Commit graph

29 commits

Author SHA1 Message Date
9a9e6a12f3 Small fixes 2023-09-09 17:44:49 -07:00
b50ea1fa31
(Hotfix) Popover and hovercard fixes (#379)
* Fix job accessory popover, so shields and manatura can be selected
again
* Don't show AX skill section in weapon hovercard if no AX skill is set
* Center uncap indicator under item image and fix hovercard header
layout
* Fix a bug that prevented all ring bonuses from displaying in hovercard
* Fix transcendence_step being set to 0 when updating a character's
masteries
* Fix weapon modal so you can set AX skills on weapons with rupee or exp
gain
* Ensure job accessory and transcendence popovers open/close properly
2023-09-01 16:13:39 -07:00
9e6c9a2108
Implement party visibility (#369)
Parties can now be set to be private or unlisted. Private parties cannot
be shared with anyone while Unlisted parties can be seen by those with
the link.

We implemented a dialog to change visibility, notices to let users know
if a party isn't public, and icons on the GridRep so users can see at a
glance which of their parties has different visibility on their profile.

![CleanShot 2023-08-25 at 15 50
10@2x](https://github.com/jedmund/hensei-web/assets/383021/488b7fe2-497a-48f3-982a-d603c0a34539)

![CleanShot 2023-08-25 at 15 49
45@2x](https://github.com/jedmund/hensei-web/assets/383021/675523f6-d158-4019-8c1a-cf87b48501f9)

![CleanShot 2023-08-25 at 15 50
49@2x](https://github.com/jedmund/hensei-web/assets/383021/419a3b06-f083-4c9e-b4fb-ea70669513fd)
2023-08-25 15:51:28 -07:00
1806269877
Deploy tiptap updates (#344)
* Rich text editor and support for tagging objects (#340)

* Preliminary work around making an Element type

* Disabled Youtube code for now

* Clean description with DOMPurify

* Update GranblueElement with slug

* Add new api endpoint for searching all resources

* Add new variables and themes

* Remove fixed height on html tag for now

* Update README.md

We renamed the folders for character images from `chara-` to `character-`

* Add no results string

* Add tiptap and associated packages

* Update .gitignore

* Update components that use character images

* Add Editor component

This commit adds the bulk of the code for our new rich-text editor. The Editor component will be used to edit and display rich text via Tiptap.

* Add mention components

This adds the code required for us to mention objects in rich text fields like team descriptions.

The mentionSuggestion util fetches data from the server and serves it to MentionList for the user to select, then inserts it into the Editor as a token.

* Implements Editor in edit team and team footer

This implements the Editor component in EditPartyModal and PartyFooter. In PartyFooter, it is read-only.

* Remove min-width on tokens

* Add rudimentary conversion for old descriptions

Old descriptions just translate as a blob of text, so we try to insert some paragraphs and newlines to keep things presentable and lessen the load if users decide to update

* Add support for displaying jobs in MentionList

* Handle numbers and value=0 better

* Keep description reactive

This shouldn't work? The snapshot should be the reactive one? I don't fucking know

* Send locale to api with search query

* Delete getLocale.tsx

We didn't actually use this

* Fix build errors

* Override peer dependencies for tiptap mentions

They haven't fixed the suggestion plugin, so we have to use a beta version

* Fix background-color on CharacterRep

* Tiptap updates (#343)

* Reinstantiate editor on changes

We can't dynamically update the content, so we have to recreate the Editor whenever something changes (page loads and updates)

* Fix import

@tiptap/core is different than @tiptap/react, who knew

* Added several Tiptap components

* Added a Remix icon that isn't in remixicon-react

* Add colors for highlights

* Add ToolbarButton component

This is to standardize adding Toolbar icons so it wasn't a miserable mess in the Editor file

* Add extensions and implement ToolbarButton

* Remove unused code

* Use party prop and add keys

We always want to use the party in props until the transformer work is done and our source of truth is more reliable.

Also, we are using keys to ensure that the component reloads on new page.

* Component cleanup

* Always use props.party

* Ensure content gets reset when edits are committed

Here, we do some tactical bandaid fixes to ensure that when the user saves data to the server, the editor will show the freshest data in both editable and read-only mode.

In the Editor, its as easy as calling the setContent command in a useEffect hook when the content changes.

