M6 now preprocesses your macros in a manner similar to OPie.
After you edit a macro, recognized abilities in recognized commands are highlighted in blue.
If your character does not know the ability when you run the macro, M6 will behave as if
the clause triggering that ability was not present in the macro.
For example, you can write /cast Heart of the Wild; Nature's Vigil; Feral Frenzy
to cast the first known ability without requiring the use of [known:] conditional,
or /castrandom Heart of the Wild, Nature's Vigil, Feral Frenzy to cast a random
known ability.
(a) Fixed an issue that could cause text in the macro editor to vanish.