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2023-08-20fixed packages.list() assuming packages dir exists0neGal
This generally is fine, as the folder is created on startup... IF Northstar is installed! And so, if you start Viper for the first time or Viper as only just extracted/created the R2Northstar folder, then the folder wont exist, but it'll simply assume as such. Now we actually handle this correctly.
2023-08-07fixed Northstar startup arguments not applying0neGal
2023-07-31accidentally wrote console.status instead of .info0neGal
2023-07-31remove "error:" from console errors0neGal
Now they simply have the red color instead.
2023-07-31window buttons are no longer hidden behind popups0neGal
2023-07-25fixed packages having a "v" in their version0neGal
This messed with how Northstar searches for packages, as it doesn't conform to it's standard.
2023-07-24Update maintainers.jsonXNovaDelta
2023-07-24Fixed formatting issue in the up-to-date console message.someordinaryidiot#
2023-07-24added default Northstar icon for core mods0neGal
2023-07-24fixed packages.js never requiring the lang module0neGal
whoopsie, i made an oopsie, doopsie doo, my bad uwu, im so sowwyyy, whoooppss, i caused an uncauwght exceptwion, ooowps ;w;
2023-07-24make sure profile exists, then create packages dirpackages-dir0neGal
If the gamepath isn't found or unmounted or similar, then the profile doesn't exist either, but we previously just assumed that it did, now we refuse to create the `packages` folder, fixing an error.
2023-07-24remove debug console.log()0neGal
2023-07-24largely improve how we convert mods to packages0neGal
Convert is a strong word, in reality, when a user installs (and thereby also updates) a package, we attempt to search for a mod that we can with pretty high confidence, we could theoretically make this even better, but at some point you'll accidentally delete mods that are manually installed and weren't actually the right ones.
2023-07-24properly detect if a package has mods0neGal
2023-07-24fixed updateable packages not being removeable0neGal
2023-07-24fixed updating not removing older packages0neGal
2023-07-24fixed removing mods breaking when reading manifest0neGal
2023-07-24cleanup leftover files when installing packages0neGal
2023-07-24use prettier console logging for packages.js0neGal
2023-07-24Merge branch 'main' into packages-dir0neGal
2023-07-24Merge branch 'main' into add-missing-localizations0neGal
2023-07-24German translation.Presti
2023-07-24German translation.Presti
2023-07-22translateRemy Raes
2023-07-22french tradsRemy Raes
2023-07-22colored console logging0neGal
Far prettier, and far more useful at a glance.
2023-07-21Add missing Spanish localizationsDelta
#193
2023-07-22added empty localization strings0neGal
2023-07-22Merge branch 'main' of https://github.com/0neGal/viper0neGal
2023-07-22minor changes to the styling0neGal
2023-07-21Added Spanish strings for plugin install promptDelta
#191
2023-07-22minor edits to the window decoration tooltips0neGal
2023-07-22added English strings for plugin install prompt0neGal
2023-07-22mostly support installing packages through GUI0neGal
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.
2023-07-22unify all mods of a package into one0neGal
This means instead of showing the invididual mods inside a package, we simply show 1 mod/package, we then use the name, description, version and so forth from the `manifest.json` inside the package folder. Further we now also support a local `icon.png` file, instead of relying on remotely stored icons and trying to match names against each other.
2023-07-21mods from packages can be removed in the frontend0neGal
I also love how I spent a very long time trying to figure out why Electron's serializer was failing, turns out, it just throws errors when it encounters functions, instead of stripping them out, like `JSON.stringify()` does Oh well...
2023-07-21rename mods.list() properties to use snake case0neGal
I may or may not have missed some properties or something somewhere, perhaps we'll see if something ends up broken in the future...
2023-07-21basic support for showing packages in frontend0neGal
2023-07-16minor changes to packages.install()0neGal
2023-07-16remove mods in old folder if installing to new one0neGal
If you're now installing a mod that's currently in the `mods/` folder it'll remove that, then install the new one to `packages/` with the new naming scheme and everything.
2023-07-16fixed unzipper pre-maturily thinking it's finished0neGal
This caused errors where the folder would already be moved even though it's not entirely done unzipping.
2023-07-16fixed packages without plugins not installing0neGal
2023-07-16initial support for packages dir0neGal
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.
2023-06-26Actualizar es.jsonDelta
2023-06-26[Spanish Translation] Improve clarity and fix spelling errors in element ↵Delta
descriptions The text of some elements did not correctly convey their purpose, so they were changed to be better understood. Some spelling mistakes were corrected.
2023-05-07fixed settings' animation messing with tooltip0neGal
2023-05-07added hover tooltips0neGal
They're pretty simple to use, and automatically make themselves fit on screen, on top of automatically disappearing and appearing of course. I've used them a few places now, and not sure where else they can be used, there are of course localization strings that need, well, localization, and I'll create a PR for this on a later date.
2023-05-06change launch button text if game is running0neGal
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.
2023-04-29use await on missing path alert0neGal
2023-04-29win.alert() now uses Promise, and added .confirm()0neGal
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.