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FreezingTracker

A moveable tracker bar for Frost Mage (Spellslinger) that displays live Freezing debuff stacks on your target. Built for Midnight 12.0.

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 /reload and 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 /reload and 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 .toc now ships with IconTexture and X-Category: Combat so 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/, plus Events.lua and Debug.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-1.0 is 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 /reload in 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.