Age | Commit message (Collapse) | Author |
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feat: Disable NS button when NS isn't installed
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Doing <elem>.disabled = true is the same as
<elem>.setAttribute("disabled", ""), same with <elem>.disabled = false,
being the same as <elem>.removeAttribute("disabled")
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fix: Displaying northstar version on first launch
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Previously, on first viper launch, northstar version was parsed
even before game path was selected, leading to "unknown" being
systematically displayed on first launch.
Now, when a game path is set, versions are automatically updated.
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Adds mod support, removing, installing and toggling mods, both CLI and GUI
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i18n: mod support
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This adds both the arguments themselves, but also their entries in the
man page and help page.
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No clue why this is a here, or how it came to be.
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French Translations
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I originally tested out having an issues link instead, but went away
from the idea and managed to forget to change the link.
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I somehow completely forgot to remove the "coming soon" parts for
auto-updating and official releases and download pages, that's now
fixed. And since we have that I also moved and changed some text in the
"How to run" section renaming it to "Development"
Besides that I added Viper's logo along with a link to the projects page
for a nice overview and releases page, even tho it is in fact in the
sidebar, you may miss it somehow.
Given I've removed the application preview we no longer have to keep
updating it everytime some change, changes how the app looks on startup.
Overall much needed changes to the README.
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Now using just saveSettings(), I think this line was overlooked when
implementing the saveSettings() function.
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* [feat] adding methods signature to alert when selected game path is falsy
* [feat] a game path is valid if it contains 'Titanfall2.exe' file
* [feat] adding translations for wrong gamepath key
* [feat] if a wrong path has been selected, ask for it again
* formatting and removing useless function
Given we only use checkGamePath() once there's no need to even have a
function for it.
Co-authored-by: 0neGal <mail@0negal.com>
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* [chore] adding electron-fetch dependency
* [feat] adding requests module skeleton
* [feat] not doing any http request to get latest ns version if data is fresh
* [fix] data is considered fresh if less than 5 minutes old
* [feat] adding requests.getLatestNsVersionLink implementation
* [refactor] fully using requests module (with associated cache)
* [docs] adding documentation to requests module
* [refactor] adding a key to get nsLatestRelease cache results
* [chore] removing request deprecated dependency
* [feat] using follow-redirects instead of electron-fetch
* [chore] removing electron-fetch dependency
* fixed formatting
Single quotes to double, proper textwidth for comments, and proper
comment style, the usual... Nothing special here...
* fixed wrong location for requests.json
We don't want to clutter people's config folder, hence we should use the
cache folder instead...
Co-authored-by: 0neGal <mail@0negal.com>
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"npm run langs" will give back info if a locale is missing localizations
from the English locale. Thereby showing what needs to be translated.
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* [refactor] moving main.setPath listener outside start method
* [refactor] setpath tells if game path is set or not
* newpath event tells if game path dialog is successful or not
* [feat] main window will not show if path is not set
* [feat] viper displays a dialog and exits if no game path was prompted
* [fix] viper prompts for game path if viper.json:gamepath is not set
* [feat] translating gui.gamepath.must key
* code cleanup
fixing single quotes and alike
* fix gui.gamepath.must message
Co-authored-by: 0neGal <mail@0negal.com>
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However in megabytes, and I don't know math very well, I just know
(bytes / 1024 / 1024) gives megabytes, if you know a better simpler way
to convert this make a PR, please...
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Lovely, only issue is for some reason both on Windows and Linux file
dialogs can't select both directories and files, so either it's a folder
or it's an archive, not both.
So I guess we need to make some way to select it...
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If a mod decided to put their actual mod files inside a folder inside a
folder it'll search sub folders to try and find them and usually it's
able to install it.
Meaning, if instead of the mod being structured as such:
mod/
mod.json
other files ...
It is structured as such:
folder/
mod/
mod.json
other files ...
This will be very useful for zip files... As some people tend to archive
a folder and not make an archive with the files in it. Leading to the
above structure...
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Along with the ability to scroll it!
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Smoothly updates and works flawlessly, the only thing that really needs
improvements is the design and on top of that installing mods from a Zip
file over folder.
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Mostly, the installing part needs a bit more look at, to support
archives and different layouts for the mod. Such as searching through an
archive to find the right folder because some mods don't use a proper
layout. I also somewhat mitigated the whole issue of JSON files not
being formatted properly by the mod developer (please just fix your
formatting, I beg you.) by simply assigning the absolute basics, however
we can't know the versions of the mods.
I am not going to go out of my way to write code which can parse a file
that wasn't made to be parsed because whoever wrote it doesn't know what
a JSON file is made of. Simply not happening.
I also added a few locatiolization related things, along with more info
for --mods, so besides the normal counter for "Installed mods" you also
have "Enabled mods" and "Disabled mods", very useful.
The GUI also has a new added "Disabled" tag to mods that are disabled,
however this is a temporary, it looks bad and I don't want it in
release, I just needed a way to distinquish when testing.
Because you can now also enable and disable mods, mods.list() gives back
an Object that goes more or less something like:
{all: ..., enabled: ..., disabled: ... }, take your guesses as to what
everything means, you might even get it in the first try.
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