Event API Redesign is in place! See this thread for more details. The ingame documentation is a bit minimal at the moment and will be improved. Note that the new API does not yet work with dynamically created events (i.e. slash commands or Utility.Event.Create) - this will hopefully be addressed in a hotfix.
The Rift* frames now insert their handlers in Lua. This means that their handlers can be removed, called manually, hooked, and otherwise modified.
Significant improvements to the Key* events, including a new KeyRepeat frame event. KeyUp/Down/Repeat should now give far more reliable key identifiers (please report any that are missing!) and KeyDown will no longer be spammed when holding down a key.
The loading screen will now include information on which addon is being loaded or shut down. ReloadUI will now trigger a loading screen if addons are enabled (but it won't take much longer to reload than it used to.)
As part of the Key* improvements, KeyUp/Down/Repeat may give different output. In most cases, this should be a change from "useless output" to "useful output", but there may be actual compatibility differences. KeyDown will no longer be spammed when holding down a key, and this behavior has been split into KeyRepeat. This may break some addons - I apologize, I saw an opportunity to fix this and I took it. I don't think many addons rely on this behavior, but if they do, you will need to fix them! Hopefully for the last time.
UPCOMING BREAKING CHANGES
The old event system will be removed. This is tentatively scheduled for Compatibility Mode in 2.4 and complete removal in 2.5. Be prepared! Get your changes done soon!
The new event API does not yet work with slash commands or events returned from Utility.Event.Create.
Documentation on the new event API is a bit sparse.
LuaJIT may be running in interpreted mode and not in a full JIT mode. If anyone knows how to test this reliably, let me know.
Improved speed of serialization code.
Updated LuaJIT to 2.0.0.
Addon loading will now amortize its runtime over several frames, preventing some performance-related issues and resulting in a smoother load bar.
Addon loading will coexist better with the game's resource loading, possibly improving load performance on some computers. (file this into the "convenient side effect" category)
Fix a few missing tags for quests.
Fix a problem where some Storm Legion quests would have an invalid quest ID returned from Inspect.Quest.Complete().
Added line to documentation explaining that you can't change back from secure mode.
After 2 months, 3 separate drawings, 32550 entrants and 125 winners who forfeited their prizes, we can finally announce our winners list. We awarded over 200 prizes to winners in over 30 different countries! The full list of winners is here.
Thank you once again for all of the support over the last 10 years. We are looking forward to the next 10.
I am in the process of drawing a third wave of potential winners. This will be the final attempt. They will have the standard two weeks in which to respond. At that time I will start sending out the prizes, even if there are still prizes left unclaimed.
I'm sorry that it is taking so long, but it takes time to get over 200 prizes awarded and confirmed.
I know that a number of people are wondering what the status is with their prizes. I gave all the winners two weeks to respond to the notification emails I sent. That two week period is now up, so those that didn’t respond have forfeited their prizes. I have just finished drawing new names in their places and sent them notification emails. Again, I will be giving them two weeks in which to respond. Hopefully it won’t go to a third drawing.
Once all prize winners have confirmed their acceptance of their prizes, I will be able to start sending the prizes to those winners. I will email all confirmed winners when I ship their prizes. My apologies for the delay.
Thank you to everyone that participated in our 10th Anniversary celebrations. We hope you had fun with the trivia challenges. All challenges are now closed. We will be drawing names and contacting winners over the next few days - we’ve got a lot of people to contact! After we’ve contacted the winners and confirmed their acceptance of their prizes, we will post a list with the names of the winners for each of the sites.
Again, thank you all for a great 10 years. We can’t wait to see what the next 10 will bring!
Autumn Harvest offers a respite from endless battle, featuring unheard-of cooperation between Guardians and Defiant. Yet the season’s tinged with foreboding – rumors spread of unnatural cold sweeping from Iron Pine Peak to Stillmoor. Heralds warn that world-shattering events are nigh while Ascended begin preparations for the coming storm!
RIFT 1.10: Calm Before the Storm throws open the gates on cross-faction gameplay, challenging Guardians and Defiant to work together to face Telara’s toughest battles – past, present, and future. Join members of the opposite faction to conquer content from dungeons to raids – but do it soon. The storm is coming ...
Of immediate interest for our community:
Added a 'Train All' button to the calling trainer UI.
Your inventory bags are now scaleable! Find the bag UI scale and reset bag positions in your settings under Interface > Display.
After transferring shards, friends on your Friends List should correctly display their online/offline status.
People on your Ignore list will now continue to be ignored properly after you or they transfer to another shard.
Friend log-on/log-off messages will now contain the friend's shard name, if applicable.
Clicking on an Achievement popup will now take you to the Recent Achievements tab in the Achievement window.
Fixed a bug where the 'In Progress' achievements in the window would not update as you completed them.
Collection-type quests, such as Fishing quests, now display the objectives (and thus the consumed items) in the turn-in window.
Planar Attunement abilities that cost Planar Charge now display that cost in the PA window's ability tooltips.
The Macro name field now accepts longer names - up to 50 characters long, even!
Fixed the positioning of the rested experience marker on the experience bar - the displayed marker was being shown at the position of 2x the actual rest experience amount.
Fixed a problem that occasionally resulted in player-created chat channels having no 'owner'.
Combat logs and other files saved by the game client are now stored under \My Documents\RIFT.
I'm quite disappointed with the direction Trion took with marketing of Storm Legion. I'm not going to give my money to companies with such stance towards objectification of women. Unfortunately , I saw Storm Legion website only several days after I added a game card to my account, otherwise I would be gone month ago.
Some kind of feeling of obligation made me finish rewrite of KBB's UI. Now that new version is working without bugs - daily error reports don't have any errors for v.2.06 - this feeling is gone.
I will no longer develop Kreiri's Buff Bars. Just in case anyone is thinking about forking KBB, let me quote KBB's license:
The Software may be Modified for personal use and purposes, but the Modified Software may not be Distributed in any way. No Fork, Branch, derivative work or otherwise Modified version of the Software may be Distributed without the express written consent of the Copyright Owner.
- and I do not consent to any distribution of any modified version of KBB.
My one project of the Interruptable now release on Notis 0.1.6.
First idea is all interruptable skill make a gauge, but Rift is not simple. yes.
I have some way for this project ex.Heavy database system, User Custamize system etc.. but will make Lag that idea. You want spoiled for Rift from Addon Lag? No! I want minimum and light wait program.
For that reason, i choose small array system. To stretch a point, this system fault are heavy maintenance work ;p
This version is response to user comment.
Add Set size function and Focus Castbar.
But not this time add set position.
If i can move castbar then i have more good idea.
Will be like my Notis addon. I call this project name to "Interruptable".
I'd make prototype. "hugeTargetCastBar". but it is check only target.
No! i need check all around enemy.
And so, i release more one addon in developer section.
Anyone mind your addon's boot time?
If addon need long boot time, it have HEAVY load factor.
ver0.1.3 (not rerease yet)
- use Event Unit.aggro: send data for got aggro member id.
but i think Unit.aggro API is send me order of fast ping.
(well.. i make logic image gif...
why can't work insert image button? *sigh)
ver0.1.2 is use Event Unit.combat. this API is send me Hostile or Friendly or both unit id. if i have only 1 id then go wait to get next data loop.
if i have 1 hostile id and 1 friendly id then print to chat "*** engate to ***".
if i have only 1 id and time out then print to chat "*** have aggro".
except in case: in WF, no tank, no party, and tank aggro.
but i know some time miss report issue. i have idea for use Event Unit.aggro.
this API is send me member's aggro flag on change. yes, 1st Hostile is get from unit.combat, 1st Friendly is get from unit.aggro.
anyone interesting a new version?
The rewrite of the alert flash and fade code has been completed. This is now based on time and not frame rates, meaning any speed machine no matter the current load will spend the same duration on flashing and fading of alert borders and associated notification text.
Work is underway to centralized all Unit management. This will provide all areas of KBM and Plug-ins a shared resource of tracked units.
The planned AddWatch will utilize this heavily along with the already established Mark-It. Not only that, but this allows me to provide more information in the Phase Monitor. This in turn, for example, will mean that Tide Wardens will be displayed as two separate HP bars/Objectives.
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