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Release 3.2.4 (Develop) #1916
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Release 3.2.4 (Develop) #1916
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…vent multiple clicks causing trouble
- Len's Island - Ostranauts - Patapon 1+2 Replay
Add custom mod loader package support for three games
Fix posix scripts to preserve arguments with spaces
Added close action to preview panel
Platform selection radio now persists last selected option
* PAC-MAN WORLD Re-PAC * Darkwater
Add 2 new games
* Calculate the total file size when initializing the download * Calculate amount of downloaded bytes * Calculate the progress percentage based on the aforementioned values * Save the values to the local store in the callback * (Downloading via importing a profile uses the callback values without saving the progress to the store) * Display the progress (percentage), current progress (file size) and total file size to be downloaded in DownloadMonitor, DownloadProgressModal and ImportProfileModal
Axios reports download progress in bytes. Previously this was casted to percentages to report the download progress outside the download provider. Now download provider also reports the progress in bytes and lets UI handle casting to percentages if it so chooses. This lead into a situation where the download provider unnecessarily casts the bytes to percentages to bytes again.
Updating it afterwards makes little sense as it doesn't change during the download.
- Clamp also to 100% boundary instead of just the 0% boundary - Calculate percentage in a separate step to improve readability - Explain why target progress can be zero - Attempt to improve comments and the error message, although this is a bit objective
…eading situation * Use the format "50% of 1.2 GB" instead of "50% (600 MB / 1.2 GB) * The situation was that for example 1.15GB rounded to 1.2GB. This was misleading as the percentage could be 97% and the file size already looks like completed
Get rid of awkward "x% completed of y MB". Considered "x% of y MB completed" but I deemed the "completed" unnecessary given the context. Also remove the progress percentage clamping from download monitor since the percentage in the download tracking object is already clamped.
This prevents a previous "current" download flashing shortly on the screen.
Calculate and display the download progress based on the file size
Add a new game: Paper Animal Adventure
Using Promise.all rather than checking for cached versions of the mods in a loop reduces execution time roughly from 50% to 80%. Granted, we were talking about tens of milliseconds to begin with even for large mod packs, but faster is faster.
This is to shed some light to the error "Failed to execute 'put' on 'IDBObjectStore': Evaluating the object store's key path yielded a value that is not a valid key." that's seen in production. The problem might be related to changes done when the mod manager was changed to read the game configs from Thunderstore ecosystem schema. Or it might be caused by users who mess up their Vuex store state by using mouse to navigate back in history, although I think that should cause a different error, but it might be eater up by IndexedDB.
- Refactored stub providers from Jest to Vitest
- DownloadModule.ts duplicate action - Splash.vue formatting - Profiles.vue unused imports
Several fixes for Resonite
- Moved recently added game_selection images to new location - Removed old game images - Updated documentation - Funky mode and game image on Manager screen now pull from the correct place in both dev and prod
Quasar upgrade
Added if condition to donate icon button
Release 3.2.4
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