1. Post #1761
    I'm rocketsnail full of rocketfail! Drop boxes ⇒⇒⇒
    Rocket's Avatar
    January 2011
    3,293 Posts
    The licensing fee is for using the Source Engine for any commercial project. The fee goes to licensing Havok, Bink, and Miles.
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  2. Post #1762
    The Commander's Avatar
    September 2009
    1,732 Posts
    Garry's Mod 2 was an early/late April fools joke, everyone knows this.
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  3. Post #1763

    April 2017
    21 Posts
    gmod on source 2 engine 2k17 pl0x
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  4. Post #1764
    I'm rocketsnail full of rocketfail! Drop boxes ⇒⇒⇒
    Rocket's Avatar
    January 2011
    3,293 Posts
    gmod 2 on the UT2005 engine pls
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  5. Post #1765

    April 2017
    21 Posts
    gmod 2 on the UT2005 engine pls
    DarkRP on Xbox 1 Support Pls
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  6. Post #1766
    I code stuff.
    MadParakeet's Avatar
    November 2009
    901 Posts
    Update on Awesomium Must Die 3.0:

    My old version was really dependent on CEF shit, so I decided to restart with Ley's version as a base rather than gutting mine. The Steam HTML surface has a pretty limited API compared to CEF, but it's a good deal easier to use. Shit's going to get a little hacky, I'm gonna cut some corners pretty hard. There might be some security concerns, so when I get it working I'll probably just throw it at glua.team and see if anyone can break it.
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  7. Post #1767
    Yep, I'm a brony sperg. Dealwithit.
    Redfiend's Avatar
    March 2013
    735 Posts
    DarkRP on Xbox 1 Support Pls
    melon wars on the atari support pls
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  8. Post #1768
    VXP
    VXP's Avatar
    January 2012
    45 Posts
    Melon Racer official competitive matches pls
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  9. Post #1769
    Portugalotaku's Avatar
    January 2012
    1,807 Posts
    Fuck that noise man, we need melon racer working on calculators.
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  10. Post #1770
    Your local friendly Lua helper!
    bobbleheadbob's Avatar
    July 2011
    1,796 Posts
    Hey let's stop shitposting! :)
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  11. Post #1771
    bigdogmat's Avatar
    May 2014
    773 Posts
    I already plan on allowing modules to create their own types/metatables/userdata without using the current hacky methods and also stopping calls coroutines from causing modules to crash.
    Considering this isn't on pre-release I assume it's not coming this update?
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  12. Post #1772
    I code stuff.
    MadParakeet's Avatar
    November 2009
    901 Posts
    Here's the situation...

    Getting ISteamHTMLSurface to work on a basic level was actually really easy. There are two three big issues:

    1. The user is always authed with steam sites in ISteamHTMLSurface. I don't think it's possible to disable this. The best way I can think to handle it is to just blacklist steam domains, and encourage usage of gui.OpenURL() for steam shit.

    2. I don't think custom protocol handlers can be added with ISteamHTMLSurface. I can probably just whitelist very specific file:// urls, but this still sounds pretty sketchy. file:// urls also tend to be pretty limited. Another option is to run a local fucking http server that serves assets.

    Edit: 3. I'm not even sure if background transparency is possible, despite the fact that it passes along alpha values. This is shit tier. What am I supposed to do, chroma key it?

    Edit: Fuck this I'm going back to arguing with idiots about javascript on reddit, let me know if you have any ideas.
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  13. Post #1773
    Your local friendly Lua helper!
    bobbleheadbob's Avatar
    July 2011
    1,796 Posts
    Here's the situation...



    Getting ISteamHTMLSurface to work on a basic level was actually really easy. There are two big issues:

    1. The user is always authed with steam sites in ISteamHTMLSurface. I don't think it's possible to disable this. The best way I can think to handle it is to just blacklist steam domains, and encourage usage of gui.OpenURL() for steam shit.

