Age | Commit message (Collapse) | Author |
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#125
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"Info" -> "View", along with a button in the previewer to open the mod
page in the browser if you so choose.
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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...
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#122
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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.
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This was meant to be used for the reset config prompt, but confirm()
doesn't allow you to change the button messages, which I forgot when I
was making this lang string, and subsequently lead to me forgetting I
even made the string, accidentally pushing it...
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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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* New Spanish strings
#111
* Update es.json
Correction
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* [feat] add missing French translation keys
* missing french translations
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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 allows someone to have their system in any language, and then have
Viper in a separate language. This is also useful for testing.
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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.
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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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#85
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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.
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#81
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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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#69
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It'll notify of incorrectly formatted mods, it'll also notify on errors
and on success.
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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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* Create es.json
* Updated es.json for thunderstore
* Updated "es" localization with gui.browser.update
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I forgot about these before...
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langs.js now prints out a proper good looking output, and also now takes
advantage of maintainers.json to provide proper information.
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Add spanish translation (Latin-america)
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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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* Edge case
* Alert user only when automatic detection failed
* extra info on not found message
* support for [Free/Open]BSD
Co-authored-by: 0neGal <mail@0negal.com>
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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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