If a skill on an action bar has the proc overlay glow, and then the bar is hidden (as with the new Edit Mode combat visibility setting), and then the bar is shown again, the skill no longer has the overlay glow. The problem lies in the function ActionButton_ShowOverlayGlow in ActionButton.lua:
function ActionButton_ShowOverlayGlow(button)
ActionButton_SetupOverlayGlow(button);
if not button.SpellActivationAlert:IsShown() then
button.SpellActivationAlert:Show();
button.SpellActivationAlert.ProcStartAnim:Play();
end
end
The SpellActivationAlert:IsShown() returns true, but the animation is no longer playing (I think it is stopped after the bar is hidden) so the animation doesn't continue to play after the bar is shown again.
The following code has allowed me to mitigate it and may be of some use to somebody, either for their own mitigation or for anyone triaging this bug in the future:
local actionBars = {MainMenuBar, MultiBarBottomLeft, MultiBarBottomRight, MultibarLeft, MultibarRight, MultiBar5, MultiBar6, MultiBar7};
for i, bar in pairs(actionBars) do
bar:HookScript('OnShow', function()
for i, button in pairs(bar.actionButtons) do
if (button.SpellActivationAlert and button.SpellActivationAlert:IsShown()) then
button.SpellActivationAlert.ProcStartAnim:Play();
end
end
end);
end
If a skill on an action bar has the proc overlay glow, and then the bar is hidden (as with the new Edit Mode combat visibility setting), and then the bar is shown again, the skill no longer has the overlay glow. The problem lies in the function
ActionButton_ShowOverlayGlow
inActionButton.lua
:The
SpellActivationAlert:IsShown()
returns true, but the animation is no longer playing (I think it is stopped after the bar is hidden) so the animation doesn't continue to play after the bar is shown again.The following code has allowed me to mitigate it and may be of some use to somebody, either for their own mitigation or for anyone triaging this bug in the future: