File Details
1.2.2
- R
- Jul 11, 2026
- 1.90 MB
- 12
- 12.1.0+1
- Retail
File Name
ProcAlert-1.2.2.zip
Supported Versions
- 12.1.0
- 12.0.7
CHANGELOG
All notable changes to ProcAlert are documented here. Releases are tagged in git.
[Unreleased / WIP]
[v1.2.2] - 2026-07-11
WoW 12.0.7 Retail + 12.1.0 PTR (Interface 120007, 120100). Git tag: 1.2.2
Added
.pkgmetafor CurseForge's GitHub-linked auto-packager:package-as: ProcAlertkeeps the packaged addon folder name stable regardless of the repo folder's own casing, andmanual-changelogwires CurseForge auto-builds to this CHANGELOG.md instead of a generated commit list.## X-Curse-Project-ID: 1583705in the TOC for packager/tool compatibility.
Changed
- Confirmed working on the 12.1.0 PTR; TOC now lists both
120007and120100as supported Interface versions so the addon loads on live and PTR clients. - README wording updated to "Proc Alert" to match the CurseForge listing title.
[v1.2.1] - 2026-07-10
WoW 12.0.7 Retail (Interface 120007). Git tag: 1.2.1
Fixed
- Hotfix: import crash on some WoW clients where
loadis unavailable (options.lua:ImportProfile). Import parser now falls back toloadstring(sandboxed viasetfenv) instead of calling a nil loader.
[v1.2.0] - 2026-07-09
WoW 12.0.7 Retail (Interface 120007). Git tag: 1.2
Added
- Diagnostics dashboard (
display_diagnostics.lua) in the Settings Debug tab, surfacing live profiler/memoization/pool stats (PA.Diagnostics.GetStats). - Generic frame-pool / object-factory / memoization utilities (
utils/pool.lua,utils/object_factory.lua,utils/memoizer.lua) backing the row-pooling fixes below.
Changed
- Rule editor and spell picker lists now reuse existing row frames instead of destroying/recreating them (
CreateFrame+Hide/SetParent(nil)) on every rebuild, avoiding per-rebuild frame churn and GC pressure. - Rule editor rebuilds are now coalesced via
PA.Editor.RequestRebuild()instead of rebuilding immediately from every mutation site, so several changes from one action only trigger a single rebuild. - The main update loop moved from a per-rendered-frame
OnUpdatedriver to aC_Timer.NewTicker(0.05, ...), decoupling it from render FPS; elapsed time is clamped to 0.25s to avoid a large catch-up jump after a loading-screen/lag spike. - Resource bars are now only refreshed on ticks where a tracked resource (aura/health/power/rune) actually changed, instead of every tick.
Fixed
- Pulse/glow/bounce alert animations updated on every single rendered frame via
OnUpdate— on a high-refresh-rate setup (e.g. 200 FPS) that's 200SetAlpha/SetPointcalls per second for an effect that's a slow sine wave. Decoupled the visual update from the render frame rate (fixed ~15 Hz cadence via an elapsed-time accumulator, confirmed as the biggest perf win of this pass) — same look, big drop in work on high-FPS systems. - The BOUNCE icon pulse pattern (
display.lua) re-anchored the icon (ClearAllPoints+SetPoint, a full layout pass) on every single rendered frame (60+/sec) for as long as any alert was bouncing, even though the rounded bounce offset only actually changes a few times per second. Now the re-anchor is skipped whenever the rounded Y offset is unchanged from the previous frame — removes continuous, mostly-wasted layout work during sustained fights with active bounce alerts. C_Spell.GetSpellCooldown()was called independently byCooldownSwipeShown(GCD filtering),SpellReadyState's fallback branch, and theCOOLDOWN_PCTcondition type — so any rule set tracking both "spell ready" and "cooldown %" for the same spell (a common combo, e.g. trinket/cooldown alerts) paid for the same C-API call multiple times per tick. Added a shared per-Evaluate memoization cache (GetSpellCooldownMemo, wiped alongside the existing ready-state memo) so each spellID is only queried once per tick regardless of how many conditions reference it. Reduces sustained per-tick CPU cost in longer fights with many active cooldown-based rules.- Fixed the root cause of the recurring ~1-second full freezes ("richtige Spitzen, wo ne Sekunde nichts mehr geht") under heavy combat load:
utils/profiler.lua's built-in micro-profiler appended every singleEvaluate()measurement to an unbounded array (up to ~20x/s), growing into tens of thousands of entries over a long raid/M+ run — a classic trigger for a large, stop-the-world Lua GC pause. Only the running aggregates (count/avg/peak/min) and the last sample are kept now; nothing else read the full history. PA.Engine.UpdateAura()allocated a brand-new{ stacks, duration, icon }table on every singleUNIT_AURArefresh (very frequent in combat with procs/HoTs/debuffs). It now reuses the existing per-spellID table, cutting steady-state GC pressure during heavy aura churn.RenderOutput(TEXT_CENTER/TEXT_PULSE) re-ran the expensiveSetFont()whenever only the text color changed (e.g. pulsing/threshold colors), because font and color shared one dirty-check. Font and color changes are now gated independently, soSetFont()only runs on an actual font/size/flag change.ICON_GLOW/ICON_DISPLAYcalledC_Spell.GetSpellTexture()on every render tick (10-20x/s) even when the spellID hadn't changed. The texture is now only re-resolved when the spellID actually changes.- TTS alerts queued behind each other (
overlap=false) instead of interrupting, so announcements fell further and further behind when procs fired faster than speech could finish.C_VoiceChat.StopSpeakingText()now cancels a still-playing line before a new one starts. - Fixed severe frame stutter ("ruckelt wie sau") every time a TTS line fired: with the default system-voice setting,
C_TTSSettings.GetVoiceOptionID()(an expensive system-voice enumeration) was re-run on every single alert; it's now resolved once and cached.StopSpeakingText()is also no longer called unconditionally — it now only fires while a previous line is actually still speaking, tracked via the realVOICE_CHAT_TTS_PLAYBACK_STARTED/FINISHED/FAILEDevents, instead of on every alert regardless of state. - Hardened
voiceID/Enum.TtsVoiceTypelookups againstnilso a bad value can no longer throw inside the TTSpcalland silently disable speech. - Active profile now falls back to the last valid character profile while spec data is still unavailable after load / cinematic transitions, so Evoker resource bars and other per-profile settings no longer appear to reset into a temporary
_0profile. - Resource-bar positions are now persisted by resource name as well as legacy index, so Evoker bars keep their placement across spec-order changes and scene transitions.
- Legacy resource-bar position tables are now auto-migrated to name keys on profile activation, and numeric leftovers are cleaned up after the first successful bind.
- Evoker resource bars now fall back to Mana + Essence when spec data is not ready during rebuild, so Mana no longer disappears on reload / first open (2026-07-05)
- RebuildResourceBars now initializes all cache tables before wiping them, so resource-bar rebuilds no longer abort on reload/options refresh (2026-07-05)
- Main ticker and pulse-driver helpers were forward-declared so the performance patch stays scope-safe in Lua (2026-07-05)
- Post-release docs now note the microlag/performance pass in README and changelog (2026-07-05)
[v1.1.0 Production] - 2026-07-05
WoW 12.0.7 Retail (Interface 120007). Git tag: procalert-v1.1.0-production
Added
- Live Auras PopUp feature for rule condition creation (2026-07-05)
- Per-bar width/height overrides for resource bars (2026-07-05)
- Rule Snapshots: save/load/delete named snapshots of rules + settings per character/spec (2026-07-05)
- Vertical resource bars option (bottom-to-top fill via StatusBar orientation) (2026-07-05)
- Debug panel now hidden unless enabled via the "Show Debug panel" checkbox (sv._debug) (2026-07-05)
Changed
- Resource Bars panel: per-bar enable/label/width/height block moved above the threshold colours (2026-07-05)
- Threshold colour grid switched from 2 to 3 columns (2026-07-05)
Fixed
- Output-frame pulse updates now stop their OnUpdate when inactive and re-enable it only while pulsing (2026-07-05)
- Resource-bar rebuilds are now coalesced to one next-frame refresh and bar values/labels are diffed before setter calls (2026-07-05)
- Rule-list rebuilds now coalesce to one next-frame render on rapid move/delete actions (2026-07-05)
- Main update tick now clamps large elapsed spikes after loading screens (2026-07-05)
