Migrate the Furni Editor from REST API to WebSocket-based communication
using custom packet handlers (10040-10046). The editor now communicates
directly with the emulator for all CRUD operations on furniture items.
Key changes:
- Replace REST API calls with WebSocket composers/parsers for search,
edit, create, and delete operations
- Read furnituredata.json path from renderer-config.json for asset
management
- Improve search UI with larger fonts, better contrast, and click-to-copy
ID functionality with toast notification
- Compact edit view layout with collapsible sections and visual dividers
- Remove unused Create tab (creation handled via edit workflow)
- Add isModerator guard for admin-only access
- Support search by ID, name, or sprite ID with type filtering
- Modern card-based layout with vertical icon rail, breadcrumb nav, inline search
- Admin mode: edit/create/delete pages and offers, drag & drop reorder via HK API
- Favorites system: heart on furni, star on pages, localStorage persistence
- Redesigned product card with price pills, dynamic quantity spinner
- Upgraded trophies (filter tabs, parchment textarea), pets (breed/color flow),
custom prefix (dynamic color boxes)
- Font fix: Ubuntu Regular, proper @font-face declarations
- New Tailwind design tokens and CatalogTexts.json for localization
- Catalog page for creating custom prefixes with text, per-letter colors, emoji icon and visual effects
- Emoji picker via @emoji-mart/react with createPortal + Shadow DOM blur fix
- Inventory prefix management (activate/deactivate/delete)
- Chat bubble rendering with multi-color prefix and effect support
- Prefix utilities (getPrefixEffectStyle, parsePrefixColors, PREFIX_EFFECT_KEYFRAMES)
- All UI text in English
- add UI support for FREEZE, UNFREEZE, FURNI_TO_USER, USER_TO_FURNI and FURNI_TO_FURNI
- add secondary furni source 101 and dual furni-source labels for furni-to-furni targeting
- extend source selectors for custom source sets and titles
- add green primary and blue secondary wired highlights
- clear wired highlights globally on close, reopen and save to avoid stuck selections
- add UI support for FREEZE, UNFREEZE, FURNI_TO_USER, USER_TO_FURNI and FURNI_TO_FURNI
- add secondary furni source 101 and dual furni-source labels for furni-to-furni targeting
- extend source selectors for custom source sets and titles
- add green primary and blue secondary wired highlights
- clear wired highlights globally on close, reopen and save to avoid stuck selections
Server-authoritative command list via packet 4050, merged with
client-only commands. Supports keyboard navigation, filtering,
and module-level caching to handle login-time packet timing.
Co-Authored-By: medievalshell <medievalshell@users.noreply.github.com>
- Drag & drop badges between active slots in InfoStand (own user only)
- Mini badge picker on empty slot click with search
- Swap/reorder badges between occupied slots
- Hover animation (scale, glow) on badge slots
- Race condition fix: localChangeRef prevents server response from overwriting local changes
- Fixed-size array logic to prevent badge disappearing on room enter
- Use avatarInfo badges as fallback when hook data not yet loaded
- Drag & drop badges between slots in InfoStand (own user only)
- Mini badge picker on empty slot click with search
- Swap badges between occupied slots
- Hover animation (scale, glow) on badge slots
- Configurable group slot (user.badges.group.slot.enabled)
- Support for 6 badge slots when group slot disabled
- Race condition fix with localChangeRef
- Fixed-size array logic to prevent badge disappearing
Co-Authored-By: medievalshell <medievalshell@users.noreply.github.com>
- FurniEditor component with Search/Edit tabs (NitroCard UI)
- useFurniEditor hook connecting to Next.js API routes via Vite proxy
- Edit Furni button in room infostand (godMode) with sprite ID lookup
- Toolbar: 3-column flex layout (icons | chat | friends)
- Heroicons SVG for ID/Sprite display in infostand and edit view
- Vite config: proxy /api to Next.js, aliases for renderer3 packages
the signal sender can only be a max of 25 in a room
the signal receiver can only be a max of 5 in a room
one signal receiver can only accept a max of 5 senders (you can select the receivers with the senders)
Why : otherwise you can flood the rooms and let you CPU go 🍌