Commit Graph

478 Commits

Author SHA1 Message Date
NoM0Re 3c574cb4a6 5.19.5
No new features this release, just fixes to some minor bugs.
2025-03-14 00:48:30 +01:00
NoM0Re bbf9cb14ae (fix)Resolve Overlay issues finally 2025-03-12 15:20:52 +01:00
NoM0Re 73697d4f66 (fix/Prototypes) simplify resilience by alot 2025-03-10 21:02:02 +01:00
NoM0Re b610365ea3 (fix/Groups) Dynamic Group and Group Thumbnails Also Use SetTextureOrSpellTexture 2025-03-08 19:30:38 +01:00
NoM0Re 0c164c1a2e (fix/BT2) UnitAura could pass no unit resulting in nil error 2025-03-08 00:13:33 +01:00
NoM0Re e1a394b54a typo 2025-03-05 22:01:46 +01:00
NoM0Re 3ed8d72ea3 fix frame order some more
- Closes #29
Reintroduces UI scale issues when playing at 1080p pixel-perfect (0.711 scale).
You need to account for this by adjusting the Aura size slightly up or down by a small number, depending on scaling.
We have this anyway across the addon, so it is what it is...
2025-03-05 21:57:53 +01:00
NoM0Re 44e1978284 Remove outdated/ugly description for multi-entry fields 2025-03-03 15:00:13 +01:00
NoM0Re ac0ba51cf1 add gradient to progressbar, add mounted load condtion 2025-03-03 13:57:08 +01:00
NoM0Re 57b67eca07 add mounted load condition, add more wow api for load and organize it better 2025-03-03 13:55:49 +01:00
NoM0Re 049dae9b04 fix frame order 2025-03-01 21:04:02 +01:00
NoM0Re 2aea3b7a0d Gradient implementation 2025-03-01 17:14:36 +01:00
NoM0Re 46dac486c7 (fix/BT2) Fix nil error when unit is not found in our table 2025-02-28 22:31:59 +01:00
NoM0Re 07c14c2cae support more custom 3.3.5 server, fix all Spec/Talent Triggers
- Closes #26
2025-02-28 17:38:11 +01:00
NoM0Re e9deb0183c (fix/Prototypes) Unit Characteristics Specialization check
- Closes #25
2025-02-27 21:03:38 +01:00
NoM0Re 9283851b4a (fix/Prototypes)talentwidget not loading on inital login
- Closes #19
2025-02-27 19:24:42 +01:00
Lundmark 85c1f5e542 (fix/tooltips) SetSpellByID -> Hardcoded Spell Escape Sequence strings
this is a fix for GameTooltip for Spells. In 3.3.5 API, GameTooltip:SetSpellByID only allows player known spells to be set.
The workaround for this is using GameTooltip:SetHyperlink() and hardcoding an escape sequence for spells.
2025-02-27 14:05:48 +01:00
NoM0Re 04233722ee 5.19.4 and fix #20 2025-02-27 07:49:48 +01:00
NoM0Re 5c3b7bb398 from retail, small fixes, rework bt2 2025-02-26 21:10:32 +01:00
NoM0Re b1c6b7d333 fix spec load, small fixes 2025-02-26 21:08:59 +01:00
NoM0Re 933ff4b15f luachecker 2025-02-26 11:18:46 +01:00
NoM0Re dd54cdb4e9 rework BT2, fix talentwidget on login didn't fire events 2025-02-26 11:17:13 +01:00
NoM0Re c48ce524f8 from retail 2025-02-25 21:49:19 +01:00
NoM0Re 2157fbc553 Fix dynamic group icons scaling issue, ensure class & spec load on login, reworked queued actions
dynamic group icons used incorrectly parent scale, even without set
2025-02-25 21:49:19 +01:00
NoM0Re 7c7869494e 5.19.3
Add methods to the states/allstates table that helps with creating,
updating or remove states in an optimized way

## Advantage of using this function instead of doing a states[key] = {
... }

- If already created, update existing state, and return true if any
value was changed, this can help reduce amount of resources an aura use

- Automatically `return true` when using these functions and any change
was made

## Examples

```Lua
function(states, event, ...)
    if event == "PLAYER_TARGET_CHANGED" then
        if UnitExists("target") then
            -- if state exists it's updated, not replaced
            -- show & changed fields can be skipped
            states:Update("", {
                    name = UnitName("target"),
                    duration = 5,
                    expirationTime = GetTime() + 5,
                    progressType = "timed",
                    autoHide = true
            })
        else
            -- wipe
            states:RemoveAll()
        end
    end
    -- no need to return true
end
```

with clones

```Lua
function(states, event, ...)
    local currentEssence = UnitPower("player", Enum.PowerType.Essence)
    local maxEssence = UnitPowerMax("player", Enum.PowerType.Essence)
    for i = 1, 6 do
        if i > maxEssence then
            states:Remove(i) -- wipe allstates[6]
        else
            local value = currentEssence >= i and 1 or 0
            local newState = {
                progressType = "static",
                value = value,
                total = 1
            }
            states:Update(i, newState)
        end
    end
    -- no need to return true
end
```
2025-02-24 22:10:45 +01:00
NoM0Re 0e0c49ec70 (fix/Prototypes) fix specs not localised, ruRU localisation
Special Thanks to 𒆜𝕲𝖔𝖔𝖉𝕲𝖚𝖞𒆜
2025-02-24 11:19:23 +01:00
NoM0Re ae4241a045 (Prototypes) add Class and Specialization to Trigger/Load 2025-02-23 18:52:58 +01:00
NoM0Re ac56d8816a Version Bump to 5.19.2, Introduce Talent Widget in Load, Rework Talent Known Trigger 2025-02-23 01:21:25 +01:00
NoM0Re 48d75b0352 (Libs/LibBabble-TalentTree) fix ruRU localization 2025-02-22 13:17:49 +01:00
NoM0Re 20ce3ed27f fix workflow/issue templates 2025-02-20 12:25:51 +01:00
NoM0Re b9ecca7bf5 (fix/BossMods) fix older DBM.Revision used String causing lua error 2025-02-20 10:04:10 +01:00
NoM0Re ff8c14f430 from retail 2025-02-19 19:16:56 +01:00
NoM0Re 14710abead (fix/Prototypes) fix combat log trigger 2025-02-19 18:28:38 +01:00
NoM0Re 285ace9f12 (fix/Prototypes) fix switching triggers lead to errors
e.g. from Combat Log to Spell Trigger
2025-02-19 14:32:35 +01:00
NoM0Re 9b38e5b5a3 (fix/Prototypes) CombatLog: Fix incorrect parentheses in GetIcon logic 2025-02-19 12:57:53 +01:00
NoM0Re 5b35e31d76 remove debug print 2025-02-19 01:49:38 +01:00
NoM0Re cfc26d8c99 Fix incorrect login message, rework LibGroupTalentsWrapper
The login message was triggered incorrectly due to the "Beta" tag in the version string. This has been fixed.

Almost completely removed due to impracticality with the 3.3.5a API.
When RAID_ROSTER_UPDATE or PARTY_MEMBERS_CHANGED fires, data is unavailable for ~1.5 seconds.
If these events fire again within that time, the timer needs to be restarted, leading to excessive code complexity and requiring handling for every edge case.
Instead, we now simply check if the unit has changed when the library fires its callback.
2025-02-19 01:45:04 +01:00
NoM0Re fd6a0b01f4 from retail 2025-02-18 19:30:43 +01:00
NoM0Re c04b5dd142 Backport of 5.19.1
More Information can be found on the Discord
2025-02-18 18:20:19 +01:00
NoM0Re 73169e39f8 Update README.md 2025-02-18 17:55:46 +01:00
NoM0Re 761604e6a6 Update README.md 2025-02-18 17:47:20 +01:00
NoM0Re bbc8480677 update workflow again 2025-02-18 17:42:08 +01:00
NoM0Re a833fde276 update workflow some more 2025-02-18 17:37:25 +01:00
NoM0Re 494665355f update workflow 2025-02-18 17:25:42 +01:00
NoM0Re 6714432be6 from retail 2025-02-18 17:13:03 +01:00
NoM0Re 03e9b0f102 update issue_templates 2025-02-17 14:21:19 +01:00
NoM0Re 86b49b4010 update SwingTimer
Offhand is still not working because we don't have the CLEU arg isOffHand, that came with Cata
2025-02-17 00:34:30 +01:00
NoM0Re 02fe8164f6 from retail 2025-02-16 20:50:05 +01:00
NoM0Re f1c1bf71bb small fixes
`UnitExistsFixed(unit) == 1 and true or false` was in bunnys code, i was very confused with this, it shut have never returned correctly, i changed this and reverted this back and forth, now this will work and return correct values.
2025-02-16 13:57:09 +01:00
NoM0Re 637e5dbc31 Merge branch 'master' into update 2025-02-15 18:30:24 +01:00