Thanks for the heads up Tris. I make extensive use of GetSavedInstanceInfo so I suppose I'm going to have to start figuring out what to do with all the extra data. That, and I've hardcoded difficulty 1 to "Normal" and 2 to "Heroic", which might not be a good idea now.
Any idea what the difficulty numbers mean? I figure 1 = Normal, 2 = Heroic, 3 = Normal (Hard) and 4 = Heroic (Hard) ?
There is a change in the OnUpdate function associated with "WatchFrameItemButtonTemplate" it's now necessary to store the number of charge in the button (button.charges) otherwise the OnUpdate will call WatchFrame_Update() for each frame...
The tooltip for spells now contains the global cooldown like any other cooldown (when the cooldown is running). This has implications for any tooltip scanner that may be triggered when the cooldown is running, as it moves the description down one line.
before 3.2 we usualy used the global 'DUNGEON_DIFFICULTY2' to translate the quest tag for Heroic but it's value is now '5 Player (Heroic)'. There is a new global than can be used instead : 'ITEM_HEROIC'
System Messages (globalstrings)
DUNGEON_DIFFICULTY1 -> 5 man
DUNGEON_DIFFICULTY2 -> 5 man (heroic)
RAID_DIFFICULTY1 -> 10 man
RAID_DIFFICULTY2 -> 10 man (heroic)
RAID_DIFFICULTY3 -> 25 man
RAID_DIFFICULTY4 -> 25 man (heroic)
No, you're confused. The "currently equipped" compare frame has been part of the default UI for a while, but it only comes up by default if you hold the Shift key. The entire purpose of tekKompare is to make it always visible when hovering over items, instead of just when you hold the Shift key.
A long time ago the compare frame wasn't part of the default UI, and addons provided the entire functionality.