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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:452,639
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 11-16-17, 03:54 AM  
Soyier
A Deviate Faerie Dragon
 
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New Release, 0.9.8a

New release out that fixes the extra action bar not disappearing automatically for people who at some point deleted and remade their Extra Action Bar. The issue was a visibility toggle ("No Extra Bar") incorrectly being set to on rather than off for newly created bars.

If you are still experiencing this issue please delete the bar and remake it, and it should have the correct default settings now.
Cheers!

*update* pushed another minor revision that gives the same fix for the pet bar! Please report if any other bars don't disappear when/how they should.
Last edited by Soyier : 11-16-17 at 01:41 PM.
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Unread 11-16-17, 02:07 PM  
ThorfinnSk
A Kobold Labourer

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Re: New Release, 0.9.8a

Originally Posted by Soyier
New release out that fixes the extra action bar not disappearing automatically for people who at some point deleted and remade their Extra Action Bar. The issue was a visibility toggle ("No Extra Bar") incorrectly being set to on rather than off for newly created bars.

If you are still experiencing this issue please delete the bar and remake it, and it should have the correct default settings now.
Cheers!

*update* pushed another minor revision that gives the same fix for the pet bar! Please report if any other bars don't disappear when/how they should.
You're awesome!
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Unread 11-16-17, 05:50 PM  
wingsofscion
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A quick curiosity. I have figured out how to do flyout menus and everything (handy for my miscellaneous shaman characters), but I'd really like to create a flyout menu for costume items in the toybox. With the current usage (spells or items) I don't currently see a way to do this, as it just gives me a question mark icon with no button, but perhaps I am missing something?
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Unread 11-16-17, 07:46 PM  
Soyier
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Originally Posted by wingsofscion
A quick curiosity. I have figured out how to do flyout menus and everything (handy for my miscellaneous shaman characters), but I'd really like to create a flyout menu for costume items in the toybox. With the current usage (spells or items) I don't currently see a way to do this, as it just gives me a question mark icon with no button, but perhaps I am missing something?
I'm not quite sure. Hmm. One of the things I wana do is rework the flyout bars a lot, but with the current iteration I'm not sure if that's a limitation or not.
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Unread 11-17-17, 04:14 PM  
Flaer
A Murloc Raider

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Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: News on update

Originally Posted by Soyier
Originally Posted by Flaer
Upon further testing I've noticed that it doesn't cap around the 40% mark, instead it just slows down and only increases by 0.02% every few seconds.
Strange. I cannot replicate this. Standing in my Garrison for ~45min my memory usage is only 9.43MB
Very odd. I track usage with the TitanPerformance module of TitanPanel.
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Unread 11-18-17, 01:34 PM  
Soyier
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Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: News on update

Originally Posted by Flaer
Originally Posted by Soyier
Originally Posted by Flaer
Upon further testing I've noticed that it doesn't cap around the 40% mark, instead it just slows down and only increases by 0.02% every few seconds.
Strange. I cannot replicate this. Standing in my Garrison for ~45min my memory usage is only 9.43MB
Very odd. I track usage with the TitanPerformance module of TitanPanel.
In the code there are some fixes specifically for titan panel, maybe there's an incompatibility or something still with the two addons
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Unread 11-19-17, 03:42 AM  
Soyier
A Deviate Faerie Dragon
 
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I need your help!

Cheers folks,

I need your help!

Backstory: I was testing the memory efficiency of Neuron with an addon called "AddonUsage" and I noticed when looking at CPU usage that Neuron had HUGELY high CPU intensivity. Which further led me to test the FPS impact of Neuron, and Neuron was dropping my frames by as much as 6fps.

The good news, is that I lucked into finding what I believe was the main culprit, which was a function that was set to run each and every frame update, and I think it has something to do with setting the flash on/off when abilities proc. However, disabling this bit of code doesn't seem to have noticeably broken anything from what I can tell, and my buttons still proc just fine. However, the net result of disabling this code is that I dropped Neurons CPU usage ~85%, and I now don't have any noticeable FPS drop when using Neuron (maybe 1fps but it's hard to track).

I need your help testing this. Pardon my skepticism, but with as HUGE as a performance benefit as this small change was, I feel like we have to have broken something . That being said, if I can have a couple of you test the latest master branch from github and report your results on the open bug, if there is no outstanding issues I think I will push a new release.

