Repository navigation
Releases: AlexHaible/WoW-UI-Addon
Releases · AlexHaible/WoW-UI-Addon
Release list
1.3.1
Reforged UI
1.3.1 (2026-10-16)
Full Changelog Previous Releases
- List Horde and Alliance gold apart, with full names, in the gold tooltip (#6)
- List Horde and Alliance gold apart, with full names, in the gold tooltip
Gold can't be mailed across factions, so the gold feed's tooltip now has a
section per faction (this character's first), each with its own total and
no total across them. Characters saved before this sit in their own section
until they log in again. Names are shown in full (with the surname on
Forever) instead of the first name only.
- List Horde and Alliance gold apart, with full names, in the gold tooltip
1.3.0
Reforged UI
1.3.0 (2026-10-16)
Full Changelog Previous Releases
- Dress the bags in the race themes, Blizzard's and BetterBags' (#4)
A new companion addon, Reforged UI: Bags, puts the theme's trim around Blizzard's bag windows and adds a Reforged UI theme to BetterBags that follows the Reforged UI theme. The damage meter's frame code and art moved into Reforged UI (Trim.lua, Media/Trim) so both skins share it, and the Gnome frame gets valves, lamps and corner gauges from its own console art. - Give the Skyborne themes their class colours: arcane violet for High Order, storm blue and gold for Windshapers (#5)
Both themes shared one console and differed only in their emblems. tools/regrade_skyborne.py regrades each theme's console and top bar art from that shared art: High Order gets violet leaves, frost-white blossoms and silver stone; Windshapers deeper storm-blue leaves, ember-gold blossoms and slate stone. The top bar's text and inset colours follow.
1.2.1
Reforged UI
1.2.1 (2026-10-14)
Full Changelog Previous Releases
- Give the target's aura icons one spot on every theme, so switching races doesn't ask for a reload
- Stop offering a reload on every login over the target frame's rounded position
- Stack the chat menu button under the channel button and stand the key ring right of the bags again
- Stand the key ring on the pillar left of the bags, clear of the chat buttons
1.2.0
Reforged UI
1.2.0 (2026-10-14)
Full Changelog Previous Releases
- Give the damage meter skin the addon icon, and its own section on the CurseForge page
- Skin the built-in damage meter in the race themes, as its own addon
- Frame the Scourge damage meter in bone all round
Scourge's top bar edge is a thin bone beam with clear rows under it (the
top bar's panel fills behind), so around the meter it left a gap on the
inside, and its wood-and-iron posts didn't match the bone. The meter now
gets its own Scourge edge, the beam stretched to the trim's full height,
and posts cut from it upright, so the corners mitre bone into bone. - Show the CurseForge logo as the addon's icon in the AddOns list
A 64x64 TGA cut from ReforgedUI.png replaces the stock PvP banner icon. - Mitre the damage meter's corners instead of capping them
The top bar's corner pieces are wall ends, not 90 degree joins, so on a
closed frame they floated beside the trim. Each corner is now a mitre of the
theme's own beam and post (join.tga, made by make_damage_meter.py), and each
side runs out from its two corners and is mirrored at its middle, so all
four corners meet the pattern the same way. The trim sits in the window's
BORDER layer, under its text and buttons. - Frame the damage meter with the top bar's trim instead of cut-up target plates
The target plates' beams and posts carry one-off ornaments (Troll masks,
Tauren totems, Forsaken skulls), so tiling pieces of them repeated those and
left seams. The border is now each theme's top bar trim from Media/ (edge,
edgev, corner), which is made to repeat and already works in game. Corners
stay out of the header, so they don't cover the timer or the buttons.
make_damage_meter.py now only makes the rail and, for Skyborne (whose top
bar has no side posts), an upright copy of the edge as the post. - Bring the CurseForge description up to date with the recent changes
- Skin the built-in damage meter in the race themes, as its own addon
Reforged UI: Damage Meter (ReforgedUI_DamageMeter) is a second addon in the
same package that dresses Blizzard_DamageMeter in the current theme: each
meter window and its breakdown get the theme's target plate frame (corners,
with the beam, base and posts tiled between them), a dark inset, the theme's
rail under the header and every bar, Warcraft III's bar texture and font.
It only changes art from hooksecurefunc post-hooks, so the meter's secret
values, settings and Edit Mode place stay Blizzard's.
