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@github-actions github-actions released this 14 Oct 02:14
· 38 commits to master since this release

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.
  • Refine the Tauren theme: hide bag cells, clean plate corners, livelier top bar
    Inventory cells are stitched dark-hide panels with a turquoise diamond
    instead of Orc's bag drawing; the target plate's window corners are clean
    dark with squared, lashed timber blocks outside them; the top-bar hide
    gets laced seams, hexagon bands and diamond, sun and kodo motifs (seamless
    at 256); the right post is a plain log that can stretch without showing,
    its stone footing moved onto BottomRight_Bottom.
  • Light the Night Elf right post's trunk; polish the Skyborne themes
    Night Elf's BottomRight_Middle trunk was painted near black, so it read as
    a black stripe between the chat edge and the end cap; it is now lit bark
    in the cap's colours (alpha and leaves unchanged). Skyborne gets the same
    fix plus blossom clusters on the pink leaves, outlined pylons and larger
    roundels, a gold or silver trimmed clock ring per faction, wind-swirl
    medallions in the top-bar panel and a roundel on each end cap's crown.
  • Wrap the left wall heights table to the line limit
  • Hand-build the Gnome theme as Gnomeregan machinery
    Riveted steel housing with a lowered brass cog crest, copper and brass
    pipes with bolted fittings, gauges and lamps at Human's saturation;
    matching action bar, inventory, right end, top bar, cog clock ring,
    target plate and end caps. Flanges sit on every seam the layout makes, so
    the pipes run unbroken at every scale. Layout gets Gnome's caps, plate and
    left wall height; the recolour tool skips it.
  • Wrap the right wall heights table to the line limit
  • Escape the backslash in Tauren's end cap paths
    "endcaps\endcap_left" in Lua; the single backslash read as "\e".
  • Hand-build the Tauren theme in the Thunder Bluff style
    Pale warm timber with straight heavy log beams and lintels, coral tent-hide
    bands with zigzag hems, lacing and diamonds, hexagon-patterned round posts,
    a kodo-head totem and a palisade backdrop; matching action bar, inventory,
    right end, top bar, clock ring, target plate and end caps. Every exposed
    joint starts on a carved block, so the bar joins cleanly at every scale.
    Layout gets Tauren's caps, plate and wall heights; the recolour tool skips it.
  • Hand-build the Troll theme in the Valley of Spirits style
    Dark poles with spiral crimson rope bindings for every beam and post at
    Orc's wall height, a tiki totem with carved masks, banded ivory tusks,
    straw cone caps and shrunken heads; matching action bar, inventory, right
    end, top bar, clock ring, target plate and end caps. Windows match Orc's;
    the action-bar beam joins without cuts at every scale. Layout gets Troll's
    end caps, target plate and wall heights, and the recolour tool skips it.
  • Close the black strip between Night Elf's right wall and end cap
    When the bottom-right pieces follow the chat area, Night Elf's middle
    piece dropped the offset that narrows it at lower scales, so it ended up
    to 4.6 units short of the chat area's edge and the black chat background
    showed through next to the right end cap (Night Elf, High Order and
    Windshapers). It now keeps that offset and tucks half a unit under the
    cap; the smoke test checks the wall meets the cap at every scale.
  • Move the rested XP colour to a right-click menu on the experience bar
    The options menu's Purple / Blue / None / Custom buttons are gone; a
    right-click on the experience bar now picks Purple, Blue or None, like
    the weapon icons' menus. The custom colour picker is dropped.
  • Hand-build the Skyborne themes on the Night Elf console
    High Order and Windshapers re-grade Night Elf's painted pieces: teal
    foliage with rose accents, pale Highborne stone with glowing runes, jade
    slot frames and grid, wind-swirl roundels and small floating wind-pylons.
    Windshapers has gold and cyan, High Order silver and violet. Windows,
    holes and every tiled joint match Night Elf's. Layout lists their real end
    caps and target plates, and the recolour tool now leaves them alone.
  • Mirror the top bar's micro buttons about the clock
    With nine micro buttons the left half had five and the right four, so
    the feed slots, placed the same distance from the centre, sat closer to
    the buttons on one side than the other. Both halves now take the wider
    half's width, the narrower one centred in it, so buttons and slots are
    mirrored about the clock.
  • Replace the top bar's menu plates with broker slots, centred and aligned
    The Quests, Menu, Allies and Map plates leave the top bar. Their room
    goes to data feed slots, and Blizzard's own game menu button now closes
    the micro row (no more stand-in copy). The quest log, social and map
    buttons stay hidden; their keys open them.
    Slots now start the same distance either side of the centre and run out
    to the screen edges, on the bar's 128-unit pattern, which starts at the
    first right-hand slot so both sides sit on it alike. They are centred
    in the bar's open band above the trim, counting the see-through edge of
    each theme's trim. Saved default feeds are reordered to read gold, bags,
    durability from the clock out.
  • Make the Forsaken bone beam over the action bar continuous
    ext1 now shows the real console at its spot: the other half of the
    junction skull, then plain bone ending in a whole cloth wrap that covers
    the joints with the stretched copy and ext2 at every scale. The top-bar
    edge is re-cut from the beam alone, so no half skull repeats there.
  • Choose the weapon icons from a right-click menu on each icon
    The three rows of Main/Offhand/Ranged/Ammo/Spell/Heal/None buttons leave
    the options window. Right-clicking one of the hero screen's three weapon
    icons opens a menu of the same choices, still kept per class; where the
    client has no menu API a right-click steps to the next choice.
  • Keep the chat under the wall and seat the social button on it
    The chat window reached 0.03s into the wall's art, so its top line
    sat on the stonework. It now stops just under the wall. The quick join
    (social) button sits on top of the chat buttons' column instead of up
    in the game world.
  • Back the target plates' info windows with dark fill
    The code puts black only behind the portrait, so the transparent info
    window showed the game world through the plate. Fill it in the art, like
    the console's own stats window; the name, level and bars draw above it.
  • Look up wall heights and draw layers by theme before base faction
    Lets a race theme have its own outline while keeping its base faction's
    windows.
  • Keep console options saved under the old settings key
    The key was renamed to consoleOpts; without this, existing players
    would lose their target display and other console settings.
  • Add the Forsaken target plate and end caps
    Built from the Forsaken console like the other factions' (banshee mask and
    skull post on the plate; the drape-and-frame end pieces as caps). The wall
    tops the caps sit on are looked up by theme before faction, since the
    Forsaken ends differ from the Undead ones its layout borrows.
  • Add the Forsaken theme; Undead characters get it, Scourge stays selectable
    Forsaken uses Undead's layout. The options panel lists it beside the
    Scourge console, in two rows of seven.
  • Add the Forsaken theme's art from Warcraft III's Forsaken console
    Every original Undead piece is a half-size crop of Warcraft III's Undead HD
    console tiles; the same crops of the Forsaken tiles give the Forsaken
    console (purple and green, banshee emblem). The wall-top trim drops the
    sliced skull, the side post and top-bar fill are rebuilt from straight
    Forsaken stone, and the clock frame is scaled so its window matches
    Undead's. Not yet registered as a theme in the code.
  • Expect the real plate art where a theme has it in the smoke test
  • Add Orc, Undead and Night Elf target plates and end caps
    Each built from its own faction's Warcraft III console like the Human set:
    a self-contained plate with transparent windows, and end caps that are the
    console's own end pieces with their crowns on the wall top. Correct the
    end-piece wall tops they sit on (Orc's beam below its tufts and spikes,
    Undead's stray minimap column, Night Elf's right end).
  • Frame action and bag button icons with Warcraft III's steel button frame
    Replaces Blizzard's own border, which doesn't match the console.