In the party, we are saving party in a state and passing it down to the components via props. This is because the party prop we get from pages is only from the first time the server loaded data, so any edits are not reflected. The app state should have the latest updates, but due to reasons I don't completely understand, it is showing the old state first and then the one we want, causing the Editor to get stuck on old data.

By storing the party in a state, we can populate the state from the server when the component mounts, then update it whenever the user saves data since all party data is saved in that component.

* Fix build errors
2023-07-06 02:55:59 -07:00
b8ae43ddaf
June 2023 Update (#316)
* Update the updates page with new items (#306)

* Add Nier and Estarriola uncaps (#308)

* Update the updates page with new items (#306) (#307)

* Update .gitignore

* Add Nier and Estarriola uncaps

* Fix uncaps treated as new characters

* Redesigned team navigation (#310)

* Add ellipsis icon

* Reduce size of tokens

* Move UpdateToast to toasts folder

* Update variables.scss

* Add reps for grid objects

These reps act like the existing PartyRep except for Characters and Summons, as well as a new component just for Weapons.

They only render the grid of objects and nothing else.

Eventually PartyRep will use WeaponRep

* Added RepSegment

This is a Character, Weapon or Summon rep wrapped with an input and label for use in a SegmentedControl

* Modify PartySegmentedControl to use RepSegments

This will not work on mobile yet, where it should gracefully degrade to a normal SegmentedControl with only text

* Extract URL copied and Remixed toasts into files

* Extract delete team alert into a file

Also, to support this:
* Added `Destructive` class to Button
* Added `primaryActionClassName` prop to Alert

* Added an alert for when remixing teams

* Began refactoring PartyDetails into several files

* PartyHeader will live at the top, above the new segmented control
* PartyDetails stays below, only showing remixed teams and the description
* PartyDropdown handles the new ... menu

* Remove duplicated code

This is description and remix code that is still in `PartyDetails`

* Small fixes for weapon grid

* Add placeholder image for guidebooks

* Add localizations

* Add Guidebook type and update other types

* Update gitignore

Don't commit guidebook images

* Indicate if a dialog is scrollable

We had broken paging in the infinite scroll component. Turning off "scrolling" at the dialog levels fixes it without adding scrollbars in environments that persistently show them

* Add ExtraContainer

This is the purple container that will contain additional weapons and sephira guidebooks

* Move ExtraWeapons to ExtraWeaponsGrid

And put it in ExtraContainer

* Added GuidebooksGrid and GuidebookUnit

These are the display components for Guidebooks in the WeaponGrid

* Visual adjustments to summon grid

* Add Empty class to weapons when unit is unfilled

* Implement GuidebooksGrid in WeaponGrid

* Remove extra switch

* Remove old dependencies and props

* Implement searching for/adding guidebooks to party

* Update styles

* Fix dependency

* Properly determine when extra container should display

* Change to 1-indexing for guidebooks

* Add support for removing guidebooks

* Display guidebook validation error

* Move read only buttons to PartyHeader

Also broke up tokens and made them easier to render

* Add guidebooks to DetailsObject

* Remove preview when on mobile sizes

* Implement raid combobox (#311)

* Add ellipsis icon

* Reduce size of tokens

* Move UpdateToast to toasts folder

* Update variables.scss

* Add reps for grid objects

These reps act like the existing PartyRep except for Characters and Summons, as well as a new component just for Weapons.

They only render the grid of objects and nothing else.

Eventually PartyRep will use WeaponRep

* Added RepSegment

This is a Character, Weapon or Summon rep wrapped with an input and label for use in a SegmentedControl

* Modify PartySegmentedControl to use RepSegments

This will not work on mobile yet, where it should gracefully degrade to a normal SegmentedControl with only text

* Extract URL copied and Remixed toasts into files

* Extract delete team alert into a file

Also, to support this:
* Added `Destructive` class to Button
* Added `primaryActionClassName` prop to Alert

* Added an alert for when remixing teams

* Began refactoring PartyDetails into several files

* PartyHeader will live at the top, above the new segmented control
* PartyDetails stays below, only showing remixed teams and the description
* PartyDropdown handles the new ... menu

* Remove duplicated code

This is description and remix code that is still in `PartyDetails`

* Small fixes for weapon grid

* Add placeholder image for guidebooks

* Add localizations

* Add Guidebook type and update other types

* Update gitignore

Don't commit guidebook images

* Indicate if a dialog is scrollable

We had broken paging in the infinite scroll component. Turning off "scrolling" at the dialog levels fixes it without adding scrollbars in environments that persistently show them

* Add ExtraContainer

This is the purple container that will contain additional weapons and sephira guidebooks

* Move ExtraWeapons to ExtraWeaponsGrid

And put it in ExtraContainer

* Added GuidebooksGrid and GuidebookUnit

These are the display components for Guidebooks in the WeaponGrid

* Visual adjustments to summon grid

* Add Empty class to weapons when unit is unfilled

* Implement GuidebooksGrid in WeaponGrid

* Remove extra switch

* Remove old dependencies and props

* Implement searching for/adding guidebooks to party

* Update styles

* Fix dependency

* Properly determine when extra container should display

* Change to 1-indexing for guidebooks

* Add support for removing guidebooks

* Display guidebook validation error

* Move read only buttons to PartyHeader

Also broke up tokens and made them easier to render

* Add guidebooks to DetailsObject

* Add raid placeholder string to locale

* Update .gitignore

* Update and reorganize localization files

* Update types

Added RaidGroup and updated Raid, then updated dependent types and objects

* Update dependencies

* Update react and react-dom to at least 18.0.0
* Install cmdk

* Rename Arrow.svg to Chevron.svg

Also added a new Arrow.svg with a stem

* Add api call for raidGroups and update pages

Pages fetch raids and store them in the app state. We needed to update this to pull raid groups instead

* Update SegmentedControl component

* Add className and blended properties
* Segment gets flex-grow

* Update Select component

* data-placeholder style should match only if true
* Adjust corner radius to match cards instead of inputs
* Fix classNames call in SelectItem

* Remove raid prop from Party

* Add Popover component

* Popover is a wrapper of Radix's Popover component that we will use to wrap the combobox.
* Move styles that were in PopoverContent.scss to Popover.scss

* Add Command component

The Command component is a wrapper over CMDK's Command component. Pretty much every object in that library is wrapped here. We will use this for the guts of our combobox.

* Add RaidCombobox and RaidItem components

* RaidCombobox combines Popover and Command to create an experience where users can browse through raids by section, search them and sort them.
* RaidItem is effectively a copy-paste of SelectItem using CommandItem, adding some raid-specific styles and elements

* Updates themes and variables

* Replace RaidDropdown with RaidCombobox

* Add small shadow to Tooltip

* Update side offset for Popover

* Update CharLimitedFieldset class name

* Add clear button to Combobox input

* It only shows up when there is text in the input
* Clicking it clears the text in the input
* It uses CharLimitedFieldset's classes

* ChatGPT helped me refactor RaidCombobox

* Further refactoring of RaidCombobox

* Deploy content update (#309)

* Update the updates page with new items (#306)

* Add Nier and Estarriola uncaps (#308)

* Update the updates page with new items (#306) (#307)

* Update .gitignore

* Add Nier and Estarriola uncaps

* Fix uncaps treated as new characters

* Make combobox keyboard accessible

* Style updates

* Refactor accessibility code

* Add translation for "Selected" text

* Change selects to be poppers for consistency

We can't make the new Raid combobox appear over the input like the macOS behavior, so we change all selects to be normal popper behavior

* Set raid groups on teams page

* Implement in FilterBar

* Fix styles for combobox input

* Remove RaidDropdown component

* Update index.scss

* Remove preview when on mobile sizes

* Fix some mobile styles

* Add farming raid option

* Increase height slightly

* Small refactor

* Implement Edit team modal (#312)

* Small refactor to CharLimitedFieldset

Some methods were renamed for clarity. <input> props are actually put on the input properly.

* Add tabindex to Popover trigger

* Add tabindex to Switch and SwitchTableField

* Add tabindex to DurationInput

* Add new properties

* Added guidebooks to RaidGroup
* Added auto_summon to Party

* Conditionally render description in TableField

* Improve SwitchTableField

* Add support for passing in classes
* Add support for passing a disabled prop
* Pass description to TableField
* Right-align switch
* Add support for Extra color switch

* Align SliderTableField input to right

* Align SelectTableField input to right

* Update placeholder styles

* Fix empty state on DurationInput

* Remove tabindex from DurationInput

* Update InputTableField

Allow for passing down input properties and remove fixed width

* Fix dialog footer styles

* Update dialog and overlay z-index

* Add styles to TableField

Added styles for numeric inputs, disabled inputs, and generally cleaning things up

* Add guidebooks to RaidCombobox + styles

* Added guidebooks to the dummy raid group
* Fix background color
* Make less tall

* Implement EditPartyModal

EditPartyModal takes functionality that was in PartyHeader and puts it in a modal dialog. This lets us add fields and reduces the complexity of other components. Translations were also added.

