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Changelog: cover the work since alpha 14, drop a stale known issue
The duplicate-icon known issue ('a debuff that is both Priority and Boss/Role can show one icon per matching filter') no longer describes the code. The priority record subtracts boss/role via its own candidateFilters flag, and the crowd-control, raid and dispel records subtract both -- every record is mutually exclusive by construction, in category mode and in Show All alike.
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CHANGELOG.md

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@@ -184,7 +184,7 @@ DandersFrames has been rebuilt for WoW 12.1 (Midnight), which fundamentally chan
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* (Frames) **Fixed dead and offline units not updating their status text or their missing-buff badge.** A unit that died kept whatever its frame was showing a moment earlier — no "Dead" or "Offline" status, and a missing-buff badge still asking you to buff someone who could no longer receive it. Both corrected only when something else forced a full refresh, often when you died as well, which is what made it look like your own state mattered. Neither check was wrong; neither was being re-run. Most visible in follower dungeons, where companions go down often.
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* (Profiles) Fixed Copy, Sync and Reset Page quietly leaving some settings behind on seven pages, with nothing to say they'd been skipped. Fading was the reported case.
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* (Internal) Code cleanup: removed unreferenced functions, orphaned locale strings and permanently-disabled blocks. No behaviour change.
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* (Auras) **New: Important Debuffs.** Boss, role and priority debuffs can now stand out in the normal debuff bar without moving them somewhere else — make them larger and mark them with a warning badge, so the debuff that matters reads at a glance among the rest. The new **Important Debuffs** section on the Debuffs page has the size step, badge size, corner and offset, and colours for both the badge and its mark. Off by default.
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* (Auras) **New: Important Debuffs.** Boss, role and priority debuffs can now stand out in the normal debuff bar without moving them somewhere else — make them larger and mark them with a warning badge, so the debuff that matters reads at a glance among the rest. The new **Important Debuffs** section on the Debuffs page has the size step, badge size, corner and offset, and colours for both the badge and its mark. On by default — untick "Important Debuffs" in that section to turn it off.
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* (Auras) **Targeted List no longer loses the opening cast of a pull.** "Hide Out of Combat" was checking whether the caster was in combat before checking who the cast was aimed at — and a mob whose opening move is a cast isn't flagged in combat yet, so the cast you most want to see was dropped. The setting defaults on, so this happened out of the box (measured at 10 lost casts in a single 19-minute session). It still hides idle NPC chatter, but no longer costs you openers aimed at your group.
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* (Auras) **Targeted List now picks up casts that were already in progress.** Walk into range, turn the camera, or have a mob join a pull mid-cast and that cast produced no bar at all — it only appeared on the mob's *next* one. Personal Targeted Spells always handled this; the list now does too.
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* (Auras) **New: "Show Offscreen Nameplates" on the Targeted List and Personal Targeted Spells pages.** Both features can only see a cast if the caster has a nameplate, so with WoW's offscreen-nameplate setting off, an enemy behind you produces no cast bar — confirmed in game with a targeted, visibly-casting mob that wasn't picked up until you turned to face it. The checkbox changes that Blizzard setting directly, so it affects all nameplates and not just cast detection; the tooltip says so plainly.
@@ -196,6 +196,17 @@ DandersFrames has been rebuilt for WoW 12.1 (Midnight), which fundamentally chan
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* (Interface) **The Debug Console is now one system.** Every trace in the addon routes into a single console with named categories, so capturing a problem means turning on the relevant category and reproducing it — rather than hunting for whichever per-feature flag happened to cover that code. Logs persist across `/reload` and can be exported as text, which is the thing to attach to a bug report. Noisy categories stay off unless you ask for them, and every category is listed before it has logged anything, so you can pre-disable the chatty ones and stop the trace you actually want being pushed out by the line cap. The old per-feature debug flags are gone — six of them had already stopped doing anything.
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* (Interface) **One debug command form: `/df debug <command>`.** The debug commands are down from 36 to 25, with three overlapping pairs merged into single commands (auras, dispel, headers) and developer-only commands no longer listed on normal builds. Note: the standalone one-word `/dfsomething` commands are no longer registered. They put around 25 DandersFrames commands into the global slash namespace, where they collide with other addons and clutter every slash autocomplete, to document a spelling nobody needed twice. A diagnostic is now typed in full — `/dfpixelcheck` becomes `/df debug pixelcheck`, and likewise for the rest — so any macro using a one-word form or the short `/df pixelcheck` spelling needs updating. Everyday commands (`/df test`, `/df lock` and so on) are unchanged. `/rl` is kept, since it has no `/df` form to fall back on.
