Age | Commit message (Collapse) | Author |
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If the nsargs are edited by a third-party program or anything that isn't
Viper, the next time you launch Viper it'll reset the nsargs back to
what it was when you last opened it.
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Some users got confused about the "Change Game Path" label on the
startup page, thinking it was Viper asking the user to change the path,
to clear up that confusion we now just don't show that page on startup.
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Since all configuration now takes place in the UI, there's no need to
explain how to disable auto-updates through the config file.
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feat: Settings page
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[feat] french settings translations
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feat: Settings page: add "es" localization
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#85
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I localized all strings for English, then went ahead and made array
options have a wider input and more word spacing, since they're all
space separated.
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When #87 was merged an unnoticed problem slipped in where if Viper was
running in a version that did not support auto-updates we would never
auto-update Northstar. Now that's fixed, and the nsupdate option is
completely implemented.
I also took the liberty of removing the auto-update option in the
settings page if Viper can't auto-update anyway, as it's useless if
that's not possible.
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Albeit with some caveats, due to the way electron-updater is setup, if
you're not on a version of Viper which supports auto-updates the event
which runs the NS Updater code will never be run, and hence it'll never
auto-update. This was also an issue before, but I only noticed it now.
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It actually saves settings, loads them properly and everything...
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refactor: i18n
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[fix] updates checking order
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Albeit only frontend functionality, it doesn't actually save your
settings, it simply loads them, and Settings.get(), allows you to
convert them to a format that can be used to save settings.
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I added descriptions and options for excluding files.
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This only has the actual UI for the settings page in place, no actual
functionality has been implemented yet. I made several changes not
directly related to the settings page, such as changes the CSS color
variables to use RGB, as to easily add an alpha channel to colors. I
also changed the way the Browser is toggled in some respects and many
other changes that makes it easy to re-use the browser code to create
the settings UI
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variable
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build/langs.js now gives more info and has colors. It also changes it's
exit code if an error happened, we then use that in build/publish.sh to
catch localization errors before publishing. We also ensure that version
numbers are set correctly.
Then at last we will make sure $GH_TOKEN is set, and if not, prompt for
the token, to make sure you don't build everything then error out when
you forgot to put in your token.
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feat: drag and drop to install mods
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feat: Spanish "gui.mods.dragdrop" key
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#81
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This was due to me testing something, not actually supposed to be in
release builds...
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Usually utils.js would default to simply unzipping whatever was uploaded
if it wasn't a folder, now we check if it has "zip" as the extension,
case insensitive. If not simply report back the file wasn't a mod.
As opposed to the obscure error you got before this.
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Since apparently dragleave and dragenter don't quite work as intended we
have to resort to this obscure method which should work just fine on the
user's end.
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If you closed the file selection window after clicking the "Install Mod"
button it would improperly try to install "nothing", and therefore never
re-enable the buttons, this is now fixed.
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0neGal/dependabot/npm_and_yarn/follow-redirects-1.14.8
Bump follow-redirects from 1.14.7 to 1.14.8
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Bumps [follow-redirects](https://github.com/follow-redirects/follow-redirects) from 1.14.7 to 1.14.8.
- [Release notes](https://github.com/follow-redirects/follow-redirects/releases)
- [Commits](https://github.com/follow-redirects/follow-redirects/compare/v1.14.7...v1.14.8)
---
updated-dependencies:
- dependency-name: follow-redirects
dependency-type: direct:production
...
Signed-off-by: dependabot[bot] <support@github.com>
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fix: Excluded files
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incomplete update process
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I have no clue why this is only a Windows error, but it is, which is
also why it slipped through into the 1.2.0 release.
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