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  Click here to go to the first Rift Team post in this thread.   Thread: Changelog Discussion

  1.   Click here to go to the next Rift Team post in this thread.   #106
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    Quote Originally Posted by ZorbaTHut View Post
    It might already be there, but I'll double-check on Monday. I think every language interface recognizes "russian" and "korean", though.
    Turns out it is indeed already there. I tend to add new strings once we officially announce ports, not once the port is done.

  2. #107
    Telaran Ridlah's Avatar
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    Quote Originally Posted by Frostshizzle View Post
    Hello Zorba,

    any chances in getting a sticky non-combat log, I know its currently possible to get LogCombatConsole = False/True

    maybe ?
    LogConsole = True/False
    Although I would like this feature also, I believe they have not done it due to privacy issues. If this option was allowed it would be possible for others to turn it on and spy on conversations not meant for them without the users knowledge. Another reason why they put this information in a seperate log altogether in my opinion.
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  3. #108
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    Quote Originally Posted by Ridlah View Post
    Although I would like this feature also, I believe they have not done it due to privacy issues. If this option was allowed it would be possible for others to turn it on and spy on conversations not meant for them without the users knowledge. Another reason why they put this information in a seperate log altogether in my opinion.
    You do realize that non-combat log 1) exists, 2) logs only text from channels accessible to user?

    Also, one word: screenshot.
    Feminism is the radical notion that women are people.

  4.   Click here to go to the next Rift Team post in this thread.   #109
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    PTS changes:

    SORT OF BREAKING CHANGES:

    * Inspect.Buff.Detail is no longer guaranteed to include the exact right tooltip text in "description" - the numbers may be incorrect. The flag "descriptionComplete" will be added if the numbers are correct. Proper tooltip text can now be requested with Command.Buff.Describe(), and the arrival of that text (or removal of it, if the internal buffers get full) can be detected with Event.Buff.Description(). This is sort-of-breaking because, while it was guaranteed to work before, it didn't actually work - this is making the documentation conform to the actual behavior, and adding some functions that let addons request data that they previously could not.

    BUGFIXES:

    * Fixed some crashes with :SetParent().
    * Internal factions will no longer be shown by the addon system.

    DIFF:

    Code:
    Commands:
    	Command.Buff.Describe
    
    Events:
    	Event.Buff.Description
    Last edited by ZorbaTHut; 01-11-2012 at 11:31 PM.

  5.   Click here to go to the next Rift Team post in this thread.   #110
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    PTS changes:

    NEW FEATURES:

    * Added *.Auction.*
    * Added *.Currency.*
    * Added *.Interaction.*
    * Added *.Mail.*
    * Added *.Queue.*. Throttled functions will no longer halt the Lua environment until they can be sent, they will instead call the queue handler.
    * Added *.Stat.*
    * Added UI.Native.*. This contains a bunch of Native frames (inherited from Layout) that represent Rift's default UI frames. Using these, you can attach UI elements to Rift native frames, as well as reorganize the render order of native frames compared to addon frames. Note that there are still known issues with some dialogs, and most dialogs are not currently aligned properly, but please report any bugs you may encounter.

    * Added *.TEMPORARY.Role. As the name should indicate, this function and event will not exist forever - it's intended as a holdover until the full soul tree API is added. This allows you to detect what role a player is using, as well as get an event when the player's role changes.

    * Reintroduce os.time, os.date, os.difftime.

    * Inspect.*.Detail functions will now accept tables with the query target in the value. If that target is found, the result will preserve the original key.

    * Made Native:SetLayer() and Context:SetLayer() change the relative ordering of dialogs in the main Rift UI.
    * Introduce :GetStrata() and :SetStrata(), for Element and Native. Strata can be thought of as an entire set of layers - a dialog in an earlier strata will be rendered first, no matter what the layer is.
    * Added Layer and Strata frame events to Element and Native, which can be used to detect when layers change.

    BREAKING CHANGES:

    * The "trash" rarity has been renamed to "sellable".
    * :SetLayer() on a Context that has not been reparented will now control the context's layer relative to native Rift UI. Unfortunately, this means that a Context's layer will now change on its own, based on the player's interaction with dialogs. If you were relying on a Context's layer to be unmodified, your code will break.

