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ProcAlert v1.2.0

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@G-Mein G-Mein released this 09 Jul 20:01

[v1.2.0] - 2026-07-09

WoW 12.0.7 Retail (Interface 120007). Git tag: 1.2

Added

  • Diagnostics dashboard (display_diagnostics.lua) in the Settings Debug tab, surfacing live profiler/memoization/pool stats (PA.Diagnostics.GetStats).
  • Generic frame-pool / object-factory / memoization utilities (utils/pool.lua, utils/object_factory.lua, utils/memoizer.lua) backing the row-pooling fixes below.

Changed

  • Rule editor and spell picker lists now reuse existing row frames instead of destroying/recreating them (CreateFrame + Hide/SetParent(nil)) on every rebuild, avoiding per-rebuild frame churn and GC pressure.
  • Rule editor rebuilds are now coalesced via PA.Editor.RequestRebuild() instead of rebuilding immediately from every mutation site, so several changes from one action only trigger a single rebuild.
  • The main update loop moved from a per-rendered-frame OnUpdate driver to a C_Timer.NewTicker(0.05, ...), decoupling it from render FPS; elapsed time is clamped to 0.25s to avoid a large catch-up jump after a loading-screen/lag spike.
  • Resource bars are now only refreshed on ticks where a tracked resource (aura/health/power/rune) actually changed, instead of every tick.

Fixed

  • Pulse/glow/bounce alert animations updated on every single rendered frame via OnUpdate — on a high-refresh-rate setup (e.g. 200 FPS) that's 200 SetAlpha/SetPoint calls per second for an effect that's a slow sine wave. Decoupled the visual update from the render frame rate (fixed ~15 Hz cadence via an elapsed-time accumulator, confirmed as the biggest perf win of this pass) — same look, big drop in work on high-FPS systems.
  • The BOUNCE icon pulse pattern (display.lua) re-anchored the icon (ClearAllPoints+SetPoint, a full layout pass) on every single rendered frame (60+/sec) for as long as any alert was bouncing, even though the rounded bounce offset only actually changes a few times per second. Now the re-anchor is skipped whenever the rounded Y offset is unchanged from the previous frame — removes continuous, mostly-wasted layout work during sustained fights with active bounce alerts.
  • C_Spell.GetSpellCooldown() was called independently by CooldownSwipeShown (GCD filtering), SpellReadyState's fallback branch, and the COOLDOWN_PCT condition type — so any rule set tracking both "spell ready" and "cooldown %" for the same spell (a common combo, e.g. trinket/cooldown alerts) paid for the same C-API call multiple times per tick. Added a shared per-Evaluate memoization cache (GetSpellCooldownMemo, wiped alongside the existing ready-state memo) so each spellID is only queried once per tick regardless of how many conditions reference it. Reduces sustained per-tick CPU cost in longer fights with many active cooldown-based rules.
  • Fixed the root cause of the recurring ~1-second full freezes ("richtige Spitzen, wo ne Sekunde nichts mehr geht") under heavy combat load: utils/profiler.lua's built-in micro-profiler appended every single Evaluate() measurement to an unbounded array (up to ~20x/s), growing into tens of thousands of entries over a long raid/M+ run — a classic trigger for a large, stop-the-world Lua GC pause. Only the running aggregates (count/avg/peak/min) and the last sample are kept now; nothing else read the full history.
  • PA.Engine.UpdateAura() allocated a brand-new { stacks, duration, icon } table on every single UNIT_AURA refresh (very frequent in combat with procs/HoTs/debuffs). It now reuses the existing per-spellID table, cutting steady-state GC pressure during heavy aura churn.
  • RenderOutput (TEXT_CENTER/TEXT_PULSE) re-ran the expensive SetFont() whenever only the text color changed (e.g. pulsing/threshold colors), because font and color shared one dirty-check. Font and color changes are now gated independently, so SetFont() only runs on an actual font/size/flag change.
  • ICON_GLOW/ICON_DISPLAY called C_Spell.GetSpellTexture() on every render tick (10-20x/s) even when the spellID hadn't changed. The texture is now only re-resolved when the spellID actually changes.
  • TTS alerts queued behind each other (overlap=false) instead of interrupting, so announcements fell further and further behind when procs fired faster than speech could finish. C_VoiceChat.StopSpeakingText() now cancels a still-playing line before a new one starts.
  • Fixed severe frame stutter ("ruckelt wie sau") every time a TTS line fired: with the default system-voice setting, C_TTSSettings.GetVoiceOptionID() (an expensive system-voice enumeration) was re-run on every single alert; it's now resolved once and cached. StopSpeakingText() is also no longer called unconditionally — it now only fires while a previous line is actually still speaking, tracked via the real VOICE_CHAT_TTS_PLAYBACK_STARTED/FINISHED/FAILED events, instead of on every alert regardless of state.
  • Hardened voiceID/Enum.TtsVoiceType lookups against nil so a bad value can no longer throw inside the TTS pcall and silently disable speech.
  • Active profile now falls back to the last valid character profile while spec data is still unavailable after load / cinematic transitions, so Evoker resource bars and other per-profile settings no longer appear to reset into a temporary _0 profile.
  • Resource-bar positions are now persisted by resource name as well as legacy index, so Evoker bars keep their placement across spec-order changes and scene transitions.
  • Legacy resource-bar position tables are now auto-migrated to name keys on profile activation, and numeric leftovers are cleaned up after the first successful bind.
  • Evoker resource bars now fall back to Mana + Essence when spec data is not ready during rebuild, so Mana no longer disappears on reload / first open (2026-07-05)
  • RebuildResourceBars now initializes all cache tables before wiping them, so resource-bar rebuilds no longer abort on reload/options refresh (2026-07-05)
  • Main ticker and pulse-driver helpers were forward-declared so the performance patch stays scope-safe in Lua (2026-07-05)
  • Post-release docs now note the microlag/performance pass in README and changelog (2026-07-05)