Closed Thread
Page 2 of 2 FirstFirst 1 2
Results 16 to 24 of 24
Like Tree9Likes

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

  1.   Click here to go to the next Rift Team post in this thread.   #16
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    NEW FEATURES:

    * Many enduser experience improvements!
    * We've added an Addon Error dialog that will display a user-friendly warning about addon errors. This provides an easy way to ignore errors, an easy way to disable broken addons, and an easy way to copy entire error messages to your clipboard. This also makes broken addons a bit noisier and more irritating. If your addon is broken, we recommend making it un-broken. This dialog can be disabled in Settings, under the Misc section.
    * We've changed the standard addon error spam to give a user-friendly single line, with a link that can be clicked for more details. This behavior can be overridden in Settings, under the Misc section.

    * Implemented the Addon Performance Watchdog. The Watchdog will monitor Lua execution performance. If a single Lua environment call (generally defined as "all the handlers of an event") takes more than a predefined amount of time (currently 0.1s), it will print out a performance warning once the execution is done. If it takes more than a much longer amount of time it will begin rapidly injecting errors into that execution, in the hopes to return control to the user. Note that this isn't intended to be a clean exit or a clean recovery - this is a hack attempt to forcibly keep the game playable. We've also introduced Inspect.System.Watchdog() that tells you how much time you have remaining until warnings are generated, but we strongly don't recommend using this for performance-sensitive things - it is not 100% accurate.

    * Reworked the unit availability system. The original intention was that units would be either "available" or "unavailable". It turns out reality is more complicated than that - many units also have a partial availability, such as partymembers in a different map, or the player themselves before login. Added Event.Unit.Availability.* to notify you on availability changes. Added .availability member to Inspect.Unit.Detail() to monitor current availability. Added Utility.Unit.Availability() which outputs the members you can expect to see in various availability levels. This should make it possible to accurately track buff changes on partymembers.

    * Added the ability to handle limited HTML in Text elements. Right now, this is limited to <b>, <i>, <u>, <font color="#rrggbb">, and <a lua="scriptToBeRunOnClick()">. Support for more tags may be added later. See documentation for Text:SetText() for details.

    * Added Inspect.Setting.*, which can be used to inspect the user's game settings.
    * Added Inspect.Console.*, which can be used to inspect information about the user's open console windows.

    * Added Command.UI.Error(), which can be used to bring up the error window based on an error ID.
    * Added Command.Console.Display(), which can be used to display plaintext or HTML text in any console window.

    * Added clientside storage of recent addon errors. The ID is provided in Event.System.Error(), and Inspect.System.Error.Detail() can be used to inspect them. Note that there is an upper limit on how many will be stored, and old ones will be thrown away gradually.
    * Added Inspect.Time.Server().

    * Inspect.Addon.Detail() now includes name, nameShort, and description fields, to aid in displaying information for internationalized addons.

    * Added UI.Native.Conquest, UI.Native.Streaming, and UI.Native.TraySocial.

    * RiftScrollbar and RiftSlider now support ranges where the min is equal to the max.

    BREAKING CHANGES:

    * Event.Cursor(), Inspect.Cursor(), Event.Tooltip(), and Inspect.Tooltip() will immediately use the new style of Ability ID. Look at the lower "Upcoming Breaking Changes" section for more detail.

    UPCOMING BREAKING CHANGES:

    * The old 'a' style of ability ID is going away! Ability IDs are taking on a new format. If the old ability was a0000000012345678, the new ability ID will be A12345678xxxxxxxx, where the x's will be some hex value. This is going to be a gradual changeover.

    First, all existing *.Ability.* functionality has been duplicated into *.Ability.New.* functionality, and "ability" return members will be supplemented by "abilityNew" members.

    In a future patch, the old *.Ability.* functionality, and "ability" members, will be removed.

    We'll then wait for another patch, then re-introduce the *.Ability.* functions with new behavior.

    Finally, we'll remove the now-redundant *.Ability.New.* functions. Note that the *.Cursor.* and *.Tooltip.* APIs will be changed immediately, as per the above "Breaking Changes" section.

    "So, what should I do about this?"
    * If your addon does not deal with abilities in any way, you don't need to worry about this.
    * If your addon deals with abilities, but does not store ability IDs either in an internal database or in SavedVariables, then you'll need to replace any *.Ability.* API calls or event hooks with *.Ability.New.* API calls and event hooks. Later, you'll need to change that back. This should be all the changes required.
    * If your addon uses an internal ability database for player abilities, you'll also need to convert your database over. This can be done by calling Inspect.Ability.New.Detail() for each item in your database and replacing the old-style key with the idNew member of Inspect.Ability.Detail().
    * If your addon stores player ability IDs in SavedVariables, you'll need to convert your database over on each user's computer. This can, again, be done via Inspect.Ability.New.Detail(). Note that the ability to read old-style ability IDs will be going away eventually - if you wait until the last minute to implement this, any user who doesn't get your update may end up unable to convert their old settings.
    * If your addon stores non-player ability IDs, either as a database or as SavedVariables, and you don't have an easy way to get new ability IDs, then you may want to implement your own matching function. As mentioned, an ability of format a0000000012345678 will now show up as A12345678xxxxxxxx. You can therefore convert new-style ability IDs to old-style ability IDs easily, although the reverse conversion is not possible.
    * The old functions will remain fully functional until 1.10. They may generate warnings or require user intervention to work after that. Fix your code sooner, rather than later!

    * Event.Unit.Available and Event.Unit.Unavailable are going away, and being replaced by the new Event.Unit.Availability.* hierarchy. See New Features for details.

    * print_raw is now deprecated and will be removed. Use Command.Console.Display() instead.

    NONBREAKING CHANGES:

    * Added a valid Addon directory under My Documents. Rift will use this new directory if it has things in it. If not, it will check the old directory under the Rift install location. If neither location has addons installed, it will use the new location. This shouldn't break any existing installations, although new addon users will have their addons stored in a new place. Addon updater authors should be aware of this change!
    * Updated Luajit to 2.0b9p1 (plus one cherrypicked patch from 2.0b10 that you don't have to worry about.)

    BUGFIXES:

    * Fix a glitch preventing the "stack" and "stackMax" members from being included in Inspect.Item.Detail() calls when querying a guild bank item.
    * The persistance library, including Utility.Serialize.* and SavedVariables, will now properly deal with tables that contain more than 65,535 items. Note that this will result in extraordinarily ugly and non-human-readable output for large tables.
    * "@mouseoverui" targeting will now properly understand the addon system.

    DIFF:

    Code:
    Inspectors:
    	Inspect.Ability.New.Detail
    	Inspect.Ability.New.List
    	Inspect.Console.Detail
    	Inspect.Console.List
    	Inspect.Setting.Detail
    	Inspect.Setting.List
    	Inspect.System.Error.Detail
    	Inspect.System.Watchdog
    	Inspect.Time.Server
     
    Commands:
    	Command.Console.Display
    	Command.UI.Error
     
    Utilities:
    	Utility.Unit.Availability
     
    Native frames:
    	UI.Native.Conquest
    	UI.Native.Streaming
    	UI.Native.TraySocial
     
    Events:
    	Event.Ability.New.Add
    	Event.Ability.New.Cooldown.Begin
    	Event.Ability.New.Cooldown.End
    	Event.Ability.New.Range.False
    	Event.Ability.New.Range.True
    	Event.Ability.New.Remove
    	Event.Ability.New.Target
    	Event.Ability.New.Usable.False
    	Event.Ability.New.Usable.True
    	Event.Unit.Availability.Full
    	Event.Unit.Availability.None
    	Event.Unit.Availability.Partial
     
    Parameter types:
    	console
    	error

  2.   Click here to go to the next Rift Team post in this thread.   #17
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    NEW FEATURES:

    * The addon system is no longer in beta!

    * The addon manager is now accessible through the escape menu. It is no longer necessary to return to character select in order to change addons, although changing addons will still trigger a UI reload.

