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Sideload changelog

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

  • CSS Grid. display: grid, tracks in fr, repeat(), minmax() and auto-fit, gap, span and line numbers.
  • ::before and ::after draw. content takes a string, attr() or none, and no content still means no box.
  • z-index decides what covers what. A positioned box with a level paints above its siblings whatever the markup says.
  • margin: 0 auto centres and margin-left: auto pushes to the end, on both axes. They take the free space before justify-content gets it, the way flexbox says.
  • position: relative moves a box and leaves its space behind, so the relative-plus-absolute pattern works.
  • A Tailwind v4 build lands 93% of its declarations, up from 88%. Add sideload-preview.css and the Vite plugin’s lowering pass to get there.
  • The “Rotate Phone” hint is back in the key strip, next to Tab and Escape, with whatever keys you have rotate bound to. It stopped appearing in 1.14.2 and did not come back on its own.
  • The report about unusable CSS is in English. It was written in German, which is no use to anyone reading the log of a mod written in English.
  • The rotate keys turn the phone again. Q and E have never worked in any release: Sideload looked the action up by a name the game does not use, and silently found nothing.
  • Apps no longer stutter while open. The turn hint swept the whole scene four times a second looking for a prompt strip this build does not have, and cost 22 ms of every frame.
  • The rotate keys and their hint switch off after a few empty searches, with one line in the log saying so. An app can still turn the phone itself.
  • Closing a page you had typed in gives the keyboard back. It used to keep it, so the player could not move and Escape did nothing for the rest of the session.
  • element.blur() hands the keyboard back from script, the counterpart to element.focus().
  • Sizes in rem, em, vh, vw, ch and the print units, plus calc(), min(), max() and clamp(). One rem is 15px; write html { font-size: 16px } for the browser’s.
  • Colours in oklch, oklab, lab, lch, hsl, hwb and color-mix, plus currentColor and all 148 named colours instead of 17.
  • @layer, @property, @supports, width breakpoints and nested rules. Layers sort above specificity, so a one-class rule can beat a three-class one.
  • <meta name="sideload" content="web-defaults"> lays an undeclared box out as a row, the way a browser does. Pages without it keep the column.
  • A Tailwind v4 build went from producing no rules at all to 268, and a v3 build from losing two thirds of its declarations to 44 percent.
  • Stacked shadows appear. The first layer was drawn, and anything that stacks shadows puts a transparent one first, so the visible shadow was skipped.
  • A selector list keeps its rule. .a:not(.b), .c was split at every bracket into fragments that are not selectors, and the whole rule was dropped.
  • An element given a click handler after the page is drawn responds. It used to stay dead until something unrelated redrew the page.
  • Reopening a page no longer reparses its script. A large bundle spends most of its startup being parsed, and that now happens once.
  • Log spam gone: every page build wrote four lines (timings, viewport, scroll areas, wiring), once a second in an app that redraws. LogPageBuilds turns them back on.
  • The report about unusable rules stops repeating itself. A property that does nothing whatever you set it to - line-height, border-style, transition-property - is named once instead of once per value, so a stylesheet with eight line heights no longer costs eight identical lines. One app’s report went from ten lines to four, and the four that are left each say something different.
  • A mod can put a page anywhere now, not only on the phone: Surfaces.Mount(rect, id, bundlePrefix) renders a bundle into any panel it owns, with the same s1.call and s1.on channel an app has. Side Hustle’s main-menu column is the first one.
    • The page can be written for a fixed width and scale with the panel, the way a phone app does, or work in the panel’s own pixels. That is the designShortSide argument.
  • Colours outside the phone come out as the colours you wrote. A page mounted on a screen overlay had every fill converted a second time, so #808080 arrived as #383838 and dark surfaces disappeared into whatever was behind them while the text stayed correct. Phone apps were never affected.
  • A page can tell when the pointer arrives on something and when it leaves, through mouseenter and mouseleave. They do not bubble, the same way a browser handles this pair.
  • element.rect() says where a box ended up: x, y, width and height in css pixels, measured from the top left of the screen. Together with the two events above, that is what a hover tooltip needs - a floating label that appears over the page instead of pushing the row it belongs to out of shape.
  • Every rule the engine cannot use is named in the log, with the value that got dropped. Until now only an unknown property name was reported and everything else was dropped without a word.
    • That covers a length it cannot read such as 1rem or calc(100% - 8px), a colour such as oklch(...) or hsl(...), a value it reads and then ignores such as align-items: baseline or position: relative, a selector it had to reject, a skipped @media (min-width: ...) or @keyframes block, and a listener on an event this engine never delivers. Each one is named once per app.
  • Thin borders show up. A one-pixel border was drawn across 1.64 device pixels and washed out into the surface behind it, so an outlined button could end up as a label with nothing around it. Border widths now land on whole screen pixels.
  • A pane that swapped its whole contents opens at the top instead of halfway down itself. Scroll positions are still kept across a redraw, but only where the content is recognisably the same.
  • The warning about await fetch(...) never appeared. Its check could not match anything, so the one mistake that freezes the game for good went unmentioned.
  • Sideload is one file. AngleSharp, Jint and Esprima now live inside Sideload.dll instead of as loose DLLs in UserLibs/, so a hand install is one drop into Mods/ and there is nothing left over when you remove the mod. Copies still in UserLibs/ keep being used, so nothing breaks on an existing install. Delete them whenever you like.
  • Matching a host’s mods in Side Hustle no longer has to fetch three support libraries alongside Sideload, which is where that sync used to stall.
  • An app can answer a key while your phone is in your pocket. Press it and the app is up and ready to use, with no home screen in between. Sideload only reads keys an app asked for, and only where the game would let you take your phone out anyway: never while you are typing, paused, asleep, arrested, or standing at a station, a shop or the console.
  • Two apps that want the same key do not fight over it. The key goes to whichever one notified you most recently, so with two messengers installed it answers whichever conversation is waiting. An app you are looking at keeps its own keys either way.
  • An app can keep the keyboard in one text box while it is on screen, so typing a message does not also walk your character forward and swap two inventory slots. It only holds the box the app named, only while that box is visible, and it lets go the moment you click somewhere else that takes typing.
  • AppKeys in MelonPreferences.cfg turns every app key off in one place. On by default.
  • Escape and right-click leave an app on the first press while a text box has the cursor. It used to take two, and the first one looked like nothing happened - the game stops delivering the press at all while you are typing, so Sideload now delivers it itself.
  • Lists glide when you scroll them instead of jumping a notch at a time, and the wheel now works over the empty parts of a list as well as over its rows. An app that wants the old behaviour back sets -s1-scroll: instant.
  • An app can put a dialog over the whole screen. position: fixed is measured against the phone screen and drawn over everything else; while it is up it takes the clicks and the wheel, so a mod can ask before doing something you cannot undo. Write it anywhere in the page - inside a scrolling list is fine, it still covers the screen.
  • Sideload names every CSS property it does not implement, once per app, in the log. A rule it could not read used to be dropped in silence, which is a long afternoon for whoever wrote it.
  • The Debug build now ships on the GitHub release next to the Release one, so building an app against Sideload no longer starts with compiling Sideload.
  • A button inside another clickable box can be pressed. The invisible hit area sat over its own contents, so anything nested inside something clickable was unreachable.
  • A row of boxes set to flex: 0 keeps its size instead of collapsing to an unreadable smear. flex: 1 0 and flex: 20px now parse the way a browser parses them.
  • An app you reopen has its caret back in the text field. Closing one releases the keyboard, and nothing handed it back unless the app happened to ask - so a terminal or search box came up looking ready, ate nothing, and every key you typed went to the game and started opening things instead.
  • Sideload reports its own version correctly again. Since 1.6.0 it announced itself as “1.5.0” to MelonLoader, so the console, mod managers and update checks all showed you an ancient build and kept telling you to update one you already had.
  • Opening an app for the first time takes about a fifth of the time it did. Measured on the same app in the same session: 674 ms before, 159 ms after. Almost none of that was ever the app - it was the HTML parser, the script engine and TextMeshPro all being used for the first time, and whoever opened the first app paid for all of it. Sideload now does that work on a throwaway page while the scene is still loading.
  • A page fades in over a fifth of a second the first time its app is opened, instead of appearing at the end of the build all at once. Later opens are unchanged - there is nothing to cover once the page exists.
  • font-family: monospace draws in a real monospaced face. The game ships none - Open Sans, a pixel face and three decorative ones - so a page that wanted a terminal or a table had nothing honest to render in. Sideload now builds the font from the machine’s own file, trying Consolas, Cascadia Mono, Lucida Console, Courier New and DejaVu Sans Mono in that order, and says in the log which one it took. Nothing is shipped with the mod; it is the player’s own font. Where none of them exists, the pixel face still steps in.
