diff --git a/Facepunch.Steamworks/Client/Lobby.cs b/Facepunch.Steamworks/Client/Lobby.cs
index bcf8afe..df9c0a5 100644
--- a/Facepunch.Steamworks/Client/Lobby.cs
+++ b/Facepunch.Steamworks/Client/Lobby.cs
@@ -480,6 +480,14 @@ internal void OnUserInvitedToLobbyAPI( LobbyInvite_t callback )
}
+ ///
+ /// Activates the steam overlay to invite friends to the CurrentLobby the user is in.
+ ///
+ public void OpenFriendInviteOverlay()
+ {
+ client.native.friends.ActivateGameOverlayInviteDialog(CurrentLobby);
+ }
+
///
/// Called when a user invites the current user to a lobby. The first parameter is the lobby the user was invited to, the second is the CSteamID of the person who invited this user
///
diff --git a/Facepunch.Steamworks/Interfaces/Workshop.Item.cs b/Facepunch.Steamworks/Interfaces/Workshop.Item.cs
index 21d943d..24fda87 100644
--- a/Facepunch.Steamworks/Interfaces/Workshop.Item.cs
+++ b/Facepunch.Steamworks/Interfaces/Workshop.Item.cs
@@ -48,19 +48,20 @@ internal static Item From( SteamNative.SteamUGCDetails_t details, Workshop works
return item;
}
- public void Download( bool highPriority = true )
+ public bool Download( bool highPriority = true )
{
- if ( Installed ) return;
- if ( Downloading ) return;
+ if ( Installed ) return true;
+ if ( Downloading ) return true;
if ( !workshop.ugc.DownloadItem( Id, highPriority ) )
{
Console.WriteLine( "Download Failed" );
- return;
+ return false;
}
workshop.OnFileDownloaded += OnFileDownloaded;
workshop.OnItemInstalled += OnItemInstalled;
+ return true;
}
public void Subscribe()
diff --git a/Facepunch.Steamworks/Server/Stats.cs b/Facepunch.Steamworks/Server/Stats.cs
index 2238205..e30a22d 100644
--- a/Facepunch.Steamworks/Server/Stats.cs
+++ b/Facepunch.Steamworks/Server/Stats.cs
@@ -112,8 +112,18 @@ public float GetFloat( ulong steamid, string name, float defaultValue = 0 )
return data;
}
+ ///
+ /// Unlocks the specified achievement for the specified user. Must have called Refresh on a steamid first.
+ /// Remember to use Commit after use.
+ ///
+ public bool SetAchievement( ulong steamid, string name )
+ {
+ return server.native.gameServerStats.SetUserAchievement( steamid, name );
+ }
+
///
/// Resets the unlock status of an achievement for the specified user. Must have called Refresh on a steamid first.
+ /// Remember to use Commit after use.
///
public bool ClearAchievement( ulong steamid, string name )
{