ag_UnitFrames is not abandoned, but I'm not actively developing on the trunk version. It is my impression that it is mostly stable, and if anything should come up in relation to new patches I will have it fixed while it's in PTR so people can keep using it without problems. Changes and new features will NOT be added to the trunk version at this time, so people can use it and run their updaters and what not without getting their options/savedvars reset, UI broken etc.
I can recommend using the trunk ag_UnitFrames if you like a clean lightweight set of unit frames, and if you prefer stable over bleeding edge. It will not be used to push beta code on users as some other addons in trunk are.
I haven't used the gcode issue tracker for some time, I've been considering to use the wowace Jira instead in the future. But for now, if you got any gamebreaking bugs please report them to me by either PMing me on the boards or emailing me.
About the future of ag_UnitFrames, I am currently rewriting big parts of it in branches, and it's working out pretty well. Far from done, but it's usable. It's based on Ace3, and it's going to be very awesome. the new AceGUI library is worlds better than any generated UI solution I've ever seen, so that should be a big plus for people who's unhappy with the UI used in the old aguf or other unit frame addons, such as deeply nested dropdown menus or waterfall-like alternatives. It's currently still being developed under the name ag_UnitFrames, but I will most likely release it under a new name, as it will be somewhat different from the old aguf, which means that people can keep using the old one through WAU if they'd rather want that. (Sure, go ahead and post name suggestions.)
I got a pretty clear idea of a what I want to do with the new addon, and keeping it light and uncluttered is one of the big goals. It's a bit too early for me to take suggestions, well I can't prevent you guys from posting:), but you should wait and see what it does when it's "done", and then say your thoughts.
There's currently no ETA, other than it will be released sometime AFTER Ace3 is done. If you are familiar with SVN you can check out the progress in branches.
Only issue I currently had was with the casting bar, when a spell was interrupted, it was shown as green, not red (applied to trunk version and branches/ag_UnitFrames/andreasg last time I checked).
If we're willing to play with beta code, should we be looking at branches/ag_UnitFrames/andreasg or branches/ag_UnitFrames/Ace3? (If it's the Ace3 branch, then checkout still requires dev access a couple of the libs -- ex. can't checkout LibStub without a password)
Only issue I currently had was with the casting bar, when a spell was interrupted, it was shown as green, not red (applied to trunk version and branches/ag_UnitFrames/andreasg last time I checked).
If we're willing to play with beta code, should we be looking at branches/ag_UnitFrames/andreasg or branches/ag_UnitFrames/Ace3? (If it's the Ace3 branch, then checkout still requires dev access a couple of the libs -- ex. can't checkout LibStub without a password)
Strange, I'm able to checkout the Ace3 branch without any password. I don't know what SVN client you use, but this command line works for me (in Linux, I hope same works in Windows):
svn co [url]http://svn.wowace.com/wowace/branches/ag_UnitFrames/Ace3/[/url] ag_UnitFrames
Regarding Ace3 vs. andreasg branches, I've been using the andreasg branch for a while now without major issues. The small issues I found I refrained from reporting since they might be fixed in the Ace3 version. I'm checking out the Ace3 branch from time to time to keep an eye on progress, mainly the configuration options, lack of those prevented me from using the Ace3 branch so far. But I'm happy to say the configuration is nearly there, and I'll be moving on to that shortly.
I love AGUF and I have been using it for some time. However, my biggest request is adding party target frames. I know there is a separate thread with a workaround, but I would love to just have it built in. Are you going to wait on releasing this feature or will it be released sooner? Thanks for all your hard work
Strange, I'm able to checkout the Ace3 branch without any password. I don't know what SVN client you use, but this command line works for me (in Linux, I hope same works in Windows)
Using RapidSVN under Windows (can't stand the way TortoiseSVN makes my whole system run like a tortoise).
Error while performing action: PROPFIND request failed on '/wowace/trunk/LibStub'
PROPFIND of '/wowace/trunk/LibStub': authorization failed ([url]http://dev.wowace.com[/url])
Error while performing action: PROPFIND request failed on '/wowace/trunk/LibStub'
PROPFIND of '/wowace/trunk/LibStub': authorization failed ([url]http://dev.wowace.com[/url])
Probably LibStub is set to the dev branch, I don't understand why it works for me (I have SVN access, but no user/pass set by default as far as I can see). You can try checking out LibStub from trunk separately, other than that I've no other idea.
Im using modifier buttons for some of my heals, and it is really annoying if i accidently dont target the right person because i pressed shift or something before i clicked the unit frame. Is this a bug, feature or neither? Is it possible to change this easily?
Im using modifier buttons for some of my heals, and it is really annoying if i accidently dont target the right person because i pressed shift or something before i clicked the unit frame. Is this a bug, feature or neither? Is it possible to change this easily?
Yes, this will be changed in the new version coming.
Will the new Ace3 version still use custom layout files?
It currently does, yes. But I was thinking of changing how it works, perhaps (to allow for resizing of bars, etc.). But I haven't laid down any concrete plans in that direction yet.
If you decide to allow in-game on-the-fly changes to a frame, perhaps you could allow the loading of preset config files that a user can select. And to build on that idea, you might add an export function to create these preset config files.
