2.1.0.7-71-g6dfb997-nolib

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  • Filename
    WeakAuras-2.1.0.7-71-g6dfb997-nolib.zip
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  • Uploaded
    Aug 23, 2015
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    3.04 MB
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    143
  • MD5
    e08061422d65a176dac79d782b1581e0

Supported WoW Retail Versions

  • 6.2.0

Changelog

Benjamin Staneck:
    - Refactor CreateTalentCache()
    Thanks to the patience and help of the great people in #wowace (especially nebula) for making this happen. Most of this code existed because you used to query for talents of other classes, since 6.0 you can't do that anymore though. We noticed that db.talent_cache in the SV is actually never used anywhere but could, in the future, maybe hold a list of icon paths of all talents across specs so you always have icons for those up. I still removed the code for it now, in case we never do it.
    - Remove parts of pre6.0 compat
    - load LibCompress by the lua, not the xml
    - alter toc info
    - add italian locale file
    - more safeguarding before calling :Collapse on a clone, will be reworked in a later patch.
    - Try to fix our strata problem
    - cleanup, list some todos and globals for the linter
    - 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