In case a user has misplaced their Breakable window, this allows it to be reset.
It also groups the settings together so that Reset can't be pressed accidentally.
The mod now reacts by adding or removing the Breakable button row when the player gains or loses an appropriate skill or profession. So if you train Enchanting, a disenchant bar will be added and if you unlearn it it will go away, for example.
This only works if the player hasn't collapsed the Professions section of their skill UI, and if LibBabble-Inventory's translation is correct for this in all cases, but it's the only method I've found so far that works for Wrath. The other option is to show everything as disenchantable, but I don't like that.
This causes all items to display as disenchantable whether you have the skill for it or not. I have not yet found the correct way to access the player's Enchanting profession level to check against item level for disenchant validity.
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.