-- List of actions that could be requested
Actions = {

	['RecolorHandle'] = function (NewColor)
		-- Recolors the tool handle
		Tool.Handle.BrickColor = NewColor;
	end;

	['Clone'] = function (Parts)
		-- Clones the given parts

		-- Make sure the given items are all parts
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then
			return;
		end;

		local Clones = {};

		-- Clone the parts
		for _, Part in pairs(Parts) do

			-- Create the clone
			local Clone = Part:Clone();
			Clone.Parent = Options.DefaultPartParent;

			-- Register the clone
			table.insert(Clones, Clone);
			CreatedInstances[Part] = Part;

		end;

		-- Return the clones
		return Clones;
	end;

	['CreatePart'] = function (PartType, Position)
		-- Creates a new part based on `PartType`

		-- Create the part
		local NewPart = Support.CreatePart(PartType);
		NewPart.TopSurface = Enum.SurfaceType.Smooth;
		NewPart.BottomSurface = Enum.SurfaceType.Smooth;

		-- Position the part
		NewPart.CFrame = Position;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas({ NewPart }), Player);

		-- Make sure the player is allowed to create parts in the area
		if Security.ArePartsViolatingAreas({ NewPart }, Player, false, AreaPermissions) then
			return;
		end;

		-- Parent the part
		NewPart.Parent = Options.DefaultPartParent;

		-- Register the part
		CreatedInstances[NewPart] = NewPart;

		-- Return the part
		return NewPart;
	end;

	['Remove'] = function (Objects)
		-- Removes the given objects

		-- Get the relevant parts for each object, for permission checking
		local Parts = {};

		-- Go through the selection
		for _, Object in pairs(Objects) do

			-- Make sure the object still exists
			if Object then

				if Object:IsA 'BasePart' then
					table.insert(Parts, Object);

				elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then
					table.insert(Parts, Object.Parent);
				end;

			end;

		end;

		-- Ensure relevant parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- After confirming permissions, perform each removal
		for _, Object in pairs(Objects) do

			-- Store the part's current parent
			LastParents[Object] = Object.Parent;

			-- Register the object
			CreatedInstances[Object] = Object;

			-- Set the object's current parent to `nil`
			Object.Parent = nil;

		end;

	end;

	['UndoRemove'] = function (Objects)
		-- Restores the given removed objects to their last parents

		-- Get the relevant parts for each object, for permission checking
		local Parts = {};

		-- Go through the selection
		for _, Object in pairs(Objects) do

			-- Make sure the object still exists, and that its last parent is registered
			if Object and LastParents[Object] then

				if Object:IsA 'BasePart' then
					table.insert(Parts, Object);

				elseif Object:IsA 'Smoke' or Object:IsA 'Fire' or Object:IsA 'Sparkles' or Object:IsA 'DataModelMesh' or Object:IsA 'Decal' or Object:IsA 'Texture' or Object:IsA 'Light' then
					table.insert(Parts, Object.Parent);
				end;

			end;

		end;

		-- Ensure relevant parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then
			return;
		end;

		-- After confirming permissions, perform each removal
		for _, Object in pairs(Objects) do

			-- Store the part's current parent
			local LastParent = LastParents[Object];
			LastParents[Object] = Object.Parent;

			-- Register the object
			CreatedInstances[Object] = Object;

			-- Set the object's parent to the last parent
			Object.Parent = LastParent;

		end;

	end;

	['SyncMove'] = function (Changes)
		-- Updates parts server-side given their new CFrames

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				Change.InitialState = { Anchored = Change.Part.Anchored, CFrame = Change.Part.CFrame };
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Preserve joints
		for Part, Change in pairs(ChangeSet) do
			Change.Joints = PreserveJoints(Part, ChangeSet);
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do

			-- Stabilize the parts and maintain the original anchor state
			Part.Anchored = true;
			Part:BreakJoints();
			Part.Velocity = Vector3.new();
			Part.RotVelocity = Vector3.new();

