I noticed this as well. The same thing happens if you set MaximumFramerate to a lower value than would be produced by the looping duration itself.
(For example, Duration = 0.1 seconds and MaximumFramerate = 5, you will still get 10 calls to the OnLoop function.)
The loops are still happening, even if their parent frames never get updated. This could be either desirable, or undesirable, depending on how the addon wishes to use timers.
This behavior is probably intended to keep multiple looping animations in a group in-sync, independent of the player's or animations' framerates.
Remember that we are talking about encouraging testers to provide feedback that is not necessarily limited to in-game errors. Part of this process involves a means of providing directions or instructions to testers for new features or desirable testing scenarios.
The changelog is a good place to start for this, but I would certainly understand if authors wished to provide instructions more blatantly within the game itself.
If an author is only using an Animation's looping for timer purposes, further CPU efficiency might be gained by setting the maximum framerate of the animation to the inverse of its duration.
Specifically, you will want to look at the insets subtable to determine how far in from each side the frame's background texture is drawn. You can subtract these values from :GetWidth() and :GetHeight() to determine the "inner size" of the frame.
Getting the tester (not average users) to swat at the dialog is precisely the point. Anyone unwilling to take that small action once per build probably shouldn't be testing alpha and beta versions of the addon, in my opinion.
I think people who are willing to test will already be the ones downloading alpha and beta packages.
But as you said, I would not be opposed to a pop-up message with each build that explained the testing priorities. Esepcially if there were a checkbox to the effect of "Don't show this message again for this build."
This is one area where I think per-project forums might be helpful. (Or at least having a few different per-project comment threads.) It seems many users are uncomfortable working with the ticket system for providing feedback.
If you really want some significant testing and feedback, however, I'm afraid you will just need to slow down the entire release cycle. Testers' playtime is limited, and they may not be able to try the build and provide feedback as quickly as you hope. Try limiting yourself to packaging one build per week, whether that build is alpha, beta, or release. (I haven't noticed an excessive number of packaged builds for Recount, so this may be easy for you.)
Another option you might consider is a splash screen or some chat spam in your alpha and beta builds only. Ensure that every time a tester logs in, they are presented front and center with your goals for that particular build, and specific scenarios they should test. Many testers may not read the change log, or may have forgotten what it said by the time they get into the game.
When players install alpha and beta builds, they are becoming your testers, and if they're unable to tolerate this "spam", they are unlikely to have provided meaningful feedback on the changes anyway. Those players should switch to release versions only.
Is it possible you have another addon which might be modifying the titles dropdown? I think Outfitter might change it. (I have no idea if this would affect the font or not.)
I have also noticed what appears to be a 5 day (120 hour) timer on these "weekly" quests. However, weekly maintenance seems to always reset this timer. In addition, some rolling restarts (which we've been having a lot of lately) seem to reset these timers, too. There have also been a few occasions where I've been able to do the "resource gathering" quest more than once in a 5 day period, if a different random resource is available that day.
My advice would be just to get into the habit of doing these quests on the same days each week. Do them on Tuesdays and Sundays, or on Wednesdays and Mondays. Remember that some quests are only available while on offense or defense, so you'll need to do at least two battles. Then if you happen to be in Wintergrasp other days of the week, swing by the resource quest givers to see if another quest happens to be available to you.
Regarding requesting new features, it's important to keep in mind that very few of the new or changed APIs are created solely for the use of third-party addon authors. They're typically created for use by Blizzard's own addons, and they allow us to use them unsupported.
Until the scriptable portion of the Blizzard UI needs to know about any of the various world coordinate systems (there are several), we're unlikely to see those exposed as a part of a usable API. It's been requested dozens of times over the past 5 years, and has never been implemented.
If you don't want to replace the default Blizzard font for everything, you can try modifying the global DAMAGE_TEXT_FONT. It's just a path to a font file.
By default, DAMAGE_TEXT_FONT = "Fonts\\FRIZQT__.TTF".
Unfortunately, it's not possible to change the size, color, or style of the damage text with globals or through any other means in-game. You'll still have to look around and find a smaller font.
No, you cannot change the texture of the selection circle, nor its size, nor its color. (It can't even be overridden by placing an identically named texture in the same location in the filesystem.)
If you'd like to change the nameplate textures, the easiest way to do that would be with one of the existing nameplate addons, such as Aloft.
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(For example, Duration = 0.1 seconds and MaximumFramerate = 5, you will still get 10 calls to the OnLoop function.)
The loops are still happening, even if their parent frames never get updated. This could be either desirable, or undesirable, depending on how the addon wishes to use timers.
This behavior is probably intended to keep multiple looping animations in a group in-sync, independent of the player's or animations' framerates.
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The changelog is a good place to start for this, but I would certainly understand if authors wished to provide instructions more blatantly within the game itself.
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Edit: This may not have any realistic effect when no animation work is actually being done, but it certainly shouldn't hurt anything.
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Specifically, you will want to look at the insets subtable to determine how far in from each side the frame's background texture is drawn. You can subtract these values from :GetWidth() and :GetHeight() to determine the "inner size" of the frame.
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if(select(2, UnitClass("player")) ~= "CLASSNAME") then return DisableAddOn("YourAddonName"); end
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But as you said, I would not be opposed to a pop-up message with each build that explained the testing priorities. Esepcially if there were a checkbox to the effect of "Don't show this message again for this build."
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If you really want some significant testing and feedback, however, I'm afraid you will just need to slow down the entire release cycle. Testers' playtime is limited, and they may not be able to try the build and provide feedback as quickly as you hope. Try limiting yourself to packaging one build per week, whether that build is alpha, beta, or release. (I haven't noticed an excessive number of packaged builds for Recount, so this may be easy for you.)
Another option you might consider is a splash screen or some chat spam in your alpha and beta builds only. Ensure that every time a tester logs in, they are presented front and center with your goals for that particular build, and specific scenarios they should test. Many testers may not read the change log, or may have forgotten what it said by the time they get into the game.
When players install alpha and beta builds, they are becoming your testers, and if they're unable to tolerate this "spam", they are unlikely to have provided meaningful feedback on the changes anyway. Those players should switch to release versions only.
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Edit: This database is accurate as of patch 3.2.0a. It may be used by any person for any reason, with no credit neccessary.
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My advice would be just to get into the habit of doing these quests on the same days each week. Do them on Tuesdays and Sundays, or on Wednesdays and Mondays. Remember that some quests are only available while on offense or defense, so you'll need to do at least two battles. Then if you happen to be in Wintergrasp other days of the week, swing by the resource quest givers to see if another quest happens to be available to you.
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Until the scriptable portion of the Blizzard UI needs to know about any of the various world coordinate systems (there are several), we're unlikely to see those exposed as a part of a usable API. It's been requested dozens of times over the past 5 years, and has never been implemented.
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By default, DAMAGE_TEXT_FONT = "Fonts\\FRIZQT__.TTF".
Unfortunately, it's not possible to change the size, color, or style of the damage text with globals or through any other means in-game. You'll still have to look around and find a smaller font.
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If you'd like to change the nameplate textures, the easiest way to do that would be with one of the existing nameplate addons, such as Aloft.