beta.47 (release candidate)
- Macros that use slot numbers should now reflect the item in the slot.
- Candidate for release
beta.46
- Added "Retreat" and "Retreat+Mouseover" options to the "Transparency-Up" option.
- Reverted a change to alt/ctrl/shift bars to always set themselves to the last known state instead of the default of '0'. This will help with bars that get stuck when more than 2 modifiers are held down.
- Added a new template manager. Shift-click the main minimap button to open.
-Minor bug fixes.
beta.45
- Buttons of type "spell" should now have the proper tooltip based on the enhanced tooltip setting.
- Some more performance improvements.
- Added a new option in the main menu. When enabled, Left-dragging a button will fully pick up the contents, while right-dragging will copy the contents. Currently only works for spells of type "spell", "macro" and "item".
beta.44
- Sometimes I am working on code and I get an inspiration. I thought "Hey, what if I add a means to just load the button data from templates instead of the whole template!" So beta.44 has a test version of this code.
Currently only works from a slash command -
/trinity loadspells <template name>
This new feature does not move bars around or anything else other than load the data on the template buttons onto your active buttons. This could be handy for classes who switch specs alot or even for saving different keybind setups.
Please test for bugs! =)
*** Looking for French and German localization file updates ***
beta.43
- Updated the localization files (thanks digmouse )
- Added coloring options to the cast/xp bars.
- Fixed the issue of the cursor picking up a spell while over a button and the buttons are locked.
beta.42
*** The Main purpose of this beta is to test the localization files ***
- Changed the draw layer of macro names on buttons.
- Added a new event to help keep item button counts updated.
- Fixed an issue where the minimap button "creeped" along the minimap each time the main menu was opened.
- Added many new elements to the localization file.
beta.41
- This is a doh! update...it hopefully improves frame rate drops...previous two versions were updating the counts any time ANY unit's mana/rage/energy changed, not just the players...o I say again, doh!
beta.40
- Some optimizations to hopefully address frame rate issues with spell counts and buff/debuff highlighting.
beta.39
- Added a "spell count" feature similar to what Lern2Count does. Since Trinity Bars can have "Action" and "Spell" based buttons, I found it challenging to determine how Lern2Count could work with Trinity Bars...so I just added the feature!
There are no options yet, it is always on in this beta. I need testing to see if it works and does not blow anything up...remember to backup your sv files!
beta.38 (release candidate)
- Small macro icon fix
beta.37 (release candidate)
- Improved spell rank tracking for spell based buttons.
- Worked on the binding editor. Added new option to toggle dock visibility at cursor.
- Fixed a bug causing the class bar to sometimes reskin itself to the default skin.
- Various other small fixes
beta.36 (release candidate)
- A few small bugs that I felt were irritating..and I am still awake
beta.35 (release candidate) (beta.34 never made it to upload )
- Improved macro icon code
- Improved class bar code.
- A few slot button type fixes.
- Newly created docks will be named in numerical sequence - "New Bar 1", "New Bar 2", etc
- Many small fixes.
beta.33 (release candidate)
- Spell buttons should reflect proper spellranks now.
- Certain castsequence macros should update their icons properly now
- The macro master has been implemented. All macros created are stored in the macro master.
- Dragging and dropping of macro based buttons should be much improved. So far in testing the drag/drop behavior should be the same as any other button.
- A few fixes for the clone bar option
- Many other small fixes for release prep.
beta.32 (release candidate)
- Small bug fix when loading for the first time.
- Forgot to include !UIOptions_2.4, a mini addon needed to run on 2.3 servers
beta.31 (release candidate)
- Prep for release.
- Spell buttons and Item buttons will now pickup their existing spell/item and not send them into the nether when dropping a new spell/item on them! woot!
beta.30 (release candidate)
-Many small bug fixes
beta.29
- Setting bindings to toggle docks is up and running. This is in an alpha state, and currently any binding assigned to them will not check to see if that key is bound somewhere else and clear it.
-Updated slot type buttons to be more responsive on slot changes.
-Numerous small bug fixes
beta.28
-Cloning bars is in! Test it out to find bugs
-All color picker options for bars should work now.
-Added a check option to the main menu to tell TB if it is to manage container frames or not (allows Trinity to not update them if another addon is modifying them)
-Added bag, menu, class, and pet bars to button edit mode.
-Some small bug fixes.
-Almost release ready!
beta.27
Made some changes to the click button anchor code that may have been interfering with bindings. Also changed some header checks in the anchor code that may have been making bars hide unintentionally.
beta.26
Anchor code completion, bug fixes.
beta.25
More fixes of some reported bugs and removal of debug code.
beta.24
Just some small fixes.
beta.23
- This version has a revamp of the GUI. With 2.4, Blizzard is introducing a new addon interface to go along with the default configuration interface. Since it is much easier for me to maintain, and I think better to integrate with the addon GUI provided by Blizzard, I have spent many hours redoing the GUI. The essential feel of the 2.0 GUI is not gone, but I feel much improved. One large improvement is to give the dropdowns a more "dropdown" feel, instead of the confined scrolling dropdown. This makes for much quicker editing selections.
- I have divided configuration into the Main Menu (global options, stored buttons, templates) and 3 floating configuration panels (a Dock Editor, a Button Editor and a Bindings Editor). These last three panels each have a toggle on the minimap button and should be the first three starting at the top going clockwise.
- The Dock Editor has not changed much, if at all, for the end user. It does have a new subpanel to set paging/stance transitions which is not yet active.
- The Button Editor is a comprehensive all-in-one easy means to edit buttons individually. Instead of having various means to edit a button, I grouped all button editing features into this one panel. So far, I like it
- The Binding Editor is an extension of the current binding system. The means of binding has not changed, however this new panel will open up some new binding features that are not in yet.
- Here are some other features that are new, or relatively new, within the last few versions -
- A big one I have been working on that is in the Button Editor is making a button an "Anchor" button. What this option does is allow you to set any button on a bar to be an anchor, and when set all the other buttons on the bar will show/hide themselves when that one button is moused-over
- Buff/Debuff highlighting. A very neat feature of recent Bongos2 versions, I have added this feature to Trinity Bars. Trinity Bars goes a bit further and allows for a reverse cool-down to be shown on the button as well.
- The macro editor has been compacted into the Button Editor frame. A newer feature of the macro editor is the macro note section, which can be designated to be the tooltip of the macro button.
- Action ID's can now be propagated through the whole bar after any one button has it's ID set.
- A small new feature, but when designating a button's target via the button editor, you can fill in custom targets by clicking on the target text field.
*READ READ READ*
- Included with this beta version is a small addon called "!UIOptions_2.4" - PLEASE NOTE - you only need to run this addon for this release to run on the live servers. If you install this version on the test servers, delete or disabled this addon. "!UIOptions_2.4" is a means for 2.3 users to run this test version since there are new UI elements that Blizzard is adding in 2.4 that do not exist in 2.3.
*READ READ READ*
- There are many more small improvements I am making as well as going over bug reports.
With the major GUI revamp nearly done (took many, many hours of coding to redo/rethink things =)) I can now focus on making the 2.4 version of TB the best ever! Please run it through it's paces, and even if you reported a bug before, report it again for this version if you run into it.
Hey Maul let me first say that you have made a great UI that I have used since I have been on WOW. I just have one request and if I am am missing it I would greatly appreciate the advise. When using Friendly/hostile, Stealth, prowl, stance , etc it would be nice that when you select these options that you can choose what you want the bar to disappear or appear. An Example would be when you change forms as a druid, using the stance option you could have the bars with your characters normal spells disappear when in a form of some kind, when you change into a cat, only the cat spells appear, and when you change back into your normal character your Bear/cat spells disappear and your normal spells appear. that way you minimize the items that are displayed on the screen.
Thank you for the ear.
Draco397
Hey Maul, I've been playing with the Reaction functionality of Trinity2 and can't seem to make a bar just for when I have a friendly targeted. (I want the hostile portion to be default)
e.g.: Attackable Target or No Target, Bar 1
Stance = 1, Bar 2
Friendly Target, Bar 3 (Bar 3 overrides Bar 2)
Am I missing something in the functionality or is that simply not possible?
