Can you zip up a copy of it with the textures, etc? Also, what button add-on are you using and are you using anything else that could affect the buttons (In-line Aura, etc)?
Would it be possible to add profile options? With account-wide access to all mounts, it makes more sense to just use a "Default" profile. Also, along those lines, would be possible to implement a check to see if the character can actually use the mount (eg, profession-specific, etc) before it gets included into the pool?
Looks like there's a few erroneous or missing localization entries.
Missing:
"Disabled Frames"
"Profiles"
Erroneous:
"Module settings" (Hard-coded as "Modules")
"NPC Frames" (Hard-coded as "NPCFrames")
"Player Frames" (Hard-coded as "PlayerFrames")
"UI Frames" (Hard-coded as "UIFrames")
Happens because there is no full example in docs. Only pure API, like msdn where you can see lot of functions but probability to make own Iocp handler without example how to put functions together near zero.
2) Not real reason, outside of convenience. I never had any complaints about there not being no-lib packages, so I just left it. If you need them I can change it. What was "old", by the way? Or were you referring to old in reference to MoP?
If you disable the grid in Bartender, nothing will be shown until you drag a button. If you are seeing textures (any) on empty buttons, then you have the grid enabled. In either case, the gloss should not appear if the button is empty. (With most skins, it looks silly to have the gloss over empty space.)
Perhaps I should clarify. When I say that the gloss will no longer appear on empty buttons, it refers to buttons that "appear" when an action icon is being dragged (like to a bar). In that case, whatever "empty" texture that is assigned to that button will be shown, along with the backdrop, if enabled. Nothing else. If the add-on is set up correctly, you should never see any part of an empty button when the button grid is disabled unless you're dragging an icon. If the grid IS enabled, you'll see the normal texture and the background, if enabled. This is working as intended.
In regards to the text, all the global text option did was allow for the FONT to be set in the skin. Nothing else. If you want custom fonts, you can use an add-on specifically designed for that (or the action bar add-on may support it). As far as the text positioning goes, that's the fault of an out-dated or poorly written skin.
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Missing:
"Disabled Frames"
"Profiles"
Erroneous:
"Module settings" (Hard-coded as "Modules")
"NPC Frames" (Hard-coded as "NPCFrames")
"Player Frames" (Hard-coded as "PlayerFrames")
"UI Frames" (Hard-coded as "UIFrames")
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I'll look into it.
I'll try to get a full example up here soon.
Yep.
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2) Not real reason, outside of convenience. I never had any complaints about there not being no-lib packages, so I just left it. If you need them I can change it. What was "old", by the way? Or were you referring to old in reference to MoP?
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In regards to the text, all the global text option did was allow for the FONT to be set in the skin. Nothing else. If you want custom fonts, you can use an add-on specifically designed for that (or the action bar add-on may support it). As far as the text positioning goes, that's the fault of an out-dated or poorly written skin.
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