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07-22-10, 08:50 AM   #61
Mischback
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Can you please show CreateRaidLayout()? The styling should be in there.

For your range-checking: Again, it's fragmented, looks like you're supporting the oUF-built in range-checking and the spell-range plugin...
I'm not using this plugin, nor am I supporting this in my layout, so I can't really say anything about it...
My guess would be, that we can sort it out, if we see CreateRaidLayout().
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07-22-10, 08:56 AM   #62
OmeCorn
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Originally Posted by Mischback View Post
Can you please show CreateRaidLayout()? The styling should be in there.

For your range-checking: Again, it's fragmented, looks like you're supporting the oUF-built in range-checking and the spell-range plugin...
I'm not using this plugin, nor am I supporting this in my layout, so I can't really say anything about it...
My guess would be, that we can sort it out, if we see CreateRaidLayout().
This should be all of CreateRaidLayout:

Code:
local function CreateRaidLayout(self, unit)
    self:SetScript('OnEnter', UnitFrame_OnEnter)
    self:SetScript('OnLeave', UnitFrame_OnLeave)

    self:SetAttribute('initial-height', oUF_Neav.units.raid.height)
	self:SetAttribute('initial-width', oUF_Neav.units.raid.width)

            -- health bar

    self.Health = CreateFrame('StatusBar', nil, self)
    self.Health:SetStatusBarTexture(oUF_Neav.media.statusbar, 'ARTWORK')
    self.Health:SetFrameStrata('LOW')
    self.Health:SetAllPoints(self)
    self.Health:SetFrameLevel(1)
    self.Health:SetOrientation('HORIZONTAL')
    self.Health:SetBackdrop{
        bgFile = 'Interface\\Buttons\\WHITE8x8',
        insets = {
            left = -1.5,
            right = -1.5,
            top = -1.5,
            bottom = -1.5
        },
    }
    self.Health:SetBackdropColor(0, 0, 0)

    self.Health.PostUpdate = UpdateHealth

    self.Health.colorClass = true
    self.Health.Smooth = true

        -- health background

    self.Health.Background = self.Health:CreateTexture(nil, 'BORDER')
    self.Health.Background:SetAllPoints(self.Health)
    self.Health.Background:SetTexture(oUF_Neav.media.statusbar)

                -- power bar

self.Power = CreateFrame('StatusBar', nil, self)
self.Power:SetWidth(55)
self.Power:SetFrameLevel(4)
self.Power:SetHeight(4)
self.Power:SetStatusBarTexture(oUF_Neav.media.statusbar, 'ARTWORK')
self.Power:SetParent(self)
self.Power:SetPoint("CENTER", self.Health, "CENTER", 0, -14)
self.Power:SetBackdrop{
        bgFile = 'Interface\\AddOns\\GrizzlySharedMedia\\statusbar\\HalC',
        insets = {
            left = 0,
            right = 0,
            top = -1.5,
            bottom = 0
        },
    }
    self.Power:SetBackdropColor(0.3, 0.3, 0.3)

            -- power bar bg

self.Power.bg = self.Power:CreateTexture(nil, "BORDER")
self.Power.bg:SetAllPoints(self.Power)
self.Power.bg:SetTexture(bartex)

            -- power bar function

self.Power.colorDisconnected = true
self.Power.colorClass = false
self.Power.colorPower = true
self.PostUpdatePower = updatePower
self.Power.Smooth = true
self.Power.frequentUpdates = true

        -- health text
    self.Health.Value = self.Health:CreateFontString(nil, 'OVERLAY')
    self.Health.Value:SetPoint('BOTTOM', 0, 5)
    self.Health.Value:SetFont(oUF_Neav.media.font, 10)
    self.Health.Value:SetShadowOffset(1, -1)
    self:Tag(self.Health.Value, '[hpperc]')

        -- name text

    self.Name = self.Health:CreateFontString(nil, 'OVERLAY')
    self.Name:SetPoint('TOP', 0, -6)
    self.Name:SetFont(oUF_Neav.media.fontThick, 12)
    self.Name:SetShadowOffset(1, -1)
    self.Name:SetTextColor(1, 1, 1)
    self:Tag(self.Name, '[name:Raid]')

        -- aggro text

    self.Aggro = self.Health:CreateFontString(nil, 'OVERLAY')
    self.Aggro:SetPoint('CENTER', self, 'TOP')
    self.Aggro:SetFont(oUF_Neav.media.font, 11, 'OUTLINE')
    self.Aggro:SetShadowColor(0, 0, 0, 0)
    self.Aggro:SetTextColor(1, 1, 1)

    table.insert(self.__elements, UpdateThreat)
	self:RegisterEvent('PLAYER_TARGET_CHANGED', UpdateThreat)
    self:RegisterEvent('UNIT_THREAT_LIST_UPDATE', UpdateThreat)
    self:RegisterEvent('UNIT_THREAT_SITUATION_UPDATE', UpdateThreat)

