fix: cast bar invisible due to stale ImGui saved window position

The cast bar window used ImGuiCond_FirstUseEver for positioning, so
ImGui's .ini state restored a stale off-screen position from a prior
session. Switch to ImGuiCond_Always and add NoSavedSettings flag so
the bar always renders centered near the bottom of the screen.

Also demotes remaining diagnostic logs to LOG_DEBUG.
This commit is contained in:
Kelsi 2026-03-29 17:20:02 -07:00
parent 209c257745
commit 309fd11a7b
3 changed files with 7 additions and 7 deletions

View file

@ -2357,9 +2357,9 @@ void InventoryHandler::handleItemQueryResponse(network::Packet& packet) {
}
owner_.pendingItemQueries_.erase(data.entry);
LOG_WARNING("handleItemQueryResponse: entry=", data.entry, " name='", data.name,
"' displayInfoId=", data.displayInfoId, " valid=", data.valid,
" pending=", owner_.pendingItemQueries_.size());
LOG_DEBUG("handleItemQueryResponse: entry=", data.entry, " name='", data.name,
"' class=", data.itemClass, " subClass=", data.subClass,
" invType=", data.inventoryType, " valid=", data.valid);
if (data.valid) {
owner_.itemInfoCache_[data.entry] = data;

View file

@ -852,8 +852,7 @@ void SpellHandler::handleSpellStart(network::Packet& packet) {
return;
}
LOG_DEBUG("SMSG_SPELL_START: caster=0x", std::hex, data.casterUnit, std::dec,
" spell=", data.spellId, " castTime=", data.castTime,
" isPlayer=", (data.casterUnit == owner_.playerGuid));
" spell=", data.spellId, " castTime=", data.castTime);
// Track cast bar for any non-player caster
if (data.casterUnit != owner_.playerGuid && data.castTime > 0) {