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v4.2

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@github-actions github-actions released this 11 Oct 03:34

4.2

On World of Warcraft: Forever, a party member set as a custom target now takes. Until now chat said it was set, but it was not.

On World of Warcraft: Forever, Dispel is now two actions. A Dispel action now shows as Dispel: Curse, Disease, and Dispel: Magic, Poison is new. Both work on a Druid, Priest, Shaman or Paladin; a Mage has only Dispel: Curse, Disease. Where a class has two spells for one dispel, the higher-level one is cast once you know it.

A key where no action runs can go back to WoW, if you want it to. Set When no action runs under Keys Given Back in Debind's settings to Key is given back, and the key then does what WoW or another addon has on it, as it did before 4.0. It starts on Press does nothing, which is what every key has done since 4.0.

Keys given back can follow a change sooner. A key that is given back, or runs a WoW Binding, only in some situations can still do what it did before a change for up to 0.2 seconds after it. This can happen with When no action runs set to Key is given back, or on a key with a Give Key Back or WoW Binding action. Lowering State Driver Interval, under Miscellaneous in Debind's settings, shortens that delay, down to one frame at 0. The value belongs to Blizzard's state driver, which other addons use too, so a lower value makes theirs update more often as well and costs more CPU. With no such key, the slider changes nothing.

Hover Cast has no Off, and a press while you point at a unit follows the order on screen. It tries a key's actions in the order the Overview tab shows. An action that was on Off is now on Cast on the usual target, so one standing above an action set to Cast on the unit you point at now takes that press; set it to Skip this action to pass it on. One that was on Off with Normal Cast unticked is now on Skip this action. As set it never runs, so it is marked Needs checking.

Mouse buttons other than left and right click run on unit frames. An action on one of them now runs when you click a unit frame with that button, and goes where its Hover Cast row sends it. To leave that click to the frame as before, set it to Skip this action.

During a pet battle, an Action Button action does what WoW's own keybinding for that button does. Action Button 1 to 5 press the battle's buttons, and 6 to 12 do nothing. Until now it pressed that slot of your main action bar.

An Action Button action whose slot holds a flyout opens it at the cursor, as a Flyout action does. It used to open on that slot's button on WoW's action bar, so with a bar addon that hides WoW's bars it showed nothing and left that addon's button raising an error.

Two new actions: Give Key Back and WoW Binding. Give Key Back, in the Special tab of Add an action, gives the key back when it runs. WoW Binding, in the WoW Bindings tab, runs one of WoW's own keybindings. A Use WoW's Own Binding or Binding Command left over from before 4.0 is now a Nothing action, which is what it has done since 4.0.

The Commands tab of Add an action is now WoW Bindings, and holds only WoW's own keybindings. Targeting, focus, the unit menu, world markers and the Action Button rows moved to the Special tab.

A share code made by 4.2 cannot be pasted into 4.1.2 or earlier, which answer that it was made by a newer version of Debind. Share codes made by earlier versions still paste into 4.2.

4.1.2

On World of Warcraft: Forever, spells you have not learned yet can be given a key now. Talking to a class trainer adds the spells that trainer can teach to an Unlearned group in the spell list. With Unavailable checked in the trainer window's filters, the spells you cannot learn yet are added as well. The group's tooltip says the same.

4.1.1

Entering an arena with Clique or another click casting addon installed no longer raises a Lua error from Debind.

4.1

Debind now runs on World of Warcraft: Forever as well as the current game. Some of it has not been tried there yet. The Dispel, Raid Buff and Resurrect actions, which cast whichever spell your class has rather than one you picked, may not work as they should. Dual specialization is not handled, because the author's characters are still too low level to reach it.

Your bindings from the current game can come along. A share code made in the current game can be pasted on Forever, through New Payload and From Share Code in the Storage tab. Many of the spells and items in it do not exist on Forever.

Clique bindings can be brought in. New Payload in the Storage tab takes a Clique share code under From Share Code, and From Clique... reads the profiles of the Clique you have installed. Either way Add to My Bindings puts them into the layer you pick.

4.0.2

The libraries Debind carries now ship exactly as their authors published them. Since 3.2 every release had written Debind's own version and commit into the header comment of LibDeflate, which read as that library's version. Only the comment was touched; how the library loads and runs was never affected.

4.0.1

Party/Raid Frames in a unit condition no longer carries a New mark. The mark was for the role checkboxes under it, which came in with 3.5, and should have come off in 4.0.

4.0

Each action now says what it does on each kind of press, under Cast Options in its right-click menu. The Self Cast Key and Focus Cast Key rows each take Cast on yourself, or on your focus, Cast on the usual target, or Skip this action, which hands that press to the next action on the key. Hover Cast is a row of the same shape for the unit you point at, and Normal Cast covers a press with no key held. So one key can carry one action for a held key and a different one for a plain press. Several actions can be set at once.

Hover casting is set on each action now, and it starts off. It takes the place of the Unit Frame condition, and everything you set up under that condition does what it did before. The one exception is an action whose Unit Frame condition had more conditions with it, placed below one on the same key that had the Unit Frame condition alone: it never ran before, and now it runs when its conditions are met. Debind's settings now hold only which units count as pointed at, Unit Frames or Mouseover; an action can name a mode of its own instead.

A target picked under Target is where the action goes, on every press that runs it. Holding the Self Cast Key or the Focus Cast Key does not move it: the action takes that press and still goes to its own unit. Neither does the unit you are pointing at. And Auto Self Cast does not send a friendly spell back to you when the unit you picked cannot take it; the action simply does not go out. That last one used to depend on the unit: a friendly spell aimed at your target came back to you while you had a target and did nothing at all while you had none. Disable under Target hands the decision back to the game, and the menu says so on every entry.

The game's own Mouseover Cast does not apply to Debind keys. Pointing at a unit is Hover Cast, which each action turns on for itself.

With no target picked, a held key comes before the unit you are pointing at. The game's own settings do it the other way round, and that goes wrong exactly when it matters: your cursor rests on the enemy you last clicked, so the interrupt you meant for your focus lands on that enemy. On a Debind key the key you are holding decides.

A click on a unit frame does not use the two cast keys, whether or not the action takes the frame's unit. That is what the game does with its own click casting.

The Self Cast Key and the Focus Cast Key can each be turned off for Debind keys, in Debind's settings. Holding a key turned off there is the same as not holding it. One action can sit out a held key instead, with Skip this action on that row under Cast Options, and the press goes to the next action on the key.

Four things the game does for you are now set on each action: Auto Self Cast, Auto Cancel Form, Auto Dismount and Auto Dismount while flying. Each one is On, Off, or whatever the game's own settings say, which is what every action does until you change it. A spell you hold to empower answers these as well.

An action can be turned off without deleting it. It keeps its key, its conditions, its Importance and its place on the key, and it stops running. When every action on a key is turned off, the key goes back to whatever WoW has bound to it.

A key whose actions all fail their conditions no longer goes to the game. The press does nothing and the key stays Debind's. Before this, a key you also had bound in WoW ran WoW's binding whenever none of your actions could fire, which reads as a broken keybinding rather than as something you set. To catch those presses yourself, leave the last action on a key without conditions. To reach the action bar slot that key used to press, pick that last action from the Commands tab of Add an Action, where the action bar buttons are listed.

Use WoW's Own Binding no longer does anything. All it ever did was hand the key to WoW, and that is the path this version closes, so there is nothing for it to become. One left on a key is marked in the Overview, and where a slash command does the same job a Custom Macro is the replacement.

A Binding Command that pressed an action bar button is now an Action Button action and presses that button as it did. Every other Binding Command is left where it is and marked the same way.

A new action called Nothing. The press does nothing and takes the key for itself, so no action below it on the same key runs either. Put conditions on it and it stops those actions in those cases only.

Three new actions pick the spell for you: Dispel, Raid Buff and Resurrect. They are in the Spells tab of Add an Action, under Everything Else. Dispel casts...

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v4.1.2

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@github-actions github-actions released this 30 Sep 05:06

4.1.2

On World of Warcraft: Forever, spells you have not learned yet can be given a key now. Talking to a class trainer adds the spells that trainer can teach to an Unlearned group in the spell list. With Unavailable checked in the trainer window's filters, the spells you cannot learn yet are added as well. The group's tooltip says the same.

4.1.1

Entering an arena with Clique or another click casting addon installed no longer raises a Lua error from Debind.

4.1

Debind now runs on World of Warcraft: Forever as well as the current game. Some of it has not been tried there yet. The Dispel, Raid Buff and Resurrect actions, which cast whichever spell your class has rather than one you picked, may not work as they should. Dual specialization is not handled, because the author's characters are still too low level to reach it.

Your bindings from the current game can come along. A share code made in the current game can be pasted on Forever, through New Payload and From Share Code in the Storage tab. Many of the spells and items in it do not exist on Forever.

Clique bindings can be brought in. New Payload in the Storage tab takes a Clique share code under From Share Code, and From Clique... reads the profiles of the Clique you have installed. Either way Add to My Bindings puts them into the layer you pick.