* Remove edit functionality

* Add darker shadow to Select

* Properly send raid ID to server

* Show Extra grids based on selected raid

* Fix EX badge colors

* Use child as value in normal textarea

* Remove toggle ability from Extra grids

* Remove edit functionality from PartyDetails

* Fix type error

* Add quick summons (#313)

* Delete yarn.lock

* Add quick summon endpoint

* Add quick summon to GridSummon type

* Add icons

* Add quick summon to SummonUnit

* Quick summon icon is displayed on hover
* Updates the server when clicked

* Fix spacing on WeaponGrid

* Fixes for reactivity and performance (#314)

* Remove editable styles

* Use snapshot for segment reps

Using snapshots lets that data be reactive.

Also removed extra dependencies and fixed a bug in how SummonRep displayed sub-summons

* Don't display QuickSummon on friends, subaura

* Hotfix refreshing when switching tabs

* Another hotfix for tab switching

* Update awakening (#315)

* Add Awakening type and remove old defs

We remove the flat list of awakening data, as we will be pulling data from the database

* Update types to use new Awakening type

* Update WeaponUnit for Grand weapon awakenings

* Update object modals

We needed to update CharacterModal and WeaponModal to display awakenings from the new data format. However, the component used (`SelectWithInput`) was tied to AX Skills in a way that would take exponentially more time to resolve.

Instead, we forked `SelectWithInput` into `AwakeningSelectWithInput` and did our work there.

`AwakeningSelect` was found to be redundant, so it was removed.

* Update hovercards

* Add order to NO_AWAKENING

* Add ability to remove job skills (#317)

* Add Awakening type and remove old defs

We remove the flat list of awakening data, as we will be pulling data from the database

* Update types to use new Awakening type

* Update WeaponUnit for Grand weapon awakenings

* Update object modals

We needed to update CharacterModal and WeaponModal to display awakenings from the new data format. However, the component used (`SelectWithInput`) was tied to AX Skills in a way that would take exponentially more time to resolve.

Instead, we forked `SelectWithInput` into `AwakeningSelectWithInput` and did our work there.

`AwakeningSelect` was found to be redundant, so it was removed.

* Update hovercards

* Add max-height to Select

* Allow styling of Select modal with className prop

* Add Job class to Job select

* Add localizations for removing job skills

* Add endpoint for removing job skills

* Implement removing job skills

We added a (...) button next to each editable job skill that opens a context menu that will allow the user to remove the job skill. An alert is presented to make sure the user is sure before proceeding.

As part of this change, some minor restyling of JobSkillItem was necessary
2023-06-19 03:54:03 -07:00
968ae5c41e
Deploy advanced filters (#297)
* Added avatars

* Added content from the 2023/03/22 update (#287)

* Added avatars (#286)

* Added localizations

* Added update, changed CSS

* Add logic for showing Lucifer uncap and 250 art

* Added items from 2023/03 Legfest and 2023/03/30 update (#290)

* Added avatars (#286)

* Deploy #287 (#288)

* Added avatars

* Added content from the 2023/03/22 update (#287)

* Added avatars (#286)

* Added localizations

* Added update, changed CSS

* Add logic for showing Lucifer uncap and 250 art

* Added new weapon series

* Added updates

* Missed items (#291)

* Added avatars (#286)

* Deploy #287 (#288)

* Added avatars

* Added content from the 2023/03/22 update (#287)

* Added avatars (#286)

* Added localizations

* Added update, changed CSS

* Add logic for showing Lucifer uncap and 250 art

* Added new weapon series

* Added updates

* Add more items

* Added World Series to weapon series empty state (#293)

* Push 2023/03 updates to main (#292)

* Added avatars

* Added content from the 2023/03/22 update (#287)

* Added avatars (#286)

* Added localizations

* Added update, changed CSS

* Add logic for showing Lucifer uncap and 250 art

* Added items from 2023/03 Legfest and 2023/03/30 update (#290)

* Added avatars (#286)

* Deploy #287 (#288)

