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    posted a message on Feedback is pointless when you delete threads

    Please restore my deleted thread.

    Posted in: WoW Sites Feedback
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    posted a message on New packager

    Also: The forum post preview button seems completely broken.

    Also: The forum post Edit button doesn't seem to work either.

    Posted in: WoW Sites Feedback
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    posted a message on New packager

    So CurseForge decided to migrate to a new repository system.  Fine.  After waiting for 24h for the "Source" link to change to a page, I did a new git checkout and updated a file and checked it in.  First issue is that it doesn't have a username tagged with the check-in -- unlike every other checkin in my project's history.  Ok, whatever, moving on.

     

    There is no sign in the UI at...

    https://wow.curseforge.com/projects/(my project)/files

    ...or elsewhere that there's a new source revision anywhere, unlike in the past.  Maybe I missed it?  Hopefully the change is actually committed.  Ok, whatever.  Moving on.

     

    Again going back to files, I wait the "few minutes" that it used to take to reliably find the new package listed.  Nope, not listed.

     

    Also: your forum new post Preview button appears to be completely broken.

     

    So I go back to the page https://www.curseforge.com/docs/repomigration where it tells me go to https://www.curseforge.com/docs/packaging where it talks about API tokens and GitHub and Bitbucket.

     

    Ok, now I'm past my point of tolerance for "whatever, some new stuff".

     

    Now I have to make a new account on GitHub or BitBucket to go along with my curse.com and curseforge.com accounts?  Do I really need more accounts just to publish my mods?  How is this better?

     

    Annoyed and losing interest in bothering with curse and curseforge anymore.

     

    Posted in: WoW Sites Feedback
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    posted a message on new revisions missing from CurseForge
    Thanks for the info. The packager woke up and the latest revision seems to be ready to roll. I don't need the intermediate revisions so all's well at this point, I think. :)
    Posted in: Need Help?
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    posted a message on new revisions missing from CurseForge
    I added 4 revisions to my project (Janitor) and none of them are showing up on CurseForge on the Files tab for the project.

    TortoiseSVN shows the properly.

    Ideas?

    Thanks.
    Posted in: Need Help?
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    posted a message on Remove a version from the downloadable section.
    What if we don't want that version deleted? I'd like to keep the version around on curseforge and keep the memory that it was a Beta. I'd like to keep the download count as well, but that's not critical.

    Something like "Mark as Expired" or something would be ideal.
    Posted in: Project Discussion
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    posted a message on AutoDelete
    I'm considering adding a flavor of that functionality to Janitor, in case you're interested. FYI
    Posted in: Project Discussion
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    posted a message on Free form edit field in ace config UI
    Yes, that 'works' but is a pretty big hammer.

    When calling the NotifyChange method, the whole options UI rebuilds (all the containers and widgets) when all I really need is a subset of my visible widgets (a child container/group really) to be rebuilt.

    I suspect if I just rebuild the { } that forms the child elements that I want rebuilt, I can simplify the whole story.

    Thanks again for the help.
    Posted in: Need Help?
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    posted a message on Free form edit field in ace config UI
    Well, I'm missing one piece I need which is the notify call (I forget what it's called, I saw it in another post) to update the options on screen.

    But, for what I've described above, this seems to work well enough:
    local AceGUI = LibStub("AceGUI-3.0")
    do
    	local Type = "Confirmless_EditBox"
    	local Version = 1
    
    	-- Cloned in place because doing the override went nuts in 2nd OnShow
    	-- source [libs\AceGUI-3.0\widgets\AceGUIWidget-EditBox.lua]
    	local function Base_OnAcquire(self)
    		self:SetHeight(26)
    		self:SetWidth(200)
    		self:SetDisabled(false)
    		self:SetLabel()
    		self.showbutton = true
    	end
    	-- Cloned in place
    	-- source [libs\AceGUI-3.0\widgets\AceGUIWidget-EditBox.lua]
    	local function Base_EditBox_OnTextChanged(this)
    		local self = this.obj
    		local value = this:GetText()
    		if tostring(value) ~= tostring(self.lasttext) then
    			self:Fire("OnTextChanged",value)
    			self.lasttext = value
    --			ShowButton(self)
    		end
    	end
    
    	local function Derived_OnAcquire(self)
    		Base_OnAcquire(self)
    		self.showbutton = false
    	end
    	local function Derived_EditBox_OnTextChanged(this)
    		Base_EditBox_OnTextChanged(this)
    		local user = this.obj:GetUserDataTable()
    
    		-- NOTE: This only works if 'set' is a function rather than a func name.
    		user.option.set(user, this.obj.editbox:GetText())
    	end
    
    	local function Constructor()
    		local self = AceGUI:Create("EditBox")
    		self.OnAcquire = Derived_OnAcquire
    		self.editbox:SetScript("OnTextChanged", Derived_EditBox_OnTextChanged)
    		self.editbox:SetScript("OnEnterPressed", function() end)
    		return self
    	end
    	
    	AceGUI:RegisterWidgetType(Type, Constructor, Version)
    end
    Posted in: Need Help?
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    posted a message on Free form edit field in ace config UI
    That sounds not horrid to pull off.

    Can you point me to a good example of a barebones custom (input-style) widget?

    Thanks!
    Posted in: Need Help?
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    posted a message on Free form edit field in ace config UI
    As written, this will have an Okay button (undesirable in my scenario) and will not call set until the Okay button or the Enter key is pressed (also undesirable in my scenario). :(
    Posted in: Need Help?
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    posted a message on Free form edit field in ace config UI
    I want to add an edit field ("input"?) to my configuration options. I don't want or need it to do validation, confirmation, or multiline support.

    I just need a box on the screen that the user can type into and I'll get a callback as the contents changes.

    Is this easily doable within the context of an AceConfig UI? Or do I need a whole new configuration-UI-like component using AceGUI or whatever?


    Thanks in advance for suggestions.
    Posted in: Need Help?
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    posted a message on tradeskill incomplete, not full loaded
    When loading WoW fresh, sometimes calling the tradeskill APIs (such as GetTradeSkillReagentItemLink) seem to fail out because the data is not loaded.

    Is there an easy way to detect this situation and/or "tradeskill not ready, try again"?


    If it was consistent on /reload, then it'd be easier to analyze.

    If it was consistently "all the reagents" or "none of the reagents", it would be easy to work around.


    What I'm seeing is "some of the reagents show up, but not all of them; some of the time".

    I'd like to build in the notion of "this is a bad scan, keep old data" but would also like to keep the ability to detect changes in reagents of a skill across patches / expansions.

    Ideas?
    Posted in: Need Help?
  • 0

    posted a message on Looking for AH crafting addon
    There are a bunch of them out there. You're welcome to try Capitalist out. Polite suggestions are welcome.
    Posted in: Addon Ideas
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    posted a message on Req: Disabled
    I was considering writing one of these the other day, actually.

    http://www.wowwiki.com/API_HasFullControl

    EDIT: Doh! Wrong game forum.
    Posted in: Addon Requests & Ideas
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