4.0.2

The libraries Debind carries now ship exactly as their authors published them. Since 3.2 every release had written Debind's own version and commit into the header comment of LibDeflate, which read as that library's version. Only the comment was touched; how the library loads and runs was never affected.

4.0.1

Party/Raid Frames in a unit condition no longer carries a New mark. The mark was for the role checkboxes under it, which came in with 3.5, and should have come off in 4.0.

4.0

Each action now says what it does on each kind of press, under Cast Options in its right-click menu. The Self Cast Key and Focus Cast Key rows each take Cast on yourself, or on your focus, Cast on the usual target, or Skip this action, which hands that press to the next action on the key. Hover Cast is a row of the same shape for the unit you point at, and Normal Cast covers a press with no key held. So one key can carry one action for a held key and a different one for a plain press. Several actions can be set at once.

Hover casting is set on each action now, and it starts off. It takes the place of the Unit Frame condition, and everything you set up under that condition does what it did before. The one exception is an action whose Unit Frame condition had more conditions with it, placed below one on the same key that had the Unit Frame condition alone: it never ran before, and now it runs when its conditions are met. Debind's settings now hold only which units count as pointed at, Unit Frames or Mouseover; an action can name a mode of its own instead.

A target picked under Target is where the action goes, on every press that runs it. Holding the Self Cast Key or the Focus Cast Key does not move it: the action takes that press and still goes to its own unit. Neither does the unit you are pointing at. And Auto Self Cast does not send a friendly spell back to you when the unit you picked cannot take it; the action simply does not go out. That last one used to depend on the unit: a friendly spell aimed at your target came back to you while you had a target and did nothing at all while you had none. Disable under Target hands the decision back to the game, and the menu says so on every entry.

The game's own Mouseover Cast does not apply to Debind keys. Pointing at a unit is Hover Cast, which each action turns on for itself.

With no target picked, a held key comes before the unit you are pointing at. The game's own settings do it the other way round, and that goes wrong exactly when it matters: your cursor rests on the enemy you last clicked, so the interrupt you meant for your focus lands on that enemy. On a Debind key the key you are holding decides.

A click on a unit frame does not use the two cast keys, whether or not the action takes the frame's unit. That is what the game does with its own click casting.

The Self Cast Key and the Focus Cast Key can each be turned off for Debind keys, in Debind's settings. Holding a key turned off there is the same as not holding it. One action can sit out a held key instead, with Skip this action on that row under Cast Options, and the press goes to the next action on the key.

Four things the game does for you are now set on each action: Auto Self Cast, Auto Cancel Form, Auto Dismount and Auto Dismount while flying. Each one is On, Off, or whatever the game's own settings say, which is what every action does until you change it. A spell you hold to empower answers these as well.

An action can be turned off without deleting it. It keeps its key, its conditions, its Importance and its place on the key, and it stops running. When every action on a key is turned off, the key goes back to whatever WoW has bound to it.

A key whose actions all fail their conditions no longer goes to the game. The press does nothing and the key stays Debind's. Before this, a key you also had bound in WoW ran WoW's binding whenever none of your actions could fire, which reads as a broken keybinding rather than as something you set. To catch those presses yourself, leave the last action on a key without conditions. To reach the action bar slot that key used to press, pick that last action from the Commands tab of Add an Action, where the action bar buttons are listed.

Use WoW's Own Binding no longer does anything. All it ever did was hand the key to WoW, and that is the path this version closes, so there is nothing for it to become. One left on a key is marked in the Overview, and where a slash command does the same job a Custom Macro is the replacement.

A Binding Command that pressed an action bar button is now an Action Button action and presses that button as it did. Every other Binding Command is left where it is and marked the same way.

A new action called Nothing. The press does nothing and takes the key for itself, so no action below it on the same key runs either. Put conditions on it and it stops those actions in those cases only.

Three new actions pick the spell for you: Dispel, Raid Buff and Resurrect. They are in the Spells tab of Add an Action, under Everything Else. Dispel casts your specialization's friendly dispel, Raid Buff your class's raid-wide buff, such as Power Word: Fortitude or Arcane Intellect, and Resurrect the resurrection that fits the press: your battle resurrection in combat, your mass resurrection on a dead group member or with no target, and your single one on any other dead friend. One of them on the Account tab does that job on every character. Where a character has no such spell, or has not learned it yet, the key is still taken and the press does nothing. The Spell to Cast condition hands that press to the next action on the key instead. Resurrect Options, next to Cast Options, allows a mass resurrection with no target, which starts on, and a battle resurrection out of combat when you have no other resurrection for that friend, which starts off.

Debind now steps off the keys a replaced action bar uses. While a vehicle or a possession has replaced your action bar, the keys bound to that bar's buttons go to the game and come back when the bar does. During a pet battle, the keys on action buttons 1 to 5 do the same, which is the only way to reach a pet battle ability from a key. Those two, and the House Editor keys Debind already gave up, are three ticks under Keys Given Back in Debind's settings.

The window has help pages. The portrait button opens the help at the page on setting your keys up, and the dropdown there holds the rest: the run order, which unit an action goes to, Hover Cast, Cast Options, clicking a unit frame, custom targets, Switches and Custom Macros.

A key can now be limited to certain specializations. The new Class/Specialization condition lists every class, and you tick the specializations the action fires in. Every class is there because an action in the Account tab runs on characters of another one. The specialization a character has before choosing one counts as its own.

A new Talents condition. It asks about the specialization you are playing, and only what you set there: in any other specialization the action runs as though it carried no talent condition at all. Both hero talent trees are offered, and a talent in the tree you did not choose counts as not taken.

Known Spell now names the spell it asks about. It used to ask only about the action's own spell. You pick the spell, so a key can be held back until you know a particular one.

The Pet condition now lives on the Pet row under Units. It was the same question in two places. What you had set moved across with the rest of your settings.

Replace an Action. You pick something else for the action to do and everything around it stays: the key, the conditions, the Importance and the place in the run order. Anything set on it that the new one cannot use is listed before anything changes.

Debind works on unit frames whatever addon draws them, including the ones that run hover casting of their own. Earlier versions left those frames alone, because taking one could stop that addon's own hover casting working there. Debind now takes the frame without taking anything away: whatever the addon had on it still runs, and Debind's keys run beside it. Where you have both of them on one key over a unit frame, Debind's is what fires.

Debind now works alongside Clique instead of leaving unit frames to it. Both run on the same frame: Clique keeps doing what you have set up there, and Debind's keys w...

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v4.1.1

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@github-actions github-actions released this 28 Sep 12:03

4.1.1

Entering an arena with Clique or another click casting addon installed no longer raises a Lua error from Debind.

4.1

Debind now runs on World of Warcraft: Forever as well as the current game. Some of it has not been tried there yet. The Dispel, Raid Buff and Resurrect actions, which cast whichever spell your class has rather than one you picked, may not work as they should. Dual specialization is not handled, because the author's characters are still too low level to reach it.

Your bindings from the current game can come along. A share code made in the current game can be pasted on Forever, through New Payload and From Share Code in the Storage tab. Many of the spells and items in it do not exist on Forever.

Clique bindings can be brought in. New Payload in the Storage tab takes a Clique share code under From Share Code, and From Clique... reads the profiles of the Clique you have installed. Either way Add to My Bindings puts them into the layer you pick.

4.0.2

The libraries Debind carries now ship exactly as their authors published them. Since 3.2 every release had written Debind's own version and commit into the header comment of LibDeflate, which read as that library's version. Only the comment was touched; how the library loads and runs was never affected.

4.0.1

Party/Raid Frames in a unit condition no longer carries a New mark. The mark was for the role checkboxes under it, which came in with 3.5, and should have come off in 4.0.

4.0

Each action now says what it does on each kind of press, under Cast Options in its right-click menu. The Self Cast Key and Focus Cast Key rows each take Cast on yourself, or on your focus, Cast on the usual target, or Skip this action, which hands that press to the next action on the key. Hover Cast is a row of the same shape for the unit you point at, and Normal Cast covers a press with no key held. So one key can carry one action for a held key and a different one for a plain press. Several actions can be set at once.

Hover casting is set on each action now, and it starts off. It takes the place of the Unit Frame condition, and everything you set up under that condition does what it did before. The one exception is an action whose Unit Frame condition had more conditions with it, placed below one on the same key that had the Unit Frame condition alone: it never ran before, and now it runs when its conditions are met. Debind's settings now hold only which units count as pointed at, Unit Frames or Mouseover; an action can name a mode of its own instead.

A target picked under Target is where the action goes, on every press that runs it. Holding the Self Cast Key or the Focus Cast Key does not move it: the action takes that press and still goes to its own unit. Neither does the unit you are pointing at. And Auto Self Cast does not send a friendly spell back to you when the unit you picked cannot take it; the action simply does not go out. That last one used to depend on the unit: a friendly spell aimed at your target came back to you while you had a target and did nothing at all while you had none. Disable under Target hands the decision back to the game, and the menu says so on every entry.

The game's own Mouseover Cast does not apply to Debind keys. Pointing at a unit is Hover Cast, which each action turns on for itself.

