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
|
||||||
|
provide the source code of the modified version running there to the
|
||||||
|
users of that server. Therefore, public use of a modified version, on
|
||||||
|
a publicly accessible server, gives the public access to the source
|
||||||
|
code of the modified version.
|
||||||
|
|
||||||
|
An older license, called the Affero General Public License and
|
||||||
|
published by Affero, was designed to accomplish similar goals. This is
|
||||||
|
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
|
||||||
|
works, such as semiconductor masks.
|
||||||
|
|
||||||
|
"The Program" refers to any copyrightable work licensed under this
|
||||||
|
License. Each licensee is addressed as "you". "Licensees" and
|
||||||
|
"recipients" may be individuals or organizations.
|
||||||
|
|
||||||
|
To "modify" a work means to copy from or adapt all or part of the work
|
||||||
|
in a fashion requiring copyright permission, other than the making of an
|
||||||
|
exact copy. The resulting work is called a "modified version" of the
|
||||||
|
earlier work or a work "based on" the earlier work.
|
||||||
|
|
||||||
|
A "covered work" means either the unmodified Program or a work based
|
||||||
|
on the Program.
|
||||||
|
|
||||||
|
To "propagate" a work means to do anything with it that, without
|
||||||
|
permission, would make you directly or secondarily liable for
|
||||||
|
infringement under applicable copyright law, except executing it on a
|
||||||
|
computer or modifying a private copy. Propagation includes copying,
|
||||||
|
distribution (with or without modification), making available to the
|
||||||
|
public, and in some countries other activities as well.
|
||||||
|
|
||||||
|
To "convey" a work means any kind of propagation that enables other
|
||||||
|
parties to make or receive copies. Mere interaction with a user through
|
||||||
|
a computer network, with no transfer of a copy, is not conveying.
|
||||||
|
|
||||||
|
An interactive user interface displays "Appropriate Legal Notices"
|
||||||
|
to the extent that it includes a convenient and prominently visible
|
||||||
|
feature that (1) displays an appropriate copyright notice, and (2)
|
||||||
|
tells the user that there is no warranty for the work (except to the
|
||||||
|
extent that warranties are provided), that licensees may convey the
|
||||||
|
work under this License, and how to view a copy of this License. If
|
||||||
|
the interface presents a list of user commands or options, such as a
|
||||||
|
menu, a prominent item in the list meets this criterion.
|
||||||
|
|
||||||
|
1. Source Code.
|
||||||
|
|
||||||
|
The "source code" for a work means the preferred form of the work
|
||||||
|
for making modifications to it. "Object code" means any non-source
|
||||||
|
form of a work.
|
||||||
|
|
||||||
|
A "Standard Interface" means an interface that either is an official
|
||||||
|
standard defined by a recognized standards body, or, in the case of
|
||||||
|
interfaces specified for a particular programming language, one that
|
||||||
|
is widely used among developers working in that language.
|
||||||
|
|
||||||
|
The "System Libraries" of an executable work include anything, other
|
||||||
|
than the work as a whole, that (a) is included in the normal form of
|
||||||
|
packaging a Major Component, but which is not part of that Major
|
||||||
|
Component, and (b) serves only to enable use of the work with that
|
||||||
|
Major Component, or to implement a Standard Interface for which an
|
||||||
|
implementation is available to the public in source code form. A
|
||||||
|
"Major Component", in this context, means a major essential component
|
||||||
|
(kernel, window system, and so on) of the specific operating system
|
||||||
|
(if any) on which the executable work runs, or a compiler used to
|
||||||
|
produce the work, or an object code interpreter used to run it.
|
||||||
|
|
||||||
|
The "Corresponding Source" for a work in object code form means all
|
||||||
|
the source code needed to generate, install, and (for an executable
|
||||||
|
work) run the object code and to modify the work, including scripts to
|
||||||
|
control those activities. However, it does not include the work's
|
||||||
|
System Libraries, or general-purpose tools or generally available free
|
||||||
|
programs which are used unmodified in performing those activities but
|
||||||
|
which are not part of the work. For example, Corresponding Source
|
||||||
|
includes interface definition files associated with source files for
|
||||||
|
the work, and the source code for shared libraries and dynamically
|
||||||
|
linked subprograms that the work is specifically designed to require,
|
||||||
|
such as by intimate data communication or control flow between those
|
||||||
|
subprograms and other parts of the work.
|
||||||
|
|
||||||
|
The Corresponding Source need not include anything that users
|
||||||
|
can regenerate automatically from other parts of the Corresponding
|
||||||
|
Source.
|
||||||
|
|
||||||
|
The Corresponding Source for a work in source code form is that
|
||||||
|
same work.
