Commit Graph

1160 Commits

Author SHA1 Message Date
d7505b73b1 Fixed possible infinite loop in custom counters
Only try to redraw if the maximum count exceeds the numbers of frames we have to display the count. If the maximum drops below the number of frames we have to display it, that's fine because the excess frames will just be hidden.
2016-11-05 21:12:13 -05:00
f10a647590 Updated a few CC spells 2016-11-02 00:06:06 -05:00
54bd441f16 Updated changelog 1.10.11 2016-10-28 10:42:35 -05:00
4a7212fc00 Updated TOC for options module 2016-10-28 10:42:35 -05:00
e6f87b52bb Speculative fix for reported problem
There's a case where custom counters seemingly get stuck with an outdated maximum number of charges (perhaps only when augmented by a talent such as with Throw Glaive). This may catch and fix it (I couldn't reproduce the problem with a starter DH since you need level 108 or something to get the second charge for Throw Glaive).
2016-10-27 23:24:14 -05:00
d38c32cf34 Updated changelog 2016-10-26 11:42:34 -05:00
a3bd338ff6 Fixed energy ticker showing up in 7.1
Looks like the ancient predictedPower cvar was finally killed in 7.1, so the ticker was showing back up.
1.10.10.1
2016-10-25 20:16:57 -05:00
55a376b959 Updated changelog 1.10.10 2016-10-25 14:43:59 -05:00
5b201ffee1 Updated TOC for 7.1 2016-10-25 14:40:10 -05:00
103e8b4eee Turn PlayerAbsorb back on by default
Changing this default has confused too many people, so let's put it back. Now this information is technically duplicated, but avoiding confusion is more important.
2016-10-15 20:27:03 -05:00
bda8da8b9a Updated changelog 1.10.9 2016-10-13 00:06:50 -05:00
60a3293095 Added absorb display to the player health bar
The player health bar will now show a (by default) faded white bar above the health for the amount of absorption the player currently has. The incoming heal bar starts above both the player health and the absorb, if any is present.
Also disabled the PlayerAbsorb bar by default since it's redundant. It can still be enabled separately if desired.
2016-10-12 23:18:27 -05:00
e26ccdfba1 First pass at showing Runes like combo points
With runes being homogenized in 7.0, it makes a little less sense to adhere to the structure of specific runes being available/used. This adds an option to display the runes more like combo points where simple textures are shown to indicate how many runes are available. No cooldown or "soon-to-be-ready" type indicators are setup just yet since that problem is more difficult and my personal usage doesn't really need them right now.
Also added an option to show the Runes module any time the player has some runes that are recharging.
2016-10-12 22:35:24 -05:00
ed0dee1e08 Fixed memory leak in Runes modules
We were creating font factories every time the runes module was asked to redraw. Oops...
Also fixed the numeric frame's parent while I was in there so that it (in a future commit) will show and hide with the module properly.
2016-10-12 21:06:03 -05:00
152a3898a7 Added support for the Scale setting on mirror bars (ticket #228) 2016-10-09 23:50:54 -05:00
2c5ea0c96b Extended scale range to 0.2-2.0 by request 2016-10-09 23:34:55 -05:00
858436e052 Ignore readme when packaging
Setup manual changelog instead of auto-generated one
2016-10-08 10:07:46 -05:00
19de27387e Added readme 1.10.8 2016-10-03 15:48:14 -05:00
6348da4ecc Made Roll the Bones change colors based on how many buffs you rolled (ticket #227, thanks Zahariel!) 2016-10-02 21:46:37 -05:00
491baa5936 Hopefully fixed combo points having an incorrect maximum
Sometimes combo points can get stuck in a state where only 5 will draw on the screen even if the player has 6 max available. It's been really tough to reproduce, but I think the problem is that the frames are getting created but never having a texture set to them. This should fix that.
2016-10-01 21:22:05 -05:00
f74233dcfa Tweaked and updated the FAQ a bit 1.10.7 2016-09-05 23:23:12 -05:00
0c729d77e9 Amended 29dc1b89 to be controlled by its own option
Instead of changing a behavior that's years old out from under people, let's make it opt-in.
2016-09-05 21:50:43 -05:00
7ec918ecb6 Added user-submitted Roll the Bones module (ticket #220, thanks Zahariel!) 2016-09-04 16:14:03 -05:00
29dc1b8955 Allow "scale mana color" to work with class-specific mana types 2016-09-04 08:05:00 -05:00
e36b87a407 Fixed TargetInfo debuffs not having the same frame as buffs 1.10.6 2016-08-31 23:07:54 -05:00
880e2e3278 Added support for the Pain mana type 2016-08-18 23:00:06 -05:00
a5de40f087 Added colors for Maelstrom mana
Fixed TargetMana to use Insanity, Fury, and Maelstrom colors correctly
1.10.5
2016-08-15 23:16:57 -05:00
6090814d4e Fixed error on startup in 7.0 for users with old MaelstromCount, SunderCount, or LacerateCount modules in their settings. 2016-08-15 23:10:58 -05:00
c78f618149 Fixed speed and reliability of absorb bars reacting to changes 1.10.4 2016-08-07 17:16:57 -05:00
6133a59ef3 Added Maelstrom to the list of powers to treat 0 as full for opacity purposes 2016-08-07 16:44:13 -05:00
a201aa5149 Fixed incorrect texture drawing behind power counters
Looks like at some point I modified how "darkened" inactive powers worked and ended up drawing two copies of the darkened power counter for each inactive power. "runebg" is superfluous since we're just setting the color of the actual counter to black and partially transparent instead. For some power counters, such as Paladins, the runebg texture was actually wrong and drawing the entire atlas rather than just the texture we wanted.