  • app.Icon(true) and app.Icon(false) put an app’s home-screen square there or take it away while the game runs. For an app that is opened by a key and only makes sense sometimes: hash shows its square exactly while the game’s console is switched on.
  • A text field can show what accepting a suggestion would type. Put the remainder in data-ghost and it is drawn behind the caret in the field’s own font; -s1-ghost-color styles it. Nothing to measure on your side, and it does not need a monospaced font.
  • caret-color and -s1-caret-width let a field draw a block cursor instead of the thin line the game uses.
  • keydown carries hasSelection, so a page can tell Ctrl+C-as-copy from Ctrl+C-as-interrupt. data-reject-first stops a dead key from opening a fresh line.
  • Closing an app while its text field still had focus left the game convinced you were typing: no movement, no Escape, no phone key, and nothing on screen to click. The keyboard is let go when an app hides and when the phone goes down.
  • Ctrl+Backspace deletes a word. It deleted one character, because key suppression ignored the modifier keys. Shift+Up still selects.
  • A row built from coloured spans stays one row. white-space: pre now also tells the layout “this is text”, so a block holding nothing but spans becomes a single text object. Each span used to turn into its own full-width box, which stacked them down the page and cost a rebuild apiece.
  • Focus asked for before the first render is applied after it instead of being dropped.
  • An app can ask for keys. Name them on a text field with data-keys="Tab ArrowUp Ctrl+R" and they arrive as keydown, with ctrlKey, shiftKey, altKey and repeat. Only the keys an app names are taken from the field, so a page that names none behaves exactly as before. Letters, digits, the editing keys and F1 to F12; Enter and Escape are refused because they already arrive as keydown and back.
  • Holding a key repeats it: 0.35 seconds before the first repeat, then one every 0.06, dropping to 0.03 after 1.2 seconds so a long list stays reachable. e.repeat tells a page which is which.
  • white-space: pre and pre-wrap keep the spaces a page was written with. Until now every run of whitespace collapsed to one, which made a column padded to twelve characters arrive as a single space.
  • -s1-mono-advance: 7px gives every glyph the same width, so a column of values lines up under its heading. None of the game’s fonts are monospaced, and this is the only way to get an aligned table out of them.
  • app.Show() takes the phone out of the player’s pocket and opens the app; app.Hide() reverses both, and PhoneScreen.Raise() and .Lower() move the phone on its own. Refused while the game is paused or the player is asleep, dead or arrested. Opening an app still does not raise the phone by itself, so a background update cannot yank it up.
  • A slow mod no longer fails the page it is answering. The time budget a page handler runs under was counting the mod’s own work in s1.call, so an app whose script did almost nothing still died with “The operation has timed out” when the mod took a moment. The clock restarts once the mod answers; a script that will not stop is still caught, by the statement limit.
  • The seconds an app passes to app.Notify are used. In 1.4.0 the API took them and the notification still ran at the default length: the shim never looked the new host method up, so every call fell through to the old one. Nothing else changes, and an app that leaves the seconds off behaves as it always did.
  • An app decides how long its own notification stays up: app.Notify(title, subtitle, seconds). Leave the seconds off and Sideload picks the timing, as before. Between 2 and 30 - the slide-in has no dismiss button, so an app does not get to hold a corner of the screen.
  • App notifications no longer cut their text off mid-word. The box sizes itself to what the app sent, so a headline plus a sentence fits, and a short line gets a small box instead of a mostly empty one.
  • An app notification stays up for 9 seconds instead of 5. It cannot be clicked and it does not come back, so it has to still be there when you look up.
  • Sideload works on Schedule I 0.4.6f11. That update reworked the phone’s input handling and the key-hint strip at the bottom of the screen.
  • Turning the phone uses your rotate keys again, whatever you have them bound to. Those keys moved into the game’s new input system, so Sideload now reads the same binding the build ghost reads: rebind once, in the game’s own options, and both pick it up.
  • The “Rotate Phone” hint is back next to Tab and Escape. The game rebuilt that strip, and the line survives the game swapping the whole panel out mid-session.
  • Right-click steps back inside an app again. The game collapsed its exit types, and right-click is the secondary one now.
  • An open app costs 4.4 ms a frame. Finding the game’s hint strip on 0.4.6f11 means searching the scene, and searching it every frame measured 81 ms, 62% of the whole frame. The strip is remembered while it stays on screen and looked up again four times a second at most.
  • A scrolled list still swallowed clicks meant for whatever sat above it. Scroll a list, then press a button in a bar fixed above it, and a list row took the press instead - the row was off screen, but only visually.

