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r653 | jlam | 2012-11-30 05:02:19 +0000 (Fri, 30 Nov 2012) | 1 line
Changed paths:
   A /tags/5.1.3 (from /trunk:652)

Tagging as 5.1.3 release.
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r652 | jlam | 2012-11-30 05:00:59 +0000 (Fri, 30 Nov 2012) | 4 lines
Changed paths:
   M /trunk/OvaleCompile.lua

Hide "unknown spell" error behind an "unknown_spells" debug flag.

This error is primarily for script authors to toggle when they verify
their scripts are correct.
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r651 | jlam | 2012-11-30 04:47:29 +0000 (Fri, 30 Nov 2012) | 1 line
Changed paths:
   M /trunk/OvaleAura.lua
   M /trunk/OvaleCondition.lua

Plug some global variable leaks.
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r649 | jlam | 2012-11-30 03:07:11 +0000 (Fri, 30 Nov 2012) | 6 lines
Changed paths:
   M /trunk/Ovale.toc
   A /trunk/OvaleComboPoints.lua
   M /trunk/OvaleFuture.lua
   M /trunk/OvaleState.lua

Fix for ticket 195.

Add a separate module to track the player's combo points.  Deal with the
"combo point delay" from Seal Fate or Primal Fury by pre-adding the extra
combo points before being updated through UNIT_COMBO_POINTS.  This assumes
the delay is less than one GCD.
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r648 | jlam | 2012-11-30 03:07:03 +0000 (Fri, 30 Nov 2012) | 12 lines
Changed paths:
   M /trunk/OvaleCompile.lua

Add a new SpellInfo() parameter "if_spell=SPELL"

Adding "if_spell=SPELL" causes the SpellInfo() line to be ignored
if the given SPELL isn't in the player's spellbook, e.g,:

  Define(mangle 33876)
    Spellinfo(mangle combo=1 energy=35 inccounter=ripshreds)
    SpellInfo(mangle critcombo=1 if_spell=primal_fury)
  Define(primal_fury 16961)

This causes the critcombo=1 to apply only if Primal Fury is in the
spellbook (druid is at least level 30).
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r646 | jlam | 2012-11-29 06:54:52 +0000 (Thu, 29 Nov 2012) | 5 lines
Changed paths:
   M /trunk/OvaleAura.lua

Fix ticket 193 by catching up to UnitAura() changes in MoP 5.1.

UnitAura() has a different return value list in MoP 5.1.  The values
associated with an aura have been shifted one argument further down, i.e.,
from 14-15-16 to 15-16-17.  The 14th return value is now "isCastByPlayer".
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r644 | jlam | 2012-11-28 04:03:37 +0000 (Wed, 28 Nov 2012) | 1 line
Changed paths:
   M /trunk/Ovale.toc
   M /trunk/OvaleState.lua

Ascension in 5.1 grants 15% increased energy regen for monks.
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r641 | jlam | 2012-11-27 00:20:26 +0000 (Tue, 27 Nov 2012) | 19 lines
Changed paths:
   M /trunk/OvaleState.lua

Fix ticket 184 by limiting when OvaleState updates auras.

The purpose of OvaleState is to take the current game state and tweak it
to reflect the effects of the spell being cast in the simulator.

There are three phases to a spell being cast:

  (1) Spell cast started.
  (2) Spell is casting.
  (3) Spell cast finished and traveling to target (in flight).

We always update auras for cases (1) and (2).  However, we now insert a
check so that we only update auras in case (3) if it's not a player aura.
Player auras are updated by the game as soon as a spell cast is finished,
so OvaleState doesn't need to do anything to see the player's correct
auras while the spell is still traveling to the target.  It's different
for target auras because the game has to see if the spell will hit or not
before updating the target's auras, so we still need to account for the
spell effects while it's in flight to the target.
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r639 | jlam | 2012-11-24 04:38:59 +0000 (Sat, 24 Nov 2012) | 1 line
Changed paths:
   M /trunk/OvaleState.lua

Fix a copy-and-paste error.
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r637 | jlam | 2012-11-23 17:16:42 +0000 (Fri, 23 Nov 2012) | 1 line
Changed paths:
   M /trunk/OvaleState.lua

Reimplement aura-handling in OvaleState:AddSpellToStack().
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r636 | jlam | 2012-11-23 17:16:33 +0000 (Fri, 23 Nov 2012) | 10 lines
Changed paths:
   M /trunk/Ovale.lua
   M /trunk/OvaleCompile.lua
   M /trunk/OvaleData.lua
   M /trunk/OvaleFrame.lua

Remove split compilation and use a single pass for compiling again.

Back out part of r604 that split compilation into a "quick" part and
an expensive part.  The more efficient method in r606 for searching
and replacing defines with key values seems to have fixed the slow
compilation enough that it fits within the Lua execution window.

Re-merging the compilation phases fixes some issues with Ovale not
properly updating the script when a toon levels, as well as some
other edge cases.
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