tandanu via svn r9623:
merge branch better-unit-event-handling

all UNIT_* events can now be registered with associated unit ids as "arguments", for example:

mod:RegisterEventsInCombat("UNIT_AURA boss1 player")

This will register the UNIT_AURA event for the given unit ids and call the normal UNIT_AURA handler. Note that it is currently not possible to register the same event multiple times with different IDs, you have to use one event for all unit IDs you need.

Old UNIT_* event registrations that do not use the arguments will default to the following unit ids: boss1-5, target, focus, and mouseover. These are the same IDs that the previous special-cased UNIT-events used.

Use UNIT_*_UNFILTERED events to get events for all unit ids.

Note: all UNIT_* events now restrict the unit ids per default. this was done for some events previously (with the default unit IDs mentioned above). This might be an incomaptible change for some mods that rely on UNIT_AURA for raid targets, these mods must be changed to use UNIT_AURA_UNFILTERED

Open for discussion:
The events that are passed to the mod are currently *not* guaranteed to be restricted to the given unit ids. The extra arguments are simply a hint to DBM-Core to avoid registration of unnecessary UNIT_*-event handlers. Example: DBM-Core registers UNIT_HEALTH for boss1-5, target, focus, and mouseover. If a mod now registers the pseudo-event "UNIT_HEALTH player", then its UNIT_HEALTH handler will not only be called for "player" events, but also for the ids that are already registered by DBM-Core or other mods.
However, this could be changed to check if the actual id is registered by the mod before calling the mod's event handler. This could save some if uId == "boss1" then ... checks.
Omega via svn r9625:
fix jikun regression
Omega via svn r9626:
this correct way tandanu?
Omega via svn r9627:
fix 3 of those
tandanu via svn r9628:
fix DMF Cannon mod
Omega via svn r9629:
really fix load delay this time. this was my tested fix that worked. Apparently i didn't commit whole thing last itme.
ensure loadDelay is only nilled out AFTER a successful load. because if it's niled out during a load attempt and load still fails, it was sometimes not retrying. the code to prevent adding mod to table more than once is in the load function, and it's niled out AFTer successful load.
tandanu via svn r9630:
UNIT_* events with arguments are now guaranteed to only fire for unit IDs that were actually registered by the mod
Omega via svn r9631:
fix some UNIT_SPELLCAST events that need to be registered to player, so standard boss1-5 target focus no good
Omega via svn r9632:
fix a unit power event
Merge branch 'master' of git://git.curseforge.net/wow/deadly-boss-mods/mainline
Omega via svn r9633:
##exclude UNIT_DESTROYED and UNIT_DIED from UNIT event filter. these are not unit events, they are CLEU events and break badly if passed through UNIT event filter. Tandanu can possibly tweak or improve code later. but this should fix the hundreds of lua errors from UNIT_DIED mods
#Some boss mod updates for new events system.
Omega via svn r9634:
Remove some commented stuff
Merge branch 'master' of git://git.curseforge.net/wow/deadly-boss-mods/mainline
tandanu via svn r9635:
clean up UNIT_DIED/DESTROYED handling
tandanu via svn r9636:
fix InfoFrame issue in partys, this will fix http://elitistjerks.com/f104/t132675-scholomance_rattlegore_bug_report/
Omega via svn r9637:
update loot check to work in LFR too.
Merge branch 'master' of git://git.curseforge.net/wow/deadly-boss-mods/mainline
Omega via svn r9638:
lei shen option tweaks
tandanu via svn r9639:
typos
Omega via svn r9640:
some more event optimizes. this time some missed UNIT_HEALTH