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Destiny Item Manager

Home Page: https://destinyitemmanager.com

License: MIT License

JavaScript 0.72% HTML 0.14% Shell 0.06% TypeScript 91.92% SCSS 7.12% PHP 0.04%
bungie destiny react typescript

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dim's Issues

V3: UX issue - Animated highlights suggest invalid drop targets

When dragging an item in DIM V3b1 all equip locations highlight as if they're valid drop targets. It'd be better if only valid destinations were highlighted (i.e.: when dragging a primary weapon only primary equip slots should be highlighted).

Additionally, valid inventory zones could also be highlighted when dragging, as currently they remain static and do not make the same user interface affordances.

Hidden item categories do not auto-show when moving items

For example, a character that does not have any extra armor in their inventory will not show their "Armor" category. If you then move an armor piece from vault to that character, the armor simply disappears (into the hidden category.) Refreshing shows the armor in the proper location.

Reproduce:

  1. Remove all extra (non equipped) armor pieces from character, refresh page. Character shows categories Equipped, Weapons, Styling.
  2. Move armor piece from Vault to character.

Expected result: Armor category pops in and shows new armor piece
Actual result: Armor category does not appear, item is hidden.

Loadouts not saving properly in beta 2

I have seen this happening before beta 2 but haven't had the time to comment. I create a load out lets say "Crota". Then I want to create a new one and the down menu has all the crota weapons still there but it has no name as a new loadout. I remove the "Crota" weapons and add the ones that I want in this loadout and save. Now I have two loadouts bu if I go to "Crota" it has the weapons I added to the new one I created and there is no loadout with "Crota" weapos, just to of them with the same weapons and different name.
In summary, it seems that you can create as many loadouts as you want but only one set of weapons is actually loaded in all loadouts.

Switiching loadouts with different exotics

When you try to switch loadouts that have different exotics ie. exotic primary > exotic secondary, depends on how the DIM actually processes the switching of items. A majority of times, it will say that the loadout is on your character is loaded but in-game the exotic primary switched to the other primary but the original secondary will not switch to the chosen exotic

Allow items to be moved off characters with no remaining items

Let's say you want to move your Ice Breaker from your Warlock to your Hunter. However, the Warlock has no other Secondary guns in its inventory. Currently, the transfer fails. The script should:

  1. Recognize this
  2. Check for an appropriate item to give the Warlock:
    1. In the Vault
    2. In uninvolved characters' inventories
    3. In the Hunter's inventory
  3. If an item is found available, it should be given to the Warlock
  4. If successful, Ice Breaker should be transferred to the Hunter.
  5. Possibly, the item previously equipped by the Hunter should then be transferred to the Warlock. I'm uncertain if that would be expected effect.
  6. If so, the placeholder item should then returned to its original location

Loadouts and transfering in v3

It might be me that I don't know how to do this but I have several problems:

When creating a loadout I cannot select which item to equip (which I thought was possible), isn't it just click on the item you want to equip?
I am not able to actually transfer a loadout. I select the loadout in the dropdown of the character that I want and it doesn't transfer or any menu pops up to let me choose.

Another issue I have noticed is that there is no clue if something is trasferring or not. Could it be added some kind of dialog telling what items are being transferred or are left to transfer? Sometimes it gets stuck for a couple of second and I always think it has crashed.

EDIT: It seems that the loadouts are transferring but for some reason sometimes I need to click several times in order to transfer it.

[Suggestion] Set up a Gitter.im room for easier discussion

I use Gitter a lot for my own repos, and it's been adopted by a lot of large OSS projects as an alternative to IRC. The Gitter room could be kept as dev-focused discussion, while the subreddit would remain the primary point of contact with DIM's users.

Would simply require @kyleshay adding the repo on Gitter and adding a badge to the project's README.

Code refactoring?

It would be nice to have the code more organized with something like Browserify for example.

Would you be open to this?

Combine Like Materials and Consumables

If I transfer 3 sapphire to the vault, and I have a stack of 19 sapphire, then I need to end up with a stack of 20 sapphire and one stack of 2 sapphire.

Currently it just shows a stack of 19 and a stack of 3.

Suggestion: Automatic refresh

Changing the state of one of my inventories or Vault from within Destiny itself leaves DIM in an inconsistent state. Attempting to move an item in DIM which has already been moved within the game, or doing something which prompts DIM to attempt to make such a change itself (eg: when shuffling items around to make space) causes an error.

DIM could automatically check its state in the background and update the UI as necessary every few minutes (or some other amount of time, which is palatable to Bungie). Alternatively, DIM could self-refresh after an error and attempt to repeat the failed operation, just in case the problem was simply an inconsistent state.

Need a Develop Branch

I've got some big changes and it would be nice to have a develop branch to merge these pull requests into, then move into master.

Likewise, can you tag the codebase for each release?

Cleaning up main.js / rendering / organization...

Could we clean up the architecture a tad? I'm not the biggest fan of MV frameworks, but I figure a lil bit of templating and reengineering could be good for everyone who will want to contribute in the future?

The subreddit mentions that there's an Angular.js version somewhere awaiting a pull, and was suggesting that it'll be pulled soon. Any progress? Can I help somehow?

Moved items do not show in new location

Hi, whenever I move an item the view ist not updated and I have to reload the page manually to see the changes. The console error is

Uncaught TypeError: Cannot read property 'appendChild' of null main.js:1
(anonymous function) main.js:1
moveItem main.js:1
(anonymous function ) bungie.js:1
t.onloadXMLHttpRequest.send (async ) bungie.js:1
(anonymous function) bungie.js:1
(anonymous function) bungie.js:1
(anonymous function) bungie.js:1
(anonymous function) extensions::SafeBuiltins:19
target.(anonymous function) extensions::sendRequest:21
safeCallbackApply extensions::sendRequest:73 handleResponse

Chrome Version 41.0.2272.104 (64-bit) OS X 10.10.2

Wrong system ID displayed on top-right corner

xBox ID shows up on the top-right corner of the screen even though I don't play Destiny with xBox, only play with PSN (PS4 user). However I do have both accounts linked to my Bungie profile.

The app still works and shows me all character items.

Wrong screen layout

screen shot 2015-03-05 at 11 21 26

From the screen shots on the original post in reddit I believe each character should show as its own column, with items underneath. For me it shows one on top of the other as you can see in the attached image.

my system specs:
Destiny Item Manager Version 2.0.1
Chrome Version 41.0.2272.76 (64-bit)
MacBook Pro OSX Yosemite Version 10.10.2

No clear search field button

As the subject says and probably just an oversight or future addition, there is no clear search field button like in earlier versions.

feature request: add tooltips

Some weapons look really similar to me, especially the image being small.

In my opinion tooltips would help a lot.

Loadout blackhole

Character specific load outs create a black hole
Creating a character specific load out for the character in the first column, then creating a universal load out in the second character's column edits the load out that was created in the first column

Invalid Cookie

On load, we might encounter a state where the browser provides us with a cookie to Bungie.net, but that cookie is invalid.

How does the application resolve that state?

Improve Documentation

Reddit is a beautiful thing, but it is not meant to serve as documentation. At the very least, the README file needs to be updated, as right now it tells me next to nothing.

Some suggestions:

  • Build requirements?
  • How to test changes locally?
  • Contribution requirements?

Display Error Messages

When there is an exception during an operation, there needs to be an error message on the screen. It will inform the user that the operation was not successful and give them instructions on how to resolve the error condition.

analytics and donations received

Hey All!

Figured I'd talk about this really quick.

Here is a link to some user information: https://imgur.com/rc9QtGS

So far my paypal has racked up nearly $80. I'm keeping track of the funds gained (and the user's notes.) in a spreadsheet.

Publishing a chrome extension required a $5 fee. Other than that, there is still some money sitting around.

I figured that I'd just let it sit until we need something. If we ever stand up a site, or need to invest in some sort of collaboration tool beyond github itself, I would use the funds for that.

Let me know your thoughts and take care.

Kyle

When scrolled down the page it's hard to tell which character is which

Issue

When scrolled past the top of the page it's tricky to tell which column refers to which character. This issue is particularly bad with the V3 interface as the page is much longer and, particularly towards the bottom, the sections do not contain class-specific items.

Possible Solution

Freeze the character bar. The topmost bar (the one containing the search box) stays in place when the page is scrolled. Do the same thing to the bar which contains the character emblems.

Request: Filter - Incomplete

Right now we have a filter called complete, which is awesome. When I'm doing bounties, i like to equip weapons that are unleveled. So it'd be nice to be able to filter by that!

Laytout issue in V3 beta 2

As you can see consumables are well located, i.e. if one of the characters has more rows the next category is well placed but it seems not to be the case below consumables where you can see that the emblems start higher for the two last characters.
screen shot 2015-05-01 at 11 31 34

Version delta?

Current release is showing as 2.9.1, but the Github repo shows 2.8.3. Why is there a difference here? If I want to fork and contribute, I don't want to minimize my risk of conflicting with the actively developed version.

V3 screen space utilisation

Issue

The V3 interface (while beautiful in every conceivable way) only uses about half of space available on a 1080p monitor. It would be great if it adapted to larger displays in some way.

Possible Solution

DIM could display two columns per character; starting with armour and weapons being side by side. Currently it displays one column per character and one for the vault, for a total of four columns, this way it would display seven columns total. This would necessitate better delineation between characters, perhaps with a vertical line. A very simple mockup of this idea is shown below.

Of course, this does make it harder to scan horizontally to compare items of the same type.

screen shot 2015-04-26 at 6 14 30 pm

Move Items to Loadout

Clicking on items while the loadout dialog is open will place items into a loadout.

Transfer & Loadout issues V3

A couple issues have come up trialing V3

  1. I create a loadout with a specific set of armor. When i select the loadout, the chest peice and gloves have changed to a different pair. I have tried deleting the loadout and creating a new one, but the same issue occured.
  2. In attempting to equip a set of gloves (both individually and in a loadout) i get the following error "Your character is not experienced enough to use this item... yet". The character i am transfering to is level 31 and should be capable of being equipped.

Otherwise this is looking to be an ace update. Keep up the good work.

Murmur reporting as Kinetic Damage type

The Murmur Fusion Rifle special weapon is being listed as a Kinetic type of weapon. The item attributes sent from Bungie list the Murmur as having a damage type of 0 which generally means that it is a kinetic weapon. In this case though, there are selectable perks that alter the weapon element from kinetic to either solar or arc.

Not sure how to address this without creating an exception for Murmur since it is the only weapon with this distinction or by later using the active perks to then designate the damage type for Murmur so that if person A has solar activated, it checks for the solar perk being flagged active and displays Solar as the dmgtype. I think that weapons with an element also list the perk associated with that element so that parsing Icebreaker would show the Solar perk as active (even though you could never deactivate it) and you'd then display Solar damage as the dmgtype.

[Suggestion] Add License (or not)

This isn't my decision to make, so @kyleshay do what you will. But there are implications of not licensing your code. It looks like this repo is fairly popular, and if it continues to pick up traction you might want to consider adding a license. choosealicense.com is a pretty great resource for this.

This is really just a suggestion, and you can definitely keep this code unlicensed if you want, in which case you can just mark this issue as resolved.

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