Azeroth GPS v1.1.5
What's new
New
- Save Now. The game only saves addon data when you log out, quit or /reload, so if WoW crashes, the pins you made or removed, the roads and walls you drew and the dungeon entrances learned since then are lost. While there's something unsaved, Save and Dismiss buttons show over Clear Route. Point at Save to see what's waiting; click it to save right away (it reloads the interface, only when you click it). Dismiss hides them until your next change, if you'd rather take the risk; right-click Dismiss and they stay hidden until you /reload or log out, or Shift-right-click it and they stay hidden until you log out, even after a /reload. To never see them, untick Remind me to save (Options > General > Saving). Both are hidden in combat. The pin window also says when a pin is saved.
- Search finds NPCs you've talked to. The game doesn't tell addons where NPCs are, but when you talk to one (to chat, buy, train, take or hand in a quest, fly, bank), you're standing by it, so AzerothGPS remembers it by its name and title ("Innkeeper Renee Innkeeper, Brill"). Search for it later to make it a stop. Only one-of-a-kind NPCs: guards and anyone you've met in two far-apart places (a supplier in every town) are left out. NPCs aren't drawn on the map. You can import a list of them too: tick Import as NPCs in the waypoint window and paste
/waylines with their names; talking to one confirms where it is. - Quest route: group quests ask first. An elite quest, or one that suggests more than one player, asks whether to keep it in the route (Keep or Leave Out), once per quest until you /reload or log out.
- Quest route stops are done by the quest. Reaching a quest's spot no longer finishes it. Within 80 yards its objectives show and the route waits until they're done, quests with no area too, and a turn-in is done when you turn the quest in, not when you walk up. A quest turned in, finished or dropped on the way comes off the route.
- Sharing in a group. In a party or raid, the directions panel has a Share button that puts your route's link (the quest route too) in party or raid chat for you to send. Right-click a group member's icon on the map to ask them for their route: they're asked whether to send it, and you're asked before it replaces yours.
- Share a pin in chat. Shift-click a pin and a line for it goes in your chat box for you to send. Players with AzerothGPS click it to add the pin to their map, icon and floor included (they're asked first).
- Your route on the game's minimap. The way around you and the next stop's marker show on the minimap too (on its edge while the stop is further away), turning with it if yours rotates. Options → Map: Route on the minimap.
- Less redrawing. The minimap's route is drawn again only when something on it changed, and on the map, lines that haven't moved since the last redraw are left where they are.
- Upstairs and downstairs. Brill's and Goldshire's trainers upstairs in the inns, and Goldshire's Warlock trainer down in the cellar, say so: "(upstairs)" in the steps, "Upstairs: ..." once you're close, a stairs badge on the stop's marker, and the route's last yards into the building dotted in purple.
- Share your map data with other players. The + window is now Import and Share, and it has Copy My Map Data: the herbs and ore you've gathered, the NPCs you've talked to, your pins, and the roads and walls you've drawn, as lines to paste anywhere (tick what to include). Players with AzerothGPS paste them into the same window and press Import to add them to their own map: herbs, ore and NPCs show as unconfirmed until they find them themselves, and roads and walls work for routes right away. The window says what was added, what they had already, and which lines it couldn't read and why. Pins shared in chat can be pasted in too, many at once. Everything pasted is only read as data, never run, and it only ever goes into your own map. The boxes for /way lines are now /way as herb/ore nodes and /way as NPCs.
- An import inbox. A tool on your PC can leave map data for AzerothGPS (herbs, ore, NPCs, pins, roads and walls, the same lines as the Import and Share window). At login AzerothGPS says what's waiting and asks before adding it to your map; say no and it's not asked again. It's only ever read as data, and it never changes your route.
- Routes inside buildings, starting with Brill. Brill's inn, town hall, blacksmith and farmhouse have their insides mapped, floors and stairs included. A route to a trainer upstairs in the inn goes in by the door, along the ground floor and up the stairs ("Take the stairs up"), and the stairs icon sits on the stairs, not by the trainer. WoW Forever doesn't tell addons your height, so AzerothGPS follows your floor along the building's roads as you walk: once you're upstairs, "(upstairs)", the purple stairs color and the hint go away for every stop up there, and standing under a trainer on the ground floor no longer counts as arriving. If you /reload or log out upstairs, it remembers you're up there.
- Stairs in Undercity. Down in Undercity, where the route goes up or down a floor, a stairs icon marks the spot on the map, as in dungeons.
- Undercity knows which floor you're on. WoW Forever doesn't tell addons your height, so AzerothGPS follows your floor along Undercity's roads from the lift you came down (it only changes on stairs, a ramp or a lift). Routes start on your floor, not on a walkway over your head, and "12 yd above you" works down there.
- Darnassus's teleporter to Rut'theran Village. The portal in Darnassus's Temple Gardens down to Rut'theran Village, and the one there back up, are part of routes now, like a lift. A route from Darnassus or Dolanaar to Rut'theran Village, or on to the boat to Auberdine there, walks to the portal and says "Take the teleporter to Rut'theran Village". Before, routes had no way down and went straight down the side of the tree.
- Your finds stay yours. Pins, the NPCs you've talked to, and the herbs and ore you've found are never put into AzerothGPS's own data: they're yours to share with other players.
- No combat log in dungeons. Entering a dungeon or raid, AzerothGPS listened to the combat log for boss deaths; this client keeps the combat log from addons, and asking for it can bring up a "tried to call a protected function" error. It's gone: a boss's kill still counts from the game's encounter events, from a dead boss you target or point at, and from right-clicking it on the dungeon's map.
- For companion addons (API 13): a page of their own in AzerothGPS's options window, the same Save Now button for what they keep, and a place under the map's directions panel. See docs/api.md.
- For companion addons (API 14): looks for the map: the player's arrow, the route's color, width, glow or a rainbow, and a tint for the window frame; and a call when a stop is reached. Only how the map looks, never what it does. See docs/api.md.
- For companion addons (API 15): a dropdown for their options pages, and a place on the map window's title bar, left of the close button. While one is used, the place's name sits between the logo and it, shortened on a narrow map instead of running under it. See docs/api.md.
Fixed
- Upstairs in Brill's inn. A route from upstairs down to a trainer on the ground floor went straight down through the floor; now it takes the stairs down, and the directions and the map's stairs icon say "down" (they said "up"). A stop you set with a click on the map by a trainer upstairs no longer counts as reached when you stand under it on the ground floor. And after a hearthstone into the inn, AzerothGPS knows you're on the innkeeper's floor (until you walked in by a door, it couldn't tell).
- Pasting your own map data back in. Your herbs, ore and NPCs on Zephras Isle came back as "unknown level '2991'"; they're taken in now, like the rest.
- The Import window's boxes tick by their words too. Clicking "/way as herb/ore nodes" or "/way as NPCs" now ticks the box (only the box itself did, and the /way lines became stops).
- The place name with a companion's meter in the title bar sits in the middle between the logo and the meter, not up against the logo.
- Flights from Undercity: the arrow window says to board. At Undercity's flight master, the direction arrow window skipped the flight and showed the walk after it ("Arrive at" the next stop), while the map said to board the flight. It now says "Board the flight to …" too, then the walk from where it lands.
- A /way line with no name is no longer a herb or ore node. With /way as herb/ore nodes ticked, a line with only a zone and coordinates was named after its zone, and a zone with "ore" or "thorn" in its name (Elwynn Forest, Darkshore, Stranglethorn Vale) made it an ore or herb node. Such a line now says it needs a name.
- Long routes no longer cost CPU when zoomed in. On a long route the next turns were worked out over the whole route six times a second (for the direction arrow and the map's directions), and every redraw went over every bit of the route, near or not, so a long route cost about as much zoomed all the way in as zoomed out, around 10 to 15% of a CPU core while moving. Now the next turns are worked out once each time the route changes, only for the next stretch ahead. Each redraw, the map and the minimap only look at the parts of the route near what they show. About a tenth of the work. Options > Performance shows AzerothGPS's own share as you play;
/agps debug perflists its parts in chat, with what other addons draw on the map (such as a companion's paths) as its own line. - A narrow map no longer fills the screen's height. With Any shape, dragging the map narrower than its quick buttons along the bottom need made it taller instead, up to the whole screen, with its title bar off the top where it couldn't be grabbed. Now the width and the height each have their own smallest size: the map stops getting narrower there and its height stays as you set it. The map is also never taller than the screen less its title bar, and the title bar and logo stay on the screen, so it can always be moved. A map already stuck that way fixes itself.
- The Shadowvale Tomb has roads and an entrance marker. WoW Forever's new tomb under Shadowvale, in Tirisfal's Whispering Forest, is mapped like a cave: routes go in by its way in and along its halls, and its entrance shows on the map.
- A walk that can't be walked is planned again. AzerothGPS plans a trip's walks to a boat or a flight master as straight lines first. When the walk it then works out still crosses a long way of ground the map data marks as blocked (straight down a cliff), the trip is planned again without that walk, and the better way is kept.
- Off the roads, the route no longer runs back to the road and down again. Walking across open ground toward a stop (Shadowvale in Tirisfal), the route kept going back up to the road first while the way from where you were was still being worked out, again on every reroute. A way already found from a few steps back is now picked up ahead of you, instead of only at the spot where its search started.
- Undercity's quests are down in Undercity. A quest route made up in Tirisfal (from Brill, say) put the stops for Undercity's quest givers on the surface above them, and the route led there, outside the city. The city's own map is now checked first.
- More buildings are walked around, not through. Buildings with wide doorways or open sides (most of Brill's) only had their walls traced, and routes off the roads cut straight through them. Wider openings are now closed when working out a building's ground, so they're mapped like the rest: about a quarter more ground in towns is kept clear of, and a stop inside a building (an innkeeper) is still reached.
- Long dotted route lines no longer stop the map from drawing. Zoomed in on a long off-road leg, its dashes ran past what the game allows ("TexCoord out of range"), and the rest of the map wasn't drawn. Lines are now cut to the map's edges first.
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