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Compatible with Retail, Classic & TBC
Updated: 09-02-22 10:34 PM
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Compatibility:
Shadowlands patch (9.2.7)
WOTLK (3.4.0)
Classic (1.14.3)
Updated:09-02-22 10:34 PM
Created:10-20-17 09:37 PM
Downloads:452,627
Favorites:1,028
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Neuron  Popular! (More than 5000 hits)

Version: 1.4.18
by: Soyier, Maul

Neuron development is on an indefinite hiatus upon the launch of WoW 10.0. If you are interested in helping with development efforts to push the project forward into Dragonflight, please reach out to Soyier.

Introduction:
Neuron is a full featured action Bar addon for World of Warcraft: Shadowlands

Important Note: Neuron tentatively works with World of Warcraft: Classic and The Burning Crusade: Classic, but none of our developers actively play Classic, so support and bug fixes are offered without any guarantee. Realistically, many bugs in Classic require max level characters to debug, and none of us have any such characters. Outside help with Classic is always welcome!


Want to Donate?
Making add-ons is a lot of work! Your help goes a huge way to making my add-on work possible. If you would like to Donate, Github Sponsors is the preferred method as they are currently matching donations dollar for dollar and take zero cut.




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Theme Support:
Neuron inherits all theming courtesy of the Masque addon. Neuron has full Masque compatibility, and the theming options found in Masque are quite in-depth, not to mention the robust portfolio of skins made to support Masque. In short, you can make your bars look any way you like!

Features:
  • Neuron features an unlimited number of macros. You can create as many bars/buttons as you want/need per character!
  • Are you a clicker extraordinaire? As many buttons on the screen you want where you want, when you want!
  • Macros the size of Texas! Up to 1024 characters in length!
  • Maul's unique mouse-over key-binding system - where the mouse-over binding system was born!
  • Many other of the favorite desired bar addon features and then some!
  • And, last but not least, MASQUE support!

Graphical Editor:
Neuron contains a graphical bar editor that allows for nearly endless customization to bar shape, size, orientation, and much more! Further, Neuron has neither the limitations on max number of bars nor on the max number of buttons per bar, as you might find in addons such as Bartender4 or Dominoes.


Credits:

Translators:
  • German: Aszkarath, Wolfsmutter
  • French: Cinedelle, El_Mapache
  • Brazilian Portuguese: Alanbre20
  • Russian: Hubbotu
  • Simplified Chinese: Acey7, Cestmysndee

Disclaimer:

Neuron is a fork of the amazing Ion Action Bars addon started by Connor Chenoweth aka Maul, for World of Warcraft Legion and onwards. All credit for the bulk of this addon should go to him accordingly, along with SLOKnightFall for his maintainership throughout the years. I, Soyier, take no credit for the idea or implementation of this addon prior to my adoption of the code in the Fall quarter of 2017.

Neuron
1.4.18 (2022-09-03)
Full Changelog Previous Releases
  • Port to WotLK classic
Archived Files (12)
File Name
Version
Size
Author
Date
1.4.17
545kB
Soyier
08-16-22 04:54 PM
1.4.16
545kB
Soyier
05-31-22 11:14 AM
1.4.15
545kB
Soyier
05-14-22 04:40 PM
1.4.14
518kB
Soyier
05-11-22 08:12 AM
1.4.13
518kB
Soyier
02-22-22 03:35 PM
1.4.10
517kB
Soyier
06-29-21 08:23 AM
1.4.8a
469kB
Soyier
05-28-21 07:14 PM
1.4.8
468kB
Soyier
05-28-21 07:47 AM
1.4.7a
468kB
Soyier
05-19-21 09:24 AM
1.4.7
468kB
Soyier
05-16-21 01:04 PM
1.4.5
493kB
Soyier
03-09-21 01:53 PM
1.4.4
493kB
Maul
01-14-21 02:43 AM


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Unread 12-15-18, 06:52 PM  
Ashyr
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Also Configurator for statusbars seems to be broken

48x Neuron\Neuron-GUI.lua:4390: attempt to call field '?' (a nil value)
Neuron\Neuron-GUI.lua:4390: in function `SB_adjOptionOnTextChanged'
Neuron\Neuron-GUI.lua:4560: in function <Neuron\Neuron-GUI.lua:4560>

Locals:
self = <table> {
SubFrameHoneycombBackdrop_OnLoad = <function> defined @Neuron\Neuron-GUI.lua:235
BarListScrollFrameUpdate = <function> defined @Neuron\Neuron-GUI.lua:1112
updateIconList = <function> defined @Neuron\Neuron-GUI.lua:2825
modules = <table> {
}
BarEditor_DeleteBar = <function> defined @Neuron\Neuron-GUI.lua:1232
NeuronPanelTemplates_DeselectTab = <function> defined @Neuron\Neuron-GUI.lua:287
flyoutTypeSetter = <function> defined @Neuron\Neuron-GUI.lua:3
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Unread 12-15-18, 05:54 PM  
baldricinoz
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Re: Re: Re: Re: Re: Flyout error

Originally Posted by Soyier
Ok I fixed this. New release coming out
Testing build 0.9.39c. Almost there

Menus with flyouts now display correctly, but there is a problem with some flyouts - show flyout on mouse hover works fine, show mouse on mouse right-click does not show the flyout.

This code works fine with mouse command (show flyout on mouse hover)
/flyout profession:Any:linear:right:left:12:mouse:show
This code does not work with click (show flyout on mouse click)
/flyout spell:teleport:linear:right:left:24:click:show
No errors are displayed, flyout just doesn't show.
It looks like the flyout populates correctly because the selected item works on left mouse click.
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Unread 12-15-18, 01:44 PM  
Soyier
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Re: Re: Re: Re: Flyout error

Originally Posted by baldricinoz
Originally Posted by Soyier
Ok I added a check to fix this issue. Sorry about that.

Just a warning, the flyout code in this addon is SUPER old and I just recently had the chance to go into it and to try and fix it. It's definitely a work in progress, so use it at your own risk lol
Tested drop 0.9.39b:

1x ...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:239: bad argument #1 to 'insert' (table expected, got nil)
[C]: in function `insert'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:239: in function `func'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:227: in function `RunForEach'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:239: in function `filter_profession'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:363: in function `GetDataList'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:398: in function `Flyout_UpdateButtons'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:696: in function `UpdateFlyout'
Neuron\Objects/ACTIONBUTTON.lua:398: in function `SetAux'
Neuron\Objects/BAR.lua:956: in function `LoadObjects'
Neuron\Objects/BAR.lua:2928: in function `Load'
Neuron\Neuron-0.9.39b.lua:332: in function <Neuron\Neuron.lua:281>
(tail call): ?
...
(tail call): ?
[C]: ?
[string "safecall Dispatcher[1]"]:9: in function <[string "safecall Dispatcher[1]"]:5>
(tail call): ?
Ace3\AceAddon-3.0\AceAddon-3.0-12.lua:558: in function `EnableAddon'
Ace3\AceAddon-3.0\AceAddon-3.0-12.lua:651: in function <Ace3\AceAddon-3.0\AceAddon-3.0.lua:636>
[C]: in function `LoadAddOn'
FrameXML\UIParent.lua:449: in function `UIParentLoadAddOn'
FrameXML\UIParent.lua:492: in function `CombatLog_LoadUI'
FrameXML\UIParent.lua:1197: in function <FrameXML\UIParent.lua:1093>
Ok I fixed this. New release coming out
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Unread 12-15-18, 05:19 AM  
baldricinoz
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Re: Re: Re: Flyout error

Originally Posted by Soyier
Ok I added a check to fix this issue. Sorry about that.

