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Home Page: https://destinyitemmanager.com
License: MIT License
Destiny Item Manager
Home Page: https://destinyitemmanager.com
License: MIT License
When dragging an item in DIM V3b1 all equip locations highlight as if they're valid drop targets. It'd be better if only valid destinations were highlighted (i.e.: when dragging a primary weapon only primary equip slots should be highlighted).
Additionally, valid inventory zones could also be highlighted when dragging, as currently they remain static and do not make the same user interface affordances.
For example, a character that does not have any extra armor in their inventory will not show their "Armor" category. If you then move an armor piece from vault to that character, the armor simply disappears (into the hidden category.) Refreshing shows the armor in the proper location.
Reproduce:
Expected result: Armor category pops in and shows new armor piece
Actual result: Armor category does not appear, item is hidden.
I have seen this happening before beta 2 but haven't had the time to comment. I create a load out lets say "Crota". Then I want to create a new one and the down menu has all the crota weapons still there but it has no name as a new loadout. I remove the "Crota" weapons and add the ones that I want in this loadout and save. Now I have two loadouts bu if I go to "Crota" it has the weapons I added to the new one I created and there is no loadout with "Crota" weapos, just to of them with the same weapons and different name.
In summary, it seems that you can create as many loadouts as you want but only one set of weapons is actually loaded in all loadouts.
If you move an equipped item to another guardian's inventory, the item will move, and another form the vault will go too. The vault item is equipped.
When you try to switch loadouts that have different exotics ie. exotic primary > exotic secondary, depends on how the DIM actually processes the switching of items. A majority of times, it will say that the loadout is on your character is loaded but in-game the exotic primary switched to the other primary but the original secondary will not switch to the chosen exotic
Let's say you want to move your Ice Breaker from your Warlock to your Hunter. However, the Warlock has no other Secondary guns in its inventory. Currently, the transfer fails. The script should:
It might be me that I don't know how to do this but I have several problems:
When creating a loadout I cannot select which item to equip (which I thought was possible), isn't it just click on the item you want to equip?
I am not able to actually transfer a loadout. I select the loadout in the dropdown of the character that I want and it doesn't transfer or any menu pops up to let me choose.
Another issue I have noticed is that there is no clue if something is trasferring or not. Could it be added some kind of dialog telling what items are being transferred or are left to transfer? Sometimes it gets stuck for a couple of second and I always think it has crashed.
EDIT: It seems that the loadouts are transferring but for some reason sometimes I need to click several times in order to transfer it.
I use Gitter a lot for my own repos, and it's been adopted by a lot of large OSS projects as an alternative to IRC. The Gitter room could be kept as dev-focused discussion, while the subreddit would remain the primary point of contact with DIM's users.
Would simply require @kyleshay adding the repo on Gitter and adding a badge to the project's README.
Need to complete the edit/delete operations for loadouts.
It would be nice to have the code more organized with something like Browserify for example.
Would you be open to this?
If I transfer 3 sapphire to the vault, and I have a stack of 19 sapphire, then I need to end up with a stack of 20 sapphire and one stack of 2 sapphire.
Currently it just shows a stack of 19 and a stack of 3.
Changing the state of one of my inventories or Vault from within Destiny itself leaves DIM in an inconsistent state. Attempting to move an item in DIM which has already been moved within the game, or doing something which prompts DIM to attempt to make such a change itself (eg: when shuffling items around to make space) causes an error.
DIM could automatically check its state in the background and update the UI as necessary every few minutes (or some other amount of time, which is palatable to Bungie). Alternatively, DIM could self-refresh after an error and attempt to repeat the failed operation, just in case the problem was simply an inconsistent state.
I've got some big changes and it would be nice to have a develop branch to merge these pull requests into, then move into master.
Likewise, can you tag the codebase for each release?
Could we clean up the architecture a tad? I'm not the biggest fan of MV frameworks, but I figure a lil bit of templating and reengineering could be good for everyone who will want to contribute in the future?
The subreddit mentions that there's an Angular.js version somewhere awaiting a pull, and was suggesting that it'll be pulled soon. Any progress? Can I help somehow?
http://blog.codinghorror.com/check-in-early-check-in-often/
I'm killing myself with long branch with Angular but I wanted to share this anyways.
Hi, whenever I move an item the view ist not updated and I have to reload the page manually to see the changes. The console error is
Uncaught TypeError: Cannot read property 'appendChild' of null main.js:1
(anonymous function) main.js:1
moveItem main.js:1
(anonymous function ) bungie.js:1
t.onloadXMLHttpRequest.send (async ) bungie.js:1
(anonymous function) bungie.js:1
(anonymous function) bungie.js:1
(anonymous function) bungie.js:1
(anonymous function) extensions::SafeBuiltins:19
target.(anonymous function) extensions::sendRequest:21
safeCallbackApply extensions::sendRequest:73 handleResponse
Chrome Version 41.0.2272.104 (64-bit) OS X 10.10.2
xBox ID shows up on the top-right corner of the screen even though I don't play Destiny with xBox, only play with PSN (PS4 user). However I do have both accounts linked to my Bungie profile.
The app still works and shows me all character items.
From the screen shots on the original post in reddit I believe each character should show as its own column, with items underneath. For me it shows one on top of the other as you can see in the attached image.
my system specs:
Destiny Item Manager Version 2.0.1
Chrome Version 41.0.2272.76 (64-bit)
MacBook Pro OSX Yosemite Version 10.10.2
As the subject says and probably just an oversight or future addition, there is no clear search field button like in earlier versions.
We should consider using https://github.com/ajoslin/angular-promise-tracker, I've used it on multiple projects and it is very good at this.
Some weapons look really similar to me, especially the image being small.
In my opinion tooltips would help a lot.
Character specific load outs create a black hole
Creating a character specific load out for the character in the first column, then creating a universal load out in the second character's column edits the load out that was created in the first column
On load, we might encounter a state where the browser provides us with a cookie to Bungie.net, but that cookie is invalid.
How does the application resolve that state?
With the longer page length, consider moving frequently used items closer to the top of the page. For example, move materials and consumables to the top of the Misc category.
Reddit is a beautiful thing, but it is not meant to serve as documentation. At the very least, the README file needs to be updated, as right now it tells me next to nothing.
Some suggestions:
Since the last update, the materials and miscellaneous items are in the same group. Can these be split in their own groups again?
When there is an exception during an operation, there needs to be an error message on the screen. It will inform the user that the operation was not successful and give them instructions on how to resolve the error condition.
Hey All!
Figured I'd talk about this really quick.
Here is a link to some user information: https://imgur.com/rc9QtGS
So far my paypal has racked up nearly $80. I'm keeping track of the funds gained (and the user's notes.) in a spreadsheet.
Publishing a chrome extension required a $5 fee. Other than that, there is still some money sitting around.
I figured that I'd just let it sit until we need something. If we ever stand up a site, or need to invest in some sort of collaboration tool beyond github itself, I would use the funds for that.
Let me know your thoughts and take care.
Kyle
When scrolled past the top of the page it's tricky to tell which column refers to which character. This issue is particularly bad with the V3 interface as the page is much longer and, particularly towards the bottom, the sections do not contain class-specific items.
Freeze the character bar. The topmost bar (the one containing the search box) stays in place when the page is scrolled. Do the same thing to the bar which contains the character emblems.
Right now we have a filter called complete, which is awesome. When I'm doing bounties, i like to equip weapons that are unleveled. So it'd be nice to be able to filter by that!
I'm posting here so it'll be easier to keep track of.
I'm running the latest chrome update along with the latest (v2.1) DIM version.
I never get the chance to log in, just stare at the infinite loading screen. There are also no errors in the dev console.
Current release is showing as 2.9.1, but the Github repo shows 2.8.3. Why is there a difference here? If I want to fork and contribute, I don't want to minimize my risk of conflicting with the actively developed version.
The V3 interface (while beautiful in every conceivable way) only uses about half of space available on a 1080p monitor. It would be great if it adapted to larger displays in some way.
DIM could display two columns per character; starting with armour and weapons being side by side. Currently it displays one column per character and one for the vault, for a total of four columns, this way it would display seven columns total. This would necessitate better delineation between characters, perhaps with a vertical line. A very simple mockup of this idea is shown below.
Of course, this does make it harder to scan horizontally to compare items of the same type.
Clicking on items while the loadout dialog is open will place items into a loadout.
The vault has an extra slot for subclasses that is not necessary.
In some cases, DIM will try to equip a decoherent engram when dequipping an item. We need to exclude decoherent engrams from the similar items function.
This will replace the FAQ page.
A couple issues have come up trialing V3
Otherwise this is looking to be an ace update. Keep up the good work.
The Murmur Fusion Rifle special weapon is being listed as a Kinetic type of weapon. The item attributes sent from Bungie list the Murmur as having a damage type of 0 which generally means that it is a kinetic weapon. In this case though, there are selectable perks that alter the weapon element from kinetic to either solar or arc.
Not sure how to address this without creating an exception for Murmur since it is the only weapon with this distinction or by later using the active perks to then designate the damage type for Murmur so that if person A has solar activated, it checks for the solar perk being flagged active and displays Solar as the dmgtype. I think that weapons with an element also list the perk associated with that element so that parsing Icebreaker would show the Solar perk as active (even though you could never deactivate it) and you'd then display Solar damage as the dmgtype.
Hey there, I'm interested in helping out. I was just curious which repo is under active development?
This was probably a conscious decision, but I wanted to bring it up just in case it was missed.
This isn't my decision to make, so @kyleshay do what you will. But there are implications of not licensing your code. It looks like this repo is fairly popular, and if it continues to pick up traction you might want to consider adding a license. choosealicense.com is a pretty great resource for this.
This is really just a suggestion, and you can definitely keep this code unlicensed if you want, in which case you can just mark this issue as resolved.
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