v1.6.0
Floating combat text is built in
combatTextSP3 no longer answers like a renderer that failed to start. Enabling it draws the floating damage and healing numbers, the crit carousel and any line a script adds, on the same rise, arc and fade curves as the original. That was the last piece of the UnitXP(...) command set wow_turbo did not serve.
The renderer is deliberately not a copy of the original's, which rasterizes through system fonts and d3dx9 objects that Wine substitutes differently on every machine. Here each line is rasterized once from a font file into a texture that survives a device reset by definition. The face is whichever one the addon's font box names: any of the client's own fonts, or a system font by its file name. It defaults to FRIZQT__, the face the client itself floats text with. Worth knowing: the addon's edit boxes only apply on Enter, so typing a font name or size and clicking away changes nothing.
Particle-heavy scenes cost the main thread less
Building the vertices behind every particle emitter on screen happened entirely on the main thread, and a crowded fight is hundreds of emitter draws per frame. That work now runs on worker threads while the main thread walks the scene, and each result is moved into place at the moment its draw needs it. Any draw whose result does not match what the frame actually asks for is built the old way instead, so what you see is the same either way.
Diagnostics
With RUST_LOG=wow::events=debug the per-minute summary gains a line for the parallel particle build: how many draws it served, how long the main thread spent waiting on a worker, and anything that fell back.
Compatibility
Drop-in replacement for 1.5.2. No gameplay or configuration change, and WOW_TURBO_SKIP=all still disables every hook without a reinstall.