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@github-actions github-actions released this 04 Sep 08:18
· 12 commits to main since this release

TwitchEmotes

v5 (2026-09-04)

Full Changelog Previous Releases

  • 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.