|
||||||
|
|
||||||
|
2. Basic Permissions.
|
||||||
|
|
||||||
|
All rights granted under this License are granted for the term of
|
||||||
|
copyright on the Program, and are irrevocable provided the stated
|
||||||
|
conditions are met. This License explicitly affirms your unlimited
|
||||||
|
permission to run the unmodified Program. The output from running a
|
||||||
|
covered work is covered by this License only if the output, given its
|
||||||
|
content, constitutes a covered work. This License acknowledges your
|
||||||
|
rights of fair use or other equivalent, as provided by copyright law.
|
||||||
|
|
||||||
|
You may make, run and propagate covered works that you do not
|
||||||
|
convey, without conditions so long as your license otherwise remains
|
||||||
|
in force. You may convey covered works to others for the sole purpose
|
||||||
|
of having them make modifications exclusively for you, or provide you
|
||||||
|
with facilities for running those works, provided that you comply with
|
||||||
|
the terms of this License in conveying all material for which you do
|
||||||
|
not control copyright. Those thus making or running the covered works
|
||||||
|
for you must do so exclusively on your behalf, under your direction
|
||||||
|
and control, on terms that prohibit them from making any copies of
|
||||||
|
your copyrighted material outside their relationship with you.
|
||||||
|
|
||||||
|
Conveying under any other circumstances is permitted solely under
|
||||||
|
the conditions stated below. Sublicensing is not allowed; section 10
|
||||||
|
makes it unnecessary.
|
||||||
|
|
||||||
|
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||||
|
|
||||||
|
No covered work shall be deemed part of an effective technological
|
||||||
|
measure under any applicable law fulfilling obligations under article
|
||||||
|
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||||
|
similar laws prohibiting or restricting circumvention of such
|
||||||
|
measures.
|
||||||
|
|
||||||
|
When you convey a covered work, you waive any legal power to forbid
|
||||||
|
circumvention of technological measures to the extent such circumvention
|
||||||
|
is effected by exercising rights under this License with respect to
|
||||||
|
the covered work, and you disclaim any intention to limit operation or
|
||||||
|
modification of the work as a means of enforcing, against the work's
|
||||||
|
users, your or third parties' legal rights to forbid circumvention of
|
||||||
|
technological measures.
|
||||||
|
|
||||||
|
4. Conveying Verbatim Copies.
|
||||||
|
|
||||||
|
You may convey verbatim copies of the Program's source code as you
|
||||||
|
receive it, in any medium, provided that you conspicuously and
|
||||||
|
appropriately publish on each copy an appropriate copyright notice;
|
||||||
|
keep intact all notices stating that this License and any
|
||||||
|
non-permissive terms added in accord with section 7 apply to the code;
|
||||||
|
keep intact all notices of the absence of any warranty; and give all
|
||||||
|
recipients a copy of this License along with the Program.
|
||||||
|
|
||||||
|
You may charge any price or no price for each copy that you convey,
|
||||||
|
and you may offer support or warranty protection for a fee.
|
||||||
|
|
||||||
|
5. Conveying Modified Source Versions.
|
||||||
|
|
||||||
|
You may convey a work based on the Program, or the modifications to
|
||||||
|
produce it from the Program, in the form of source code under the
|
||||||
|
terms of section 4, provided that you also meet all of these conditions:
|
||||||
|
|
||||||
|
a) The work must carry prominent notices stating that you modified
|
||||||
|
it, and giving a relevant date.
|
||||||
|
|
||||||
|
b) The work must carry prominent notices stating that it is
|
||||||
|
released under this License and any conditions added under section
|
||||||
|
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.
|
||||||
|
|
||||||
|
d) If the work has interactive user interfaces, each must display
|
||||||
|
Appropriate Legal Notices; however, if the Program has interactive
|
||||||
|
interfaces that do not display Appropriate Legal Notices, your
|
||||||
|
work need not make them do so.
|
||||||
|
|
||||||
|
A compilation of a covered work with other separate and independent
|
||||||
|
works, which are not by their nature extensions of the covered work,
|
||||||
|
and which are not combined with it such as to form a larger program,
|
||||||
|
in or on a volume of a storage or distribution medium, is called an
|
||||||
|
"aggregate" if the compilation and its resulting copyright are not
|
||||||
|
used to limit the access or legal rights of the compilation's users
|
||||||
|
beyond what the individual works permit. Inclusion of a covered work
|
||||||
|
in an aggregate does not cause this License to apply to the other
|
||||||
|
parts of the aggregate.