			-- Set the part's CFrame
			Part.CFrame = Change.CFrame;

		end;

		-- Make sure the player is authorized to move parts into this area
		if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then

			-- Revert changes if unauthorized destination
			for Part, Change in pairs(ChangeSet) do
				Part.CFrame = Change.InitialState.CFrame;
			end;

		end;

		-- Restore the parts' original states
		for Part, Change in pairs(ChangeSet) do
			Part:MakeJoints();
			RestoreJoints(Change.Joints);
			Part.Anchored = Change.InitialState.Anchored;
		end;

	end;

	['SyncResize'] = function (Changes)
		-- Updates parts server-side given their new sizes and CFrames

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				Change.InitialState = { Anchored = Change.Part.Anchored, Size = Change.Part.Size, CFrame = Change.Part.CFrame };
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do

			-- Stabilize the parts and maintain the original anchor state
			Part.Anchored = true;
			Part:BreakJoints();
			Part.Velocity = Vector3.new();
			Part.RotVelocity = Vector3.new();

			-- Set the part's size and CFrame
			Part.Size = Change.Size;
			Part.CFrame = Change.CFrame;

		end;

		-- Make sure the player is authorized to move parts into this area
		if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then

			-- Revert changes if unauthorized destination
			for Part, Change in pairs(ChangeSet) do
				Part.Size = Change.InitialState.Size;
				Part.CFrame = Change.InitialState.CFrame;
			end;

		end;

		-- Restore the parts' original states
		for Part, Change in pairs(ChangeSet) do
			Part:MakeJoints();
			Part.Anchored = Change.InitialState.Anchored;
		end;

	end;

	['SyncRotate'] = function (Changes)
		-- Updates parts server-side given their new CFrames

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				Change.InitialState = { Anchored = Change.Part.Anchored, CFrame = Change.Part.CFrame };
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Preserve joints
		for Part, Change in pairs(ChangeSet) do
			Change.Joints = PreserveJoints(Part, ChangeSet);
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do

			-- Stabilize the parts and maintain the original anchor state
			Part.Anchored = true;
			Part:BreakJoints();
			Part.Velocity = Vector3.new();
			Part.RotVelocity = Vector3.new();

			-- Set the part's CFrame
			Part.CFrame = Change.CFrame;

		end;

		-- Make sure the player is authorized to move parts into this area
		if Security.ArePartsViolatingAreas(Parts, Player, false, AreaPermissions) then

			-- Revert changes if unauthorized destination
			for Part, Change in pairs(ChangeSet) do
				Part.CFrame = Change.InitialState.CFrame;
			end;

		end;

		-- Restore the parts' original states
		for Part, Change in pairs(ChangeSet) do
			Part:MakeJoints();
			RestoreJoints(Change.Joints);
			Part.Anchored = Change.InitialState.Anchored;
		end;

	end;

	['SyncColor'] = function (Changes)
		-- Updates parts server-side given their new colors

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do

			-- Set the part's color
			Part.Color = Change.Color;

			-- If this part is a union, set its UsePartColor state
			if Part.ClassName == 'UnionOperation' then
				Part.UsePartColor = Change.UnionColoring;
			end;

		end;

	end;

	['SyncSurface'] = function (Changes)
		-- Updates parts server-side given their new surfaces

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do

			-- Apply each surface change
			for Surface, SurfaceType in pairs(Change.Surfaces) do
				Part[Surface .. 'Surface'] = SurfaceType;
			end;

		end;

	end;

	['CreateLights'] = function (Changes)
		-- Creates lights in the given parts

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Make a list of allowed light type requests
		local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true };

		-- Keep track of the newly created lights
		local Lights = {};

		-- Create each light
		for Part, Change in pairs(ChangeSet) do

			-- Make sure the requested light type is valid
			if AllowedLightTypes[Change.LightType] then

