Age | Commit message (Collapse) | Author |
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Its now been split into 2, requests.js and releases.js, the latter
simply gets relevant info from GitHub release pages. The prior however
gives simple functions for doing `GET` requests, and caching the result,
and then transparently it'll use that cache when you request it next
time. On top of this, some requests made by the renderer will now also
use this, and this in turn ends up making loading the mod browser much
faster. As instead of having to request the list of packages from
Thunderstore, we can simply load the result of an old request.
The current lifetime of the cache is 5 minutes, however this can also
easily be adjusted.
This also moves the cached requests away from
<cache_folder>/viper-requests.json, and over to
<cache_folder>/Viper/cached-requests.json
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If the settings popup was opened or closed through other means than
clicking the settings button itself, "Save" button or "Discord"
button, then the cog wouldn't update/rotate accordingly.
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This makes opening and closing popups a little bit easier, on top of it,
it also fixes a bug where you could open the settings popup on top of
the browser popup or other popups, and it'd hide the background blur,
but still show both popups.
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Ideally this has no side effects, however, I've not actually tested if
the launching does properly use the launch arguments, due to not having
a Windows device on hand. This will be tested later...
We still attempt to load launch arguments from `ns_startup_args.txt` if
none is set in the settings. However, this may be removed in the future.
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This solves #223
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This takes a bit of code from #220 to implement percentage progress on
the download, then with the new pseudo element on the Launch button, we
can have a slight progress bar inside the button, along with
percentages, and it all works handy dandy.
This may not be finished, but it's definitely far there.
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If the gamepath is lost or similar then it'll disable many buttons,
notably the install/launch buttons and other similar buttons, however
for obvious reasons we shouldn't be stopping the user from changing
their gamepath in this scenario. This is still useful when installing a
mod or updating NS, so it's just this scenario.
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Very useful stuff!
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This only occurred if there was one continous piece of text, that is, no
spaces in between the characters, this only happened in the detailed
error messages, but it's quite important to see the whole message!
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The amount of times I've broken something with `backdrop-filter` is far
too many, but what can you expect.
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I will likely add more buttons in the future, but for now this is most
of the ones a user could need to repair problems.
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We now show an alert if the gamepath is detected to be missing
read/write perms, both when selecting the gamepath initially, when it
gets auto detected, but also after it's selected, passively.
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Most of these are from back when Viper was originally started, I also
removed a few keys as they were no longer in use, but were forgotten
about, most of these are from pre-v1.0.0 aka, the old smaller UI
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The `lang()` function doesn't change whatsoever, as the lang files are
flattened and are therefore identical to the before this commit.
I also cleaned up the files, and all the lang files should now all look
far more similar in order.
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This is quite counter intuitive, as, if it's invalid, how do we
re-validate it, if we can't even save it again.
This existed here because the idea was for the re-validation to occur
somewhere else, and to make sure incorrectly formatted data wasn't being
given to this function. Now the function simply resets the config, a
restart may be required to add missing settings, in case the parsed
`conf` doesn't have all keys.
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From my testing this works without problems, but further testing will be
requested in #211
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If the main process has changes to the settings, said settings will now
also be sent to the renderer, making them synchronized.
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This would mean if the gamepath cant be found automatically you'll be
asked to set your gamepath every time Viper starts, instead of it
remembering it, and if it can find it automatically, then you'd never
have known this was a problem (hence why this was even a problem)
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The mod browser before this pre-maturely thought it had loaded all the
available packages, when in fact, it'd barely started. Now this is
fixed, and you can scroll for quite some time before actually reaching
the real end of the package list.
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Oopsie woopsie, my badddd, so sowwieeee, i wwwont doww it agaainnn!
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This doesn't break the old way of detecting things, for various reasons,
but notably it'd cause more harm than good. As we still need to be able
to detect packages that haven't been converted into the new location.
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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.
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Now they simply have the red color instead.
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