# March 28, 2026 BeamMP Outage FAQ
+
+Temporary FAQ for the (currently) ongoing BeamMP outage that started on March 28th, 2026.
+
+**Last updated April 1st, 2026.**
+
+=== Help! My BeamMP launcher doesn't work!
+ Try reinstalling the BeamMP launcher. To do so, follow the instructions below:
+ 1. Go to [beammp.com](https://beammp.com/)
+ 2. Click *Download Now*
+ 3. Run the installer and follow instructions
+
+ !!! note
+
+ As of April 1st, 2026, the MSI installer is an "unrecognized app" according to Windows Defender SmartScreen.
+
+ To bypass this warning, click *More info*, then click *Run anyway*.
+
+=== Help! My authkey(s) don't work anymore!
+ As of April 1st, 2026, keymaster and auth systems are offline. This means that your authkeys won't work. To get around this, follow the instructions below:
+ 1. Open your `ServerConfig.toml`, or wherever your server config is modified
+ 2. Set `Private` to `true`. It should look like this: `Private = true`
+ 3. This should fix the authkey issue.
+
+ !!! note
+
+ As of April 1st, 2026, BeamMP's auth systems are offline. Only guest accounts are available.
+
+ Make sure your server allows guests.
+
diff --git a/docs/en/beamng/cef-snippets.md b/docs/en/beamng/cef-snippets.md
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--- /dev/null
+++ b/docs/en/beamng/cef-snippets.md
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+!!! 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 CEF Code Snippets
+
+to-do
diff --git a/docs/en/beamng/css-snippets.md b/docs/en/beamng/css-snippets.md
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+++ b/docs/en/beamng/css-snippets.md
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+!!! 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 CSS Code Snippets
+
+## Common variables
+
+=== BeamNG Orange
+
+ ```css
+ var(--bng-orange) /*Common orange*/
+ var(--bng-orange-shade1) /*70% opacity*/
+ var(--bng-orange-shade2) /*40% opacity*/
+ var(--bng-orange-shade1opaque)
+ var(--bng-orange-shade2opaque)
+ ```
+
+=== Monochrome
+
+ ```css
+ --- Monochrome
+ var(--bng-black-8) /*80% opacity (duplicate --bng-black-o8)*/
+ var(--bng-black-6) /*60% opacity (duplicate --bng-black-o6)*/
+ var(--bng-black-4) /*40% opacity (duplicate --bng-black-o4)*/
+ var(--bng-black-2) /*20% opacity (duplicate --bng-black-o2)*/
+
+ var(--dark-neutral-grey)
+ var(--neutral-grey)
+ var(--light-neutral-grey)
+ var(--dark-grey)
+ var(--dark-grey-alpha) /*80% opacity*/
+
+ var(--black-1) /*70% opacity*/
+ var(--black-2) /*40% opacity (duplicate --bng-black-o4)*/
+
+ var(--white-1) /*80% opacity*/
+ var(--white-2) /*40% opacity*/
+ var(--white-3) /*20% opacity*/
+ ```
+
+=== BeamNG UI Color Palette
+
+ === Orange
+
+ ```css
+ var(--bng-orange-50)
+ var(--bng-orange-100)
+ var(--bng-orange-200)
+ var(--bng-orange-300)
+ var(--bng-orange-b400)
+ var(--bng-orange-500)
+ var(--bng-orange-600)
+ var(--bng-orange-700)
+ var(--bng-orange-800)
+ var(--bng-orange-900)
+ ```
+
+ === Cool Gray
+
+ ```css
+ var(--bng-cool-gray-50)
+ var(--bng-cool-gray-100)
+ var(--bng-cool-gray-200)
+ var(--bng-cool-gray-300)
+ var(--bng-cool-gray-400)
+ var(--bng-cool-gray-500)
+ var(--bng-cool-gray-600)
+ var(--bng-cool-gray-700)
+ var(--bng-cool-gray-800)
+ var(--bng-cool-gray-900)
+ ```
+
+ === Ter Blue
+ ```css
+ var(--bng-ter-blue-50)
+ var(--bng-ter-blue-100)
+ var(--bng-ter-blue-200)
+ var(--bng-ter-blue-300)
+ var(--bng-ter-blue-400)
+ var(--bng-ter-blue-500)
+ var(--bng-ter-blue-600)
+ var(--bng-ter-blue-700)
+ var(--bng-ter-blue-800)
+ var(--bng-ter-blue-900)
+ ```
+
+ === Add Blue
+ ```css
+ var(--bng-add-blue-50)
+ var(--bng-add-blue-100)
+ var(--bng-add-blue-200)
+ var(--bng-add-blue-300)
+ var(--bng-add-blue-400)
+ var(--bng-add-blue-500)
+ var(--bng-add-blue-600)
+ var(--bng-add-blue-700)
