Repository navigation
Releases: neroxrw/foreverauras
Releases · neroxrw/foreverauras
Release list
1.0.2
1.0.2
- The spell-data request behind non-exact ‘Spell Known’ now survives a result that arrives during login, stops after a failed load, and doesn’t get stuck if the request itself fails.
1.0.1
- A non-exact 'Spell Known' load condition naming a rank you don't have no longer fails at login while the client is still loading that spell's data; the aura loads as soon as it arrives.
1.0.0
1.0.0
- Two gaps in the loading-screen settle closed: a reminder unloaded by the editor during the second after a loading screen stays unloaded, and one reloading during that second no longer sees the empty aura list as settled.
- Dynamic groups can no longer be left stuck by an error in another aura, the editor, or a groups own layout: every group is resumed, and errors keep their traceback.
- A failed display update is reported with its traceback and retried on the next update, rather than treated as done.
- The editor's mass delete and button layout jobs release the groups they paused if they fail midway.
- Aura (Modern) Aura(s) Missingdisplays no longer flash for a moment after a loading screen while the client's aura data settles.
- Aura (Legacy) Aura(s) Missing triggers no longer flash after a loading screen: the players momentarily empty aura list is ignored and the player is rescanned a second after entering the world, including for reminders that load during that second.
- Note: during that second the players last known auras are kept for every trigger type, so a buff that genuinely vanished in the zone can read as present for up to a second.
- The Cast triggers note now says that another unit's spell is secret on this server in and out of combat.
- A capture for Aura(s) Missing icons that show after a zone:
/run ForeverAuras.debugMissing = true. - Spell Known load conditions go back to the plain check from .121; the rank-family handling added in .123 is removed as a precaution.
- Unloading or hiding a Modern display now switches off everything it owns, including the group shadow and a unit frame glow that combat had locked; those are retried after the fight.
- Stand-in copies in Modern Aura Groups stop their positioning and glow work while hidden, and pick it up again when shown.
- Pulsing Border and Pulsing Glow highlights only run while an aura is shown.
- Closing the editor during a fight no longer re-runs the preview teardown every frame.
- A Modern aura whose load conditions first become true in combat is built and shown right away instead of after the fight.
- Fixed an error when a Modern display had 'Icons per row' set and Max Icons was 1.
- Went back to the nameplate handling from .126, at 40 plates, which keeps the anchor fix and drops the pool.
- Removed the region warm-up. It built every unloaded aura after login, and the Modern ones stayed live in the client; that was the heavy feel after logging in.
- Editing, importing or updating a pack no longer leaves live displays behind for auras that aren't loaded.
- Unloading or hiding a Modern display now switches off everything it owns, including the group shadow and a unit frame glow locked by combat, which is retried after the fight.
- Stand-in copies in Modern Aura Groups stop their positioning and glow work while hidden, and resume when shown.
- Pulsing Border and Pulsing Glow highlights only run while an aura is shown.
- Closing the editor during a fight no longer re-runs the preview teardown every frame.
- A Modern aura whose load conditions first become true in combat is now built and shown right away, instead of waiting for the fight to end.
- Fixed an error when a Modern display had 'Icons per row' set and Max Icons was 1.
- Performance optimizations
- Fix LUA error for Max Icons under Aura Display
- Displays prepared in the background while you're idle no longer keep watching unit and nameplate events until they first load. They're put to rest once their preparation finishes, so a combat-only aura doesn't end up with missing icons when it loads in combat.
- Renaming an aura right after logging in no longer risks it being switched off by the background preparation.
- Performance optimizations on PLAYER_REGEN_DISABLED
- Aura (Modern) displays on nameplates now line up with the plate's health bar on the game's own nameplates. They used to sit off to the side because the plate frame is wider than the bar you see.
- Aura (Modern) nameplate displays now watch up to 60 nameplates instead of 40. Friendly plates use up nameplate slots too, so enemies could end up past 40 and be missed.
0.92.125
0.92.125
- Aura (Modern) displays on nameplates now sit against the visible health bar the same way Dynamic Groups do. They were anchored to the wider nameplate frame behind it, so they could float some way off to the side.
0.92.123
0.92.123
- 'Spell Known' load conditions now work for classes that forget old ranks, like Warriors and Rogues. Entering any rank of a spell counts as known if you know that rank or a higher one. 'Exact Spell ID' still means that one rank only.
- Added the Forever ranks of Charge so they're recognized too.
- Conditions on an Aura (Modern) display that come from other triggers now show a note explaining they can't change the live icon during combat. This is a game restriction, not a bug.
- The fallback option now tells you when it can't apply, such as inside an Aura (Modern) group or on unit frames and nameplates.
0.92.120
0.92.120
- Changing a glow's colour no longer builds a new set of animations every time. Pieces are reused in the same order, so repeated edits don't pile up.
