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v1.0.17

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@bboymain bboymain released this 13 Nov 01:33

1.0.17: The "Trainer Tab" Update

  • Budget before you travel: Upcoming spells now show training prices with coin icons, plus a Total for the whole level.
  • The whole spell list: Spells wrap onto extra rows, so nothing hides behind a +N chip.
  • All nine classes: Bundled Forever base prices work before a trainer visit. Visiting your class trainer updates them with your actual prices.
  • Can you afford it? Hover a spell for its rank, learning level, price and a green or red money check. Missing prices stay marked with ?.
  • Your bar, your rules: Show next abilities and Show training costs are both on by default in Bars settings.
  • Happy pets, happy bars: Pet XP keeps working when the client hides pet health values.

v1.0.16

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@github-actions github-actions released this 08 Nov 21:47

1.0.16: The "Quest Payday" Update

  • See your next payday: Finished quests add a green striped XP preview. Enough for a ding? Look for LEVEL!
  • Blue waits its turn: Rested XP now starts after your quest XP, with no overlap.
  • What's that little ? Hover the green section to see your quest rewards. The icon hides when it would cover text.
  • Minimal stays minimal: Hovering no longer brings back the background.
  • Your bar, your rules: Toggle Show turn-in XP under Bars. It's on by default.

v1.0.15

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@github-actions github-actions released this 04 Nov 15:55

1.0.15: Floating Pill

  • Added Shape (Attached or Pill), a Pill theme using Default colors, and a live 0?60 px Top offset setting (12 px by default).
  • Pills have a complete rounded border, animated corners, and slide fully offscreen in Auto-hide. Announcements and effects follow the floating island.
  • Shape and offset save with profiles; Layout reset restores Attached and 12 px. Presets preserve both settings.

v1.0.14

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@github-actions github-actions released this 15 Oct 23:37

Thanks to Dukul for spotting this one and reporting it.

  • Fixed: Auto-hide flickered like crazy at the top of the screen - if you parked your mouse at the very top edge, the island kept opening and closing over and over until you moved the pointer down a little. It now opens once and stays open while your mouse is at the top, then tucks away when you move off. (Thanks Dukul!)

v1.0.13

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@github-actions github-actions released this 10 Oct 23:26

XPBar Island

v1.0.13 (2026-10-10)

Full Changelog Previous Releases

  • ci: validate and publish v1.0.13 without stale v1.0.11 checks
  • docs: release notes for v1.0.13 floating announcement stack
  • chore: prepare XPBar Island v1.0.13
  • test: explain when the level-up preview is disabled
  • test: report preview availability based on level-up settings
  • test: preview floating stat gains with /xpbar testlevelup
  • test: add non-destructive floating level-up stats preview
  • fix: confine streak pop scaling to text so stacked lines cannot collide
  • fix: reserve streak slot before announcing its tier banner
  • fix: stack outlined streak tier banner beneath floating stats and streak lines
  • fix: integrate floating level-up gains into shared stacked island layout
  • feat: add shared floating announcement stack and borderless streak timer lines
  • ci: restore normal tag-only CurseForge publishing after v1.0.12

v1.0.12

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@github-actions github-actions released this 10 Oct 22:51

XPBar Island

v1.0.12 (2026-10-10)

Full Changelog Previous Releases

  • ci: temporarily validate and publish v1.0.12
  • docs: add v1.0.12 floating stat-line changelog
  • chore: bump XPBar Island version to 1.0.12
  • docs: describe the floating level-up summary in settings
  • feat: replace boxed level-up summary with floating themed stat gains
  • ci: remove one-time v1.0.11 release bootstrap after successful publish

v1.0.11

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@github-actions github-actions released this 10 Oct 21:42

XPBar Island

v1.0.11 (2026-10-10)

Full Changelog Previous Releases

  • ci: validate, tag and dispatch the v1.0.11 CurseForge release
  • feat: smoother out-of-combat XP bar and hover reveal (#8)
    Hold and slowly fade the final combat XP gain, fade in on combat entrance, and reveal when the cursor approaches the hidden bar. Thanks @andygoyap for the suggestions.

v1.0.10

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@bboymain bboymain released this 10 Oct 13:40

XPBar Island

v1.0.10 (2026-10-10)

Full Changelog Previous Releases

  • Release v1.0.10
  • Fix level-up summary error from secret stat values (#4)
    Health, mana and attribute values can come back as secret numbers on the new client, and any arithmetic on them raised a Lua error that took the whole card down. Secret or missing values now drop only their own row, and the baseline keeps its last known number so later level-ups still have something to diff against.
  • Merge pull request #7 from gridrek/smooth-kills-to-level
    Smooth Kills to level with a recent-kill average and rested pool
  • Merge pull request #6 from gridrek/fix-kill-parsing
    Fix kill XP parsing so quest XP isn't counted as a kill
  • Merge pull request #5 from gridrek/smooth-comet-pulse
    Run comet pulse every frame instead of at 20 Hz
  • Smooth Kills to level with a recent-kill average and rested pool
    Kills to level divided the XP left by the last kill only, so mixing mob
    levels made it jump (one level-5 mob at level 9 took it from ~70 to
    ~200). It now averages the last 10 kills at the current level.
    The rested bonus is parsed out of each kill and the rested pool is spent
    in the estimate instead (each kill is doubled until the pool runs out),
    so the estimate doesn't double when rested runs out. Recent kills are
    saved with the session so the estimate survives /reload, and reset on
    level-up since mobs are worth a different amount at the new level.
    Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Fix kill XP parsing so quest XP isn't counted as a kill
    buildPattern escaped the "%" of %s/%d before converting them to captures,
    so every kill pattern looked for literal parentheses and never matched.
    All XP messages fell through to the digit fallback, which never yields a
    mob name. As a result:
    • any XP gain (including quest turn-ins) replaced the per-kill XP, so a
      big quest made Kills to level drop to ~1
    • kill streaks never counted real kills, and gain text never named the mob
      Escape everything except "%", and map each format's captures explicitly
      (mob name, amount). Only messages that name a mob update the per-kill XP.
      Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Run comet pulse every frame instead of at 20 Hz
    The idle comet sweep stepped itself with ns.After(0.05) and advanced by a
    fixed 0.05s per step. Timers fire on the first frame past their delay, so
    in practice it updated ~15 times per second at 60 fps and ran slower than
    its configured timing, which looked choppy next to the per-frame pulses.
    Step it on every frame and advance by real elapsed time (ns.animClock),
    capped at 0.1s per frame so hitches don't skip the sweep. The step
    callback is created once and reused to avoid per-frame closures.
    Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com

v1.0.9

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@bboymain bboymain released this 09 Oct 18:17

XPBar Island

v1.0.9 (2026-10-09)

Full Changelog Previous Releases

  • Release v1.0.9
  • Fix battleground chat taint and repeated join messages
    Replace the AddMessage override with targeted played-time output
    suppression, leaving Blizzard's protected chat handling untouched.
    Support both modern and legacy played-time display functions.
  • Fix spell overflow tooltip and layout
    • Show only hidden spells in the +N tooltip
    • Use the final expanded width to prevent count flickering
    • Reserve space for the +N badge to prevent clipping

v1.0.8

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@bboymain bboymain released this 09 Oct 16:56

XPBar Island

v1.0.8 (2026-10-09)

Full Changelog Previous Releases

  • Release v1.0.8
  • Add GitHub Actions workflow for CurseForge publishing
  • Create publish-curseforge.yml