You'd think with vehicles being such an integrated part of the game ppl would spend as much attention on them as they do on the other parts of their UI.
I'm going to overhaul the combat/in combat system not to double up the bars anymore... Causing me more trouble than one bar and changing it when appropriate.
5) show the installed version
Using the date is ok if the addon is only hosted on curse. But sometimes authors move about. It would be nice if the installed / available version would list the version in addition to the date.
Are the toc's updated automatically to the tagged versions?
The developer has to choose to embed the tag-version in the .toc's Version field.
Okay, now that we've beaten embeds.xml to death, the other half should be properly addressed:
The reason why we have e.g. AceConfig-3.0/AceConfig.3.0.xml is because we want to be free to add more .lua files to the directory without having people's addons stop working.
If people manually list .lua files in their TOCs, we can't do that. But if they point at the .xml file, we can just include more files to load from there.
So... don't list library contents in your toc files. List the .xml file.
Isn't that exactly what I said in my previous post??? It's definately what I meant :)
Yeah, about that documentation... what DOES AceBucket do actually?
Judging from the bits and blurbs I'm catching left and right it's something to throttle a lot of incoming events ("events" not being restricted to the blizz ones) into one call...
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i already got an algorithm covered to maximize the size by optimizing the number of columns/rows. But I need to get the INNER size of the frame.
Like, (GetHeight() - <size of borders>x2) / GetCurrentScale() or something like that.
So before I start messing w recalculating scaling again is there any way to get this number from the widget itself? Directly?
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Why the red-headed stepchild treatment?
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I'm going to overhaul the combat/in combat system not to double up the bars anymore... Causing me more trouble than one bar and changing it when appropriate.
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instead of
PlayerFrame:GetName()
:p
It's probably just a "bad example". I wouldn't be bringing this up if it was about
PlayerFrame:GetScale()
vs
_G['PlayerFrame']:GetScale()
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/sigh
:p
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"Painting" being:
- Setting anchor
- setting texture
- setting attributes
- setting my own custom members
retiring then clears out all that info, anchors it's "next" neighbour to it's "previous" neighbour and hides the frame. Works pretty well...
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The developer has to choose to embed the tag-version in the .toc's Version field.
Example:
## Version: @project-version@
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finally a good clearcut example of how to use AceDB !
/me bookmarks the post
BTW: I already knew what AceDB was for, I just couldn't figure out how to do it...
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Isn't that exactly what I said in my previous post??? It's definately what I meant :)
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Judging from the bits and blurbs I'm catching left and right it's something to throttle a lot of incoming events ("events" not being restricted to the blizz ones) into one call...
Am-i-right?
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*Checks wowwiki
EDIT: