thats true. thats why there is the possibility to make an additional addon. if someone want that additional addon feature use it - if not, do not install it. all the new features that was made to Grid core the last week could be easily done with a separate addon. there was no need to change Grid core.
what i really do not understand: Whitetooth, why do you not announce important Grid changes in the Grid main thread?
1. The cooldown frame was already in the Grid core, so I assume the feature is already planned for core, I just made it work. And to make it work, an API change to the core was required, no module can do that.
2. There is a icon center text already in Grid core too, Pastamancer said it was meant for both stack text and cooldown text display, but not all modules use it that way so it it was also commented out in core. So I made the required changes to the API and made the stack text work too. I didn't really add anything to the core it wasn't already there, I just made them work.
3. The cooldown text however, doesn't fit well in the core because it has to use OnUpdate or repeatscheduling, so that I made into a module.
4. I made these changes for GridRaidDebuff, so far its the only module using these features(other then GridDebuff in Grid), which is why I decided to announce here.
So I actually ventured to run GridStatusRaidDebuff in a full raid tonight, and by the time we got to Kalecgos I had to turn it off, as it was causing massive issues and didn't ever show me a raid debuff.
Firstly, I got spammed by hundreds of the following error:
[2008/06/03 19:20:41-832-x60]: Grid-68458\GridFrame.lua:630: attempt to compare number with nil
GridStatusRaidDebuff-3.0\GridStatusRaidDebuff.lua:942: in function `UpdateUnit'
GridStatusRaidDebuff-3.0\GridStatusRaidDebuff.lua:892: in function `GainedDebuff'
GridStatusRaidDebuff-3.0\GridStatusRaidDebuff.lua:855: in function <...AddOns\GridStatusRaidDebuff\GridStatusRaidDebuff.lua:848>
<in C code>: ?
AceEvent-2.0-66043 (Ace2):298: in function `TriggerEvent'
AceEvent-2.0-66043 (Ace2):910: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:903>
Secondly, on many many occasions Grid totally failed to update people's health; these occasions seemed to coincide with the person getting a debuff that RaidDebuff should have been showing.
I update on a daily basis. There was an update available tonight, which I've downloaded. I'm not going to run it in a boss fight because I can't risk the lack of health updates, but I'll see if we're doing any trash that applies debuffs and run it there, and see if the problems still occur.
Yesterday on Brutallus I noticed an immense performance hit at least 15 frames gone) when enabling GridRaidDebuff. Some time ago Jerry talked about it being a big ressource hugger when having to check for 50'ish auras every sec on 25+ frames. I noticed it after realizing I hadn't enabled RaidDeubff in my center Icon and couldn't understand why I didn't see the Burns as I used to.
Is there any way of making GridRaidDebuff more modular in the making? Perhaps something like only enabling checks for auras happening in the instances you're currently in?
When we at some point reach Twins I really want the stack counts and all the other bling bling GridRaidDebuff has to offer, I just hate that my game takes such a performance hit from it. MT healing on Brutallus is stressful enough in this learning process :/
EDIT: I just thought of something. You probaly could create different profiles of Grid and call them by instance (so that you have a ZA profile, BT profile, etc..) and then just make sure GridRaidDebuff online checks debuffs from that specific dungon on each profile. This would ofc mean the user has to change profile each time he raids a difference place, but wouldn't this cut down tremendously on the ammount of aura checks GridRadDebuff has to perform and thereby making it more performance friendly?
Fulnir, actually an advantage of GridStatusRaidDebuff is that it'll only check for debuffs for the zone you're currently in.
Quote from Pastamancer »
GridStatusRaidDebuff looks a lot better than it used to. I don't think Jerry's comments about it being a CPU hog are still valid.
Ah, well.. Then please ignore my ignorant statement, must be something else that caused my performance issues. Love the stackcounter for GridStatusRaidDebuff btw, Grid and it's plugins just keep getting better and better!
I don't think Jerry's comments about it being a CPU hog are still valid.
Yep, GSRD used to do 2 or 3 string.find(<>, <>, nil) calls for each log event, which are very expensive. Now it only does a few string comparisons. I committed this change a while ago. I did not follow the recent updates to GSRD, but I've been quite happy with it, and don't feel the urge to look closely at how it works.
Last night on Felmyst GSRD didn't show Encapsulate in the indicator (Center Icon). I double checked everything and it should have worked. Used the newest version off WAU just before raid. When I manually added "Encapsulate" grid showed it just fine.
Wouldn't it be a good idea to remove it from GSRD then so users don't count on it being showed (since it's in the Sunwell dropdown menu of shown debuffs)? Are there any other raid debuffs which GSRD has in it's dropdown menus, but is unable to show btw? Would be nice to know, so I can add them manually instead.