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2022-01-11[fix] not checking for NorthstarLauncher2.exe process anymoreAlystrasz
2022-01-10[feat] adding code to check if a tf2 process is runningAlystrasz
2022-01-10[refactor] renaming exec to runAlystrasz
2022-01-10Merge branch 'main' into feat/northstar-auto-updateAlystrasz
2022-01-10[fix] not running auto-updates if gamepath is not setAlystrasz
2022-01-10[fix] not running auto-updates if viper.json does not existAlystrasz
2022-01-10[fix] checking for updates on viper launchRemy Raes
2022-01-10.disabled instead of .[remove/set]Attribute()0neGal
Doing <elem>.disabled = true is the same as <elem>.setAttribute("disabled", ""), same with <elem>.disabled = false, being the same as <elem>.removeAttribute("disabled")
2022-01-10[fix] updating correct buttonsRemy Raes
2022-01-10[feat] translating 'install' optionRemy Raes
2022-01-10[feat] 'Play NS button' text is restored after successfull installRemy Raes
2022-01-10[feat] launch button install Northstar if it's not installedRemy Raes
2022-01-10[feat] Northstar launch button holds 'Install' text when ns is not installedRemy Raes
2022-01-08[feat] not checking for updates if settings.autoupdate is falseAlystrasz
2022-01-08[feat] checking every 15 minutes for new Northstar versionAlystrasz
2022-01-08Merge pull request #32 from Alystrasz/fix/version-indicator0neGal
fix: Displaying northstar version on first launch
2022-01-08[fix] displaying northstar version on first launchAlystrasz
Previously, on first viper launch, northstar version was parsed even before game path was selected, leading to "unknown" being systematically displayed on first launch. Now, when a game path is set, versions are automatically updated.
2022-01-08adding missing french translationsAlystrasz
2022-01-08mod support is disables if NS is not installed0neGal
2022-01-08fixed error if you ran --installmod without args0neGal
2022-01-08added cli arguments for mods0neGal
This adds both the arguments themselves, but also their entries in the man page and help page.
2022-01-08removed extra "})"0neGal
No clue why this is a here, or how it came to be.
2022-01-08[feat] adding missing french translationsAlystrasz
2022-01-08Merge branch 'main' into mod-support0neGal
2022-01-07removed manual settings file write0neGal
Now using just saveSettings(), I think this line was overlooked when implementing the saveSettings() function.
2022-01-07fix: Game path check (#29)Rémy Raes
* [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>
2022-01-07fix: Rate limit (#27)Rémy Raes
* [chore] adding electron-fetch dependency * [feat] adding requests module skeleton * [feat] not doing any http request to get latest ns version if data is fresh * [fix] data is considered fresh if less than 5 minutes old * [feat] adding requests.getLatestNsVersionLink implementation * [refactor] fully using requests module (with associated cache) * [docs] adding documentation to requests module * [refactor] adding a key to get nsLatestRelease cache results * [chore] removing request deprecated dependency * [feat] using follow-redirects instead of electron-fetch * [chore] removing electron-fetch dependency * fixed formatting Single quotes to double, proper textwidth for comments, and proper comment style, the usual... Nothing special here... * fixed wrong location for requests.json We don't want to clutter people's config folder, hence we should use the cache folder instead... Co-authored-by: 0neGal <mail@0negal.com>
2022-01-05Merge branch 'main' of 0neGal/viper into mod-support0neGal
2022-01-04fix: No game path (#24)Rémy Raes
* [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>
2022-01-03fixed error when disabled isn't created0neGal
2022-01-03fixed missingpath localization0neGal
2022-01-03Merge branch 'main' of 0neGal/viper into mod-support0neGal
2022-01-03download progress for NS0neGal
However in megabytes, and I don't know math very well, I just know (bytes / 1024 / 1024) gives megabytes, if you know a better simpler way to convert this make a PR, please...
2022-01-03mod buttons are now disabled if NS isn't installed0neGal
2022-01-03we're now able to install archived mods0neGal
Lovely, only issue is for some reason both on Windows and Linux file dialogs can't select both directories and files, so either it's a folder or it's an archive, not both. So I guess we need to make some way to select it...
2022-01-03installing mods from folders got a lil easier0neGal
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...
2022-01-03mod view now has a constant size0neGal
Along with the ability to scroll it!
2022-01-03improved visuals of disabled tag0neGal
2022-01-03fully working GUI functionality0neGal
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.
2022-01-02toggling, removing and installing mods works0neGal
Mostly, the installing part needs a bit more look at, to support archives and different layouts for the mod. Such as searching through an archive to find the right folder because some mods don't use a proper layout. I also somewhat mitigated the whole issue of JSON files not being formatted properly by the mod developer (please just fix your formatting, I beg you.) by simply assigning the absolute basics, however we can't know the versions of the mods. I am not going to go out of my way to write code which can parse a file that wasn't made to be parsed because whoever wrote it doesn't know what a JSON file is made of. Simply not happening. I also added a few locatiolization related things, along with more info for --mods, so besides the normal counter for "Installed mods" you also have "Enabled mods" and "Disabled mods", very useful. The GUI also has a new added "Disabled" tag to mods that are disabled, however this is a temporary, it looks bad and I don't want it in release, I just needed a way to distinquish when testing. Because you can now also enable and disable mods, mods.list() gives back an Object that goes more or less something like: {all: ..., enabled: ..., disabled: ... }, take your guesses as to what everything means, you might even get it in the first try.
2022-01-02Merge branch 'main' of 0neGal/viper into mod-support0neGal
2022-01-01chore: Auto updating (#16)Rémy Raes
* [chore] adding electron-updater dependency * [feat] adding auto-updating mechanism * [chore] setting package version to v0.8.0 * [fix] restoring original repo URL * [docs] adding some documentation about publishing new releases * [chore] adding publish:windows command * [docs] updating publish instructions with new publish command * [chore] adding publish:linux command * [docs] updating publish instructions * --updatevp, and option to disable auto updates If you want you can set "autoupdates" to false in your config, no GUI tools to do this yet. For the CLI auto updates is off by default and you'll have to use --updatevp. I also removed the snap package, tho whether this stays as a change is still to be discussed. And with the new option I updated the help menu, the man page and everything along else that needs it. * removed "soon" parts of README for auto-updates * [feat] adding French translation for cli.help.updatevp key * confirmation for restarting the app Now instead of automatically updating and restarting the app, which may be slightly confusing to some users, (the app opens then closes and then opens), it now asks whether you want to restart and open the new version. If you say no, instead next time you launch it, it'll be on the new version. If you want to completely disable updates you can disable it in the viper.json file... * [feat] adding French translation for gui.update.available key * added configuration instruction in README Co-authored-by: 0neGal <mail@0negal.com>
2021-12-31Merge branch 'main' of 0neGal/viper into mod-support0neGal
2021-12-31fixed missing fr.json0neGal
Some git shenanigans led to me unknowningly deleting this file, that or it was when testing the locale, since the way I tested it was by copying the original file to the en.json, I must've moved the file instead of copying, oh well... It's fixed now...
2021-12-31added remove and toggle mod/all mods0neGal
2021-12-31fixed padding on welcome text and added <nobr>'s0neGal
2021-12-31Merge branch 'feat/version-indicator' of https://github.com/Alystrasz/viper ↵0neGal
into Alystrasz-feat/version-indicator
2021-12-31[fix] adding missing french translationsAlystrasz
2021-12-30Merge branch 'main' into mod-support0neGal
2021-12-30user-select: none, on element that need it0neGal