Merge branch 'main' into Protogen187-patch-1
15
.github/FUNDING.yml
vendored
Normal file
@@ -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']
|
||||
661
LICENSE
Normal file
@@ -0,0 +1,661 @@
|
||||
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, 19 November 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU Affero General Public License is a free, copyleft license for
|
||||
software and other kinds of works, specifically designed to ensure
|
||||
cooperation with the community in the case of network server software.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
our General Public Licenses are intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
Developers that use our General Public Licenses protect your rights
|
||||
with two steps: (1) assert copyright on the software, and (2) offer
|
||||
you this License which gives you legal permission to copy, distribute
|
||||
and/or modify the software.
|
||||
|
||||
A secondary benefit of defending all users' freedom is that
|
||||
improvements made in alternate versions of the program, if they
|
||||
receive widespread use, become available for other developers to
|
||||
incorporate. Many developers of free software are heartened and
|
||||
encouraged by the resulting cooperation. However, in the case of
|
||||
software used on network servers, this result may fail to come about.
|
||||
The GNU General Public License permits making a modified version and
|
||||
letting the public access it on a server without ever releasing its
|
||||
source code to the public.
|
||||
|
||||
The GNU Affero General Public License is designed specifically to
|
||||
ensure that, in such cases, the modified source code becomes available
|
||||
to the community. It requires the operator of a network server to
|
||||
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|
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|
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|
||||
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|
||||
|
||||
An older license, called the Affero General Public License and
|
||||
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|
||||
a different license, not a version of the Affero GPL, but Affero has
|
||||
released a new version of the Affero GPL which permits relicensing under
|
||||
this license.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU Affero General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
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|
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|
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|
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|
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A "covered work" means either the unmodified Program or a work based
|
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|
||||
To "propagate" a work means to do anything with it that, without
|
||||
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|
||||
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|
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|
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|
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|
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To "convey" a work means any kind of propagation that enables other
|
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|
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|
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An interactive user interface displays "Appropriate Legal Notices"
|
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|
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|
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|
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|
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|
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|
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1. Source Code.
|
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|
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The "source code" for a work means the preferred form of the work
|
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|
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A "Standard Interface" means an interface that either is an official
|
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|
||||
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|
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The "System Libraries" of an executable work include anything, other
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|
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|
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|
||||
"Major Component", in this context, means a major essential component
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|
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||||
The Corresponding Source need not include anything that users
|
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|
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|
||||
The Corresponding Source for a work in source code form is that
|
||||
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|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
You may make, run and propagate covered works that you do not
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||||
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Conveying under any other circumstances is permitted solely under
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|
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|
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|
||||
When you convey a covered work, you waive any legal power to forbid
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|
||||
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|
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|
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|
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You may convey verbatim copies of the Program's source code as you
|
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|
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|
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||||
You may charge any price or no price for each copy that you convey,
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||||
You may convey a work based on the Program, or the modifications to
|
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|
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|
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|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
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|
||||
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|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
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||||
d) If the work has interactive user interfaces, each must display
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Appropriate Legal Notices; however, if the Program has interactive
|
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A compilation of a covered work with other separate and independent
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|
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
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|
||||
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|
||||
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|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
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|
||||
written offer, valid for at least three years and valid for as
|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
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|
||||
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|
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|
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|
||||
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|
||||
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||||
|
||||
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|
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|
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|
||||
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|
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|
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|
||||
may be on a different server (operated by you or a third party)
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
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|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
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|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
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|
||||
typical or common use of that class of product, regardless of the status
|
||||
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|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
code is in no case prevented or interfered with solely because
|
||||
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|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
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|
||||
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|
||||
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|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
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|
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|
||||
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|
||||
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|
||||
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||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
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|
||||
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|
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||||
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|
||||
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||||
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|
||||
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|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
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|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
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|
||||
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|
||||
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|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
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|
||||
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|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
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|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the work with which it is combined will remain governed by version
|
||||
3 of the GNU General Public License.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU Affero General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
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.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
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 <https://www.gnu.org/licenses/>.
|
||||
|
||||
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
|
||||
<https://www.gnu.org/licenses/>.
|
||||
BIN
docs/assets/content/ConfirmationDialog.png
Normal file
|
After Width: | Height: | Size: 2.1 MiB |
BIN
docs/assets/content/ConfirmationDialog_Example.png
Normal file
|
After Width: | Height: | Size: 2.1 MiB |
BIN
docs/assets/content/Dialogue.png
Normal file
|
After Width: | Height: | Size: 5.8 MiB |
BIN
docs/assets/content/imguiExample.png
Normal file
|
After Width: | Height: | Size: 1.8 MiB |
BIN
docs/assets/content/imguiExample.zip
Normal file
BIN
docs/assets/content/introPopupCareer.png
Normal file
|
After Width: | Height: | Size: 4.8 MiB |
BIN
docs/assets/content/introPopupMission.png
Normal file
|
After Width: | Height: | Size: 4.8 MiB |
BIN
docs/assets/content/introPopupTutorial.png
Normal file
|
After Width: | Height: | Size: 4.8 MiB |
30
docs/en/FAQ/march-28-outage.md
Normal file
@@ -0,0 +1,30 @@
|
||||
# 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.
|
||||
|
||||
11
docs/en/beamng/cef-snippets.md
Normal file
@@ -0,0 +1,11 @@
|
||||
!!! 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
|
||||
179
docs/en/beamng/css-snippets.md
Normal file
@@ -0,0 +1,179 @@
|
||||
!!! 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*/
|
||||
```
|
||||
88
docs/en/beamng/dev/modding/imgui-window-tutorial.md
Normal file
@@ -0,0 +1,88 @@
|
||||
!!! 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 `<body>` and `</body>`
|
||||
* `im.Text()` is your `<p></p>`
|
||||
|
||||
```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 <p> 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 <button>. This runs Lua when pressed.
|
||||
buttonPresses = buttonPresses + 1
|
||||
end
|
||||
if buttonPresses > 0 then
|
||||
im.Text("The Hello World Button has been pressed " .. buttonPresses .. " times!")
|
||||
else
|
||||
im.Text("The Hello World Button has not been pressed.")
|
||||
end
|
||||
im.Unindent() -- end the "padding element"
|
||||
im.End() -- complete our "canvas" so it can be drawn
|
||||
end
|
||||
```
|
||||
|
||||
You can add the following function to easily toggle visibility of the window:
|
||||
|
||||
```lua
|
||||
local function toggleExampleImgui()
|
||||
imguiExampleWindowOpen[0] = not imguiExampleWindowOpen[0]
|
||||
end
|
||||
```
|
||||
|
||||
## Result
|
||||
|
||||
<figure class="image image_resized" style="width:100%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
When the The Hello World Button button is pressed, the counter below it will update to display the amount of times the The Hello World Button button has been pressed.
|
||||
|
||||
## Download
|
||||
|
||||
This tutorial is almost entirely based off of [StanleyDudek](https://github.com/StanleyDudek)'s ImGui example mod. You can download this example mod [here](../../../../assets/content/imguiExample.zip).
|
||||
77
docs/en/beamng/imgui-snippets.md
Normal file
@@ -0,0 +1,77 @@
|
||||
!!! 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 ImGui Code Snippets
|
||||
|
||||
## Setup
|
||||
|
||||
### Setup ImGui
|
||||
|
||||
```lua
|
||||
local im = ui_imgui
|
||||
```
|
||||
|
||||
### Setup Window
|
||||
|
||||
```lua
|
||||
im.SetNextWindowSize(im.ImVec2(366, 100), im.Cond_FirstUseEver)
|
||||
```
|
||||
|
||||
### Create window
|
||||
|
||||
```lua
|
||||
im.Begin("Window Title") -- Create window
|
||||
im.End()
|
||||
```
|
||||
|
||||
## General
|
||||
|
||||
=== Basic Formatting
|
||||
|
||||
```lua
|
||||
im.Text("")
|
||||
im.TextWrapped("") -- automatic word wrap
|
||||
im.TextColored(im.ImVec4(0,1,0,1), "") -- R,G,B,A
|
||||
im.TextDisabled("") -- predefined style for disabled text
|
||||
|
||||
im.LabelText("", "")
|
||||
im.BulletText("") -- Bullet point with text
|
||||
im.SeparatorText("") -- Separator with centered text
|
||||
|
||||
im.Separator() -- might want a NewLine before these
|
||||
im.SameLine() -- horizontally append the following element to the previous element
|
||||
im.NewLine()
|
||||
|
||||
im.Spacing() -- small padding
|
||||
im.Indent()
|
||||
im.Unindent()
|
||||
```
|
||||
|
||||
=== Inputs
|
||||
|
||||
```lua
|
||||
im.Button("", im.ImVec2(0,0)) -- 0 = fit to content
|
||||
im.SmallButton("") -- Fit to content and slightly less padding
|
||||
im.ArrowButton("", 0) -- arg 1: string is not actually used? arg 2: 0 = left, 1 = right, 2 = up, 3 = down
|
||||
im.InvisibleButton("", im.ImVec2(0,0), ...) -- used for imgui cursor positioning?
|
||||
|
||||
im.Checkbox("", im.BoolPtr(false))
|
||||
|
||||
im.RadioButton1("", im.BoolPtr(false))
|
||||
im.RadioButton2("", im.IntPtr(), 0) -- arg. 3: 0 or 1 for disabled or enabled
|
||||
```
|
||||
|
||||
=== Other
|
||||
|
||||
```lua
|
||||
im.Bullet()
|
||||
|
||||
im.ProgressBar(0.5, im.ImVec2(0,0), "") -- arg 2: 0 for default width and/or height
|
||||
|
||||
im.TextUnformatted("", "") -- Second argument seems to crash the game
|
||||
```
|
||||
@@ -4,7 +4,6 @@ This documentation is unofficial and produced by the BeamMP Mod Team and the Bea
|
||||
## Understanding The File Structure
|
||||
...
|
||||
|
||||
|
||||
## Snippets
|
||||
|
||||
Helpful code snippets can be found here: [Snippets](snippets.md)
|
||||
Helpful code snippets can be found here: [Lua Snippets](lua-snippets.md)
|
||||
350
docs/en/beamng/lua-snippets.md
Normal file
@@ -0,0 +1,350 @@
|
||||
!!! 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 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
|
||||
```
|
||||
|
||||
## User Interface
|
||||
|
||||
### Toast Notifications, Top right of screen
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
```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\`
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
```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
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
```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.
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
```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")
|
||||
```
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
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.
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
### 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")
|
||||
```
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
`flavour` 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")
|
||||
```
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
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 <div />` 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")
|
||||
```
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
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 <div />` 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
|
||||
|
||||
todo
|
||||
@@ -6,17 +6,19 @@
|
||||
|
||||
This can be done any page too.
|
||||
|
||||
# BeamNG.drive Snippets
|
||||
# BeamNG.drive Code Snippets
|
||||
|
||||
## Lua Code Snippets
|
||||
|
||||
### Drawing a marker & Vehicle detection
|
||||
### 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
|
||||
```lua
|
||||
local function createBusMarker(markerName)
|
||||
local marker = createObject('TSStatic')
|
||||
marker:setField('shapeName', 0, "art/shapes/interface/position_marker.dae")
|
||||
@@ -58,7 +60,7 @@ Drawing a marker is fairly easy. Here is an example of how the bus route marker
|
||||
|
||||
Here is a custom marker example from [BeamNG-FuelStations](https://github.com/BeamMP/BeamNG-FuelStations/tree/master):
|
||||
|
||||
```Lua
|
||||
```lua
|
||||
local stations = [
|
||||
{ "location": [ -778.813, 485.973, 23.46 ], "type":"gas" },
|
||||
{ "location": [ 617.164, -192.107, 53.2 ], "type":"ev" },
|
||||
@@ -91,9 +93,13 @@ Here is a custom marker example from [BeamNG-FuelStations](https://github.com/Be
|
||||
end
|
||||
```
|
||||
|
||||
### guihooks examples
|
||||
### UI snippets
|
||||
|
||||
#### Toast Notifications, Top right of screen
|
||||

|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
```lua
|
||||
--guihooks.trigger('toastrMsg', {type, title, msg, config = {timeOut}})
|
||||
@@ -103,10 +109,16 @@ guihooks.trigger('toastrMsg', {type = "error", title = "Error Message:", msg = "
|
||||
```
|
||||
|
||||
#### 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\`
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
```lua
|
||||
--guihooks.trigger('Message', {msg, ttl, category, icon}) --requires Messages app
|
||||
--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"})
|
||||
@@ -120,9 +132,16 @@ guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "t
|
||||
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
|
||||

|
||||

|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
```lua
|
||||
--guihooks.trigger('ScenarioFlashMessage', {{msg, ttl, sound, big}} ) -- requires RaceCountdown ui app
|
||||
@@ -140,7 +159,13 @@ guihooks.trigger('ScenarioFlashMessage', {{"Teleported!", 3.0, "Engine.Audio.pla
|
||||
```
|
||||
|
||||
#### Center mid-size persistent display
|
||||

|
||||
|
||||
This requires the 'Race Realtime Display' UI app.
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
```lua
|
||||
--guihooks.trigger('ScenarioRealtimeDisplay', {msg = msg} ) -- requires Race Realtime Display ui app
|
||||
guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} )
|
||||
@@ -149,6 +174,218 @@ guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} )
|
||||
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")
|
||||
```
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
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.
