4 Commits

Author SHA1 Message Date
NoM0Re aca47d69fd (fix/WeakAuras) BandAid: Limit frame levels to prevent exceeding UI restrictions
#85
Implemented a hard cap for frame level assignments (max 126) across multiple modules, including WeakAuras core logic and AceGUI widget prototypes.

The WotLK engine utilizes a signed 8-bit integer for frame levels. Values exceeding 127 cause an overflow. Previously, many frames were inadvertently stacked at or beyond 128, which remained largely unnoticed but caused significant rendering overhead. This got introduced on WeakAuras 4.0 with nested groups, years ago. On newer Clients the FrameLevels are capped at 10000 which makes this system operate smoothly on those clients. A larger fix will be needed in the future.

This change prevents the renderer from becoming overwhelmed at maximum depth, particularly when Blizzard UI frames with SetTopLevel(true) are toggled. Capping the values at 126 ensures that there is always a 1-bit buffer before the overflow point, allowing high-priority frames to render smoothly without depth conflicts.

(cherry picked from commit 629a45095b10b801573b2cc84d64b6b5a6c1a890)
2026-02-16 11:37:02 -07:00
NoM0Re 8d60d96440 (fix/Templates) Set FontObject correctly 2025-10-15 22:49:42 +02:00
NoM0Re 9d0cc562b9 Port XML templates to Lua, update AceGUI/AceConfig, fix $parent nil frame issues on our game version 2025-07-29 18:02:22 +02:00
NoM0Re 86e98d6bcf Update general layout of WeakAurasOptions (#8)
* from retail

* (fix) improve pixel snapping by reapplying borders

* update spinbox texture

* add icons, loaded, standby, unloaded behavior from retail

* further use of ported inputbox and cleanup to ported frames

* move templates into WeakAuras and upversion
2025-01-04 19:33:14 +01:00