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gobignintterrupt

lightweight, fully self-contained Mythic+ utility addon designed for (Patch 12.0.5). It helps you and your group stay coordinated by tracking critical party cooldowns and interrupts, so you never miss a beat in high-key pushes.

File Details

v1.1.2

  • R
  • Apr 30, 2026
  • 290.42 KB
  • 20
  • 12.0.5
  • Retail

File Name

GOBIGnINTERRUPT-v1.1.2.zip

Supported Versions

  • 12.0.5

- v1.1.2 - engine-gate bypass fixes + legacy cleanup User reported: solo in a dungeon with the engine off, toggling the "Show interrupt bar" Options checkbox made bars appear despite no group. Audit (codex-assisted) found four sites where UI show-paths bypassed the authoritative engine gate. Engine-gate fixes: * Bar.M.RefreshLayout no longer calls M.Show() unconditionally; it consults a new module-local engineEnabled (set by SetEnabled, which App.UpdateContext drives via shouldEnable). engineEnabled is hoisted to the top of Bar.lua so functions defined earlier can close over it. * Bar.M.OnCDStart / OnCDReady now gate by engineEnabled. Without this any cast event from CastTracker / Evidence / StackTracker / CDComm / delayed Brain timers would fire dispatch -> ensureAnchor and create visible frames while the engine had decided to be off. * Bar.lua ensureAnchor now :Hide()s newly-created anchors. CreateFrame produces visible frames by default; KickCounter.refresh runs from PLAYER\_ENTERING\_WORLD before App.UpdateContext gets to fire and calls Bar.GetInterruptAnchor (which calls ensureAnchor), which would briefly leak a visible interrupt anchor onscreen. * /gbi off in Slash.lua now routes through App.UpdateContext instead of calling Bar.Hide() directly, so engineEnabled in Bar.lua updates authoritatively. Previously a /gbi off followed by an Options toggle would re-show bars because the cached gate was stale. * "Enable addon" checkbox in Options.lua now calls App.UpdateContext on click. Same fix shape: writing db().enabled without re-running the context evaluation left the gate stale. Legacy cleanup: * Removed combatLog from DEFAULTS (CombatLog.lua was deleted in c758f2a; the field is read by nothing). * Removed cooldownBar from DEFAULTS.show (migrated and nil'd in v5; re-creating it on fresh DBs was misleading). * Removed the legacy mirror writes in Options.lua's cooldowns-display dropdown handler (db().show.cooldownBar / db().unitOverlay.enabled). The v4->v5 migration nils these and read paths prefer cooldownsMode. * Updated stale header comments in Bar.lua and UnitOverlay.lua that still referenced DB.unitOverlay.enabled. Defensive legacy fallbacks in Bar.lua's cooldownsMode() and unitOverlayActive() are kept -