If Low Threshold was checked, then scaling by health/mana % was getting overridden and forced to the Max Health/Mana Color after being set to the scaled value.
This shows the player's current Energy amount when they're in a form that doesn't use Energy. For example, this could show the user how much energy they currently have while they're in Bear form so that they can shift away and wait on their energy to refill.
Note: requires a new version of LibDogTag-Unit for the bar text tags to function if DogTags are enabled.
Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff.
There are controls on the player castbar module for flashing when a spell succeeds or fails, and separate controls for flashing when an instant cast completes. Those were broken (flashing never happened), but now work again.
UpdateBar() was necessary in MyOnUpdate() in the event that no other spell has been cast (in order to set the alpha so that the bottom text displays). The spellId is being passed along so that spells that aren't currently being cast can have their name and icon displayed appropriately, and so the early-out for "no known spell" doesn't trigger (which allows the Flash to actually work). The self.current reset fixes instant casts after a normal cast (we were only clearing the "current" spell conditionally when we only meant to filter StopBar, so if it wasn't cleared, future successful casts thought they were for a different spell than was currently being cast.
This is the same fix as was applied to RollTheBones in commit 46883e355b but I failed to audit the rest of the mod for places where this was possible. This one was reported over on the Curse addon page comments.
I neglected to test the new party-hide implementation on pre-10.0. It was not fully implemented. This implementation is from Pitbull4 and is more complicated than I need, but certainly does the job and allows for some future usage if needed.
Fixes wowace ticket #330
I guess UNIT_AURA now provides a third argument that it wasn't before. So instead of relying on a third argument, just override the event name to something we control and key off that for avoiding updates.
This is no longer functional in 10.0 and I can't find an easy replacement, so I'm removing the functionality for 10.0+ for now. The entire player frame can still be hidden, which also hides the runes, so I don't feel like this is super critical to have.
Fixes#26
Evokers can spec into an additional Essence, so we need to handle the power counter increasing/decreasing. This was a fundamental change to the class power counter, so I'm sure something else broke somewhere. A casual glance at other classes/specs seems fine, though...
MaxPower events fire, but I guess only Legion+ actually returns rune counts from this function. On Wrath it always returns 0, so the CheckMaxNumRunes logic was hiding all runes.