These config files could be very similar to the current layout files that we use today and could even include more preset control over in-game options.
If you decide to allow in-game on-the-fly changes to a frame, perhaps you could allow the loading of preset config files that a user can select. And to build on that idea, you might add an export function to create these preset config files.
These config files could be very similar to the current layout files that we use today and could even include more preset control over in-game options.
While I would applaud that route for ag_UF, wouldn't that increase the resource usage? (Not sure, so don't hurt me if I am wrong). I've recently been trying to achieve the same layout I had in PitBull, the one thing I miss most is DogTag, WatchDog allows a lot of the options as well, but I've yet to find options to color eg. [Status] or place it in brackets like you can with DogTag (eg. [status:Angled:Red] would give <AFK> in red - going by memory, could be faulty :P). Or am I missing parts of the WatchDog tags?
I wanted to check out the ace3 version for and I got everything but one file that need a password but I wanted to know how to enable it... its not showing up in my addons. do I need to do something to the .toc or the .lua?
ag_UnitFrames is not abandoned, but I'm not actively developing on the trunk version. It is my impression that it is mostly stable, and if anything should come up in relation to new patches I will have it fixed while it's in PTR so people can keep using it without problems. Changes and new features will NOT be added to the trunk version at this time, so people can use it and run their updaters and what not without getting their options/savedvars reset, UI broken etc.
I can recommend using the trunk ag_UnitFrames if you like a clean lightweight set of unit frames, and if you prefer stable over bleeding edge. It will not be used to push beta code on users as some other addons in trunk are.
I haven't used the gcode issue tracker for some time, I've been considering to use the wowace Jira instead in the future. But for now, if you got any gamebreaking bugs please report them to me by either PMing me on the boards or emailing me.
About the future of ag_UnitFrames, I am currently rewriting big parts of it in branches, and it's working out pretty well. Far from done, but it's usable. It's based on Ace3, and it's going to be very awesome. the new AceGUI library is worlds better than any generated UI solution I've ever seen, so that should be a big plus for people who's unhappy with the UI used in the old aguf or other unit frame addons, such as deeply nested dropdown menus or waterfall-like alternatives. It's currently still being developed under the name ag_UnitFrames, but I will most likely release it under a new name, as it will be somewhat different from the old aguf, which means that people can keep using the old one through WAU if they'd rather want that. (Sure, go ahead and post name suggestions.)
I got a pretty clear idea of a what I want to do with the new addon, and keeping it light and uncluttered is one of the big goals. It's a bit too early for me to take suggestions, well I can't prevent you guys from posting:), but you should wait and see what it does when it's "done", and then say your thoughts.
There's currently no ETA, other than it will be released sometime AFTER Ace3 is done. If you are familiar with SVN you can check out the progress in branches.
Anyway, thanks for reading!
Only issue I currently had was with the casting bar, when a spell was interrupted, it was shown as green, not red (applied to trunk version and branches/ag_UnitFrames/andreasg last time I checked).
If we're willing to play with beta code, should we be looking at branches/ag_UnitFrames/andreasg or branches/ag_UnitFrames/Ace3? (If it's the Ace3 branch, then checkout still requires dev access a couple of the libs -- ex. can't checkout LibStub without a password)
I'll look into the thing about LibStub, sounds strange, as some released libraries already use it.
Strange, I'm able to checkout the Ace3 branch without any password. I don't know what SVN client you use, but this command line works for me (in Linux, I hope same works in Windows):
Regarding Ace3 vs. andreasg branches, I've been using the andreasg branch for a while now without major issues. The small issues I found I refrained from reporting since they might be fixed in the Ace3 version. I'm checking out the Ace3 branch from time to time to keep an eye on progress, mainly the configuration options, lack of those prevented me from using the Ace3 branch so far. But I'm happy to say the configuration is nearly there, and I'll be moving on to that shortly.
Using RapidSVN under Windows (can't stand the way TortoiseSVN makes my whole system run like a tortoise).
When I try to checkout http://svn.wowace.com/wowace/branches/ag_UnitFrames/Ace3/ I get everything in the folder and most of the libs, but I get a user/pass request then a error message on:
Probably LibStub is set to the dev branch, I don't understand why it works for me (I have SVN access, but no user/pass set by default as far as I can see). You can try checking out LibStub from trunk separately, other than that I've no other idea.
edit: woops wrong button!
Yes, this will be changed in the new version coming.
It currently does, yes. But I was thinking of changing how it works, perhaps (to allow for resizing of bars, etc.). But I haven't laid down any concrete plans in that direction yet.
These config files could be very similar to the current layout files that we use today and could even include more preset control over in-game options.
While I would applaud that route for ag_UF, wouldn't that increase the resource usage? (Not sure, so don't hurt me if I am wrong). I've recently been trying to achieve the same layout I had in PitBull, the one thing I miss most is DogTag, WatchDog allows a lot of the options as well, but I've yet to find options to color eg. [Status] or place it in brackets like you can with DogTag (eg. [status:Angled:Red] would give <AFK> in red - going by memory, could be faulty :P). Or am I missing parts of the WatchDog tags?