Age | Commit message (Collapse) | Author |
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Far prettier, and far more useful at a glance.
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Install toasts, installing overall, dependencies and so forth, all seem to be fully functional, however more bug testing is probably required to concluce whether that is actually the case or not...
This also doesn't break `src/modules/mods.js`, i.e dragging mods in to
manually install them still functions the same as always.
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I may or may not have missed some properties or something somewhere,
perhaps we'll see if something ends up broken in the future...
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This is missing a lot of things, notably support for detecting and
installing dependencies, it also is actually being used by the frontend,
that still uses `mods.js`, this'll change soon™️
It should also when done, be capable of removing mods installed in the
old `mods/` folder when updating those mods, and then installing in the
new `packages/` folder, making the upgrade a smooth ride.
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This should've already been a thing, and was a thing for when the game
was currently launching, but this functionality seems to have been
broken at some point.
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win.alert() now has a Promise return value, which'll allow you to wait
until an alert has been closed before continuing code execution.
win.confirm() was also added it's the same as win.alert() except it runs
confirm() in the renderer instead of alert(), and has a return boolean
in the Promise resolve callback. This boolean being whether the user
confirmed the action or not.
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I'd managed to forget to change some function calls to their new
modularized versions, that's now fixed.
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This also fixes is_running not quite working on Linux
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Notably, winLog() and winAlert() are now win.log() and win.alert()
inside modules/window.js.
updateViper(), updateNorthstar and handleNorthstarUpdating() are now
update.viper(), update.northstar() and update.northstar_autoupdate(),
inside modules/update.js
isGameRunning() and isOriginRunning() are now is_running.origin() and
is_running.game() inside modules/is_running.js, along with a
.titanfall() and .northstar() for more specificity. Not used anywhere
right now, but may in the future be used.
setpath() and gamepathExists() are now gamepath.set() and
gamepath.exists() inside modules/gamepath.js
killOrigin() are now kill.origin() inside modules/kill.js
setlang() is now just inlined into the only event where it's used.
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Both getTF2Version() and getNSVersion() are now in version.js
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The reasoning behind this is obvious, I overall would like to make
utils.js far smaller, and if not get entirely rid of it.
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This doesn't entirely uphold support, as it doesn't use the author file
for anything, however it does write it as intended.
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When JavaScript errors occur outside of the renderer, they'll no longer
display a big and confusingly detailed error stack, now they'll simply
be shown a toast about the fact that an error happened.
The user can then click this to get more details, but still without it
being as invasive and obtuse as before.
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If a mod has multiple mod folders inside it, however all with the same
name, they'll be merged together, this now fixes that, by adding
"(dupe)" to the end of it, along with displaying an error, however it
will install successfully.
This also happens to add some duplicate toast protection, however this
should be reworked, but I am not bothered to deal with it right now, and
I instead will be putting this on future me.
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Some functions have been renamed:
update() -> updateNorthstar()
updatevp() -> updateViper()
Overall these are far better function names...
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I removed the underscore at one point and forgot to change the name
everywhere it seems.
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Mostly syntax, but also a few fixes with how the settings system work,
and also a change in localization strings.
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missed a few
one last one
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Quite a lot of them aren't in the same syntax/style, and it's quite bad
to look at, this should fix them all without causing issues.
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I know, commas aren't needed, however, going in and out of using commas
and not using them also looks bad, so generally I try to always use
them, with exceptions.
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Instead of opening your normal web browser you can now just open the
page inside Viper, many changes aren't finished yet, notably the
webview.css file.
At some point I'll split the main.css into more files so the folder
makes sense even though there's currently only one file in there.
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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.
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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.
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This overwrites viper.json and disables Viper updates, this is useful
when repackaging Viper for other formats we don't already support.
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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.
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Albeit with some caveats, due to the way electron-updater is setup, if
you're not on a version of Viper which supports auto-updates the event
which runs the NS Updater code will never be run, and hence it'll never
auto-update. This was also an issue before, but I only noticed it now.
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It actually saves settings, loads them properly and everything...
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This was due to me testing something, not actually supposed to be in
release builds...
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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.
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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.
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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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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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When changing the game path by clicking the button you shouldn't be told
it can't find the game and you've to select one manually, as you know
that already. More importantly, if it could be found automatically it'll
just not do anything.
With this change I also changed the "gui.setpath" string to be more
logical, and to make it clear what it does.
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I moved requests.js into extras and made the function for finding the
potentional gamepath into it's own module. I also made the exec() called
Promise based.
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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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fix: Displaying northstar version on first launch
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