Fixes: role icons, Aura Designer, targeted spells, OOR flicker & border bleed#121
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Krathe82 wants to merge 10 commits into
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Fixes: role icons, Aura Designer, targeted spells, OOR flicker & border bleed#121Krathe82 wants to merge 10 commits into
Krathe82 wants to merge 10 commits into
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…tling Route every border (frame, square/icon, bar, defensive icon, missing buff, resource bar, pet, targeted spells) through a single DF.Border engine with shared style / alpha / gradient controls and 10 animation effects (LibCustomGlow embedded). Add DF.Expiring with per-entry throttle + stagger for the expiring border ticker. Defensive-icon and missing-buff border fixes (frame level, co-planar with the icon, out-of-range fade preserved across re-renders). Adds the border & expiry system overview docs.
Default-value tweaks for new profiles: buff icon size 20, buff spacing 2, buff stack-count offsets, Stack/Duration outline SHADOW;OUTLINE, buff & debuff expiring border inset 0 (flush), plus minor text/aura/absorb/targeted default tweaks. (Targets border-rework's new border-key schema.)
The old default was opaque black, which is easy to mistake for empty
space on a dark health bar. New default is a translucent grey
(#757575 @ ~80% alpha) so the reduced-max region reads clearly.
Includes a one-time, value-guarded migration: any profile still on the
exact old black {0,0,0,1} is flipped to the new colour on load; any
profile with a customised (non-black) colour is left untouched, and a
per-mode flag means a later deliberate black choice is not reverted.
Iterate the new default from #757575CB to #808080CD (50% mid-grey at ~80% alpha). Migration bumped to V2 and now also catches the brief in-development #757575CB value (in-dev testers only) in addition to the original opaque black, so it lands on the final colour; customised colours are still left alone.
…targeted list - Role icons: Show Tank/Healer/DPS toggles apply live (no /reload), decoupled from the Hide-in-Combat gate. - Boss debuffs: widen Border Scale range to allow hiding the border, cap to +/-5, step by 1, add an explanatory tip. - Aura Designer: tear down indicators when AD is disabled; re-apply on profile swap. - Targeted list: don't show in test mode when the feature is disabled.
In replace mode ApplyHealthBar reset the underlying health-bar texture to the full configured alpha on every aura re-apply, while the OOR path (UpdateHealthBarAppearance / UpdateAuraDesignerAppearance) drove it to the faded healthbarEffectiveBlend. In element-specific OOR mode the two disagree on an out-of-range unit, and a phased unit — whose auras the client re-syncs constantly, firing UNIT_AURA in a tight loop — makes the re-apply re-assert full opacity many times a second, so the bar flashed. Read the OOR-aware effective blend here too (fall back to the configured alpha on first apply / in range). Regression from the a685d42 vertex-> frame alpha move, which made UpdateHealthBarAppearance OOR-aware but left this companion write using the raw alpha.
With framePadding 0 the health bar fills the whole frame and the border draws inward over its edge. In element-specific OOR mode the border fades to its OOR alpha, revealing the AD replace overlay/recolour sitting under it — so a green Renew indicator tinted the (class-coloured) border out of range. - Inset the AD tint/replace overlay by the frame border thickness so it never sits under the border (ApplyHealthBar, and re-applied in UpdateAuraDesignerAppearance so a range transition positions it immediately instead of waiting for the next aura tick). - Run UpdateAuraDesignerAppearance before UpdateHealthBarAppearance in UpdateAllElementAppearances: the AD pass writes healthbarEffectiveBlend (the OOR-aware bar alpha) that the health pass reads, so the underlying bar fades in lockstep with the border on the first out-of-range frame (no one-tick green flash).
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Third of a sequenced set (borders → defaults → fixes → icons), stacked on #120 / #119.
Fixes
/reload), and are decoupled from the Hide-in-Combat gate.