    NONBREAKING CHANGES:

    * Improved documentation for hardware event requirements, interaction flag requirements, and errors caused by the lack of those two things.
    * Added the "player" flag to the specialcase table returned by Inspect.Unit.Detail("player") when detailed player info is unavailable.
    * The word "spec" in documentation has been replaced by "specifier", to avoid ambiguity with the idea of "soul specs".
    * Significantly reduced CPU overhead of nonrendered or nonmoving frames. This is a complicated and somewhat risky change - please test your addons and watch for frame rendering and updating issues.

    BUGFIXES:

    * Setting a frame's MouseoverUnit to "mouseover" will no longer result in crashes when mouseovering that frame.

    UPCOMING BREAKING CHANGES:

    DIFF:

    Code:
    Basic globals:
    	os.date
    	os.difftime
    	os.time
     
    Inspectors:
    	Inspect.Auction.Detail
    	Inspect.Currency.Category.Detail
    	Inspect.Currency.Category.List
    	Inspect.Currency.Detail
    	Inspect.Currency.List
    	Inspect.Interaction
    	Inspect.Mail.Detail
    	Inspect.Mail.List
    	Inspect.Queue.Handler
    	Inspect.Queue.Status
    	Inspect.Stat
    	Inspect.TEMPORARY.Role
     
    Commands:
    	Command.Auction.Bid
    	Command.Auction.Cancel
    	Command.Auction.Post
    	Command.Auction.Scan
    	Command.Buff.Describe
    	Command.Mail.Delete
    	Command.Mail.Open
    	Command.Mail.Pay
    	Command.Mail.Return
    	Command.Mail.Send
    	Command.Mail.Spam
    	Command.Mail.Take
    	Command.Queue.Handler
     
    Utilities:
    	Utility.Auction.Cost
    	Utility.Mail.Cost
     
    Native frames:
    	UI.Native.Ability
    	UI.Native.Accolade
    	UI.Native.Achievement
    	UI.Native.AchievementPopup
    	UI.Native.Addon
    	UI.Native.Adventure
    	UI.Native.Ascend
    	UI.Native.Attunement
    	UI.Native.Auction
    	UI.Native.Bag
    	UI.Native.BagBank1
    	UI.Native.BagBank2
    	UI.Native.BagBank3
    	UI.Native.BagBank4
    	UI.Native.BagBank5
    	UI.Native.BagBank6
    	UI.Native.BagBank7
    	UI.Native.BagBank8
    	UI.Native.BagInventory1
    	UI.Native.BagInventory2
    	UI.Native.BagInventory3
    	UI.Native.BagInventory4
    	UI.Native.BagInventory5
    	UI.Native.Bank
    	UI.Native.BankGuild
    	UI.Native.BarBottom1
    	UI.Native.BarBottom2
    	UI.Native.BarBottom3
    	UI.Native.BarBottom4
    	UI.Native.BarBottom5
    	UI.Native.BarBottom6
    	UI.Native.BarMain
    	UI.Native.BarPet
    	UI.Native.BarSide1
    	UI.Native.BarSide2
    	UI.Native.BarSide3
    	UI.Native.BarSide4
    	UI.Native.BarTemporary
    	UI.Native.Breath
    	UI.Native.Buffbar
    	UI.Native.Castbar
    	UI.Native.Character
    	UI.Native.Chronicle
    	UI.Native.Coinlock
    	UI.Native.Console1
    	UI.Native.Console2
    	UI.Native.Console3
    	UI.Native.Console4
    	UI.Native.Console5
    	UI.Native.Console6
    	UI.Native.Console7
    	UI.Native.ConsoleSetting
    	UI.Native.Crafting
    	UI.Native.Ctf
    	UI.Native.Guild
    	UI.Native.GuildCharter
    	UI.Native.Import
    	UI.Native.Keybind
    	UI.Native.Layout
    	UI.Native.Lfg
    	UI.Native.Loot
    	UI.Native.Macro
    	UI.Native.MacroIcon
    	UI.Native.MacroSlash
    	UI.Native.Mail
    	UI.Native.MailRead
    	UI.Native.MapMain
    	UI.Native.MapMini
    	UI.Native.MechanicPlayer
    	UI.Native.MechanicTarget
    	UI.Native.Menu
    	UI.Native.Message
    	UI.Native.MessageEvent
    	UI.Native.MessageStandard
    	UI.Native.MessageText
    	UI.Native.MessageWarfront
    	UI.Native.MessageZone
    	UI.Native.Notification
    	UI.Native.Notify
    	UI.Native.Npc
    	UI.Native.PortraitFocus
    	UI.Native.PortraitGroup1
    	UI.Native.PortraitGroup2
    	UI.Native.PortraitGroup3
    	UI.Native.PortraitGroup4
    	UI.Native.PortraitParty1Pet
    	UI.Native.PortraitParty2Pet
    	UI.Native.PortraitParty3Pet
    	UI.Native.PortraitParty4Pet
    	UI.Native.PortraitPet
    	UI.Native.PortraitPlayer
    	UI.Native.PortraitTarget
    	UI.Native.PortraitTargetTarget
    	UI.Native.Quest
    	UI.Native.QuestStickies
    	UI.Native.Raid
    	UI.Native.RaidGroup1
    	UI.Native.RaidGroup1Pet
    	UI.Native.RaidGroup2
    	UI.Native.RaidGroup2Pet
    	UI.Native.RaidGroup3
    	UI.Native.RaidGroup3Pet
    	UI.Native.RaidGroup4
    	UI.Native.RaidGroup4Pet
    	UI.Native.RaidParty
    	UI.Native.RaidPartyPet
    	UI.Native.Reactive
    	UI.Native.Recall
    	UI.Native.Respec
    	UI.Native.Rift
    	UI.Native.Roll1
    	UI.Native.Roll2
    	UI.Native.Roll3
    	UI.Native.Roll4
    	UI.Native.Setting
    	UI.Native.Social
    	UI.Native.Soul
    	UI.Native.Split
    	UI.Native.Ticket
    	UI.Native.Tip
    	UI.Native.TipAlert
    	UI.Native.Tooltip
    	UI.Native.TooltipAnchor
    	UI.Native.Trade
    	UI.Native.Tray
    	UI.Native.Treasure
    	UI.Native.Trial
    	UI.Native.Upgrade
    	UI.Native.Warfront
    	UI.Native.WarfrontLeaderboard
    	UI.Native.World
     
