Age | Commit message (Collapse) | Author |
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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.
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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.
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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...
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I may or may not have missed some properties or something somewhere,
perhaps we'll see if something ends up broken in the future...
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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.
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This caused errors where the folder would already be moved even though
it's not entirely done unzipping.
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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.
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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.
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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.
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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.
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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.
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#183
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Fixed a typo
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The originkill setting now also includes EA Desktop in it's text. Other
localizations still need these changes...
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EADesktop.exe is now killed alongside Viper when toggled in settings,
alongside this, it also now contributes towards whether "Origin" is
detected as running.
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On restart, if the json file was broken supposedly would try to repair but it wouldn't work, it would keep repairing but failing.
This should fix it by deleting the json file and creating a new one at the start with the correct settings (hopefully)
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If not enough elements are inside a grid to fill it out entirely it'll
attempt to put spacing in between the items to make them vertically
centered. This is now removed.
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This was from the modularization commits, managed to miss this...
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In case we get a 404 or similar we should be cancelling the update, as
otherwise we'll end up downloading the HTML for a 404 page, and
subsequently try to extract that. Clearly not intended or good.
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"cache_dir" being wherever your OS puts it's cache, it's the same place
mods.js uses to download mods.
This prevents cluttering up the gamepath with temporary files.
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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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