    * Add Command.Item.Standard.*. These functions are defined to behave exactly like the standard UI behaves, and should make it easier to implement inventory addons of various kinds.
    * Added Inspect.TEMPORARY.Experience() and Event.TEMPORARY.Experience(). Like *.TEMPORARY.Role(), these will probably be moved at some point in the future, but they won't be removed until the same functionality is available elsewhere.

    * Text HTML links will now work properly with Text frames.

    * Inspect.Documentation()'s machine-readable mode will now include information on whether a given function is disabled for deprecation reasons.

    NONBREAKING CHANGES:

    * Slightly reduce the addon system's memory usage.

    BUGFIXES:

    * Multiple uses of an addon texture will no longer result in that texture being loaded multiple times.

    * Add support for "warfront" flag to Inspect.Console.Detail().
    * "combatOther" flag will no longer incorrectly appear in the results for Inspect.Console.Detail().
    * "accolade" flag will now correctly appear in the results for Inspect.Console.Detail().
    * "general" and "combat" console IDs can now be used as parameters to all *.Console.* functions.
    * Fix incorrect parameter errors generated by Console functions when passing in a raw console ID.

    * Event.Unit.Unavailable will no longer trigger every single frame.
    * Event.Unit.Available/Unavailable should now properly parallel their old behavior.

    * Fix issues with using Command.Cursor() on an equipped item.
    * Fix various problems with using Command.Cursor() in a mouse button event handler.

    * It should now be possible to create non-buyout auctions with Command.Auction.Post().
    * HTML functions will no longer fail silently on a parse error.
    * Fix issues with HTML Text frames defaulting to an improper size.
    * Command.Unit.Menu() will now function properly on logged-out partymembers.
    * Event.Ability.New.Cooldown.Begin will now show the time remaining on new cooldowns, not the total time. This should be the same in almost all situations but fixes a bug where talented Pyromancers would see 1.5s for their global cooldown.

    * Fix problems with the parameter type list shown on error when the first parameter is a string or a table.
    * Fix several cases where errors in /script would be reported as "Unknown Addon".
    * Ensure that the watchdog error will always end up reported before any errors caused by the watchdog's hard cutoff.
    * Inspect.Documentation() will no longer incorrectly stash deprecation information in the signatures table.
    * Fix tooltips for addon options.

    DIFF:

    Code:
    Inspectors:
    	Inspect.TEMPORARY.Experience
     
    Commands:
    	Command.Item.Standard.Drag
    	Command.Item.Standard.Drop
    	Command.Item.Standard.Left
    	Command.Item.Standard.Right
     
    Native frames:
    	UI.Native.Mentor
     
    Events:
    	Event.TEMPORARY.Experience
    Last edited by ZorbaTHut; 06-18-2012 at 11:53 PM.

  3.   Click here to go to the next Rift Team post in this thread.   #18
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    NEW FEATURES:

    * Added Command.System.Watchdog.Quiet(). This allows you to request 1 second of CPU without generating a warning, but works only out of combat, and only on demand.

    * Added Event.Unit.Detail.Radius.

    BREAKING CHANGES:

    * Removed UI.Native.Conquest. This UI element is now considered part of UI.Native.Warfront.

    NONBREAKING CHANGES:

    * Command.Item.Standard.Drag() no longer requires a hardware event.

    BUGFIXES:

    * Fix documentation for Command.Item.Standard.Drop().
    * The Addon Manager dialog will no longer be put into an inconsistent state if it is open while an addon is disabled through the Addon Error dialog.
    * Memory usage will no longer be significantly inflated after loading large SavedVariables files. Additionally, the garbage collector will now cycle through large addon environments somewhat faster.
    * Fixed an issue with the Pyromancer Spark talent causing the Cooldown.Begin events to occasionally give incorrect negative numbers.
    * Fix Command.Item.Standard.*()'s behavior interacting with guild banks.
    * Fix problems with calling Command.Cursor() on bank items or guildbank items.
    * Fix HTML click issues on small windows.