|
||||||
|
|
||||||
|
6. Conveying Non-Source Forms.
|
||||||
|
|
||||||
|
You may convey a covered work in object code form under the terms
|
||||||
|
of sections 4 and 5, provided that you also convey the
|
||||||
|
machine-readable Corresponding Source under the terms of this License,
|
||||||
|
in one of these ways:
|
||||||
|
|
||||||
|
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
|
||||||
|
(including a physical distribution medium), accompanied by a
|
||||||
|
written offer, valid for at least three years and valid for as
|
||||||
|
long as you offer spare parts or customer support for that product
|
||||||
|
model, to give anyone who possesses the object code either (1) a
|
||||||
|
copy of the Corresponding Source for all the software in the
|
||||||
|
product that is covered by this License, on a durable physical
|
||||||
|
medium customarily used for software interchange, for a price no
|
||||||
|
more than your reasonable cost of physically performing this
|
||||||
|
conveying of source, or (2) access to copy the
|
||||||
|
Corresponding Source from a network server at no charge.
|
||||||
|
|
||||||
|
c) Convey individual copies of the object code with a copy of the
|
||||||
|
written offer to provide the Corresponding Source. This
|
||||||
|
alternative is allowed only occasionally and noncommercially, and
|
||||||
|
only if you received the object code with such an offer, in accord
|
||||||
|
with subsection 6b.
|
||||||
|
|
||||||
|
d) Convey the object code by offering access from a designated
|
||||||
|
place (gratis or for a charge), and offer equivalent access to the
|
||||||
|
Corresponding Source in the same way through the same place at no
|
||||||
|
further charge. You need not require recipients to copy the
|
||||||
|
Corresponding Source along with the object code. If the place to
|
||||||
|
copy the object code is a network server, the Corresponding Source
|
||||||
|
may be on a different server (operated by you or a third party)
|
||||||
|
that supports equivalent copying facilities, provided you maintain
|
||||||
|
clear directions next to the object code saying where to find the
|
||||||
|
Corresponding Source. Regardless of what server hosts the
|
||||||
|
Corresponding Source, you remain obligated to ensure that it is
|
||||||
|
available for as long as needed to satisfy these requirements.
|
||||||
|
|
||||||
|
e) Convey the object code using peer-to-peer transmission, provided
|
||||||
|
you inform other peers where the object code and Corresponding
|
||||||
|
Source of the work are being offered to the general public at no
|
||||||
|
charge under subsection 6d.
|
||||||
|
|
||||||
|
A separable portion of the object code, whose source code is excluded
|
||||||
|
from the Corresponding Source as a System Library, need not be
|
||||||
|
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
|
||||||
|
product received by a particular user, "normally used" refers to a
|
||||||
|
typical or common use of that class of product, regardless of the status
|
||||||
|
of the particular user or of the way in which the particular user
|
||||||
|
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,
|
||||||
|
procedures, authorization keys, or other information required to install
|
||||||
|
and execute modified versions of a covered work in that User Product from
|
||||||
|
a modified version of its Corresponding Source. The information must
|
||||||
|
suffice to ensure that the continued functioning of the modified object
|
||||||
|
code is in no case prevented or interfered with solely because
|
||||||
|
modification has been made.
|
||||||
|
|
||||||
|
If you convey an object code work under this section in, or with, or
|
||||||
|
specifically for use in, a User Product, and the conveying occurs as
|
||||||
|
part of a transaction in which the right of possession and use of the
|
||||||
|
User Product is transferred to the recipient in perpetuity or for a
|
||||||
|
fixed term (regardless of how the transaction is characterized), the
|
||||||
|
Corresponding Source conveyed under this section must be accompanied
|
||||||
|
by the Installation Information. But this requirement does not apply
|
||||||
|
if neither you nor any third party retains the ability to install
|
||||||
|
modified object code on the User Product (for example, the work has
|
||||||
|
been installed in ROM).
|
||||||
|
|
||||||
|
The requirement to provide Installation Information does not include a
|
||||||
|
requirement to continue to provide support service, warranty, or updates
|
||||||
|
for a work that has been modified or installed by the recipient, or for
|
||||||
|
the User Product in which it has been modified or installed. Access to a
|
||||||
|
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
|
||||||
|
be treated as though they were included in this License, to the extent
|
||||||
|
that they are valid under applicable law. If additional permissions
|
||||||
|
apply only to part of the Program, that part may be used separately
|
||||||
|
under those permissions, but the entire Program remains governed by
|
||||||
|
this License without regard to the additional permissions.
