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Bagshui 1.5 #99
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Bagshui 1.5 #99
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- Change how sorting for Eqiup Location is handled. Previously, the game names (ex: INVTYPE_LEGS) or localized (ex: Legs) were offered. Both have been replaced with a custom sort based on character sheet order, working from top to bottom on the left, same on the right, then left to right at the bottom. - Any existing Sort Orders containing either of the old Equip Location fields will be updated to use the new one. - Sort Orders now get cleaned at startup and any invalid fields are removed. - Added Equip Location to all the default Sort Orders. - As part of this change, inventory cache validation has been added. This should reduce the chance of errors due to item cache fields being added or removed. - ItemInfo has been lightly refactored so it no longer needs to load so late. This was needed to support the cache validation code. - ItemInfo:InitializeItem() has been updated to be usable for cache validation. - InitializeEmptySlotItem() was moved from Inventory to ItemInfo, where it probably should have been all along.
- Change how sorting for Eqiup Location is handled. Previously, the game names (ex: INVTYPE_LEGS) or localized (ex: Legs) were offered. Both have been replaced with a custom sort based on character sheet order, working from top to bottom on the left, same on the right, then left to right at the bottom. - Any existing Sort Orders containing either of the old Equip Location fields will be updated to use the new one. - Sort Orders now get cleaned at startup and any invalid fields are removed. - Added Equip Location to all the default Sort Orders (#13). - As part of this change, inventory cache validation has been added. This should reduce the chance of errors due to item cache fields being added or removed. - ItemInfo has been lightly refactored so it no longer needs to load so late. This was needed to support the cache validation code. - ItemInfo:InitializeItem() has been updated to be usable for cache validation. - InitializeEmptySlotItem() was moved from Inventory to ItemInfo, where it probably should have been all along.
Correctly handle locked and readable properties
Needed for new spellcasting toolbar buttons (Disenchant, Pick Lock). Also switch PLAYER_ALIVE back to PLAYER_ENTERING_WORLD because the former doesn't fire on reload.
This could have been done a while ago when Menus:Refresh() was introduced, but it just didn't happen until now.
- Group all buttons together. - Rename Bag Bar to Bag Slots.
Fix function comment
Generate menu items without creating submenus
Used to move the space usage summary tooltip to the top left button when the numeric display is hidden.
Now shows item tooltip next to the item being opened instead of over the toolbar button, This prevents items from being obscured.
Simply calling ClearAllPoints() *seems* to work, but then the window glitches out if you try to change its dimensions. Using SetTopLevel(true) and SetMovable(true) instead seems to implicitly clear points and keeps the window programmatically resizable.
This was somewhat complex due to all the moving parts involved and required modifications to the Categories and Rules classes to prevent call stack overflow and ensure proper error handling.
Add MatchCategory() and supporting code, plus some refactoring
Provide more control over table comparisons.
Now it tries to determine whether there are differences between the current state of the window and what would be the new state after any categorization or sorting changes, and only lights up if needed.
Make it respect empty slots that are temporarily peeled off the stack.
Make the Organize button smarter
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Description
New Features
RecentlyChanged()
Zone()
/Subzone()
,PlayerInGroup()
, andLootMethod()
/LootMaster()
Openable()
rule functionFixes
Motification and Context
Types of changes