    DIFF:

    Code:
    Commands:
    	Command.System.Watchdog.Quiet
      
    Events:
    	Event.Unit.Detail.Radius

  4.   Click here to go to the next Rift Team post in this thread.   #19
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    NEW FEATURES:

    * Added *.Guild.*.
    * Added *.Social.*.
    * Added *.Title.*.

    * Added Command.System.Texture.Record() and Event.System.Texture. This functionality allows you to record texture names used in the base RIFT UI. Note that some texture names it returns are randomly generated when a patch is generated - we'll be making these more consistent in the future.

    * The Error dialog will now include a Compatibility Mode button if the environment believes that the given error would be fixed by switching the addon system into Compatibility Mode.

    * Command.Mail.Take() can now be used to take multiple items in a single function call.

    * Abilities, Achievements, NPCs, and Quests now have addon IDs included in the downloadable database.

    BREAKING CHANGES:

    The first wave of major breaking changes has been implemented. For 1.10, you can keep using the old functionality by checking the "Compatibility Mode" checkbox on the addon screen. This checkbox will be vanishing soon, so fix your code! Here is a list of all the functions that are being removed, along with the new technique to produce the same effect.

    print_raw()
    - See Command.Console.Display() - some code changes may be necessary.

    Inspect.Ability.List()
    Inspect.Ability.Detail()
    - Use Inspect.Ability.New.*() instead.

    Inspect.Achievement.Detail().faction
    - Use Inspect.Achievement.Detail().alliance instead.

    Inspect.Buff.Detail().ability
    Inspect.Castbar().ability
    - Use Inspect.*().abilityNew instead.

    Inspect.Item.Detail().requiredFactionName
    Inspect.Unit.Detail().factionName
    - Use Inspect.Faction.Detail(Inspect.Item.Detail().requi redFaction / Inspect.Unit.Detail().faction).name instead.

    Inspect.Unit.Detail().titlePrefix/titleSuffix
    - For 1.9, use Inspect.Unit.Detail().titlePrefixName/titleSuffixName instead. For 1.10, use Inspect.Title.Detail(Inspect.Unit.Detail().titlePr efixId/titleSuffixId).name.

    Event.Ability.Add
    Event.Ability.Remove
    Event.Ability.Cooldown.Begin
    Event.Ability.Cooldown.End
    Event.Ability.Target
    Event.Ability.Range.True
    Event.Ability.Range.False
    Event.Ability.Usable.True
    Event.Ability.Usable.False
    - Use Event.Ability.New.* instead.

    Event.Unit.Available
    Event.Unit.Unavailable
    - See Event.Unit.Availability.* - some code changes may be necessary.

    Event.Unit.Detail.TitlePrefix
    Event.Unit.Detail.TitleSuffix
    - For 1.9, use Event.Unit.Detail.TitlePrefixName/TitleSuffixName instead. For 1.10, use Event.Unit.Detail.TitlePrefixId/TitleSuffixId, then use Inspect.Title.Detail() to look up the localized name.

    RiftButton/RiftCheckbox/RiftSlider/RiftTextfield/RiftWindow:GetDefaultWidth()/GetDefaultHeight()
    - Frames now initialize themselves with their default sizes automatically.

    RiftButton/RiftCheckbox/RiftSlider/RiftTextfield/RiftWindow:ResizeToDefault()
    - Clearing a frame's explicitly-set size will now return it to default.

    Text:ResizeToText()/GetFullWidth()/GetFullHeight()
    - Similar to other frames, a text's default size is considered the size that fits the text perfectly. Unless constrained via SetPoint, a textfield's height will adjust automatically if its width changes.

    Texture:ResizeToTexture()
    - Similar to other frames, a texture's default size is considered the texture's native resolution, and a texture will resize itself automatically if its size has not been manually set.

    SORT OF BREAKING CHANGES:

    UPCOMING BREAKING CHANGES:

    * Inspect.Unit.Detail()'s titlePrefixName and titleSuffixName are now deprecated and will be removed in the future.

