Age | Commit message (Collapse) | Author |
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its a bit redundant since the title already states that we are installing
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This is achieved by sending an IPC event to the renderer and waiting for a reply once
Since this is async we return from the function after sending the event and recursively invoke it once the reply arrives
The package data is returned a a JSON String because Electron is unable to copy the Object over IPC
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feat: Linux launch support v2
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This will be particularly useful for #239
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This will be particularly useful for #239
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Technically this is also broken on the main branch, however it's a lot
easier to just fix here, instead of having to fix it there, then also
fix it here, due to the modularization
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And `js/popups.js`, but it was already technically a CommonJS module, it
was just leftover in `index.html` due to `js/browser.js` not being a
CommonJS module.
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It's not actually used anywhere outside of itself, but oh well.
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Renamed from `toast.js` to `toasts.js` as well
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Far from done, but this pretty much splits everything inside
`src/app/main.js` into separate files.
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The "Steam (Auto)" launch method should ideally work in all scenarios,
ideally! Obviously, I can't and haven't tested in every environment, but
I've attempted to make sure it functions.
Launching Vanilla and Northstar works just fine, custom launch arguments
also work just fine, it works with normal Steam, Flatpak Steam, and as a
fallback with the Steam Browser Protocol (`steam://`)
There's also the option to set your own/custom launch command for both
the Vanilla and Northstar launch options. How well they work will of
course depend on what the user set them to.
"Steam (Auto)" attempts to pick the right Steam launch method depending
on what's available, if the Steam executable can be found, it'll use
"Steam (Executable)", if it cant and Flatpak is found on top of an
install of Steam through Flatpak, then "Steam (Flatpak)" is used, if all
of that fails, then we attempt to use "Steam (Protocol)"
Some toasts will be shown if you attempt to run the game with either
"Steam (Executable)" or "Steam (Flatpak)" and they cant find the
game/Steam. This isn't an issue with "Steam (Auto)"
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Previously, settings using `<select>`'s for their value only worked on
the `forcedlang` setting, now it just works overall, this wasn't an
issue before, as we had no need for it.
More importantly `forcedlang` is special in that it dynamically loads
the list of languages available, so it was and still is handled
separately, to support that behavior.
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Ew! Bad! No! Bad! Bad!
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This time it's inside the GUI and not just random output.
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This means if you dont have any internet, but there's a cached requests,
it'll use that, even if it was cached a very long time ago. This just
attempts to eliminate errors.
This can still be turned off for things where you dont want this to
happen, notably the masterserver status.
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Due to this button (specifically the "button"/link below the "Launch"
button) serving multiple functions, it incorrectly gets disabled when
the game is running. Now its enabled!
How did I miss this? I assume it crept up after implementing the force
quit button, and not during, but maybe not, was I stupid? Mayhaps.
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This isn't present in the current release and is a bug that crept up
with the upcoming release, however of course, it's been fixed now.
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Scrollbar is globally different, the release notes and mods page now
look more alike, having adjusted some padding, added some backgrounds
and a few other things.
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When checking for an update whilst the latest release is already cached,
it'll resolve near instantaneously, not even letting the user know what
action they just performed, now however, a check for updates will
visually take at least 500ms.
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When closing a category and then re-opening the setting popup, the
categories shouldn't remain closed!
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If you're not clicking inside the `#browser` popup, then the preview and
filter popups would stay open, until you do so, or something else causes
them to close.
This fixes that.
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Its now been split into 2, requests.js and releases.js, the latter
simply gets relevant info from GitHub release pages. The prior however
gives simple functions for doing `GET` requests, and caching the result,
and then transparently it'll use that cache when you request it next
time. On top of this, some requests made by the renderer will now also
use this, and this in turn ends up making loading the mod browser much
faster. As instead of having to request the list of packages from
Thunderstore, we can simply load the result of an old request.
The current lifetime of the cache is 5 minutes, however this can also
easily be adjusted.
This also moves the cached requests away from
<cache_folder>/viper-requests.json, and over to
<cache_folder>/Viper/cached-requests.json
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If the settings popup was opened or closed through other means than
clicking the settings button itself, "Save" button or "Discord"
button, then the cog wouldn't update/rotate accordingly.
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This makes opening and closing popups a little bit easier, on top of it,
it also fixes a bug where you could open the settings popup on top of
the browser popup or other popups, and it'd hide the background blur,
but still show both popups.
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