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Forum: General Authoring Discussion 04-04-19, 09:18 PM
Replies: 4
Views: 2,188
Posted By dssd
Dan is Dan Wellman. He was on the WoW UI team...

Dan is Dan Wellman. He was on the WoW UI team from Warlords to BFA. He's on an unannounced project now, but still hangs out on IRC and answers some questions there. The comments used to say Jacob, as...
Forum: Lua/XML Help 09-04-18, 01:57 PM
Replies: 2
Views: 1,253
Posted By dssd
Nope, that's the entire point.

Nope, that's the entire point.
Forum: Lua/XML Help 08-18-18, 02:32 PM
Replies: 10
Views: 6,742
Posted By dssd
In BfA there's two new Lua API namespaces for...

In BfA there's two new Lua API namespaces for Azerite items.

The necklace is considered an "Azerite Item" and is under the C_AzeriteItem namespace, see /api AzeriteItem

The other pieces that are...
Forum: General Authoring Discussion 07-17-18, 09:31 PM
Replies: 6
Views: 4,084
Posted By dssd
It's unclear what you're eventually trying to do...

It's unclear what you're eventually trying to do with the transforms, but my guess is that C_Map.GetWorldPosFromMapPos and C_Map.GetMapPosFromWorldPos would the best replacements.
Forum: General Authoring Discussion 07-09-18, 07:41 PM
Replies: 4
Views: 2,550
Posted By dssd
I think you can set it to 0.

I think you can set it to 0.
Forum: General Authoring Discussion 07-09-18, 07:06 PM
Replies: 4
Views: 2,550
Posted By dssd
I think you'd be interested in the...

I think you'd be interested in the GetQuestObjectiveInfo function.

local objectiveText, objectiveType, finished, numFulfilled, numRequired = GetQuestObjectiveInfo(questID, objectiveIndex)

return...
Forum: PTR API and Graphics Changes 07-09-18, 07:02 PM
Replies: 31
Views: 31,078
Posted By dssd
I'd guess it's towards normalization of data. For...

I'd guess it's towards normalization of data. For instance, look at C_Map.GetMapLinksForMap, it returns the same 2D vector table but as a field of a subtable in a collection of tables. In that case,...
Forum: PTR API and Graphics Changes 07-09-18, 03:12 PM
Replies: 31
Views: 31,078
Posted By dssd
GC time is proportionate to the complexity of the...

GC time is proportionate to the complexity of the garbage. These are incredibly simple tables.
Forum: PTR API and Graphics Changes 07-07-18, 11:12 PM
Replies: 31
Views: 31,078
Posted By dssd
That's way worse. It's just not attributing the...

That's way worse. It's just not attributing the memory usage to the addon. Now it's spending time lexing and compiling the string into byte code, which then becomes garbage. And then you pay the...
Forum: PTR API and Graphics Changes 06-14-18, 01:52 PM
Replies: 54
Views: 31,778
Posted By dssd
There's some confusion between UI maps and maps....

There's some confusion between UI maps and maps. UI maps are what you view when you press M.

Maps (or sometimes seen in Blizzard's code as continentID) are the physical areas that we run around in....
Forum: Lua/XML Help 05-21-18, 09:36 PM
Replies: 6
Views: 2,948
Posted By dssd
I don't think you need to worry about caching or...

I don't think you need to worry about caching or the spell loading stuff. The only spell data you have to wait to load is spell descriptions and spell subtexts. If you're not using either of those,...
Forum: Lua/XML Help 02-09-18, 10:44 PM
Replies: 1
Views: 1,207
Posted By dssd
I'd guess that you're hitting the vertex or index...

I'd guess that you're hitting the vertex or index buffer limit. SetColorTexture will create a texture of that color and would prevent render batching. Instead use SetColorTexture(1, 1, 1, 1) to...
Forum: Legion Beta archived threads 07-06-16, 10:54 AM
Replies: 9
Views: 4,623
Posted By dssd
It looks like the textures are still being...

