merge changes from oculus-compat #2

Closed
DL2x wants to merge 0 commits from oculus-compat into lobby-server
Owner
No description provided.
DL2x added 32 commits 2026-02-05 22:48:10 +01:00
ModInfo now includes a trusted URL field and serialises mod lists as JSON for improved compatibility checks. The server browser details pane displays mod status with hyperlinks, and version checks now use a unified build version string.
Replaced usage of Multiplayer.LocalBuildInfo with MainMenuControllerPatch.MenuProvider.BuildVersionString for build version validation during login.
Changed the representation of required mods so it is correctly serialised to JSON, rather than serialising to a string containing JSON.
Previously, incompatible mods were ignored by returning null. Now, they are added to the localMods list.
Updated the project file to publicise DV.UIFramework.CollapsibleElement.

Changed the Awake method from protected to public override in ServerBrowserElement and ServerBrowserPlaceholderElement due to new publicised protection levels.
Server browser now displays required and extra mods with compatibility status, including localised labels for OK, mismatch, missing, incompatible, and extra mods. UI elements for mod lists are collapsible and support hyperlinks. Locale keys and translations for new mod status labels were added. Refactored MainMenuControllerPatch to expose MainMenuControllerInstance for easier access.
Replaces modsContainer with detailsContent for mod elements, updates how mod groups are set up, and improves formatting for server details and mod labels.
Replaced hardcoded disconnect reason strings with localized values in ServerBrowserPane. Added separate localized 'yes' and 'no' responses for password required in server details. Updated Locale.cs and locale.csv to support new keys for these values.
Eliminates redundant display of the host details label in the server browser pane by appending only the server details string. This improves clarity and prevents repeated information in the server details section.
Updated references from 'gameParams' to 'GameParams' to match the correct property.
clone incomming changes
Added ServerboundTrainSpawnRequestPacket and server-side validation for client-initiated car spawns.

Updated NetworkedCarSpawner and related patches to support new spawn flow and play spawn sounds for player-initiated spawns.

Removed unused ClientboundSpawnTrainCarPacket
Remove over the top logging
Removed call to `ClearAvailableJobOverviewGOs` in `NetworkedStationController`.  Fixes issue where clearing a carriage for an available job causes all client job overviews to despawn at the station.
Introduces a new setting 'Show Player List in Alt Mouse Mode' to control the visibility of the player list when mouse mode is active. Updates PlayerListGUI to respect this setting when toggling the player list display.
Added null checks and improved error handling across multiple components to prevent null reference exceptions.
isUnloading and isQuitting are not set until after scene unload has begun, causing unnecessary logging.

Introduces an IsReturningToMenu property to track when a scene switch to the main menu is requested. Updated NetworkLifecycle.OnTick() invocation and error logging to avoid processing during game scene unload.
Moved the logic for destroying JobOverview and JobBooklet items into dedicated methods in NetworkedJob. Updated NetworkedStationController to use these new methods, improving code clarity and encapsulation.

Fixed error where a job overview could be destroyed while in a client's inventory, and slot would remain used (item not properly removed)
Introduced additional Log statements throughout NetworkClient and NetworkServer to improve traceability of key connection events.
If the host shows the pause menu and then changes focus to a new window, the simulation pauses. Clients will continue to run the simulation, but when the host returns to the game the simulation will reset to the pre-pause state. On Clients this can cause a large jump and physics glitches.
Disable Teleport and Pause Menu inputs when chat is toggled. This fixes an issue where the 'F' key teleports the player and allows 'escape' to be used to close the chat window.
pull imcomming changes from alpha
integrate incomming changes
Reviewed-on: #1
DL2x referenced this pull request from a commit 2026-02-06 00:04:45 +01:00
DL2x closed this pull request 2026-02-06 00:40:47 +01:00

Pull request closed

Sign in to join this conversation.
No reviewers
No labels
No milestone
No project
No assignees
1 participant
Notifications
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set.

Reference
DL2x/dv-multiplayer!2
No description provided.