  • Add Warcraft III's steel icon frame as an overlay texture
    Lifted from the HD command-button icons (the frame is baked into BTN
    icons and absent from PASBTN ones), with a transparent centre and a soft
    inner shadow so icons read as recessed buttons instead of flat squares.
  • Keep the action buttons' icon borders and give the bag buttons the same
  • Add Dwarf target plate and end caps in the Great Forge style
    Same windows and footprint as the Human plate and caps, restyled in dark
    granite and riveted iron; Layout lists them so Dwarf stops borrowing the
    stand-ins.
  • Add real Human target plate and end caps from Warcraft III's console
    The target plate is one self-contained piece (pillars, battlement, gold
    arch with two bar slots, framed info window); the end caps are Warcraft
    III's own end pillars from humanuitile05/06, their crowns on each end's
    wall top. Layout lists both so Human uses them instead of the stand-ins.
  • End each cap flush with its own wall instead of rising above it
  • Measure Human's left wall from its battlement, not a stray pixel column
    The end caps were standing too tall on Human and Dwarf because of it.
  • Build Dwarf's stand-in end caps and target plate from its Great Forge art
    They no longer borrow Human's grey stone. Only the *_gen files are
    written; the hand-built art is untouched.
  • Replace the Dwarf recolour with hand-built Great Forge art
    Dark granite, riveted iron plates with brass rivets, iron-capped
    battlements with square corners, carved relief on pillars and lintels, and
    a forge glow along the bottom, built from Warcraft III's own dwarven
    textures (minecart iron, dungeon stone, Gryphon Rider brass, lava cracks).
    Every piece keeps the Human piece's size and windows, so the layout is
    unchanged; only the battlement tops differ in alpha (taller merlons).
  • Stand both end caps at the same height, without the crown's overhang
  • Give the copied game menu button art its own size
    The button's backing has one anchor and a size of its own; copied without
    the size it drew as a large box behind the clock.
  • Merge the latest console work into the end cap changes
  • Close both ends of the console with end caps; move the cogwheel into the chat area
    The console always stands in mid-screen, so its ends looked cut off. A
    pillar in the theme's style now closes each end, drawn over the console's
    edge. Layout.ENDCAP_ART takes real cap art per theme (file, size, overlap)
    as it arrives; until then tools/make_endcaps.py builds stand-ins from each
    theme's own inventory pillar (endcap_*_gen.tga), and Dwarf borrows Human's.
    The whole console, caps included, stays centred; on 21:9 at large scales
    the chat area narrows a little to make room, and 16:9 is unchanged.
    The options cogwheel moves from the screen corner to the chat area's
    bottom-right corner, beside a slightly shorter input box.
  • Merge remote console changes
  • Make the target wall plate a miniature hero screen
    Plate mode now draws one plate texture per theme: the target's portrait in
    an arch with its health and power bars in the arch's foot, and an info
    window with the name over the hero's own level plate (no experience fill),
    combo points and the cast bar. The level plate and bars come from Hero.lua
    (Hero.CreateLevelPlate, Hero.PlaceLevelPlate, Hero.MakeBar) and its layout
    from Layout.LevelPlate, shared with the hero screen.
    Layout.TARGET_ART holds the plate's file and its windows as pixel rects per
    theme, so the art pipeline's targetplate.tga only needs dropping in and
    listing there. Until then each theme uses targetplate_gen.tga, composed
    from its own hero screen art by tools/make_target_plate.py (closed with a
    post at each end and a base); the hand-built dwarf theme falls back to the
    human one.
    Health and power numbers are abbreviated (12.3k, 123k, 1.2m) and shrink to
    fit their bar instead of being cut off; the power bar is hidden for units
    without power (unless the maximum is secret). render_preview.py draws the
    new plate and --plate-sheet renders every theme's plate.
  • Drop the Adventure Guide and shop buttons; end the micro row with Legacy and a game menu button
    The game menu button stays Blizzard's own, invisible, and moves over
    whichever of its two places in the top bar the mouse enters.
  • Put Forever's Legacy button where Achievements was and hide the old one
  • Keep one talent button where Forever has both
  • Hide the micro menu's leftovers and Housing; scale micro buttons evenly
  • Merge remote console changes
  • Move Blizzard's micro buttons into the top bar beside the clock
    Every micro button the top bar's plates don't already stand for (character,
    professions, talents, achievements, group finder, collections, adventure
    guide, shop, ...) is Blizzard's own button moved, in Blizzard's order, half
    either side of the clock's art, scaled to the bar and anchored to UIParent
    (locked against the micro menu's own layout and Edit Mode resizes). Feed
    slots and menu plates make room; on narrow screens the buttons shrink, then
    plates and slots give way. The micro menu container is no longer concealed:
    it stays where Edit Mode puts it, empty and click-through. The "Hide
    Microbuttons" option and the micro row on the action grid are gone (saved
    value migrated away, settings version 5).
  • Keep the race theme generator off the hand-built Dwarf art
  • Shrink name and level text to fit their plates
  • Show full names (with Forever's surname) on the hero screen and target
  • Add our own target display: Warcraft III swap, or a plate on the wall
    By default the hero screen switches to the target while there is one:
    its portrait, name coloured by reaction or class, level and
    classification, health and power bars with numbers, combo points and
    cast bar in place of the stat icons; the bars under the portrait stay
    the player's. "Wall plate" (options, or /rui target plate) shows the
    target in a smaller copy of the portrait arch standing on the wall above
    the stats panel instead. The target of target is a small unit icon above
    the portrait, tinted by who it is.
    Clicks go to secure unit buttons shown by unit watches, so the swap
    works in combat without touching a secure frame. Blizzard's target frame
    and its target of target are concealed. The plate's art paths live in
    Layout.TARGET_ART.
  • Lay the quest log and social micro buttons over the top bar's buttons too
  • Hide Forever's day/night moon (MinimapCluster.DielFrame)
  • Use Action Bar 8 for the minimap slots, turn bars 2, 3, 8 on once, pin buffs under the top bar
  • Fix the layout problems seen on a 32:9 Dwarf Paladin
    • Always lay the console out like the original addon's "Center UI": the chat area
      takes the original addon's width (or what a 16:9 screen leaves) and the console
      sits in the middle. The centre modes, chat width, chat placement and
      "Hide bags" options are gone; old saved values are dropped.
    • Put the bags (backpack, bags 1-4, reagent bag) in the 2x3 inventory,
      always shown, with the key ring to its left. Clicks still go through
      Blizzard's bag buttons.
    • Place Blizzard's stance (aura) and pet buttons in a row on the wall
      over the action grid; their Edit Mode bars stay put, click-through.
    • Use only Action Bar 6 buttons 1-3 (beside the minimap) and show empty
      sockets with a tooltip while the bar is off; park the rest off screen.
    • Conceal the minimap cluster's day/night indicator (GameTimeFrame).
    • Keep the gold dividers between action buttons invisible, including the
      bar's divider pool after Blizzard's UpdateDividers.
    • Close the notches in the chat area's wall and floor: filler pieces now
      overlap by where their art ends.
    • Fill the chat area down to its floor: no black band under the input.
    • Hang the top bar clock from the top edge of the screen, and keep the
      whole top bar in the BACKGROUND strata so buffs draw above it.
    • Trim the options panel and re-flow it; title is just "Reforged UI".
    • Smoke test, README and previews (new 32x9 Dwarf) updated.
  • Lay Blizzard's game menu button over the top bar's Menu button
    Calling ToggleGameMenu from addon code is forbidden (it stops spell casts)
    and opening the menu from addon code would taint it and its Edit Mode button.
  • Pick the Skyborne theme by race id: 95 High Order, 96 Windshapers
  • Add a UI theme for every playable race, Skyborne included
    Dwarf, Gnome (from the Human art), Tauren, Troll (from the Orc art) and
    Skyborne High Order / Windshapers (from the Night Elf art) are generated by
    tools/make_race_themes.py: a gradient map per material that keeps alpha and
    the original shading. Race themes take their base faction's layout
    corrections (Layout.BASE).
