File Details
FreezingTracker.zip
- R
- May 15, 2026
- 172.92 KB
- 2.0K
- 12.0.1
- Retail
File Name
FreezingTracker.zip
Supported Versions
- 12.0.1
FreezingTracker — Changelog
v3.0.0 — Threshold Controls & Stack-Tracking Rewrite
Fixed
- Stacks no longer disappear mid-combat. The single most-reported v2.x bug. The bar would sometimes drop to zero for a few seconds while the Freezing debuff was still live, then jump back. The new tracking pipeline uses a multi-source read with a 5-tick debounce, so transient hiccups in any one source no longer surface to the bar. Stacks now stay rock-solid through full-length fights.
- Stacks survive long fights without drift. Previously a frame-pointer cache could silently go stale during a long encounter, causing the bar to lose track of the debuff until a target switch. Tracking is now anchored to the debuff's own identity, not the frame that happens to be drawing it.
- Stacks survive HUD layout changes mid-fight. If another piece of UI re-laid-out its cooldown frames during combat, the bar could lose the debuff entirely. The new pipeline re-acquires through that churn invisibly.
- First-stack-after-targeting is instant. Acquiring a new target with an active Freezing debuff now seeds the bar with the live stack count immediately rather than waiting for the next stack tick.
- No more duplicate render passes. Internal write-coalescing prevents redundant redraws when the same stack value arrives from multiple internal sources on the same frame. Same visual result, less work per tick.
- Combat-exit clean-up. Leaving combat now does a one-shot rescan to repair any frame-tracking state that drifted under combat protection. Eliminates the "first OOC tick after a fight looks wrong" edge case.
Changed
- Threshold default raised to 10. Aligns the default with where Shatter procs actually matter for most Frost Mage builds; the threshold is now a slider so you can match it to your spec or content.
- Bar states model. Internally the bar now resolves color and glow through an ordered state table (base → threshold), which is what makes per-state glow toggles and the threshold slider possible.
Removed
- Old aura-event scanning path. Replaced wholesale by the new tracking pipeline above.
Known / coming next
- Changing settings during combat will still defer some changes to combat exit; this is unavoidable for anything Blizzard locks down mid-combat.
v2.2.0 — Toggle Persistence Fix
Fixed
- "Hide stack text" and "Smooth above threshold" toggles now persist across
/reloadand relog. Previously these toggles would revert to their default (off) state after reloading — the saved value was stored correctly but the visual state wasn't re-applied on startup.
v2.1.0 — Color Threshold Fix & Smooth Fill
This is a major update that fixes the single biggest bug in v2.0.x and adds a long-requested animation polish pass. It's also the first version built on the new modular code layout.
Fixed
- The bar now changes color at your threshold while you're in combat. In v2.x the threshold color often failed to switch mid-fight (the bar looked "stuck" at base color even when you clearly had enough stacks). That was caused by Blizzard's combat protection hiding the real stack count from addons — we now route the color switch through a path that doesn't need to read the hidden number, so the color flip happens on the very next poll tick, in or out of combat.
- Color reverts cleanly when stacks drop back below the threshold, also during combat.
- Target-switching no longer leaves a stale bar on screen. Previously, under some conditions the display could hang onto the previous target's stack state for a moment; the polling loop now stops cleanly and the bar is reset immediately.
- Your settings (threshold, both colors, size, position) survive
/reloadand combat entry/exit with no drift.
Added
- Smooth fill animation. The bar no longer snaps from stack to stack — it eases toward the new value with an exponential curve. Feels a lot nicer during a fast stack build.
- "Smooth above threshold" option. If you prefer an instant snap once you're past the threshold (for reaction-timing clarity), you can now turn off smoothing above threshold while keeping it below. Found in the options panel.
- "Hide stack text" option. If you only care about the bar fill/color and don't want the number overlay, you can hide it. Found in the options panel.
- Threshold-boundary snap protection. When a segment sits right on the threshold line, it snaps instantly instead of interpolating — this stops the old "wrong color flashes for one frame" artifact during the transition.
Changed
- The
.tocnow ships withIconTextureandX-Category: Combatso the addon shows up properly in the in-game addon list and on CurseForge.
Under the hood (you don't have to care, but if you're curious)
- The old single-file
FreezingTracker.lua(~1400 lines) has been split into a modular layout:Core/,Bar/,UI/, plusEvents.luaandDebug.lua. Same behavior, way easier to maintain. - The color-threshold fix uses a full-width overlay frame (the "CDFlow overlay" pattern) fed directly from raw stacks — this keeps zero Lua comparisons on the hot path and is what makes the combat fix actually work.
LibCustomGlow-1.0is bundled in preparation for the glow-on-threshold feature coming in the next release.
Known / coming next
- Glow effect on threshold activation is wired up in code but still being validated — expected in the next release as part of the combat-safety hardening pass.
- Changing size/threshold/colors during combat may still need a
/reloadin rare cases; full combat-safe settings are the focus of the next release.
v2.0.0 and earlier
Monolithic single-file builds. See git history for detail.