    Events:
    	Event.Auction.Scan
    	Event.Buff.Description
    	Event.Currency
    	Event.Interaction
    	Event.Mail
    	Event.Queue.Status
    	Event.Stat
    	Event.TEMPORARY.Role
     
    UI:
    	Native: Inherits from Layout
    		Members:
    			GetLayer
    			GetLoaded
    			GetSecureMode
    			GetStrata
    			GetStrataList
    			SetLayer
    			SetStrata
    		Events:
    			Layer
    			Loaded
    			Strata
    	Frame: Inherits from Element
    		Members:
    			GetStrata
    			GetStrataList
    			SetStrata
    		Events:
    			Layer
    			Strata

  6. #111
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    Awsome news ZorbaTHut. I can see a lot of potential in the latest API changes. Thumbs up.

    Any chance you guys would be willing to share an PTS items.xml so that I could prepare nkAdvisor in advance for the 1.7 launch?

    Do I understand the queue mechanism right in that I would be able to fire as many Command.Item.Move as I want and just watch the queue status to see if they are done? That'd be just plain awsome. Progress Bar here I come!

    Cheers
    N.

  7.   Click here to go to the next Rift Team post in this thread.   #112
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    Quote Originally Posted by Naifu View Post
    Any chance you guys would be willing to share an PTS items.xml so that I could prepare nkAdvisor in advance for the 1.7 launch?
    I'm not sure we have any good way to manage that, unfortunately. I'll see what people think.

    Quote Originally Posted by Naifu View Post
    Do I understand the queue mechanism right in that I would be able to fire as many Command.Item.Move as I want and just watch the queue status to see if they are done? That'd be just plain awsome. Progress Bar here I come!
    Approximately, yes You could also override the queue handler and keep track of unfinished item move commands on your own, though that would be a lot more work.

    Though keep in mind that the queue does not tell you when commands are *done*, only when they've been sent off to the server.

  8. #113
    Sword of Telara Semele's Avatar
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    Am I right in thinking the UI.Native.* will allow us to use those frames for ourselves? I mean, the base textures and such. For example, I'll be wanting to expand on Achievements for Raids/Dungeons so that when tracking them they show failed states and better representation of requirements. Hope that makes sense. So more like have access to the base achievement element and add to everything myself (Icon, Points, Objectives, etc).
    Rank 76 Guardian Mage

  9. #114
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    Hi Zorba,

    That is a very tasty looking list of changes you have for us I'm just wondering, will the UI.Native.* allow us to scale those UI elements as well? I know most parts of the UI can be scaled already using either Settings (global) or Layout options, however, bag slots can't for some reason. It would be a very nice addition to allow us to scale our bags. My screen is always half-full or even full (when at a bank) with bags open.

