* tinify webpack
* meme
* fix long version
* more changes
* even smoler
* fix up logic
* fix build
* undo changes to user agent manager because its not webpack'd anymore
* the heck
* fix stupid
* clean up browser rules
* typo
* Start Store cleanup
* wip store cleanup
* fix iterables initiating datastores
* handle the possibility of a datastore with no holds and no its own 'create' method
* more cleanup (instances that need more than just client/data)
* missed RoleStore extras
* not sure how eslint didn't catch that tab...
* avoid re-getting the channel we already have...
* cleanup resolvers and refactor them into DataStores
* ^
* and remove
* fix some bugs
* fix lint
* fix documentation maybe?
* formatting
* fix presences
* really fix presences this time
* bad fix was bad... let;s see how bad this one is..
* forgot to save a file
* make presence resolving take userresolveables too
* fix tabs in jsdocs
* fix bad fix from last night that caused issues, with better fix...
* oops
* refactor(ClientUserGuildSettings): make client first parameter of the constructor
* refactor(ClientUserChannelOverride): patch if possible rather then reinstantiating every update
* fix(ClientUserGuildSettings): avoid uncaught exception when patching newly joined guilds/gdms
* refactor/fix(DataStores): move instantiating of store related classes into the relevant create methods and fixed FetchMemberOptions
* Renamed ChannelStore's constructor parameter for claritiy
* define client property before creating items from passed iterable to avoid the client property being undefined
* Fix fetching members with a limit
* add static Channel#create back and moved channel instantiating there
* make ChannelStore's constructor accept an iterable
* make iterable an optional parameter, allow to just pass client and options
* fixed a little typo in docs of <User>.displayAvatarURL() (#1872)
* Rewrite presence a little bit (#1853)
* such presence many good
* Update PresenceStore.js
* Update index.js
* Update ClientPresenceStore.js
* Update Presence.js
* Update ClientPresenceStore.js
* Update ClientUser.js
* Update Presence.js
* add timestamps and party
* Update Presence.js
* Update PresenceStore.js
* Update ClientPresenceStore.js
* Update ClientPresenceStore.js
* fix: made options.type optional in ClientUser#setActivity (#1875)
* fix: made options.type optional in ClientUser#setActivity
* some changes, smol fix
due to too many types being possible, it should just be defaulted to 0. this means streamers will have to set the type manually, though.
also mistake with activity.name check
* docs(Collection): Adjust exists documentation (#1876)
Since the return value of Collection#exists is basically just a boolean of Collection#find's result, the same documentation and arguments can and should be applied.
* refactor(Emoji): remove Guild#deleteEmoji in favour of Emoji#delete (#1877)
* refactor/fix(DataStores): move instantiating of store related classes into the relevant create methods and fixed FetchMemberOptions
* Renamed ChannelStore's constructor parameter for claritiy
* define client property before creating items from passed iterable to avoid the client property being undefined
* Fix fetching members with a limit
* add static Channel#create back and moved channel instantiating there
* make ChannelStore's constructor accept an iterable
* make iterable an optional parameter, allow to just pass client and options
* rebase, this time with saving the file
* address issue with falsy activity throwing errors when setting client's presence
* UserStore refactor
* Create ChannelStore, remove redundant methods in ClientDataManager
* Create GuildStore
* Emoji stuff
* Use a Base class where possible to reduce code duplication
* Remove unnecessary comments from ChannelStore
* Add Base._clone();
* Remove unused ClientDataManager methods
* Refactor some more stuff
* ESLint
* Move Client#fetchUser to client.users.fetch
* Remove .has checks and just see if .get is truthy
* Fix guild member chunk error
* ESLint
* Fix typo
* Fix channel storing for user bots
* Remove ClientDataManager
* GuildChannelStore
* Reduce use of Util.cloneObject
* and this one too
* update typings
* Fix MessageUpdate handling (#1507)
* Fix role updates (probably fixes#1525)
* fix for eslint
* Address some of appell's comments
* Use debug constant
* start message store crap if it's ugly tell me later k
* fix that
* message store but works™️
* clean up guild stuff
* clean up channel store stuff
* clean up channel event handling
* does this message stuff work? find out soon in the next episode of dIsCoRd.Js
* eslint
* emojis
* emojis and reactions
* hi my name is eslint and im A LIL SHIT
* so i forgot this huh
* user stuff
* Fix @class
* Fix message stuff
* Fix user store docs
* Document all the bases
* fix the super things
* tidy up remove
* fix textbasedchannel
* fix that too
* fix emoji store
* make voice state stuff less ugly
* make voice states even less ugly
* make members less bad
* fix bug
* fix that too
* fix reactions
* how was this broken for so long
* role store
* remove super._patch from UserConnection
* Rename UserProfile#setup to _patch
* remove unnecessary super calls
* update docgen dep (pls fix travis thx)
* doc messagestore
* fix docs
* message store docs
* things
* DOCS PLS
* more things
* Document TextBasedChannel#messages as a MessageStore
* Rebase
* All the stores!
* Allow to set the new game types via ClientUser#setPresence and setGame
* Accept string version of types, fix options parameter, remove Presence#streaming
* One line if statement, don't reuse data.game when game is already reassigned and fix error message
* Removed redundant if statement
- Fixed a common copy paste fail `the the <thing>` in various places
- Apparently I can't type Resolvable correctly,
Fixed that wherever applicable
- Documented GroupDMChannel#nicks so that it will be displayed on the docs
- GroupDMChannel#icon is nullable
- Removed empty InviteOptions typdef, as its properties are now documented in GuildChannel#createInvite
- MessageMentions#channels is no longer nullable
- RoleData#permissions takes a PermissionResolvable or an array of them
- Webhook#avatar is nullable
- Added HTTPOptions typedef and added it to ClientOptions typedef
- ClientUserChannelOverride#muted is for a channel and not a guild directly
* ClientUser#createGroupDM now works like the docs states on user accounts
* Added GroupDMChannel#setIcon and fixed null handling for the channel name
* Added an s
* Don't resolve when icon is falsy and removed useless name trimming
* Removed now unnecessary name constant
* vscode being great
* Added GroupDMChannel#iconURL
* user guild settings
* Use direct collection
* I'm a goof
* double goof
* Structure properties
* Forgot to register listener
* wrong class names
* No more get in docs
* avoid waterfalls, bot checks
* trycatch
wow i thought i already did this :notlikecat:
* 👀
* Update ClientUser.js
* Update ClientUserGuildSettings.js
* Update UserGuildSettingsUpdate.js
* Update ClientUserChannelOverride.js
* Update ClientUserGuildSettings.js
* rewrite ratelimiting and api route builder
* more stuff
* let people pass their own handlers
* Update burst.js
* Update RequestHandler.js
* Update burst.js
* Update sequential.js
* Update RequestHandler.js
* rewrite ratelimiting and api route builder
* more stuff
* let people pass their own handlers
* Update burst.js
* Update RequestHandler.js
* Update burst.js
* Update sequential.js
* Update RequestHandler.js
* fix fetchMentions' auth header, options and data mapping
* vscode strikes again
* switched to Util.mergeDefault
* vscode
* removed duplicated optionals and switched to instanceof
- Rename Guild#updateChannelPositions -> setChannelPositions
- Allow Guild#setChannelPositions to take ChannelResolvables
- Prioritise ClientDataResolver#resolveChannel's string case
- Minor cleanup
* Adding resetGame functionallity
`setGame` method would allways result in an Object passed to `setPresence`.
Passing { game: null } (supported by discords WebSocket gateway to reset the current Game) to `setPresence` would still result in a Game Object sent to the endpoint.
Explicitly setting `game` to null should overwrite the `game` object provided by `localPresence` or `client.presence`.
This was neither supported by `setGame` or `setPresence`.
* Missing semicolons to resetGame and setPresence
* Fixing trailing spaces, commas and semicolons
* Moving resetGame functionality into setGame method
Minification of if statement in setPresence.
Removing resetGame method and adding a case for `game === null` to setGame method
* Adding missing space in setGame method
* Fix docs
This commit:
* fixes inconsistencies (primarily regarding capitalization)
* fixes non-proper nouns that were improperly capitalized
* fixes reminents from not-so-meticulous copy+paste jobs