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
#### 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")
|
||||
```
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
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")
|
||||
```
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
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 <div />` 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")
|
||||
```
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
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 <div />` 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()
|
||||
```
|
||||
|
||||
<figure class="image image_resized" style="width:75%" markdown>
|
||||

|
||||
</figure>
|
||||
|
||||
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
|
||||
|
||||
@@ -10,18 +10,21 @@ However, both Linux and MacOS are secondary platforms, this means bugs are to be
|
||||
BeamMP will not work with pirated or outdated versions of BeamNG.drive.
|
||||
The BeamMP support team does not offer support for issues with pirated / outdated copies.
|
||||
|
||||
---
|
||||
|
||||
## **2. Installation**
|
||||
|
||||
### **2a. Windows Installation**
|
||||
1. Go to [beammp.com](https://beammp.com/) and click the "Download client" button.
|
||||
2. Extract the `BeamMP_Installer.zip` archive.
|
||||
3. Launch `BeamMP_Installer.exe` and follow the instructions.
|
||||
4. The BeamMP Launcher icon should appear on your desktop. If not, just search for “BeamMP” in the windows search bar.
|
||||
5. Once the launcher has started, you should see a terminal window, shortly after BeamNG.drive should automatically start. **Do not** close the terminal window.
|
||||
6. After BeamNG launched, in the main menu, click the `Repository` button and make sure that `multiplayerbeammp` is **the only** enabled mod.
|
||||
7. Return to the main menu, click on 'More..' and the 'Multiplayer' button to start multiplayer.
|
||||
8. You will be prompted to login or play as a guest (not all servers will allow guests). You can create an account on our [forum](https://forum.beammp.com) and then login to BeamMP with the same credentials.
|
||||
9. Select any server you like, and press `Connect`. Enjoy!
|
||||
|
||||
!!!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'.
|
||||
|
||||
1. Go to [beammp.com](https://beammp.com/) and click the 'Download Now' button.
|
||||
2. Run the `BeamMP_Installer.msi` installer and follow the instructions.
|
||||
3. The BeamMP Launcher icon should appear on your desktop. If not, just search for “BeamMP” in the Windows search bar.
|
||||
|
||||
!!!note
|
||||
|
||||
@@ -138,7 +141,18 @@ Note that this assumes you put the launcher's binary you compiled earlier into `
|
||||
|
||||
---
|
||||
|
||||
## **3. Known Issues**
|
||||
## **3. Using BeamMP**
|
||||
|
||||
1. Once you have started the launcher, you should see a terminal window. Shortly after, the standard BeamNG launcher should start. **Do not** close the terminal window.
|
||||
2. In the BeamNG.drive main menu, click the `Repository` button and check to make sure that `multiplayerbeammp` is **the only** enabled mod.
|
||||
3. Return to the main menu, click on 'More..' and the 'Multiplayer' button to start multiplayer.
|
||||
4. You will be prompted to login or play as a guest (not all servers will allow guests). You can create an account on our [forum](https://forum.beammp.com) and then login to BeamMP with the same credentials.
|
||||
5. Select any server you like, and press `Connect`. Enjoy!
|
||||
|
||||
---
|
||||
|
||||
## **4. Known Issues**
|
||||
|
||||
- The native linux BeamMP-Launcher currently can only connect to a server once, after disconnecting you need to restart the launcher. You can do that without closing the game inbetween
|
||||
- If you don’t see the “Multiplayer” button. Make sure that the BeamMP mod is present and activated in the “Mod Manager” then try pressing CTRL + L.
|
||||
- VPNs of any type may cause connection issues.
|
||||
|
||||
@@ -353,6 +353,8 @@ markdown_extensions:
|
||||
- pymdownx.inlinehilite
|
||||
- pymdownx.snippets
|
||||
- pymdownx.superfences
|
||||
- pymdownx.tabbed:
|
||||
alternate_style: true
|
||||
|
||||
nav:
|
||||
- Home: index.md
|
||||
@@ -392,13 +394,16 @@ nav:
|
||||
- Introduction: beamng/dev/index.md
|
||||
- Programming:
|
||||
- UI Apps (HTML): beamng/dev/modding/ui-apps.md
|
||||
- IMGUI Windows (Lua): beamng/dev/modding/imgui-windows.md
|
||||
- ImGui Window Tutorial: beamng/dev/modding/imgui-window-tutorial.md
|
||||
- Lua Mods (Scripts): beamng/dev/modding/lua-mods.md
|
||||
- Content:
|
||||
- Maps: beamng/dev/content/maps.md
|
||||
- Props: beamng/dev/content/props.md
|
||||
- Vehicles: beamng/dev/content/vehicles.md
|
||||
- Helpful Code Snippets: beamng/snippets.md
|
||||
- Lua Code Snippets: beamng/lua-snippets.md
|
||||
- CSS Code Snippets: beamng/css-snippets.md
|
||||
- ImGui Code Snippets: beamng/imgui-snippets.md
|
||||
- CEF Code Snippets: beamng/cef-snippets.md
|
||||
- Scripting Reference:
|
||||
- Mod (In-Game): scripting/mod-reference.md
|
||||
- Server:
|
||||
|
||||