Yeah, I think this is the cause. I have a full path in mine that isn't in yours and it's causing issue in the code. A work around for now is to open the yml file and in the "pref-path" entry put the full path to the folder the emulator is located in. Save the file and then try to import again in LB. Alternatively you can rename/move that file out of that directory, run the import and put it back. I've noted the problem location in code and it should be corrected in the next beta release.
Could you check to see if there is a config.yml file in your emulators root directory and if so PM it to me so I can attempt to step through code on my end @cscottbrown @ry4man93
Apologies, that menu has had it's strings/location changed a bit since first added and I always forget the new one. The second screenshot is showing me what I was hoping to see. I'm at a loss for the moment since I can't replicate on my end. As time permits I'll walk through the code and see if there anything else we can walk through in an attempt to figure out why it's not working correctly for you. Are you opening the app from a network location or as administrator?
If you press "Force Import Duplicates" in the import options page do you see them then? Also if you go to Tools > Manage > Platforms do you see Vita listed? If so does it have a game count?
@cscottbrown Can you run a normal ROM import using any file/folder and import for Playstation Vita and in the emulator page select Vita3k. When you get to the last page regardless of what you selected to import from all games not yet imported that are installed to Vita3k should appear on the game select page. Select a row and press delete to remove it. Let the import run and then close LB. Open it again and see if the scan picks up the row you deleted on restart. We are seeing a bit of a delay in the auto-import process in 13.19 likely related to the Sqlite change so give it a while longer (no longer than 3-5m depending on your specs).
We utilize the method we do for two reasons. It's officially supported by Valve, and it's far more secure than an SSO session like Playnite/GOG utilizes. SSO methodologies would need to save SSO cookies locally that can be used as an attack vector into compromising your accounts, otherwise we'd need to ask for creds every time (or store the creds which again is less secure). Since last I knew both were using it to log directly into your Steam account that session token can be used to hit your account settings including payment methods and purchases. Ours cannot. That being said I know Valve is constantly improving things and they may have made a more secure way of doing this that we can look into. You can submit a ticket via the Help and Support link at the top so that the powers that be can decide how important of an issue this is to tackle for our userbase.
Did you save the config inside of RetroArch after making the change? Last I knew you have to actually press save to apply the changes, they aren't auto-applied outside of that session. They may have an auto-save config option to do that but I don't believe it's on by default.
We here at LaunchBox prefer the term "excessively vocal enthusiasm"
That being said I'm glad you're seeing the performance increases with this release. Massive overhauls like this can be pretty nerve-wracking, and the thought of doing it and it not securing the gains we were shooting for would be pretty disheartening. Glad it's paying off for everyone.
13.19 upgrades LaunchBox to .NET 9 and some plugins may need updated to reflect this change. Your options are to revert to 13.18 or to remove the plugins in question until they have been updated.
I'd run the installer over the application again. It won't overwrite your data. A lot of the time those dlls get removed by overzealous AV software since it has a full browser within them it views it as an insecurity.
I looked into this and my good creds are returning as invalid from their API. This is something @circo and team will have to fix as far as I can tell. @circo feel free to PM me with any tech details you may need.
I'll be honest, I never really look. That doesn't surprise me though, I can't think of any new UI elements we added, those are just hardcoded strings that fell through the crack and the new welcome page string afaik.
No but it does support the controller category. Just put the Light Gun category name in an it'll pick up all it's children.
Check show badges, turn on the light gun badge, sort by badge column. Alternatively you can just use the Quick filter by the search bar and use it to filter to only games with light gun support
You can add any controller to any game in your local library, you're not limited to what the DB picks up/assigns. There are other platforms that have light gun games as well. I know because I manually and painstakingly assigned each of our controller support information per game per platform for all that the DB has in it atm.
@Fursphere @Rlad I was able to use your reports to identify an issue when import/scraping games with a scrape as value set and is resolved internally. Nice catch!