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Updated: 11/03/20 04:17 PM
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Compatibility:
Markarth (6.2.5)
Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:11/03/20 04:17 PM
Created:03/15/15 04:13 AM
Monthly downloads:146
Total downloads:4,938
Favorites:38
MD5:
Categories:Developer Utilities, UI Media
6.2.5
Circonians TextureIt
Version: 0.9.2020.1103
by: Baertram, IceHeart
Over 60,000 Game Textures!

New Features (Newest on top):
See more details at the Change Log
  • Textures updated to v100032 Stonethorn: More than 60,000 textures available!
  • Updated treepath, including new splitting on texturenames, simplifies very long lists and reduces the tree crash issue.
  • Simplified source Textures CSV: All tree paths are now created dynamically.
  • Additional background modes to improve visibility
  • New Menu Setting Options: Start Hidden, Show/Hide Tooltips, Show/Hide Info Messages
    - Dependency: LibAddonMenu (v2.0): You must install this separately!! (But most people already have it, anyway - Thanks @sirinsidiator )
    - You can get LibAddonMenu2.0 here
  • Minor UI/QoL updates
  • ---
  • X - Close button -- Added an X button to close the TextureIt window
  • Slash Command -- Added a slash command: /textureit (or you can use /texit too) to toggle the window visibility
  • Added a Search Option! You can now type a short string of text in the edit box to search for a texture with that text in its texture name. DO NOT INCLUDE FILE PATHS OR .DDS
  • *Note: If you type a string in the edit box ending with .dds it will attempt to display the texture you've typed. If you want to search for a texture do not include file path or .dds
  • Added an option to animate the textures.
  • Added a bindable hotkey to toggle show/hide all windows.

What does it do?
- It displays game textures !
- This Add-on is primarily used by other Add-On Developers; If you're just playing the game, you probably don't need this, but thanks for visiting!



Features
  • It displays game textures :P
  • When you select a texture from the window the texture path is automatically put into an edit box at the top of the screen & selected for you. You can then push cntrl+c to copy the texture path (if you do anything else in between, the edit box may loose focus & wont copy).
  • If the edit box loses focus, you can click on it to select the texture path for copying.
  • You can toggle between the actual texture file dimensions or a resizable mode which will allow you to change the size of the texture, so you can see what it would look like if you wanted to enlarge it or shrink it down.
  • You can toggle the backdrop behind the texture.
  • Shows the actual texture file dimensions & the current texture file dimensions at the top of the window (current texture file dimensions are used for when you resize it you can tell what size it is).
  • You can manually type a texture path into the edit box & hit enter to display the texture in the texture window.
  • You can type a string in the edit box to search for textures with that string in their name. DO NOT INCLUDE FILE PATHS or .DDS if you're trying to search or it will attempt to display the texture you typed.
  • You can animate the texture as an ANIMATION_TEXTURE.
  • Set a keybind to toggle show/hide all windows.

Known Issues
- The Scrolling of the Textures tree will occasionally 'jump': The ZOS scrolling tree functionality is convoluted and not well documented: need more research; Hopefully will resolve in a future update.
- The Tree can still become unresponsive if you have way too many branches open (more than ~ 2k end nodes expanded). This is a limitation of the tree control and we cannot do anything about it, but the newer treepath functionality greatly reduces chances of this so that most users would never see the issue.

Special Thanks
  • To the Add-on Developer Community overall, and in particular, to @Baertram, @Dolgubon and @Sirinsidiator for their help and hand-holding as I created this new version 0.9.x
  • Extra Special Thanks to DaveH @UESP for his help updating the ESOExtract utility so it generates a simpler, lua-style extract for version 0.9.2020.0916.
You all Rock!


How to Update the Textures List?
v0.9 - For a full description of how to update the textures list, see the addon itself, at:
TextureIt\doc\How_to_Update_textures.txt

The v0.8 "BuildTextures" functionality is now deprecated in v0.9 in favor of a simpler CSV structure.
The notes below are temporarily left in, in case you still have the previous version, but they will be removed in the future:


Build Textures - Update textures from the ESOUI Wiki into the addon TextureIt
The included filename "BuildTextures.zip" contains an addon "BuildTextures". If you extract this addon and put it into the AddOns folder you can use it ingame.
Chat slash command:
/btex <alphabetic subfolders: BOOLEAN> -> Default value if not specified = false

Usage:
Read the BuildTextures.txt file:
Code:
; In order to build RAW_TEXTURES, just :
; Copy whole page http://wiki.esoui.com/Texture_List
; Strip the text on headers to have only paths
; Search/replace in Notepad++
;
;            \r\n                ->            ",\r\n"
;            \                    ->            /
;
; And save it in BuildTextures.lua under RAW_TEXTURES = {}
; Launch game and do /btex, reload ui and the BuildTextures.lua in SavedVariables folder will be created
; Then copy ARRAY_TEXTURES to the addon structure of textureIt
Enter the chat slash command /btex true and press enter.
-> The addon will create subfolders with alphabetically order and the 1st letter of the alphabet in each folder, to organize the structure of the textures! If you just use /btex or /btex false it won't create the alphabet subfolders -> This might make your clicnt crash if you open BIG folders > 4000 texture entries!!!

The addon will write an info into the chat.

The addon will create the array ARRAY_TEXTURES into the folder SavedVariables\BuildTextures.lua.
Copy the entries of this array to the addon TextureIt\core\TextureIt_TexturePaths.lua, into the array TEXTUREIT_TEXTURES.
-----------------------Updated by Baetram----------------------------------------
v 09.2020.0916 -- Baertram
-Fixed ZO_Object usage
-Updated API version
No new textures were added, still on API100032!

-----------------------Updated by IceHeart----------------------------------------
v 09.2020.0916 -- IceHeart

- Updated textures to 100032 'Stonethorn';
- Texture extraction done with EsoExtractData v0.41?beta (Daveh/uesp), optimized for lua format
- Minor correction on switch & calculation for real size vs viewpoet size
- Minor updates to RU translation strings (Thanks zelenin)

*** Known Issues
* The Tree scroll list is still misbehaving:
- When opening a relatively large list, it will reposition the 'current' node to something else, usually far below
- The logic to recalculate the size of the scroll list is convoluted and requires more research. Will try to do that on a future release


---------------------------------
v 09.2020.0110 -- IceHeart

*** Minor Changes - User
- Added 'Menu Settings' to allow some simple options: info messages, start hidden, tooltips
- *** New Dependency: LibAddonMenu2
- Figured most people do have the LibAddonMenu2 anyway; This is NOT included and you have to install separately
- see: https://www.esoui.com/downloads/info7-LibAddonMenu.html
- Updated DE language strings (Baertram)
- Increased size of Result path area for better visibility, since some textures have rather long paths
- Minor UI adjustment/sizes for better readability with other languages
- Added simple guide to update the Textures for any new release at /doc/How_to_Update_textures.txt

*** Minor Changes - Developer
- Reworked/reenabled SaveVars to save Menu Settings
- Fix for first load bug (Baertram)
- Update to use direct String Ids in XML (Baertram)

---------------------------------
v 09.2020.0107 -- IceHeart
For this version...

*** Major Changes - User
* Updated Textures to 10029

* Simplified upload, Dynamic creation of Textures Table Structure:
- Textures table does not need to have the structure anymore; The structure is created dynamically now, based on the simple paths for each texture.
-- Note that, attempting to remove the simple indexes ([1] = "foo.dds", into just "foo.dds" ) resulted in ESO crashing, unknown reason.
So I am (temporarily ?) keeping the indexes, since they are simple enough to add in a spreadsheet, without having to create the full structure, which was the main intent.
-- The original TEXTUREIT_TEXTURES table has been renamed and placed under the global namespace, at TextureIt.LoadPaths

* Addition of 'subpaths', on underscore '_' to support paths with large number of textures
- Some sections with large number of textures (eg.: 10028:/esoui/art/icons has 20,445) would crash, because the tree control cant handle such large lists.
- Tried to do this either alphabetically, or by 'pages' by X number of items, but it was unsatisfactory and still had crashes.
- Introduced splitting the path on underscores '_', which already exist in the path, and are a natural way of organizing based on the way ZOS (mostly) names the textures anyway
- Introduced a 2ndary, lowercase navigation header, with a +/- instead of a twirly arrow, for these types
- Note that the tree control can *still* crash if too many branches are open totaling more than (apx.) 2000 items, but this approach should minimize that

*To EXTRACT The textures List:
(for a full description of how to update the textures list, see the addon itself, at:
TextureIt\doc\How_to_Update_textures.txt)


- Use ESOExtract data from: https://www.esoui.com/downloads/info1258-EsoExtractData.html
- Extract the two ZOSFT mnf files, "game" and "depot" :
.\EsoExtractData "<game install path>\Zenimax Online\The Elder Scrolls Online\game\client\game.mnf" -z F:\ESOEX\zosft_clientgame.txt
.\EsoExtractData "<game install path>\Zenimax Online\The Elder Scrolls Online\depot\eso.mnf" -z F:\ESOEX\zosft_depoteso.txt
- Merge the two files into a single text-based CSV file
- Use an spreadsheet (Excel, Open Office) to masage the file, remove columns, remove non-dds files and generally, create the final format
[rownumber] = "path",

*** Minor changes - User/QoL
- Added checkbox for Actual size to see really what mode you are on
- Added a 3rd label to show 'original' texture size, vs current size, vs viewport size
- Added a 3rd backdrop 'mode' so the viewport backdrop goes base black, white, transparent/hidden, etc to help with contrasts
- Added Show tips & checkbox to toggle Tooltips
- Minor repositioning, fonts etc of some controls

*** Major changes - Developer / Internal
- Documented all (most?) functions
- Added notes/documented UI elements/controls
- Renamed/standardized names of all UI elements (perhaps unneeded, yes, it simply helped 'me' to understand things)
- Renamed/standardized names of all UI functions, corresponding to UI elements (see above :P)
- Reorganized functions under global TextureIt or TextureIt.UI or object so no loose global functions

*** Minor changes - Internal
- Moved disclaimer.dds from folder 'Textures' to 'assets'

*** Known Issues
* The Tree scroll list is still misbehaving:
- When opening a relatively large list, it will reposition the 'current' node to something else, usually far below
- The logic to recalculate the size of the scroll list is convoluted and requires more research. Will try to do that on a future release


-----------------------Updated by Baertram----------------------------------------
Version 0.85 --

Updated textures and fixed textures (imported list of icons was wrong)
Version 0.84 --

API Update + updated textures

Version 0.82 --

API Update + updated textures
Textures are sorted alphabetically now and there is a new subfolder for each letter of the alphabet, inside the texture folders. Textures are sorted into these subfolders to split the big size texture folders up.

The icon folder still got 2 subfolders with >3600 and >4300 entries. Please wait after opening them as it will take some time, but the client won't crash anymore.

The count of textures inside the folders is shown with a visual hint (color) now too.
<= 100 entries = white
> 100 and <= 500 yellow
> 500 red


Added language support. Included are EN and DE so far.
Version 0.81 --

API Update + updated textures + fix for the "icons" textures. They are split into 500er packages now
Version 0.8 --

Fix for the search function
Thanks to Mitsarugi and Votan!
Version 0.7 --

API Update
Added API 100017 textures
Version 0.6 --

API Update
Added API 100016 textures (and all missing from before)
Added a shorter keybind /texit to toggle the TextureIt window's show state
Version 0.5 --

API Update
Added Wrothgar gear icons
If you are missing other textures send me PM with the texture paths please and I'll add them!
Version 0.4 --

API Update No changes, just an API update
Version 0.3--

X - Close button -- Added an X button to close the TextureIt window
Slash Command -- Added a slash command: /textureit to toggle the window visibility
Version 0.27--
  • Added more textures, thanks those who ran my TextureFinder addon & all others who contributed....There are now more textures than you'll ever want to look at.
  • All tree nodes are now populated populated on demand, when the header node is opened. It speeds up things considerably. No more lag.
  • Added a Search Option! You can now type a short string of text in the edit box to search for a texture with that text in its texture name. DO NOT INCLUDE FILE PATHS OR .DDS
  • *Note: If you type a string in the edit box ending with .dds it will attempt to display the texture you've typed. If you want to search for a texture do not include file path or .dds
  • Added an option to animate the textures.
  • Added a bindable hotkey to toggle show/hide all windows.
TIP: If you don't want to see the tooltips (they annoy me) set SHOW_TOOLTIPS = false in the TextureIt.lua code file, line 9. But I suggest you at least read them once so you know how it all works! I was to lazy to create a entire settings menu for one setting.
Optional Files (2)
File Name
Version
Size
Author
Date
Type
0.85
774kB
01/30/19 05:32 PM
Patch
[0.7 - FIX]
297kB
10/07/16 02:46 PM
Patch


Archived Files (14)
File Name
Version
Size
Uploader
Date
0.9.2020.0816
1MB
IceHeart
09/17/20 04:32 AM
0.9.2020.0110
2MB
IceHeart
01/13/20 11:18 PM
0.85
784kB
IceHeart
01/22/18 12:48 PM
0.84
780kB
Baertram
10/29/17 11:35 AM
0.82
585kB
Baertram
09/18/17 08:08 AM
0.81
389kB
Baertram
03/02/17 08:14 AM
0.8
289kB
Baertram
10/09/16 10:01 AM
0.7
289kB
Baertram
09/04/16 01:36 PM
0.6
265kB
Baertram
08/03/16 11:46 AM
0.5
179kB
Baertram
04/24/16 06:07 AM
0.4
193kB
circonian
11/03/15 03:22 PM
0.3
193kB
circonian
03/27/15 04:23 PM
0.2
193kB
circonian
03/20/15 11:22 PM
0.1
37kB
circonian
03/15/15 04:13 AM


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Unread 11/13/20, 07:07 AM  
Baertram
 
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@IceHeart
If you work on this maybe try to change the line
Code:
TextureIt = ZO_Object:New()
to
Lua Code:
  1. TextureIt = ZO_Object:Subclass()
And in TextureIt:New() add at the 1st line:
Lua Code:
  1. function TextureIt:New()
  2.     local object = ZO_Object.New(self)
  3. --Change all self to object in this function!
  4.    object.origWidth  = 0      -- Original Height of the currently loaded texture
  5.     object.origHeight = 0    
  6.   ...
  7. --and then
  8.   return object --instead of return self
  9. end

This would be the official way to use the ZO_Object and Subclass system I think.
My previous fix directly to TextureIt = ZO_Object:New() works as well, but is somehow wrong.

P.S.
Thanks for the flowers
It was nothing you mixed in but simply a wrong usage of ZO_Object:Subclass which many addon devs (especially Circonian in his addons) was using.
ZOs fixed this and now all these wrong code lines appear all of sudden



Originally Posted by IceHeart
Originally Posted by HowellQagan
Thank you kindly.
Originally Posted by Baertram
Yeah fix is coming, I know what is wrong.
Jeez, you're goddamn annoying...
nah j/k.. Thanks for the catch.. Not sure why, maybe I accidentally mixed in an older version. Anyways, Baertram or myself will post an update in a few days.. Thanks again!
Last edited by Baertram : 11/13/20 at 07:10 AM.
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Unread 11/12/20, 06:31 PM  
IceHeart
 
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Originally Posted by HowellQagan
Thank you kindly.
Originally Posted by Baertram
Yeah fix is coming, I know what is wrong.
Jeez, you're goddamn annoying...
nah j/k.. Thanks for the catch.. Not sure why, maybe I accidentally mixed in an older version. Anyways, Baertram or myself will post an update in a few days.. Thanks again!
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Unread 11/06/20, 06:50 AM  
Baertram
 
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Originally Posted by Gamer1986PAN
Somehow this version is not listed in Minion anymore and does not auto update. Had to install it manually.
It never was listed in Minion? It's in the Utility->Developer utilities section which Minion does not show.
Last edited by Baertram : 11/06/20 at 06:51 AM.
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Unread 11/05/20, 05:42 PM  
Gamer1986PAN
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Somehow this version is not listed in Minion anymore and does not auto update. Had to install it manually.
__________________
Co-Author of the Addon BeamMeUp - feel free to check it out.


BankManagerRevived Slim Edition
- changed profiles to accountwide in order to have better performance with BMR and added 4 different global addon profiles for better overview -
most of the working mechancis are created from the original BMR authors - credits to orignal authors
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Unread 11/04/20, 12:13 PM  
HowellQagan
 
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Thank you kindly.
Originally Posted by Baertram
Yeah fix is coming, I know what is wrong.
__________________
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Unread 11/03/20, 04:13 PM  
Baertram
 
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Yeah fix is coming, I know what is wrong.
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Unread 11/02/20, 04:42 PM  
HowellQagan
 
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Hey,

Couple of lua errors with Markarth.

Load:

Lua Code:
  1. user:/AddOns/TextureIt/core/TextureIt.lua:695: function expected instead of nil
  2. stack traceback:
  3. user:/AddOns/TextureIt/core/TextureIt.lua:695: in function 'OnAddOnLoaded'
  4. <Locals> _ = 65536, addonName = "TextureIt" </Locals>
Trying to close with X button:
Lua Code:
  1. user:/AddOns/TextureIt/core/TextureIt.lua:545: attempt to index a nil value
  2. stack traceback:
  3. user:/AddOns/TextureIt/core/TextureIt.lua:545: in function 'TextureIt.UI.wdgTree_Toggle'
  4. TextureIt_wdgTree_btnCloseAll_MouseUp:2: in function '(main chunk)'
  5. <Locals> self = ud, button = 1, upInside = T, ctrl = F, alt = F, shift = F, command = F </Locals>
/textureit command
Lua Code:
  1. user:/AddOns/TextureIt/core/TextureIt.lua:545: attempt to index a nil value
  2. stack traceback:
  3. user:/AddOns/TextureIt/core/TextureIt.lua:545: in function 'TextureIt.UI.wdgTree_Toggle'
  4. EsoUI/Ingame/SlashCommands/SlashCommands_Shared.lua:204: in function 'DoCommand'
  5. <Locals> text = "/textureit ", command = "/textureit", arguments = "", fn = user:/AddOns/TextureIt/core/TextureIt.lua:544 </Locals>
  6. EsoUI/Ingame/ChatSystem/SharedChatSystem.lua:1785: in function 'SharedChatSystem:SubmitTextEntry'
  7. <Locals> self = [table:1]{maxContainerHeight = 1026, suppressAutoCompleteClear = F, ignoreTextEntryChangedEvent = F, isAgentChatActive = F, isMinimized = F, currentNumNotifications = 0, minContainerHeight = 170, suppressSave = F, numUnreadMails = 0, minContainerWidth = 300, currentChannel = 0, maxContainerWidth = 1824, allowMultipleContainers = F, loaded = T, shouldMinimizeAfterEntry = F}, text = "/textureit ", valid = F, prefix = 47 </Locals>
  8. (tail call): ?
  9. EsoUI/Ingame/ChatSystem/SharedChatSystem.lua:2493: in function 'ZO_ChatTextEntry_Execute'
  10. <Locals> control = ud </Locals>
  11. ZO_ChatWindowTextEntryEditBox_Enter:3: in function '(main chunk)'
  12. <Locals> self = ud </Locals>
  13. (tail call): ?
  14. (tail call): ?

/texit command
Lua Code:
  1. user:/AddOns/TextureIt/core/TextureIt.lua:545: attempt to index a nil value
  2. stack traceback:
  3. user:/AddOns/TextureIt/core/TextureIt.lua:545: in function 'TextureIt.UI.wdgTree_Toggle'
  4. EsoUI/Ingame/SlashCommands/SlashCommands_Shared.lua:204: in function 'DoCommand'
  5. <Locals> text = "/texit", command = "/texit", arguments = "", fn = user:/AddOns/TextureIt/core/TextureIt.lua:544 </Locals>
  6. EsoUI/Ingame/ChatSystem/SharedChatSystem.lua:1785: in function 'SharedChatSystem:SubmitTextEntry'
  7. <Locals> self = [table:1]{maxContainerHeight = 1026, suppressAutoCompleteClear = F, ignoreTextEntryChangedEvent = F, isAgentChatActive = F, isMinimized = F, currentNumNotifications = 0, minContainerHeight = 170, suppressSave = F, numUnreadMails = 0, minContainerWidth = 300, currentChannel = 0, maxContainerWidth = 1824, allowMultipleContainers = F, loaded = T, shouldMinimizeAfterEntry = F}, text = "/texit", valid = F, prefix = 47 </Locals>
  8. (tail call): ?
  9. EsoUI/Ingame/ChatSystem/SharedChatSystem.lua:2493: in function 'ZO_ChatTextEntry_Execute'
  10. <Locals> control = ud </Locals>
  11. ZO_ChatWindowTextEntryEditBox_Enter:3: in function '(main chunk)'
  12. <Locals> self = ud </Locals>
  13. (tail call): ?
  14. (tail call): ?

