The equipment manager has been converted to C code, so its functionality (and index basis) changed.
The ilvl squish made the "can this be disenchanted?" function completely wrong and I don't even know if there's an enchanting level restriction anymore, so for now if you're on 8.0 the ilvl check is just bypassed. This is probably going to need refining because it currently, for example, shows legendary items as disenchantable even though the game doesn't allow them to be disenchanted. I'm unsure if it works the same way on Live currently or not.
Items can have the same item ID but different rarities/levels, so now we compare the full item link instead of just the ID for determining duplicates. This allows herbs and ore and such to retain its old merging/stacking behavior within Breakables and fixes multiple items with different iLevels, for example, showing up as a single item.
Breakables can now be right-clicked to add them to an ignore list which prevents them from ever showing up as a breakable item. Ignored items may be viewed and cleared from the options screen.
When the tooltip is showing a breakable item and the player presses/releases Shift, update the tooltip. This is so that disenchantable items can more easily show what the player currently has equipped.
When the player is hovering over a breakable button and something causes the breakable list to be regenerated, make sure we update the tooltip so they aren't looking at a stale tooltip.
Certain types of herbs and ore can be looted that aren't millable/prospectable themselves, but can be used to combine (or unbreak, if you will...) them into an item that can be milled/prospected. It's convenient if the addon offers support for those situations so you can combine the combinables, then break the breakables.
I had set a bag check delay to ensure when the player looted masses of items at once that we didn't bog down the game. 1 second is way more than that case needs, so let's reduce it to 0.1 simply to prevent the "check 8 times when looting 8 items" performance problem but retain a responsive Breakables UI.
This is an ancient problem in Breakables where the merging mechanism was always combining the same breakable into a single entry in its internal array and disregarding what bag and slot each stack was in. If we retain the position of the largest stack, then Breakables can always pick the proper larger stack to break no matter what order they appear in bags. This won't help the case where a single stack is spread into stacks where no single stack is large enough to break, but the WoW client has built-in bag compression now, so that should be less of a concern.
When the player had items where one was a substring of the other ("Whiptail" vs "Whiptail Stem", for example), the game client would sometimes pick the wrong one to break. In the Whiptail case, this meant the game could attempt to cast Mill on a Whiptail Stem if it appeared first in the player's bags, which doesn't work. All we can do with the target-item attribute is supply a name, so it's not really our fault that the game makes this decision, but we can work around it by using target-bag and target-slot instead of target-item where we can be explicit about what we're trying to break.