    2. I don't think custom protocol handlers can be added with ISteamHTMLSurface. I can probably just whitelist very specific file:// urls, but this still sounds pretty sketchy. file:// urls also tend to be pretty limited. Another option is to run a local fucking http server that serves assets.
    How exactly is authorization an issue? Sounds like a feature to me. What ways could it be abused?
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  14. Post #1774
    Jelman's Avatar
    October 2014
    2,665 Posts
    How exactly is authorization an issue? Sounds like a feature to me. What ways could it be abused?
    I'm thinking getting people to open malicious links and fuck with some stuff on steam sites
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  15. Post #1775
    MeepDarknessM's Avatar
    July 2013
    1,497 Posts
    How exactly is authorization an issue? Sounds like a feature to me. What ways could it be abused?
    considering we have full control of the panel we can do anything we want with anyone that connected to our server's account
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  16. Post #1776
    Moat's Avatar
    March 2014
    347 Posts
    How exactly is authorization an issue? Sounds like a feature to me. What ways could it be abused?
    Imagine waking up after an update that had this and seeing 1,293 new friend requests on Steam because someone backdoor'd their workshop addon.
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  17. Post #1777
    TFA
    TFA's Avatar
    March 2015
    913 Posts
    Imagine waking up after an update that had this and seeing 1,293 new friend requests on Steam because someone backdoor'd their workshop addon.
    It'd be almost like submitting an addon to workshop yourself
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  18. Post #1778
    I'm Better Than You
    Handsome Matt's Avatar
    August 2008
    7,461 Posts
    More like the equivalent of pretty much any XSS attack on Steam Community. So worst cases are stuff like executing javascript to buy stuff from the market, to trade items, etc..
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  19. Post #1779
    YukiTheater.org
    WinterPhoenix's Avatar
    January 2013
    167 Posts
    Here's the situation...
    I would say custom protocol handlers and Steam Auth are only an issue if you're pitching this as a full blown Awesomium Replacement as opposed to an Alternative.

    If we're only going for the alternative approach, file:// or custom protocols aren't strictly speaking needed (I can live without them at least) and the potential security issue with Steam domains could be solved by preventing any and all connections to them (XHR, IFrames, Web Sockets, navigation, etc), if that's possible within ISteamHTMLSurface.

    Furthermore, are you sure you can't create a new, separate Cookie Jar/Manager/Store for an instance of ISteamHTMLSurface? I know you can in CEF using the CefCookieManager class at least.

    Also these links may prove to be of use to you.
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  20. Post #1780
    I'm Better Than You
    Handsome Matt's Avatar
    August 2008
    7,461 Posts
    Just GitHub it and let's work together, I'm sure we can all find the best solution to these issues.
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  21. Post #1781
    Gold Member
    DarthTealc's Avatar
    October 2007
    908 Posts
    Furthermore, are you sure you can't create a new, separate Cookie Jar/Manager/Store for an instance of ISteamHTMLSurface? I know you can in CEF using the CefCookieManager class at least.
    We need to find out if it is possible for ISteamHTMLSurface to isolate Gmod's session from Steam/overlay's session. If CEF can do it it why couldn't Steam since it's based on that? Garry/Facepunch must have contacts they could ask at Valve about if it's possible or how realistic it would be to add it.
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  22. Post #1782
    Gold Member
    Leystryku's Avatar
    May 2012
    1,067 Posts
    We need to find out if it is possible for ISteamHTMLSurface to isolate Gmod's session from Steam/overlay's session. If CEF can do it it why couldn't Steam since it's based on that? Garry/Facepunch must have contacts they could ask at Valve about if it's possible or how realistic it would be to add it.
    There's a function called SetCookie
    Code:
    	virtual void SetCookie( const char *pchHostname, const char *pchKey, const char *pchValue, const char *pchPath = "/", RTime32 nExpires = 0, bool bSecure = false, bool bHTTPOnly = false ) = 0;
    could probably use it to make their steam cookies invalid aka be logged out @the web shit.
    hacky solution tho
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  23. Post #1783
    Grocel's Avatar
    October 2008
    1,577 Posts
    It's kind of a shame that the twitter change log bot is turned off now. It was quite useful to keep track of the upcoming changes. Will there be an alternative (aka. a change log sorted by time) beside the change log in the wiki?
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  24. Post #1784
    Don't PM me about moderation - PM any of the mods.
    Robotboy655's Avatar
    May 2008
    15,396 Posts
    It's kind of a shame that the twitter change log bot is turned off now. It was quite useful to keep track of the upcoming changes. Will there be an alternative (aka. a change log sorted by time) beside the change log in the wiki?
    Will have to alter the Dev branch change log format I guess.
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  25. Post #1785
    Gold Member