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* (Performance) **DandersFrames now uses about 25% less memory.** The settings window, both designers and the debug tools now load only when you actually open them, instead of at every login. You'll see a new **DandersFrames Options** entry in your AddOns list — leave it enabled, it's part of the addon and loads on demand.
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* (Performance) **A profiling pass over the whole addon.** Measured before and after against the same scenarios, the addon now allocates around a third less while you're playing, and the one-off spikes are much smaller. The changes are all the same shape — reuse work instead of redoing it: aura rows, filters and sort orders now tune in place where they used to tear down and rebuild; borders, fonts and the Text Designer cache the strings and tables they were rebuilding every frame; and the highlight pass skips entirely when nothing that affects it has changed.
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* (Test Mode) **Opening and closing test mode no longer freezes the game for a second or two.** Each preview slot was being given a whole aura group, and every group eagerly builds a batch of icons before its own cap is applied — so a preview that shows five icons was paying for far more. Rows that can only ever show one icon now use a single slot instead of a group, and leaving test mode no longer rebuilds the live frames along with the preview. The toggle is roughly four times cheaper.
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* (Auras) **The dispel overlay stopped building itself onto empty raid slots.** Raid frames keep their full set of slots alive and hand units out as the group fills, so in a smaller group most slots hold nobody — and each of those was still getting a complete dispel overlay built onto it, hidden, on a slot that could never show a dispellable aura. Logging in built 85 aura containers where 45 were needed.
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* (Auras) **Fixed the Important Debuffs highlight doing nothing for about half the debuffs it covers**, whenever the Blizzard category filters were in use rather than "Show All Debuffs". Boss, role and priority debuffs were being outranked by the Crowd Control, Raid and Dispellable categories, so any important debuff that also carried one of those tags — which most of them do in group content — landed in an unstyled row instead. The important categories now take precedence, and genuinely lead the row.
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* (Auras) Fixed a "forbidden object" error storm from the dispel overlay after a dungeon fight, which also left the overlay dead on the affected frames until reload. The overlay's art is built onto the game's protected aura slots, and the game can reclaim a slot underneath us; it now notices and rebuilds instead of erroring on every refresh.
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* (Frames) **Fixed the role icon and the role-coloured resource bar showing nothing when your group hasn't assigned roles.** Both read the group's assigned role only, so in a party where nobody has set one — most open-world and follower-dungeon groups — a tank got no tank icon. They now fall back to the role your current spec implies.
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* (Interface) **Aggro, hover and selection highlights now draw above the frame's content** instead of being buried under the health bar's overlays, absorb art and text.
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* (Interface) **Fixed dragging and slider hit-testing being wrong when the settings window isn't at 100% scale.** Grabbing a slider handle picked the neighbouring one and clicking a track jumped to the wrong value, because the cursor position was being converted using the screen's scale rather than the window's own.
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* (Interface) **The settings window's size, position and scale are now remembered account-wide** instead of being stored inside each profile. Switching or creating a profile could previously move, resize or rescale the window out from under you — a new profile is born from the defaults, so its scale was 100% while the open window was still at yours.
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* (Profiles) Fixed "Sync with Raid" overwriting the raid frames' own growth direction with the party's.
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* (Interface) `/df debug` diagnostics that only concern the main addon no longer pull in the settings addon just to answer.
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### Bug Fixes
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@@ -216,8 +227,7 @@ DandersFrames has been rebuilt for WoW 12.1 (Midnight), which fundamentally chan
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### Known Issues (12.1 alpha)
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* The 12.1 aura displays are rebuilt on Blizzard's new container system and are under active testing — please report any case where buff, debuff, defensive or missing-buff displays stop updating, **especially in combat**.
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* A debuff that counts as both a Priority debuff and a Boss/Role debuff can show one icon per matching filter when both are enabled — the only duplicate case the new filter system can't remove. "Show All Debuffs" avoids it.
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* Dispel Overlay: a unit with dispellable debuffs of two different types can show both type icons overlapped (rare).
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* Dispel Overlay: the dispel-type symbol the overlay draws on the frame can render two symbols stacked on the same spot, when a unit has dispellable debuffs of two different types (rare). The coloured overlay itself is unaffected — it always shows a single type.
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* Aura Designer text colouring is drawn as a cover over the text: it ignores the out-of-range text fade, and group parts with their own inline colours keep them.
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* Dragging certain aura sliders can briefly stutter.
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* Settings-window borders re-derive their thickness from DandersFrames' own **UI Scale** slider (top of the settings window). Changing WoW's global UI Scale instead won't re-derive them for pages already on screen — reopen the window, or nudge the addon's own slider, if a border looks off after doing that.

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