• 0

    posted a message on Masque - Official Thread
    Quote from creative0ne
    Is there a way to keep it? I wanted to modify the font and fontsize of charges/stacks on some of my abilities in my actionbars (Brutal Slash and Survival Instincts). With OmniCC the cooldown text is looking neat with new font I'm using, but charges (Count) is terrible.


    Not at this time, no. I would suggest using a mod that customizes the fonts (Tekticles, Fontain, etc).
    Posted in: General AddOns
  • 0

    posted a message on Masque - Official Thread
    Quote from sezz2
    Is there a reason why .Font and .FontSize aren't supported anymore?


    Font/FontSize aren't supported because many people use add-ons that specifically handle fonts and that would require special compatibility checks to prevent conflicts.

    I do apologize, however, that they're still listed in the docs. I'm in the (slow) process of migrating and updating that info but real life takes priority. :)
    Posted in: General AddOns
  • 0

    posted a message on Masque - Official Thread
    I actually came here to mention AddonSkins because the Weak Auras author mentioned it. Glad it got figured out. Just out of curiosity: Does that add-on have an option to disable per-module? I'd hate for you have to remove the whole thing for one add-on, at least until the author fixes it.
    Posted in: General AddOns
  • 0

    posted a message on Masque - Official Thread
    No problem. ;)
    Posted in: General AddOns
  • 0

    posted a message on Masque - Official Thread
    Quote from Stanzilla
    No problem, my condolences, take your time :(


    Thanks. I looked into it and it's going to be tricky. The problem is that the Spell Alert doesn't change size to fit the size of the skin. Trying to manipulate its size at run time is a cluster eff because you have to resize each one of the animation's textures. Not to mention that those scales and sizes are done in the XML file and are scripted to update each time the code runs. Trying to scale the entire animation causes each texture to scale differently resulting in the "ants" moving exponentially further away.

    So for now I'm just going to move the hotkey and count text more to the center of the skin. It won't look as pretty, but until I figure out a better solution, that's the only option. I was able to re-parent the animation to the base frame (the frame under the button that the background is parented to) so that it appears under the skin, but it bleeds through a little on most skins and a lot on Caith (since it doesn't resize).

    Quite a bit of the code needs to be updated anyhow, so maybe I'll have a brainstorm or something. But here lately, that just leaves my brain muddy. :p

    Edit: Holy shit, either I'm getting old or the text on this forum is really small. :/

    Edit 2: I've made those changes to Caith. It seems to easier to read now.
    Posted in: General AddOns
  • 0

    posted a message on Masque - Official Thread
    Quote from markons11
    Hi! Is there any way to desaturate icon while it is on cooldown?


    This would require more hooking of update functions by Masque. And since Masque primarily just deals with the initial skinning of a button, you'd be better served asking the author of the button add-on to implement such a feature, since it's already using those functions.

    Quote from jeffy162
    Just want to know: Does Masque work in the Legion Beta? I personally don't have Beta access, but, since I do a few "skins" for Masque I figured I'd ask.


    Sorry for the delay. See my reply below.

    Quote from transitbus
    It does work to an extent. there are some texture mapping bugs in legion right now but as faras I can tell masque works for the most part


    I'm unaware of any engine changes that would cause the coordinates to be off. Do you by chance have a specific example or scenario that I can reproduce what you're referring to? I logged in and everything *seemed* to be working correctly.

    Edit: All I see is something about SetTexCoords not accepting values higher than 1, which skins shouldn't be using anyhow.

    Quote from Stanzilla
    Any luck finding something to fix that?


    Sorry, Stan, I've been pretty busy. If I'm not mistaken, the game uses the count (stackable items) for the charge count. If that's the case, I can't reparent the text to the cooldown animation because it gets recycled and used by other buttons. I will look into playing with the layers in the skin to make it more readable.

    That said, I'm dealing with the recent passing of my mother, so it'll be a few weeks before the 7.0 update is released. Thanks.
    Posted in: General AddOns
  • 0

    posted a message on Masque - Official Thread
    I'll look into it. The spell alert animation is its own frame and is drawn above the button while the text layers are attached to the button frame itself. It may be more feasible to adjust the positioning of the text for the skin. Which skin are you using?
    Posted in: General AddOns
  • 0

    posted a message on Masque - Official Thread
    I've gotten multiple complaints about Weak Auras with Masque. I'm not sure what it's doing, but I don't believe it's on Masque's end. The add-ons I use all save fine.
    Posted in: General AddOns
  • 0

    posted a message on Masque - Official Thread
    Quote from Monzer_
    Is there anyway to skin blizzard action bars ? I kinda use them I dont like to use bartender or anything else ty


    You can use one of the outdated add-ons, like the one that Phanx linked but there's really no logical reason to not use a bar add-on if you're going to skin buttons.
    Posted in: General AddOns
  • 0

    posted a message on Masque - Official Thread
    Quote from Tili83twitch
    Would you be able to adjust the addon so it also skins Hermes plx?
    Its the only thing in my ui that does not look clean and al squarish ...:mad:


    Ah. This is what the message was about. No sure what "Hermes" is but Phanx is correct. Add-ons support Masque, not the other way around.
    Posted in: General AddOns
  • 0

    posted a message on Masque - Official Thread
    Quote from Goranaws
    :-| Seems illogical to exclude them...


    Along with what Phanx said: At the point you're using Masque, there's really no logical reason to not be using a third party action bar add-on.
    Posted in: General AddOns
  • 0

    posted a message on Git Questions
    Quote from Phanx
    Right, but the instructions don't work as written, so there's simply no way to follow them exactly. I posted about this and your reply was "well, some other guy wrote that years ago, so who knows", so I did my best with the methods I could find that actually worked.


    The cloning script works, but the branch/tag conversion script doesn't.

    I think I used:

    git for-each-ref --format="%(refname:short) %(objectname)" refs/remotes/tags \
    | while read BRANCH REF
      do
            TAG_NAME=${BRANCH#*/}
            BODY="$(git log -1 --format=format:%B $REF)"
    
            echo "ref=$REF parent=$(git rev-parse $REF^) tagname=$TAG_NAME body=$BODY" >&2
    
            git tag -a -m "$BODY" $TAG_NAME $REF^  &&\
            git branch -r -d $BRANCH
    done
    Which preserves the original commit message, etc.

    Quote from Phanx
    This sounds miserable, as no GUI client for Git I've ever seen has this functionality -- they all just "push tags". If I wanted to type crap on the command line all the time, I'd use Linux. My first several computers ran DOS, and I don't see why anyone would voluntarily go back to that for basic everyday functionality. :p


    SourceTree, from Atlassian (BitBucket.org guys), actually has an option to not push tags.



    :)
    Posted in: General Chat
  • 0

    posted a message on Git Questions
    Quote from Nevcairiel
    Unfortunately, that still confused the old packager.
    Once you turn packaging back on, it would get into its usual scheme of building broken old packages all the time.



    Good thing it's got a long-overdue spanking coming. :p
    Posted in: General Chat
  • 0

    posted a message on Git Questions
    Couple of things:

    Phanx: In Git, tags are just pointers to a specific commit. Whereas in SVN, tags actually create their own commit. What I did was abandon the idea that I wanted to include all of the old tags since their only real purpose in Git is to trigger/mark a release. And I neither want, nor need those older "releases".

    So there's basically two options:

    1. Delete all the old tags and only use tags for current/future releases (what I'm doing).
    2. Don't push tags along with your commit pushes. Instead, push only the tags you want packaged, separately. That way, you can keep your old tags locally, if only for the sake of history. You could also just leave them un-pushed until the new packager is brought online.

    As far as the actual conversion process, I'm using Ruby and SVN2GIT. It makes it so much easier, as it clones the repo and converts the tags/branches to their git equivalents in one fell swoop. Then I just do some clean-up (included removing the old tags, as I've no use for them once I've logged them. But that's optional), push it to a staging repo on BitBucket, clone it back down so that the repo is clean of all the SVN stuff and then push it to WoWAce/GitHub.

    Torhal: So with new packager, is it set up to only create packages if the current tag/commit is actually newer and is a higher "version"? Because rebasing dates is a pain in the ass. :P

    Random blurb: Rebasing with SourceTree is SO much easier than using Bash if you need to fix typos, etc. Then you can follow it with a blanket rebase using the --committer-date-is-author-date flag for historical goodness. :)
    Posted in: General Chat
  • 0

    posted a message on namespace
    Is this what you're looking for?

    -- BattleGrounds.lua
    
    local ADDON_NAME, namespace = ...
    local L = namespace.L
    
    ---------------------
    -- Create Frames
    ---------------------
    
    local bgframe = {'ab','dwg','ssm','eots','tbfg'}
    for i = 1, 5 do
         bgframe[i] = CreateFrame("FRAME", bgframe[i], UIParent)
    end
    
    namespace.bgframe = bgframe
    -- BGCallouts.lua --
    
    local ADDON_NAME, namespace = ...
    
    -- Assign each frame
    local ab, eots, dwg, tbfg, ssm = unpack(namespace.bgframe)
    You can also write a function to return multiple values.

    -- BattleGrounds.lua
    
    local ADDON_NAME, namespace = ...
    local L = namespace.L
    
    ---------------------
    -- Create Frames
    ---------------------
    
    local bgframe = {'ab','dwg','ssm','eots','tbfg'}
    for i = 1, 5 do
         bgframe[i] = CreateFrame("FRAME", bgframe[i], UIParent)
    end
    
    function namespace.getFrames()
        return unpack(bgframes)
    end
    -- BGCallouts.lua --
    
    local ADDON_NAME, namespace = ...
    
    -- Assign frames
    local ab, eots, dwg, tbfg, ssm = namespace.getFrames()


    Disclaimer: I'm always half asleep, so expect typos. :p
    Posted in: Lua Code Discussion
  • To post a comment, please or register a new account.