* Added avatars

* Added content from the 2023/03/22 update (#287)

* Added avatars (#286)

* Added localizations

* Added update, changed CSS

* Add logic for showing Lucifer uncap and 250 art

* Added new weapon series

* Added updates

* Missed items (#291)

* Added avatars (#286)

* Deploy #287 (#288)

* Added avatars

* Added content from the 2023/03/22 update (#287)

* Added avatars (#286)

* Added localizations

* Added update, changed CSS

* Add logic for showing Lucifer uncap and 250 art

* Added new weapon series

* Added updates

* Add more items

* Added items from 2023/03 Legfest and 2023/03/30 update (#290)

* Added avatars (#286)

* Deploy #287 (#288)

* Added avatars

* Added content from the 2023/03/22 update (#287)

* Added avatars (#286)

* Added localizations

* Added update, changed CSS

* Add logic for showing Lucifer uncap and 250 art

* Added new weapon series

* Added updates

* Missed items (#291)

* Added avatars (#286)

* Deploy #287 (#288)

* Added avatars

* Added content from the 2023/03/22 update (#287)

* Added avatars (#286)

* Added localizations

* Added update, changed CSS

* Add logic for showing Lucifer uncap and 250 art

* Added new weapon series

* Added updates

* Add more items

* Add World series to empty state

* Added items from 2023/03 Legfest and 2023/03/30 update (#290)

* Added avatars (#286)

* Deploy #287 (#288)

* Added avatars

* Added content from the 2023/03/22 update (#287)

* Added avatars (#286)

* Added localizations

* Added update, changed CSS

* Add logic for showing Lucifer uncap and 250 art

* Added new weapon series

* Added updates

* Missed items (#291)

* Added avatars (#286)

* Deploy #287 (#288)

* Added avatars

* Added content from the 2023/03/22 update (#287)

* Added avatars (#286)

* Added localizations

* Added update, changed CSS

* Add logic for showing Lucifer uncap and 250 art

* Added new weapon series

* Added updates

* Add more items

* Enables advanced filters in collections (#289)

* Add skeleton of FilterModal

* Install react-slider from Radix

* Move AccountModal styles to more generic place

* Make generic TableField and move styles

This is so we have a base for other table rows that use different interactive elements

* Implement custom Slider component

This inherits from Radix's Slider

* Implement SliderTableField

* Implemented SwitchTableField

* Change enabled switch color

* Implement InputTableField

* Update modal skeleton

* Added localizations for Advanced filters

* Update styles for various components

Added some new colors and fixed spacing

* Added value reporting and fixed a cycle error

* Added default values, clearing filters, etc

* Default values
* Ability to clear filters
* Receiving values from components

* Fix maximum cycle depth exceeded error

* Update TableFields to not error

Also optional value is required

* Create FilterSet.d.ts

* Send filtersets to FilterModal

This sends the default filterset and the user's filterset to the filter modal.

The default filterset is used when resetting all filters. The users filterset is used so that it is populated with the user's values when they open the modal

* Add new localizations

* Change types and add default filterset object

* Add fast-deep-equal package

* Change value in table fields

* Input table fields need to be able to be empty
* Slider table fields should default to 0 if value isn't provided

* Set width of Select in table field in Filter dialog

* Add style for filter button with filters active

* Swap to using selects for some boolean fields

Charge Attack, Full Auto, and Auto Guard are not boolean values since the user can select (and the default should be) to show both on and off values. We swap to using a SelectTableField here to represent this difference.

We also added logic for Full Auto and Auto Guard fields since they are tied together in some cases (you can't show Auto Guard teams that have Full Auto disabled)

* Populate values from defaultFilterSet

* Update how we save and propagate filters

We save filterset in a local state, because the FilterBar will send it down to us from cookies.

We then set each individual property from that filter set.

We set inputs to have a placeholder, as max buttons and max turns could not be set (null). Then, we only send those fields when they have a value provided by the user.

* Remove default filterset

This was moved to a utils/ file

* Propagate filters from modal

This updates how we handle filter propagation to accommodate the advanced ones. The icon lights up when filters are active.

* Implement advanced filters on Teams page

* Add skeleton of FilterModal

* Make generic TableField and move styles

This is so we have a base for other table rows that use different interactive elements

* Implement custom Slider component

This inherits from Radix's Slider

* Implement SliderTableField

* Implemented SwitchTableField

* Implement InputTableField

* Update modal skeleton

* Added localizations for Advanced filters

* Update styles for various components

Added some new colors and fixed spacing

* Added value reporting and fixed a cycle error

* Added default values, clearing filters, etc

* Default values
* Ability to clear filters
* Receiving values from components

* Fix maximum cycle depth exceeded error

* Update TableFields to not error

Also optional value is required

* Create FilterSet.d.ts

* Send filtersets to FilterModal

This sends the default filterset and the user's filterset to the filter modal.

The default filterset is used when resetting all filters. The users filterset is used so that it is populated with the user's values when they open the modal

* Add new localizations

* Change types and add default filterset object

* Change value in table fields

* Input table fields need to be able to be empty
* Slider table fields should default to 0 if value isn't provided

* Set width of Select in table field in Filter dialog

* Add style for filter button with filters active

* Swap to using selects for some boolean fields

Charge Attack, Full Auto, and Auto Guard are not boolean values since the user can select (and the default should be) to show both on and off values. We swap to using a SelectTableField here to represent this difference.

We also added logic for Full Auto and Auto Guard fields since they are tied together in some cases (you can't show Auto Guard teams that have Full Auto disabled)

* Populate values from defaultFilterSet

* Update how we save and propagate filters

We save filterset in a local state, because the FilterBar will send it down to us from cookies.

We then set each individual property from that filter set.

We set inputs to have a placeholder, as max buttons and max turns could not be set (null). Then, we only send those fields when they have a value provided by the user.

* Remove default filterset

This was moved to a utils/ file

* Propagate filters from modal

This updates how we handle filter propagation to accommodate the advanced ones. The icon lights up when filters are active.

* GridRep adjustments

* Properly unset mainhand when cells get reused and the new team doesnt have one
* Slightly better styling to make the grid more correct

* Fix bad merge

* Add advanced filter support to saved and profile pages

* Fix auto guard text

* Ensure fetchTeams callback is updated with filters

* Add auto guard icon to GridRep

* Disable max buttons and turns

* Fix build errors
2023-04-09 19:40:15 -07:00
c7e0836202
February 2023 Update (#158) 2023-02-04 23:46:24 -08:00
c740342a83 Move svgs into a folder 2022-12-27 10:36:56 -08:00
e8db6870b4 Moved to using PNGs since I know that works
I don't want to spend time on this when there's bigger fish to fry. Will revisit in the future.
2022-12-27 10:30:45 -08:00
79b70dc9d1 Update About, add Roadmap and Changelog 2022-12-26 11:48:18 -08:00
5bdac9624d Add icon 2022-12-26 09:47:56 -08:00
1fbc6a5949 Update Settings.svg 2022-12-20 23:06:57 -08:00
0f99cd878c Dark mode and CSS refactors for inputs 2022-12-05 19:47:23 -08:00
844983796a Create LargeCheck.svg 2022-03-14 16:45:18 -07:00
2f350ede0e Add check icon and update global css 2022-03-11 01:15:45 -08:00
fde068dab5 Add AX Skill icons 2022-03-04 00:15:27 -08:00
a64d9c02e4 Add darker Arrow icon
We can't change SVG color when used as a CSS background image
2022-03-03 03:08:31 -08:00
5d07d72073 Update Settings.svg 2022-03-01 19:53:30 -08:00
d5161eb2d6 Update Arrow / Add Settings icons 2022-03-01 13:03:44 -08:00
5ccadcd411 Create Arrow.svg 2022-02-27 00:36:29 -08:00
662062b622 Fix arrow SVG 2022-02-24 18:13:56 -08:00
e8876d3b90 Slight update adding Button type
Previous type prop renamed to icon
2022-02-04 18:22:30 -08:00
856d9db1c7
Rename link.svg to Link.svg 2022-02-03 19:56:51 -08:00
f19121b0e9
Rename menu.svg to Menu.svg 2022-02-03 19:56:33 -08:00
97fafbd8f1 Remove hardcoded color from new icons 2022-02-03 00:31:35 -08:00
2384058674 Add new icons 2022-02-03 00:26:51 -08:00
ca42f4b718 Add hover states for stars
These aren't quite right yet
2022-02-01 05:51:15 -08:00
ae857c19a1 Add new uncap icons 2022-02-01 01:03:31 -08:00
728803d9c5 Migrate to Next.js 2022-01-24 21:54:50 -08:00