trumank / mint Goto Github PK
View Code? Open in Web Editor NEWDeep Rock Galactic mod loader and integration
License: MIT License
Deep Rock Galactic mod loader and integration
License: MIT License
Some passive thoughts while using the program (Take all with a grain of salt, as I have no clue the difficulty of implementing such things ๐ )
It would be cool to know which mods are being checked for updates as the updating process occurs. (Little loading symbols next to each mod on the UI?) And would be useful to know which mods actually did get an update since the last check, that way I can test functionality, or look for new features. (Perhaps โ
when updating check is completed on that mod, and "
The alternating colors and new switch design for enable/disable are beautiful and make the whole program look more polished!
I wonder if there's a way to hide the cmd console in the background? Or move it's output to a hideable panel inside the integrator itself? It's slightly annoying having two windows open for the same program. Absolutely not a big deal, but just a thought
I'd love the "Delete Mod" button to be labeled in some way. Make it red? Trash can symbol? Bigger button with "Delete" text actually on it?
The minus button to delete a mod is awfully close to the grabber for reorganizing the list, which ended up making me delete one mod by accident. I think the delete button could be moved somewhere else further to the right, or give it a confirmation window like "Are you sure you want to delete this mod? (YES) (NO)". And potentially something that tells me what mods were removed from the list, as I had no way of knowing which one I deleted since it just disappeared without warning
I would love it if after an "Update Cache" action, the 'Install Mods' button should automatically be pressed, and install all new updates immediately
Less frequently used buttons like "Lint" or "Uninstall" could be moved to opposite side of panel, so they arent accidently pressed, or cluttering the space that most users will interact with
When clicking on a hyperlinked text for an installed mod that is sourced from a local directory, I expected it to bring me to the local directory where that mod was found. Instead, it opened a browser window and tries to download it.
When DRG Re-Forged is added to the game, all other mods seem to not work (can't open mod-hub, etc). It works properly in DRG's modloader. This could be a copy of #33 but I'm not sure how Re-forged was compressed.
This bug report is reported on behalf of pH-JPEG.
pH-JPEG's mod list (not all enabled):
https://mod.io/g/drg/m/white-stingtails#3190129
https://mod.io/g/drg/m/improved-fire-bomber-projectile-visibility#3187876
https://mod.io/g/drg/m/revert-resupply-stacking#2909497
https://mod.io/g/drg/m/revert-preatorian-gas-bug-mostly#2942827
https://mod.io/g/drg/m/revert-em-discharge#2191437
https://mod.io/g/drg/m/only-bugs-no-content#2959011
https://mod.io/g/drg/m/fix-grenade-collision#2190584
https://mod.io/g/drg/m/custom-difficulty#1861561
https://mod.io/g/drg/m/buyable-missions#1962912
https://mod.io/g/drg/m/all-deep-dives-hazard-5#1519511
https://mod.io/g/drg/m/modified-gunner-shield-effect#3029397
https://mod.io/g/drg/m/weapon-heat-crosshair#1634437
https://mod.io/g/drg/m/silent-born-ready#1130032
https://mod.io/g/drg/m/goldchunksbegone#2424882
https://mod.io/g/drg/m/remove-flares#1123715
https://mod.io/g/drg/m/remove-damage-overlays#2702074
https://mod.io/g/drg/m/remove-all-particles-but-weaponsntools#1034644
https://mod.io/g/drg/m/random-mission-selection#1130085
https://mod.io/g/drg/m/retrograde-mod-spawner#1399744
https://mod.io/g/drg/m/polygondwanaland-jukebox#1593577
https://mod.io/g/drg/m/no-ricochet-sounds#2461393
https://mod.io/g/drg/m/no-revive-shouts#2400086
https://mod.io/g/drg/m/miracle-mod-manager#1582325
https://mod.io/g/drg/m/live-mission-stat-tracker#1636619
https://mod.io/g/drg/m/invisible-hands#2474953
https://mod.io/g/drg/m/doretta-shut-up#1157883
https://mod.io/g/drg/m/display-stabber-vines-hp#2909311
https://mod.io/g/drg/m/death-marker#3035859
https://mod.io/g/drg/m/customizable-weapon-fov#2334132
https://mod.io/g/drg/m/drglib#1034237
https://mod.io/g/drg/m/customizable#2478655
https://mod.io/g/drg/m/custom-killfeed#1645602
https://mod.io/g/drg/m/clutterbegone#2434441
https://mod.io/g/drg/m/build-inspector#2101319
https://mod.io/g/drg/m/born-ready-hud-popup#2905192
https://mod.io/g/drg/m/better-unknown-horror-indicator#2503544
https://mod.io/g/drg/m/mod-hub#1792770
https://mod.io/g/drg/m/better-spectator-reloaded#1877135
https://mod.io/g/drg/m/a-better-modding-menu#2247462
https://mod.io/g/drg/m/better-explosion-range-indicator#1831206
Version is included already but commit will help when handling test builds
I propose a method of grouping mods together and adjusting profiles to operate on layered mod groups. This would allow for configurations such as:
With this configuration, mods in the visual group can be added/removed/modified and the change would be automatically reflected in any mod profile using the group. This also lays the groundwork for receiving and merging mods profiles (actually mod groups in this case) from the lobby host.
For example, a user might want to edit/share profiles.json manually.
The mod information is already embedded inside the mod assets so it can be displayed where the normal mod tab would be.
required
modsThese are in preparation for the future mod groups feature #14 as well as future changes to internal state and thus impacts user config.
Allow adding multiple DRG installs via settings and a combox box next to the 'install' button to switch between them.
Asset registry files are stripped from mods since they are rarely used to access mods assets, however the official integration does attempt (it's very broken) to populate the game's asset registry with mod asset registries upon mounting. There are two ways this could be done:
Split mod registries with the game's registry as-is
Parse mod asset contents to determine asset information to more accurately populate registry information
Actions being:
Reported on behalf of a user. Mods list:
https://mod.io/g/drg/m/no-camera-shake#1158572
https://mod.io/g/drg/m/lok-1-sfx-replacement-pulse-rifle#2408852
https://mod.io/g/drg/m/hurricane-sfx-replacement-cicada#3097022
https://mod.io/g/drg/m/remove-all-particles#1034587
https://mod.io/g/drg/m/voltaic-smg-uzi-gunshots-sfx#1510072
https://mod.io/g/drg/m/bulldog-sfx-replacement-northstar#2080865
https://mod.io/g/drg/m/remove-decals#1138668
https://mod.io/g/drg/m/arknights-schwarz-coil-gun-sound#2125794
https://mod.io/g/drg/m/removed-frozen-death-fire-death-particles#2133905
https://mod.io/g/drg/m/breach-cutter-sfx-replacement#1929699
https://mod.io/g/drg/m/audio-wot-cannon-firing-sfx-for-cryo-cannon-ocs#1750422
https://mod.io/g/drg/m/cosmetic-restriction-remover#1158356
https://mod.io/g/drg/m/pgl-40mm-reponitepaenitete#3146563
https://mod.io/g/drg/m/custom-difficulty#1861561
https://mod.io/g/drg/m/sekiro-danger-for-heightened-senses#2771775
https://mod.io/g/drg/m/no-ragdolls#2121639
https://mod.io/g/drg/m/weapon-heat-crosshair#1634437
D:\3pmod\CLUSTERBEGONE.zip
https://mod.io/g/drg/m/gk2-deepcore-akm-sfx#1499941
https://mod.io/g/drg/m/warthog-spas-12#1489631
https://mod.io/g/drg/m/modified-gunner-shield-effect#3029397
https://mod.io/g/drg/m/lowpoly#2434442
https://mod.io/g/drg/m/customizable-weapon-fov#2334132
https://mod.io/g/drg/m/punch-animation-for-pickaxe-power-attack#2148763
https://mod.io/g/drg/m/frozen-impact-particles-fps-fix#2285617
https://mod.io/g/drg/m/goldchunksbegone#2424882
https://mod.io/g/drg/m/sprint-by-default-hold-to-walk#2152235
https://mod.io/g/drg/m/only-bugs-no-content#2959011
https://mod.io/g/drg/m/born-ready-hud-popup#2905192
https://mod.io/g/drg/m/mod-hub#1792770
https://mod.io/g/drg/m/hold-to-jump-bhop#2585212
https://mod.io/g/drg/m/miracles-custom-soundtrack#2433395
https://mod.io/g/drg/m/buyable-missions#1962912
https://mod.io/g/drg/m/miracle-mod-manager#1582325
https://mod.io/g/drg/m/shard-difractor-sfx-replacement-wisp#2036912
https://mod.io/g/drg/m/jet-boots-sfx-replacement-grineer-jetpack#3135932
https://mod.io/g/drg/m/m1000-classic-sfx-replacement#2767795
https://mod.io/g/drg/m/boomstick-sfx-replacement-cedo#2084461
