Age | Commit message (Collapse) | Author |
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This was just so I didn't have to go to the Mods tab, click "Find Mods",
and click "View" on one of the mods.
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Instead of instantly flashing when it's done loading and so on, it now
fades in, instead, without any problems.
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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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It now looks a lot better overall. Still missing a few things, like
showing when it's loading, but besides that it's pretty much done.
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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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Instead of setting the innerHTML every single time an element get added
it now just appends them like you should be doing, but I was lazy when I
wrote the original code I guess.
Not only does this improve performance, but it also fixes the CSS fade
animation not making every mod element/entry flicker, and instead now it
only does it on the new ones, like intended.
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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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Made the UI slightly bigger, and the mod elements aren't on their own
line, this allows you to see more at once while it being bigger and more
telligble, before it was kind of empty.
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If you already have all the dependencies or some dependencies of a
package those will be skipped, if there is no dependencies missing it'll
just install, and otherwise it'll show the missing and ask whether you
want to install them.
Meaning if a package has two dependencies and you've one of them only
the one you don't have will show up.
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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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Instead of updating the branch it was easier to simply add this, I don't
plan to add the issue/PR support, as it's complicated with no real
benefit, as NS seems to already link the PR's themselves.
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Simplifies the parsing of Markdown, whilst also solving problems that
the previous parser for Markdown caused.
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Due to me being bad at touching the computer I messed up here.
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Everything seems to be working just fine, and I can't find any problems,
so I'll likely merge this soon.
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Instead of repeating code and everything, get() now only returns a
boolean, based on the arg inputted into get(mod), it returns true if the
mod is enabled and false if disabled.
If the mod isn't found inside the enabledmods.json it is assumed that
it's enabled, as Northstar doesn't update this unless you actually
disable the mod first, and the mod won't be found in there.
Then I used get() to simplify list() a whole lot, and adding that
functionality of using the manifest for a version number if one couldn't
be found in the mod.json.
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Albeit mods.list() doesn't actually search the manifest file for a
version number, and I'll implement that later.
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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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sped up some animations, added a few more colors to different places,
overall just a slight spice up to the UI
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Veeeerrryyy tiny improvements:
- titles are now in bold
- reduced the padding between version and author text
- slight blur to images has been added, which looks nice
- the large margin between the close and filter button is now fixed
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Because viper.json doesn't exist it also means settings.gamepath is
null, which triggers the gamepathlost message.
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I don't really understand why or how anything broke, all I know is this
fixes it, and I don't know how to feel about this madness.
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This is for the sake of UX, as a user might be confused about why it
doesn't work as they may not notice that they've to turn off auto-detect
language first.
Because of this Settings.switch() now has a state value, and if you
provide a DOM element as the element arg it now uses that to know what
to toggle, before we used to just provide a number, which made sense for
generating the onclick events, but not for this task...
This whole thing was brought up because of #115
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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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I've known about this bug for a bit but haven't been bothered to fix it,
essentially a language key was being logged instead of the string
attached to that key :p
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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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bug: VDF not working on Flatpak Steam
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Slightly better UX I guess?
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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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Fully implemented (I think? Maybe there's an edge case?), albeit it's
missing "Updateable" and "Installed" filters, but they'll be added later
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I forgot about this when merging the VDF fix
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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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Flatpak Steam has it's libraryfolders.vdf in a different location. This
checks should make it check for both.
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* added debug messages
* more debug logging
* even more debug logging
* removed debugging and fixed VDF problem maybe?
Apparently the libraryfolders.vdf doesn't always come with the same
values, sometimes it comes with the contentstatsid variable and other
times not, we assumed it always was there, and never checked for it,
this caused problems if it wasn't there. This should fix that...
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If a mod has the name of an already existing element some issues may
arise... So now we have all mod elements prefixed with "mod-" and we
also only search for elements inside #browserEntries, that should avoid
all issues...
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