Age | Commit message (Collapse) | Author |
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They're pretty simple to use, and automatically make themselves fit on
screen, on top of automatically disappearing and appearing of course.
I've used them a few places now, and not sure where else they can be
used, there are of course localization strings that need, well,
localization, and I'll create a PR for this on a later date.
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This should've already been a thing, and was a thing for when the game
was currently launching, but this functionality seems to have been
broken at some point.
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win.alert() now has a Promise return value, which'll allow you to wait
until an alert has been closed before continuing code execution.
win.confirm() was also added it's the same as win.alert() except it runs
confirm() in the renderer instead of alert(), and has a return boolean
in the Promise resolve callback. This boolean being whether the user
confirmed the action or not.
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feat: Support EA Desktop better
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Update es.json
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#183
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Eadesktop support french localization
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Support EA Desktop German Localization
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Fixed a typo
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The originkill setting now also includes EA Desktop in it's text. Other
localizations still need these changes...
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EADesktop.exe is now killed alongside Viper when toggled in settings,
alongside this, it also now contributes towards whether "Origin" is
detected as running.
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Fixes broken JSON files on restart
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On restart, if the json file was broken supposedly would try to repair but it wouldn't work, it would keep repairing but failing.
This should fix it by deleting the json file and creating a new one at the start with the correct settings (hopefully)
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If not enough elements are inside a grid to fill it out entirely it'll
attempt to put spacing in between the items to make them vertically
centered. This is now removed.
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This was from the modularization commits, managed to miss this...
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In case we get a 404 or similar we should be cancelling the update, as
otherwise we'll end up downloading the HTML for a 404 page, and
subsequently try to extract that. Clearly not intended or good.
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"cache_dir" being wherever your OS puts it's cache, it's the same place
mods.js uses to download mods.
This prevents cluttering up the gamepath with temporary files.
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I've made some code return early instead of adding more nesting, on top
of this I've added some more comments in some files, rephrased a few
things, and so on...
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I'd managed to forget to change some function calls to their new
modularized versions, that's now fixed.
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This also fixes is_running not quite working on Linux
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Notably, winLog() and winAlert() are now win.log() and win.alert()
inside modules/window.js.
updateViper(), updateNorthstar and handleNorthstarUpdating() are now
update.viper(), update.northstar() and update.northstar_autoupdate(),
inside modules/update.js
isGameRunning() and isOriginRunning() are now is_running.origin() and
is_running.game() inside modules/is_running.js, along with a
.titanfall() and .northstar() for more specificity. Not used anywhere
right now, but may in the future be used.
setpath() and gamepathExists() are now gamepath.set() and
gamepath.exists() inside modules/gamepath.js
killOrigin() are now kill.origin() inside modules/kill.js
setlang() is now just inlined into the only event where it's used.
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Both getTF2Version() and getNSVersion() are now in version.js
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They're now identical!
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0neGal/dependabot/npm_and_yarn/http-cache-semantics-4.1.1
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Bumps [http-cache-semantics](https://github.com/kornelski/http-cache-semantics) from 4.1.0 to 4.1.1.
- [Release notes](https://github.com/kornelski/http-cache-semantics/releases)
- [Commits](https://github.com/kornelski/http-cache-semantics/compare/v4.1.0...v4.1.1)
---
updated-dependencies:
- dependency-name: http-cache-semantics
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
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feat: Localize revamped modlist
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Update es.json
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#171
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I also made mods with updates be placed in the top of the modlist.
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