    April 2011
    97 Posts
    Sorry if this was already mentioned but is there an estimated time the next update will be out?

    Edit: I meant an actual time rather than they day. I know it's usually around 1pm but is that what's going to happen tomorrow?
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  26. Post #1786
    Grocel's Avatar
    October 2008
    1,577 Posts
    Sorry if this was already mentioned but is there an estimated time the next update will be out?
    Tomorrow.
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  27. Post #1787
    I code stuff.
    MadParakeet's Avatar
    November 2009
    901 Posts
    Just GitHub it and let's work together, I'm sure we can all find the best solution to these issues.
    The attempt at a drop in replacement is 100% not going to work. At this point I'm not sure if I want to try optimizing my CEF version or build a new control for ISteamHTMLSurface.
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  28. Post #1788
    Divinity Roleplay
    TheDivinity's Avatar
    August 2011
    550 Posts
    I think Scott was asking for time as in what time today will the update be coming out.
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  29. Post #1789

    January 2014
    209 Posts
    Countdown timer for the update?
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  30. Post #1790
    Willox said I can put anything in here, so I've put
    *meow*
    Willox's Avatar
    December 2009
    2,949 Posts
    3PM sounds good. http://a.chronus.eu/17B8BE8

    Just a heads up, the networking is compatible across prerelease/main, so it should be fine to update your server whenever is good for you (even right now if you specify the prerelease branch). There's quite a lot of fixes though, so make sure you do it.
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  31. Post #1791
    orc

    September 2015
    158 Posts


    Ermmm... I think you guys might want to get on the Dev branch asap!
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  32. Post #1792
    I code stuff.
    MadParakeet's Avatar
    November 2009
    901 Posts


    Ermmm... I think you guys might want to get on the Dev branch asap!
    God damn it.

    How am I supposed to stick it to the man when homeboy actually does his job?
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  33. Post #1793
    Fruitwesp's Avatar
    November 2010
    95 Posts
    linux broken?
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  34. Post #1794
    Willox said I can put anything in here, so I've put
    *meow*
    Willox's Avatar
    December 2009
    2,949 Posts
    linux broken?
    Yeah, sorry. Let me figure it out.

    Edited:

    Looks like some binaries went AWOL since moving to a more reliable Linux build-server. I'll have it working soon.
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  35. Post #1795

    January 2015
    38 Posts
    Thanks for keeping your words :)
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  36. Post #1796
    Willox said I can put anything in here, so I've put
    *meow*
    Willox's Avatar
    December 2009
    2,949 Posts
    Alright the missing binary for Linux clients is on the dev branch now. I'll have it up on prerelease/main within the hour.
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  37. Post #1797
    Fruitwesp's Avatar
    November 2010
    95 Posts
    Alright the missing binary for Linux clients is on the dev branch now. I'll have it up on prerelease/main within the hour.
    confirmed being fixed on dev. Thanks.
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  38. Post #1798
    WizardLizard's Avatar
    April 2016
    446 Posts
    New thread?
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  39. Post #1799
    Willox said I can put anything in here, so I've put
    *meow*
    Willox's Avatar
    December 2009
    2,949 Posts
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