June 16, 2025
It took a big minute, but 2FA is basically implemented and working. That even includes recovery methods for the otp and totp (2fa) and all the extra email messages every service sends (like the new login or recovery codes used). And now only thing separating this from an auth server is oauth... so that's what I'm going to try and do next haha
Finished the password and otp login parts, plus session management. And I've added the settings file to not have everything hardcoded. the only things currently left are a needed refactor, and figure out how to add 2FA on these two thingys as I didn't even plan for it lol
Simple user register logic in place. plus some other stuff that make it work as intended. I still need to make settings for each stuff and actually implement the basic login/register via password.
its simply my own auth server :]
Fixed a lil' error message that could cause confusion and started using one that was unused before.
added new features, woohoo. i added a command to get the current mod version and another command to get the current game server info. I also fixed a bug where the downloads weren't actually being parallelized (womp)
now we have the typical file download retrying, which you can configure via the args of the update cmd. I also added a flag to skip file verification and to skip download retrying. Plus got a bug fixed where the verifying progress bar wasn't showing up the second time files were being reverified.
woops seems like I forgot to test things before making a release. Had to fix a bug where the hardcoded content folder was being created in the wrong spot. And also, there's a new progress bar for downloads now. beep
I added the cli part of the whole thing using duct tape to get into MVP territory. yup. At least it works as it should. the part that took the most time was my stupidness to use cargo-dist. AND I'm still using hardcoded paths, gotta love them.
now, if the mod content isn't found, the app will download it and verify it. If it is found, it will verify the files (if a file is bad it will redownload it) and then launch the game. I also added some error handling that lacked before BUT I didn't remove yet the hardcoded things.
the basics are in place. I got the app to find the game on steam and inject the mod's dll. Right now it's still using hardcoded paths for the mod content but I plan to just download the content to a folder next to the app's executable.
plus, it isn't even a cli right now. it just runs the game and injects the dll lol
It's my try to make a truckersmp cli for launching, updating and more the multiplayer mod, so you don't have to use the official electron app for simple stuff.
Added a table of contents page, slugs, permalinks with an incorrect implementation and styling using sass/scss. The codebase is still a BIG bit messy even after the tinniest refactor I had, but now that these features are in place, I plan to clean the crappy code I have. I'll also start removing the hardcoded parts for a config file, plus start using clap for the cli part
The typical template and children template rendering is doing its magic thing.
The _index.md is required in every directory for it to have what the name suggests. It can also have the typical params that can affect the children.
Turns out, I completely forgot to post the devlogs for this! (woopsy) The good news is, it's already finished and published on Greasy Fork :)
A userscript that shows a popover with station info when hovering over station links on Inara.
Speedy markdown files go in; speedy pages go out. Quite naive, right?
This was widely regarded as a great move by everyone.