From 90b93aaec345f1cae764ea3a52f3ca4ddcd33218 Mon Sep 17 00:00:00 2001 From: Dusk-92 Date: Tue, 25 Aug 2026 09:45:00 +0200 Subject: [PATCH] Restore native Turtle tooltip fade timing --- mods/tooltip-details.lua | 13 +++---------- 1 file changed, 3 insertions(+), 10 deletions(-) diff --git a/mods/tooltip-details.lua b/mods/tooltip-details.lua index 3805cd5..ec9c060 100644 --- a/mods/tooltip-details.lua +++ b/mods/tooltip-details.lua @@ -305,17 +305,10 @@ module.enable = function(self) statusbar = CreateFrame("Frame", nil, GameTooltipStatusBar) statusbar:RegisterEvent("UPDATE_MOUSEOVER_UNIT") statusbar:SetScript("OnEvent", function() - -- When a world-unit mouseover ends, the GameTooltip can still contain that - -- unit's GUID for this event. If that unit is also selected as target, the - -- GUID resolver would otherwise remap the stale tooltip to "target" and - -- GameTooltip:Show() would keep it stuck on screen. Match Turtle's native - -- tooltip lifetime here: let it fade out, and reset identity on OnHide. + -- Do not force Hide/FadeOut here. Turtle/Vanilla owns the tooltip lifetime + -- and applies its native delay + fade when the cursor leaves a world unit. + -- We only avoid re-showing the stale tooltip through the selected target. if not UnitExists("mouseover") and tooltip_from_mouseover then - if SHOW_NEWBIE_TIPS == "1" then - GameTooltip:Hide() - else - GameTooltip:FadeOut() - end return end