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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.
2023-05-07fixed 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.
2023-04-14Update es.jsonDelta
#183
2023-04-12refactor: update french localizationRémy Raes
2023-04-11Update de.jsonPresti
Fixed a typo
2023-04-11added EA Desktop to settings entry (en.json)0neGal
The originkill setting now also includes EA Desktop in it's text. Other localizations still need these changes...
2023-04-11functional support for EADesktop.exe0neGal
EADesktop.exe is now killed alongside Viper when toggled in settings, alongside this, it also now contributes towards whether "Origin" is detected as running.
2023-04-01Fixes broken JSON files on restartLumiChnn
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)
2023-03-09remove misc console.log()0neGal
2023-03-09fixed not having to confirm removing core mods0neGal
2023-03-09fixed centered .grid items/elements0neGal
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.
2023-03-09fixed missing modules in gamepath.js0neGal
This was from the modularization commits, managed to miss this...
2023-03-09fixed changing language not disabling autolang0neGal
2023-03-09dont loop through modsobj if it's not set0neGal
2023-03-09handle HTTP errors when downloading Northstar0neGal
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.
2023-03-09download Northstar to <cache_dir>/vipertmp0neGal
"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.
2023-03-05fixed not being able to toggle mods with updates0neGal
2023-03-05small cleanups and changes in comments0neGal
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...
2023-03-05fully get rid of utils.js0neGal
I'd managed to forget to change some function calls to their new modularized versions, that's now fixed.
2023-03-05show alert when updating with game running0neGal
This also fixes is_running not quite working on Linux
2023-03-05modularized many functions and got rid of utils.js0neGal
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.
2023-03-04modularized getXXVersion() functions0neGal
Both getTF2Version() and getNSVersion() are now in version.js
2023-02-07bumped version number to 1.7.0v1.7.00neGal
2023-02-07fixed alignment of modlist and release pages0neGal
They're now identical!
2023-02-07added icons to modlist0neGal
2023-02-05fixed grid elements overflowing0neGal
2023-02-02Update es.jsonDelta
#171
2023-02-02Merge pull request #173 from DxsSucuk/modlist-localization0neGal
2023-02-02Update de.jsonPresti
2023-02-01feat: add missing translationsRemy Raes
2023-02-01en.json modlist localizations0neGal
2023-02-01added update button to modlist0neGal
I also made mods with updates be placed in the top of the modlist.
2023-01-31different colored switches0neGal
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.
2023-01-30disable modslist buttons properly0neGal
2023-01-30added: toggles for toggling mods in modlist0neGal
The new modlist now uses the same toggles found in the settings popup, only here they're used to disable/enable mods. On top of this I also fixed the "Toggle All" button not working. Forgot to change some stuff, breaking it... oops...
2023-01-30remove: Settings.reloadSwitches() and .switch()0neGal
We now just use a click event listener, and check through what's at the click location, and toggle classes as needed.
2023-01-29fixed weird looking margin/padding in settings0neGal
2023-01-29simplify and fix checking package versions0neGal
Previously some outdated packages would just say "Re-Install" and not "Update", now that's fixed, along with making the logic easier for use in the mod list.