ebmor via svn r9332:
deDE update
Merge branch 'master' of git://git.curseforge.net/wow/deadly-boss-mods/mainline
Omega via svn r9333:
#The auto marking code was pretty good, so stick with that method, but now lets make it mark kill order too since we're already marking. if 0 oozes up when we detect one, mark it skull. if one is already up when we detect a new one, mark it X, etc. Wipe oozes from table on death to support this feature
#Another heroic fix to iron qon (Register UNIT_DIED in all modes not just normal)
Omega via svn r9334:
also, unregister events on sync receive too.
Omega via svn r9335:
Lots of reports of "script ran too long" errors when entering a LFR that's in combat with trash. To try to avoid this as much as possible, we will now refuse to load mods in combat unless a boss encounter is in progress, then we'll try to load it anyways cause there isn't much choice then. Else, we'll just delay load until combat has ended in all other cases.
Omega via svn r9336:
While at it, fix the issues a bad load cases as well
1. attempt to index field 'stats' (a nil value)
2. attempt to perform arithmetic on field 'pull' (a nil value)
Core should now detect that if stats are nil, mod load failed for whatever reason and we must alert user to reloadui as soon as possible (although hopefully with first fix to avoid combat loading in most cases, should have a lot less issues all around I hope)
nbluewiz via svn r9337:
# Core : Do not use LoadDelay if you are not in instance. (worldboss)
nbluewiz via svn r9338:
# koKR update.
nbluewiz via svn r9339:
# Meljarak : Prevent Wind Bomb target warning spam. (spam can be seen from Ragewin's video)
Merge branch 'master' of git://git.curseforge.net/wow/deadly-boss-mods/mainline