				-- Create the light
				local Light = Instance.new(Change.LightType, Part);
				table.insert(Lights, Light);

				-- Register the light
				CreatedInstances[Light] = Light;

			end;

		end;

		-- Return the new lights
		return Lights;

	end;

	['SyncLighting'] = function (Changes)
		-- Updates aspects of the given selection's lights

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Make a list of allowed light type requests
		local AllowedLightTypes = { PointLight = true, SurfaceLight = true, SpotLight = true };

		-- Update each part's lights
		for Part, Change in pairs(ChangeSet) do

			-- Make sure that the light type requested is valid
			if AllowedLightTypes[Change.LightType] then

				-- Grab the part's light
				local Light = Support.GetChildOfClass(Part, Change.LightType);

				-- Make sure the light exists
				if Light then

					-- Make the requested changes
					if Change.Range ~= nil then
						Light.Range = Change.Range;
					end;
					if Change.Brightness ~= nil then
						Light.Brightness = Change.Brightness;
					end;
					if Change.Color ~= nil then
						Light.Color = Change.Color;
					end;
					if Change.Shadows ~= nil then
						Light.Shadows = Change.Shadows;
					end;
					if Change.Face ~= nil then
						Light.Face = Change.Face;
					end;
					if Change.Angle ~= nil then
						Light.Angle = Change.Angle;
					end;

				end;

			end;

		end;

	end;

	['CreateDecorations'] = function (Changes)
		-- Creates decorations in the given parts

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Make a list of allowed decoration type requests
		local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true };

		-- Keep track of the newly created decorations
		local Decorations = {};

		-- Create each decoration
		for Part, Change in pairs(ChangeSet) do

			-- Make sure the requested decoration type is valid
			if AllowedDecorationTypes[Change.DecorationType] then

				-- Create the decoration
				local Decoration = Instance.new(Change.DecorationType, Part);
				table.insert(Decorations, Decoration);

				-- Register the decoration
				CreatedInstances[Decoration] = Decoration;

			end;

		end;

		-- Return the new decorations
		return Decorations;

	end;

	['SyncDecorate'] = function (Changes)
		-- Updates aspects of the given selection's decorations

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Make a list of allowed decoration type requests
		local AllowedDecorationTypes = { Smoke = true, Fire = true, Sparkles = true };

		-- Update each part's decorations
		for Part, Change in pairs(ChangeSet) do

			-- Make sure that the decoration type requested is valid
			if AllowedDecorationTypes[Change.DecorationType] then

				-- Grab the part's decoration
				local Decoration = Support.GetChildOfClass(Part, Change.DecorationType);

				-- Make sure the decoration exists
				if Decoration then

					-- Make the requested changes
					if Change.Color ~= nil then
						Decoration.Color = Change.Color;
					end;
					if Change.Opacity ~= nil then
						Decoration.Opacity = Change.Opacity;
					end;
					if Change.RiseVelocity ~= nil then
						Decoration.RiseVelocity = Change.RiseVelocity;
					end;
					if Change.Size ~= nil then
						Decoration.Size = Change.Size;
					end;
					if Change.Heat ~= nil then
						Decoration.Heat = Change.Heat;
					end;
					if Change.SecondaryColor ~= nil then
						Decoration.SecondaryColor = Change.SecondaryColor;
					end;
					if Change.SparkleColor ~= nil then
						Decoration.SparkleColor = Change.SparkleColor;
					end;

				end;

			end;

		end;

	end;

	['CreateMeshes'] = function (Changes)
		-- Creates meshes in the given parts

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Keep track of the newly created meshes
		local Meshes = {};

		-- Create each mesh
		for Part, Change in pairs(ChangeSet) do

			-- Create the mesh
			local Mesh = Instance.new('SpecialMesh', Part);
			table.insert(Meshes, Mesh);

			-- Register the mesh
			CreatedInstances[Mesh] = Mesh;

		end;

