2.1.0.7-63-g2e58400
Details
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FilenameWeakAuras-2.1.0.7-63-g2e58400.zip
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Uploaded by
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UploadedAug 17, 2015
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Size3.19 MB
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Downloads4,459
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MD5f466cb8307c2fb57b018b6715be62c6b
Supported WoW Retail Versions
- 6.2.0
Changelog
Benjamin Staneck:
- less double local'ing and a bit of cleanup
- no need to double local every function
- typo fixes
- not sure if intended that way but we'll see
- derp
- list globals for the linter and mark a few spots with XXX GLOBAL for Infus
Infus:
- Add some more comments to WeakAuras.lua
- TestForLongString: Guard against the variable being nil
- Slightly simplify WeakAuras.ConstructFunction by removing inverse
Since the function is only used to create the load function now and
that doesn't use the inverse option.
- Duplicate ConstructFunction into GenericTrigger.lua
No code changes except renaming it to Internal.ConstructFunction
This is in preparation of several rounds of changes.
- ScanForLoads: Iterate once over all displays
Instead of once of auras and once over events.
- Remove aura_cache:Reloading and aura_cache:DoneReloading
Simplifies the code and as far as I could tell this had no effect
- Simplify EnableTrigger by always providing EnableTrigger
Which just calls Expand if there's only one trigger
- Move WeakAuras.me and WeakAuras.myGUID to BuffTrigger.lua
As it is only used in that file and can be made internal then.
- Remove unused pending_aura_scans
- WeakAuras.Rename Remove unused local temp
- WeakAuras.CanHaveAuto Use it only to mean automatic icon
There was some confussion on the exact meaning of CanHaveAuto.
E.g. for custom triggers, if either a nameFunc or a iconFunc
existed, CanHaveAuto returns true. Most of the regions would
check CanHaveAuto also in the SetName function.
In the options dialog though, CanHaveAuto just means the automatic
icon.
Thus e.g. having a custom name function would lead to
CanHaveAuto returning true and thus the automatic icon
checkbox being enabled, yet just having custom name function
is not good enough for a icon.
So make CanHaveAuto mean only one thing: Whether this trigger can
have a automatic icon. Also cache the value of CanHaveAuto in the
region's modify functions and use that cached value.
- RegionTypes: Introduce WeakAuras.ReplacePlaceHolders
Which dedeuplicates the various percent replacements
- Add WeakAuras.GetNameAndIcon
But only implement it partially. For the generic trigger, having a
implementation, makes it easier to make a few things local to
GenericTrigger.lua in a future patch.
The buff trigger code is harder to abstract,
and since I don't plan on similarly reworking WeakAurasOptions.lua
I leave it as is. Event though this looks somewhat strange.
No logic change in this patch.
- Move GTFO check code to GenericTrigger.lua
As it belongs there. Some small logic changes, iterate over events
instead of db.displays Don't check the GTFO version number.
(GTFO 4.2 is now 2 years old.)
- Split up ToolTip handling code
Some small logic changes, but no behaviour change.
- BuffTrigger: Simplify CanHaveDuration/CanHaveAuto
No logic changes.
- GenericTrigger: Remove unused properties from internal data structure
- BuffTrigger: Remove unused properties
I could not find any usage of those properties
- Introduce a table loadFuncs in WeakAuras.lua
Instead of storing the data in the trigger specific data structures.
- Split WeakAuras.CanHaveTooltip
Slight simplification of the resulting code, without any changes in
behaviour.
- Fix BuffTrigger.Rename
loaded_auras is keyed on the unit or spellName.
Also add aura_cache.Rename to make sure everything is renamed
- Split up WeakAuras.Rename
- Split up UnloadAll
- Split up WeakAuras.ScanAll() for each trigger system
Rename WeakAuras.ForceEvents() to GenericTrigger.ScanAll()
- GenericTrigger: Use UnloadDisplay() in Delete()
Fixes a bug where for combat log triggers delete wouldn't properly
clean up.
- Split up UnloadDisplay() for each trigger system
- WeakAuras.lua Split up WeakAuras.HandleEvent
Now uses one frame for auras and one for other triggers and make
aura_scan_cooldowns local, since it isn't used outside of
BuffTrigger.lua
Otherwise identically code.
- Transmission.lua Make almost every function local
And document the remaining global functions
Also slim down WeakAuras object by not embedding Serializer and Comm
into it. The libraries are only used in Transmission.lua
Benjamin Staneck:
- fix clones error
Infus:
- Split up WeakAuras.pAdd and move it to the trigger system files
Only code change: The check for the trigger type being wrong went missing.
- Split up WeakAuras.Delete() and move parts to individual trigger systems
- BuffTrigger.lua Actually save the combatAuraFrame into WeakAuras.frames
- Move various functions to BuffTrigger.lua
The functions themselves are almost unchanged
Only relevant code change Instead of direct usage of db.tempIconCache in
BuffTrigger.lua use a wrapper function SetTempIconCache
- Split up LoadDisplay function and move them to the trigger system files
- WeakAuras.lua Fix indentation in load function
- Split up scheduled scans and move to the trigger system files
Instead of storing scheduled scans for cooldowns in a nested table,
store them in its own table.
- Move various functions to GenericTrigger
No logic changes, only e.g. paused => WeakAuras.IsPaused()
- Move CanHaveClones into individual trigger system files
- WeakAuras.lua Move CanHaveAuto into trigger system files
- WeakAuras.lua Move CanHaveDuration into the triggersystem files
No changes to code
- WeakAuras.lua Move CanGroupShowWithZero to individual trigger systems
No code changes in the actual code
- Add BuffTrigger.lua and GenericTrigger.lua
Split up WeakAuras.Modernize(). The code is moved without any changes.
- WeakAuras.lua Remove WeakAuras.RegisterMany
It was unused and called a non existing fnction
- WeakAuras.lua Comment on a few global variables
- WeakAuras.lua Clean up aliases for global functions
None of those functions were actually used
- Font Size for Icon and Aurabar
Harmonize max to what the text region is using, meaning switch from
max = 24 / max = 25 to softMax = 72.
- Cast Trigger: Add inverse option
Ticket-number: 344
- Update combat log trigger to include isOffHand and Multistrike
See http://wow.gamepedia.com/COMBAT_LOG_EVENT
I have tested multistrike for healing and damage and it worked.
Ticket-number: 350
- Don't show all buttons on loading finished (if the options are hidden)
Ticket-number: 360
Tercioo:
- Load Init script if the aura has EncounterID trigger
Auras with EncounterId load condition now has their Init script (if any)
run immediately upon entering on a raid instance.
Benjamin Staneck:
- add the remaining ones and add a local for _G
- list some globals so lua-linter-globals shuts up about them.
- Fix GenericTrigger.Rename()
loaded_events doesn't always contain the id on the first level. Also
rename the ids in the update_clients table.
Infus:
- Fix affected player being unknown sometimes.
As far as I can tell, sometimes after logging in GetUnitName returns
unknown for some players. So check directly before returning the name
if the name is equal to UNKNOWNOBJECT and then fix our cached name.
Ticket-number: 378
- Fix AssertMemberList not including the player on the first call
Ticket-number: 378
Benjamin Staneck:
- Avoid the creation of a new table for every WeakAuras.GetAuraTooltipInfo() call by avi90