Age | Commit message (Collapse) | Author |
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Also fixes section buttons not being able to be clicked.
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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.
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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)
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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.
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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.
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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.
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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.
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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.
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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.
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-1px should be enough, however to make sure I made it -5px instead.
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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.
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I forgot about these before...
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These should've been here from the start, and I don't know why I didn't
add them in the start, I'm very dumb.
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When a new mod has been installed through the browser UI it's button is
changed from "Install" to "Re-Install" instantly. We also now disable
modding related buttons when updating NS, or when installing mods. This
should prevent issues.
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This should work for all mods, assuming that all mods come packages the
same, aka, in a Zip, with mods/<mod> in it. Which from what I know they
do.
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To show the loading simply do Browser.loading(), when a BrowserEl() is
made it auto removes it. The loading and BrowserEl's will fade into
view instead of popping in instantly.
And then now there's a tiny close button, as it may not be obvious you
can click the dark overlay or click Escape.
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You can either click "Escape" or simply click on the darkened background
and it'll then close it. Ideally the fallback icon should never be
shown, and it is more for testing.
I also added a search bar that does nothing currently.
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Only frontend stuff, nothing that queries Thunderstore.
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Adding documentation/comments
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* [chore] removing setsize mechanism
* [feat] adding new html skeleton
* [feat] adding games icon buttons
* [feat] all icon buttons have same size
* [fix] games container width varies between 95 and 120px
* [feat] displaying bg image
* [feat] each game has its own background image
* [feat] adding content skeleton
* [feat] window has no frame anymore
* [feat] buttons show related content only
* [feat] displaying viper release notes
* [feat] game icons are vertically centered
* [feat] background is a bit grayed out
* [feat] adding some items to games menus
* [feat] displaying games logos
* [feat] adding content menu active item indicator
* [fix] centering active item indicator
* [feat] not displaying viper credits by default
* [feat] viper categories can be browsed through via menu
* [feat] adjusting hovering style of menu items
* [feat] adding play button styles
* [feat] adding missing vp sections
* [feat] adding link styles
* [fix] scaling down northstar logo
* [feat] adding ns sections
* [feat] fetching northstar release notes
* [fix] release notes containers are scrollable
* [feat] removing space between menu and some sections
* [feat] loading vp+ns versions into interface
* [chore] pushing version to 0.10.0
* [feat] play buttons launch games
* [refactor] renaming vp releases fetching method
* [feat] displaying an option to update northstar
* [feat] message is displayed if ns is up-to-date
* [feat] displaying ns download progress
* [refactor] removing ns-updating and ns-updated events
* [feat] adding UI translations
* [fix] correctly displaying vp release notes
* [refactor] removing useless code
* [feat] adding Imply to credits for viper logo
* [feat] loading titanfall version from gameversion.txt file
* [feat] centering viper main section
* [feat] adding custom scrollbars to release notes sections
* [feat] disabling images drag
* [feat] all external links are opened in default browser
* [feat] formatting release notes with markdown converter
* [feat] translating UI items
* fixed backgrounds not being same size
This would cause weird transitions.
* new.css is now main.css, fixed colors and fonts
* page indicator is now prettier
We no longer use a character to render a circle, and it's no longer a
circle, instead it's a line, we also now have a nice transition on it,
both for fading in and out.
* removed simplebar in favor of ::-webkit-scrollbar
Almost everything we did with simplerbar could be done with native
WebKit scollbar CSS, hence why we switched to it.
* fixed uneven nav button margin
* fixed formatting
Single quotes to double quotes, spaces to tabs, etc etc... I also
removed simplerbar properly...
* removed unneeded consts
Elements set with ID's can by default be referred to with their ID, aka:
const element = document.getElementById("element");
Is useless as "element" will automatically refer to that element if
theres no variable that overwrites it.
* use release name over tag_name
"Release vX.X.X" frankly looks better than "vX.X.X"
* playBtn's now look nicer
Slight transition on hover and click.
* added pointer cursors to nav buttons and playBtn's
Along with transitions to the nav buttons, because they look very good.
* [fix] viper main section appears correctly on viper logo clicked
* different opacity for inactive pages
* removed "Roboto Mono", added normal "Roboto"
* removed old HTML
* fixed formatting in launcher.js
* redesigned contentContainer's, and a lot more
I also swapped around the Vanilla logo and Northstar logo to have the
same size and the "Titanfall 2" text is in the same place on both
images, allowing seamless transition when changing pages.
I also completely redesigned displayContent(), it's now page() and
doesn't revolve around a switch case. I'll likely do a similar thing
with showVpSection() and showNsSection(), uniting them into one function
that doesn't use switch cases.
* added close button
* fix game icons not being found
* removed excess icons from assets folder
* [feat] adding a br to french releases key
* [feat] centering menu items
* [feat] implementing requests cache for NS release notes
* [feat] implementing cache for VP release notes
* changed ttf2 to tf2
Along with that, I also renamed the northstar2.jpeg bg to just
northstar.jpg, as all other background are .jpg
* [fix] adjusting containers
* [fix] adding some space between menu and content
Since we have lots of space to use now, let's use it!
This extra-space does not apply to release notes sections, which
already takes all available screen space.
* [feat] adding code style
* [fix] window is draggable thanks to a drag bar on its top
* [fix] drag bar height
* [fix] all window is draggable
* [fix] not disabling game buttons on ns update
* [fix] disabled buttons cannot be clicked
* [fix] displaying ns update downloading state on UI
* [fix] typos
* general improvements to the UI
Launch buttons now have a nice gradient, a shadow and a better hover
animation. The Titanfall logos are now also centered no matter the
window size, so if in the future we decide to allow resizing the window
that won't be a problem, or if you force the window to do it through
some trickery, it'll also still show correctly.
I also changed the default font weight to 500, some pieces of text
looked very thin.
* unified information and credits section
* mods section should more or less look good now
Still not complete done, I still wanna implement a drag and drop
install, along with selecting whether you're installing a zip or folder.
And also a warning when toggling or removing required mods...
But generally this is the design I will go with.
* added warnings for toggling/removing core mods
* [feat] adding missing translations
* [fix] typo in gui.mods.disabledtag french translation
* re-added download progress
* added section transitions
* switched to npm module for markdown parsing
* correcting some formatting, nothing special
* active page button is now more obvious
Co-authored-by: 0neGal <mail@0negal.com>
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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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* [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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* [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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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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