["Filter Abolished units"] = "Filtere freigegebene Einheiten",
["Skip units that have an active Abolish buff."] = "Auslassen von Einheiten, die einen aktiven Freigabebuff haben.",
I could not find the last two options in the Grid menu, are they already implemented?
Whoups. That comes from (yet) another patch for GridStatusAura, I'll remove them. The patch handles the different "abolish" buffs (abolish disease, abolish poison) and their effect on the corresponding status.
When I abolish my daemon, the square vanishes at once. When I use my daemonic sacrifice the daemon dies and the square vanishes after ~5 seconds. Is there a way to remove the sacrifced daemon faster?
Sadly, this is under the control of the SecureHeader. Or more precisely the game engine that delays before removing the unit.
Modify the "By Group 10 w/ Pet" or whichever you want in GridLayoutLayouts.lua and change the class filter on the pet group to be just "HUNTER" instead of "HUNTER,WARLOCK". You'll probably want to feed your modified layout in through an external addon so it's not overwritten each time you update; take a look at the GridLayoutForHealers addon for an example of how to do this.
It seems like it can take a few seconds between a pet being summoned and the Grid background being resized.
Is that with the pet being near the player ? The only way I see where this kind of latency could occur is if RosterLib postpone to acknowledge the unit (because it has UnitName() == UNKNOWNBEING). Or maybe you're talking about solo with pet ? I'll have to check that.
Take a look at the following patch to RosterLib :
Index: Roster-2.1/Roster-2.1.lua
===================================================================
--- Roster-2.1/Roster-2.1.lua (revision 46504)
+++ Roster-2.1/Roster-2.1.lua (working copy)
@@ -256,9 +256,9 @@
if not owner then return end
-- get ID
- if owner:find("raid") then
+ if owner:find("raid", nil, true) then
return owner:gsub("raid", "raidpet")
- elseif owner:find("party") then
+ elseif owner:find("party", nil, true) then
return owner:gsub("party", "partypet")
elseif owner == "player" then
return "pet"
@@ -277,12 +277,7 @@
else
unknownUnits[unitid] = nil
end
- -- some pets never have a name. too bad for them, farewell!
- if not name and unitid:find("pet") then
- unknownUnits[unitid] = nil
- else
- changed = changed or c
- end
+ changed = changed or c
end
self:ProcessRoster()
if changed then
@@ -292,9 +287,10 @@
function Lib:ProcessRoster()
- if next(unknownUnits, nil) then
- self:CancelScheduledEvent("ScanUnknownUnits")
- self:ScheduleEvent("ScanUnknownUnits", self.ScanUnknownUnits, 1, self)
+ if next(unknownUnits) then
+ if not self:IsEventScheduled("ScanUnknownUnits") then
+ self:ScheduleEvent("ScanUnknownUnits", self.ScanUnknownUnits, 0.5, self)
+ end
end
end
@@ -392,7 +388,13 @@
end
return name
else
- unknownUnits[unitid] = true
+ local count = (unknownUnits[unitid] or 10) - 1
+ if count > 0 then
+ unknownUnits[unitid] = count
+ else
+ -- ChatFrame1:AddMessage("RosterLib: Unable to associate a name with "..unitid.." after 10 tries.")
+ unknownUnits[unitid] = nil
+ end
return false
end
end
I think it might help.
I also committed a change to the branch that might help in the matter.
Thanks. I already made some fixes ( http://ace.pastey.net/72234 ), but the changes needed to Grid are quite vast.
It will take some time to get a working version.
The reason I write RegisterUpdateHook the way I did is because the update hooks need to be called in order. The rest of your changes look like good bug fixes for my drycode.
I need help! I use a layout that is by class (groups 1-5) so I don't see standby people. I've tried adding the code to see pets to it, but it's not working. I'm not sure what I'm doing wrong.
I need help! I use a layout that is by class (groups 1-5) so I don't see standby people. I've tried adding the code to see pets to it, but it's not working. I'm not sure what I'm doing wrong.
Just wondering how far off this branch is from going into the trunk?
It seems to be working beautiful
There is still an issue with some pets appearing as completly black frames. This is a bug in the Secure header code, that allows units even when UnitName(unit) == UNKNOWNOBJECT.
If someone with access to the official US UI Forum could ask that the following patch is applied to SecureTemplates.lua :
--- SecureTemplates.lua 2007-08-10 10:53:52.000000000 +0200
+++ SecureTemplates.lua.new 2007-09-03 10:06:33.000000000 +0200
@@ -1075,7 +1075,7 @@
if not ( useOwnerUnit ) then
unit = petUnit;
end
- if ( UnitExists(petUnit) ) then
+ if ( UnitExists(petUnit) and (filterOnPet and name or UnitName(petUnit)) ~= UNKNOWNOBJECT ) then
if ( name and
((not strictFiltering) and
(tokenTable[subgroup] or tokenTable[className] or (role and tokenTable[role])) -- non-strict filtering
I downloaded the current copy from Jerry's directory.. and it took my frame rate from ~30 to ~2. Is this a known issue? Is there a better place to download from?
Thanks
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Whoups. That comes from (yet) another patch for GridStatusAura, I'll remove them. The patch handles the different "abolish" buffs (abolish disease, abolish poison) and their effect on the corresponding status.
I'll commit your other changes, thanks.
Sadly, this is under the control of the SecureHeader. Or more precisely the game engine that delays before removing the unit.
[2007/08/13 06:15:09-2721-x1]: Grid\GridStatus.lua:260: '}' expected near '='
Cannot for the life of me figure out why... All the "}" seem to be there, but I'm prolly missing something.
Fixed
Is that with the pet being near the player ? The only way I see where this kind of latency could occur is if RosterLib postpone to acknowledge the unit (because it has UnitName() == UNKNOWNBEING). Or maybe you're talking about solo with pet ? I'll have to check that.
Take a look at the following patch to RosterLib :
I think it might help.
I also committed a change to the branch that might help in the matter.
Have I pointed you at Roster-2.2 yet?
You did, but I forgot about it. I probably should take a look.
I put it up on pastey again: http://ace.pastey.net/72232
It should help separate pets from players in addition to letting you make whatever tweaks you want.
Thanks. I already made some fixes ( http://ace.pastey.net/72234 ), but the changes needed to Grid are quite vast.
It will take some time to get a working version.
The reason I write RegisterUpdateHook the way I did is because the update hooks need to be called in order. The rest of your changes look like good bug fixes for my drycode.
Either :
or :
It seems to be working beautiful
There is still an issue with some pets appearing as completly black frames. This is a bug in the Secure header code, that allows units even when UnitName(unit) == UNKNOWNOBJECT.
If someone with access to the official US UI Forum could ask that the following patch is applied to SecureTemplates.lua :
This should take care of the problem.
Thanks