mirror of
https://github.com/Laupetin/OpenAssetTools.git
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85aa7417c4
* chore: upgrade webwindowed for dynamic assets * chore: make enums in ModMan lowercase * chore: add missing platform wiiu in ModMan * fix: register asset handler on all windows * chore: properly localize game and platform * chore: render example cube as xmodel preview * chore: allow origin * in debug * feat: show preview of xmodels with ModMan * feat: show images in xmodel preview * feat: auto load search paths in ModMan * chore: load objcontainer of loaded zones in ModMan * chore: add iw4x specific recognized zone dirs * chore: show when models are loading * fix: make sure webwindowed handles window and app destruction in correct order * chore: track and properly free threejs resources * chore: add skybox for 3d preview * chore: add small border radius to preview * fix: linting * fix: linux compilation * chore: update package lock
ModMan
ModMan is the experimental GUI for OpenAssetTools.
How do I test it
Currently ModMan is not compiled by default. To enable it, you have to generate with the appropriate premake5 flag:
# On Windows
./generate.bat --modman
# On Linux
./generate.sh --modman
Before building the C++ solution, the ui has to be built. This will require NodeJS to be installed on your machine.
# Download dependencies
npm install
# Build frontend
npm run build
# Optional: Dev Server for UI development
npm run dev
How does it work
ModMan uses webwindowed for providing a web frontend as a native
application.
Unlike frameworks like Electron this does not ship a browser engine alongside it, but instead relies on browser APIs of
your OS.
On Windows, this makes use of WebView2, on Linux it
uses WebKitGTK.
This adds the following dependencies:
- Windows: An up-to-date OS with at the very least Windows10. The WebView2 library for development is downloaded by premake.
- Linux: Developing and using ModMan requires the following dependencies to be installed:
gtk4 webkitgtk-6.0