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Releases: brues-code/TwitchEmotes

v6

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@github-actions github-actions released this 14 Sep 19:22

TwitchEmotes

v6 (2026-09-14)

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  • Mirror releases to the Gitea instance, by hand
    A Gitea pull mirror replicates commits and tags only, so the mirror's Releases
    page shows bare tags with nothing to download. ClassicAPI's mirror-release
    workflow pushes the notes and attachments over through Gitea's API; this is
    that workflow pointed at brues/TwitchEmotes.
    Manual only: workflow_call is dropped, so a release does not trigger it and
    nothing else calls it. Run it from the Actions UI with a tag, or with the tag
    blank to backfill every release.
    Needs its own MIRROR_TOKEN secret on this repo before the first run.
  • Draw the stats window with art 1.12 actually ships
    Neither texture it asked for exists on this client, and ClassicAPI ships no
    art of its own. UI-DialogBox-Background-Dark is a later addition -- 1.12 has
    only the un-suffixed UI-DialogBox-Background -- and ItemSocketingFrame is TBC,
    so the featured emotes' border was cropped out of a sheet whose folder isn't
    there at all.
    UI-Quickslot2 is the obvious stand-in for that border, but its hole is ~55% of
    the texture, so a 70px emote needs a 128px ring and runs into the title above
    and the caption below. It is a small backdrop frame instead, styled like the
    autocomplete popup, which keeps the 86/70 sizing. The emote moves onto that
    frame to draw above the backdrop; topSentTex/topSeenTex keep their names, so
    the animator still finds them.
  • Add a README
  • Pack animation sheets as tall strips
    ClassicAPI's texture dimension gate lifts the two limits the sheet layout was
    built around. A sheet skinnier than 16:1 drawing nothing was never a client
    rule -- VanillaHelpers grew the texture recycle pool to 6x6 but left the index
    stride at 5, so a 32x1024 strip collided with a 64x32 bucket and was handed
    back the wrong texture. And power-of-two is no longer required, since the gate
    grows the decode scratch to fit.
    So a run wraps into columns only when it outgrows the scratch at 32 frames, and
    a sheet is sized to its frames exactly: 20 frames is a 32x640 strip rather than
    64x1024. The 128 frame budget is unchanged, and older sheets still play -- the
    animator reads the column count off the sheet.
  • Set changelog-title

v5

v5

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@github-actions github-actions released this 04 Sep 08:18

TwitchEmotes

v5 (2026-09-04)

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  • Add Maaaaan
    A single frame - the CDN serves it as a PNG - so a plain 32x32 texture with
    no crop spec and no animation metadata.
  • Add DONOTCUM, :Awkward: and catKISS
    DONOTCUM is 46 frames at 25fps, catKISS 60 at 17fps, both keeping their
    source duration. :Awkward: is 76 frames at 10fps - a 7.6s loop, by far the
    longest here, but that is the rate its zero-delay frames play at in a
    browser. It takes the token form because Awkward is an ordinary word.
  • Treat a zero GIF delay as 100ms
    A GIF frame delay under 20ms means "as fast as possible", and browsers clamp
    it to 100ms - the speed the emote actually plays at where people see it.
    Summed literally, :Awkward: reported 76 frames lasting 0.1s and collapsed to
    a single still. Any emote authored that way would have silently become a
    static image.
  • Add lebronJAM; rebuild RIPBOZO at its real speed
    lebronJAM is 121 frames at 13fps, resampled down from 232 source frames over
    9.28s - the first emote to hit the 128-frame ceiling for length rather than
    speed. The loop keeps its duration.
    RIPBOZO was 28 frames at 13fps, a 2.15s loop, against a source of 81 frames
    over 5.06s: a third of the frames playing 2.4x too fast. Rebuilt from that
    source as 86 frames at 17fps, so it runs at its real speed with every source
    frame kept. Its sheet grows from 64x512 to 128x1024 to hold them.
  • Animate COGGERS; add PepePls, AlienPls, omgBruh, AINTNOWAY, :Cinema:
    COGGERS replaces its static art with the animated original: 36 frames at
    30fps, a 1.20s loop. Its source is 60 frames at 50fps, so resampling to the
    animator's ceiling keeps the duration and drops what could not be shown.
    New: PepePls (21 frames, 14fps), AlienPls (128 at 20fps - the tool's frame
    ceiling exactly), omgBruh (60 at 10fps), AINTNOWAY (122 of 200 source frames
    at 20fps), and :Cinema:, a still.
    :Cinema: takes the token form because Cinema is an ordinary English word and
    would fire mid-sentence. Its texture stays Cinema.tga, the way :copium:
    points at needcopium.tga.
  • Fit wide emotes to their own aspect
    A source wider than it is tall was squeezed into a square 32x32 cell, so it
    rendered as a letterboxed sliver in a 28x28 box. The frame cell now follows
    the source - 32 tall, as wide as its aspect wants - and the payload carries
    a matching display size. Cinema (298x112) goes from a 32x12 strip with
    transparent bands to an 85x32 cell filling a 28x74 box.
    Notes on the payload: it reads HEIGHT first then width, per ParseIcon in
    ClassicAPI's InlineTexture.cpp. A square still frame keeps its bare :28:28
    with no crop; anything else needs one to pick its cell out of the texture.
    Non-square cells stay single-column, since the animator derives its column
    count as imageWidth / frameWidth, which only holds when the cell tiles the
    texture width exactly. layout() also checks the 16:1 limit both ways now - a
    very wide sheet can bust it as easily as a tall one.
    --file decouples the texture basename from the trigger word, so a :token:
    emote is possible at all: ':Cinema:.tga' is not a legal filename.
  • Add ricardoFlick and popCat
    ricardoFlick keeps all 127 source frames at 25fps in a 128x1024 sheet, four
    columns wide - the tool's 128-frame ceiling, and at 512KB the largest
    texture here. popCat is two frames at 10fps in 32x64.
    popCat duplicates the existing CatPop, which is the same emote under a
    transposed name with its frames in the opposite order. Both kept, since
    popCat is the spelling people type.
  • Add HyperMpreg
    Single frame, so a plain 32x32 texture with no crop spec and no animation
    metadata. Listed in the Custom pack.
  • Add peepoTalk
    16 frames at 10fps in a 32x512 sheet, a 1.6s loop matching the source with
    no frames dropped. Listed in the peepo pack alongside its siblings.
  • Animate peepoClap
    Replaces the static art with the animated original: two frames at 10fps in
    a 32x64 sheet, matching the source's 0.2s loop. The trigger word and menu
    listing are unchanged, so only the texture spec and a metadata row move.
  • Repack sheets the client is too skinny to sample; add blobDance
    A texture skinnier than 16:1 draws nothing at all. Confirmed in-game with
    one crop shape across two sheets: ratJAM (32x512) renders, modCheck
    (32x1024) is blank. The earlier 2048 repack fixed those sheets by accident
    • two columns took them from 64:1 to 16:1, not by getting under the 1024
      cap as its commit message claimed.
      Twenty-seven sheets were still at 32:1 and had never rendered: modCheck,
      meow, BOOBA, rooRave, Aware, Thinkge, alert and the rest. All repacked to
      64x512, same frames in the same order, with their crops and metadata
      updated. Verified across all 112 animated sheets: none over 1024 or
      skinnier than 16:1, declared sizes match the files, frame counts fit their
      grids, and every repacked frame still matches what its sheet held at that
      index.
      add_emote.py learns the same limit, and resamples the source timeline at a
      constant rate instead of expanding holds into repeats: a hold repeats, a
      source faster than the ~30fps ticker drops frames, and the loop keeps its
      duration either way. blobDance is 50fps at source, so the old code stretched
      its 0.74s loop to 1.23s.
      Also drops the atoi note from BuildFrameString - ParseField uses atof and
      tolerates decimals, so that was never the failure it described.
  • Warn instead of loading when ClassicAPI is missing
    The addon needs the ClassicAPI DLL - without it the inline |T markup the
    emotes are built from renders as literal text, title included. Move the
    real load order into TwitchEmotes_ClassicAPI.toc, which the DLL picks up
    in preference, and leave the base TOC loading nothing but CAPI_Warning.lua:
    a popup and a chat line pointing at the latest release, with the download
    URL in a preselected edit box. Its title drops the inline-texture markup
    for the same reason.
    Also list CreateFrame among the globals in .luarc.json.
  • Add an emote installer, animate Nerdge
    tools/add_emote.py downloads a BetterTTV emote, converts it to a texture
    the 1.12 client decodes, and registers it in defaultpack, emoticons, the
    animation table and the minimap pack list.
    Two client limits shape the conversion. Textures cap at 1024px per side,
    so anything longer than 32 frames packs row-major across several 32px
    columns. And the animator plays one constant rate while a GIF holds
    individual frames for different lengths, so uneven delays expand into
    repeated frames at the integer rate that reproduces the source timing with
    the fewest frames - a faster rate always matches the duration more exactly
    but pays for it in texture size.
    Nerdge is the first emote through it, replacing the static art with the
    animated original: 17 source frames over 3.12s become 36 frames at 11fps
    (3.27s) in a 64x1024 sheet, keeping its hold, push, hold shape.
    .pkgmeta is tracked now so the release packager honours its ignore list
    and leaves tools out of the zip.
  • Correct the payload form in the animator's header
    The crop args became left:right:top:bottom when frames gained columns; the
    comment still described the single-column 0:frameW form.
  • use brues-code/packager@vCAPI
  • Slow catJAM to its source speed, emit integer texcoords
    The source emote is 158 frames at 25fps, a 6.32s loop; this sheet holds 60
    of those frames but kept a framerate of 15, running the loop in 4.0s.
    A fractional rate would have matched it exactly, but the engine splits the
    |T payload on ':' and atoi's each field, so a coordinate carrying a decimal
    point truncates and crops the wrong rect - the emote renders as the whole
    sheet squeezed into its box. The animator now formats the payload with %d
    so the frame math can never leak a float into it, and the rate stays a
    whole number: 10fps, a 6.0s loop.
  • Repack over-tall emote sheets into a 2-column grid
    The client caps a texture at 1024px in either dimension - nothing in its
    own art exceeds it - and squeezes anything larger on load, so every 32px
    crop of a 32x2048 sheet landed between frames and the emote rendered as a
    stretched smear scrolling vertically. catJAM, pedro, goinginsane, HUHH,
    Kiss and Awoken are now 64x1024, the same frames laid out row-major
    across two columns.
    The animator derives the column count from imageWidth / frameWidth, so
    single-column sheets produce the same crop they did before. Fixed the
    frame-0 crops in the autocomplete popup and the stats screen, which
    hardcoded the full texture width.
    Also: HACKERMANS is a single 32x32 frame on disk but was declared as 11
    frames of 32x512, which rendered it as the same kind of sliver; it is now
    a static icon. Dropped the shadowed duplicate RIPBOZO metadata entry.

v4

v4

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@github-actions github-actions released this 03 Sep 14:30

Twitch Emotes

v4 (2026-09-03)

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  • Added luarc and pkgmeta
  • Keep emote dropdown menus on screen
    ToggleDropDownMenu tests only the bottom and right edges, flips a list
    once and never re-measures, so a flipped page overflows the top instead,
    and its off-right test compares list coordinates against pixel widths so
    submenus flip leftward past the left edge. Clamp our own lists back
    inside the screen after it positions them.

v3

v3

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@github-actions github-actions released this 02 Sep 21:32

Twitch Emotes

v3 (2026-09-02)

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  • Add animated emote support
    Animate multi-frame sprite-sheet emotes (e.g. :meow:) using ClassicAPI's
    extended |T texcoord-crop escape, across every context.
    • TwitchEmotes_animation_metadata (per-sheet frame layout) added to
      Emotes.lua; animated emotes' base entries cropped to frame 0 so any
      un-animated context shows a clean first frame, not the whole sheet.
    • TwitchEmotesAnimator.lua: ~30fps ticker advancing the current frame in
      chat lines, the autocomplete popup, dropdown menus, chat bubbles, and
      the stats screen (featured icons + ranked lists).
    • Re-converted sprite sheets to uncompressed, unflipped, native
      dimensions (1.12 cannot decode RLE TGA); fixed Clap.tga which was a
      single 32x32 frame.

v2

v2

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@github-actions github-actions released this 01 Sep 01:43

Twitch Emotes

v2 (2026-09-01)

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  • unused

v1

v1

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@github-actions github-actions released this 01 Sep 01:41

Twitch Emotes

v1 (2026-09-01)

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  • Dynamic version
  • big wigs
  • Initial commit