    NONBREAKING CHANGES:

    * Change the "throttle" member returned by Inspect.Documentation() into "throttleGlobal".
    * PTS clients will now store addons in a different addon directory.

    BUGFIXES:

    * Various fixes with Command.Cursor() and Command.Item.Standard.*() interacting with the wardrobe.
    * The error Copy-to-Clipboard feature will now use Windows line ending characters.
    * Fix ambiguity in the documentation of Element:SetMouseMasking().
    * Event.Unit.Castbar will now trigger on pushback.
    * Command.Console.Display() now supports single-quotes in Lua scripts called from <a lua> blocks.
    * Fix error in Event.Cursor documentation.
    * Fix a performance issue caused by creating large numbers of Text frames.
    * Inserting a non-table into an event table will no longer trigger Internal Errors.
    * Element:ClearPoint() will now properly accept numeric inputs.

    DIFF:

    Code:
    Inspectors:
    	Inspect.Ability.Detail (removed)
    	Inspect.Ability.List (removed)
    	Inspect.Guild.Bank.Coin
    	Inspect.Guild.Bank.Detail
    	Inspect.Guild.Bank.List
    	Inspect.Guild.Motd
    	Inspect.Guild.Rank.Detail
    	Inspect.Guild.Rank.List
    	Inspect.Guild.Roster.Detail
    	Inspect.Guild.Roster.List
    	Inspect.Social.Friend.Detail
    	Inspect.Social.Friend.List
    	Inspect.Social.Ignore.Detail
    	Inspect.Social.Ignore.List
    	Inspect.Title.Category.Detail
    	Inspect.Title.Category.List
    	Inspect.Title.Detail
    	Inspect.Title.List
     
    Commands:
    	Command.Guild.Bank.Deposit
    	Command.Guild.Bank.Purchase
    	Command.Guild.Bank.Withdraw
    	Command.Guild.Log.Request
    	Command.Guild.Motd
    	Command.Guild.Roster.Demote
    	Command.Guild.Roster.Kick
    	Command.Guild.Roster.Note
    	Command.Guild.Roster.NoteOfficer
    	Command.Guild.Roster.Promote
    	Command.Guild.Wall.Delete
    	Command.Guild.Wall.Post
    	Command.Guild.Wall.Request
    	Command.Social.Friend.Add
    	Command.Social.Friend.Note
    	Command.Social.Friend.Remove
    	Command.Social.Ignore.Add
    	Command.Social.Ignore.Note
    	Command.Social.Ignore.Remove
    	Command.System.Texture.Record
    	Command.Title.Prefix
    	Command.Title.Suffix
    
    Events:
    	Event.Ability.Add (removed)
    	Event.Ability.Cooldown.Begin (removed)
    	Event.Ability.Cooldown.End (removed)
    	Event.Ability.Range.False (removed)
    	Event.Ability.Range.True (removed)
    	Event.Ability.Remove (removed)
    	Event.Ability.Target (removed)
    	Event.Ability.Usable.False (removed)
    	Event.Ability.Usable.True (removed)
    	Event.Guild.Bank.Change
    	Event.Guild.Bank.Coin
    	Event.Guild.Log
    	Event.Guild.Motd
    	Event.Guild.Rank
    	Event.Guild.Roster.Add
    	Event.Guild.Roster.Detail.Level
    	Event.Guild.Roster.Detail.Note
    	Event.Guild.Roster.Detail.NoteOfficer
    	Event.Guild.Roster.Detail.Rank
    	Event.Guild.Roster.Detail.Status
    	Event.Guild.Roster.Detail.Zone
    	Event.Guild.Roster.Remove
    	Event.Guild.Wall
    	Event.Social.Friend
    	Event.Social.Ignore
    	Event.System.Texture
    	Event.Title.Add
    	Event.Unit.Available (removed)
    	Event.Unit.Detail.TitlePrefix (removed)
    	Event.Unit.Detail.TitleSuffix (removed)
    	Event.Unit.Unavailable (removed)
     
