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auras: Update element #624
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K, just pushed prob the biggest (not breaking) change to the new auras. From now on aura info processing and sorting are completely uncapped. oUF will process all auras on the unit, and trimming to the final number will be happening during the redrawing process. The problem with the current (in master) setup is that we can actually bail out before even reaching important stuff if it's somewhere at the end of the list. So for the love of holy cow, where possible, use filters for pre-filtering. I still chose to keep both Atm, I have no plans to add aura consolidation to oUF. |
I like the latest iteration. I'll test for a few days, but so far so good. Thank you! I have one last wish. Could it be possible to add the info on whether the update is a full update to
Would be helpful so oUF wiping some tables doesn't catch us with our pants down. Also handy to let us know that we probably should also be doing some cleaning up of our own. |
Hmm, sure... |
Added |
This one addresses #620 and #621 and some other concerns brought up in our subforum on wowi.
I tweaked the update process so that it properly fills in the blank spots with auras when possible. There's new
.all
,.allBuffs
, and.allDebuffs
to keep track of all auras that aren't filtered out by.*filter
..active*
tables no longer carry any aura data, that's what.all*
is for,.active*
s are just lists of active auras..sorted*
tables are unchanged.There's the new
PostUpdateInfo
callback, it's called after the aura update info has been processed, but before the sorting/redrawing happens. It's there to let people make adjustments depending on the contents of.all*
and.active*
tables.I also added the new
.reanchorIfVisibleChanged
option. In some cases, for instance, nameplates, users want to redraw the buttons whenever the number of visible buttons changes, this option will allow them to do exactly that.