openMetaFile creates the .meta file via QSettings when one does not
exist; the disk write fires directoryChanged and triggers a spurious
refreshList. Wrap it in a DirWatcherManager::Guard like the other
meta-file editing paths.
Moves the ModelResetGuard out of the try-catch so it also wraps the
refreshList() call below. Without this, one reset fires when the guard
destructs at the end of the try block and another fires from
refreshList's own guard, producing two resets where one is sufficient.
Hoist the file-exists prompt out of startDownload so setup is straight-line.
Connect finished() last and dispatch manually if the reply already finished.
setState emits notifyRowChanged itself, uses indexByInfo (-1 when
untracked), and re-looks up the row at each use so reply->abort() and
plugin callbacks that re-enter and erase info don't produce stale
signals.
Remove the trailing emit loop from createMetaFile and the now-redundant
notifyRowChanged calls scattered after setState. Add the two missing
emits in restoreDownload (after m_Hidden) and metaDataChanged (after
rename). Guard downloadFinished with a top-level DirWatcherGuard to
prevent filesystem events from its writes racing with model updates.
Replace the fragile two-signal protocol with a refcounted RAII
ModelResetGuard. Split update(int) into aboutToResetModel/modelReset
(guard only) and rowChanged(int); notifyRowChanged() is suppressed while
a reset is active.
Fixes "beginResetModel without endResetModel" warnings from three sites
in downloadFinished/removeDownload that were pairing reset with a row
update. removePending only opens a guard when an actual match is removed.
QFileSystemWatcher suppression currently relies on public static start/end
methods and a static counter. Seven call sites pair them raw, one of them
outside the class. Any exception between a pair permanently disables the
watcher, and the static counter implies a singleton DownloadManager.
A new DirWatcherManager owns the watcher, the counter (now an instance
member), and the filtering. The only way to suspend is an RAII Guard
obtained via a scopedGuard() factory. All raw pairs migrate to guards. A
TODO flags the existing processEvents() in the dtor as a known reentrancy
hazard worth replacing later.
* Index API response into lookup maps
* extract new findLatestActiveSuccessor method from update check function
* extract method to check if a file is active
* use new isActiveFileStatus in modInfoRegular
* fix bug when merging during mod install
* remember ordering of installed nexus file ids
* refactor update check logic to prioritize Nexus file IDs over filenames
* refactor nxmUpdatesAvailable to simplify update checking logic
* refactor update check logic to find Nexus file IDs by filename and streamline successor retrieval
* refactor update checking to streamline version resolution and improve successor retrieval
* Extended MODL / direct download handling
- name, modname, version, and source options added to download command
- nxmhandler init adds schemas and MODL entry with default launch args
- Add MODL register button to general tab
- On window display, call meta function to trigger both registrations
* Remove SConscript related files.
* Force-load translations from uibase and gamebryo/creation.
* Bring githubpp here and add a standalone preset.
* Switch VersionInfo -> Version for ModOrganizer2. (#2063)
* Add pre-commit hook.
* Use 7zip build from VCPKG registry.
* Use archive.dll from the bin folder instead of dlls.
* Allow for mod directory maps
- Set main data files based on game
- Mapped mod directories to VFS
- Update overwrite setup
* Skip if mod contains no 'data' dir
* More mod directory compatibility fixes
* Workaround for Obl:Rem save location
- SLocalSavePath does nothing yet MO2 wants to use it to override the default save location
- This only applies to BGS games anyway, we should move this logic
* First pass for overwrite mod directory support
* More overwrite move / delete restrictions
* Fix issue with moving directories that are not required
* Formatting pass
* More modDataDirectory updates
* Formatting
---------
Co-authored-by: Mikaël Capelle <capelle.mikael@gmail.com>
* Precompute load order for ModThreads
* Precompute file infos for plugin association check
---------
Co-authored-by: RJ <Liderate@users.noreply.github.com>
* Parse unmanaged file location when creating ModInfoForeign
- Fixes issues with secondaryDataDirectories
* Revert SF memory address changes
- CCC implementation prevents the need to determine core plugin LO by dependency chains
* The light flag wins over the medium flag
- I had expected the opposite, but apparently the light flag still wins if both are set. This shouldn't really happen but it's possible, even with the CK
* Update display to account for multi-flagged plugins
- Show both icons, warn if both set
* Use new Skip File & Skip Directory in usvfs.
