Nice job with the js client ! I was reaching the point where I would have needed to implement this !
Could you render the widget (content of #progress-container) as :
<h4><span class="glyphicon glyphicon-cog"></span> Progress</h4>
<hr/>
<div class="progress">
<div id="master-pg" class="progress-bar progress-bar-success" style="width: 0%;"></div>
</div>
<pre id="pg-well"></pre>
<br/>
<h4><span class="glyphicon glyphicon-list"></span> Log</h4>
<hr/>
<pre id="logging"></pre>
I already have the template for this page, and with this it will blend perfectly with the theme.
Could you add a validation email to the registration process to make sure everyone registers with a real email address?
FoSUB has a simple switch to activate this, IIRC. But at least for the early tests, I'll make the registration "invite only" (and maybe keep it this way since FS2 modders are only a small number.). I have to copy a few templates from FoSUB wiki to do this, because this feature is not included in their code base.
Could you create a default branch whenever a modder creates a new mod and redirect to the "New build" page to make the process of adding a new mod easier and faster?
That's smart. I'll add this too, at the same time as the "default branch" logic.
The post-install actions are meant to give the package creator more control over where the extracted files are put.
This is necessary for some mods where the archive contains a folder (i.e. MediaVPs). The actions are a great way to change the file structure without having to change any of the archives.
Oh, ok ! I didn't knew that (I thought Knossos tried to guess the actual archive root, like my old sh script did, and this was only intended for post-install/update cleaning. I'll change the form help-text ).
Why is the unique branch URL empty?
As "default branch" and "default build" logics are not in yet, I can only generate URLs for a single build at a time.
I'll add a temporary fix for the owners list error. (the definitive fix will come when I'll finish implementing modders teams, the objects are in but there's no control panel yet).
I've also figured I'd have to refactor the count logic to make it a bit more efficient. According to Symfony and Doctrine devs, SQL COUNT() should be avoided, and instead, a count field should be created in the parent object and updated whenever a sub-object is created or deleted.
EDIT : I thought about the player UI. I originally planned to do a dynamic "tags" system like the new Steam tags. Freespace has a lot of mods, but that's still a few dozens, not thousands like Steam games. The risk is a catalogue "fragmentation", where mods end up being alone in their too specific categories, making navigation harder and wasting UI space.
Instead, I'll do 2 completely separate things : a static list of categories (think netflix-like), and a list of custom search keywords for each mod. A mod could be a part of multiple categories (some of these will be taken from this page
http://www.hard-light.net/wiki/index.php/Campaign_List, but I'll add a few others, a single dynamic "New !" category and a "virtual" category "Related mods", depending on the mod you are viewing).
Keywords will be used by the search engine to bring better results, and not directly shown to the end user.
@ngld : I noticed your test server is offline. did something wrong happen (critical bug, security issue, spam bot) ? I only gave the link to MjnMixael and Axem so they could see the forms and comment on the usability.
(I'll read how to fine tune Symfony to switch it to production mode)
EDIT 2 : I noticed you've made changes to the api, can I start sending requests ?