Filter options for the default UI do not affect oUF.
However, on further investigation, oUF itself applies a filter if you don't supply one, and if you set certain properties on the Debuffs element:
Code:
local customFilter = function(icons, unit, icon, name, rank, texture, count, dtype, duration, timeLeft, caster)
if((icons.onlyShowPlayer and icon.isPlayer) or (not icons.onlyShowPlayer and name)) then
return true
end
end
If you want to use this default filter instead of supplying your own, then I'd suggest that rather than removing the filter, you replace it with a dummy one that lets everything through:
Code:
local showall = function() return true end
local f = CreateFrame("Frame")
f:RegisterEvent("MODIFIER_STATE_CHANGED")
f:SetScript("OnEvent", function(f, event, key, state)
if key ~= "LSHIFT" and key ~= "RSHIFT" then
return
end
local a, b
if state == 1 then
a, b = "CustomFilter", "__CustomFilter"
else
a, b = "__CustomFilter", "CustomFilter"
end
for i = 1, #oUF.objects do
local object = oUF.objects[i]
local buffs = object.Auras or object.Buffs
if buffs and buffs[a] then
buffs[b] = buffs[a]
buffs[a] = showall
buffs:ForceUpdate()
end
local debuffs = object.Debuffs
if debuffs and debuffs[a] then
debuffs[b] = debuffs[a]
debuffs[a] = showall
debuffs:ForceUpdate()
end
end
end)