Repository navigation
Community marketplace, a real project-name model, new content categories, and a locked-down local server.
Marketplace
- Browse and install community projects straight from the editor; installs write into
projects/like any locally saved project - Submitting opens a PR that writes the files and updates
projects/manifest.jsonin one shot, so merging the PR is the publish step - no cleanup afterwards - The list is fetched fresh on every open; localStorage is only an offline fallback and shows a stale-data notice instead of silently serving old entries
Local server security
- CORS is now restricted to the same origin. Previously the API answered any origin, so an unrelated web page could POST to
/api/deployand have an arbitrary DLL copied into the game's plugins folder /api/deployonly accepts DLLs that live under the CuBlocky server directory
Compiler / blocks
- Blockly variables are hoisted to class-level fields, so a variable set in one handler can be read in another (was CS0103 / CS0219)
- Variable blocks emit valid C#: template literals, sanitized names, declared locals
run commandcallsConsoleScript.instancecorrectly
Editor
- Project import (
.cbp), first-run language selection, spotlight toolbar tour,Launch.cmdlauncher - Project name drives the DLL name, namespace and build dir; Chinese and other non-ASCII names now work
- Asset manager multi-select with batch delete and sprite-sheet merge
- Sprite sheet animation blocks; position refactored to list getters
- Creature category: register / spawn / move / destroy blocks with a
CuCreatureManagerruntime - UI editor expanded to 9 control types with alignment and value/toggle getter blocks
- All 17 build warnings cleared