
The add-on mod, as mentioned above, is essentially Mists of Pandaria raid mods for Deadly Boss Mods. Primarily, it adds in-game several unique features such as paying attention to filtering and hiding what you don’t need to know for your role, mods for raids, dungeons, events as well as meeting automatically the boss fights.
Cleanup some code duplication.Mention a little bit about DBM, it is an addition for World of Warcraft that is greatly recommended for all of WOW’s players. Bail out of executeMarking on expired scans (#16). Fixed some bugs that were found when doing above such as impoper use of self in BossUnitTargetScannerAbort method that have probably been broken for quite some time. Moved all target scaning functions out of core and did tons of code tidying and optimizing. Moved local group sort function into more efficient placement Decided to mod naming after all for unified structure between modules, since that is effectively what bossModPrototype is. these tables can now be local in each module and auto cleaned up when this cleanup function is called. Added a function to perform cleanup on EndCombat that allows sub modules to store more tables locally and avoid fillingg private up with a bunch of tables that are literally temp storage.
fixed bugs in unit target scanner, other ones not tested yet. Seems even non scheduled functions inhert mod automatically from mystery location. Split dev tools into their own module, moving 2 more event registers out of core that don't need to be registered all the time. Work on fixing some load error problems. Module RegisterEvents supports unitID's. Update icons and target scanning to work with last commit.
Optimise use cases of sub calling :len().added DisableEEKillDetection to hydros, it has same bug as algalon and other bosses that always fire 0.
Re-enabled shields remaining announce on vashj while at it
Added mind control support to Vashj (timer, announce and icons). This is what happens when mods don't use conventions yet.
Fix a tiny bug that has apparently been there a while, where custom onmodupdate scheduler could still start scheduler even if it failed to provide a function, since no mods obviously do that (it'd have to be broken), this bug was never caught. This got reverted by mistake, fix lua error. Optiimze the custom onupdate handler for sub mods to better cache zone Id by inteligently letting core change it only when it actually changes.