		-- Return the new meshes
		return Meshes;

	end;

	['SyncMesh'] = function (Changes)
		-- Updates aspects of the given selection's meshes

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Update each part's meshes
		for Part, Change in pairs(ChangeSet) do

			-- Grab the part's mesh
			local Mesh = Support.GetChildOfClass(Part, 'SpecialMesh');

			-- Make sure the mesh exists
			if Mesh then

				-- Make the requested changes
				if Change.VertexColor ~= nil then
					Mesh.VertexColor = Change.VertexColor;
				end;
				if Change.MeshType ~= nil then
					Mesh.MeshType = Change.MeshType;
				end;
				if Change.Scale ~= nil then
					Mesh.Scale = Change.Scale;
				end;
				if Change.Offset ~= nil then
					Mesh.Offset = Change.Offset;
				end;
				if Change.MeshId ~= nil then
					Mesh.MeshId = Change.MeshId;
				end;
				if Change.TextureId ~= nil then
					Mesh.TextureId = Change.TextureId;
				end;

			end;

		end;

	end;

	['CreateTextures'] = function (Changes)
		-- Creates textures in the given parts

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Make a list of allowed texture type requests
		local AllowedTextureTypes = { Texture = true, Decal = true };

		-- Keep track of the newly created textures
		local Textures = {};

		-- Create each texture
		for Part, Change in pairs(ChangeSet) do

			-- Make sure the requested light type is valid
			if AllowedTextureTypes[Change.TextureType] then

				-- Create the texture
				local Texture = Instance.new(Change.TextureType, Part);
				Texture.Face = Change.Face;
				table.insert(Textures, Texture);

				-- Register the texture
				CreatedInstances[Texture] = Texture;

			end;

		end;

		-- Return the new textures
		return Textures;

	end;

	['SyncTexture'] = function (Changes)
		-- Updates aspects of the given selection's textures

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Make a list of allowed texture type requests
		local AllowedTextureTypes = { Texture = true, Decal = true };

		-- Update each part's textures
		for Part, Change in pairs(ChangeSet) do

			-- Make sure that the texture type requested is valid
			if AllowedTextureTypes[Change.TextureType] then

				-- Get the right textures within the part
				for _, Texture in pairs(Part:GetChildren()) do
					if Texture.ClassName == Change.TextureType and Texture.Face == Change.Face then

						-- Perform the changes
						if Change.Texture ~= nil then
							Texture.Texture = Change.Texture;
						end;
						if Change.Transparency ~= nil then
							Texture.Transparency = Change.Transparency;
						end;
						if Change.StudsPerTileU ~= nil then
							Texture.StudsPerTileU = Change.StudsPerTileU;
						end;
						if Change.StudsPerTileV ~= nil then
							Texture.StudsPerTileV = Change.StudsPerTileV;
						end;

					end;
				end;

			end;

		end;

	end;

	['SyncAnchor'] = function (Changes)
		-- Updates parts server-side given their new anchor status

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do
			Part.Anchored = Change.Anchored;
		end;

	end;

	['SyncCollision'] = function (Changes)
		-- Updates parts server-side given their new collision status

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do
			Part.CanCollide = Change.CanCollide;
		end;

	end;

	['SyncMaterial'] = function (Changes)
		-- Updates parts server-side given their new material

		-- Grab a list of every part we're attempting to modify
		local Parts = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				table.insert(Parts, Change.Part);
			end;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Reorganize the changes
		local ChangeSet = {};
		for _, Change in pairs(Changes) do
			if Change.Part then
				ChangeSet[Change.Part] = Change;
			end;
		end;

		-- Perform each change
		for Part, Change in pairs(ChangeSet) do
			if Change.Material ~= nil then
				Part.Material = Change.Material;
			end;
			if Change.Transparency ~= nil then
				Part.Transparency = Change.Transparency;
			end;
			if Change.Reflectance ~= nil then
				Part.Reflectance = Change.Reflectance;
			end;
		end;

	end;

	['CreateWelds'] = function (Parts, TargetPart)
		-- Creates welds for the given parts to the target part

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to perform changes to these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		local Welds = {};

		-- Create the welds
		for _, Part in pairs(Parts) do

			-- Make sure we're not welding this part to itself
			if Part ~= TargetPart then

				-- Calculate the offset of the part from the target part
				local Offset = Part.CFrame:toObjectSpace(TargetPart.CFrame);

				-- Create the weld
				local Weld = Instance.new('Weld');
				Weld.Name = 'BTWeld';
				Weld.Part0 = TargetPart;
				Weld.Part1 = Part;
				Weld.C1 = Offset;
				Weld.Archivable = true;
				Weld.Parent = TargetPart;

				-- Register the weld
				CreatedInstances[Weld] = Weld;
				table.insert(Welds, Weld);

			end;

		end;

		-- Return the welds created
		return Welds;
	end;

	['RemoveWelds'] = function (Welds)
		-- Removes the given welds

		local Parts = {};

		-- Go through each weld
		for _, Weld in pairs(Welds) do

			-- Make sure each given weld is valid
			if Weld.ClassName ~= 'Weld' then
				return;
			end;

			-- Collect the relevant parts for this weld
			table.insert(Parts, Weld.Part0);
			table.insert(Parts, Weld.Part1);

		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		local WeldsRemoved = 0;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Go through each weld
		for _, Weld in pairs(Welds) do

			-- Check the permissions on each weld-related part
			local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, true, AreaPermissions);
			local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part1 }, Player, true, AreaPermissions);

			-- If at least one of the involved parts is authorized, remove the weld
			if not Part0Unauthorized or not Part1Unauthorized then

				-- Register the weld
				CreatedInstances[Weld] = Weld;
				LastParents[Weld] = Weld.Parent;
				WeldsRemoved = WeldsRemoved + 1;

				-- Remove the weld
				Weld.Parent = nil;

			end;

		end;

		-- Return the number of welds removed
		return WeldsRemoved;
	end;

	['UndoRemovedWelds'] = function (Welds)
		-- Restores the given removed welds

		local Parts = {};

		-- Go through each weld
		for _, Weld in pairs(Welds) do

			-- Make sure each given weld is valid
			if Weld.ClassName ~= 'Weld' then
				return;
			end;

			-- Make sure each weld has its old parent registered
			if not LastParents[Weld] then
				return;
			end;

			-- Collect the relevant parts for this weld
			table.insert(Parts, Weld.Part0);
			table.insert(Parts, Weld.Part1);

		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Go through each weld
		for _, Weld in pairs(Welds) do

			-- Check the permissions on each weld-related part
			local Part0Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions);
			local Part1Unauthorized = Security.ArePartsViolatingAreas({ Weld.Part0 }, Player, false, AreaPermissions);

			-- If at least one of the involved parts is authorized, restore the weld
			if not Part0Unauthorized or not Part1Unauthorized then

				-- Store the part's current parent
				local LastParent = LastParents[Weld];
				LastParents[Weld] = Weld.Parent;

				-- Register the weld
				CreatedInstances[Weld] = Weld;

				-- Set the weld's parent to the last parent
				Weld.Parent = LastParent;

			end;

		end;

	end;

	['Export'] = function (Parts)
		-- Serializes, exports, and returns ID for importing given parts

		-- Offload action to server-side if API is running locally
		if RunService:IsClient() and not RunService:IsStudio() then
			return SyncAPI.ServerEndpoint:InvokeServer('Export', Parts);
		end;

		-- Ensure valid selection
		assert(type(Parts) == 'table', 'Invalid item table');

		-- Ensure there are items to export
		if #Parts == 0 then
			return;
		end;

		-- Ensure parts are selectable
		if not ArePartsSelectable(Parts) then
			return;
		end;

		-- Cache up permissions for all private areas
		local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Parts), Player);

		-- Make sure the player is allowed to access these parts
		if Security.ArePartsViolatingAreas(Parts, Player, true, AreaPermissions) then
			return;
		end;

		-- Get all descendants of the parts
		local Items = Support.CloneTable(Parts);
		for _, Part in pairs(Parts) do
			Support.ConcatTable(Items, Support.GetAllDescendants(Part));
		end;

		-- After confirming permissions, serialize parts
		local SerializedBuildData = Serialization.SerializeModel(Items);

		-- Push serialized data to server
		local Response = HttpService:JSONDecode(
			HttpService:PostAsync(
				'http://f3xteam.com/bt/export',
				HttpService:JSONEncode { data = SerializedBuildData, version = 3, userId = (Player and Player.UserId) },
				Enum.HttpContentType.ApplicationJson,
				true
			)
		);

		-- Return creation ID on success
		if Response.success then
			return Response.id;
		else
			error('Export failed due to server-side error', 2);
		end;

	end;

	['IsHttpServiceEnabled'] = function ()
		-- Returns whether HttpService is enabled

		-- Offload action to server-side if API is running locally
		if RunService:IsClient() and not RunService:IsStudio() then
			return SyncAPI.ServerEndpoint:InvokeServer('IsHttpServiceEnabled');
		end;

		-- For in-game tool, return cached status if available
		if ToolMode == 'Tool' and (IsHttpServiceEnabled ~= nil) then
			return IsHttpServiceEnabled;
		end;

		-- Perform test HTTP request
		local Success, Error = pcall(function ()
			return HttpService:GetAsync('http://google.com');
		end);

		-- Determine whether HttpService is enabled
		if not Success and Error:match 'Http requests are not enabled' then
			IsHttpServiceEnabled = false;
		elseif Success then
			IsHttpServiceEnabled = true;
		end;

		-- Return HttpService status
		return IsHttpServiceEnabled;

	end;

	['ExtractMeshFromAsset'] = function (AssetId)
		-- Returns the first found mesh in the given asset

		-- Offload action to server-side if API is running locally
		if RunService:IsClient() and not RunService:IsStudio() then
			return SyncAPI.ServerEndpoint:InvokeServer('ExtractMeshFromAsset', AssetId);
		end;

		-- Ensure valid asset ID is given
		assert(type(AssetId) == 'number', 'Invalid asset ID');

		-- Return parsed response from API
		return HttpService:JSONDecode(
			HttpService:GetAsync('http://f3xteam.com/bt/getFirstMeshData/' .. AssetId)
		);

	end;

	['ExtractImageFromDecal'] = function (DecalAssetId)
		-- Returns the first image found in the given decal asset

		-- Offload action to server-side if API is running locally
		if RunService:IsClient() and not RunService:IsStudio() then
			return SyncAPI.ServerEndpoint:InvokeServer('ExtractImageFromDecal', DecalAssetId);
		end;

		-- Return direct response from the API
		return HttpService:GetAsync('http://f3xteam.com/bt/getDecalImageID/' .. DecalAssetId);

	end;

	['SetMouseLockEnabled'] = function (Enabled)
		-- Sets whether mouse lock is enabled for the current player

		-- Offload action to server-side if API is running locally
		if RunService:IsClient() and not RunService:IsStudio() then
			return SyncAPI.ServerEndpoint:InvokeServer('SetMouseLockEnabled', Enabled);
		end;

		-- Set whether mouse lock is enabled
		Player.DevEnableMouseLock = Enabled;

	end;

};

function ArePartsSelectable(Parts)
	-- Returns whether the parts are selectable

	-- Check whether each part is selectable
	for _, Part in pairs(Parts) do
		if not Part:IsA 'BasePart' or Part.Locked then
			return false;
		end;
	end;

	-- Return true if all parts are selectable
	return true;

end;