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.
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.
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.
Check if there is a `keyImages` attribute before accessing it, and return
an empty list in case it isn't available. Fixes a recent crash with
`Prison Architect - eureka Update 1` DLC.
Exit early from `download_image` if the requested image is currently being
downloaded. This avoids multiple preparations and loading callbacks for
queued images.
Remove checking for supported OS when creating the icon. Now we create
icons in `icns` format for `Darwin` irregardless the fact we don't use them
for anything.
By making the attribute into a set, we avoid adding already existing dlcs
back into it when refreshing the library. Fixes duplicated entries in
the DLC page.
The workers where co-dependent anyways as the non-asset worker
was started after the games worker had sent back its results.
By combining them we can move any data manipulations to the worker
and simplify the handling in RareCore.
https://discord.com/channels/826881530310819914/884510635642216499/1111321692703305729
There is a tab character in the appId of Fallout New Vegas: Honest Hearts DLC, this breaks metadata storage
on Windows as they can't handle tabs at the end of the filename (?)
Legendary and Heroic are also affected, but it completed breaks Rare, so dodge it for now pending a fix.
CloudSaves: don't save `save_path` in case it hasn't changed
IconGameWidget/ListGameWidget: Remove dead code
RareCore: add string translations
utils/paths: Use `AppDataLocation` instead of deprecated `DataLocation`
If the save path wasn't known at startup, dt_local will be None. This led
to the UI displaying wrong information about the local save. Detect that
case and resolve the save's status again.