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DooDesch-Sideload-1.0.1
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Changelog

All notable changes to Sideload are documented here. This project adheres to Semantic Versioning.

[1.0.1] - 2026-07-27

Fixed

  • A mod asking IsOnScreen got "yes" while the phone was closed. Vanilla's SetIsOpen(false) leaves the app panel active and still registered as the phone's ActiveApp, so the check that is supposed to mean "the player is looking at this" stayed true with the phone in their pocket - and an app that politely asks before raising a notification stayed silent in exactly the case the notification exists for. IsOnScreen now also requires the phone itself to be open.

[1.0.0] - 2026-07-27

First release. Sideload turns a folder of index.html / app.css / app.js into real Unity UI, so a mod can write its interface the way the web writes interfaces instead of assembling panels by hand. The in game phone is the first host; the core mounts into any RectTransform.

Added

  • HTML rendering through AngleSharp: the parser, the DOM and the selector engine are the real thing, so querySelectorAll semantics are correct rather than approximated.
  • A CSS cascade with custom properties, var(), !important, inline styles and specificity ordering. Supported: flexbox and absolute positioning, the box model, backgrounds and two stop linear gradients, per side borders and per corner radii, outer box shadows, opacity, the text properties, transform, transition and @media (orientation: ...). Units are px and %.
  • A flexbox implementation with the parts that usually get skipped: the automatic content based minimum from Flexbox 4.5, the iterative grow/shrink resolution from 9.7, and flex basis measured at the stretched size. Border box sizing everywhere, and width never depends on height, which is what keeps a layout pass finite.
  • Painting through one UI shader and one shared material: radius, border, shadow and gradient travel in vertex channels. Meshes are written straight into a CanvasRenderer and converted to linear colour on a linear rendering build. Nodes come from a pool.
  • Text as TextMeshPro. An element with direct text compiles to a single text leaf, with b i strong em span and friends turned into TMP rich text inside it, so a sentence with inline markup is one draw and keeps its spaces.
  • <input> and <textarea> become real TMP_InputField controls, and focus sets the game's IsTyping so typing in an app does not drive the player.
  • JavaScript on Jint 3.1.5 with ExperimentalFeature.All: ES2015 through ES2024, a DOM wrapper API, console, timers driven by the mod's update loop rather than by threads, and a 250 ms budget per handler so a runaway loop is one hitched frame instead of a hung game.
  • The s1 bridge. s1.call(name, arg) runs a C# handler on the main thread in the same frame and returns its string; app.Emit(name, payload) reaches s1.on(...). Handlers are keyed per app, so two mods may both own a call named list.
  • s1.storage: string key/value per app in UserData/Sideload/<appId>.json. Deliberately not the game save, so UI state never travels with a save or diverges between co-op peers.
  • fetch with a default deny allowlist that belongs to the mod, not to the page. Exact host or one *. wildcard, https only outside loopback, every redirect hop rechecked, 10 s timeout, 4 MB response cap, 8 requests in flight. A blocked request rejects with the exact AllowHost call that is missing.
  • Sideload.Api, the modder shim: one file, zero references, found by reflection. Every call is a no op without the host and is replayed once it appears, so registration is load order proof and a mod that uses it needs no hard dependency.
  • Bundle resolution with a file override: an embedded resource in the mod's own DLL is the shipped default, and a file of the same name under Mods/<appId>/ wins over it. One mechanism for authoring and for players reskinning an app.
  • A Chrome DevTools Protocol server on 127.0.0.1, off by default behind the DevTools preference. Attach the real DevTools to a page inside the game for console, evaluate, the Elements tree with computed styles, and Page.reload re-reading the bundle from disk. Optionally served from a local frontend copy so it works offline.
  • Own Harmony postfix on HomeScreen.Start for the phone integration: one panel and one icon per registered app, no S1API dependency. The panel is built rather than cloned from a vanilla app, and the icon comes from the game's own icon prefab, so neither carries a vanilla app's components onto the phone.
  • icon.png in an app's bundle becomes its home-screen icon. An app without one gets a flat coloured square derived from its id.
  • Both phone orientations. An app names the ones it supports in preference order - .Orientation("landscape", "portrait") - and the first is what it opens in. Naming two is what lets the player turn the phone with the game's own rotate keys (Q and E out of the box, gamepad triggers too, rebindable in the game's own controls). The viewport is re-measured, @media (orientation: ...) re-evaluated and the page laid out again with its document and script intact. Landscape is 733 x 400 CSS pixels, portrait 400 x 733. Naming one locks the app, which is also what saying nothing gets you.
  • A "Rotate Phone" line in the game's own key-hint strip while a turnable app is open, built from the game's prompt component so it shows the key that is really bound. Nothing is drawn inside the app: that screen belongs to whoever wrote it.
  • The player's choice is remembered per app in UserData/Sideload/orientation.json, and dropped silently if a later version of that app no longer supports it.
  • s1.setOrientation(...) still turns the phone from the page, now refused with a log line when the app never declared that orientation. s1.orientation reads it back.
  • A cancellable back event. Right-click and Escape - which the game raises through one chain - reach the page first: document.addEventListener('back', e => e.preventDefault()) keeps the app open so it can step back inside itself, exactly as right-click leaves a conversation in the vanilla Messages app. A page that does not listen closes, as before. e.source is "rightClick" or "escape".
  • An orientationchange event, raised after the page has been laid out at its new shape, with e.value set to "portrait" or "landscape". A layout that changes SHAPE also has state to decide - which of two panes to land on after a turn - and a stylesheet cannot decide that.
  • Clipping that survives a rotated panel. Scroll areas and form controls used Unity's RectMask2D, which builds its clip rectangle from world corners in fixed order and so inverts under a rotated ancestor - culling every masked child. Text now clips through the same sorted-corner rectangle the box meshes use.
  • <img src="..."> paints a file from the app's bundle. Sized by CSS alone, because the layout runs without Unity and cannot open a PNG to learn an intrinsic size; the aspect ratio is preserved inside the box you give it, and color tints it, so one white glyph serves a dark bar and a light one. Sprites are cached per app and dropped on reload.
  • app.Badge(count) puts an unread count on the app's home-screen icon - the same badge the vanilla apps use - and it survives the phone being rebuilt. app.Notify(title, subtitle) raises one of the game's own phone notifications carrying the app's icon, and app.IsOnScreen answers the question that has to come first: whether the player is already looking.
  • s1.css, the game's own design tokens as CSS variables, embedded in Sideload so <link rel="stylesheet" href="s1.css"> resolves for every app of every mod.
  • Fail soft error handling: broken HTML, CSS or JavaScript produces a visible error page plus a log entry with file:line, and a throwing handler kills only that handler. A page is never laid out while its panel is hidden either: text is measured by a TextMeshPro probe, TMP initialises in Awake, and Awake never runs on an inactive object - so a page rebuilt off screen used to come back at one character per line.
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