Just a warning, the flyout code in this addon is SUPER old and I just recently had the chance to go into it and to try and fix it. It's definitely a work in progress, so use it at your own risk lol
Tested drop 0.9.39b:

1x ...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:239: bad argument #1 to 'insert' (table expected, got nil)
[C]: in function `insert'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:239: in function `func'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:227: in function `RunForEach'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:239: in function `filter_profession'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:363: in function `GetDataList'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:398: in function `Flyout_UpdateButtons'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:696: in function `UpdateFlyout'
Neuron\Objects/ACTIONBUTTON.lua:398: in function `SetAux'
Neuron\Objects/BAR.lua:956: in function `LoadObjects'
Neuron\Objects/BAR.lua:2928: in function `Load'
Neuron\Neuron-0.9.39b.lua:332: in function <Neuron\Neuron.lua:281>
(tail call): ?
...
(tail call): ?
[C]: ?
[string "safecall Dispatcher[1]"]:9: in function <[string "safecall Dispatcher[1]"]:5>
(tail call): ?
Ace3\AceAddon-3.0\AceAddon-3.0-12.lua:558: in function `EnableAddon'
Ace3\AceAddon-3.0\AceAddon-3.0-12.lua:651: in function <Ace3\AceAddon-3.0\AceAddon-3.0.lua:636>
[C]: in function `LoadAddOn'
FrameXML\UIParent.lua:449: in function `UIParentLoadAddOn'
FrameXML\UIParent.lua:492: in function `CombatLog_LoadUI'
FrameXML\UIParent.lua:1197: in function <FrameXML\UIParent.lua:1093>
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Unread 12-15-18, 04:01 AM  
Soyier
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Re: Re: Flyout error

Originally Posted by baldricinoz
Originally Posted by Big_Fish
When I use the 9.38 versions, I'm getting flyout errors at login. This happens on my mages, warlocks and hunters. The strange part is a low level warlock doesn't get the error. Maybe due to being newer?

The error is ACTIONBUTTON_FLYOUTBTN.lua line 963: attempt to cal method 'SetObjectLoc' (a nil value)

The flyouts function and I'm able to drag and drop the icons from the spellbook, but I get the error at login and when I try to drop the icon on the action bar.

I may try to wipe a profile and start from scratch with one of them to see if that makes a difference.
I get a similar error on the last drop (0.9.39a):

1x Neuron\Objects/BAR.lua:980: bad argument #1 to 'ipairs' (table expected, got nil)
[C]: in function `ipairs'
Neuron\Objects/BAR.lua:980: in function `SetObjectLoc'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:955: in function <...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:955>

Locals:
(*temporary) = nil
(*temporary) = "table expected, got nil"
= <function> defined =[C]:-1

All bars with flyouts fail to load (for me that's most bars) (I like flyouts )...
Ok I added a check to fix this issue. Sorry about that.

Just a warning, the flyout code in this addon is SUPER old and I just recently had the chance to go into it and to try and fix it. It's definitely a work in progress, so use it at your own risk lol
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Unread 12-15-18, 03:23 AM  
baldricinoz
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Re: Flyout error

Originally Posted by Big_Fish
When I use the 9.38 versions, I'm getting flyout errors at login. This happens on my mages, warlocks and hunters. The strange part is a low level warlock doesn't get the error. Maybe due to being newer?

The error is ACTIONBUTTON_FLYOUTBTN.lua line 963: attempt to cal method 'SetObjectLoc' (a nil value)

The flyouts function and I'm able to drag and drop the icons from the spellbook, but I get the error at login and when I try to drop the icon on the action bar.

I may try to wipe a profile and start from scratch with one of them to see if that makes a difference.
I get a similar error on the last drop (0.9.39a):

1x Neuron\Objects/BAR.lua:980: bad argument #1 to 'ipairs' (table expected, got nil)
[C]: in function `ipairs'
Neuron\Objects/BAR.lua:980: in function `SetObjectLoc'
...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:955: in function <...aceNeuron\Objects/ACTIONBUTTON_FLYOUTBTN.lua:955>

Locals:
(*temporary) = nil
(*temporary) = "table expected, got nil"
= <function> defined =[C]:-1

All bars with flyouts fail to load (for me that's most bars) (I like flyouts )...
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Unread 12-12-18, 06:26 AM  
Big_Fish
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Flyout error

When I use the 9.38 versions, I'm getting flyout errors at login. This happens on my mages, warlocks and hunters. The strange part is a low level warlock doesn't get the error. Maybe due to being newer?

The error is ACTIONBUTTON_FLYOUTBTN.lua line 963: attempt to cal method 'SetObjectLoc' (a nil value)

The flyouts function and I'm able to drag and drop the icons from the spellbook, but I get the error at login and when I try to drop the icon on the action bar.

I may try to wipe a profile and start from scratch with one of them to see if that makes a difference.
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Unread 12-03-18, 09:30 PM  
Soyier
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Can some brave souls test master for me? There have been LOTS of changes, more than I can count, with many many more to come. Most importantly, can you guys try out the flyout button code? I don't use flyout buttons, but I did my best to fix up the code. It seems like the last time that code was touched was in MoP and as such most of it was broken beyond belief. However, I know lots of you guys rely on that flyout code, so I fixed what I could and rewrote what I couldn't.

As always, backup your WTF folder (though there's no database changes this time so you're pretty safe to just roll back to the stable release if an issue arises)
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Unread 11-30-18, 03:45 AM  
Soyier
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Lots of work happening

I finally got tired of the mess of psuedo object oriented programming that existed in the button and bar code, so I completely refactored and rewrote all of the button object code yesterday and today. Now we finally have some decent class hierarchy, and it's actually feasible to make out what's going on without being on shrooms.

I wrote ~3000 lines in the last two days. I'm exhausted. Bleh.

Good news is that I fixed a metric boat ton of bugs. Issues dragging mounts and having the wrong mount placed, and battle pets not showing icons, all fixed! The code is still a mess though. There's redundancies everywhere. It's like the previous devs couldn't figure out what the code did so they just wrote new code and left all the old crap in there. Honestly, it's like there's 3 of everything all spiderwebed around eachother. It feels like I'm constantly trying to untie a giant knot.

Who wants to buy me a beer? heh
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Unread 11-25-18, 03:24 AM  
Soyier
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Originally Posted by Apollumi
Can you run Wow on Linux? If so any performance loss? Only reason I am using Windows 10 is because of Wow. Have several recent games but I don't play them. Bad memories of compiling my video drivers on Linux years ago is why I game on Windows. Otherwise I would just run windows on one of my VMware servers or Virtualbox. Start using Vulcan you selfish game devs! (shakes fist at the sky)

Linux, or should I say Opensource, is the future. Something Microsoft tried hard to kill once but failed.

Once a vampire always a vampire I say.

~~~~~~~~

Do you have any pics on the new interface or is there a branch I could test that is somewhat stabel?
Yeah it runs well with wine and DXVK (directx to vulkan layer). There might be a FPS loss, but I'm not sure. I get 70 ish fps on ultra on ArchLinux, and I don't use any custom drivers or patches. Just the normal AMD linux video driver that comes out of the box. It's actually quite amazing how fantastic GPU performance and easy ess has gotten on Linux. And now that Steam has SteamPlay/Proton, I can play pretty much every game on steam on Linux without problems. I was just playing Doom actually, and it looks beautiful on Linux

There is my GUI Rework branch on GitHub, but it's mostly non-functional. All you can do is open up a test window and select a bar. Work on the GUI has been slow lately due to the holidays and a crazy work schedule
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Unread 11-24-18, 11:29 AM  
Apollumi
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Can you run Wow on Linux? If so any performance loss? Only reason I am using Windows 10 is because of Wow. Have several recent games but I don't play them. Bad memories of compiling my video drivers on Linux years ago is why I game on Windows. Otherwise I would just run windows on one of my VMware servers or Virtualbox. Start using Vulcan you selfish game devs! (shakes fist at the sky)

Linux, or should I say Opensource, is the future. Something Microsoft tried hard to kill once but failed.

Once a vampire always a vampire I say.

~~~~~~~~

Do you have any pics on the new interface or is there a branch I could test that is somewhat stabel?
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Unread 11-23-18, 03:54 PM  
Soyier
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Originally Posted by Apollumi
Github? I'm that old guy telling kids to get off of my lawn.

I got my MCSE many years ago and I've managed a lot of MS based networks. And I have to say I loath Microsoft with a passion. Not so much their OS's but I feel that I am posting this via one very large piece of MS Malware known as Windows 10. Yep, I'm one of "those" guys. Damn your soul MS for funding that SCO crap. And your viciousness with the OEM's, back in the day... "One OS to rule them all..!"

Ever since Microsoft sunk their claws into Github I've been done with them. Done I say..

Sorry, a bit of passion got sparked in me.... cough...

~~~~~~~~

I noticed one weird anomaly in the addon the other day. I moved some spells around by "alt" dragging them and they moved key bindings as well. Haven't seen it since so maybe a one off on my side.
Haha yeah, the Microsoft acquisition of GitHub was out of the blue that's for sure. I can't say I'm too pleased with it, I don't really use Microsoft software when I can help it, and I do all my dev and gaming on Linux. GitHub is still the best tool for the job for me though, with it's tight integration with Curse and ubiquitous support from everywhere. Also, Microsoft has been on my good side for a number of years now since Balmer got booted. I can't say I hate the direction they are going, and they have been doing a lot of good for the Open Source community lately (namely opening up their entire patent portfolio).

But yes, your point is taken and understood. GitLab is a really good alternative, and it's how I do all of my work as part of the GNOME Foundation. Though, for now at least, Neuron's home is GitHub for all it's flaws and features :-)
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Unread 11-23-18, 08:55 AM  
Apollumi
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Github? I'm that old guy telling kids to get off of my lawn.

I got my MCSE many years ago and I've managed a lot of MS based networks. And I have to say I loath Microsoft with a passion. Not so much their OS's but I feel that I am posting this via one very large piece of MS Malware known as Windows 10. Yep, I'm one of "those" guys. Damn your soul MS for funding that SCO crap. And your viciousness with the OEM's, back in the day... "One OS to rule them all..!"

Ever since Microsoft sunk their claws into Github I've been done with them. Done I say..

Sorry, a bit of passion got sparked in me.... cough...

~~~~~~~~

I noticed one weird anomaly in the addon the other day. I moved some spells around by "alt" dragging them and they moved key bindings as well. Haven't seen it since so maybe a one off on my side.
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Unread 11-10-18, 01:19 PM  
Soyier
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Originally Posted by Apollumi
It seems to be working fine. Looking forward to the updates. Would also like to see some screenshots of the work to date of what it will look like if that is ok.

Have you ever given any thought to allowing pre-defined templates? One of the big restrictions of getting into an addon like Neuron is the learning curve. Maybe have people post their button layouts (screenshots) here and include a few that the masses could digest easily. Providing that the user wants to share it.

I also think having a template load on the first startup isn't a bad idea. Providing you have "zero" existing button layouts so somebody's hard work doesn't get overwritten.

With the above in mind having the ability to export and import button templates would be helpful. I know how to copy a few files over to a machine to get this done (my wife thanks me) but the average person is averse to these things.

Thank you for keeping the addon alive.
100% agreed on everything you said. I want yo add these options so badly, and with the database rewrite that we did it's actually now feasible to implement. Can you do me a favor and post these as feature requests on GitHub so I can track it.

Features like this WILL get implemented, it's just a matter of when. With my super limmited time I'm having to prioritize the foundational underlying rewrites over new features that you guys can actually see. The good news is that I've mostly rewritten in some shape or form most of the add-on behind the scenes.
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Unread 11-10-18, 01:14 PM  
Soyier
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Re: feature request - keybinds

Originally Posted by teh_fixerer
I was almost certain that in previous versions that keybinds worked when the "ALT-Z" hide buttons was used? can this be made functional (again?) This is handy when doing the tortolan mazes/macthing daily quests.
Ok this seems to be much more complex. Basically when you alt-z you hide all of the UI elements, and the keybinds go back to the default Wow actionbar keybinds because they're no Neuron buttons showing to overwrite those keybinds. This is going to be a much more complicated fix than I thought
Last edited by Soyier : 11-10-18 at 03:45 PM.
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