# Motivations
https://github.com/ModOrganizer2/usvfs/pull/61 Highlights some reasons why the ability to skip files & directories would be beneficial
# Modifications
- Add two new settings, `skip_file_suffixes` and `skip_directories`
- Wire the two new settings up to usvfs
- Add two new buttons to the `Workarounds` dialog, one to adjust Skip File Suffixes and another for Skip Directories, both buttons act nearly identical to the Executable Blacklist button
- Add a new grouping in the `Workarounds` dialog box that contains the usvfs buttons to keep the dialog a tad organized
* Add medium plugin support (Starfield)
- Coopt the overlay support for the new 'medium' / ESH plugin flag
- Update various displays to include ESH info
* Rework address display for SF weirdness
* Fix core ESH display
* Use `displayGameName()` in create instance dialogs & the main window, this doesn't cover all places `gameName()` was being used for purely display reasons, but it covers the bulk.
* Use `lootGameName()` instead of `gameShortName()` for LOOT cli initiation.
* Use game display name in status bar.
---------
Co-authored-by: Twinki <Twinki@users.noreply.github.com>
* Remove uneeded "Fix" text
* Don't set Qt::WA_OpaquePaintEvent when imagesThumbnails has transparent base
---------
Co-authored-by: Liderate <Liderate@users.noreply.github.com>
**This template is useful to add basic support using https://github.com/ModOrganizer2/modorganizer-basic_games.**
**This template is useful to add basic support using https://github.com/ModOrganizer2/modorganizer-basic_games.**
**If you are vaguely familiar with programming you can try following the instructions on that link to get something working yourself. If you have trouble with that please fill in this template.**
@@ -12,8 +12,8 @@ The project took up speed again after a few more coders showed up in late 2017,
## Help Wanted!
Mod Organizer 2 is an open project in the hands of the community, there are problems that need to be solved and things that could be added. MO2 really needs developers and if you have the programming skills and some free time you can really improve the experience of the modding community.
To have more information, please join the open MO2 Development discord server: [Mod Organizer 2](https://discord.gg/ewUVAqyrQX)
If you want to help translate MO2 to your language you should join the discord server too and head to the #translation channel.
To have more information, please join the open MO2 Development Discord server: [Mod Organizer 2](https://discord.gg/ewUVAqyrQX)
If you want to help translate MO2 to your language you should join the Discord server too and head to the #translation channel.
To setup a development environment on your machine, there is the [mob project](https://github.com/modorganizer2/mob) that handles that.
If you want to submit your code changes, please use a good formatting style like the default one in Visual Studio.
@@ -22,7 +22,7 @@ Through the work of a few people of the community MO2 has come quite far, now it
## Reporting Issues:
Issues should be reported to the GitHub page or on the open discord server: [Mod Organizer 2](https://discord.gg/ewUVAqyrQX). Here is also where dev builds are tested, bugs are reported and investigated, suggestions are discussed and a lot more.
Credits to Tannin, LePresidente, Silarn, erasmux, AL12, LostDragonist, AnyOldName3, isa, Holt59 and many others for the development.
Credits to Tannin, LePresidente, Silarn, erasmux, AL12, LostDragonist, AnyOldName3, isa, Holt59, Project579, przester, Qudix, RJ, Jonathan Feenstra and many others for the development.
## Download Location
@@ -39,7 +39,7 @@ Please refer to [Modorganizer2/mob](https://github.com/modorganizer2/mob) for bu
## Other Repositories
MO2 consists of multiple repositories on github. The mob project will download them automatically as required. They should however also be buildable individually.
MO2 consists of multiple repositories on GitHub. The mob project will download them automatically as required. They should however also be buildable individually.
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