With no target picked, a held key comes before the unit you are pointing at. The game's own settings do it the other way round, and that goes wrong exactly when it matters: your cursor rests on the enemy you last clicked, so the interrupt you meant for your focus lands on that enemy. On a Debind key the key you are holding decides.

A click on a unit frame does not use the two cast keys, whether or not the action takes the frame's unit. That is what the game does with its own click casting.

The Self Cast Key and the Focus Cast Key can each be turned off for Debind keys, in Debind's settings. Holding a key turned off there is the same as not holding it. One action can sit out a held key instead, with Skip this action on that row under Cast Options, and the press goes to the next action on the key.

Four things the game does for you are now set on each action: Auto Self Cast, Auto Cancel Form, Auto Dismount and Auto Dismount while flying. Each one is On, Off, or whatever the game's own settings say, which is what every action does until you change it. A spell you hold to empower answers these as well.

An action can be turned off without deleting it. It keeps its key, its conditions, its Importance and its place on the key, and it stops running. When every action on a key is turned off, the key goes back to whatever WoW has bound to it.

A key whose actions all fail their conditions no longer goes to the game. The press does nothing and the key stays Debind's. Before this, a key you also had bound in WoW ran WoW's binding whenever none of your actions could fire, which reads as a broken keybinding rather than as something you set. To catch those presses yourself, leave the last action on a key without conditions. To reach the action bar slot that key used to press, pick that last action from the Commands tab of Add an Action, where the action bar buttons are listed.

Use WoW's Own Binding no longer does anything. All it ever did was hand the key to WoW, and that is the path this version closes, so there is nothing for it to become. One left on a key is marked in the Overview, and where a slash command does the same job a Custom Macro is the replacement.

A Binding Command that pressed an action bar button is now an Action Button action and presses that button as it did. Every other Binding Command is left where it is and marked the same way.

A new action called Nothing. The press does nothing and takes the key for itself, so no action below it on the same key runs either. Put conditions on it and it stops those actions in those cases only.

Three new actions pick the spell for you: Dispel, Raid Buff and Resurrect. They are in the Spells tab of Add an Action, under Everything Else. Dispel casts your specialization's friendly dispel, Raid Buff your class's raid-wide buff, such as Power Word: Fortitude or Arcane Intellect, and Resurrect the resurrection that fits the press: your battle resurrection in combat, your mass resurrection on a dead group member or with no target, and your single one on any other dead friend. One of them on the Account tab does that job on every character. Where a character has no such spell, or has not learned it yet, the key is still taken and the press does nothing. The Spell to Cast condition hands that press to the next action on the key instead. Resurrect Options, next to Cast Options, allows a mass resurrection with no target, which starts on, and a battle resurrection out of combat when you have no other resurrection for that friend, which starts off.

Debind now steps off the keys a replaced action bar uses. While a vehicle or a possession has replaced your action bar, the keys bound to that bar's buttons go to the game and come back when the bar does. During a pet battle, the keys on action buttons 1 to 5 do the same, which is the only way to reach a pet battle ability from a key. Those two, and the House Editor keys Debind already gave up, are three ticks under Keys Given Back in Debind's settings.

The window has help pages. The portrait button opens the help at the page on setting your keys up, and the dropdown there holds the rest: the run order, which unit an action goes to, Hover Cast, Cast Options, clicking a unit frame, custom targets, Switches and Custom Macros.

A key can now be limited to certain specializations. The new Class/Specialization condition lists every class, and you tick the specializations the action fires in. Every class is there because an action in the Account tab runs on characters of another one. The specialization a character has before choosing one counts as its own.

A new Talents condition. It asks about the specialization you are playing, and only what you set there: in any other specialization the action runs as though it carried no talent condition at all. Both hero talent trees are offered, and a talent in the tree you did not choose counts as not taken.

Known Spell now names the spell it asks about. It used to ask only about the action's own spell. You pick the spell, so a key can be held back until you know a particular one.

The Pet condition now lives on the Pet row under Units. It was the same question in two places. What you had set moved across with the rest of your settings.

Replace an Action. You pick something else for the action to do and everything around it stays: the key, the conditions, the Importance and the place in the run order. Anything set on it that the new one cannot use is listed before anything changes.

Debind works on unit frames whatever addon draws them, including the ones that run hover casting of their own. Earlier versions left those frames alone, because taking one could stop that addon's own hover casting working there. Debind now takes the frame without taking anything away: whatever the addon had on it still runs, and Debind's keys run beside it. Where you have both of them on one key over a unit frame, Debind's is what fires.

Debind now works alongside Clique instead of leaving unit frames to it. Both run on the same frame: Clique keeps doing what you have set up there, and Debind's keys work there too. Where you have bound the same key in both, Debind's is what fires. If you had been running the two together, this changes what your unit frames do the first time you log in on this version.

One list says which unit frames to leave alone. Unit Frame Support in Debind's settings lists the game's own seven windows and every unit frame ...

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v4.1

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@github-actions github-actions released this 25 Sep 02:33

4.1

Debind now runs on World of Warcraft: Forever as well as the current game. Some of it has not been tried there yet. The Dispel, Raid Buff and Resurrect actions, which cast whichever spell your class has rather than one you picked, may not work as they should. Dual specialization is not handled, because the author's characters are still too low level to reach it.

Your bindings from the current game can come along. A share code made in the current game can be pasted on Forever, through New Payload and From Share Code in the Storage tab. Many of the spells and items in it do not exist on Forever.

Clique bindings can be brought in. New Payload in the Storage tab takes a Clique share code under From Share Code, and From Clique... reads the profiles of the Clique you have installed. Either way Add to My Bindings puts them into the layer you pick.

4.0.2

The libraries Debind carries now ship exactly as their authors published them. Since 3.2 every release had written Debind's own version and commit into the header comment of LibDeflate, which read as that library's version. Only the comment was touched; how the library loads and runs was never affected.

4.0.1

Party/Raid Frames in a unit condition no longer carries a New mark. The mark was for the role checkboxes under it, which came in with 3.5, and should have come off in 4.0.

4.0

Each action now says what it does on each kind of press, under Cast Options in its right-click menu. The Self Cast Key and Focus Cast Key rows each take Cast on yourself, or on your focus, Cast on the usual target, or Skip this action, which hands that press to the next action on the key. Hover Cast is a row of the same shape for the unit you point at, and Normal Cast covers a press with no key held. So one key can carry one action for a held key and a different one for a plain press. Several actions can be set at once.

Hover casting is set on each action now, and it starts off. It takes the place of the Unit Frame condition, and everything you set up under that condition does what it did before. The one exception is an action whose Unit Frame condition had more conditions with it, placed below one on the same key that had the Unit Frame condition alone: it never ran before, and now it runs when its conditions are met. Debind's settings now hold only which units count as pointed at, Unit Frames or Mouseover; an action can name a mode of its own instead.

A target picked under Target is where the action goes, on every press that runs it. Holding the Self Cast Key or the Focus Cast Key does not move it: the action takes that press and still goes to its own unit. Neither does the unit you are pointing at. And Auto Self Cast does not send a friendly spell back to you when the unit you picked cannot take it; the action simply does not go out. That last one used to depend on the unit: a friendly spell aimed at your target came back to you while you had a target and did nothing at all while you had none. Disable under Target hands the decision back to the game, and the menu says so on every entry.

The game's own Mouseover Cast does not apply to Debind keys. Pointing at a unit is Hover Cast, which each action turns on for itself.

With no target picked, a held key comes before the unit you are pointing at. The game's own settings do it the other way round, and that goes wrong exactly when it matters: your cursor rests on the enemy you last clicked, so the interrupt you meant for your focus lands on that enemy. On a Debind key the key you are holding decides.

A click on a unit frame does not use the two cast keys, whether or not the action takes the frame's unit. That is what the game does with its own click casting.

The Self Cast Key and the Focus Cast Key can each be turned off for Debind keys, in Debind's settings. Holding a key turned off there is the same as not holding it. One action can sit out a held key instead, with Skip this action on that row under Cast Options, and the press goes to the next action on the key.

Four things the game does for you are now set on each action: Auto Self Cast, Auto Cancel Form, Auto Dismount and Auto Dismount while flying. Each one is On, Off, or whatever the game's own settings say, which is what every action does until you change it. A spell you hold to empower answers these as well.

An action can be turned off without deleting it. It keeps its key, its conditions, its Importance and its place on the key, and it stops running. When every action on a key is turned off, the key goes back to whatever WoW has bound to it.

A key whose actions all fail their conditions no longer goes to the game. The press does nothing and the key stays Debind's. Before this, a key you also had bound in WoW ran WoW's binding whenever none of your actions could fire, which reads as a broken keybinding rather than as something you set. To catch those presses yourself, leave the last action on a key without conditions. To reach the action bar slot that key used to press, pick that last action from the Commands tab of Add an Action, where the action bar buttons are listed.

Use WoW's Own Binding no longer does anything. All it ever did was hand the key to WoW, and that is the path this version closes, so there is nothing for it to become. One left on a key is marked in the Overview, and where a slash command does the same job a Custom Macro is the replacement.

A Binding Command that pressed an action bar button is now an Action Button action and presses that button as it did. Every other Binding Command is left where it is and marked the same way.

