Releases: cwhit1234/ManaTime
Releases · cwhit1234/ManaTime
Release list
v1.0.0
ManaTime
v1.0.0 (2026-07-30)
Full Changelog Previous Releases
- Add the CurseForge project ID
Co-Authored-By: Claude Opus 5 noreply@anthropic.com - Add settings screenshot; trim the CurseForge description
Gallery/ExampleSettings.png shows the config window in game. Gallery is
already in the .pkgmeta ignore list, so it stays out of the packaged addon
and only serves the repo and the project page.
DESCRIPTION.md drops the lead paragraph, the detection-accuracy bullet and
the tick-tracking section, leaving the feature list to carry the page.
Co-Authored-By: Claude Opus 5 noreply@anthropic.com - Drop the /mt alias and rewrite the docs to match the addon
/mt is already an in-game command, so registering it hijacked whatever the
player expected it to do. Only /manatime is registered now, and the in-game
help text names it.
The README and CurseForge description had drifted from the code across the
single-bar and flash-removal reworks. Both now describe what actually ships:
one always-present bar for mana users only, the optional state label and
countdown text, the full styling surface, the profile controls, and the
Blizzard options entry. Added a short note on tick tracking keying off the
timing of mana gains rather than their size, which is why mp5 and Spirit
buffs need no handling.
Co-Authored-By: Claude Opus 5 noreply@anthropic.com - Drop the regen flash; default to red for FSR and green for the tick
The colour swap and the cadence change already both land on the frame the
window closes, so a third transient colour was redundant. Removing it takes
bar.regenColor, theregenFlashduration, the "regen" state in Bars, the
two panel controls, and the now-deadfsrEndedAtbookkeeping in ManaCore.
Defaults become red while regen is suspended and green while the tick is
running, so the bar reads at a glance without needing the timer text.
Note for anyone who already has a saved profile: defaults are deep-merged,
so existing colours are preserved. Reset the profile to pick up the new ones.
Co-Authored-By: Claude Opus 5 noreply@anthropic.com - Collapse to a single mode-switching bar
Rework the display to match how the original FiveSecondRule behaved: one
bar that rides the two-second mana tick at rest, recolors and counts down
the five-second window on a mana spend, and flashes a third color as regen
resumes before settling back onto the tick. The bar is always up rather
than appearing per-window -- with tick mode as the resting state, hiding
when idle would mean almost never seeing it.
Config follows: bars.fsr / bars.tick become a singlebarholding one
color per state, andfadeTimebecomesregenFlash. The panel drops the
bar selector for three color swatches, and the preview now walks the whole
cycle so every color is visible before committing to it.
ManaCore gains a provisional tick anchor set at init, so the bar has a
cadence to display from the first frame. It is marked unsynced, which lets
the first real observed tick re-anchor unconditionally instead of being
rejected by the on-grid guard.
Co-Authored-By: Claude Opus 5 noreply@anthropic.com - Initial commit: ManaTime, a five-second-rule addon for Classic Era
Two bars -- the 5s regen lockout that follows a mana spend, and the
server 2s mana tick cycle -- built on the SwingTime architecture:
profile storage with dotted-path get/set, LibSharedMedia textures and
fonts, draggable bars, and a hand-built config panel with live apply.
The engine requires both a mana-costing UNIT_SPELLCAST_SUCCEEDED and a
matching mana decrease before starting the window, in either arrival
order. Neither signal is correct alone: the cast event false-positives
on Clearcasting (the reported cost is the base cost, not the free one),
and a raw decrease false-positives on Mana Burn and Drain Mana, which
take mana without spending it.
Tick cadence is extrapolated from the last observed tick, which is what
keeps the tick bar meaningful inside the window, where no mana arrives
to observe. Gains that land off the 2s grid are rejected so Life Tap and
potions cannot drag the anchor.
Co-Authored-By: Claude Opus 5 noreply@anthropic.com