Age | Commit message (Collapse) | Author |
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This should more or less ensure everything remains responsive even if
the language is one with very long strings.
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That is, it's now using our localization module...
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If a message is not localized it'll default back to English, instead of
just giving back the string...
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Localization support
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feat: Updates downloading
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I'm not quite sure what the purpose of this function is considering we
only use it once, and there's not much reason to export it or anything.
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After game path was set on Windows in first launch, the settings
object would not be written to viper.json file, meaning that on
next start, settings.gamepath variable would be loaded with a ""
value, leading to errors.
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By error I forgot to include this check... I also added in the ability
for it to look for a lang file without the extra locale info on the end,
i.e if "en-GB" is not found it'll try "en"
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This may or may not be how we actually do localization in the future,
however for now this seems doable. I will obviously need to look at how
we detect the language, as I think instead of relying on names like
"en-US" just have "en", so we don't have to symlink various editions of
English to the same file. But for now this is a draft, and the important
part of this is rather how the underlying localization works.
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We now just use a fixed string ("viper.json")
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However, I can't figure out a way to directly exclude it in the unzip
package, hence, it just renames the original to "<file>.excluded" when
the extraction is done it then renames it back to it's original aka
"<file>", overwriting what was extracted, which essentially excludes
some files.
If there exists an unzip library/package that has options for excluding
files we should move to that, but until something as such is found the
current way is how we'll do it.
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A bug stopped the settings.zip variable from being set after choosing
the path, this resulted in Viper trying to save the zip to root.
This was only on first launch, relaunching would fix this. For obvious
reasons.
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So you don't have to run "npx electron src/index.js --debug" every
time manually...
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This uses your system appearance to figure out which one to use. Meaning
the people with dark mode enabled on Windows or through their GTK/QT
theme will still see dark mode...
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This means devtools don't get opened no matter what and --debug is
required for it to open.
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Given that I've yet to implement any other modding tools outside of the
updater and launcher the description will be changed to what it is now.
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Said script builds an AppImage and an NSIS Installer for Windows. I may
make an AppX build as well, that way you can install it straight from
your browser very neatly...
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whoops.
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This means systems (like most Windows installs) that don't have the font
can still be allowed to see it in all it's glory.
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I removed the titlebar, which I already had gone on my Linux system,
besides that I also made it so the body of Viper can be held down to
drag it around. And then added an exit button.
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Im a dumbass and made a tiny mistake...
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Northstar requires you to be in the gamepath when launching, so we now
change the current directory when launching.
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I haven't tested this on Windows... And I will in a bit...
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I think?
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Everything is now in utils.js and simply gets called through IPC calls
which make it quite simple to add CLI arguments...
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