A new action called Nothing. The press does nothing and takes the key for itself, so no action below it on the same key runs either. Put conditions on it and it stops those actions in those cases only.

Three new actions pick the spell for you: Dispel, Raid Buff and Resurrect. They are in the Spells tab of Add an Action, under Everything Else. Dispel casts your specialization's friendly dispel, Raid Buff your class's raid-wide buff, such as Power Word: Fortitude or Arcane Intellect, and Resurrect the resurrection that fits the press: your battle resurrection in combat, your mass resurrection on a dead group member or with no target, and your single one on any other dead friend. One of them on the Account tab does that job on every character. Where a character has no such spell, or has not learned it yet, the key is still taken and the press does nothing. The Spell to Cast condition hands that press to the next action on the key instead. Resurrect Options, next to Cast Options, allows a mass resurrection with no target, which starts on, and a battle resurrection out of combat when you have no other resurrection for that friend, which starts off.

Debind now steps off the keys a replaced action bar uses. While a vehicle or a possession has replaced your action bar, the keys bound to that bar's buttons go to the game and come back when the bar does. During a pet battle, the keys on action buttons 1 to 5 do the same, which is the only way to reach a pet battle ability from a key. Those two, and the House Editor keys Debind already gave up, are three ticks under Keys Given Back in Debind's settings.

The window has help pages. The portrait button opens the help at the page on setting your keys up, and the dropdown there holds the rest: the run order, which unit an action goes to, Hover Cast, Cast Options, clicking a unit frame, custom targets, Switches and Custom Macros.

A key can now be limited to certain specializations. The new Class/Specialization condition lists every class, and you tick the specializations the action fires in. Every class is there because an action in the Account tab runs on characters of another one. The specialization a character has before choosing one counts as its own.

A new Talents condition. It asks about the specialization you are playing, and only what you set there: in any other specialization the action runs as though it carried no talent condition at all. Both hero talent trees are offered, and a talent in the tree you did not choose counts as not taken.

Known Spell now names the spell it asks about. It used to ask only about the action's own spell. You pick the spell, so a key can be held back until you know a particular one.

The Pet condition now lives on the Pet row under Units. It was the same question in two places. What you had set moved across with the rest of your settings.

Replace an Action. You pick something else for the action to do and everything around it stays: the key, the conditions, the Importance and the place in the run order. Anything set on it that the new one cannot use is listed before anything changes.

Debind works on unit frames whatever addon draws them, including the ones that run hover casting of their own. Earlier versions left those frames alone, because taking one could stop that addon's own hover casting working there. Debind now takes the frame without taking anything away: whatever the addon had on it still runs, and Debind's keys run beside it. Where you have both of them on one key over a unit frame, Debind's is what fires.

Debind now works alongside Clique instead of leaving unit frames to it. Both run on the same frame: Clique keeps doing what you have set up there, and Debind's keys work there too. Where you have bound the same key in both, Debind's is what fires. If you had been running the two together, this changes what your unit frames do the first time you log in on this version.

One list says which unit frames to leave alone. Unit Frame Support in Debind's settings lists the game's own seven windows and every unit frame addon Debind knows by name, and unticking one keeps Debind off those frames entirely; that addon's own click handling is unaffected...

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v4.0.2

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@github-actions github-actions released this 23 Sep 13:39

4.0.2

The libraries Debind carries now ship exactly as their authors published them. Since 3.2 every release had written Debind's own version and commit into the header comment of LibDeflate, which read as that library's version. Only the comment was touched; how the library loads and runs was never affected.

4.0.1

Party/Raid Frames in a unit condition no longer carries a New mark. The mark was for the role checkboxes under it, which came in with 3.5, and should have come off in 4.0.

4.0

Each action now says what it does on each kind of press, under Cast Options in its right-click menu. The Self Cast Key and Focus Cast Key rows each take Cast on yourself, or on your focus, Cast on the usual target, or Skip this action, which hands that press to the next action on the key. Hover Cast is a row of the same shape for the unit you point at, and Normal Cast covers a press with no key held. So one key can carry one action for a held key and a different one for a plain press. Several actions can be set at once.

Hover casting is set on each action now, and it starts off. It takes the place of the Unit Frame condition, and everything you set up under that condition does what it did before. The one exception is an action whose Unit Frame condition had more conditions with it, placed below one on the same key that had the Unit Frame condition alone: it never ran before, and now it runs when its conditions are met. Debind's settings now hold only which units count as pointed at, Unit Frames or Mouseover; an action can name a mode of its own instead.

A target picked under Target is where the action goes, on every press that runs it. Holding the Self Cast Key or the Focus Cast Key does not move it: the action takes that press and still goes to its own unit. Neither does the unit you are pointing at. And Auto Self Cast does not send a friendly spell back to you when the unit you picked cannot take it; the action simply does not go out. That last one used to depend on the unit: a friendly spell aimed at your target came back to you while you had a target and did nothing at all while you had none. Disable under Target hands the decision back to the game, and the menu says so on every entry.

The game's own Mouseover Cast does not apply to Debind keys. Pointing at a unit is Hover Cast, which each action turns on for itself.

With no target picked, a held key comes before the unit you are pointing at. The game's own settings do it the other way round, and that goes wrong exactly when it matters: your cursor rests on the enemy you last clicked, so the interrupt you meant for your focus lands on that enemy. On a Debind key the key you are holding decides.

A click on a unit frame does not use the two cast keys, whether or not the action takes the frame's unit. That is what the game does with its own click casting.

The Self Cast Key and the Focus Cast Key can each be turned off for Debind keys, in Debind's settings. Holding a key turned off there is the same as not holding it. One action can sit out a held key instead, with Skip this action on that row under Cast Options, and the press goes to the next action on the key.

Four things the game does for you are now set on each action: Auto Self Cast, Auto Cancel Form, Auto Dismount and Auto Dismount while flying. Each one is On, Off, or whatever the game's own settings say, which is what every action does until you change it. A spell you hold to empower answers these as well.

An action can be turned off without deleting it. It keeps its key, its conditions, its Importance and its place on the key, and it stops running. When every action on a key is turned off, the key goes back to whatever WoW has bound to it.

A key whose actions all fail their conditions no longer goes to the game. The press does nothing and the key stays Debind's. Before this, a key you also had bound in WoW ran WoW's binding whenever none of your actions could fire, which reads as a broken keybinding rather than as something you set. To catch those presses yourself, leave the last action on a key without conditions. To reach the action bar slot that key used to press, pick that last action from the Commands tab of Add an Action, where the action bar buttons are listed.

Use WoW's Own Binding no longer does anything. All it ever did was hand the key to WoW, and that is the path this version closes, so there is nothing for it to become. One left on a key is marked in the Overview, and where a slash command does the same job a Custom Macro is the replacement.

A Binding Command that pressed an action bar button is now an Action Button action and presses that button as it did. Every other Binding Command is left where it is and marked the same way.

A new action called Nothing. The press does nothing and takes the key for itself, so no action below it on the same key runs either. Put conditions on it and it stops those actions in those cases only.

Three new actions pick the spell for you: Dispel, Raid Buff and Resurrect. They are in the Spells tab of Add an Action, under Everything Else. Dispel casts your specialization's friendly dispel, Raid Buff your class's raid-wide buff, such as Power Word: Fortitude or Arcane Intellect, and Resurrect the resurrection that fits the press: your battle resurrection in combat, your mass resurrection on a dead group member or with no target, and your single one on any other dead friend. One of them on the Account tab does that job on every character. Where a character has no such spell, or has not learned it yet, the key is still taken and the press does nothing. The Spell to Cast condition hands that press to the next action on the key instead. Resurrect Options, next to Cast Options, allows a mass resurrection with no target, which starts on, and a battle resurrection out of combat when you have no other resurrection for that friend, which starts off.

Debind now steps off the keys a replaced action bar uses. While a vehicle or a possession has replaced your action bar, the keys bound to that bar's buttons go to the game and come back when the bar does. During a pet battle, the keys on action buttons 1 to 5 do the same, which is the only way to reach a pet battle ability from a key. Those two, and the House Editor keys Debind already gave up, are three ticks under Keys Given Back in Debind's settings.

The window has help pages. The portrait button opens the help at the page on setting your keys up, and the dropdown there holds the rest: the run order, which unit an action goes to, Hover Cast, Cast Options, clicking a unit frame, custom targets, Switches and Custom Macros.

A key can now be limited to certain specializations. The new Class/Specialization condition lists every class, and you tick the specializations the action fires in. Every class is there because an action in the Account tab runs on characters of another one. The specialization a character has before choosing one counts as its own.

A new Talents condition. It asks about the specialization you are playing, and only what you set there: in any other specialization the action runs as though it carried no talent condition at all. Both hero talent trees are offered, and a talent in the tree you did not choose counts as not taken.

Known Spell now names the spell it asks about. It used to ask only about the action's own spell. You pick the spell, so a key can be held back until you know a particular one.

The Pet condition now lives on the Pet row under Units. It was the same question in two places. What you had set moved across with the rest of your settings.