It looks like the textures are still being released on hide. Basically the cvar is always set to 1. We just can't turn it off.
Forum: Legion Beta archived threads 07-06-16, 09:45 AM
Replies: 9
Views: 4,623
Posted By dssd
In the latest beta build it appears the CVar was...

In the latest beta build it appears the CVar was removed. The texture paths/ids are now being returned even if the texture is hidden.
Forum: Legion Beta archived threads 06-21-16, 12:25 PM
Replies: 11
Views: 4,335
Posted By dssd
Hrm, nope. It's there on beta build 22000 and...

Hrm, nope. It's there on beta build 22000 and maybe earlier?

It was recently used in StaticPopupItemFrame_RetrieveInfo of StaticPopup.lua presumably to avoid the delayed texture lookup.
Forum: Legion Beta archived threads 06-20-16, 01:19 PM
Replies: 11
Views: 4,335
Posted By dssd
You can use GetItemInfoInstant(itemID) to get the...

You can use GetItemInfoInstant(itemID) to get the texture file ID immediately. You can't get the name or some other data as that's asynchronous as you discovered.

You should post the crash with code...
Forum: Legion Beta archived threads 06-15-16, 01:12 PM
Replies: 16
Views: 6,393
Posted By dssd
That checks if the frame was explicitly set to...

That checks if the frame was explicitly set to flatten. Setting a frame to top level also implicitly flattens it. Some frames seem to always flatten also, like scroll frames, world frame and...
Forum: Legion Beta archived threads 06-01-16, 10:55 AM
Replies: 7
Views: 2,644
Posted By dssd
Is this different from how it works on live? The...

Is this different from how it works on live?

The UI anim system works directly at the rendering layer and not at the anchoring layer, so the behaviors are expectedly different.
Forum: Legion Beta archived threads 05-25-16, 07:02 PM
Replies: 32
Views: 20,464
Posted By dssd
There is no more rate limiting on animations....

There is no more rate limiting on animations. They are updated every frame.
Forum: Legion Beta archived threads 05-21-16, 01:00 PM
Replies: 41
Views: 23,677
Posted By dssd
@Simca Almost the opposite of that is what...

@Simca Almost the opposite of that is what Rainrider wants I believe. When you use socket item that tells C to prepare artifact data for that artifact. When it's ready it fires the "ARTIFACT_UPDATE"...
Forum: Legion Beta archived threads 05-20-16, 08:33 PM
Replies: 41
Views: 23,677
Posted By dssd
Yeah, you can also just suppress the artifact UI...

Yeah, you can also just suppress the artifact UI from opening at all by doing something like unregistering the artifact open event from UIParent and then re-registering after you're done with your...
Forum: Legion Beta archived threads 05-20-16, 07:22 PM
Replies: 41
Views: 23,677
Posted By dssd
You can open the artifact UI by requesting to...

You can open the artifact UI by requesting to socket the artifact through a call like SocketContainerItem or SocketInventoryItem. At that point you should be able to request artifact data.
Forum: Legion Beta archived threads 05-20-16, 10:01 AM
Replies: 21
Views: 10,130
Posted By dssd
I'm just trying to figure out if I need to do it...

I'm just trying to figure out if I need to do it a different way so my users don't lag too.
Forum: Legion Beta archived threads 05-20-16, 09:32 AM
Replies: 21
Views: 10,130
Posted By dssd
How are you implementing that? A big texture that...

How are you implementing that? A big texture that you set tex coords on to move to the next frame should be fast. I do something similar in one of my addons with a texture sort of...
Forum: Legion Beta archived threads 05-19-16, 09:32 PM
Replies: 21
Views: 10,130
Posted By dssd
The standard Blizz nameplates seem much better...

The standard Blizz nameplates seem much better with today's build 21737. My FPS used to drop by 10-15 with around 20 nameplate on screen. I'm losing around 1-3 FPS now.
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