| Commit message (Collapse) | Author | Age | Files | Lines |
| | |
|
| |
|
|
|
|
|
|
|
|
| |
* Add blueprint handling with blueprintships
* Blueprint changes
- Add tooltips
- Add warnings
- Handle blueprint prefixes properly
* Make sure we're assigning the property
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* [pre-commit.ci] Pre-commit autoupdate.
updates:
- [github.com/pre-commit/mirrors-clang-format: v21.1.8 → v22.1.2](https://github.com/pre-commit/mirrors-clang-format/compare/v21.1.8...v22.1.2)
* [pre-commit.ci] Auto fixes from pre-commit.com hooks.
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
|
| | |
|
| |
|
|
|
|
|
|
|
| |
* 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>
|
| |
|
| |
Co-authored-by: RJ <Liderate@users.noreply.github.com>
|
| |
|
|
| |
- Crash caused by dataChanged triggering selectionChanged in loop
- Repaint accomplishes what we need
|
| |
|
|
| |
more columns (#2200)
|
| | |
|
| | |
|
| |
|
|
|
| |
---------
Co-authored-by: Jonathan Feenstra <26406078+JonathanFeenstra@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
|
| |
|
|
|
|
|
| |
* 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
|
| |
|
|
| |
* Move loadOrderMechanism out of loop
* PluginList::refresh reduce number of loops
|
| | |
|
| |
|
| |
* Show ESL plugins but disable and warn if unsupported
|
| | |
|
| |
|
|
|
|
|
| |
* Convert the priority index to a string as Windows appears to be converting these to localized numerals
* Skip separators when assigning categories
* Update the context menu requirements for displaying the auto-assign option
* Bump to RC 2
|
| |
|
|
|
| |
- Only bold master plugins
- Only italicize light plugins
|
| | |
|
| | |
|
| |
|
|
|
|
| |
- Temporarily remove some overlay info
- Add isDummy and dummy info
- Display refinements for plugin info
|
| | |
|
| |
|
|
|
|
|
| |
* Add isOverlayFlagged to IPluginList
* Further notate plugin list
* Rename to match xEdit / Wrye / LOOT
* Update counter
|
| | |
|
| |
|
|
|
| |
- Mirrors LOOT functionality
- Rename 'forceEnabled' to 'forceLoaded' to better reflect the difference
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
- Add enabledPlugins for core plugins which are enabled but NOT auto-loaded (may need to be written to plugins.txt or have an ambiguous load order position)
- General Starfield updates
- Add enabledPlugins for "BlueprintShips-Starfield.esm"
- Disable plugin management if sTestFile is in use (also applies to FO4)
- Write the enabledPlugins to plugins.txt to enforce base game load order
- Allow for LOOT sorting (dynamic based on settings)
- Incorporate enabledPlugins into force enabled plugins in plugin list
- Update various interface layers
TODO: Fix sort button to dynamically update if status changes
TODO: Auto refresh lists if the INI Editor is closed
|
| | |
|
| |
|
|
| |
Prevent changing the status of force disabled or enabled plugins via the context menu
|
| | |
|
| | |
|
| |
|
|
|
|
| |
* Display checkboxes for all plugins
* Disable checkboxes for force enabled/disabled plugins
* Display tooltip data for all plugins regardless of force status
|
| |
|
|
| |
- Primary plugins are still marked as loaded
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
|
|
|
|
|
|
| |
Before now, MO2 only looked at the ESM flag of a plugin and didn't
look for an .esm extension. This is incorrect and an .esm file
should be treated as implicitly having the ESM flag.
This also removes some apparently unused functions.
|
| | |
|
| |
|
|
| |
Also made sure to not change existing behaviour
|
| |
|
|
| |
Note: The behavior of isMaster has been changed to match isLightFlagged
|
| | |
|
| |
|
|
|
|
| |
Masters must be above their children and children must
be below their masters. Currently only applies when trying
to move plugins.
|
| |
|
|
|
| |
This fixes a problem with new instances where the primary plugins
would be ordered alphabetically instead of in the correct order.
|
| | |
|
| |
|
|
| |
The old code was just looking at the last three letters of the filename instead of looking for any kind of proper extension. This led to something like "alice.__esp" being considered a plugin which is just wrong.
|
| | |
|
| | |
|