Requesting the pixmap in `paintEvent` only loads the
pixmap when the widget first becomes visible, making loading
the library smoother. Also avoid spawning multiple singleshot
QTimers and use QObject's internal timer, with CoarseTimer precision.
Also set some more defaults for legendary because Rare lacks support for
them. Forced at startup.
* Set `disable_auto_crossover` to `false` because we don't support CX yet.
* Set `egl_sync` to `false` because issues.
This property reports the default platform to use for a game based
on legendary's configuration and if they platform is available in the
game's assets.
Using that property we can make better choices on what platform to operate
on without user intervention. Currently we use it to infer the platform
in when installing, importing, and calculating game versions.
Using `LegendaryCore.get_game_and_dlc_list` with platform `Windows`
updated the assets only for the `Windows` builds of the games missing
`Win32` and `MacOS` assets on clean installs. This caused Rare to not
include MacOS install options on MacOS (duh!). This might also have been
the cause that users were unable to launch games, since they where only
offered the `Windows` build of the games (big duh!).
To fix this, fetch the assets for `Win32` and `MacOS` games before getting
the final list of games and dlcs based on the `Windows` platform.
In this regard, also re-use the existing options for getting metadata to
give the option to the user to include them when updating assets. Also add
an option to include Unreal engine assets which until now were fetched
unconditionally.
* Include Unreal: When the user option is `true` or debugging.
Defaults to `false`
* Update Win32: When the user option is `true` or debugging.
Defaults to `false`
* Update MacOS: Force on MacOS, when the option is `true` or debugging on
other platforms. Defaults to `true` on MacOS and is disabled,
`false` on others
Furthermore, respect legendary's `default_platform` config option and
set it in the config on new configurations. The new method in our
LegendaryCore monkey allows us to use that option in RareGame when doing
version checks on not installed games, and not defaulting to `Windows`.
Finally, set `install_platform_fallback` to false in a new config to
avoid unwanted side-effects.
With launchable DLCs we will need to replace the InstalledGame in the
DLC with the InstalledGame from the base game so depend these properties
solely on the Game attribute. Furthermore, since we do not need backwards
compatibility any more, remove the `title` property and rename its uses
to use `app_title`
is unavailable (for example running in a gamescope session)
* Do not show the launch window while instantiating the application. This
probably was causing numerous issues because it was running outside of
the applications event loop. This also fixes the exit button on the login
dialog requiring `sys.exit()` to quit Rare. Now it goes through the
proper cleanup procedures.
* Make slot and signal names more uniform
* Fix a problem with RareCore connecting RareGames to the same signals
multiple times when the library was refreshed.
* Don't hide irrelevant elements in Windows, disable them and use them as information
* Create the `Manifests` folder in ProgramData if its parent exists.
Instead of loading images in the showEvent of the MainWindow,
load them in the showEvent of each widget. It seems to reduce
the startup stuttering this way. With some more work
we can only load the images for the widgets that are currently
visible and reduce the stutter even more.
At the same time, reduce the number of concurrent downloads
in the image manager and add a timeout so we won't halt.
The exception from the timeout is just logged at this point,
and the download is not requeued.
* Load and populate Ubisoft information when the page is shown instead of startup.
* List all Ubisoft games, and differentiate based on whether they been redeemed.