Edit: I managed to play w/ the code and make it work for me... Although 2 requests (Which I'll try to post in the proper locales) would be to allow the option of friendly or hostile reaction bar (or make an seperate option for each) and to test for reaction after a modifier (e.g. I press alt for a new bar) is released. (Always returns to no-stance stance)
When my rouge goes into stealth mode, the action bar disappears. The standard Blizzard action bar is then replaced by a stealth bar, is it possible to get that bar while using this addon?
Hey, love the addon! however I am having an issue with it and I can't seem to figure it out. What I want to do is be able to shift-click on a button on the action bars and have it downrank the spell I'm using, I have the macro part working but for whatever reason when I put the macro on my trinity bars the shift-click part will not work. It seems like trinity will not let me shift click, in this case I'm trying to hit shift+3. The macro works when I'm not using any action bar mods, any ideas?
Originally posted by VideoKidRadioStar Just today I seem to be getting this error, it's been running a-ok prior to today, then out of the blue when I log in I get;
[2008/05/07 12:45:37-423-x1]: TrinityBars2-20400.6\skins\buttonSkinPlugins.lua:58: attempt to index field 'styles' (a nil value)
TrinityBars2-20400.6\bars.lua:5445: in function <Interface\AddOns\TrinityBars2\bars.lua:5426>
TrinityBars2-20400.6\bars.lua:6665: in function `Loader_OnEvent'
<string>:"*:OnEvent":1: in function <[string "*:OnEvent"]:1>
The current beta is a bit out of date. 20400.7.1 of the release version has the fix for this.
This beta will not be updated until I have new features that need testing
Just today I seem to be getting this error, it's been running a-ok prior to today, then out of the blue when I log in I get;
[2008/05/07 12:45:37-423-x1]: TrinityBars2-20400.6\skins\buttonSkinPlugins.lua:58: attempt to index field 'styles' (a nil value)
TrinityBars2-20400.6\bars.lua:5445: in function <Interface\AddOns\TrinityBars2\bars.lua:5426>
TrinityBars2-20400.6\bars.lua:6665: in function `Loader_OnEvent'
<string>:"*:OnEvent":1: in function <[string "*:OnEvent"]:1>
Well there were the following issues:
* First, I was a dummy and did not double check my embeds file. That caused callback handler not to load properly on some machines. This probably caused some redbox errors. Since people do not normally turn on lua errors, there would have been no message to tell you why something exploded.
* Second, I neglected to update the font setting for everyone. This probably caused the disappearing fonts.
...
OmniCC will never do addon specific checks to determine if it should display or not. In fact, if an addon has a cooldown model, and OmniCC does not display on it when the mimum size setting is set to 0, then that's a bug :P
The minimum size option is one way to prevent OmniCC from showing up, but for all of you with action buttons that are the same size as your buffs and debuffs, encourage authors to be aware of the .noCooldownCount flag. OmniCC checks that flag to determine if it should show up or not.
I know there have been some issues reported about OmniCC and Trinity and I am hoping this is the issue.
Originally posted by Monki With the latest build my macros with a modifier for mouse button 2 no longer work. In other words I can not right click on a button to execute a macro.
With the latest build my macros with a modifier for mouse button 2 no longer work. In other words I can not right click on a button to execute a macro.
Originally posted by Nevyr28 Small bug with the latest beta. For hunters the class bar loses its button count. I added buttons to it and could use them, however the aspects themselves never showed up, ie couldn't see them, but if keybound could still use them. But on a reload/relog it converted back to 0 buttons on bar.
Small bug with the latest beta. For hunters the class bar loses its button count. I added buttons to it and could use them, however the aspects themselves never showed up, ie couldn't see them, but if keybound could still use them. But on a reload/relog it converted back to 0 buttons on bar.
Originally posted by Maul Heh Well, maybe that is where I got the inspiration from!
And yeah, I could add something that loads a template with clean buttons
Would they have to be clean buttons? Or could you keep the existing buttons and just have them reordered to match the layout of the specified template?
Having so many alts, I'm still trying to find a way where I can design a button layout on my main and then load it onto each of my alts without having to redo all of their button assignments everytime.
Perhaps now that bars can be named, Trinity could match the names of the existing bars to the names of the bars in the template being loaded and match up button assignments that way? And then any bars with new names would have clean buttons and any bars that aren't in the new template will just be deleted?