Node Radar - by ThPi
What's new
v1.0.2
Fixed
- Database pins could be mistaken for real nodes. GatherMate re-enables the mouse on its pins on every minimap update, so switching it off for the duration of a pass did not hold and its tooltips could be read as confirmations — turning an expected node into a confirmed one. The tooltip's owner is now checked instead, which is not a matter of timing: the client owns a blip tooltip through the minimap, an addon pin owns its own.
- A confirmation could be credited to the wrong candidate. A blip's hit area is far wider than the spacing between database entries, so a sample could pick up the tooltip of a node belonging elsewhere, and it was attributed to whatever sat in the cluster being probed. That drew a phantom icon tens of yards from the real node. The tooltip's node id now decides, matched against the nearest candidate carrying that id; only an unambiguous single-candidate cluster may take a node of an unexpected type.
- Attacking a target no longer pauses the scan. A right click enters mouselook for a moment, which counted as turning the camera. Only holding it past a quarter of a second does now, and the button state is no longer consulted at all — mouselook is what actually stops the client from resolving mouse focus.
- A pause no longer restarts the scan interval. The timer keeps running through it, so the time already waited is not lost: a pass starts the moment scanning becomes possible again if the pause outlasted the remaining interval, otherwise the rest of the interval plays out. No pass is requested while scanning is impossible either, which previously happened every frame during a long camera turn — each one immediately discarded, and each one logged.
Added
- Nodes beyond your gathering skill are drawn in red. The required skill per node comes from a table keyed by GatherMate's node ids, with values taken from the Icy Veins and Warcraft Tavern TBC profession guides, which agree on every entry. Ooze covered variants carry their base ore's requirement. Nodes whose requirement could not be verified — Netherdust Bush, Bloodthistle, Lesser Bloodstone, Incendicite, Indurium, the Obsidian chunks and Nethercite — are deliberately absent and are never judged. A collapsed profession header hides the skill rank from the API, and that too results in no judgement rather than a guess. Switchable, on by default.
- A node is highlighted when it first appears, with a turning sparkle around its icon for eight seconds. Re-confirming a node it already shows does not restart it. Switchable, on by default.
- Starting without a gathering tracking active says so. Without Find Minerals or Find Herbs the client draws no blips at all, so the radar would stay empty with no visible reason. A change of tracking while the radar runs is reported too. The check reads the client's tracking list and stays quiet if that list is unavailable, so it cannot produce a false warning.
- Pause while in combat, a setting, off by default. Scanning works in a fight; it just takes the minimap and the mouse focus while a pass runs.
- Scanning pauses while you are dead or a ghost, without a setting — there is no case for scanning then.
- Two opacity sliders, one for the node icons and their distance labels, one for the radar grid. The grid's axes are drawn slightly lighter than its rings and the heading marker slightly stronger, so one slider keeps the whole grid balanced.
- Two independent debug switches. One prints every scan pass — timestamped, with the number of clusters, how many are confirmed, how many samples were queued and how many nodes are shown — and reports every pause with its reason and every resume. The other places six test nodes in world coordinates around wherever you stood when you switched it on; they use real node types spanning the skill range, so they travel and rotate as you move and show the skill colouring. The whole display path is exercised, not just the drawing.
Changed
- New defaults for a fresh install: radar radius 120 px, icon size 20 px, five seconds between scans, node opacity 100 %, grid opacity 25 %. Existing settings are kept — use Restore defaults to adopt them.
- The settings window is grouped by topic — Nodes, Radar, Scanning, Interface — in two columns instead of one long list.
- Nodes closer than five yards are no longer drawn. At that distance you are standing on the node and its icon would sit under the player marker.
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