Age | Commit message (Collapse) | Author |
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I've made some code return early instead of adding more nesting, on top
of this I've added some more comments in some files, rephrased a few
things, and so on...
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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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They're now identical!
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#171
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I also made mods with updates be placed in the top of the modlist.
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When a red switch is placed besides a red button that says "Remove", it
makes it seem far more destructive to click that switch, even if it's
not, and a blue color doesn't fit in very well either (perhaps we need
more colors). And so because of all that the modlist switches are now
orange, and we can easily add more colors.
The switch colors overall are also far more vibrant now, as it looks far
better that way.
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The new modlist now uses the same toggles found in the settings popup,
only here they're used to disable/enable mods. On top of this I also
fixed the "Toggle All" button not working. Forgot to change some stuff,
breaking it... oops...
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We now just use a click event listener, and check through what's at the
click location, and toggle classes as needed.
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Previously some outdated packages would just say "Re-Install" and not
"Update", now that's fixed, along with making the logic easier for use
in the mod list.
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The current design for the installed mods is not exactly the best. And
it has been due for a redesign for quite a while, I'm finally starting
work on this.
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This module makes it easier to read JSON files, simply returning false
on errors, and attempting to repair the JSON automatically.
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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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feat: Localize "Unknown Error!" toasts
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Co-authored-by: GeckoEidechse <40122905+GeckoEidechse@users.noreply.github.com>
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#157
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#155
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This was only here to test the uncaught exception catching.
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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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If a mod has an incorrectly formatted mod.json it is ignored when trying
to build/get the list of installed mods.
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Some functions have been renamed:
update() -> updateNorthstar()
updatevp() -> updateViper()
Overall these are far better function names...
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