    The default theme now follows the character's race; Skyborne is matched by
    race token or name and its faction picks the variant, other races fall back
    to the faction default. Saved themes still override it, and "skyborne" can
    be chosen to follow the faction. The menu, /rui theme, README, previews and
    smoke test cover the new themes.
  • Update docs, previews and media for the console port
    Rewrite the README around the original addon (credit, options, setup in Edit Mode,
    the full client restart, and what was not ported), re-render the
    previews and drop the top-level Media files only the old console used.
  • Replace the console with a port of the original addon
    The console modules now build the original addon's console on Retail-engine rules:
    art frames of our own (Console), our own portrait, health and power
    bars, XP bar, stat icons and status icons (Hero), Blizzard's action
    buttons moved into the grid with Action Bar 6 as the original addon's nine extra
    slots (ActionBars), the square minimap with its slots (Minimap), the
    chat area (Chat), a bag row that clicks Blizzard's bag buttons
    (Inventory) and the cogwheel options menu (Config). Blizzard frames are
    only concealed, locked or anchored to UIParent; secret health and power
    values go straight to the status bars and are never compared.
    The top bar keeps working on its own root and scale. Stats, Target and
    UnitInfo are gone; the TOC targets Interface 16001 and credits the art's sources.
    The smoke test covers the new modules, every theme, centre mode, UI
    scale and screen shape, and keeps the top bar checks.
  • Add the original addon's art and port its layout math
    Copy the original addon's console art and font into ReforgedUI/art,
    with the one .dds converted to .tga and two unused, non power of two
    images left out. Layout.lua now holds the original addon's Align* placement math as
    absolute coordinates in a 768-unit-tall console, for all four themes, UI
    scales 240-270 and the three Center UI modes; the top bar keeps its own
    layout. dump_layout and render_preview follow the new layout.
  • Swap the target panel and the inventory: inventory now sits at the right end
  • Drop the bag addon list: BetterBags hooks the reagent bag button too
  • Open the reagent bag through its own button, or the bag addon's window
  • Forward bag clicks to Blizzard's bag buttons so bag addons open
    BetterBags and similar addons hook Blizzard's bag buttons instead of
    ToggleBag, and keep Blizzard's bag windows hidden.
  • Open bags through ToggleAllBags when a bag addon like BetterBags is loaded
  • Raise console buttons above Blizzard's bar frames so bag buttons get clicks
  • Build the minimap, portrait and bag blocks from the original addon's sections
    The console now draws the original addon's minimap section (with its button column), its
    arched portrait section with the hero screen, and its 2x3 inventory section,
    and places the minimap, buttons, portrait, health/power text, stats and bag
    slots in the windows painted into them. Chat, action bars 1-3 and the target
    panel stay generic panels joined to the sections. The key ring sits on the
    ledge above the bags.
  • Add the original addon's whole console sections per faction
    Minimap, portrait, inventory, action grid, wall-top extenders and the right
    end pieces, converted to uncompressed TGA, with SECTIONS.md describing each
    piece and where its windows sit. Nothing uses them yet.
  • Use the original addon's crenellated wall trim for the console edges
    The top trim, side posts and corner caps now come from the original addon's console
    pieces (cut by tools/import_console_art.py), so panel tops read as one stone wall
    with end caps only where the outline steps.
  • Join touching console panels and fix the top bar Menu button
    Panels that touch a neighbour at least as tall leave that side open (no side
    trim, no corner cap), so the console reads as one stepped wall instead of a
    row of boxes with doubled caps. The Menu button opens the game menu directly
    (the micro button opens on mouse-up, so a secure click on it did nothing),
    top bar buttons fire on mouse-up only, and /rui's help no longer loses its
    "|" characters in chat.
