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2022-05-16a lot of stuff, but mainly a "Load more..." button0neGal
In the past when more than 50 packages was loaded it'd simply display a "Maximum packages loaded" message, and it wasn't actually 50, as it just took the first 50 packages loaded, whether or not they were filtered out, so now that's fixed and a "Load more..." button has been added. With that comes some changes to the lang strings for "gui.browser.endoflist" and a new one "gui.browser.loadmore". I also fixed the filtered packages issue also occurring in searches. This will overall allow a user to more easily find the maximum amount of packages without loading literally over a hundred packages at once, not good for performance...
2022-05-16general improvements0neGal
Made the UI slightly bigger, and the mod elements aren't on their own line, this allows you to see more at once while it being bigger and more telligble, before it was kind of empty.
2022-05-16already installed dependencies are now skipped0neGal
If you already have all the dependencies or some dependencies of a package those will be skipped, if there is no dependencies missing it'll just install, and otherwise it'll show the missing and ask whether you want to install them. Meaning if a package has two dependencies and you've one of them only the one you don't have will show up.
2022-05-12initial draft for supporting dependencies0neGal
This should allow you to install packages that have dependencies, however maybe not with the best UI/UX experience, as currently there's only an English localization, and we also install dependencies even if the dependency is already installed.
2022-05-03re-implements user links in release notes (#88)0neGal
Instead of updating the branch it was easier to simply add this, I don't plan to add the issue/PR support, as it's complicated with no real benefit, as NS seems to already link the PR's themselves.
2022-05-03fixes markdown not rendering properly (#108)0neGal
Simplifies the parsing of Markdown, whilst also solving problems that the previous parser for Markdown caused.
2022-04-28added: error if config file isn't valid0neGal
Essentially just validates the config file and then prompts you about it, it allows you to reset it directly or just to exit and let yourself fix it. And because the error message appears directly in the renderer we have access to navigator.language, and can therefore still localize the string. However! We can't actually care if the user has disabled auto detection of their language, since... y'know, the config file where that's stored isn't able to be read properly. And so I added an argument to lang(), which allows you to force it to use a specific language if that language is available, if not it defaults back to English.
2022-04-24more minor improvements to the UI0neGal
sped up some animations, added a few more colors to different places, overall just a slight spice up to the UI
2022-04-24tiny improvements to the look of the mod browser0neGal
Veeeerrryyy tiny improvements: - titles are now in bold - reduced the padding between version and author text - slight blur to images has been added, which looks nice - the large margin between the close and filter button is now fixed
2022-04-23prereleases no longer show up in the release notes0neGal
2022-04-17changing the language now disables autolang0neGal
This is for the sake of UX, as a user might be confused about why it doesn't work as they may not notice that they've to turn off auto-detect language first. Because of this Settings.switch() now has a state value, and if you provide a DOM element as the element arg it now uses that to know what to toggle, before we used to just provide a number, which made sense for generating the onclick events, but not for this task... This whole thing was brought up because of #115
2022-04-13check to make sure gamepath exists0neGal
When Viper starts up it'll check to make sure the gamepath still exists, and throws errors if not, it also redirects you to the first page (the one where you can set the gamepath), and gives you an informative error. This could happen because the user unmounted the drive the gamepath is on, or it could happen if the user moved their game location.
2022-04-13fixed: console logs not parsed through lang()0neGal
I've known about this bug for a bit but haven't been bothered to fix it, essentially a language key was being logged instead of the string attached to that key :p
2022-04-13the user can now manually select a language0neGal
This allows someone to have their system in any language, and then have Viper in a separate language. This is also useful for testing.
2022-03-26added tiny checkmark to filter selection0neGal
Slightly better UX I guess?
2022-03-26fixed error and removed browser on startup0neGal
For testing purposes I had the mod browser auto show on startup, that's removed now, I also when refactoring some code forgot to change the name of a function everywhere, leading to an error.
2022-03-26added filters0neGal
Fully implemented (I think? Maybe there's an edge case?), albeit it's missing "Updateable" and "Installed" filters, but they'll be added later
2022-03-22fixed potential edge case0neGal
If a mod has the name of an already existing element some issues may arise... So now we have all mod elements prefixed with "mod-" and we also only search for elements inside #browserEntries, that should avoid all issues...
2022-03-10fixed toast errors having no background color0neGal
2022-03-10fix nsargs being cleared when edited out of Viper (#93)0neGal
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.