    Clipping in this engine is a rendering instruction and nothing else: uGUI decides what a click hit by raycasting Graphics, and the only thing that filters that is a component implementing ICanvasRaycastFilter, which is what RectMask2D is. This engine cannot use RectMask2D (it collapses on a rotated panel) and cannot implement the interface either (a Unity interface on a managed type is the unreliable virtual-override path a custom Graphic was already ruled out for). So every hit target stayed live at wherever its rect had scrolled to.

    Hit targets are now shrunk to the visible part of their element whenever the list moves, and switched off entirely when none of it is in view. No interface needed: the hit target is a child stretched over its element, so insetting it is enough, and the work happens in the content’s own local space, which is rotation-free by construction.

    Until a page put something FIXED above a scrolling list, this only ever let a click land on a row that happened to be off screen - unwanted, but invisible.

  • A repaint escaped its scroll area. Hovering a list row that had scrolled out of its viewport drew the row’s background across whatever sat above the list - a sticky bar, a header - hiding it completely, and with no text, which made it look like the bar had gone blank rather than been covered.

    Clipping lives on the CanvasRenderer and is taken from a static that only holds a value while the paint walk is inside a scroll area. A repaint happens long after that walk - a hover, a transition frame - with the static back at null, so the box was redrawn with clipping switched off and reappeared wherever its rect happened to be. Each painted box now remembers the clip it was built under, and both repaint paths restore it.

    It needed a page with something FIXED above a scrolling list to be visible at all; until one existed the escaped box drew over other list rows, where it was indistinguishable from a hover.

  • A border on a box with no background drew nothing at all. An outlined chip - border: 1px solid, no fill - was invisible, while the same border on a filled box was fine. A uniform border is drawn as the shader’s rounded ring inside the fill’s own quad, so with a transparent fill there was nothing for it to modulate. A uniform border over a transparent fill with square corners is now drawn as four strips instead, which is what a single-sided border already did. Rounded boxes keep the ring.

    It shipped invisibly because every border anyone had drawn until now was either single-sided (a list row’s hairline) or sat on a fill (an input, a button). An app whose design language is outlined chips had no outlines anywhere and nothing in any log said so.

  • border: 1px dashed <colour> lost its colour. The shorthand parser recognised only solid, none and hidden, so every other line style fell through to the colour parser and consumed the declaration’s actual colour. All ten CSS line styles are now recognised; the engine still draws them solid, because it has no dash pattern.

  • Paint-only styles no longer rebuild the page. Writing transform, a background, a border colour, a corner radius or a box shadow from script now repaints just that box - the same path :hover has always taken. Everything else still rebuilds, and so does cssText, which can contain anything. This is the difference between an animation being possible and not: a rebuild destroys and recreates every GameObject on the page, measured at roughly half a millisecond per box, so a 200-box page cost ~100ms per frame to move something one pixel.

    color and opacity are deliberately NOT on the fast path even though they only affect appearance: both are inherited, and a repaint redraws one box, so descendants would keep the old value. They rebuild, where they are correct.

  • e.offsetX / e.offsetY / e.normX / e.normY on a click. Where inside the element the pointer landed, in the element’s own CSS pixels and as a 0..1 fraction of its size. A page that stands for something with its own coordinate space - a map - can finally answer “where did they point at”.

  • Apps without a home-screen icon, via .NoIcon(), for an app whose way in already exists somewhere else. With no icon, .Open() is the only route in.

  • .Open(), .Close() and .IsOpen on an app handle: open an app from code exactly as pressing its icon would, closing whatever else is open and turning the phone. AppHandle.CanOpenProgrammatically reports whether the installed host understands any of this, so a mod that supplies its own entry point can refuse to set up against an older Sideload rather than leaving the player an app they cannot reach.

  • A companion seam on the bridge: the app list, bundle files, framework assets and runtime images can be read, a handler can be invoked without a page, and host events, badges and notifications can be tapped. For serving the same bundle to a second screen. It grants no capability a page does not already have.

  • overflow: hidden now clips. It was parsed and then ignored: only auto and scroll ever produced a clip rectangle, and only once the content was tall enough to need scrolling. A box meant as a window onto something bigger - a map, a graph, anything panned by a transform - let its contents draw across the rest of the screen and off the phone entirely.
  • A clip now follows the transforms above it. The rectangle was derived from the layout, which by design knows nothing about a transform on an ancestor - so inside a panned or zoomed window the clip sat where the boxes would have been rather than where they are, and everything in it vanished.

All of it is additive - the bridge ABI stays at 1, and an older shim binds exactly as before.

  • 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.

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.

  • 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="https://raw.githubusercontent.com/DooDesch-Mods/ScheduleOne-Sideload/v1.15.0/..."> 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="https://github.com/DooDesch-Mods/ScheduleOne-Sideload/blob/v1.15.0/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.