+ var(--bng-add-blue-800)
+ var(--bng-add-blue-900)
+ ```
+
+ === Add Green
+ ```css
+ var(--bng-add-green-50)
+ var(--bng-add-green-100)
+ var(--bng-add-green-200)
+ var(--bng-add-green-300)
+ var(--bng-add-green-400)
+ var(--bng-add-green-500)
+ var(--bng-add-green-600)
+ var(--bng-add-green-700)
+ var(--bng-add-green-800)
+ var(--bng-add-green-900)
+ ```
+
+ === Add Yellow
+ ```css
+ var(--bng-add-yellow-50)
+ var(--bng-add-yellow-100)
+ var(--bng-add-yellow-200)
+ var(--bng-add-yellow-300)
+ var(--bng-add-yellow-400)
+ var(--bng-add-yellow-500)
+ var(--bng-add-yellow-600)
+ var(--bng-add-yellow-700)
+ var(--bng-add-yellow-800)
+ var(--bng-add-yellow-900)
+ ```
+
+ === Add Peach
+ ```css
+ var(--bng-add-peach-50)
+ var(--bng-add-peach-100)
+ var(--bng-add-peach-200)
+ var(--bng-add-peach-300)
+ var(--bng-add-peach-400)
+ var(--bng-add-peach-500)
+ var(--bng-add-peach-600)
+ var(--bng-add-peach-700)
+ var(--bng-add-peach-800)
+ var(--bng-add-peach-900)
+ ```
+
+ === Add Red
+ ```css
+ var(--bng-add-red-50)
+ var(--bng-add-red-100)
+ var(--bng-add-red-200)
+ var(--bng-add-red-300)
+ var(--bng-add-red-400)
+ var(--bng-add-red-500)
+ var(--bng-add-red-600)
+ var(--bng-add-red-700)
+ var(--bng-add-red-800)
+ var(--bng-add-red-900)
+ ```
+
+
+=== Extra color presets
+
+ ```css
+ var(--bng-filter-orange) /*Filter preset to force SVGs to use bng-orange*/
+ var(--bng-black-o8) /*80% opacity*/
+ var(--bng-black-o6) /*60% opacity*/
+ var(--bng-black-o4) /*40% opacity*/
+ var(--bng-black-o2) /*20% opacity*/
+ ```
+
+=== Corner rounding presets
+
+ ```css
+ var(--bng-corners-1) /*0.25rem*/
+ var(--bng-corners-2) /*0.50rem*/
+ var(--bng-corners-3) /*1.00rem*/
+ ```
diff --git a/docs/en/beamng/dev/modding/imgui-window-tutorial.md b/docs/en/beamng/dev/modding/imgui-window-tutorial.md
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+++ b/docs/en/beamng/dev/modding/imgui-window-tutorial.md
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+!!! 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.
+ # Creating an ImGui Window
+
+This page covers how to create a basic ImGui window.
+
+## Setup
+
+Before using ImGui, some setup is required:
+
+```lua
+local im = ui_imgui -- shortcut to prevent lookups all the time. should help with optimization
+local imguiExampleWindowOpen = im.BoolPtr(true)
+```
+
+`imguiExampleWindowOpen` will be used to determine when this example window should be rendered.
+
+## Window Rendering
+
+ImGui windows and their contents must be recreated for every frame they should be displayed. This means that some form of onUpdate function is necessary to use ImGui.
+
+```lua
+local function onUpdate()
+ if worldReadyState == 2 then
+ if imguiExampleWindowOpen[0] == true then
+ imguiExample()
+ end
+ end
+end
+M.onUpdate = onUpdate
+```
+
+This will run a function to create this example's window, so long as the level is fully loaded, and that the example window should be displaying.
+
+## Window Content
+
+If you're new to writing ImGui, think of it as a distant cousin of HTML:
+
+* `im.SetNextWindowSize(im.ImVec2(x, y), im.Cond_FirstUseEver)` defines your viewport size if it hasn't already been defined
+* `im.Begin()` and `im.End()` is your `` and ``
+* `im.Text()` is your ``
+
+```lua
+local buttonPresses = 0
+
+local function imguiExample()
+ im.SetNextWindowSize(im.ImVec2(366, 100), im.Cond_FirstUseEver) -- prepare our window
+ im.Begin("Hello World, I am a window") -- create a window with the title of "Hello World, I am a window"
+ im.Indent() -- a... padding element
+ im.Text("Hello World, I am text.") -- add a line of text, somewhat like a
element
+ im.SameLine() -- Not really HTML. This appends the following element to the same line as the previous element.
+ if im.Button("The Hello World Button") then -- Like