r20120808210137
Details
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FilenamePerlLite-r20120808210137.zip
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Uploaded by
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UploadedAug 8, 2012
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Size214.78 KB
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Downloads66
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MD57ef543e598eaefa88b8a484f1d57dd0f
Supported WoW Retail Versions
- 4.3.4
Changelog
Morsk:
- lazy initialization of frame elements; Layout waits till first update
- fix right-click menus on party frames
- stylePrototypes use real inheritance again
- party frames size correctly when created in combat
- separate resizing logic from layout logic
- fix some elements not updating on profile change
- fix embedded class icon on pets with no portrait
- RaceFrame can attach to embedded level frame as a corner, not just Portrait
- percents/tags can be toggled off
- fix castbar options not disabling when the frame is disabled
- npcRace attaches to PortraitFrame if available
- blue names for unflagged player-controlled units, like pets
- fix Layout making space for hidden power bars
- ProfileChanged split to UpdateSettingsPointer / LoadSettings
- take "scale" out of basicStyle; it's in the Core defaults
- upvalues for Movable.lua globals
- spark > shield > icon, in draw layers
- castbar options & fine-grained initialization
- castbar hides external bits correctly on target change
- castbar flash and fade on success / failure
- castbar spark & fine-tune colors. commenting out other features for now.
- move pvpIcon options declarations; they're getting put at the end anyway
- whitespace
- skulls go in the same layer as the level text they substitute for
- level goes in ARTWORK, so icons can cover it if they have to
- cleanup whitespace
- backdrops when moving frames go in DIALOG not TOOLTIP
- disabling castbar by default for now
- fix bad initialization of Shield texture, & give it +1 draw layer
- should size & position should center on any icon now
DArcMattr:
- $add a shield graphic for uninterruptible casts\n\nusing the in-game castbar shield, which is not as advertised--the shield graphic on wowprogramming is the standalone one, not a complete castbar frame
Morsk:
- rename enableCastbar -> castbar
- LayoutCastbar follows the pattern for multiple enable/disable
- revert change of default backdrop; it should be gray125
DArcMattr:
- fit the castbar inside NameBar
- port over castbar layout function
- add toggles for castbar\r\rwill adapt my work on the castbar from my spin on XPerl to this addon
Morsk:
- cleanup, add commas at end of table lines for consistancy
- merge style- and db-based settings
- fallback logic for nil UnitClass / UnitReaction in name color
- cleanup newlines, especially lack of newline at eof
- disable / enable entire frames
- rename black255_32px texture to black0_32px
- fix image comment in black255_32px.xcf
- scale can be changed in the options
- remove Path/Override bloat from SimpleCombatFeedback
- SimpleCombatFeedback uses Alpha animations for fade in/out
- cleanup some comments and formatting
- releaseFrame() should call ClearAllPoints before restoring the position
- totems, eclipse, soul shards, dk runes, holy power
- UI-StateIcon coords should be 0-64 not 0-63
- cleanup unused return value
- license info
- flatten to a single frame level
- remove unused auras code
- new "thickborder" texture
- config for gradients
- ProfileChanged refreshes all layouts
- gradients
- Layout.ProfileChanged moved below upvalues, so it can update them
- focus & focustarget
- text formatting options for health & power
- PvPSound, played when flagging for PvP
- generic values for sound channel selection
- SimpleCombatFeedback's parent is always NameFrame; this avoids overlaps by using NameFrame's FrameLevel, without having to reparent SimpleCombatFeedback in/out of portraits
- NameFrame gets a higher FrameLevel, so Portrait (etc) don't cover its icons.
- fix HealPrediction bar showing through health bar when no heals are incoming
- unspecified SoundOnSelect channel defaults to SFX, not Master
- fix HealPrediction disabling incorrectly
- sound for unit selection / loss
- combat feedback, a.k.a. "hit indicators"
- changing some ?/and/or expressions to normal if/else logic, to avoid conflating false with nil
- heal prediction
- options dialog wide enough for 4 elements, with tabs at top
- options group named after the addon, not just "Options"
- add missing GLOBALS declarations
- icon for combat/resting status
- master looter icon
- consolidated icon config generation
- leader icon
- options section for party
- level 0 (it happens with offline party members) now displays as 0, not skull
- pvpIcon and raidIcon use real points & offsets
- "false" options should come first in selection boxes
- options "order" generated, rather than handwritten
- error on unknown UnitClass; more nameColor debugging
- raid target icons
- removing near/far options from pvpIcon
- generic get/set for options that can be false
- remove unused param from generic_get_style
- error on unknown UnitReaction; trying to track down unspecified nameColor bug
- player pet frame
- "nested alpha" is now an option, not a special case of the player frame
- option to left-justify names instead of always centering
- Finer-grained configuration of font sizes.
- fixed options table orders; some sections had identical orders
- better default positions for the frames
- removed level from targettarget
- Fix assumption that all frames have LevelFrame. Level and LevelFrame initialization should be fully separate now.
- cleanup trailing whitespace
- cleanup trailing whitespace
- Frames now size correctly to match the space used by their elements.
- fix misspelled upvalue & comment for UnitIsPVP
- remove debugging print statement
- Adding framework for localizations.
- cleanup comment & string formatting
- oUF embed moved from oUF/ to libs/oUF/
- Importing to Git.