|
||||||
|
|
||||||
|
When you convey a copy of a covered work, you may at your option
|
||||||
|
remove any additional permissions from that copy, or from any part of
|
||||||
|
it. (Additional permissions may be written to require their own
|
||||||
|
removal in certain cases when you modify the work.) You may place
|
||||||
|
additional permissions on material, added by you to a covered work,
|
||||||
|
for which you have or can give appropriate copyright permission.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, for material you
|
||||||
|
add to a covered work, you may (if authorized by the copyright holders of
|
||||||
|
that material) supplement the terms of this License with terms:
|
||||||
|
|
||||||
|
a) Disclaiming warranty or limiting liability differently from the
|
||||||
|
terms of sections 15 and 16 of this License; or
|
||||||
|
|
||||||
|
b) Requiring preservation of specified reasonable legal notices or
|
||||||
|
author attributions in that material or in the Appropriate Legal
|
||||||
|
Notices displayed by works containing it; or
|
||||||
|
|
||||||
|
c) Prohibiting misrepresentation of the origin of that material, or
|
||||||
|
requiring that modified versions of such material be marked in
|
||||||
|
reasonable ways as different from the original version; or
|
||||||
|
|
||||||
|
d) Limiting the use for publicity purposes of names of licensors or
|
||||||
|
authors of the material; or
|
||||||
|
|
||||||
|
e) Declining to grant rights under trademark law for use of some
|
||||||
|
trade names, trademarks, or service marks; or
|
||||||
|
|
||||||
|
f) Requiring indemnification of licensors and authors of that
|
||||||
|
material by anyone who conveys the material (or modified versions of
|
||||||
|
it) with contractual assumptions of liability to the recipient, for
|
||||||
|
any liability that these contractual assumptions directly impose on
|
||||||
|
those licensors and authors.
|
||||||
|
|
||||||
|
All other non-permissive additional terms are considered "further
|
||||||
|
restrictions" within the meaning of section 10. If the Program as you
|
||||||
|
received it, or any part of it, contains a notice stating that it is
|
||||||
|
governed by this License along with a term that is a further
|
||||||
|
restriction, you may remove that term. If a license document contains
|
||||||
|
a further restriction but permits relicensing or conveying under this
|
||||||
|
License, you may add to a covered work material governed by the terms
|
||||||
|
of that license document, provided that the further restriction does
|
||||||
|
not survive such relicensing or conveying.
|
||||||
|
|
||||||
|
If you add terms to a covered work in accord with this section, you
|
||||||
|
must place, in the relevant source files, a statement of the
|
||||||
|
additional terms that apply to those files, or a notice indicating
|
||||||
|
where to find the applicable terms.
|
||||||
|
|
||||||
|
Additional terms, permissive or non-permissive, may be stated in the
|
||||||
|
form of a separately written license, or stated as exceptions;
|
||||||
|
the above requirements apply either way.
|
||||||
|
|
||||||
|
8. Termination.
|
||||||
|
|
||||||
|
You may not propagate or modify a covered work except as expressly
|
||||||
|
provided under this License. Any attempt otherwise to propagate or
|
||||||
|
modify it is void, and will automatically terminate your rights under
|
||||||
|
this License (including any patent licenses granted under the third
|
||||||
|
paragraph of section 11).
|
||||||
|
|
||||||
|
However, if you cease all violation of this License, then your
|
||||||
|
license from a particular copyright holder is reinstated (a)
|
||||||
|
provisionally, unless and until the copyright holder explicitly and
|
||||||
|
finally terminates your license, and (b) permanently, if the copyright
|
||||||
|
holder fails to notify you of the violation by some reasonable means
|
||||||
|
prior to 60 days after the cessation.
|
||||||
|
|
||||||
|
Moreover, your license from a particular copyright holder is
|
||||||
|
reinstated permanently if the copyright holder notifies you of the
|
||||||
|
violation by some reasonable means, this is the first time you have
|
||||||
|
received notice of violation of this License (for any work) from that
|
||||||
|
copyright holder, and you cure the violation prior to 30 days after
|
||||||
|
your receipt of the notice.
|
||||||
|
|
||||||
|
Termination of your rights under this section does not terminate the
|
||||||
|
licenses of parties who have received copies or rights from you under
|
||||||
|
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
|
## Understanding The File Structure
|
||||||
...
|
...
|
||||||
|
|
||||||
|
|
||||||
## Snippets
|
## 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.
|
This can be done any page too.
|
||||||
|
|
||||||
# BeamNG.drive Snippets
|
# BeamNG.drive Code Snippets
|
||||||
|
|
||||||
## Lua 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 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:
|
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 function createBusMarker(markerName)
|
||||||
local marker = createObject('TSStatic')
|
local marker = createObject('TSStatic')
|
||||||
marker:setField('shapeName', 0, "art/shapes/interface/position_marker.dae")
|
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):
|
Here is a custom marker example from [BeamNG-FuelStations](https://github.com/BeamMP/BeamNG-FuelStations/tree/master):
|
||||||
|
|
||||||
```Lua
|
```lua
|
||||||
local stations = [
|
local stations = [
|
||||||
{ "location": [ -778.813, 485.973, 23.46 ], "type":"gas" },
|
{ "location": [ -778.813, 485.973, 23.46 ], "type":"gas" },
|
||||||
{ "location": [ 617.164, -192.107, 53.2 ], "type":"ev" },
|
{ "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
|
end
|
||||||
```
|
```
|
||||||
|
|
||||||
### guihooks examples
|
### UI snippets
|
||||||
|
|
||||||
#### Toast Notifications, Top right of screen
|
#### Toast Notifications, Top right of screen
|
||||||

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

|
||||||
|
</figure>
|
||||||
|
|
||||||
```lua
|
```lua
|
||||||
--guihooks.trigger('toastrMsg', {type, title, msg, config = {timeOut}})
|
--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
|
#### 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
|
```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_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 = "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 = "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 = "save", icon = "save"})
|
||||||
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "settings", icon = "settings"})
|
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "settings", icon = "settings"})
|
||||||
```
|
```
|
||||||
|
|
||||||
#### Center large or small display flash
|
#### 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
|
```lua
|
||||||
--guihooks.trigger('ScenarioFlashMessage', {{msg, ttl, sound, big}} ) -- requires RaceCountdown ui app
|
--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
|
#### Center mid-size persistent display
|
||||||

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

|
||||||
|
</figure>
|
||||||
|
|
||||||
```lua
|
```lua
|
||||||
--guihooks.trigger('ScenarioRealtimeDisplay', {msg = msg} ) -- requires Race Realtime Display ui app
|
--guihooks.trigger('ScenarioRealtimeDisplay', {msg = msg} ) -- requires Race Realtime Display ui app
|
||||||
guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} )
|
guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} )
|
||||||
@@ -149,6 +174,218 @@ guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} )
|
|||||||
guihooks.trigger('ScenarioRealtimeDisplay', {msg = ""} )
|
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
|
## IMGUI Code Snippets
|
||||||
|
|
||||||
|
todo
|
||||||
|
|
||||||
## CEF UI Code Snippets
|
## 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.
|
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.
|
The BeamMP support team does not offer support for issues with pirated / outdated copies.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
## **2. Installation**
|
## **2. Installation**
|
||||||
|
|
||||||
### **2a. Windows 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.
|
!!!note
|
||||||
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.
|
As of April 1st, 2026, the MSI installer is an "unrecognized app" according to Windows Defender SmartScreen.
|
||||||
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.
|
To bypass this warning, click 'More info', then click 'Run anyway'.
|
||||||
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.
|
1. Go to [beammp.com](https://beammp.com/) and click the 'Download Now' button.
|
||||||
9. Select any server you like, and press `Connect`. Enjoy!
|
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
|
!!!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
|
- 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.
|
- 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.
|
- VPNs of any type may cause connection issues.
|
||||||
|
|||||||
@@ -353,6 +353,8 @@ markdown_extensions:
|
|||||||
- pymdownx.inlinehilite
|
- pymdownx.inlinehilite
|
||||||
- pymdownx.snippets
|
- pymdownx.snippets
|
||||||
- pymdownx.superfences
|
- pymdownx.superfences
|
||||||
|
- pymdownx.tabbed:
|
||||||
|
alternate_style: true
|
||||||
|
|
||||||
nav:
|
nav:
|
||||||
- Home: index.md
|
- Home: index.md
|
||||||
@@ -392,13 +394,16 @@ nav:
|
|||||||
- Introduction: beamng/dev/index.md
|
- Introduction: beamng/dev/index.md
|
||||||
- Programming:
|
- Programming:
|
||||||
- UI Apps (HTML): beamng/dev/modding/ui-apps.md
|
- 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
|
- Lua Mods (Scripts): beamng/dev/modding/lua-mods.md
|
||||||
- Content:
|
- Content:
|
||||||
- Maps: beamng/dev/content/maps.md
|
- Maps: beamng/dev/content/maps.md
|
||||||
- Props: beamng/dev/content/props.md
|
- Props: beamng/dev/content/props.md
|
||||||
- Vehicles: beamng/dev/content/vehicles.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:
|
- Scripting Reference:
|
||||||
- Mod (In-Game): scripting/mod-reference.md
|
- Mod (In-Game): scripting/mod-reference.md
|
||||||
- Server:
|
- Server:
|
||||||
|
|||||||