Adds a new section "Scripting" in the server UI where PowerShell modules can be defined. These can be used for defining a library of functions that can be used in any script. These modules are automatically synced to the launcher and imported upon script execution.
Adds a tool that checks archives to see if they use data descriptors instead of local entry headers for tracking entry size. It will also repack these archives if required.
When enabled, AutoRedirectToProvider will switch authentication challenges to redirect to the external auth provider instead of displaying the password login form. If more than one external provider is configured, a minimal external auth provider login page will be shown.
Ref #410
Script editor now supports drag and drop for .ps1, .reg, and other text files. .ps1 files will be handled by replacing the contents of the text editor. .reg files will be converted to PowerShell commands and inserted into the script editor. Any other text file will be inserted as an escaped string.
- Faster enumeration of large directories
- Add toggleable columns
- Add Created and Type columns
- Fix breadcrumbs
- Properly build left view tree with support for cross-platform roots and special folders
RunWrapper scripts were defined as a script type but never executed. This adds full execution support during game launch, with proper game running state tracking and cancellation/stop support including child process cleanup.
- Moves Redistributables for games to separate panel
- Add option override for games
- Add Monaco completions for option schema editing
- Add UI for editing options for a redistributable
- Add config importing to translate from INI, JSON, XML, etc to redist option schema
Options are defined schema that the redistributable will allow a game to customize / override. This will be useful for install scripts on a redistributable. It opens up the opportunity to define a redistributable for something such as dgVoodoo and override options on a per-game basis without having to edit the config manually in the game's scripts.
- Filter variable completions and hover by script type so only relevant variables appear (e.g. $AllocatedKey only in KeyChange scripts)
- Add inline validation warnings for package scripts missing New-Package and for variables used outside their valid script type
- Extend debug console to support tools and redistributables, add stop button and elapsed time display
- Disable minimap, enable bracket pair colorization and word wrap
- Add snippet insertion via Monaco snippet controller with selection replacement support
- Add script templates that auto-populate on new script creation
- Add Variables dropdown in editor toolbar based on current script type
- Change Add Script button to type-selection dropdown, auto-populate script name from type, remove Type field from editor dialog
- Move Requires Admin checkbox to toolbar row, move toolbar and editor outside Form to prevent dropdown clicks from closing the modal
- Set MaskClosable=false on script editor modals so Monaco autocomplete clicks don't dismiss the dialog
- Added sort order to media for screenshots and videos
- Added new "Preview" pane to game editor. Simulates the game details view in the launcher and allows for in-place media upload / grabbing
- Added abstractions for media grabbing
- Added subtitle to media picker dialog to indicate which services provide which assets
- Added preview for videos
- Made media searching faster overall
Archive is the local form model used for version/changelog input.
On a new upload Archive.Id is Guid.Empty, so callers received an
empty GUID instead of the real database ID. Pass uploadedArchive.Id,
which is the record fetched from the database after the upload
completes.
If ChunkUploader.Start() threw a JS interop exception Uploading was
left as true permanently, disabling the Upload and Cancel buttons
for the rest of the session without any visible error. Using a
finally block ensures the flag is reset whether the call succeeds,
throws, or is cancelled.