  • Draw top bar feed text above its plate
    The slot's dark plate is a child frame and drew over the slot's own icon and
    text. They now sit on a frame above the plate.
  • Repair Edit Mode layouts saved with anchors to our frames
    Older versions anchored the quest tracker to ReforgedUIConsole and Edit Mode
    saved that into the player's layout, so the warning stayed even with the
    addon disabled. On login, any saved anchor to one of our frames is put back
    to its default position once.
  • Rework the console and stop tainting Blizzard code
    The console now runs chat, minimap, portrait, hero screen, action bars 1-3,
    inventory and a new target panel from left to right, with the bars in the
    middle of the screen. The hero screen shows the level bar and four stat icons
    (armour plus three choosable ones: main hand, off hand or block, ranged, ammo,
    spell power, healing). The inventory gains the key ring. The top bar is back
    to the panel style and carries LibDataBroker feed slots; gold, bag space and
    durability are feeds of our own. The default scale drops to 0.75 and old
    saved settings at 1.0 are migrated.
    Taint fixes for clients with secret values:
    • Action bars reuse Blizzard's own buttons instead of ActionBarButtonTemplate
      copies, so Blizzard's action button code never runs from ours.
    • Replaced frames (player, target, bag bar, status bars, minimap cluster) are
      made invisible and click-through instead of reparented.
    • Unit frames, buffs, party frames, cast bar, stance/pet bars and the quest
      tracker are left to Edit Mode.
    • Blizzard frames we still move are anchored to UIParent, never to our frames.
    • The Issue Reporter search skips forbidden frames and runs once.
  • Re-render previews with the trimmed corner caps
  • Put the corner caps' outer side on the outside
    The crop carried a sliver of the neighbouring ability column on its outer
    edge, so mirrored corners showed it outside the panel. Clear it so each
    corner is just the pillar cap and post, with the trim running inward.
  • Fix mirrored console corner caps
    The extracted corner art is drawn for the top-right corner, so mirror it
    for the left instead of the right.
  • Trim the flat side plates off the clock frames
    Only the ring and its ornaments hang below the top bar now; the texture size
    and hole position are unchanged, so the dial still lines up.
  • Fix issues seen in game at 5120x1440
    • Scale the console with the screen height so it keeps its proportions at
      any resolution and UI scale (it was tiny on a 1200-unit-tall UIParent).
    • Hide the whole minimap cluster after moving its buttons, and gather every
      small button from the minimap and cluster into the column beside the map.
    • Replace Blizzard's player frame with the console portrait.
    • Lift WoW: Forever's Issue Reporter above the console.
    • Use a readable blue for mana text.
  • Draw the top bar with the Reforged top bar art
    Buttons and resources sit in the dark windows of the faction's topbar
    slots, aligned to the core edges and meeting under the clock. Slots that
    would run under the clock on narrow screens are left out. The texture
    generator no longer overwrites existing (extracted) art without --force,
    and the previews are re-rendered with the extracted art.
  • Use Warcraft III: Reforged console art for the faction media
    Cropped from the game's HD console textures: panel fill from the inventory
    slot filler, top/side trims, corner cap and ability socket from the console
    tiles, crests from the race banners, and the clock frame from each race's
    time-indicator frame. Common/dial is rebuilt from the scrolling sky strip as
    a disc with the sun and moon centred where the clock window looks. Adds a
    topbar slot per faction for the top resource bar.
  • Add the Warcraft III top bar with a day/night clock
    The top bar carries Quests, Menu, Allies and Map buttons, gold, bag space
    and durability, and a sun/moon dial that turns with the server time. Unit
    frames, buffs and top-centre widgets are kept below it.
  • Add Reforged UI: Warcraft III style bottom console
    Bottom console with command card, info screen, portrait, inventory and a
    square minimap, faction themes for Human, Orc, Undead and Night Elf, and
    layouts for 16:9, 21:9 and 32:9 screens. Includes procedural textures,
    a layout preview renderer and a stubbed-API smoke test.
  • Initial commit