The art is cut from each theme's target plate by tools/make_damage_meter.py;
tools/render_damage_meter.py mocks it up. Reforged UI exposes a small
ReforgedUI global (theme and font, theme change callbacks) for it. - Add an option to move and resize the chat window
1.1.3
Reforged UI
1.1.3 (2026-10-14)
Full Changelog Previous Releases
- Stand the key ring on the wall right of the bags, at full size
- Shrink the key ring to the width of the pillar it stands on
- Fall back to a framed key icon where the client lacks the key ring button art
- Give the key ring Blizzard's own key ring button art again
- Open the addon compartment as a flyout upwards from a button above the map
- Gather other addons' minimap buttons in a compartment on the map
- List every character's gold and the total in the gold feed's tooltip
1.1.2
Reforged UI
1.1.2 (2026-10-14)
Full Changelog Previous Releases
- Give each weapon stat icon a tooltip about its own slot
1.1.1
Reforged UI
1.1.1 (2026-10-14)
Full Changelog Previous Releases
- Show the whole icon on action buttons instead of zooming in
- Show the options menu inside the game's AddOns page instead of closing the game's options
Hiding the game's options from addon code went through the panel manager,
which tainted it; Edit Mode is opened and closed by the same manager and
then errored in the cooldown viewer. - Stop uploading an alpha build on every push to master
1.1.0
Reforged UI
1.1.0 (2026-10-14)
Full Changelog Previous Releases
- Let the armour stat icon be changed like the others
- Keep empty stat icons clickable, add them to the options menu, and keep the options menu open when the game's options close
- Pre-place Edit Mode action bars with the tester's fitting settings
Besides the icon size, bars 1-3 get icon padding 8, bar art and bar
scrolling hidden and Always Show Buttons on, which a tester found fits
the console. - Add an option to let Edit Mode place action bars 1-3
With it on, bars 1-3 keep their buttons and Blizzard's look instead of
being pinned into the console's grid. They are placed once over the grid
rows in the Reforged UI layout, at about the grid's icon size, and are
then the player's to move, resize and reflow in Edit Mode. The grid art
is hidden while it is on, and changing it offers a reload. - Show money as gold, silver and copper in the gold feed
The bar showed whole gold only (0 for 2s 22c) and the tooltip the raw
copper count, as the client has no GetCoinTextureString. Both now read
2s 22c with coin icons, leaving out empty leading units. - Offer a reload after changing Edit Mode layouts
Blizzard applies layout and raid frame option changes made from addon
code as tainted code, and its party frames then fail on secret values,
e.g. in CompactUnitFrame_UpdateHealthColor when Edit Mode closes. After
the addon saves or switches a layout, or sets the raid frame options, it
now asks to reload so those frames start clean.
1.0.0
Reforged UI
1.0.0 (2026-10-14)
Full Changelog Previous Releases
- Add the CurseForge project ID
- Regenerate the README previews
render_preview.py falls back to lupa's bundled Lua 5.1 when lua5.1 isn't
installed, so the previews can be rendered on Windows. - Re-render the README previews with the current themes
- Drop the duplicate screenshots ignore line
- Add a screenshot of each theme
Kept out of the package via .pkgmeta. - Leave the screenshots folder out of the package
- Make the Dwarf and Skyborne top-bar trims repeat without cuts
Dwarf: add one low-wall run after the last stone block so two blocks no
longer meet at each repeat. High Order and Windshapers: re-run their
colour map over the fixed Night Elf trim, so the bar runs under the whole
width instead of leaving a gap at each repeat. - Build the seamless top-bar trims in import_console_art.py
Re-running the import tool now produces the fixed edge/edgev pieces
(Undead bone run, Human extra wall run, Night Elf continuous bar, wrapped
posts, opaque Night Elf trunk) instead of the old cut versions, and saves
uncompressed TGAs. Regenerated output matches the committed art pixel for
pixel; corners and the Orc edge are re-saved uncompressed. - Make the top-bar trims repeat without cuts
Undead's edge is rebuilt from plain bone, so no sliced skull or spike
shows at each repeat; Human's ends on low wall so its blocks no longer
butt together; Night Elf's wood bar under the leaves now runs unbroken.
The Human, Orc and Undead side posts wrap without a jump, and Night Elf's
side post, which was cropped from the transparent half of its source, now
shows its vine-wrapped trunk. - Add the CurseForge project description
docs/CURSEFORGE.md is the long description for the CurseForge page, kept
out of the package with the rest of docs. - Add the CurseForge logo
ReforgedUI.png (512x512) is the project avatar; .pkgmeta already keeps it
out of the package. - Add packaging for CurseForge
.pkgmeta packages only the ReforgedUI folder and leaves out the logo,
docs and tools. GitHub Actions run the BigWigs packager on pushes to
master (alpha) and on tags (release). - Hide the target frame's name strip under the aura icons
Blizzard tints the strip behind the target's name by reaction and shows
it on each target change, so it is now hidden outright. The target
frame's parts are re-hidden on each target change, and /rui auras lists
anything of the frame still drawn. - Leave the target frame's inner frames visible so its aura icons show
/rui auras showed a target with three buffs and no aura icons among the
target frame's own children: on this client they are made inside one of
its unnamed inner frames, which was hidden whole. Those inner frames now
stay visible; only what they hold at login (art, bars, text, frame by
frame) is hidden and they no longer take clicks. Named parts (cast bar,
target of target, combo points, alternate power) are still hidden
whole. /rui auras looks for aura icons at any depth. - /rui auras: list the target frame's children and the target's aura counts
To tell a target without auras from aura buttons that are missing,
hidden or elsewhere: the target frame's child frames (and which we
hid), the target's buff and debuff counts where they can be read, the
target frame's aura pools, and the preset count from the client. - Keep only the target frame's aura icons, and bring back /rui auras
The target frame's parts are now hidden one by one, its own textures and
child frames alike, except its aura buttons: clients without the modern
container and content frames had the whole frame hidden, auras too.
/rui auras now reports the active Edit Mode layout, where the target
frame is and whether it has buffs on top, the aura icons shown and
where they are, and where the first one should be. - Show Blizzard's own target aura icons, placed by the Edit Mode layout
In combat the client refuses addons any read of a target's auras
("Auras cannot be accessed when secret while tainted"), so our own aura
row went blank in every fight. Blizzard's target frame now stays, with
its art, portrait, bars, cast bar, threat number and target of target
made invisible and the frame click-through, so only its aura icons show.
The "Reforged UI" Edit Mode layout places it, buffs on top, so the
icons land beside the target of target (above the plate in plate mode);
that placement is renewed at each login and target mode change. Our own
aura row and /rui auras are removed. - Show target auras whose details are secret in combat
In combat the stack count comes back as a secret string, and the code
tested it ("count or empty") outside pcall: that error stopped the aura
row before any icon was shown. The count is now set inside the pcall,
each aura is filled in under pcall and shown even if part of it can't
be read, and /rui auras prints the last such error. Its aura names no
longer get tested either. - Keep target auras in combat: try every way the client reads them
Target auras showed out of combat and vanished in it: asking by index
can come back empty or fail once combat starts. Auras are now read by
index, else by slot, else as the whole list, else with UnitAura. Stacks
and the time-left sweep never test aura fields outside pcall, and the
sweep uses the aura's duration object where the client has one (it
takes secret times). /rui auras reports which way worked and whether
it ran in combat. - Add /rui auras to show what the game reports on the target's auras
Prints which aura API the client has, whether the target's aura rows are
shown, and the names of its debuffs and buffs (or the API's error), to
tell a target without auras from an API that fails. - Show the target's buffs and debuffs
Rows of small icons stand on the wall beside the target of target (above
the target plate in plate mode): debuffs nearest the wall, framed in
their dispel colour, then buffs, up to two rows each. Each has its stack
count, a sweep for the time left and the aura's tooltip on hover. Aura
data can be secret, so it only goes into widgets and anything that
compares or adds runs under pcall. - Make and switch to a "Reforged UI" Edit Mode layout
The first time each character logs in it is switched to an account-wide
"Reforged UI" Edit Mode layout, made once as a copy of the layout in use,
with the cast bar just above the console and raid-style party frames.
When the layout is made the raid frame options are turned on too (class
colours, power bars for every role, debuffs, aggro highlight, incoming
heals, main tank and assist, health as a percentage), for whichever of
those CVars the client has. Other layouts' default-placed cast bars are
still raised. - Raise the default cast bar above the console in Edit Mode layouts
Edit Mode's default cast bar sits over the action bar's top. Moving it
from addon code breaks Blizzard's own, so instead each custom Edit Mode
layout whose cast bar is still in its default place (and not locked to
the player frame) is saved with the cast bar just above the console.
Edit Mode then puts it there, and it can still be moved. Preset layouts
can't be changed by addons; for those a one-time message says to move it
in Edit Mode. - Refine the Gnome theme and fix the left end cap's crown
The minimap block's top strip and copper main now run straight to its
edge and the left cap's crown is built from those same rows, so the cap
continues them with no step or seam at any scale. The action-bar pipes
gain bracket clamps, a pressure line and a valve/gauge/lamp rhythm that
continues across every copy; the top-bar plates vary in size with weld
seams, rivets, conduits and lamps; the right end has one copper riser,
closed by a blind flange on the cap; thin steel lips lose their chipping. - Refine the Dwarf theme: brighter battlements, iron rune sockets
Iron merlon caps get lit top faces and catch-lights with darker gaps;
inventory cells are recessed iron sockets with an anvil rune instead of
recoloured Human bags; overall value lifted to sit with the other consoles
while the forge glow on the foot bars is toned down; grid bars darker;
panel plates vary so scratches no longer repeat plate to plate; lighter
edge and end caps with a taller iron crown. The target plate keeps the
dark info-window fill. - Finish the Tauren console ends without a second post
Each cap now completes the console's own corner post: the top log and
lintel run past it to cut, lashed end grain, with a short brace, a coral
hide flap with feathers, the sill end and the post's stone footing. - Refine the Troll theme: calmer bindings, knotty poles, single end posts
Crimson bindings are sparser, varied in width and deeper red; poles use
plank grain with knots and bark breaks instead of regular node lines; the
grid bars are lighter wood with rope ties; top-bar corners are crossed,
bound poles with whittled tips; each end cap is just the beam running on
past the wall's last post, so no doubled post...