Replace an Action. You pick something else for the action to do and everything around it stays: the key, the conditions, the Importance and the place in the run order. Anything set on it that the new one cannot use is listed before anything changes.

Debind works on unit frames whatever addon draws them, including the ones that run hover casting of their own. Earlier versions left those frames alone, because taking one could stop that addon's own hover casting working there. Debind now takes the frame without taking anything away: whatever the addon had on it still runs, and Debind's keys run beside it. Where you have both of them on one key over a unit frame, Debind's is what fires.

Debind now works alongside Clique instead of leaving unit frames to it. Both run on the same frame: Clique keeps doing what you have set up there, and Debind's keys work there too. Where you have bound the same key in both, Debind's is what fires. If you had been running the two together, this changes what your unit frames do the first time you log in on this version.

One list says which unit frames to leave alone. Unit Frame Support in Debind's settings lists the game's own seven windows and every unit frame addon Debind knows by name, and unticking one keeps Debind off those frames entirely; that addon's own click handling is unaffected. Everything is ticked to begin with, which is Debind working everywhere. A change takes effect at the next login.

When another addon takes over click casting for everyone, Debind no longer takes it back. It used to, which lost the frames that addon had already collected and left it writing where nobody was reading. Debind now stands behind it: the addon keeps the name and keeps every frame it decided to keep, and Debind works on those frames as well.

Nearly everything Clique or an addon's own hover cast can do, Debind can do as well, usually as a condition rather than a macro. If you find something it cannot, or cannot work out how to set it up, leave a comment on CurseForge or at github.com/mundi4/debind/issues.

v3.5.2

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@github-actions github-actions released this 02 Sep 18:16

3.5.2

A key bound to hovering over a unit frame no longer keeps firing on a frame you have already left. Some addons hook the same unit frames Debind does, and when one of them gets there after us, the game tells only that addon that the cursor has left. Debind never heard it, so the frame the cursor moved off stayed the answer, and the action kept landing on that frame's unit. Only the frames that addon had hooked were affected, and only bindings that hover.

On those frames Debind now asks the game where the cursor is instead, and lets the frame go as soon as the cursor is over nothing. The one case it cannot see is the cursor going straight from such a frame onto another unit, and even that clears the moment the cursor is over nothing again.

A line says when this is happening to you, the moment it starts rather than at the next loading screen, since an addon can reach those frames long after you log in. Once for the session, and only when your bindings hover at all.

Nothing else changed in this one.

3.5.1

EllesmereUI's unit frames answer again. Its latest update builds them on an engine of its own rather than on the frame library it used before, and that library was how Debind found them: from that update, a key you had bound over its player, target, focus, pet, target of target, focus target or boss frame did nothing there. Its party and raid frames were never affected, which is why only some of your frames went quiet.

Nothing else changed in this one.

3.5

Four new conditions, and a key on a unit frame can ask what the person does.

A mount key can hold more than one mount now. Flying Allowed and Skyriding Allowed ask what the place you are standing in permits, which is the question a mount key asks before it picks. Put a ground mount, a flying mount and a skyriding mount on one key, each with the condition that suits it, and the key picks. Reaching for that used to mean dropping to a custom macro.

Airborne is the other half of it, and it asks about you rather than about the ground: whether you are off it right now. Both have to exist, or a key cannot tell "I could fly here" from "I am flying".

The two about the place lag the world a little, the way every mount macro ever written has. Stepping outdoors does not make mounting legal on the same frame, and crossing the other way leaves you mounted for some distance.

Role. A binding that runs while you are hovering a unit frame can ask whether that person is a tank, a healer or damage, the way it can already ask about their reaction or whether they are dead. One key can hold a save for the tank and a dispel for the healer and pick by who you are pointing at. No Role is the fourth, for a unit that has none assigned.

Only party and raid frames can answer at all, so over any other frame the condition does not hold the action back.

Converting an action to a Custom Macro no longer changes what the key does. It rewrote the action in place and quietly took things with it on the way. Five of those:

  • An equipment slot can be converted now. It could not be before, though /use with the slot number is exactly what its binding already sends.
  • An action keeps its aim. One aiming at a unit Debind worked out for you, rather than one you picked yourself, came out as a body with no target in it at all.
  • A world marker is no longer offered. The key both places a marker and takes it back, /wm only places, and nothing in a macro tells the two apart.
  • A macro name whose macro you have since deleted is no longer offered.
  • An action with Only When Spell Known is no longer offered. That condition asks about the action's own spell, and a macro body takes that spell's place, so the converted action would have read as carrying no conditions at all and the next action on that key would never have fired.

Also in this one:

  • Some unit frames drawn by other addons were never reached, EllesmereUI's among them. The slot in its party frames that holds you is one, and so are the frames it puts beside your raid frames: the friendly units an encounter wants kept alive, and the copies it makes of raid members you pick out. Every other slot in the same party block worked, which made it look like the one frame was broken rather than never registered. Debind now catches these as the addon wires them up, and treats all of them as party and raid frames, which is where they are drawn and what a binding scoped to those should reach.

A share code made here still opens in 3.4, and nothing in it is turned away. One that uses Flying Allowed, Skyriding Allowed or Airborne opens there with that condition missing, and so does one that asks about Role. Nothing on that end says it went, so the action ends up running in places you had ruled out, or on whoever you are pointing at rather than the role you picked. It stops the moment the other side updates. The other direction is unchanged: a code from 3.4, 3.3 or 3.2 opens here exactly as before.

3.4

Two new tabs in the picker, and three new conditions.

Items. A key can now follow an equipment slot rather than an item. Bind your trinket slot and swapping the trinket changes what the key fires, with the icon following it. The other group is whatever you are carrying that has a use effect. A slot binding takes a target the same way an item bound by its own name does.

Collections holds mounts and toys together, favourites first and named by kind so the two halves of the list cannot be read as one. It used to be two tabs, and the Mounts one hid itself when you had no mounts, taking the tab space with it while your toys were still in reach elsewhere.

While Mounted, While Indoors and While Skyriding join the condition list, and the conditions too small to hold a row each now sit in one Miscellaneous submenu. A switch expression can read [mounted] and [indoors] as well.

Group headings in the picker fold, and they wear the bar the overview's key groups already wear.

Also in this one:

  • The Commands tab could come up dead. Another addon putting a table into the global namespace under its own name was enough to do it. An addon's bindings are now listed under its folder name, which is what the game's own keybinding panel shows.
  • A binding that only runs while you are alone and aims at a role unit is now marked. Those units are empty when you are alone, so it could never have fired.
  • A unit condition this build cannot read no longer counts as "when there is none". A higher binding reading it that way was enough for Debind to drop the binding underneath it without saying so.
  • The throttle slider in the state driver options reached nothing on a rebuild, which always used the default instead.
  • An Unused action carrying conditions could release its key for good, leaving whatever was under it on that key dead with nothing on screen to say why.
  • A nameplate keeps targeting on a click while Debind is watching it.
  • A toy arriving no longer sends the mount list off to be built again.

A share code made here still opens in 3.3, with two exceptions. One that binds an equipment slot is turned away whole rather than read in part, which is the answer this addon gives to anything it could not have made itself. One that uses While Mounted, While Indoors or While Skyriding opens there with that condition missing, and nothing on that end says it went, so the action ends up running in places you had ruled out. Both stop the moment the other side updates. The other direction is unchanged: a code from 3.3 or 3.2 opens here exactly as before.

3.3

Custom states are switches now, and there is no longer a fixed five of them.

They used to be five numbered slots, sitting in the list whether you used them or not. Now you make one when you want one and give it a name, and that name is what everything else reads: a condition on $burst, a macro conditional [$burst]. Renaming rewrites every action that names it, on every character of the account, including the macro bodies it appears in. The five you already have keep working under the names $state1 to $state5, so nothing you set up before this moves.

Switches have a tab of their own. It lists the ones you have, what each comes up as, which actions read it, and whether anything reads it at all. Settings, renaming and deleting are on the right-click menu there, and out of combat you can turn one on or off from the list. You can also make one from the condition menu, or from the action you are editing, at the moment you find you need it. Deleting one leaves the actions that name it red rather than quietly dropping the condition, so you can see where to go.

What a switch comes up as can differ per class, specialization or character. The account wide answer is Starts on, Starts off or As you left it, and any of the tabs on the left can carry an override that replaces it there. As you left it is remembered per character now; it used to be one answer everybody on the account shared.

A key that works a switch says which way it works it: turns it on, turns it off, or turns it over.

Export and Import are one tab now, Storage.

What is kept there is a payload, and there are two ways to get one: New Payload makes one out of everything the character has right now, Paste Share Code takes one from somebody else. Pick a payload on the left and its actions stand on the right, where you can tick the part you want and delete outright what you never want in it. Putting it into your bindings is two answers, Add as Pending, which changes nothing your keys do until you accept them, and Add and Accept, which starts them straight away and asks first about any key of yours they land on. Create Share Code turns the ticked part back into a string.

**What arrives keep...

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v3.5.1

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@github-actions github-actions released this 02 Sep 15:12

3.5.1

EllesmereUI's unit frames answer again. Its latest update builds them on an engine of its own rather than on the frame library it used before, and that library was how Debind found them: from that update, a key you had bound over its player, target, focus, pet, target of target, focus target or boss frame did nothing there. Its party and raid frames were never affected, which is why only some of your frames went quiet.

Nothing else changed in this one.

3.5

Four new conditions, and a key on a unit frame can ask what the person does.

A mount key can hold more than one mount now. Flying Allowed and Skyriding Allowed ask what the place you are standing in permits, which is the question a mount key asks before it picks. Put a ground mount, a flying mount and a skyriding mount on one key, each with the condition that suits it, and the key picks. Reaching for that used to mean dropping to a custom macro.

Airborne is the other half of it, and it asks about you rather than about the ground: whether you are off it right now. Both have to exist, or a key cannot tell "I could fly here" from "I am flying".

The two about the place lag the world a little, the way every mount macro ever written has. Stepping outdoors does not make mounting legal on the same frame, and crossing the other way leaves you mounted for some distance.

Role. A binding that runs while you are hovering a unit frame can ask whether that person is a tank, a healer or damage, the way it can already ask about their reaction or whether they are dead. One key can hold a save for the tank and a dispel for the healer and pick by who you are pointing at. No Role is the fourth, for a unit that has none assigned.

Only party and raid frames can answer at all, so over any other frame the condition does not hold the action back.

Converting an action to a Custom Macro no longer changes what the key does. It rewrote the action in place and quietly took things with it on the way. Five of those:

  • An equipment slot can be converted now. It could not be before, though /use with the slot number is exactly what its binding already sends.
  • An action keeps its aim. One aiming at a unit Debind worked out for you, rather than one you picked yourself, came out as a body with no target in it at all.
  • A world marker is no longer offered. The key both places a marker and takes it back, /wm only places, and nothing in a macro tells the two apart.
  • A macro name whose macro you have since deleted is no longer offered.
  • An action with Only When Spell Known is no longer offered. That condition asks about the action's own spell, and a macro body takes that spell's place, so the converted action would have read as carrying no conditions at all and the next action on that key would never have fired.

Also in this one:

  • Some unit frames drawn by other addons were never reached, EllesmereUI's among them. The slot in its party frames that holds you is one, and so are the frames it puts beside your raid frames: the friendly units an encounter wants kept alive, and the copies it makes of raid members you pick out. Every other slot in the same party block worked, which made it look like the one frame was broken rather than never registered. Debind now catches these as the addon wires them up, and treats all of them as party and raid frames, which is where they are drawn and what a binding scoped to those should reach.

A share code made here still opens in 3.4, and nothing in it is turned away. One that uses Flying Allowed, Skyriding Allowed or Airborne opens there with that condition missing, and so does one that asks about Role. Nothing on that end says it went, so the action ends up running in places you had ruled out, or on whoever you are pointing at rather than the role you picked. It stops the moment the other side updates. The other direction is unchanged: a code from 3.4, 3.3 or 3.2 opens here exactly as before.

3.4

Two new tabs in the picker, and three new conditions.

Items. A key can now follow an equipment slot rather than an item. Bind your trinket slot and swapping the trinket changes what the key fires, with the icon following it. The other group is whatever you are carrying that has a use effect. A slot binding takes a target the same way an item bound by its own name does.

Collections holds mounts and toys together, favourites first and named by kind so the two halves of the list cannot be read as one. It used to be two tabs, and the Mounts one hid itself when you had no mounts, taking the tab space with it while your toys were still in reach elsewhere.

While Mounted, While Indoors and While Skyriding join the condition list, and the conditions too small to hold a row each now sit in one Miscellaneous submenu. A switch expression can read [mounted] and [indoors] as well.

Group headings in the picker fold, and they wear the bar the overview's key groups already wear.

Also in this one:

  • The Commands tab could come up dead. Another addon putting a table into the global namespace under its own name was enough to do it. An addon's bindings are now listed under its folder name, which is what the game's own keybinding panel shows.
  • A binding that only runs while you are alone and aims at a role unit is now marked. Those units are empty when you are alone, so it could never have fired.
  • A unit condition this build cannot read no longer counts as "when there is none". A higher binding reading it that way was enough for Debind to drop the binding underneath it without saying so.
  • The throttle slider in the state driver options reached nothing on a rebuild, which always used the default instead.
  • An Unused action carrying conditions could release its key for good, leaving whatever was under it on that key dead with nothing on screen to say why.
  • A nameplate keeps targeting on a click while Debind is watching it.
  • A toy arriving no longer sends the mount list off to be built again.

A share code made here still opens in 3.3, with two exceptions. One that binds an equipment slot is turned away whole rather than read in part, which is the answer this addon gives to anything it could not have made itself. One that uses While Mounted, While Indoors or While Skyriding opens there with that condition missing, and nothing on that end says it went, so the action ends up running in places you had ruled out. Both stop the moment the other side updates. The other direction is unchanged: a code from 3.3 or 3.2 opens here exactly as before.

3.3

Custom states are switches now, and there is no longer a fixed five of them.

They used to be five numbered slots, sitting in the list whether you used them or not. Now you make one when you want one and give it a name, and that name is what everything else reads: a condition on $burst, a macro conditional [$burst]. Renaming rewrites every action that names it, on every character of the account, including the macro bodies it appears in. The five you already have keep working under the names $state1 to $state5, so nothing you set up before this moves.

Switches have a tab of their own. It lists the ones you have, what each comes up as, which actions read it, and whether anything reads it at all. Settings, renaming and deleting are on the right-click menu there, and out of combat you can turn one on or off from the list. You can also make one from the condition menu, or from the action you are editing, at the moment you find you need it. Deleting one leaves the actions that name it red rather than quietly dropping the condition, so you can see where to go.

What a switch comes up as can differ per class, specialization or character. The account wide answer is Starts on, Starts off or As you left it, and any of the tabs on the left can carry an override that replaces it there. As you left it is remembered per character now; it used to be one answer everybody on the account shared.

A key that works a switch says which way it works it: turns it on, turns it off, or turns it over.

Export and Import are one tab now, Storage.

What is kept there is a payload, and there are two ways to get one: New Payload makes one out of everything the character has right now, Paste Share Code takes one from somebody else. Pick a payload on the left and its actions stand on the right, where you can tick the part you want and delete outright what you never want in it. Putting it into your bindings is two answers, Add as Pending, which changes nothing your keys do until you accept them, and Add and Accept, which starts them straight away and asks first about any key of yours they land on. Create Share Code turns the ticked part back into a string.

What arrives keeps the key it was sent on. It used to be parked on a key of its own with a number where the key goes, and that number was the only thing telling one arrival from another. An arrival now sits on its real key and stays a set of its own, so you can see what it would do before accepting it, and your set on that key is not touched. Accepting a whole key at once asks which side wins: Keep Existing, Take Incoming or Merge.

A switch itself does not travel with the code. The actions do, and each one reads whichever switch of yours carries that name, so a payload built around $burst starts working the moment you have a $burst of your own. Until then those actions sit red and say which name they are missing. Nothing that arrives writes a switch, because a switch is shared by everything in your profile and writing one would change what your existing actions do before you had accepted anything.

Share codes made here cannot be read by 3.2. What an action looks like on the wire changed, and an older build says ...

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v3.5

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@github-actions github-actions released this 31 Aug 14:09

3.5

Four new conditions, and a key on a unit frame can ask what the person does.

A mount key can hold more than one mount now. Flying Allowed and Skyriding Allowed ask what the place you are standing in permits, which is the question a mount key asks before it picks. Put a ground mount, a flying mount and a skyriding mount on one key, each with the condition that suits it, and the key picks. Reaching for that used to mean dropping to a custom macro.

Airborne is the other half of it, and it asks about you rather than about the ground: whether you are off it right now. Both have to exist, or a key cannot tell "I could fly here" from "I am flying".

The two about the place lag the world a little, the way every mount macro ever written has. Stepping outdoors does not make mounting legal on the same frame, and crossing the other way leaves you mounted for some distance.

Role. A binding that runs while you are hovering a unit frame can ask whether that person is a tank, a healer or damage, the way it can already ask about their reaction or whether they are dead. One key can hold a save for the tank and a dispel for the healer and pick by who you are pointing at. No Role is the fourth, for a unit that has none assigned.

Only party and raid frames can answer at all, so over any other frame the condition does not hold the action back.

Converting an action to a Custom Macro no longer changes what the key does. It rewrote the action in place and quietly took things with it on the way. Five of those:

  • An equipment slot can be converted now. It could not be before, though /use with the slot number is exactly what its binding already sends.
  • An action keeps its aim. One aiming at a unit Debind worked out for you, rather than one you picked yourself, came out as a body with no target in it at all.
  • A world marker is no longer offered. The key both places a marker and takes it back, /wm only places, and nothing in a macro tells the two apart.
  • A macro name whose macro you have since deleted is no longer offered.
  • An action with Only When Spell Known is no longer offered. That condition asks about the action's own spell, and a macro body takes that spell's place, so the converted action would have read as carrying no conditions at all and the next action on that key would never have fired.