        -- masterlooter icons

    self.MasterLooter = self.Health:CreateTexture('$parentMasterLooterIcon', 'OVERLAY', self)
    self.MasterLooter:SetHeight(11)
    self.MasterLooter:SetWidth(11)
    self.MasterLooter:SetPoint('RIGHT', self.Health, 'TOPRIGHT', -1, 1)

        -- leader icons

    self.Leader = self.Health:CreateTexture('$parentLeaderIcon', 'OVERLAY', self)
    self.Leader:SetHeight(12)
    self.Leader:SetWidth(12)
    self.Leader:SetPoint('LEFT', self.Health, 'TOPLEFT', 1, 0)

        -- raid icons

    self.RaidIcon = self.Health:CreateTexture(nil, 'OVERLAY')
    self.RaidIcon:SetHeight(18)
    self.RaidIcon:SetWidth(18)
    self.RaidIcon:SetPoint('CENTER', self, 'TOP')
    self.RaidIcon:SetTexture('Interface\\TargetingFrame\\UI-RaidTargetingIcons')

        -- readycheck icons

    self.ReadyCheck = self.Health:CreateTexture(nil, 'OVERLAY')
    self.ReadyCheck:SetPoint('TOPRIGHT', self.Health, -7, -7)
    self.ReadyCheck:SetPoint('BOTTOMLEFT', self.Health, 7, 7)
    self.ReadyCheck.delayTime = 4
	self.ReadyCheck.fadeTime = 1

        -- debuff icons

    self.Icon = CreateFrame('Frame')
    self.Icon:SetParent(self)
    self.Icon:SetFrameStrata('MEDIUM')

	self.Icon.Icon = self.Icon:CreateTexture(nil, 'ARTWORK', self.Icon)
	self.Icon.Icon:SetPoint('CENTER', self.Health)
	self.Icon.Icon:SetHeight(oUF_Neav.units.raid.iconSize)
	self.Icon.Icon:SetWidth(oUF_Neav.units.raid.iconSize)
	self.Icon.Icon:SetTexCoord(0.07, 0.93, 0.07, 0.93)

    self.Icon.Count = self.Icon:CreateFontString(nil, 'OVERLAY', self.Icon)
    self.Icon.Count:SetPoint('BOTTOMRIGHT', self.Icon.Icon, 1, 0)
    self.Icon.Count:SetFont(oUF_Neav.media.font, 14, 'OUTLINE')
    self.Icon.Count:SetShadowColor(0, 0, 0, 0)
    self.Icon.Count:SetTextColor(1, 1, 1)

	self.Icon.Border = self.Icon:CreateTexture(nil, 'BORDER', self.Icon)
	self.Icon.Border:SetPoint('CENTER', self.Health)
	self.Icon.Border:SetHeight(oUF_Neav.units.raid.iconSize + 7)
	self.Icon.Border:SetWidth(oUF_Neav.units.raid.iconSize + 7)
	self.Icon.Border:SetTexture('Interface\\Addons\\oUF_Neav\\media\\borderIcon')
	self.Icon.Border:SetVertexColor(1, 1, 1)

    table.insert(self.__elements, UpdateAura)
    self:RegisterEvent('UNIT_AURA', UpdateAura)
    self:RegisterEvent('UNIT_DEAD', UpdateAura)

        -- create indicators

    if (select(2, UnitClass('player')) == 'SHAMAN' or select(2, UnitClass('player')) == 'DRUID') then
        CreateIndicators(self, unit)
    end

        -- playertarget border

    if (oUF_Neav.units.raid.showTargetBorder) then
        self.TargetBorder = self.Health:CreateTexture(nil, 'BORDER', self)
        self.TargetBorder:SetPoint('TOPRIGHT', self.Health, 7, 7)
        self.TargetBorder:SetPoint('BOTTOMLEFT', self.Health, -7, -7)
        self.TargetBorder:SetTexture('Interface\\Addons\\oUF_Neav\\media\\borderTarget')
        self.TargetBorder:SetVertexColor(unpack(oUF_Neav.units.raid.targetBorderColor))
        self.TargetBorder:Hide()

        self:RegisterEvent('PLAYER_TARGET_CHANGED', UpdateTargetBorder)
    end

        -- range check

	self.Range = {
		insideAlpha = 1,
		outsideAlpha = 0.3,
	}

    self.SpellRange = {
        insideAlpha = 1,
        outsideAlpha = 0.3,
    }

    return self
end
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07-22-10, 09:08 AM   #63
Mischback
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This is an untested guess, but how about simply splitting the function for pets and players?

Code:
local function CreateRaidLayout(self, unit)
    self:SetScript('OnEnter', UnitFrame_OnEnter)
    self:SetScript('OnLeave', UnitFrame_OnLeave)

    if(self:GetAttribute('unitsuffix') == 'pet') then
        -- put pet-styling here
    else
        -- put "normal" raidframe-styling here
    end
    return self
end
For your range-checking-issue: Just add the code for range-checking only into the "else"-case, so it's skipped for pets.

If you just insert your code into the template above, you'll see some redundance in it... you may tweak this by keeping an "for all" section and split in pets/players afterwards.
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07-22-10, 09:15 AM   #64
OmeCorn
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Originally Posted by Mischback View Post
This is an untested guess, but how about simply splitting the function for pets and players?

Code:
local function CreateRaidLayout(self, unit)
    self:SetScript('OnEnter', UnitFrame_OnEnter)
    self:SetScript('OnLeave', UnitFrame_OnLeave)

    if(self:GetAttribute('unitsuffix') == 'pet') then
        -- put pet-styling here
    else
        -- put "normal" raidframe-styling here
    end
    return self
end
For your range-checking-issue: Just add the code for range-checking only into the "else"-case, so it's skipped for pets.

If you just insert your code into the template above, you'll see some redundance in it... you may tweak this by keeping an "for all" section and split in pets/players afterwards.
I'll try this out, thank you.
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07-23-10, 05:43 AM   #65
OmeCorn
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Everything displays right now. But when I summon a pet it gives me the following errors:

Code:
1x oUF_Neav\oUF_NeavRaid.lua:404: attempt to index field 'Value' (a nil value)
(tail call): ?:
(tail call): ?:

Locals:
(*temporary) = 0.0090000005438924
(*temporary) = nil
(*temporary) = nil
(*temporary) = <function> defined =[C]:-1

  ---
and the same error for line 412.

Those lines are:
Code:
Health.Value:SetTextColor(0.5, 0.5, 0.5)
My health function is:

Code:
    if (UnitIsDead(unit) or UnitIsGhost(unit) or not UnitIsConnected(unit)) then
     -- Health.Value:SetText((UnitIsDead(unit) and 'Dead') or (UnitIsGhost(unit) and 'Ghost') or (not UnitIsConnected(unit) and 'Offline'))
        Health.Value:SetTextColor(0.5, 0.5, 0.5)
        Health:SetStatusBarColor(0.5, 0.5, 0.5)
    else
        if ((min/max * 100) < 75) then
         -- Health.Value:SetText(HealthValue(min/max * 100))
            Health.Value:SetTextColor(1, 0, 0)
        else
         -- Health.Value:SetText('')
         Health.Value:SetTextColor(1, 1, 1)
        end

        local color = RAID_CLASS_COLORS[select(2, UnitClass(unit))]
        if (color) then
            Health:SetStatusBarColor(color.r, color.g, color.b)
            Health.Background:SetVertexColor(color.r*0.25, color.g*0.25, color.b*0.25)
        end
    end
end
and my CreateRaidLayout function for my pet is:

Code:
local function CreateRaidLayout(self, unit)
    self:SetScript('OnEnter', UnitFrame_OnEnter)
    self:SetScript('OnLeave', UnitFrame_OnLeave)

    if(self:GetAttribute('unitsuffix') == 'pet') then
    self:SetWidth(55)
	self:SetHeight(6)

    self.Health = CreateFrame('StatusBar', nil, self)
    self.Health:SetStatusBarTexture(oUF_Neav.media.statusbar, 'ARTWORK')
    self.Health:SetFrameStrata('LOW')
    self.Health:SetAllPoints(self)
    self.Health:SetFrameLevel(1)
    self.Health:SetOrientation('HORIZONTAL')
    self.Health:SetBackdrop{
        bgFile = 'Interface\\Buttons\\WHITE8x8',
        insets = {
            left = -1.5,
            right = -1.5,
            top = -1.5,
            bottom = -1.5
        },
    }
    self.Health:SetWidth(55)
	self.Health:SetHeight(66)
    self.Health:SetBackdropColor(0, 0, 0)
    self.Health.PostUpdate = UpdateHealth
    self.Health.frequentUpdates = true
    self.Health.colorClass = false
    self.Health.Smooth = true
    self:Tag(self.Health.Value, '[hpperc]')
	self.Health.colorTapping = false
	self.Health.colorClass = false
	self.Health.colorReaction = true
	self.Health.colorDisconnected = false
    self.Health.Background = self.Health:CreateTexture(nil, 'BORDER')
    self.Health.Background:SetAllPoints(self.Health)
    self.Health.Background:SetTexture(oUF_Neav.media.statusbar)
Is there a way to fix these errors?
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07-23-10, 07:55 AM   #66
Rostok
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Have you declared self.Health.Value ?
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07-23-10, 08:32 AM   #67
OmeCorn
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Originally Posted by Rostok View Post
Have you declared self.Health.Value ?
If I add
Code:
    self.Health.Value = self.Health:CreateFontString(nil, 'OVERLAY')
    self.Health.Value:SetPoint('BOTTOM', 0, 5)
    self.Health.Value:SetFont(oUF_Neav.media.font, 10)
    self.Health.Value:SetShadowOffset(1, -1)
    self.Health.Value:SetTextColor(1, 1, 1)
    self:Tag(self.Health.Value, '[hpperc]')
To the CreateRaidLayout the Pet Health isn't being registered anymore.
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07-23-10, 09:34 AM   #68
Mischback
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You're trying to modify a FontObject, which is simply not there... That's why you're getting a NULL-Pointer.
You will have to add a self.Health.Value to the pet or disable the UpdateHealth-Funtion on this one.
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07-23-10, 10:00 AM   #69
OmeCorn
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Originally Posted by Mischback View Post
You're trying to modify a FontObject, which is simply not there... That's why you're getting a NULL-Pointer.
You will have to add a self.Health.Value to the pet or disable the UpdateHealth-Funtion on this one.
Problem is, when I add the following self.Health.Value:
Code:
   self.Health.Value = self.Health:CreateFontString(nil, 'OVERLAY')
    self.Health.Value:SetPoint('BOTTOM', 0, 5)
    self.Health.Value:SetFont(oUF_Neav.media.font, 10)
    self.Health.Value:SetShadowOffset(1, -1)
    self.Health.Value:SetTextColor(1, 1, 1)
    self:Tag(self.Health.Value, '[hpperc]')
It doesn't show health gain or loss on the frame anymore.
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07-23-10, 10:22 AM   #70
Mischback
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Yeah, you mentioned this in your last post... But that's not what the error message is about, it's about accessing something nonexistent.

Btw: In oUF 1.4, I can't find a tag [hpperc], are you looking for [perhp] ? Since I'm not using tags, this is a guess.

Please be a little more precise about what is not working: The text-display of the HP, or even the HP-bar?
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07-23-10, 10:33 AM   #71
Saiket
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Originally Posted by OmeCorn View Post
I managed to make my Raid Pets spawn, but there are a few problems with them: When they spawn they spawn like they're "out of range" and I don't know how to edit the size of them, since they're parented to my raidframe they have the same size.
Code:
        -- range check

	self.Range = {
		insideAlpha = 1,
		outsideAlpha = 0.3,
	}

    self.SpellRange = {
        insideAlpha = 1,
        outsideAlpha = 0.3,
    }

    return self
end
Do you actually have oUF_SpellRange enabled? If so, it's possible that SpellRange's range check is broken for your class versus pets. Which class are you seeing this on?
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07-23-10, 10:46 AM   #72
OmeCorn
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Originally Posted by Mischback View Post
Please be a little more precise about what is not working: The text-display of the HP, or even the HP-bar?
The HP-bar self is the not working part.

Originally Posted by Mischback View Post
Btw: In oUF 1.4, I can't find a tag [hpperc], are you looking for [perhp] ? Since I'm not using tags, this is a guess.
[hpperc] is a custom tag:

Code:
oUF.TagEvents['hpperc'] = 'UNIT_HEALTH UNIT_MAXHEALTH'
oUF.Tags['hpperc'] = function(unit)
	local status = oUF.Tags['status'](unit)
	local min, max = UnitHealth(unit), UnitHealthMax(unit)

	local r,g,b = ColourGradient(min/max)

	return status and status or
		(min - max ~= 0) and format('|cff%02x%02x%02x%s%%|r', r, g, b, floor(min/max*100)) or
		(min - max == 0) and format('%s', '')
end
With ColourGradient:

Code:
local function ColourGradient(perc)
	if perc <= 0.5 then
		return 255, perc*510, 0
	else
		return 510 - perc*510, 255, 0
	end
end
But even if I only add:

Code:
self.Health.Value = self.Health:CreateFontString(nil, 'OVERLAY')
the HP-Bar stops working, so I'm not sure if that could be the problem.

Originally Posted by Saiket View Post
Do you actually have oUF_SpellRange enabled? If so, it's possible that SpellRange's range check is broken for your class versus pets. Which class are you seeing this on?
I'm seeing this problem on a Druid.
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07-23-10, 10:58 AM   #73
Mischback
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Originally Posted by OmeCorn View Post
The HP-bar self is the not working part.
Code:
oUF.TagEvents['hpperc'] = 'UNIT_HEALTH UNIT_MAXHEALTH'
oUF.Tags['hpperc'] = function(unit)
	local status = oUF.Tags['status'](unit)
	local min, max = UnitHealth(unit), UnitHealthMax(unit)

	local r,g,b = ColourGradient(min/max)

	return status and status or
		(min - max ~= 0) and format('|cff%02x%02x%02x%s%%|r', r, g, b, floor(min/max*100)) or
		(min - max == 0) and format('%s', '')
end
I guess here's the fault, to be exactly with local min, max = UnitHealth(unit), UnitHealthMax(unit) this line...

I'm not sure if you have a proper unit at the moment this is called, because you're messing with tags around and a lot of code, not written by yourself... Perhaps it would be best to contact the author of the layout you're using and ask him about the compatibility and stability of his custom-tag and if it was tested against party-/raid-pets.

I'm irritated, that everything stops working by just adding a FontObject to it... You will have to debug, why this happens...

You can add a custom debugging-function at the very top of your code and call it from within the buggy function with some (descriptive) text, so you can see the exact point of something going wrong.
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07-23-10, 12:29 PM   #74
Rostok
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raid pets not treated like 'normal' units ?

try with the above poster said :

Code:
if(self:GetAttribute('unitsuffix') == 'pet') then
        -- put pet-styling here
    else
        -- put "normal" raidframe-styling here
    end
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08-01-10, 10:38 PM   #75
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I'm trying to blacklist some Target Debuffs using a Blacklist, but when I filter the Debuffs it simple don't list any Debuffs at all.

Using this:

Code:
self.Debuffs.CustomFilter = myCustomDebuffsFilter
And the filter:

Code:
function myCustomDebuffsFilter(name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable)
		if(unitCaster == "player" and Whitelist[PlayerClass][name]) then
			return false
		end 
	end
Any idea why it doesn't work? I read 1.4 had some problems with Auras filtering, but since it was updated... maybe it's my fault.
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08-02-10, 02:10 AM   #76
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There's still issues with the filter =/. Writing a unit test so I can get it solved without breaking something else, but I didn't have much time to complete that yesterday.
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08-02-10, 05:04 AM   #77
neverg
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Originally Posted by haste View Post
There's still issues with the filter =/. Writing a unit test so I can get it solved without breaking something else, but I didn't have much time to complete that yesterday.
Thanks for the update. No worries, just asking it's nothin major but I was afraid I was doing something wrong on my side.
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08-02-10, 01:09 PM   #78
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Auras don't seem to work properly, neither. I tried to add them and they don't show anything at all (no filter in use), but sometimes "Inner Fire" on my Priest, no idea why it picked up Inner Fire, but nothing else, though.
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08-02-10, 09:29 PM   #79
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Did my "Pull Request" on GitHub work? (Excuse misused terminology; New to Git)

I forked oUF like you asked in another thread. The changes were minimal, and I hadn't noticed any bugs since I made that change.

____
Edit: I just realized hybrid buff/debuff elements wouldn't work with my fork. I sent a new pull request on GitHub that fixes them.

Last edited by Saiket : 08-02-10 at 11:02 PM.
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08-03-10, 06:27 AM   #80
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Originally Posted by Saiket View Post
Did my "Pull Request" on GitHub work? (Excuse misused terminology; New to Git)

I forked oUF like you asked in another thread. The changes were minimal, and I hadn't noticed any bugs since I made that change.

____
Edit: I just realized hybrid buff/debuff elements wouldn't work with my fork. I sent a new pull request on GitHub that fixes them.
I saw your branch on github. I also felt that your changes felt to extensive to fix the issue. I'm more concerned about directly addressing the issue, than changing the iteration to be in the correct order.

Another issue is that you branch is "dirty" now, as you merged my changes on top of your master instead of rebasing it. Generally you want to work in your own branch with git, and push that on the pull request. That way you can keep your master in sync with my master, and keep your changes on top of that.

All that being said, your solution is an improvement over my solution, but I'd rather push out 1.4.2 now, and worry about merging and testing it more later on. Especially as I'd have to "manually" merge your branch.
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