  10.   Click here to go to the next Rift Team post in this thread.   #115
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    Quote Originally Posted by Semele View Post
    Am I right in thinking the UI.Native.* will allow us to use those frames for ourselves? I mean, the base textures and such. For example, I'll be wanting to expand on Achievements for Raids/Dungeons so that when tracking them they show failed states and better representation of requirements. Hope that makes sense. So more like have access to the base achievement element and add to everything myself (Icon, Points, Objectives, etc).
    You can't really *use* them - what it permits you to do, at least in theory, is to align UI elements relative to them. So if you wanted to add a button on the Achievement frame, you could do that.

    However, there's no way to look deep enough in the Achievement frame in order to modify the content - to be honest, that's probably never going to occur, the base UI wasn't designed with it in mind. The best you could do would be to put an overlay over the entire frame and reproduce stuff in your overlay.

    Future updates may include things like "move native frames", "hide native frames", and "close the window when you're done with it", so you can easily replace base UI elements. I'm also hoping to expose the filenames of our internal textures at some point - that may end up part of 1.7 depending on how much time I spend killing bugs.

    Quote Originally Posted by Arcii View Post
    Hi Zorba,

    That is a very tasty looking list of changes you have for us I'm just wondering, will the UI.Native.* allow us to scale those UI elements as well? I know most parts of the UI can be scaled already using either Settings (global) or Layout options, however, bag slots can't for some reason. It would be a very nice addition to allow us to scale our bags. My screen is always half-full or even full (when at a bank) with bags open.
    Not at this time. That functionality is planned, but it'll be 1.8 at earliest, and I wouldn't hold your breath on that

  11. #116
    Sword of Telara Semele's Avatar
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    Quote Originally Posted by ZorbaTHut View Post
    I'm also hoping to expose the filenames of our internal textures at some point - that may end up part of 1.7 depending on how much time I spend killing bugs.
    This would pretty much do it for me. It's the one addition to the API docs I've been waiting for since the API was started. This alone would speed up my early development process and allow me to concentrate more on the coding rather than the fluff. I also like to keep my addon environment feeling familiar. I could leave the skinning work until a later date then have the option for "Rift" or any other skin category without the headache of redesigning elements from scratch to "look" like Rift's internal ones.

    So, if you could get this list in, I would be one happy camper.
    Rank 76 Guardian Mage

  12. #117
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    How would I pass a @group## id to inspect.ability.detail(abilityid) to check on .outOFRange since you now added that. would it be (abilityid, id)?

  13.   Click here to go to the next Rift Team post in this thread.   #118
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    Quote Originally Posted by TinnerKB View Post
    How would I pass a @group## id to inspect.ability.detail(abilityid) to check on .outOFRange since you now added that. would it be (abilityid, id)?
    You actually can't do that yet - what this lets you do is Inspect.Ability.Detail({"a0000000012345678", "a0000000023456789"}) instead of always using Inspect.Ability.Detail({a0000000012345678 = true, a0000000023456789 = true}).

  14. #119
    RIFT Community Ambassador the_real_seebs's Avatar
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    oohhhh

    I'd been thinking that this would be something like:

    Inspect.Item.Detail({ "one" => "si01.001", "two" => "si02.002"})

    yielding

    { "one" => {itemdetails}, "two" => {itemdetails} }

    So I'd misunderstood that.
    You can play WoW in any MMO. You don't have to play WoW in RIFT. Oh, and no, RIFT is not a WoW clone. Not having fun any more? Learn to play, noob! I don't speak for Riftui, but I moderate stuff there. Just came back? Welcome back! Here's what's changed. (Updated for 2.5!)

  15. #120
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    Quote Originally Posted by ZorbaTHut View Post
    You actually can't do that yet - what this lets you do is Inspect.Ability.Detail({"a0000000012345678", "a0000000023456789"}) instead of always using Inspect.Ability.Detail({a0000000012345678 = true, a0000000023456789 = true}).
    /sigh, Oh well, was hoping I could find a workaround for an outofrange for Rift Healer.

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