grom reported it from play: the party frames show no buffs. pfUI's group header
reads `UnitBuff("party1", i)` and the stock `PartyMemberFrame_UpdateAuras` reads
the same verb, and nothing was wrong with the verb — `ui_aura`'s feed pushed six
tokens (player, target, pet, targettarget and ClassicAPI's focus pair) and not
one party token, so `nth_aura` found no list at all for `party1` and every buff
row stopped on the first nil.
The four tokens now get their own lists off `GroupState::party_slots`, through
the same `other_list` builder and the same `buffs_visible_on` gate the target,
pet and focus tokens use — so a party member shows exactly what a targeted party
member shows, and an empty slot clears its token. Each gets its own `UNIT_AURA`
fire keyed on guid and projection, because a party member's auras change on their
own clock and a `"target"` fire tells a party frame nothing.
Not the raid tokens: `raid1`..`raid40` is ten times this work every frame, each
list walking a descriptor and re-running the visibility gate, and that cost has
not been measured. The party's four are bounded and are what was reported.
The guid index and the roster share one system parameter because bevy's
`IntoSystem` tops out at sixteen.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn