Turbine.UI.Window behavior changing in next Lua update
Per ForsakenArcher, the next Lua update will "fix" an unintended display issue with the Turbine.UI.Window class. This class is supposed to be not visible by default, and will do so after this update goes live.
All authors should compensate for this change by specifically setting all windows to be visible, that should be visible by default eg: Code:
myWindow:SetVisible(true); |
how I wish we could find out what else is going to be in store for us.
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Feel free to join the IRC channel. That's where we got that answer from forsakenarcher. :)
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Yeah, he really didn't say what features are going to be added, although he did appear to be working on bug fixes, so hopefully, at the very least a lot of these issues we're having currently will be fixed.
I did want to ask him more questions, but I felt I grilled the poor guy enough |
Also, trying to get the LocalPlayer like so:
Code:
player=Turbine.Gameplay.LocalPlayer(); Code:
player=Turbine.Gameplay.LocalPlayer.GetInstance(); |
I've got a feeling this is going to break a lot of the current plug-ins. I just hope the authors are able to get onto beta and see what changes to make. The ones I use there area few that are broke, I just don't know how to work with lua. It is so different from skinning and I have a hard enough time with that. :/
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I logged in for a quick check today and mine is broken for some other reason. I will investigate more tomorrow.
Looking forward to being able to access class and race info about our characters though. :) Edit: It is probably the LocalPlayer issue. |
Quote:
But yes, if plugin authors don't pay heed to this thread, the release notes or have a chance to test on beta, almost every plugin that uses the Window class that's visible by default will break. Same goes with LocalPlayer and creating instances of the Item class (i.e.) Code:
myItem=Turbine.Gameplay.Item(); Quote:
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