https://mod.io/g/drg/m/sludge-pump-sfx-replacement-bio-rifle#1839402
https://mod.io/g/drg/m/corrupted-vor-haunted-cave#2224215
https://mod.io/g/drg/m/vay-hek-nemesis#2229868
https://mod.io/g/drg/m/crspr-sfx-replacement#1835591
https://mod.io/g/drg/m/drak-25-sfx-replacement-pulse-gun#1911144
https://mod.io/g/drg/m/simpler-hollow-bough#1564609
https://mod.io/g/drg/m/all-deep-dives-hazard-5#1519511
https://mod.io/g/drg/m/simpler-azure-weald#1166441
https://mod.io/g/drg/m/remove-flares#1123715
https://mod.io/g/drg/m/silent-born-ready#1130032
https://mod.io/g/drg/m/fast-forging#1035291
https://mod.io/g/drg/m/drglib#1034237
D:\3pmod\RestartMission_v1.01.pak.zip
https://mod.io/g/drg/m/ironwill-count-down-voice#1960533
https://mod.io/g/drg/m/gau-8-avenger-sound-for-tactical-leadburster#2450041
https://mod.io/g/drg/m/gear-sprinting-sound#2536881
https://mod.io/g/drg/m/zhukov-nuk17-madness-combat-sounds#2917335
https://mod.io/g/drg/m/actual-sound-for-cave-leech-movement-season-2#2348581
https://mod.io/g/drg/m/sfx-doom-3-trite-swarmers#1773996
https://mod.io/g/drg/m/halo-ce-anniversary-shield-recharge-sound#2044707
https://mod.io/g/drg/m/microwave-sound-mod-for-wave-cooker#2025965
https://mod.io/g/drg/m/louder-equipment-audio-cues#2296587
https://mod.io/g/drg/m/minigun-intensified-sound#1162391
It's possible to start generating a lint report which seems to cancel a currently running integration.
Reported on behalf of a user.
bugs just disappear for me sometimes even tho i dont have no ragdolls mod installed
Emphasis on sometimes. It doesn't always happen.
Mods list:
https://mod.io/g/drg/m/visual-removal-package-but-3d-visuals-only#2989578
C:\Users\PC\Desktop\clutterbegone_23.01.30_patch.pak
https://mod.io/g/drg/m/miku-molly2#2659655
https://mod.io/g/drg/m/employee-of-the-month-removal#1521186
https://mod.io/g/drg/m/wall-eye-removal#1372851
https://mod.io/g/drg/m/138minecraft-item-pickup-sfx#3193061
https://mod.io/g/drg/m/pink-lok-1-lock-on-beam#3235262
https://mod.io/g/drg/m/corpse-feeder-removal#1341377
https://mod.io/g/drg/m/get-over-here-stingtail1#3226881
https://mod.io/g/drg/m/closer-promotion-terminal-updated#2092879
https://mod.io/g/drg/m/darker-dark-descent#2118948
https://mod.io/g/drg/m/smooth-rival-tech-textures#2117351
https://mod.io/g/drg/m/smooth-dark-future-textures#2107596
https://mod.io/g/drg/m/dark-future-tools#2169739
https://mod.io/g/drg/m/fix-centered-names#2191191
https://mod.io/g/drg/m/revert-preatorian-gas-bug-mostly#2942827
https://mod.io/g/drg/m/modified-gunner-shield-effect#3029397
https://mod.io/g/drg/m/better-unknown-horror-indicator#2503544
https://mod.io/g/drg/m/customizable#2478655
https://mod.io/g/drg/m/white-septic-spreader#3187500
https://mod.io/g/drg/m/cosmetic-restriction-remover#1158356
https://mod.io/g/drg/m/revert-em-discharge#2191437
https://mod.io/g/drg/m/punch-animation-for-pickaxe-power-attack#2148763
https://mod.io/g/drg/m/custom-difficulty#1861561
https://mod.io/g/drg/m/old-mission-icons-from-update-34-to-update-35#1436382
https://mod.io/g/drg/m/disruptive-audio-removal-pack-plus#1372030
