ForgeUI

ForgeUI

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ForgeUI broken PTR

Zeffuro opened this issue ยท 19 comments

commented

They made a lot of changes again, Most parts of ForgeUI aren't working atm, especially my health and resource bars.

commented

The patch just hit the live server so stuff is broken on there too.

commented

You can see their changes here: Zod-/Wildstar-Carbine-Addons@df984be

commented

As a proof of concept I just replaced VarChange_FrameCount with NextFrame in all folders and that seems to work. Haven't been able to test performance yet cause I was testing through RDP.

Is there going to be a different event we could check?

commented

OK I released a new version (v0.5.9). It should be on curse soon. From my short testing it looks like everything works.

commented

Gotta love Carbine. Zero communication and stealth changes. I wasn't even aware that PTR is up.
Also really good job on a fix. This option to define amount of frames skipped actually much better than hard coded event.

commented

Yeah I don't know what they're thinking. First they go on with their DevConnect and I was like :O We're getting some love/attention. Then get backstabbed couple of days later...

commented

I don't think it was intentional. I read something few months back about carbine being more careful with API deprecatetion. Or just a mistake.

On the other hand I see it as positive change. Old and no longer maintained addons stop working so ppl will have to move to ForgeUI ๐Ÿ˜ˆ

commented

Well the majority of the addons work if you apply the same dirty fix ๐Ÿ’ƒ
But yeah, I like ForgeUI and gonna keep using it.

commented

Ok I'll look into it. Do you knwo if there are any patchnotes for UI APIs or do I have to download PTR and test it?

commented

It looks like that most of the problems are caused by "VarChange_FrameCount" event. It looks like it's no longer part of the API. It can be temporarily replaced by "NextFrame" but that will make ForgeUIs performance worse.

commented

@barkstripe check if you have v0.5.9 . You can also try reinstalling ForgeUI. It should work.

commented

I'm confused as to why the ms/frame stat improved so drastically, especially for nameplates addon (from ~300 down to ~50 in quite busy Thayd). At first I thought the "core" module now responsible for OnFrame event calls and it has all the "load" of the addons but all what it does is sends the event across the addons. No idea what is going on here...

commented

I guess it's because VarChanged_FrameCount skipped every other frame. LazyUpdate by default skips two frames. Or Carbine improved something in the runtime which resulted in lost FrameCount event.

commented

So in the end we're getting a performancew upgrade? :P

commented

I don't think they improved NextFrame event because my other addons that use this event reporting pretty much the same ms/frame values as before. I'm pretty sure that VarChange_FrameCount event made less calls per second than what LazyUpdate currently does. It visually noticable that bars are smoother so I expected actual decrease in performance. Magic?

commented

I updated ForgeUI through the Curse client, however unit frames still seems to be having an issue for me. My own unit frame just says 'nis' in small text centered on the bottom of the unit frame. If I select an enemy, no unit frame comes up. Ideas?

commented

Did you close Curse, then reopen and open it again. I had to do that to see correct update.

commented

I did re install earlier which didn't help it, however with this new update
that was put out since my post it is now working again, but thank you for
the help guys!

On Wed, Sep 28, 2016 at 12:54 PM, Adam Jedliฤka [email protected]
wrote:

@barkstripe https://github.com/barkstripe check if you have v0.5.9 .
You can also try reinstalling ForgeUI. It should work.

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commented

Some useful info from CRB_Moenzuel regarding recent API changes:

The GameVar system was removed as it was only utilized for the frame count Lua event but still had a measurable effect on performance. There is still the event FrameCount which worked before and should behave like the old event. Unfortunately the fully named event VarChange_FrameCount will no longer work and this was poorly communicated. You can adjust the rate that the event is called with the console variable ui.OnFrameNotificationPeriod which has a valid range of 1 to 8 and a default of 4.

I believe deprecated VarChange_FrameCount event used same CVar so now we know how many frames were skipped.