The player-pet swapping thing with vehicles does have issues and there are already tickets submitted for them:
562 zoning while on a vehicle
423 showing self in party incorrectly
Part of the problem is in Blizzard's code. I'm not sure yet if their side of things was fixed in the latest patch or not.
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Aug 13, 2009Thanks heaps, Torhal. I tried switching completely away from releasing, but I think the fact that column layouts are preserved through a Clear() call sort of interfered with my very complicated and messy column layouts. :)Posted in: Libraries
I've thrown in some extra Clear() calls and I'm smarter with releasing and I'm not getting any clipping. Yay! And I'm using the SetAutoHideDelay() as you suggest, so I have no need to manually script OnLeave events. Very cool.
Aug 12, 2009Well, it's any of the v2.3.0-beta* versions of SavedInstances. And I've got "r120-release" set as the preferred repository tag for LibQTip-1.0 in my .pkgmeta. EggTimer seems to have right-edge-clipping but not bottom-clipping which is weird.Posted in: Libraries
EDIT: BTW, if you see I'm doing anything completely noobish with my code then please enlighten me at once. :) If my hacked together spaghetti code doesn't make you all Lovecraftian first. :P
Aug 12, 2009Okay, so I've been having a content clipping issue lately and I can't figure it out. I'd really rather not have to mess with manually setting margins and things, and I thought the library was doing a good job of managing that up until now anyhow.Posted in: Libraries
My tooltip code is pretty much:
[php]local function ShowTooltip(anchorframe)
if tooltip then QTip:Release(tooltip) end
tooltip = QTip:Acquire("SavedInstancesTooltip", 1, "LEFT")
local hFont = tooltip:GetHeaderFont()
local hFontPath, hFontSize
hFontPath, hFontSize, _ = hFont:GetFont()
hFont:SetFont(hFontPath, hFontSize, "OUTLINE")
That "..." is where I do quite alot of messy things. Like adding in empty lines and filling them up later, adding in extra columns and multi-spanning cells and all kinds of stuff. But that's all in the "...", so I thought doing Show() right at the end covered me.
It's the bottom-most line that is often clipped so that only the top-half of that line is visible, and the right most content is clipped similarly sometimes too. It's not everytime either, so it's been tricky for me to figure out what's going on. Is there anything I should avoid doing? Is it worth pre-populating a temporary table with the full contents first?
Aug 12, 2009Thanks for reporting it. I'm having that happen now too, but it doesn't happen all the time, just for certain types of items. I'm narrowing it down and will hopefully have a fixed release out soon. For the time being it doesn't appear to be a bad error, just a mildly annoying but harmless one.Posted in: General AddOns
Aug 7, 2009Pardon me, but why exactly do you guys disembed? The extra 2 seconds of time spent at the loading screen is too much for you? I was a die-hard disembedder, but then I just learnt to deal and my life has been so much simpler. The Curse Client will always be designed with disembedding as an afterthought, so why bother doing it?Posted in: Updaters
Once the game is up and running, there's no difference in performance, no extra FPS to be gained. As far as I understand it the only difference is that the libraries take a little bit more time getting sorted out at load time. Whoopie.
Aug 4, 2009RatingBuster also does some math and converts combat ratings into percentages based on your level. RatingBuster used to add the gain/lose section to the bottom of the tooltip, but I expect now they'll just add percentages to Blizzard's gain/lose bit.Posted in: General Chat
Aug 2, 2009@Gagou:Posted in: General Chat
Thanks for the little bits of info. :)
I'm assuming DUNGEON_DIFFICULTY1 and DUNGEON_DIFFICULTY2 are the string constants for 5man dungeons, based on what you've reported.
I don't suppose you've been able to figure out what the strings are for the 4 different raid difficulties?
Aug 1, 2009Okay, so you've given us a function:Posted in: Libraries
SetCellScript(cellrow, cellcol, func[, arg])
Any reason why "arg" is bundled up in a table when it is passed? Seems a little annoying to have to unpack something that I didn't pack. :) If I could request something here, could SetCellScript be extended just slightly so we can list multiple arguments?
I have a function CellPassedOver(blah, foo).
I want to be able to say SetCellScript(cellrow, cellcol, CellPassedOver, blah, foo).
Just like that, no strange bundling or packing or anything. :)
EDIT: Okay, is anyone actually using SetCellScript at all? I can't for the life of me figure out how to successfully pass an argument to the funciton in question. It's more than just table encapsulation. There's some weird "userdata" thing going on. Torhal help me! Let my target function receive the naked argument(s)!
Aug 1, 2009Posted in: Unit FramesQuote from dlf1987is it possible to make xp only show for my character and not for my pet and target?
Select the Layout that your Player frame is using in the Layout Editor. Make a new Layout (just type it's name in the box and go). The new layout will have copied all the same settings as the first Layout.
Now, go into that new Layout and disable the XP bar.
Go into the Units section, and tell your Pet and Target frames to use the new Layout instead of the old one.
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