Don't often use this addon tbh (it's come handy in the past though) but just checked it after the dlc dropped anyway.
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Unread 05/27/20, 08:11 PM  
IceHeart
 
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Re: Re: black background

Sorry I hadn't looked at this in a while... Many things happening lately, as you may have noticed..
But I'll try and put an update for Greymoor over the next couple of weeks

Regarding 'black backdrop' .. I'm as confused as Baertram .. Im not sure I understand what you want:
The backdrop in the viewer area is already black by default, and can also be set to white, gray, red and hidden (transparent) as well.. so you're all covered. If by 'complete' you mean turning the whole game window black or something like that.. then, no, won't do .. because the viewer window already does that and you can also resize it if needed.

Originally Posted by Baertram
Maybe I did not understand your correct but why do you need a black background to test transparent textues if you can also toggle the backdrop to hide it. This way you can test your transparent icons directly?

Originally Posted by Ek1
Hey could we get complete black backdrop also? I am trying to get couple ingame icons that I could use with transparent background (by making the black background it).
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Unread 04/14/20, 10:58 AM  
Baertram
 
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Re: black background

Maybe I did not understand your correct but why do you need a black background to test transparent textues if you can also toggle the backdrop to hide it. This way you can test your transparent icons directly?

Originally Posted by Ek1
Hey could we get complete black backdrop also? I am trying to get couple ingame icons that I could use with transparent background (by making the black background it).
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Unread 04/13/20, 01:44 PM  
Ek1
 
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Question black background

Hey could we get complete black backdrop also? I am trying to get couple ingame icons that I could use with transparent background (by making the black background it).
Last edited by Ek1 : 04/13/20 at 01:44 PM.
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Unread 02/03/20, 04:02 PM  
Vaddi

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This tool is so helpful.

Thank you, thank you , thank you
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Unread 01/17/20, 04:46 PM  
IceHeart
 
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Originally Posted by zelenin
Originally Posted by IceHeart
Originally Posted by zelenin
can you add feature to open/close window with closed state by default?
This is already there:
- open close, you can do via bindings (just configure a key) and/or command line /texit or /textureit
- new option to 'start hidden' or 'minimized'

Combine both to whatever works for you.

EDIT:
also, Zelenin, i see you're part of the Bandits russian community.
For TextureIt, could I ask you for a few minutes of your time to review and perhaps update russian Strings? There are a few changes / new options, and Google translations are not the best..


Great if you can, no problem if not!
i fixed a few lines
https://pastebin.com/WbApE5SG
and I saw a small typo in english: cntrl+c => ctrl+c
Excellent! Thanks a lot. This will be included for next release along with a couple other language fixes.
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Unread 01/17/20, 10:57 AM  
zelenin
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Originally Posted by IceHeart
Originally Posted by zelenin
can you add feature to open/close window with closed state by default?
This is already there:
- open close, you can do via bindings (just configure a key) and/or command line /texit or /textureit
- new option to 'start hidden' or 'minimized'

Combine both to whatever works for you.

EDIT:
also, Zelenin, i see you're part of the Bandits russian community.
For TextureIt, could I ask you for a few minutes of your time to review and perhaps update russian Strings? There are a few changes / new options, and Google translations are not the best..


Great if you can, no problem if not!
i fixed a few lines
https://pastebin.com/WbApE5SG
and I saw a small typo in english: cntrl+c => ctrl+c
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Unread 01/14/20, 03:26 PM  
IceHeart
 
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Originally Posted by zelenin
can you add feature to open/close window with closed state by default?
This is already there:
- open close, you can do via bindings (just configure a key) and/or command line /texit or /textureit
- new option to 'start hidden' or 'minimized'

Combine both to whatever works for you.

EDIT:
also, Zelenin, i see you're part of the Bandits russian community.
For TextureIt, could I ask you for a few minutes of your time to review and perhaps update russian Strings? There are a few changes / new options, and Google translations are not the best..


Great if you can, no problem if not!
Last edited by IceHeart : 01/14/20 at 03:41 PM.
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Unread 01/14/20, 06:33 AM  
zelenin
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can you add feature to open/close window with closed state by default?
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