~/forever/updates/addon-api
Updates
C_Garrison.GetFollowerAutoCombatStats(garrFollowerID) : autoCombatInfoC_Garrison.GetFollowerMissionCompleteInfo(followerID) : followerMissionCompleteInfoC_Garrison.GetGarrisonPlotsInstancesForMap(uiMapID) : garrisonPlotInstancesC_Garrison.GetGarrisonTalentTreeCurrencyTypes(garrTalentTreeID) : garrTalentTreeCurrencyTypeC_Garrison.GetGarrisonTalentTreeType(garrTalentTreeID) : garrTalentTreeTypeC_Garrison.GetMaxCypherEquipmentLevel() : maxEquipmentLevelC_Garrison.GetMissionCompleteEncounters(missionID) : encountersC_Garrison.GetMissionDeploymentInfo(missionID) : missionDeploymentInfoC_Garrison.GetMissionEncounterIconInfo(missionID) : missionEncounterIconInfoC_Garrison.GetTalentInfo(talentID) : infoC_Garrison.GetTalentPointsSpentInTalentTree(garrTalentTreeID) : talentPointsC_Garrison.GetTalentTreeIDsByClassID(garrType, classID) : treeIDsC_Garrison.GetTalentTreeInfo(treeID) : infoC_Garrison.GetTalentTreeResetInfo(garrTalentTreeID) : goldCost, currencyCostsC_Garrison.GetTalentTreeTalentPointResearchInfo(garrTalentID, researchRank, garrTalentTreeID, talentPointIndex, isRespec) : goldCost, currencyCosts, durationSecsC_Garrison.GetTalentUnlockWorldQuest(talentID) : worldQuestIDC_Garrison.HasAdventures() : hasAdventuresC_Garrison.IsAtGarrisonMissionNPC() : atGarrisonMissionNPCC_Garrison.IsEnvironmentCountered(missionID) : environmentCounteredC_Garrison.IsFollowerOnCompletedMission(followerID) : followerOnCompletedMissionC_Garrison.IsLandingPageMinimapButtonVisible(garrType) : isLandingPageMinimapButtonVisibleC_Garrison.IsTalentConditionMet(talentID) : isMet, failureStringC_Garrison.RegenerateCombatLog(missionID) : successC_Garrison.RemoveFollowerFromMission(missionID, followerID, boardIndex?)C_Garrison.RushHealAllFollowers(followerType)C_Garrison.RushHealFollower(garrFollowerID)C_Garrison.SetAutoCombatSpellFastForward(state)C_GenericWidgetDisplay.Acknowledge()C_GenericWidgetDisplay.Close()C_Glue.IsFirstLoadThisSession() : IsFirstLoadThisSessionC_Glue.IsOnGlueScreen() : isOnGlueScreenC_GossipInfo.CloseGossip()C_GossipInfo.ForceGossip() : forceGossipC_GossipInfo.GetActiveQuests() : infoC_GossipInfo.GetAvailableQuests() : infoC_GossipInfo.GetCompletedOptionDescriptionString() : descriptionC_GossipInfo.GetCustomGossipDescriptionString() : descriptionC_GossipInfo.GetFriendshipReputation(friendshipFactionID) : reputationInfoC_GossipInfo.GetFriendshipReputationRanks(friendshipFactionID) : rankInfoC_GossipInfo.GetNumActiveQuests() : numQuestsC_GossipInfo.GetNumAvailableQuests() : numQuestsC_GossipInfo.GetOptionUIWidgetSetsAndTypesByOptionID(gossipOptionID) : gossipOptionUIWidgetSetsAndTypesC_GossipInfo.GetOptions() : infoC_GossipInfo.GetPoiForUiMapID(uiMapID) : gossipPoiIDC_GossipInfo.GetPoiInfo(uiMapID, gossipPoiID) : gossipPoiInfoC_GossipInfo.GetText() : gossipTextC_GossipInfo.RefreshOptions()C_GossipInfo.SelectActiveQuest(optionID)C_GossipInfo.SelectAvailableQuest(optionID)C_GossipInfo.SelectOption(optionID, text?, confirmed?)Documented entries come from Blizzard's in-client API documentation, and UI code functions from its Lua files, mirrored per build. C functions that neither mentions aren't included, and UI code functions can be internal.