RWF 0.2.0 - with patch 4.0 support

Even if several problems are unresolved (most notably haste tracking for correct energy regeneration), here is the latest version, which has support for the patch 4.0 skill ids as well as changes to the DoT mechanics (refreshing dots just before the last tick is good, missing the refresh is bad).  I reported the missing haste auras to Blizzard and they said the info was forwarded to the devel team, so I'll wait before doing ugly hacks.  Hopefully it'll be fixed in one of the upcoming patches.
At the moment, the Warning/Error things are very arbitrary, but they still give an idea of what should/should not be done.  It also correctly handles Rip refreshes done by FB (not that simple to detect) and it's able to deal with the "rake-aura-up before the skill itself hits the mob" I mentioned a couple of messages ago.  It's also able to deal with a "shift out of cat form" moment.
The pie charts handle a window resize more gracefully and the log filename is stored, so that you don't need to re-type it every time if you keep your log always at the same place.
I also added another type of combat log split: a split on "pauses" which are longer than 4h, which is useful to split a big log into separate days (and don't have WoL complain if you forget uploading for sometime....).

Download from the usual place.  Ah, I learned to switch off debug mode for the windows build, so the executable is a whole lot smaller, I hope it still works ok :)


Energy regeneration nightmare

After dealing with the Rake problem, here is a new one: energy regeneration.

On 3.3.5 it was simple: 100 energy in 10 seconds.  Now with haste coming into the picture, things are not even remotely as simple.  Expecially because all melee-haste affecting auras mess up with the energy regeneration (seen what happens with malleable goo on Festergut?).
This means that in order to build a reasonable energy profile, I need to take into account not only the basic haste (which comes from the stuff), but also all the auras which affect it.  And guess what: some of them don't appear in the combat log.  At least, Improved Icy Talons I never saw around, and Windfury totem does not apply/remove anything when it's invoked (not sure about Hunting Party).  This  means that the only approach is indirect: determine the life of the frost DK/Totem and assume that the aura application time matches the intervals where those players/guardians existed.  This means that when analyzing data for player "Helistar", I also need to keep track of stuff which is completely unrelated to "Helistar".... translation: deal with the entire combat log instead of just the events involving the player I want to track.

Time to change more internal stuff.....

For the rest things are advancing, as soon as I have a reasonable approximation of the energy profile, I'll post a new version, right now the error is enormous (almost 10% depending on fights).