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Jun 24, 2014You shouldn't be editing BigWigs code. Install the "SharedMedia" addon, add your custom sound there. Now navigate to the ability you want to have a custom sound for in BigWigs, and change all the sounds that show to your custom sound.Posted in: AddOn HELP!
Feb 21, 2014In patch 5.4.7 Blizzard had the bright idea of attaching realm names to chat messages from players on your own realm.Posted in: Libraries
Whilst this itself is fine, the problem is that many unit functions have no support for passing player names with your *own* realm name attached, thereby requiring a lot of addons using chat filters to shove in a call to Ambiguate(player, "none").
The idea behind this is to run a bunch of filters that remove the realm name from the players first, before those filters reach other addons.
This means Ambiguate only needs to be called once per event, addons don't need to modify their modules in every location a filter exists (then remove that code when unit functions are fixed), and we can also fix old un-updated addons that use chat filters.
Jan 6, 2014funkehdude posted a message on 5.4.2 GetGuildRosterInfo now includes realm name even locallyNo idea what "all" is about.Posted in: Lua Code Discussion
I haven't really looked into "mail" but at a guess it's an intelligent check that appends servers to character names that are e.g. characters on your account.
Jan 3, 2014funkehdude posted a message on 5.4.2 GetGuildRosterInfo now includes realm name even locallyAmbiguate("name-server", "none")Posted in: Lua Code Discussion
Will return a result typical of what we're used to. It will remove your server name, and always keep foreign server names.
This one is a bit more intelligent. It will scan your guild roster for the name being passed. It removes the server names for any player being passed no matter what server they are on, as long as they are in your guild. i.e. you can't pass fake names and expect them to be trimmed.
There is a special case. If you have 2 players of the same name on different realms, the realm will be kept for both those players. This is what you will see happening in the Blizz guild panel.
Dec 27, 2013funkehdude posted a message on How to let SexyMap relocate my add-ons minimap buttonFrom my experience next to no one that has wrote their own minimap button has done it properly. I've been the one reading the code of these "buttons" when implementing support in SexyMap. From not giving it a name to not compensating for minimap shapes, the list of issues varies from author to author. I find it highly unlikely that it is "fully functional" unless you virtually mimicked the library, a somewhat pointless procedure.Posted in: Lua Code Discussion
It is not you that goes about adding it to the whitelist, I add them to the local whitelist as users request them.
Dec 27, 2013funkehdude posted a message on How to let SexyMap relocate my add-ons minimap buttonSM automatically grabs and controls all icons created by LibDBIcon. If you're creating a button manually it needs to be added to the whitelist of buttons. I suggest you follow Phanx's advice.Posted in: Lua Code Discussion
Dec 8, 2013Actually my idea was to have 1 library that generally fixes taints (issues for addon authors) where as game bugs are generally more of a minor annoyance than a "make users whine at you" thing that can probably stay as an addon.Posted in: Lua Code Discussion
I'm not sure a stack of specific libraries is a good idea. Sure it makes them specific and addon authors can implement the ones they want, but this is going to happen again, and again, you can be sure of that. So should addon authors have to keep embedding new libraries, and checking when they should remove old ones? Or maybe they should embed 1 library they can forget about, and it will adapt with the "changing climate" of the wow taint scene.
It also has the benefit of not having to make every single addon author aware of a specific issue, and tell them all, "embed this library now", "embed that library now", "remove this library as it's now fixed", etc.
If authors really want separate ones then I'll do that (I'm not going to put this into LCA now anyway after I've seen these opinions) but I would have though 1 library would be the preferred choice.
Dec 6, 2013funkehdude posted a message on BadBoy: An extremely minimal spam blocker & reporterPlease post entire spam sentences. Links to websites aren't useful.Posted in: General AddOns
Dec 6, 2013I should have updated this as we've managed to contact someone at Blizzard and they said they are looking into fixing this for WoD.Posted in: Lua Code Discussion
For now, I've updated my workaround which now includes a check to update the options when the player leaves combat.
I'm still hopeful that they will do *something* about it in 5.4.2 but it's unlikely at this point. I'll be attaching it to the library or making a separate one after my false hopes are destroyed (next week?).
Blizzard do deserve a little bit of praise here for implementing a "taintLog 11" option which is currently restricted to PTR dev builds. It's the main reason we were able to track this down. Though like you, I also wish they'd show a little more incentive that they "care" about communicating with us.
If anyone was unaware, this issue is the result of numerous taint errors not just the one I described in the original post. It includes the UIDROPDOWNMENU_MENU_LEVEL error you may have seen spamming your taintlogs, and the actionbar show/hide errors.
Nov 29, 2013File OptionsFrameTemplates.lua in function OptionsList_DisplayButton line 84.Posted in: Lua Code Discussion
The line is this:
button.text:SetText(element.name);Which is obviously tainted by any addon that adds a config panel.
I'll update the post.
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