- Cooldown Manager retries no longer stop early when something else rebuilt the list a moment before. They keep going until the viewer is ready or the limit is reached.
- Picking an Aura (Modern) trigger for Dynamic Information now sticks. It used to jump back to the first Modern trigger if your progress source pointed elsewhere.
- The "When Aura (Modern) Filters Are Not Met" option now tells you when it can't apply, such as inside an Aura (Modern) group or on unit frames and nameplates.
0.92.119
0.92.119
- Old condition changes are no longer applied after a display is rebuilt or turned back on.
- Cooldown Manager text follows the Number format you pick, including 'seconds only' and decimals.
- The editor is much smoother with big packs. Clicking a group with hundreds of children loads them in small batches instead of freezing the game.
- Group layouts are no longer redone over and over while a pack loads or you change settings.
- The editor no longer leaves animations running on hidden samples.
- Glows no longer animate twice when shown through a stand-in copy.
- Pixel glows are capped at 60 updates a second.
- Glows on normal and Cooldown Manager icons show again in the editor.
- The 'limit' option on groups no longer hangs the game with a big pack open.
- Cooldown Manager auras no longer stay empty after logging in or a loading screen. ForeverAuras retries a few times if the viewer wasn't ready.
- Autocast Shine no longer causes taint when you change its colour or toggle it from a condition.
- The 'Dynamic Information' dropdown only offers values that actually work with Aura (Modern) triggers.
/fa cdmshows more detail to help look into bars that don't show up.
0.92.97
0.92.97
- You can now use gold, silver and copper from the Money trigger in conditions, like 'gold >= 2'.
- Groups that grow by frame no longer show the move and resize handles in the editor. They didn't do anything there and could throw an error.
- 'Aura Active' conditions that change opacity now work on live icons. The aura's fade animation used to set it back to full.
- Partial arc progress textures now fill in the direction you chose. Clockwise and anticlockwise were swapped.
- 'Aura Active' conditions that turn a glow on or hide a text now actually show, both out of combat and after a fight.
- When a normal condition stops applying, the look it changed goes back to how the display is set up, including anything an 'Aura Active' condition sets. A condition that's still active keeps control.
- Conditions that stop during combat are now put back properly after combat for every property, not just glows and texts. If the condition comes back before the fight ends, it wins.
- The 'Missing' sample updates right away when a condition stops during combat.
- Leftover condition changes from an old setup are no longer applied after a display is rebuilt or turned back on.
/fa cdmshows a bit more detail now, to help look into stack count filters in combat.
0.92.89
0.92.89
- Auras set to load "Not in combat" now actually disappear the moment combat starts, even if they have click buttons or sit in a Modern Aura Group. The game does the hiding itself, so protected frames are no longer a problem
- Aura (Modern) triggers have a new “Affected Unit Filters and Info” section, like Aura (Legacy): Class, Group Role, Player Names, Include Pets, Ignore Self, Ignore Dead, Ignore Disconnected, Ignore out of checking range and Filter by Hostility. Each option only appears for units it makes sense for, and Class works on Target, Focus, Mouseover and nameplates too. Sounds, glows, grids and linked countdown texts follow the same filters
- Modern Aura Group > Group by Frame > Centered: a single “Show On: Missing” display now sits where the preview shows it, and switching to Group by Frame no longer throws an error
- A displays own X / Y Offset now works inside a Modern Aura Group and only moves that display, not the rest of the row
- Sorted Modern Aura Groups no longer merge two displays that watch different units
- Dynamic Groups set to Group by Frame no longer show a stray selection box in the middle of the screen
- The Grow dropdown no longer has an empty row
- Selecting a large pack in the options is much faster
0.92.71
0.92.71
- Texture is now an Aura (Modern) display type. Any texture can show while a buff or debuff is up, with the normal Texture settings.
- Progress Textures with an Aura (Modern) trigger can be set to Static (always full), for a shape that stays whole for the aura’s duration instead of sweeping.
- Circular Progress Textures now fill from the top like they always should have, in the right direction.
- Remaining Time icons: hardcoded text labels show properly, the countdown no longer freezes or gets stuck when you edit the trigger, and color, desaturate and glow conditions now reach the icon.
- CDM Buff/Debuff triggers hold up through combat. A buff you apply or refresh mid-fight no longer drops to its missing look when combat ends.
- Modern Aura Groups: a row that holds clickable icons no longer complains about secure clones, icons keep their set opacity, and the preview matches where the live row sits.
- Grids: each child shows its own Specific Unit, and Ignore Dead / Disconnected works.
- Pet Target displays update when your pet switches targets.
- New debug commands:
/fa modern <aura>and/fa cdm <aura>print what a display is doing, for bug reports.
0.92.38
0.92.38
- Force Modern Auras to rebuild on combat end to avoid stales
- Leave CDM configuration when called if EllesmereUI is in control of the CDM.