2022-03-02made the Northstar page the startup page0neGal
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.
2022-02-24localized all strings0neGal
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.
2022-02-24fixed NS never being auto-updated and more0neGal
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.
2022-02-23settings page is now fully functional0neGal
It actually saves settings, loads them properly and everything...
2022-02-21some functionality is now present0neGal
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.
2022-02-20more UI changes0neGal
I added descriptions and options for excluding files.
2022-02-20initial work on settings page0neGal
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
2022-02-18basic drag and drop support0neGal
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.
2022-02-17fixed buttons not re-enabling when closing install0neGal
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.
2022-02-08added toasts for installation of mods0neGal
It'll notify of incorrectly formatted mods, it'll also notify on errors and on success.
2022-02-08two toasts can now be added at the same time0neGal
There used to be an error where if you spawned two toasts simultaneously they'll get the same ID, this fixes that by upping the ID by one if the ID is already taken.
2022-02-08added toasts0neGal
No functional toasts yet, just the code for them, I'll add the actual toasts later...
2022-02-08fixed browser being reloaded on every toggle0neGal
It now only does it if there's currently no results in the browser, aka an empty search or it has yet to be loaded once before. Loading it every time would cause lag.
2022-02-08Thunderstore mods are only loaded when requested0neGal
Before this commit, the Thunderstore request would be sent on application startup, now instead, it only does it when someone actually clicks the "Find Mods" button, which should intern decrease load on Thunderstore's end. Not that it mattered in the grand scheme of things, it was just sort of unneeded.
2022-02-08Merge branch 'main' into thunderstore0neGal
2022-02-08fixed window buttons not able to be clicked0neGal
Also fixes section buttons not being able to be clicked.
2022-02-07all mods should now have proper install status0neGal
We now directly check the manifest file info as well therefore in all cases even if the folder name for the mod is completely obscure, we should now finally still get an installed status, both on removal and install.
2022-02-07removed Browser opening on startup0neGal
2022-02-07added support for more obscure mod structure0neGal
If a developer for some reason decides to put their mod inside mods/ instead of putting it inside a folder in mods/, it used to fail the install, now that's fixed. However since there's no folder to directly copy the name from we take it from the manifest.json provided by Thunderstore. It of course also has the proper status in the browser UI (update/reinstall etc)
2022-02-07fixed drag control0neGal
I think? I don't know how it was originally, currently now you can drag on the top most of the window and in the left most, unfortunately not inside the various pages. It would probably be possible to do that, but I've not made it do as such, and if it needs to be changed it won't be me doing it.
2022-02-05various changes, aesthetic and functionality0neGal
This should fix the window drag not working, however I cannot test that. As my WM doesn't support it, a Windows contributor will have to test it. I also added an info button that opens the mod's page in your web browser, this button is of course localized, along with that I localized the placeholder in the search input. There's also a few general aesthetic changes, like adding a tiny border around #modsdiv and #browser.
2022-02-05moved author position, and fixed text overflowing0neGal
2022-02-05implemented limit to loading packages0neGal
I have no clue if 50 packages is too small or too, big, we'll adjust this the more mods that arrive. I also made the browser auto scroll to the top when closed, it looks far better.
2022-02-05fixed edge case with folder names0neGal
If the folder name was different from the mod name it wouldn't properly update the "Install" text to "Re-Install" albeit it'd work when you reload the front.
2022-02-05fix edge case for when Archives/mods doesn't existGitExample
2022-02-05button now updates when mod is removedGitExample
I also fixed the archive not being extracted properly for some reason, the setTimeout() seems to solve it, no clue if it needs to be adjusted in the future or replaced with something that works 100% of the time, I'm not even quite sure why it happens in the first place.
2022-02-05fix some mods appearing as uninstalled in browserGitExample
The normalizer function didn't quite account for everything, which, it still doesn't, however given that I hope most developer don't use obnoxious characters in their mod names this should be fine.
2022-02-05fixed #bgHolder not covering entire backgroundGitExample
-1px should be enough, however to make sure I made it -5px instead.
2022-02-03detection for new updates of modsGitExample
2022-02-03added search functionalityGitExample
This should be future proof, however I'm not sure how well it'll handle thousands of mods to search through. It should do it somewhat well, but idk. We'll see, I'll perhaps implement a simpler search function in the future instead of using Fuse if it becomes a problem.