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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.   #121
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    Quote Originally Posted by the_real_seebs View Post
    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.
    That works too.

    Remember that {"si01.001", "si02.002"} is equivalent to {[1] = "si01.001", [2] = "si02.002"}.
    Last edited by ZorbaTHut; 01-12-2012 at 11:08 PM.

  2. #122
    RIFT Community Ambassador the_real_seebs's Avatar
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    Oooh, neat. That has some sort of awesome potentials.
    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!)

  3. #123
    Sword of Telara Semele's Avatar
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    I ran KBM stress test on PTS today. Looking good, everything worked as expected with a decent enough size CPU usage decrease under max load. Even what I'd consider max realistic encounter mode there was a small improvement on CPU usage. Good work!

    The test including flooding the Addon system with triggers, displaying unrealistic amounts of timers and all Option screen related elements being shown (including anchors).

    The max test was a peak of 12% CPU usage on live, and around 9% on PTS. It wasn't the most scientific approach, but enough I could actually notice the difference (seemed smoother).
    Rank 76 Guardian Mage

  4. #124
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    AH stuff seems good so far.
    Haven't touched the search stuff yet for autoscanning but looks like it should be fairly straight forward and will touch on the queue stuff at the same time.

    What is the preferred method of aligning to the tooltip? I can use UI.Native.TooltipAnchor but it doesn't work for items that are in the inventory/character panel, only things in the world and on actionbars. Aligning to UI.Native.Tooltip just aligns to a position on the top left corner of the viewport.

    Also, what is the preferred method of detecting when a tooltip is displayed and what type of information it is displaying? eg. a distinction between items and abilities.

    Ideally a single event that is triggered when the visibility changes on the tooltip either an event per tooltip type (if they are distinct) or a single event and single anchor for both tooltip types.
    Last edited by ShaunO; 01-19-2012 at 02:55 AM.

  5.   Click here to go to the next Rift Team post in this thread.   #125
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    Quote Originally Posted by ShaunO View Post
    What is the preferred method of aligning to the tooltip? I can use UI.Native.TooltipAnchor but it doesn't work for items that are in the inventory/character panel, only things in the world and on actionbars. Aligning to UI.Native.Tooltip just aligns to a position on the top left corner of the viewport.
    UI.Native.Tooltip is going to be disabled in a future version because it's not working right. Hopefully I'll get it working by 1.7. There's no ideal method for this yet (UI.Native.Tooltip is meant to be it ;) )

    Quote Originally Posted by ShaunO View Post
    Also, what is the preferred method of detecting when a tooltip is displayed and what type of information it is displaying? eg. a distinction between items and abilities.
    I'll hopefully be rigging up Inspect.Tooltip() and Event.Tooltip at the same time, working in a similar manner to Inspect.Cursor() and Event.Cursor.

  6. #126
    Sword of Telara Semele's Avatar
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    Default Mark system untidy.

    I'm having a little trouble tracking Marks of non-Raid/group units. The Event.Unit.Detail.Mark is not quite tying in correctly given the way in which marks are applied and removed in game. Tracking when a new mark is placed is fine, and working as expected.

    However, the removal of marks (which usually means no target, or the use of ClearAllMarks) leads the system to somewhat breakdown. If the unit loses it's availability then no mark remove event is triggered (ie [unitID] = false). I don't need to have full availability while a unit has a mark, but some form of event trigger for when a mark is removed, even on a unavailable unit with just the unit ID and mark = false would tidy this up a little.

    I'm currently working around this, but still. I feel this side of the API isn't currently working fully.
    Rank 76 Guardian Mage

  7.   Click here to go to the next Rift Team post in this thread.   #127
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    Quote Originally Posted by Semele View Post
    I'm having a little trouble tracking Marks of non-Raid/group units. The Event.Unit.Detail.Mark is not quite tying in correctly given the way in which marks are applied and removed in game. Tracking when a new mark is placed is fine, and working as expected.

    However, the removal of marks (which usually means no target, or the use of ClearAllMarks) leads the system to somewhat breakdown. If the unit loses it's availability then no mark remove event is triggered (ie [unitID] = false). I don't need to have full availability while a unit has a mark, but some form of event trigger for when a mark is removed, even on a unavailable unit with just the unit ID and mark = false would tidy this up a little.

    I'm currently working around this, but still. I feel this side of the API isn't currently working fully.
    Huh. Good point, I didn't even think of that. I'll try to come up with a clean solution, though this probably won't be part of 1.7.

  8.   Click here to go to the next Rift Team post in this thread.   #128
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    NEW FEATURES:

    * Added UI.Native.Guest.
    * Added UI.Native.Tooltip.

    * Added Inspect.Tooltip() and Event.Tooltip.

    * Native and Context layering is no longer locked to integers - floating-point numbers will work as expected. This should also reduce the amount of layer churn caused by reordering things.

    BREAKING CHANGES:

    * Renamed UI.Native.Message to UI.Native.Question.

    SORT OF BREAKING CHANGES:

    * Removed UI.Native.Addon and UI.Native.Npc. These did not work properly. They may be reintroduced in the future.

    NONBREAKING CHANGES:

    * "1.7" is now a valid environment for addons.
    * Improved performance of Text:Set*() functions if the thing being set is not actually changing.
    * When querying an actual item, Inspect.Item.Detail() will now always include .stack if it includes .stackMax.

    BUGFIXES:

    * The tooltip will now properly reset when manually changed to an ability and the user mouses over a unit.
    * Fix various problems with the Tooltip API involving behavior when set to a unit.

    * Fix issues with layers and the IsLoaded flag of UI.Native.BagBank* and UI.Native.BagInventory*.
    * Fix issues with the scale of dialogs not propogating through to UI.Native, realign UI.Native.MessageGeneric properly.
    * Improved the alignment of many UI.Native dialogs. Dialogs should now be, in general, aligned properly - any remaining issues should be reported as bugs.

    * The ability system will now properly give detailed information on planar attunement and role abilities.
    * Inspect.Item.Detail() will now properly list stats for lesser essences.

    * Fixed an issue with the addon dialog's checkbox behavior when using addons whose identifier does not alphabetize the same way as its name.
    * Fixed some minor grammar issues in documentation.

    DIFF:

    Code:
    Inspectors:
    	Inspect.Tooltip
    
    Native frames:
    	UI.Native.Addon (removed)
    	UI.Native.Guest
    	UI.Native.Message (removed)
    	UI.Native.Npc (removed)
    	UI.Native.Question
      
    Events:
    	Event.Tooltip

  9.   Click here to go to the next Rift Team post in this thread.   #129
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    NEW FEATURES:

    * Added .aggro and .blocked flags to the result of Inspect.Unit.Detail(). Added Event.Unit.Detail.Aggro and Event.Unit.Detail.Blocked.
    * Added casterName/targetName members to all combat events.

    NONBREAKING CHANGES:

    * Addons in the addon manager now use a case-insensitive sort.

    BUGFIXES:

    * Event.Chat.Notify will now trigger on more types of boss broadcasts, including those inside Drowned Halls.
    * Duplicate temporary runes will now show up as two buffs, not as a single buff with two stacks.
    * Fixed minor visual issues in the addon manager window.
    * Fixed a visual issue involving a moving frame with an unmoving child. This fixes an incompatibility with the Archimedes addon.

    DIFF:

    Code:
    Events:
    	Event.Unit.Detail.Aggro
    	Event.Unit.Detail.Blocked

  10. #130
    Sword of Telara Semele's Avatar
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    Nice changes Mr Zorba.

