Update 32 (Version 7.2)
The next dlc "Deadlands" will be available on the PTS later today.
New API Version: 101032 PTS Dev Guild We have created guilds on the EU and NA server for all addon developers, which get copied over during the PTS cycle for a new update, so we can test guild related things, ask for help with testing or just chat. If you need an invite, ask here or over on our Gitter channel. You are also free to join them on the live servers so you don't always have to be reinvited when the PTS is wiped. Notable Changes
Links
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2 Attachment(s)
Documents and patch notes
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Gamepad Chat
@ZOS_DanBatson
On PTS today, chat for PC players using Gamepad changed to the "console" interface. I've not been able to find a way to select the "m&kb" interface. Is this intended behavior? I doubt PC players using gamepad are going to like this. |
Code:
GetNumSkyshardsInZone(GetZoneId()) |
GetZoneId converts a zone index to a zone id. It does not return the current zone id.
zoneId = GetZoneId(zoneIndex) zoneIndex = GetZoneIndex(zoneId) To get the current zone id you want to use GetZoneId(GetUnitZoneIndex("player")) |
Ah thanks. I was using it wrong :)
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Question and being nit picky. In the ESOUIDocumentationP32.txt is the API version supposed to be 101032 or the old one 101031?
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Sharlikran's life is gonna get a little easier
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function GetSkyshards() |
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With next PTS patch it will be 101032 then (and the API doc. files will increase the number as well then). |
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The code below in the keyboard chat system initalization makes me assume it should be false -> -- On PC platforms, we do not load a gamepad chat system. Let's reuse the keyboard system instead. Code:
function ZO_ChatSystem_OnInitialized(control) |
The "EVENT_WORLD_EVENT_ACTIVE_LOCATION_CHANGED" event supplies a "_newWorldEventLocationId_" for Daedric anchor events. Does anyone know how to get the POI index for this? I am looking to get the ID's normalized X,Y position.
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The PC gamepad UI getting the gamepad chat is not so much intentional or unintentional as simply not the best outcome. We're adding a setting that will allow you to choose if you still want the keyboard chat while using the gamepad UI to account for this, for those who want it. The fact that it happened is technically correct (i.e.: more in line with the Stadia experience) but not having the choice is not great, so we're correcting that oversight.
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This is good to know, since I use gamepad mode. I would really hate hitting [enter] and not get the normal chat box.
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EDIT: snichols7778 wrong thread, read the ZGESO thread.
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2 Attachment(s)
Patch notes part 2
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It would be nice to see a list of changes to core classes next time too. ZO_ObjectPool doesn't set the default resetFunction anymore, which caused some oddities in my addon that were hard to track based just on a few user reports of controls staying on screen when they shouldn't. Had to dive deep into the class code, which is not a problem, but it could've been avoided if I had known where to look sooner :)
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The idea is not bad, but it's actually a bit tricky to do that in a reasonable way. The changeset between live and pts is huge. How would one decide what to include in such a list without just copy pasting the full list of changes? You speak of core classes, but what would that even be? Just files in the libraries folder? Even then you'd get 42 entries in the list.
I guess for now I will just add a link to the changes and let everyone figure it out for themselves. Maybe somebody has a better idea. |
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This one? https://github.com/esoui/esoui/blob/...ctpool.lua#L35 Seems we need to manually add "ZO_ObjectPool_DefaultResetControl" now as "resetFunction" parameter to the call of ZO_ObjectPool, or what is the change needed here to solve your bug? I recently noticed some weird "frozen" (not removed/hiden?) lines in the merTorchbug table lines here and there which I never noticed before. Maybe it got to do with it. Thank you! |
Dan already mentioned we would have to make or override the reset function. I just forget how he worded it. He mentioned it would change prior to even making the change.
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Seeing how the ingame code still relies on resetFunction being an optional argument in many places, I feel this is more of a bug than an intended change and should be fixed in the game.
EDIT: I clarified it with Dan. The reason it was removed was because the ingame code truly does not need a reset function in some cases and in the past they would pass in function() end, which is quite awful. The new behavior is that the reset function is completely optional and if you need one you have to pass in either a custom function, ZO_ObjectPool_DefaultResetObject or ZO_ObjectPool_DefaultResetControl. |
Thanks andy.s, siri and ZOsDanBatson for the info!
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