Exciting right?!

-Soyier

**Edit, ok well I've been using it for most of a day, so I might push it out tonight if I get no objections. I think there are lots of more optimizations to be had, but this gets us 80% of the way there at least :-)
Last edited by Soyier : 11-19-17 at 03:56 PM.
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Unread 11-20-17, 09:18 PM  
Flaer
A Murloc Raider

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Re: I need your help!

Originally Posted by Soyier
Cheers folks,

I need your help!

Backstory: I was testing the memory efficiency of Neuron with an addon called "AddonUsage" and I noticed when looking at CPU usage that Neuron had HUGELY high CPU intensivity. Which further led me to test the FPS impact of Neuron, and Neuron was dropping my frames by as much as 6fps.

The good news, is that I lucked into finding what I believe was the main culprit, which was a function that was set to run each and every frame update, and I think it has something to do with setting the flash on/off when abilities proc. However, disabling this bit of code doesn't seem to have noticeably broken anything from what I can tell, and my buttons still proc just fine. However, the net result of disabling this code is that I dropped Neurons CPU usage ~85%, and I now don't have any noticeable FPS drop when using Neuron (maybe 1fps but it's hard to track).

I need your help testing this. Pardon my skepticism, but with as HUGE as a performance benefit as this small change was, I feel like we have to have broken something . That being said, if I can have a couple of you test the latest master branch from github and report your results on the open bug, if there is no outstanding issues I think I will push a new release.

Exciting right?!

-Soyier

**Edit, ok well I've been using it for most of a day, so I might push it out tonight if I get no objections. I think there are lots of more optimizations to be had, but this gets us 80% of the way there at least :-)
I noticed an increase in fps with this new version. I also noticed that instead of memory usage constantly rising up past 40% the rate it increased slowed and seemed to cap around 27%.
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Unread 11-26-17, 10:14 AM  
Coralin
A Kobold Labourer

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Having trouble at first glance finding a method of having the "rep bar" show my artifact weapon XP - how is this done?
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Unread 11-26-17, 02:40 PM  
raysmith
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Current Status

I'm not seeing any negative side effects of the CPU optimization to this point.

One thing I have noticed and I think it's newish, when in Balance spec, when I have my main action bars set to change on stance and my druid switches to Moonkin form specifically the bar doesn't change from whatever it was before. Bear and Cat both work fine switching to each other or to them from other forms but switching to Moonkin leaves the bar in Cat/Bear.

Travel and Caster (no form) both seem to share a bar, I'm fine with this although I'm not sure if it's intended. Currently my Moonkin bars are set up on the Travel/Caster form bar so I have to go from, for instance, Cat to Caster to Moonkin in order to get the correct bars.

Ideally I think Caster and Travel forms should have separate bars as well but that isn't something I'd specifically make use of, I'm fine with them sharing.

I reset my bars a few weeks ago and have been slowly putting things back together, I believe the form switching was working prior to that and I'm not sure if it's worked since, I'm finally just now getting around to setting the non-Moonkin form bars.

I'm going to see if I can find the issue in code, based on past history that won't accomplish much but if I do find something I'll follow up.

EDIT: Was able to determine what the stance IDs are when in Balance spec in case this helps using this macro:

/run local x = GetShapeshiftForm() print("you are in stance: ",x)

0: Caster/None
1: Bear
2: Cat
3: Travel
4: Moonkin

EDIT2: Unsurprisingly I failed but I noticed there was a list of druid forms and spell ids that conspicuously didn't have Moonkin in the list, I tried modifying it to add the appropriate spell ID (confirmed in-game using the macro below) to the list but it didn't have any impact.

/run print(GetSpellLink("Moonkin Form"):match("spell:%d+"))

local druidForms = { [1066] = true, [40120] = true, [783] = true, [24858] = true, [114282] = true } -- aquatic, flight, travel, moonkin, treant
Last edited by raysmith : 11-26-17 at 03:17 PM.
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Unread 11-26-17, 04:09 PM  
Soyier
A Deviate Faerie Dragon
 
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Originally Posted by Coralin
Having trouble at first glance finding a method of having the "rep bar" show my artifact weapon XP - how is this done?
The rep bar cannot show artifact weapon power, the XP bar can. Just right click on the XP bar and select artifact power from the list.
Last edited by Soyier : 11-26-17 at 04:13 PM.
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Unread 11-26-17, 04:12 PM  
Soyier
A Deviate Faerie Dragon
 
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Re: Current Status

Originally Posted by raysmith
I'm not seeing any negative side effects of the CPU optimization to this point.

One thing I have noticed and I think it's newish, when in Balance spec, when I have my main action bars set to change on stance and my druid switches to Moonkin form specifically the bar doesn't change from whatever it was before. Bear and Cat both work fine switching to each other or to them from other forms but switching to Moonkin leaves the bar in Cat/Bear.

Travel and Caster (no form) both seem to share a bar, I'm fine with this although I'm not sure if it's intended. Currently my Moonkin bars are set up on the Travel/Caster form bar so I have to go from, for instance, Cat to Caster to Moonkin in order to get the correct bars.

Ideally I think Caster and Travel forms should have separate bars as well but that isn't something I'd specifically make use of, I'm fine with them sharing.

I reset my bars a few weeks ago and have been slowly putting things back together, I believe the form switching was working prior to that and I'm not sure if it's worked since, I'm finally just now getting around to setting the non-Moonkin form bars.

I'm going to see if I can find the issue in code, based on past history that won't accomplish much but if I do find something I'll follow up.

EDIT: Was able to determine what the stance IDs are when in Balance spec in case this helps using this macro:

/run local x = GetShapeshiftForm() print("you are in stance: ",x)

0: Caster/None
1: Bear
2: Cat
3: Travel
4: Moonkin

EDIT2: Unsurprisingly I failed but I noticed there was a list of druid forms and spell ids that conspicuously didn't have Moonkin in the list, I tried modifying it to add the appropriate spell ID (confirmed in-game using the macro below) to the list but it didn't have any impact.

/run print(GetSpellLink("Moonkin Form"):match("spell:%d+"))

local druidForms = { [1066] = true, [40120] = true, [783] = true, [24858] = true, [114282] = true } -- aquatic, flight, travel, moonkin, treant
You're right, that is indeed not the intended behaviour. It used to be that all druid forms, moonkin included, would have their own state. It's possible I broke something, so I'll get right on it l. (My main is a druid so testing it will be easy lol)
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Unread 11-26-17, 09:58 PM  
Coralin
A Kobold Labourer

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Originally Posted by Soyier
Originally Posted by Coralin
Having trouble at first glance finding a method of having the "rep bar" show my artifact weapon XP - how is this done?
The rep bar cannot show artifact weapon power, the XP bar can. Just right click on the XP bar and select artifact power from the list.
Awesome, thank you! Loved this mod since Waaaay back in the day; left for a while after BC, came back for a bit, left after warlords... and completely wiped my addons at the time. Working on getting back where I wish I was... >.<
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Unread 11-27-17, 06:45 PM  
raysmith
A Kobold Labourer

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Re: Re: Current Status

Originally Posted by Soyier
You're right, that is indeed not the intended behaviour. It used to be that all druid forms, moonkin included, would have their own state. It's possible I broke something, so I'll get right on it l. (My main is a druid so testing it will be easy lol)
For what it's worth I've seen indications that the form ID can change dynamically based on whether various forms are available or not (primarily due to spec, I'd assume, but possibly also due to things like talent or glyph). So, Moonkin may not always be 4.

I also just noticed that a bar on my rogue that changes for stealth (I assume it's Stance as well) isn't indicating range properly, abilities like Sap always show red (out of range) even when I'm in range. I think that's new as well. I don't know if the same issue exists with non-stance bars, if it does I haven't noticed it. I can do some testing if necessary, let me know.
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Unread 11-29-17, 09:53 PM  
wingsofscion
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Hi there; thanks for the reply regarding the toy box, hopefully it can be figured out eventually.

Another question, however.

I can't seem to get my druid's stealth bar working correctly, and I'm not sure what to do. If I go into Prowl without already being in cat form (I don't actually play cat druid, so this is a frequent occurrence), then it won't recognize a separate bar for being both in cat form and being in Prowl. It will remember for a split second, but then default to my caster stance bar, which I do not want. How can I get around this?
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