    And, the new casterName and targetName looks interesting from a boss mod dev standpoint, so does the new .aggro access.
    Rank 76 Guardian Mage

  11. #131
    RIFT Community Ambassador the_real_seebs's Avatar
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    Quote Originally Posted by ZorbaTHut View Post
    * Added casterName/targetName members to all combat events.
    Chatterbox looms ever closer.
    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!)

  12.   Click here to go to the next Rift Team post in this thread.   #132
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    Quote Originally Posted by Semele View Post
    Nice changes Mr Zorba.

    And, the new casterName and targetName looks interesting from a boss mod dev standpoint, so does the new .aggro access.
    Keep in mind that .aggro and .blocked are currently available only for groupmembers - it's intended to replicate the functionality of the raid frames, nothing more.

  13. #133
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    Quote Originally Posted by ZorbaTHut View Post
    Keep in mind that .aggro and .blocked are currently available only for groupmembers - it's intended to replicate the functionality of the raid frames, nothing more.
    That's cool. I intended to apply it to Tank-Swap inside KBM. Just a nice little visual to show which tank has aggro (in combination with "UID.target").
    Rank 76 Guardian Mage

  14.   Click here to go to the next Rift Team post in this thread.   #134
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    1.6 to 1.7 changelist:

    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.

    * Added Inspect.Tooltip() and Event.Tooltip.

    * 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.

    * Added .aggro and .blocked flags to the result of Inspect.Unit.Detail(). Added Event.Unit.Detail.Aggro and Event.Unit.Detail.Blocked.
    * Added casterName/targetName members to all combat events.

    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.

    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.

    NONBREAKING CHANGES:

    * "1.7" is now a valid environment for addons.
    * 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.
    * Improved performance of Text:Set*() functions if the thing being set is not actually changing.
    * When querying an actual item, Inspect.Item.Detail() will now always include .stack if it includes .stackMax.
    * Addons in the addon manager now use a case-insensitive sort.

    BUGFIXES:

    * Fixed some crashes with :SetParent().
    * Internal factions will no longer be shown by the addon system.
    * Setting a frame's MouseoverUnit to "mouseover" will no longer result in crashes when mouseovering that frame.
    * The ability system will now properly give detailed information on planar attunement and role abilities.
    * Inspect.Item.Detail() will now properly list stats for lesser essences.
    * Fixed an issue with the addon dialog's checkbox behavior when using addons whose identifier does not alphabetize the same way as its name.
    * Fixed some minor grammar issues in documentation.
    * Event.Chat.Notify will now trigger on more types of boss broadcasts, including those inside Drowned Halls.
    * Duplicate temporary runes will now show up as two buffs, not as a single buff with two stacks.
    * Fixed minor visual issues in the addon manager window.

    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
    	Inspect.Tooltip
     
    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.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.Guest
    	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.MessageEvent
    	UI.Native.MessageStandard
    	UI.Native.MessageText
    	UI.Native.MessageWarfront
    	UI.Native.MessageZone
    	UI.Native.Notification
    	UI.Native.Notify
    	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.Question
    	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.Unit.Detail.Aggro
    	Event.Unit.Detail.Blocked
     
    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

  15. #135
    Champion Lorandii's Avatar
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    Default UI.Native.* misc questions

    Looking at the UI.Native.* frame list, and some good stuff. Couple of questions, if I may:
    1. Can we assign things like SetVisible(bool), move, resize, etc, or are these just anchor points?
    2. Are there Events for the UI.Native frames?
    3. Some of the frames do not clearly indicate what they are, like Accolade, ConsoleX, Ctf, and others. Maybe some people can guess, but is there a way to Print or Debug what each of these do?
    4. Is this a complete list? Just wondering because I don't see something that infers nameplates, for example.
    Even if we can't alter the native frames, we should be able to duplicate them in some way. Might not be perfect, but it is a start. Makes me wonder, for example, could we put spells, items, and abilities into a new frame that is anchored to UI.Native.BarMain?


    I might have more questions, but this is a good start.

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