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Leaving player secondary power tags as-is for now, as Blizzard has said they'd be made non-secret later in the beta. |
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As for 85aba05, That'll solve the |
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@ls- Was |
Nah, I coded the temp max health loss without it. |
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Oof, my bad, that's a brainfart, man, all the irl bs ate through my brain. Yeah, it's used in devles, like with the poison clouds and shadow. It's a stacking debuff that reduces your max health and it looks like a bar that pushes on your health bar. The easiest place to test it is Kriegval's Rest in Isle of Dorn. |
Aug evoker bar also works similarly. It's called ebon might, and it's basically a fancy way of showing the duration of the buff. And for DHs it's just a way of showing stacks on the buff. Imho, these things should be in the cooldown managers, not these fake classpower bars. |
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Sorry if this is the wrong place to write, but after the last month gloomy post, i see you guys still actively working on the project and for this i thank you - i am in the process of rewriting/reskinning the default UFs in the least invasive way as a backup plan for Midnight, but it's clear how their code is literally meant to be completely replaced and not worked with (like having to hook setting the texture of the mana bar every time the updates fire FFS - i can give you my current code if you want to laugh). Just to get in touch and see if i understood the situation - while cosmetic stuff is mostly fine, the bulk of the changes is affecting auras and tags due to the fact that if our addon know values related to those elements we can also build things that do logic automatically, am i right? |
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The biggest hurdle is that we cannot compare secrets or do math on them. They are (slowly) making workarounds for the things we need to make the basics working properly, without exposing too much and end up right back where we were with addons solving encounters. I am in direct contact with members of the Blizzard UI team now, so hopefully there will be some directed progress into making oUF (and other unit frame addons) work before the launch. |
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Ok, that's great to know. I'll leave you to your work and follow this post as it's updated to see how it's going. |
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Things confirmed to come in Beta 4:
Preview notes for the aura sorting:Sorting is implemented through extra optional parameters to C_UnitAuras.GetUnitAuras/GetUnitAuraInstanceIDs: local sortedAuras = C_UnitAuras.GetUnitAuras(unitToken, filter[, maxCount[, sortRule[, sortDirection]]])
local sortedAuraInstanceIDs = C_UnitAuras.GetUnitAuraInstanceIDs(unitToken, filter[, maxCount[, sortRule[, sortDirection]]])The sorting is applied on all auras for the unit matching the supplied filter, and after sorting the result list is truncated to Sort rules are as follows:
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Everything visible aura-related is now fixed. Still need to deal with the new way to sort auras, which doesn't support partial UNIT_AURA payload. Right now we just sort by player first then instanceID second (which means FIFO). Blizzard has given us ways to sort auras in a plethora of ways (see UnitAuraSortDirection and UnitAuraSortRule). |
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A note on the debuff colors: If you don't want to see the color of a certain type (like the "none" type) you can replace the color with a new one that has |
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Castbar looking okay-ish, new APIs in beta 4 fixed the biggest issues, but still some remain. Heal prediction stuff might be seeing some improvements in beta 5, got word from my Blizzard contact. The restricted environment got a fix for metatables in beta 4 as well, so we don't need to resort to Mixins. |
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Health prediction fully operational as of build 64914 (beta 5), but it warranted a rewrite of the element. While at it I renamed the widgets to make more sense, as well as adding support for two more widgets. |
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Nameplates work (visually), but they can't be clicked. |
Might as well let this one rip now while we're making big changes
Previously this is something that layouts had to do in order for the name plate unit frame to even show up, which is not a great UX, especially when you're just getting started with oUF nameplates. Layouts are fully capable of just clearing this and set their own points if they need to, but default should've been there from the start.
We can concat secrets in strings just fine now
Unsure why this is necessary, we should look into this later
Also shifted things around to reduce nesting, and unnecessary call to UnitPowerType when not needing it.
This will prevent castbars from hiding randomly when spamming instant abilities during a cast
This avoids duplicate calls when using overrides


Most of these tests are being performed while in combat inside a dungeon, to ensure compatibility with secrets.
Legend:
Status of checked things (last check = build 65028 (PTR RC 2)):
Elements:
New stuff: