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Hi,
I've started using this wonderful GUI addon last night and missed a few features. Thought I'd just write a plugin, but I was either too tired to remember how to actually do it or just too stupid to manage, so I ended up adding some 20 lines to the UI and it works just fine. Is there a good way of making a plugin for this addon?
There are a couple of small QoL things the default quest tracker does that we "take away" with our tracker for no particular reason. Allowing active quest selection, shift+left-click to quickly untrack a quest, and numbered labels that match the map markers are a few that I remember off the top of my head that we should be able to easily incorporate into our version of the tracker.
For example when I click Teleport I can't reach the new buttons with my mouse because the actionbar fades away as soon as the cursor leaves it.
With the new chat bubbles, they appear under the nameplate when using a nameplate addon like TidyPlates. (Also the chatbubble tail is missing.)
I love this addon and appreciate the massive undertaking it must have been to rewrite the UI. The one thing That would make it perfect for me as an immersive UI would be to have all the UI fade out of combat. The way you currently have the bottom bars fade option.
I may ty to fork this to see if I can hack my way through, but haven’t coded in lua before, so we’ll see haha.
Thanks again for an amazing addon!
Will update if I receive copies of the errors. Was reported by a reddit user.
When our custom bag stuff is not in use there is no way for a player to get to their currency information. This should be added to the character panel where people normally expect to find it (optionally, we might only add it to the char panel when the GW2 bags are disabled).
hud.lua is causing the taint of SUF
GW_PowerBarColorCustom = PowerBarColor;
should be
+GW_PowerBarColorCustom = {}
It can be reproduced on hunting quests in Northern Stranglethorn. It basically causes the quest window to appear and accept/decline buttons are unclickable.
Trying to change spec before level 10 results in an internal error. The default UI has this functionality locked until level 10.
The new show hide button for the minimap is currently awkwardly placed(directly over the garrison/order hall report button). Easily fixable by either making it moveable or moving it directly above the calendar button
An additional issue is that it it also hides Handynotes minimap markers, after showing then hiding the buttons.
Some people with certain UI elements disabled (main action bar/health globe I assume?) report still seeing the GW2 repair icon. Need to add this as a separate toggle option or at least tie it to one of the primary frame states (probably health globe).
Need to change quest tracker layout a bit to support showing multiple/selected WQ's like the default UI does.
The boss bars on the quest tracker often overlap other parts of the tracker and cannot be clicked reliably.
Usable quest items next to the quest in tracker are not scrolling.
Love the addon, seriously great work. My wife uses it and I wanted to but. Unfortunately it's missing a good few things in order for me to be happy as a fulltime UI.
That being said, I want to contribute to it's development and / or create a personal fork for what I would like to add (assuming it's not fit for core). But, Curse labels the project as 'All Rights Reserved' yet, it's hosted here on GitHub. Then, there's no readme or licensing information here on the code. There's no information about contributing and copyright information for contributors, etc.
Can we get a clearer picture of how this is actually licensed and a contributors guide?
Thanks!
also there's no indicator of whether an outfit is the current/equipped outfit and no way to change name
Right now we just immediately show the quest dialog for any auto/offered quests, since they are technically auto-accepted anyway and already in your quest log. The default UI has a quest "offer" section which is a less intrusive notification of an auto accepted quest. I think we should come up with something similar for our quest tracker.
QUEST_LOG_UPDATE event is called really often and triggers quest tracker updating. Consider using UNIT_QUEST_LOG_CHANGED, it seems to be much more fps friendly. Also are all the quest events needed?
"However, if you are ONLY interested in tracking QUEST-related information (accepting quests, abandoning quests, achieving quest progress, and completing quests), there's a better event: UNIT_QUEST_LOG_CHANGED."
The default UI shows an indicator of the current raid mode/size on the minimap. We need to replicate this functionality somewhere.
Title.
Need to determine how to handle PvP talents. There was talk of a new WIP PvP UI, but BfA changes up PvP talents yet again anyway. Just need to sort out how to tackle this for the talent panel launch.
https://wow.curseforge.com/projects/worldquestgroupfinder
Right now it is usable but with some limitations.
This addon adds some buttons to the objective tracker, which are obviously missing in GW2_UI.
The new/WIP talent panel does not show which spells have glyphs applied (or even apply glyphs, I think).
There is no clear indicator of the current PvP state on the UI. Need to add something that lets you know if PvP is enabled or not; probably to the main/action bar art frame. This might morph a bit with BfA/warmode toggling.
36x [ADDON_ACTION_BLOCKED] AddOn 'GW2_UI' tried to call the protected function 'GwPetSpecFrame1:Show()'.
!BugGrabber\BugGrabber.lua:573: in function <!BugGrabber\BugGrabber.lua:573>
[C]: in function `Show'
GW2_UI\character/talents.lua:485: in function <GW2_UI\character/talents.lua:479>
Locals:
InCombatSkipped
Title. Was reported by a reddit user.
The overlay that shows you what passengers are on your mount (and lets you eject them) sits on top of the quest tracker.
Vehicle indicator clashes with quest tracker. It is positioned infront of the quest tracker and is rather annoying. It should most likely be moved somewhere.
Swapping Lonely Winter talent does not update passive list and adds ice lance to the active list twice.
It is recommended that you add a normal attack timing bar that controls the display, including the right and left hand
Having the option for multiple actionbars (like in the default UI). It would be great if I could switch between actionbars.
recent patch broke several parts of this
hovering over the mini bar no longer displays the tool tips
Hud size resets on load
reloading in game completely breaks the addon and results in none of it working
DK (and I assume DH) show incorrect level labels on the new talent panel art.
DK should be mapped as: 15->56, 30->57, 45->58, 60->60, 75, 90, 100
Not sure on DH mapping.
Bar counts down, but the numerical timer stays at 00:00.
Need to figure out how to incorporate profession skills into the new talent panel.
12x GW2_UI\GW2_ui.lua:106: attempt to index field '?' (a nil value)
GW2_UI\GW2_ui.lua:106: in function `gwToggleMainHud'
GW2_UI\mainbar/actionbars2.lua:239: in function <GW2_UI\mainbar/actionbars2.lua:237>
[C]: ?
Locals:
b = false
(for generator) = <function> defined =[C]:-1
(for state) = <table> {
1 = "MainMenuBarArtFrame"
2 = "GwHudArtFrame"
3 = "MultiBarBottomRight"
4 = "MultiBarBottomLeft"
5 = "GwPlayerPowerBar"
6 = "GwPlayerAuraFrame"
7 = "GwPlayerClassPower"
8 = "GwHudArtFrameRepair"
9 = "GwPlayerHealthGlobe"
10 = "GwPlayerPetFrame"
11 = "PetActionButton1"
12 = "PetActionButton2"
13 = "PetActionButton3"
14 = "PetActionButton4"
15 = "PetActionButton5"
16 = "PetActionButton6"
17 = "PetActionButton7"
18 = "PetActionButton8"
19 = "PetActionButton9"
20 = "PetActionButton10"
21 = "PetActionButton11"
22 = "PetActionButton12"
}
(for control) = 21
k = 21
v = "PetActionButton11"
(*temporary) = <table> {
1 = true
2 = true
3 = false
4 = true
5 = true
6 = true
7 = true
8 = false
9 = true
10 = false
11 = false
12 = false
13 = false
14 = false
15 = false
16 = false
17 = false
18 = false
19 = false
20 = false
}
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index field '?' (a nil value)"
This happens at least in the "The Deaths of Chromie" scenario
When the vehicle bar is updated with new skills, they won't show and are not able to be activated with hotkeys. (Illidan story quest is a big one).
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