    UI:
    	Text: Inherits from Frame
    		Members:
    			GetFullHeight (removed)
    			GetFullWidth (removed)
    			ResizeToText (removed)
    	Texture: Inherits from Frame
    		Members:
    			ResizeToTexture (removed)
    	RiftButton: Inherits from Frame
    		Members:
          GetDefaultHeight (removed)
          GetDefaultWidth (removed)
          ResizeToDefault (removed)
    	RiftCheckbox: Inherits from Frame
    		Members:
          GetDefaultHeight (removed)
          GetDefaultWidth (removed)
          ResizeToDefault (removed)
    	RiftSlider: Inherits from Frame
    		Members:
          GetDefaultHeight (removed)
          GetDefaultWidth (removed)
          ResizeToDefault (removed)
    	RiftTextfield: Inherits from Frame
    		Members:
          GetDefaultHeight (removed)
          GetDefaultWidth (removed)
    	RiftWindow: Inherits from Frame
    		Members:
          GetDefaultHeight (removed)
          GetDefaultWidth (removed)
     
    Parameter types:
    	guildrank
    	guildwall
    	titlecategory
    Last edited by ZorbaTHut; 09-13-2012 at 08:07 AM.

  5.   Click here to go to the next Rift Team post in this thread.   #20
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    NEW FEATURES:

    * Added *.Dimension.Layout.*, allowing for addons to reorganize and place dimension items.

    * Added "absorb" member to Inspect.Unit.Detail(), added Event.Unit.Detail.Absorb.

    * Added cape slot support to the item system.

    BREAKING CHANGES:

    * As combo points are no longer unit-specific, Inspect.Unit.Detail().comboUnit has been removed. Event.Unit.Detail.ComboUnit still exists in compatibility mode, but will be disappearing shortly.

    BUGFIXES:

    * Inspect.Guild.Roster.Detail().rank is now properly documented.
    * Fixed an issue where Command.Item.Standard.Right(), called on an artifact, could trigger watchdog warnings entirely on its own.
    * "zlib.deflate()()" will no longer crash the client. The zlib library will now report a somewhat artificial "0.2.1" version until the official Brimworks branch catches up.
    * NaN is no longer a valid input to numbers that expect a number. Because they expect a number, and NaN isn't a number . . . sort of. Here's a fun programming philosophy problem: should "lua_isnumber()" return "true" for NaN?

    DIFF:

    Code:
    Inspectors:
    	Inspect.Dimension.Layout.Detail
    	Inspect.Dimension.Layout.List
     
    Commands:
    	Command.Dimension.Layout.Pickup
    	Command.Dimension.Layout.Place
    	Command.Dimension.Layout.Select
     
    Events:
    	Event.Dimension.Layout.Add
    	Event.Dimension.Layout.Remove
    	Event.Dimension.Layout.Update
    	Event.Unit.Detail.Absorb
    	Event.Unit.Detail.ComboUnit (removed)
    
    Parameter types:
    	dimensionitem

  6.   Click here to go to the next Rift Team post in this thread.   #21
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    NEW FEATURES:

    * Added Inspect.Pvp.* and Event.Pvp.*, intended for checking PVP stats and progress (notably Prestige).
    * Added Inspect.Experience and Event.Experience.*, intended for checking the player's experience.
    * Added Inspect.Attunement.Progress() and Event.Attunement.Progress.*, intended for checking the player's attunement progress. This is not yet the complete attunement API.

    BREAKING CHANGES:

    * Compatibility Mode has been removed. Functionality that worked only through Compatibility Mode has also been removed. See http://forums.riftgame.com/rift-gene...ml#post3964696 for information on how to fix nonworking addons.

    SORT OF BREAKING CHANGES:

    * As focus is no longer an ingame stat, all references to it have been removed.

    UPCOMING BREAKING CHANGES:

    * Inspect.TEMPORARY.Experience() and Event.TEMPORARY.Experience are now actually deprecated and will be removed in the future.

    BUGFIXES:

    * Added support for the "critPower" stat.
    * NaN is no longer a valid parameter to :SetPoint().
    * Fresh RiftTextfield objects no longer require an explicit :SetText() call to initialize properly.
    * Changing HTML textfield contents will no longer require a trip through non-HTML text in order to avoid unreadable boxes.