https://mod.io/g/drg/m/custom-vanity-framework#2432311
https://mod.io/g/drg/m/fix-grenade-collision#2190584
https://mod.io/g/drg/m/build-inspector#2101319
https://mod.io/g/drg/m/death-marker#3035859
https://mod.io/g/drg/m/simpleqol#1956173
https://mod.io/g/drg/m/miracle-mod-manager#1582325
https://mod.io/g/drg/m/better-spectator-reloaded#1877135
https://mod.io/g/drg/m/deep-dive-secondaries-on-normal-missions-season3#2556260
https://mod.io/g/drg/m/preset-framework#3112892
https://mod.io/g/drg/m/vanity-search#2443134
https://mod.io/g/drg/m/shout-framework#2751974
https://mod.io/g/drg/m/sgg-framework-files#3096846
https://mod.io/g/drg/m/better-explosion-range-indicator#1831206
https://mod.io/g/drg/m/passive-aggressive-mission-control#2028000
https://mod.io/g/drg/m/mod-hub#1792770
https://mod.io/g/drg/m/drglib#1034237
https://mod.io/g/drg/m/customizable-weapon-fov#2334132
https://mod.io/g/drg/m/miracles-assignment-reroll#2787974
https://mod.io/g/drg/m/all-deep-dives-hazard-5#1519511
https://mod.io/g/drg/m/only-bugs-no-content#2959011
https://mod.io/g/drg/m/lbs-base-kit#2986917
https://mod.io/g/drg/m/revert-resupply-stacking#2909497
https://mod.io/g/drg/m/real-weapon-stats#1140262
https://mod.io/g/drg/m/display-silicate-harvesters-hp#2925419
https://mod.io/g/drg/m/ammo-percentage-indicator#2613099
https://mod.io/g/drg/m/actual-sound-for-cave-leech-movement-season-2#2348581
https://mod.io/g/drg/m/better-post-processing-reloaded#2025849
https://mod.io/g/drg/m/fast-forging#1035291
https://mod.io/g/drg/m/combined-presets#2814623
https://mod.io/g/drg/m/pink-flamethrower#3179889
https://mod.io/g/drg/m/buyable-missions#1962912
https://mod.io/g/drg/m/pink-stingtails#3187625
https://mod.io/g/drg/m/brighter-objects-add-on#1720132
https://mod.io/g/drg/m/weapon-heat-crosshair#1634437
https://mod.io/g/drg/m/customizable-ally-outlines#1533299
https://mod.io/g/drg/m/ironwill-count-down-voice#1960533
https://mod.io/g/drg/m/hold-to-jump-bhop#2585212
https://mod.io/g/drg/m/display-stabber-vines-hp#2909311
https://mod.io/g/drg/m/unique-status-icons-w-hud-elements-sticky-icons#3122703
https://mod.io/g/drg/m/advanced-darkness-reloaded#2029130
https://mod.io/g/drg/m/a-better-modding-menu#2247462
Quick n easy one. Also going to bundle in here to say that you need to include that parameter in the launch args ASAP.
Mod link: https://mod.io/g/drg/m/touhou-ost-to-drg
songs often dont play on the space rig and on missions like refinery songs tend to stack on top of each other
User reports mod works fine on mod.io, but needs additional confirmation and testing.
Currently the user is left with no information on which mod actually causes an error if one occurs.
Currently using v0.2.8, but was also noticed on v0.2.7. Upon resizing the Mod Integration client window some amount, the entire program will crash.
Attached is a video to explain what is happening: https://youtu.be/oyYdtnRPKL0
The command prompt window is minimized in the background for all of these crash instances, though the crash can also occur if the command prompt window is not minimized. Using Windows 10.
Reported on behalf of a user. Mods list:
https://mod.io/g/drg/m/no-camera-shake#1158572
https://mod.io/g/drg/m/lok-1-sfx-replacement-pulse-rifle#2408852
https://mod.io/g/drg/m/hurricane-sfx-replacement-cicada#3097022
https://mod.io/g/drg/m/remove-all-particles#1034587
https://mod.io/g/drg/m/voltaic-smg-uzi-gunshots-sfx#1510072
https://mod.io/g/drg/m/bulldog-sfx-replacement-northstar#2080865
https://mod.io/g/drg/m/remove-decals#1138668
https://mod.io/g/drg/m/arknights-schwarz-coil-gun-sound#2125794
https://mod.io/g/drg/m/removed-frozen-death-fire-death-particles#2133905
https://mod.io/g/drg/m/breach-cutter-sfx-replacement#1929699
https://mod.io/g/drg/m/audio-wot-cannon-firing-sfx-for-cryo-cannon-ocs#1750422
https://mod.io/g/drg/m/cosmetic-restriction-remover#1158356
https://mod.io/g/drg/m/pgl-40mm-reponitepaenitete#3146563
https://mod.io/g/drg/m/custom-difficulty#1861561
https://mod.io/g/drg/m/sekiro-danger-for-heightened-senses#2771775
https://mod.io/g/drg/m/no-ragdolls#2121639
https://mod.io/g/drg/m/weapon-heat-crosshair#1634437
D:\3pmod\CLUSTERBEGONE.zip
https://mod.io/g/drg/m/gk2-deepcore-akm-sfx#1499941
https://mod.io/g/drg/m/warthog-spas-12#1489631
https://mod.io/g/drg/m/modified-gunner-shield-effect#3029397
https://mod.io/g/drg/m/lowpoly#2434442
https://mod.io/g/drg/m/customizable-weapon-fov#2334132
https://mod.io/g/drg/m/punch-animation-for-pickaxe-power-attack#2148763
https://mod.io/g/drg/m/frozen-impact-particles-fps-fix#2285617
https://mod.io/g/drg/m/goldchunksbegone#2424882
https://mod.io/g/drg/m/sprint-by-default-hold-to-walk#2152235
https://mod.io/g/drg/m/only-bugs-no-content#2959011
https://mod.io/g/drg/m/born-ready-hud-popup#2905192
https://mod.io/g/drg/m/mod-hub#1792770
https://mod.io/g/drg/m/hold-to-jump-bhop#2585212
https://mod.io/g/drg/m/miracles-custom-soundtrack#2433395
https://mod.io/g/drg/m/buyable-missions#1962912
https://mod.io/g/drg/m/miracle-mod-manager#1582325
https://mod.io/g/drg/m/shard-difractor-sfx-replacement-wisp#2036912
https://mod.io/g/drg/m/jet-boots-sfx-replacement-grineer-jetpack#3135932
https://mod.io/g/drg/m/m1000-classic-sfx-replacement#2767795
https://mod.io/g/drg/m/boomstick-sfx-replacement-cedo#2084461
https://mod.io/g/drg/m/sludge-pump-sfx-replacement-bio-rifle#1839402
https://mod.io/g/drg/m/corrupted-vor-haunted-cave#2224215
https://mod.io/g/drg/m/vay-hek-nemesis#2229868
https://mod.io/g/drg/m/crspr-sfx-replacement#1835591
https://mod.io/g/drg/m/drak-25-sfx-replacement-pulse-gun#1911144
https://mod.io/g/drg/m/simpler-hollow-bough#1564609
https://mod.io/g/drg/m/all-deep-dives-hazard-5#1519511
https://mod.io/g/drg/m/simpler-azure-weald#1166441
https://mod.io/g/drg/m/remove-flares#1123715
https://mod.io/g/drg/m/silent-born-ready#1130032
https://mod.io/g/drg/m/fast-forging#1035291
https://mod.io/g/drg/m/drglib#1034237
D:\3pmod\RestartMission_v1.01.pak.zip
https://mod.io/g/drg/m/ironwill-count-down-voice#1960533
https://mod.io/g/drg/m/gau-8-avenger-sound-for-tactical-leadburster#2450041
https://mod.io/g/drg/m/gear-sprinting-sound#2536881
https://mod.io/g/drg/m/zhukov-nuk17-madness-combat-sounds#2917335
https://mod.io/g/drg/m/actual-sound-for-cave-leech-movement-season-2#2348581
https://mod.io/g/drg/m/sfx-doom-3-trite-swarmers#1773996
https://mod.io/g/drg/m/halo-ce-anniversary-shield-recharge-sound#2044707
https://mod.io/g/drg/m/microwave-sound-mod-for-wave-cooker#2025965
https://mod.io/g/drg/m/louder-equipment-audio-cues#2296587
https://mod.io/g/drg/m/minigun-intensified-sound#1162391
What if we could pick and choose conflicting assets produced by the mod linter to give load priority to?
For example, of Buyable Missions.
Originally from comment #30 (comment). This issue keeps track of GUI refactoring effort.
thing
" component so it can be shared between many types of thing
s. Addressed by 91ce56d.For the length of my mod list the update cache process takes multiple minutes and usually it's just one mod I actually care about getting an update for.
Also, don't think I should make a seperate issue for such a minor thing, but wouldn't you agree that "Update mods" is a more user friendly name for the button? It's not exactly clear to most users that updating the cache would be checking for updates/updating your mods. I know it's got the hover text but I still believe that mentioning a technical word when it doesn't need to be mentioned isn't the best ๐
Especially if there are panics that we want to debug.
Example URL: https://mod.io/g/drg/m/bucks-shitty-audio-modpack?preview=b2af1287d7ec5cae8d7a2994717b639b
The following error occurs when adding the mod:
modio::Error {
kind: Validation(
"Validation Failed. Please see below to fix invalid input:",
{
"name_id": "The \"name id\" may not be greater than 50 characters.",
},
),
}
@jieyouxu can you see if you can replicate? it works for truman, but it could be because his account automatically has access to everything due to being a community moderator.
The MS store version of the game has limited save game support so all mods using custom save games end up overwriting the player's save file. The save functions should be hooked to restore ability to write to save files with a custom path.
Currently any changes made are immediately saved. This can lead to things like the user accidentally hitting a button and not knowing what just happened (e.g. deleting a mod).
Modifications should exist only in memory until explicitly saved by the user. Modified UI elements should visually indicate if they've been modified and have yet to be saved.
Currently all data is dropped into the data
directory next to the executable. The configuration and cache files should be moved into their respective user specific locations for each platform, probably using https://crates.io/crates/dirs
Add an icon next to each mod showing it's origin (mod.io, HTTP URL, local file)
Many paks are already compressed so a lot of time is wasted both by decompressing but also writing more bytes to disk since they get written back uncompressed.
Mod download progress is properly indicated but the actual integration step is not so long integrations can give the impression something is stuck.
In v0.2.8 when you use local mod it stop bp mod from working. When local mod is disable it is working again. Older version works fine
I have a small utility I use for doing some quick automated checks on mods: https://github.com/trumank/drg-mod-tools
There could be a developer option to run this automatically on all mods and notify the user of any problems found. This could be useful for both debugging integration problems but also to help mod developers troubleshoot their own mods. The integrator also has information on contents of the DRG pak as well as other mods it's being loaded with so it's fully equipped to inform the user of possible mod conflicts or expected file replacements as well.
_Interop
, _AssemblyStorm/Common
)Mod: https://mod.io/g/drg/m/ammo-percentage-indicator-e
Mod works normally from mod.io
Using mod integration the game hangs at the Initialize screen forever.
To reduce the likelihood of producing a partial/broken config if the tool crashes/is killed mid write.
There are a very small amount of mods on mod.io using oodle compression which repak
does not support well on Windows or at all on Linux due to it requiring a proprietary DLL:
https://mod.io/g/drg/m/random-mission-selection
https://mod.io/g/drg/m/better-pickaxe-recharge-widget
https://mod.io/g/drg/m/text-commands-wheel
https://mod.io/g/drg/m/hazard-persistence-enjoyer
Depending on how widespread oodle ends up being on mod.io, it may make sense to look into better support, or just creating patched versions of these mods without oodle.
The biggest offender is filesystem errors because they do not by default include the file path causing the error. I've manually added context in a few places but there are still many many more without. One possible option is switching fs operations to the fs_err crate.
Allow selecting and applying actions to multiples mods:
Setup some testing infrastructure to incorporate test mods which have various edge cases, such as including shader bytecode, conflicting mods, to test integration and linting functionality.
.pak
s and zipped archives in test_assets
, introduce a build step in integration tests to build them based on loose files instead.The mod integrator is fantastic and dare I say 'necessary' to the future of drg modding. I wanted to express my concern with an upcoming change where player names and/or lobbies will be marked as '[modded]'. I think this is a bad idea. Modding has such a negative stigma in the general playerbase and its these marked lobbies that helped create segregation which ultimately killed off public modded lobbies. Pre-modio, not having [modded] tags greatly benefited modding and helped create a thriving modding community. OP sandbox lobbies in public were never an issue of modding. The very few lobbies that did that back in the day were all done using cheat tables, trainers, and console commands. I hope you reconsider and thanks for all the hard work. So far the feedback has been very positive on the integrator.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.