- Spell picker now reuses result rows and its empty-state message instead of orphaning frames on every search (2026-07-05)
- Resource bars are now rebuilt in place instead of recreating named bar frames on every options change (2026-07-05)
- Rule editor list now reuses rule rows and pooled section headers instead of recreating them on every rebuild (2026-07-05)
- Checkboxes not reflecting their saved state on first show / after reload (e.g. Show Debug panel appeared unchecked despite being enabled); MakeCheckbox now applies its getValue deferred (2026-07-05)
- Memory-leak in Live Auras OnUpdate script (2026-07-05)
- onSelect Closure variable staleness (2026-07-05)
- Delete() API typo in ui_helpers + rule_editor (2026-07-05)
- Locale key duplication in enUS (2026-07-05)
- Live Auras button overlapping operator/value controls for stack conditions (2026-07-05)
- Live Auras button visibility not refreshed when condition type changes (2026-07-05)
- Live Auras button limited to buff conditions (popup only lists active buffs) (2026-07-05)
- Frame leak in Live Auras popup — item buttons now pooled/reused (2026-07-05)
- Bar width/height getters nil-guarded and zero-value global fallback rejected (2026-07-05)
[v1.0.0 Production] - 2026-07-04
WoW 12.0.7 Retail (Interface 120007). Git tag: procalert-v1.0.0-production
Fixed - Production Bugs (High Priority)
- DK Runes bar showing full (6/6) constantly → workaround GetRuneCooldown(1..6) loop with fallback UnitPower (engine.lua)
- Width/Height inputs in options not rendering after /reload → deferred SetText via C_Timer.After(0) (options.lua)
- Minimap right-click blocked in combat with taint error → InCombatLockdown guard + Settings.OpenToCategory pcall (ProcAlert.lua)
Added - Major Features
- Per-Character Profiles: Profile key now CharKey_CLASS_specID (not account-global). Each character has own config. Migration preserves legacy data.
- Per-Bar Threshold Coloring: Each resource + Health has independent threshold config (settings.thresholds[resName]). Lua-side color-curve logic for secret values.
- Special Resources: Soul Fragments, Maelstrom Weapon, Icicles, Ebon Might via SpecialResourceConfig (constants.lua). Data-driven, analog EnhanceQoL.
- Bar Styling: Dropdown to choose bar texture. LibSharedMedia-3.0 integration (optional). Texture path saved (reload-robust).
- Live Threshold Coloring: Threshold colors applied to all resource bars + health (was Fury-only). Uses SetVertexColor passthrough + cache for secret-safe flickerless updates.
Fixed - Architecture
- Secret-Value Handling: UnitPower values tainted in combat (12.0). Colors declassified via Curve. Lua-compare blocked for values. SetValue accepts secret (AllowedWhenTainted).
- Canvas-FirstShow Race: Settings-Panel Checkbox/Input/Dropdown unrendered after /reload. Pattern: SetValue + C_Timer.After(0) reapply. Applied to all UI inputs.
- Rule Priority: Deterministic sort. _ruleOrder[rule] tiebreaker prevents flipping. 1 output-slot per frame (highest prio wins).
- Frame Strata: Lowered to MEDIUM (from HIGH) so Blizzard Settings panel visible above.
Changed
- Export/Import format: envelope{version, rules, settings}. Settings included per-character.
- Profile Display: Shows spec-ID suffix, fallback to DisplayName override.
- Bar Ordering: Health always last (index-stable for existing resourceBarPositions).
- Locale: 181 keys, all 5 languages (enUS deDE esES frFR itIT) maintained parity.
Removed
- Resource-Value Conditions (SOUL_FRAGS, FURY_PCT, RESOURCE_VALUE, RESOURCE_PCT): Out-of-combat only due to secret-values in combat. Kept CUSTOM_LUA for backward-compat.
- Duplicate Locales: Deleted esMX, koKR, ptBR, ruRU, zhCN, zhTW (not maintained, CurseForge no longer source-of-truth).
[v0.9.0] - 2026-06-21
WoW 12.0.x Retail. Initial public release.
Added
- Rule Editor with drag-drop UI, priority sorting, frame grouping
- Alert Outputs: Icon glow, text, screen flash, sound, TTS
- Resource Bars: Fury, Combo Points, Holy Power, Arcane Charges (+ special resources)
- Threshold Coloring (Fury bar only)
- Testmode, Debug diagnostics
- Multi-language support (5 locales via AceLocale-3.0)
Known Issues
- DH Meta-Form detection (STANCE_ACTIVE) needs confirmation via /pa debugauras