1.10.3
2016-07-26 21:37:45 -05:00
34d3060df3 Fixed castbar interruption on 7.0 clients
Looks like some things changed in spellcast events on 7.0 which necessitate using the spellcast GUID to identify when a specific cast starts or stops. Now we use those GUIDs which restores the castbar to its appropriate behavior. (ticket #215)
1.10.2
2016-07-25 13:02:14 -05:00
9e7b34d43c Disabled Resolved for 7.0 clients 2016-07-25 12:33:20 -05:00
2d4d32fa1f Fixed SnD error introduced in 46152e92 1.10.1.1 2016-07-24 19:01:54 -05:00
ca544384b8 Fixed bar rotation breaking low thresholds
I guess something in the 7.0 client must have changed how animations work for inherited frames because it would appear that the RotateFrame call for the child flashFrame is now causing issues somehow. Removing the call allows the flash/low threshold frame to travel alongside the parent frame when rotating.
1.10.1
2016-07-24 17:04:07 -05:00
46152e92f4 Fixed rotation not resetting on profile change
When the player had one profile with a bar rotated 90 degrees and another profile with the same bar not rotated, the non-rotated profile would fail to put the bar back in its original location. Thanks for the detailed report, spacegato!
2016-07-24 16:52:12 -05:00
f0cafee719 Added recent FAQs 2016-07-23 21:43:49 -05:00
f8c7875501 Fixed HarmonyPower Hide Blizzard option generating errors 2016-07-22 11:45:35 -05:00
715f9584fb Fixed "Hide Blizzard" option in Holy Power module in 7.0 2016-07-20 12:42:03 -05:00
6824721947 Fixed TargetMana to match PlayerMana colors/alpha
Forgot to update this module to match the new 7.0/Legion stuff like PlayerMana was already doing. I really should be sharing all this code, but alas.
2016-07-19 23:49:54 -05:00
0ac00068b3 Added new mana types to consider 0 as "full"
For the purposes of alpha settings, 0 is "full" for several mana types, such as the new/changed 7.0 ones (astral power, insanity, fury).
2016-07-19 23:45:51 -05:00
5ca6f20944 Fixed minor inefficient texture access
Also fixed an issue where we were looking for a variable that was not declared in the scope we were looking for it in.
2016-07-19 10:11:58 -05:00
d9218343d5 Updated Website address 1.10.0 2016-07-16 11:32:48 -05:00
e9020becc0 Updated to 7.0 TOC 2016-07-16 11:32:30 -05:00
c0771ea8f4 Enabled useful debug print
Converted to use IceHUD:Debug() so that we can turn it on and off.
1.10 1.10beta2
2016-06-07 00:35:20 -05:00
5771f990c7 Suppressed noisy debug message
This message prints constantly against training dummies, so let's just turn it off.
2016-06-07 00:35:01 -05:00
702ebbd86a Fixed Death Runes never showing up on Live
UnitPowerMax for SPELL_POWER_RUNES is 0 on live, so numRunes was 0 which was causing UpdateRuneType to throw out the update.
2016-06-07 00:34:31 -05:00
f214c945af Added second argument to UnitPower
I keep seeing things online saying the one-argument version of UnitPower has been deprecated, so I figured I'd go ahead and update my few uses of it in case it actually gets removed at some point. I haven't had any trouble with it, though.
2016-06-01 00:11:33 -05:00
debaf7f1ff Fixed Destruction Warlocks freezing on login in pre-7.0 (ticket #207)
Destruction Warlocks have a PowerMax of 1000 and apparently trying to create that many graphical frames blows something up really quick. In 7.0, everyone's runes are discrete objects, so I was trying to ensure that the graphical representations of a given power were ready at all times, but didn't consider the pre-7.0 case where this calculation would lead to an absurd number of "runes".
This change also fixes an errant CreateFrame() in UpdateRunePower() that was supposed to be self:CreateFrame(). CreateFrame() was just creating a nameless, parentless frame for no reason at all. Good job, me. This isn't C++.
1.10beta1
2016-05-29 14:21:50 -05:00
d05c1dac18 Updated my previous change to re-enable the "tapped" feature with the new Legion API 2016-05-29 14:18:51 -05:00