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Releases: Mouchoir/mogwhere

v0.3.0

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@github-actions github-actions released this 26 Aug 09:52

MogWhere

v0.3.0 (2026-08-26)

Full Changelog Previous Releases

  • Document quiet mode, and release 0.3.0
    The command table and the project page both predated it. The CurseForge copy
    leads with the reassurance rather than the mechanism, because "never modifies your
    settings" is the sentence that decides whether somebody clicks.
  • Ask AllTheThings whether we are quiet, do not remember it
    The state lived in an "active" flag in our own saved variables, and it drifted:
    the addon reported quiet mode while ATT's profile page said Default and the
    tooltips were plainly back.
    Their profile assignment is per character. Ours was per account. Logging onto a
    second character was enough to make the two disagree, and picking a profile inside
    ATT itself is another way we would never hear about.
    So the flag is gone. "Are we quiet" has one honest answer: is ATT on our profile
    right now. The saved variables keep only what cannot be read back, which is the
    profile to return to.
  • Both dialog buttons state an outcome
    The apply button read "if not already quiet, toggle". On a re-ask by somebody who
    was already quiet that did nothing whatsoever, and said nothing either, so the
    click looked broken.
    Neither button guards against the current state now. They declare one, the same
    way /mw quiet on does, and asking for the state you are in says so. "Keep it as
    it is" also has to mean the same thing on the tenth question as on the first:
    AllTheThings showing everything.
    Third silent no-op of the day, after a return value that did not exist and a
    guard that suppressed a line. A refusal has to be audible.
  • Reword the popup body
    Drops the qualifier after "windows", and names MogWhere as the thing offering the
    quiet profile rather than describing it in the abstract. Reassurance moved to the
    future tense, which reads as a promise about what the click will do instead of a
    claim about a state the reader cannot yet see.
  • Halve the popup text
    Three paragraphs for a two button question. It kept the two things that matter,
    that AllTheThings is genuinely good and genuinely dense, and that the quiet
    profile does not touch the player's own settings, and dropped the rest.
    Around sixty words instead of a hundred and twenty. The dialog measures itself,
    so it shrank to fit without any layout work.
  • Say what you want, not the opposite of what holds
    The slash parser only ever read the first word, so any argument was silently
    dropped. It now takes one, and quiet understands on, off, ask, or nothing to
    toggle.
    Set rather than toggle underneath: running "/mw quiet on" twice has to leave the
    same state as running it once, which a toggle cannot promise, and a macro wants to
    state its intent rather than ask for the inverse of whatever holds at the time.
    Asking for a state you are already in says so instead of flipping you out of it.
    "/mw quiet ask" clears the remembered answer and reopens the question on the
    spot, with no reload, which beats telling somebody to run a /run one-liner.
  • Verify the profile switch instead of trusting a return value
    ATT's SetProfile returns nothing. The toggle treated "no return" as failure, so
    it announced that nothing had been changed on every single attempt, while having
    already switched the profile.
    Both directions now read the profile back and compare it to the expected name.
    Their getter answers "Default" rather than nil for an unassigned profile, so the
    expected value is normalised before the comparison.
    Second bug of this shape today, after ns.Try capping at six return values and
    silently dropping destGUID. Reading the outcome beats believing the call.
  • Measure the dialog instead of guessing its height
    The frame was fixed at 260 pixels with the buttons anchored to its bottom edge.
    The body is three paragraphs, it wrapped past that, and the buttons sat on top of
    the last one.
    Everything is now anchored to the element above it and the height is the sum of
    what those elements actually occupy. That cannot go stale when the wording changes
    or when a translation runs longer than the English, which is exactly what would
    have happened here on the next language added.
  • Ask once, the first time AllTheThings is seen
    Neither answer is a sane default. Applying quiet mode unasked would be one addon
    reconfiguring another behind the player's back; doing nothing leaves somebody who
    installed this for a wardrobe panel wondering why their minimap grew a button.
    So the question is asked once, with both consequences spelled out, and the answer
    is remembered. The flag is deliberately not set when AllTheThings is absent:
    install it next month and the question is still worth asking then.
    The pointer to ATT's own options rides in the existing footer line rather than
    becoming a fourth paragraph. The body is long enough.
  • Quiet mode: silence AllTheThings without touching its settings
    Somebody who installs MogWhere for the wardrobe panel gets the whole of ATT with
    it, minimap button, tooltip lines, popups and sounds. Fine behaviour from a fine
    addon, and not what they asked for.
    The dangerous way to fix that is to remember every setting, overwrite them and
    hope the restore runs. A crash or an uninstall and the player is left with a half
    configured addon and no idea why.
    ATT has profiles, so none of that is needed. Quiet mode copies their current
    profile into one named MogWhere, switches to it, and only then mutes anything.
    Every write lands in our profile. Theirs is never modified, still appears in
    ATT's own settings, and coming back is one call rather than a replay of thirty
    values. Worst case they pick their profile again from ATT itself.
    /mw quiet, and a checkbox in the options panel that reads the live state.

v0.2.1

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@github-actions github-actions released this 26 Aug 01:04

MogWhere

v0.2.1 (2026-08-26)

Full Changelog Previous Releases

  • Stop shipping docs/ inside the addon
    The CurseForge description travelled inside the 0.2.0 package and landed in
    every player's AddOns folder. Harmless, and still a marketing document in a place
    nobody asked for one.

v0.2.0

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@github-actions github-actions released this 26 Aug 01:00

MogWhere

v0.2.0 (2026-08-26)

Full Changelog Previous Releases

  • Changelog for 0.2.0
  • Correct a comment that claimed the data cannot classify a drop
    It said their database carries creature ids and no classification, so nothing
    could ever say "rare" without guessing. Their headers classify, AddPlace already
    prints the one an item was filed under, and a Krasarang rare shows up as "Rare"
    with nobody inventing anything.
  • Name what drops it, when the client cannot
    A boss inside an instance is named twice over, by the client drop lines and by
    the place. A rare standing in a field is in neither, so the panel printed its
    coordinates without ever saying whose they were.
    The line is suppressed when an encounter is already named, otherwise the same
    kill would be announced twice within three lines.
  • Banner on top of the CurseForge description, and only two images in it
    CurseForge does not thumbnail images in a description, so one capture per feature
    took the entire page. The banner and the overview stay inline; the other six
    belong in the Media tab, where the gallery resizes them.
    The star line also caught up with the code: it now marks a rare as readily as a
    vendor, and clears on a kill as well as on a conversation.
  • Mark what has to die, and stop marking it once it has
    Two gaps that shared one assumption: that every destination is somebody you talk
    to.
    Creature ids were only exposed on recipe offers, so a rare holding the appearance
    itself was never marked at all. They are now on every offer, and the star falls
    back to the first one when there is no vendor or quest giver to aim at.
    Nothing cleared the star on a kill either. The five interaction events are all
    conversations and none of them fire when something dies, so the marker would have
    hung on until the poll gave up a quarter of an hour later. UNIT_DIED from the
    combat log closes it, matched on the creature id inside destGUID.
    That last one is read with a direct pcall rather than ns.Try, which returns at
    most six values. destGUID is the eighth.
  • Give the reader somewhere to click
    The README described the addon at length and never once said where to get it.
    CurseForge and the latest GitHub release now close the introduction, centred,
    before the screenshots start.
    The placeholder comment that stood in for the CurseForge link goes with it.
  • Keep the CurseForge description in the repository
    It was a block of text pasted once into a web form, with no history and no way to
    tell what the live page says. It is now a file, with the eight screenshots
    hotlinked from this repository so replacing a capture updates the project page
    without touching CurseForge at all.
  • Turn the screenshots into bullets with clickable thumbnails
    Full width captures pushed everything else off the page and made the section
    read like a slideshow rather than a summary. Each one is now a bullet with the
    picture centred underneath at thumbnail size, wrapped in a link so a click opens
    the original.
  • Declare the CurseForge project id
    The packager needs it in the toc to know where to upload. Without it the release
    workflow builds the zip and stops at the GitHub release, which is what it has
    been doing so far.
  • Size the pin from the space it has, instead of checking it afterwards
    The tip crossed the rule below the title block by ten pixels, and the circle sat
    too close to the top edge. Both are now derived from the rule position rather
    than picked and eyeballed, and the script asserts the clearances so a later tweak
    to the layout cannot quietly reintroduce it.
  • A banner that sells the function, and an opening that covers every source
    The old banner said the name and a tagline, which tells a browsing player
    nothing. It now states what the addon is, a tooltip for the Appearances window,
    and lists the eight things it answers.
    The opening paragraph only ever talked about vendors. The addon answers quests,
    boss drops and achievements too, and leading with one quarter of the feature set
    undersold the other three.
  • Show the whole window before the close ups
    The screenshots jumped straight to cropped panels, which shows what a line says
    but not where any of it appears. The Appearances tab with the panel beside it
    answers "where does this live" before the detail shots answer "what does it say".

v0.1.0

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@github-actions github-actions released this 26 Aug 00:11

MogWhere

v0.1.0 (2026-08-25)

Full Changelog Previous Releases

  • MogWhere 0.1.0