    (diff is thoroughly uninteresting so I won't include it for now)
    Last edited by ZorbaTHut; 12-04-2012 at 03:03 AM.

  7.   Click here to go to the next Rift Team post in this thread.   #22
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    NEW FEATURES:

    * Event API Redesign is in place! See http://forums.riftgame.com/rift-gene...-redesign.html for more details. The ingame documentation is a bit minimal at the moment and will be improved. Note that the new API does not yet work with dynamically created events (i.e. slash commands or Utility.Event.Create) - this will hopefully be addressed in a hotfix.

    * The Rift* frames now insert their handlers in Lua. This means that their handlers can be removed, called manually, hooked, and otherwise modified.

    * Significant improvements to the Key* events, including a new KeyRepeat frame event. KeyUp/Down/Repeat should now give far more reliable key identifiers (please report any that are missing!) and KeyDown will no longer be spammed when holding down a key.

    * The loading screen will now include information on which addon is being loaded or shut down. ReloadUI will now trigger a loading screen if addons are enabled (but it won't take much longer to reload than it used to.)

    BREAKING CHANGES:

    * As part of the Key* improvements, KeyUp/Down/Repeat may give different output. In most cases, this should be a change from "useless output" to "useful output", but there may be actual compatibility differences. KeyDown will no longer be spammed when holding down a key, and this behavior has been split into KeyRepeat. This may break some addons - I apologize, I saw an opportunity to fix this and I took it. I don't think many addons rely on this behavior, but if they do, you will need to fix them! Hopefully for the last time.

    UPCOMING BREAKING CHANGES:

    * The old event system will be removed. This is tentatively scheduled for Compatibility Mode in 2.4 and complete removal in 2.5. Be prepared! Get your changes done soon!

    KNOWN ISSUES:

    * The new event API does not yet work with slash commands or events returned from Utility.Event.Create.
    * Documentation on the new event API is a bit sparse.
    * LuaJIT may be running in interpreted mode and not in a full JIT mode. If anyone knows how to test this reliably, let me know.

    NONBREAKING CHANGES:

    * Improved speed of serialization code.
    * Updated LuaJIT to 2.0.0.
    * Addon loading will now amortize its runtime over several frames, preventing some performance-related issues and resulting in a smoother load bar.
    * Addon loading will coexist better with the game's resource loading, possibly improving load performance on some computers. (file this into the "convenient side effect" category)

    BUGFIXES:

    * Fix a few missing tags for quests.
    * Fix a problem where some Storm Legion quests would have an invalid quest ID returned from Inspect.Quest.Complete().
    * Added line to documentation explaining that you can't change back from secure mode.

    (diff currently not available since I'm fixing Trion Dev Tools for compatibility, I'll get this up once I can - it's basically the new event system, however)

  8.   Click here to go to the next Rift Team post in this thread.   #23
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    Here's that diff, along with another release note:

    BREAKING CHANGES:

    * LuaJIT 2.0.0 appears to have removed a few ancient deprecated functions. You probably shouldn't have been using those in the first place, and if you really need them for compatibility reasons, it won't be hard for people to duplicate them. Sorry for the lack of warning, though.

    DIFF:

    Code:
    Basic globals:
    	math.mod (removed in LuaJIT 2.0)
    	rawlen (added in LuaJIT 2.0)
    	string.gfind (removed in LuaJIT 2.0)
    	table.pack (added in LuaJIT 2.0)
     
    Inspectors:
    	Inspect.Event.List
     
    Commands:
    	Command.Event.Attach
    	Command.Event.Detach
    
    UI:
    	Layout:
    		Members:
    			EventAttach
    			EventDetach
    			EventList
    	Element: Inherits from Layout
    		Events:
    			KeyRepeat
     
    Frame events:
    	Event.UI.Button.Left.Press
    	Event.UI.Checkbox.Change
    	Event.UI.Input.Key.Down
    	Event.UI.Input.Key.Focus.Gain
    	Event.UI.Input.Key.Focus.Loss
    	Event.UI.Input.Key.Repeat
    	Event.UI.Input.Key.Type
    	Event.UI.Input.Key.Up
    	Event.UI.Input.Mouse.Cursor.In
    	Event.UI.Input.Mouse.Cursor.Move
    	Event.UI.Input.Mouse.Cursor.Out
    	Event.UI.Input.Mouse.Left.Click
    	Event.UI.Input.Mouse.Left.Down
    	Event.UI.Input.Mouse.Left.Up
    	Event.UI.Input.Mouse.Left.Upoutside
    	Event.UI.Input.Mouse.Middle.Click
    	Event.UI.Input.Mouse.Middle.Down
    	Event.UI.Input.Mouse.Middle.Up
    	Event.UI.Input.Mouse.Middle.Upoutside
    	Event.UI.Input.Mouse.Mouse4.Click
    	Event.UI.Input.Mouse.Mouse4.Down
    	Event.UI.Input.Mouse.Mouse4.Up
    	Event.UI.Input.Mouse.Mouse4.Upoutside
    	Event.UI.Input.Mouse.Mouse5.Click
    	Event.UI.Input.Mouse.Mouse5.Down
    	Event.UI.Input.Mouse.Mouse5.Up
    	Event.UI.Input.Mouse.Mouse5.Upoutside
    	Event.UI.Input.Mouse.Right.Click
    	Event.UI.Input.Mouse.Right.Down
    	Event.UI.Input.Mouse.Right.Up
    	Event.UI.Input.Mouse.Right.Upoutside
    	Event.UI.Input.Mouse.Wheel.Back
    	Event.UI.Input.Mouse.Wheel.Forward
    	Event.UI.Layout.Layer
    	Event.UI.Layout.Move
    	Event.UI.Layout.Size
    	Event.UI.Layout.Strata
    	Event.UI.Native.Loaded
    	Event.UI.Scrollbar.Change
    	Event.UI.Scrollbar.Grab
    	Event.UI.Scrollbar.Release
    	Event.UI.Slider.Change
    	Event.UI.Slider.Grab
    	Event.UI.Slider.Release
    	Event.UI.Textfield.Change
    	Event.UI.Textfield.Select
     
    Parameter types:
    	eventFrame
    	eventGlobal
    	function/nil
    	function/string
    	function/string/nil
    	handleEventFrame
    	handleEventGlobal
    PTS Documentation has also been updated. Note that this makes use of documentation functionality that is not yet available on the PTS, nor will it be part of 2.2 on release. We'll get it added in a hotfix.
    Last edited by ZorbaTHut; 02-22-2013 at 10:06 AM.

  9.   This is the last Rift Team post in this thread.   #24
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    NEW FEATURES:

    * Added Text:SetEffect*() and Text:GetEffect*(). These let you apply special effects to text, such as blurs, glows, and shadows.

    * Added Inspect.Role.List(). This lets you list the role names that the player has. Eventually, Inspect.Role.Detail() will join this, but that hasn't happened yet. You can find out which role the player *currently* uses with Inspect.TEMPORARY.Role(). Note that their ID schemas are off-by-one compared to each other.

    BREAKING CHANGES:

    * Layout:EventAttach() and Layout:EventDetach() will no longer accept macros. Use Layout:EventMacroSet() instead, with Layout:EventMacroGet() to retrieve the current macro.

    SORT OF BREAKING CHANGES:

    * Fix a bug where IDs of guild bank items could sometimes be accessed when not looking at the guild bank. Hopefully this does not break people's addons, but it shouldn't have been possible in the first place

    DIFF:

    Code:
    Inspectors:
    	Inspect.Role.List
     
    UI:
    	Text: Inherits from Frame
    		Members:
    			GetEffectBlur
    			GetEffectGlow
    			SetEffectBlur
    			SetEffectGlow
    
    Parameter types:
    	role

Closed Thread
Page 2 of 2 FirstFirst 1 2

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts