hey, thanks for your concerns, here are the answers to your questions:
with your reasoning, there is no point in selling assets because they are free inside the toolbox. people prefer paying over free items for the following reasons:
better quality
less overused
supporting creators
all assets added to our marketplace go through strict moderation processes, where we manually check to see if there is malicious content. (apologies for my poor grammar as I’m typing this on a phone.)
so youre paying the creators who upload? also unless its highquality assets most people arent going to use them and whats stopping people from just uploading assets from frost to the regular toolbox? just seems like youve overcomplicated the toolbox without making it better
if you read the code from the pastebin, you can see it says return before the table, using loadstring just copies that table from a string into an actual table.
This is completely different, parcel is small individual hubs, this is one big marketplace. It would be helpful if you gave reasons why it’s better, instead of just saying that. (although you cant really compare them since they are so different)
we use loadstring 2 times: to update assets and to load assets, assets are stored in an external databade in the form of text / lua code, which we then loadstring. please read the code properly before making these allegations.
With the uploading it to toolbox, this will always happen. Even with assets you get paid on websites, you can’t really avoid it. Also the toolbox won’t show it since you have to be verified (driver’s license and other) to be fully shown on the toolbox, without the verification you have to do another step clicking the “Include unverified creators” which most people don’t even know about.
Yes, but why? If you’re only using it for a table, you should be using HTTPService:JsonDecode() (which you’re already using in the plugin). Using loadstring for it only opens up potential security flaws. Not to mention that you’re using an obfuscation technique to get around static analysis which just makes it seem suspicious.
loadstring isn’t even that malicious, it’s just dynamic script execution, and if I did insert a script with it into your game, you would have to enable LoadStringEnabled for it to actually work, the real way people infect games is through require.