Also in this one:

  • Some unit frames drawn by other addons were never reached, EllesmereUI's among them. The slot in its party frames that holds you is one, and so are the frames it puts beside your raid frames: the friendly units an encounter wants kept alive, and the copies it makes of raid members you pick out. Every other slot in the same party block worked, which made it look like the one frame was broken rather than never registered. Debind now catches these as the addon wires them up, and treats all of them as party and raid frames, which is where they are drawn and what a binding scoped to those should reach.

A share code made here still opens in 3.4, and nothing in it is turned away. One that uses Flying Allowed, Skyriding Allowed or Airborne opens there with that condition missing, and so does one that asks about Role. Nothing on that end says it went, so the action ends up running in places you had ruled out, or on whoever you are pointing at rather than the role you picked. It stops the moment the other side updates. The other direction is unchanged: a code from 3.4, 3.3 or 3.2 opens here exactly as before.

3.4

Two new tabs in the picker, and three new conditions.

Items. A key can now follow an equipment slot rather than an item. Bind your trinket slot and swapping the trinket changes what the key fires, with the icon following it. The other group is whatever you are carrying that has a use effect. A slot binding takes a target the same way an item bound by its own name does.

Collections holds mounts and toys together, favourites first and named by kind so the two halves of the list cannot be read as one. It used to be two tabs, and the Mounts one hid itself when you had no mounts, taking the tab space with it while your toys were still in reach elsewhere.

While Mounted, While Indoors and While Skyriding join the condition list, and the conditions too small to hold a row each now sit in one Miscellaneous submenu. A switch expression can read [mounted] and [indoors] as well.

Group headings in the picker fold, and they wear the bar the overview's key groups already wear.

Also in this one:

  • The Commands tab could come up dead. Another addon putting a table into the global namespace under its own name was enough to do it. An addon's bindings are now listed under its folder name, which is what the game's own keybinding panel shows.
  • A binding that only runs while you are alone and aims at a role unit is now marked. Those units are empty when you are alone, so it could never have fired.
  • A unit condition this build cannot read no longer counts as "when there is none". A higher binding reading it that way was enough for Debind to drop the binding underneath it without saying so.
  • The throttle slider in the state driver options reached nothing on a rebuild, which always used the default instead.
  • An Unused action carrying conditions could release its key for good, leaving whatever was under it on that key dead with nothing on screen to say why.
  • A nameplate keeps targeting on a click while Debind is watching it.
  • A toy arriving no longer sends the mount list off to be built again.

A share code made here still opens in 3.3, with two exceptions. One that binds an equipment slot is turned away whole rather than read in part, which is the answer this addon gives to anything it could not have made itself. One that uses While Mounted, While Indoors or While Skyriding opens there with that condition missing, and nothing on that end says it went, so the action ends up running in places you had ruled out. Both stop the moment the other side updates. The other direction is unchanged: a code from 3.3 or 3.2 opens here exactly as before.

3.3

Custom states are switches now, and there is no longer a fixed five of them.

They used to be five numbered slots, sitting in the list whether you used them or not. Now you make one when you want one and give it a name, and that name is what everything else reads: a condition on $burst, a macro conditional [$burst]. Renaming rewrites every action that names it, on every character of the account, including the macro bodies it appears in. The five you already have keep working under the names $state1 to $state5, so nothing you set up before this moves.

Switches have a tab of their own. It lists the ones you have, what each comes up as, which actions read it, and whether anything reads it at all. Settings, renaming and deleting are on the right-click menu there, and out of combat you can turn one on or off from the list. You can also make one from the condition menu, or from the action you are editing, at the moment you find you need it. Deleting one leaves the actions that name it red rather than quietly dropping the condition, so you can see where to go.

What a switch comes up as can differ per class, specialization or character. The account wide answer is Starts on, Starts off or As you left it, and any of the tabs on the left can carry an override that replaces it there. As you left it is remembered per character now; it used to be one answer everybody on the account shared.

A key that works a switch says which way it works it: turns it on, turns it off, or turns it over.

Export and Import are one tab now, Storage.

What is kept there is a payload, and there are two ways to get one: New Payload makes one out of everything the character has right now, Paste Share Code takes one from somebody else. Pick a payload on the left and its actions stand on the right, where you can tick the part you want and delete outright what you never want in it. Putting it into your bindings is two answers, Add as Pending, which changes nothing your keys do until you accept them, and Add and Accept, which starts them straight away and asks first about any key of yours they land on. Create Share Code turns the ticked part back into a string.

What arrives keeps the key it was sent on. It used to be parked on a key of its own with a number where the key goes, and that number was the only thing telling one arrival from another. An arrival now sits on its real key and stays a set of its own, so you can see what it would do before accepting it, and your set on that key is not touched. Accepting a whole key at once asks which side wins: Keep Existing, Take Incoming or Merge.

A switch itself does not travel with the code. The actions do, and each one reads whichever switch of yours carries that name, so a payload built around $burst starts working the moment you have a $burst of your own. Until then those actions sit red and say which name they are missing. Nothing that arrives writes a switch, because a switch is shared by everything in your profile and writing one would change what your existing actions do before you had accepted anything.

Share codes made here cannot be read by 3.2. What an action looks like on the wire changed, and an older build says so rather than guessing. Codes and pending payloads from 3.2 are read here exactly as before.

Your unit frame bindings now reach the frames other addons draw.

Clicking a unit frame to cast is meant to work on whatever frames you use, and for a lot of setups it quietly did not. Debind hears about a frame through a list every click casting addon shares, and any addon that runs click casting of its own can take that list over: from that moment the frames being drawn ...

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v3.4

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@github-actions github-actions released this 26 Aug 16:12

3.4

Two new tabs in the picker, and three new conditions.

Items. A key can now follow an equipment slot rather than an item. Bind your trinket slot and swapping the trinket changes what the key fires, with the icon following it. The other group is whatever you are carrying that has a use effect. A slot binding takes a target the same way an item bound by its own name does.

Collections holds mounts and toys together, favourites first and named by kind so the two halves of the list cannot be read as one. It used to be two tabs, and the Mounts one hid itself when you had no mounts, taking the tab space with it while your toys were still in reach elsewhere.

While Mounted, While Indoors and While Skyriding join the condition list, and the conditions too small to hold a row each now sit in one Miscellaneous submenu. A switch expression can read [mounted] and [indoors] as well.

Group headings in the picker fold, and they wear the bar the overview's key groups already wear.

Also in this one:

  • The Commands tab could come up dead. Another addon putting a table into the global namespace under its own name was enough to do it. An addon's bindings are now listed under its folder name, which is what the game's own keybinding panel shows.
  • A binding that only runs while you are alone and aims at a role unit is now marked. Those units are empty when you are alone, so it could never have fired.
  • A unit condition this build cannot read no longer counts as "when there is none". A higher binding reading it that way was enough for Debind to drop the binding underneath it without saying so.
  • The throttle slider in the state driver options reached nothing on a rebuild, which always used the default instead.
  • An Unused action carrying conditions could release its key for good, leaving whatever was under it on that key dead with nothing on screen to say why.
  • A nameplate keeps targeting on a click while Debind is watching it.
  • A toy arriving no longer sends the mount list off to be built again.

A share code made here still opens in 3.3, with two exceptions. One that binds an equipment slot is turned away whole rather than read in part, which is the answer this addon gives to anything it could not have made itself. One that uses While Mounted, While Indoors or While Skyriding opens there with that condition missing, and nothing on that end says it went, so the action ends up running in places you had ruled out. Both stop the moment the other side updates. The other direction is unchanged: a code from 3.3 or 3.2 opens here exactly as before.

3.3

Custom states are switches now, and there is no longer a fixed five of them.

They used to be five numbered slots, sitting in the list whether you used them or not. Now you make one when you want one and give it a name, and that name is what everything else reads: a condition on $burst, a macro conditional [$burst]. Renaming rewrites every action that names it, on every character of the account, including the macro bodies it appears in. The five you already have keep working under the names $state1 to $state5, so nothing you set up before this moves.

Switches have a tab of their own. It lists the ones you have, what each comes up as, which actions read it, and whether anything reads it at all. Settings, renaming and deleting are on the right-click menu there, and out of combat you can turn one on or off from the list. You can also make one from the condition menu, or from the action you are editing, at the moment you find you need it. Deleting one leaves the actions that name it red rather than quietly dropping the condition, so you can see where to go.

What a switch comes up as can differ per class, specialization or character. The account wide answer is Starts on, Starts off or As you left it, and any of the tabs on the left can carry an override that replaces it there. As you left it is remembered per character now; it used to be one answer everybody on the account shared.

A key that works a switch says which way it works it: turns it on, turns it off, or turns it over.

Export and Import are one tab now, Storage.

What is kept there is a payload, and there are two ways to get one: New Payload makes one out of everything the character has right now, Paste Share Code takes one from somebody else. Pick a payload on the left and its actions stand on the right, where you can tick the part you want and delete outright what you never want in it. Putting it into your bindings is two answers, Add as Pending, which changes nothing your keys do until you accept them, and Add and Accept, which starts them straight away and asks first about any key of yours they land on. Create Share Code turns the ticked part back into a string.

What arrives keeps the key it was sent on. It used to be parked on a key of its own with a number where the key goes, and that number was the only thing telling one arrival from another. An arrival now sits on its real key and stays a set of its own, so you can see what it would do before accepting it, and your set on that key is not touched. Accepting a whole key at once asks which side wins: Keep Existing, Take Incoming or Merge.

A switch itself does not travel with the code. The actions do, and each one reads whichever switch of yours carries that name, so a payload built around $burst starts working the moment you have a $burst of your own. Until then those actions sit red and say which name they are missing. Nothing that arrives writes a switch, because a switch is shared by everything in your profile and writing one would change what your existing actions do before you had accepted anything.

Share codes made here cannot be read by 3.2. What an action looks like on the wire changed, and an older build says so rather than guessing. Codes and pending payloads from 3.2 are read here exactly as before.

Your unit frame bindings now reach the frames other addons draw.

Clicking a unit frame to cast is meant to work on whatever frames you use, and for a lot of setups it quietly did not. Debind hears about a frame through a list every click casting addon shares, and any addon that runs click casting of its own can take that list over: from that moment the frames being drawn go somewhere Debind never sees them. Frames built from a group of players are worse still, because those connect once, at the moment they are built, and a connection missed then is missed for the session.

Debind now goes and finds them instead of waiting to be told. It asks the frame library its frames came from, it takes the members of a group frame set off the set itself as they appear, and it takes the shared list back when another addon has claimed it. If another addon then narrows what a frame will deliver, Debind puts it back rather than going silent.

A frame drawn by another addon is now recognised for what it is. Every one of them used to arrive as "other", so a binding you scoped to party frames did nothing on the party frames you were actually looking at. Debind now reads the frame, which matters most for the slot in a party frame set that holds you: it reports itself as the player, and it is a party frame.

A new setting decides when a click on a unit frame casts (in Unit frame options). Mouse up is what Blizzard's own frames do and what you get if you leave it alone, mouse down fires the moment the button goes down, and the third answer follows Cast action keybinds on key down in the game's own settings, which is the one your keys already follow.

Also in this one:

  • A click on a mouse button you have no binding for is left alone on the way down as well as the way up. It used to be taken on the press even when Debind had nothing to run, which quietly ate that click from the frame underneath.

  • Mouse wheel bindings on a unit frame survive another addon turning the wheel off on that frame.

  • Add custom target menus on the unit popup is gone, and with it the entries it added to the right-click menu on a unit. That menu is one the game protects, and adding to it put Debind's name in error reports for breakage that started elsewhere. Setting a custom target from a binding is unchanged.

  • Remove Duplicate Actions, on the overview row and in the options menu. It looks for actions that are exact copies of one another inside one layer and takes the copies out, keeping the one that fires first. The same action on two layers is left alone: that is what the layers are for.

  • Taking the key off a set of actions asks first, because unbinding scatters them and nothing records that they went together.

  • An older Debind now stands down from settings a newer one wrote, instead of reading what it can and dropping the rest. None of your keys work and it says why, and putting the newer version back returns everything.

3.2.2

A fix for the unit frame menu going missing under one option.

With Use mouse down for click casting on, right-clicking a unit frame did nothing at all: the menu the game opens there never came up. Left-clicking still picked the unit up as your target, so the option looked like it was doing its job.

That setting asked the frames to report the press of a click and not the release, and the release is the only moment the game opens that menu. They report both now, and click casting still fires on the press.

Nothing changes with the option off, which is how it comes.

3.2.1

A fix for party frame health bars standing still in Edit Mode.

Opening the name and icon window for a custom macro left the game's shared icon list marked as this addon's. Edit Mode reads that list on the way in, to pick the icons for the sample auras it shows you, and reading it there was enough for the game to refuse the party frame ...

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v3.3

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@github-actions github-actions released this 23 Aug 20:57

3.3

Custom states are switches now, and there is no longer a fixed five of them.

They used to be five numbered slots, sitting in the list whether you used them or not. Now you make one when you want one and give it a name, and that name is what everything else reads: a condition on $burst, a macro conditional [$burst]. Renaming rewrites every action that names it, on every character of the account, including the macro bodies it appears in. The five you already have keep working under the names $state1 to $state5, so nothing you set up before this moves.

Switches have a tab of their own. It lists the ones you have, what each comes up as, which actions read it, and whether anything reads it at all. Settings, renaming and deleting are on the right-click menu there, and out of combat you can turn one on or off from the list. You can also make one from the condition menu, or from the action you are editing, at the moment you find you need it. Deleting one leaves the actions that name it red rather than quietly dropping the condition, so you can see where to go.

What a switch comes up as can differ per class, specialization or character. The account wide answer is Starts on, Starts off or As you left it, and any of the tabs on the left can carry an override that replaces it there. As you left it is remembered per character now; it used to be one answer everybody on the account shared.

A key that works a switch says which way it works it: turns it on, turns it off, or turns it over.

Export and Import are one tab now, Storage.

What is kept there is a payload, and there are two ways to get one: New Payload makes one out of everything the character has right now, Paste Share Code takes one from somebody else. Pick a payload on the left and its actions stand on the right, where you can tick the part you want and delete outright what you never want in it. Putting it into your bindings is two answers, Add as Pending, which changes nothing your keys do until you accept them, and Add and Accept, which starts them straight away and asks first about any key of yours they land on. Create Share Code turns the ticked part back into a string.

What arrives keeps the key it was sent on. It used to be parked on a key of its own with a number where the key goes, and that number was the only thing telling one arrival from another. An arrival now sits on its real key and stays a set of its own, so you can see what it would do before accepting it, and your set on that key is not touched. Accepting a whole key at once asks which side wins: Keep Existing, Take Incoming or Merge.

A switch itself does not travel with the code. The actions do, and each one reads whichever switch of yours carries that name, so a payload built around $burst starts working the moment you have a $burst of your own. Until then those actions sit red and say which name they are missing. Nothing that arrives writes a switch, because a switch is shared by everything in your profile and writing one would change what your existing actions do before you had accepted anything.

Share codes made here cannot be read by 3.2. What an action looks like on the wire changed, and an older build says so rather than guessing. Codes and pending payloads from 3.2 are read here exactly as before.

Your unit frame bindings now reach the frames other addons draw.

Clicking a unit frame to cast is meant to work on whatever frames you use, and for a lot of setups it quietly did not. Debind hears about a frame through a list every click casting addon shares, and any addon that runs click casting of its own can take that list over: from that moment the frames being drawn go somewhere Debind never sees them. Frames built from a group of players are worse still, because those connect once, at the moment they are built, and a connection missed then is missed for the session.

Debind now goes and finds them instead of waiting to be told. It asks the frame library its frames came from, it takes the members of a group frame set off the set itself as they appear, and it takes the shared list back when another addon has claimed it. If another addon then narrows what a frame will deliver, Debind puts it back rather than going silent.

A frame drawn by another addon is now recognised for what it is. Every one of them used to arrive as "other", so a binding you scoped to party frames did nothing on the party frames you were actually looking at. Debind now reads the frame, which matters most for the slot in a party frame set that holds you: it reports itself as the player, and it is a party frame.

A new setting decides when a click on a unit frame casts (in Unit frame options). Mouse up is what Blizzard's own frames do and what you get if you leave it alone, mouse down fires the moment the button goes down, and the third answer follows Cast action keybinds on key down in the game's own settings, which is the one your keys already follow.

Also in this one:

  • A click on a mouse button you have no binding for is left alone on the way down as well as the way up. It used to be taken on the press even when Debind had nothing to run, which quietly ate that click from the frame underneath.

  • Mouse wheel bindings on a unit frame survive another addon turning the wheel off on that frame.

  • Add custom target menus on the unit popup is gone, and with it the entries it added to the right-click menu on a unit. That menu is one the game protects, and adding to it put Debind's name in error reports for breakage that started elsewhere. Setting a custom target from a binding is unchanged.

  • Remove Duplicate Actions, on the overview row and in the options menu. It looks for actions that are exact copies of one another inside one layer and takes the copies out, keeping the one that fires first. The same action on two layers is left alone: that is what the layers are for.

  • Taking the key off a set of actions asks first, because unbinding scatters them and nothing records that they went together.

  • An older Debind now stands down from settings a newer one wrote, instead of reading what it can and dropping the rest. None of your keys work and it says why, and putting the newer version back returns everything.

3.2.2

A fix for the unit frame menu going missing under one option.

With Use mouse down for click casting on, right-clicking a unit frame did nothing at all: the menu the game opens there never came up. Left-clicking still picked the unit up as your target, so the option looked like it was doing its job.

That setting asked the frames to report the press of a click and not the release, and the release is the only moment the game opens that menu. They report both now, and click casting still fires on the press.

Nothing changes with the option off, which is how it comes.

3.2.1

A fix for party frame health bars standing still in Edit Mode.

Opening the name and icon window for a custom macro left the game's shared icon list marked as this addon's. Edit Mode reads that list on the way in, to pick the icons for the sample auras it shows you, and reading it there was enough for the game to refuse the party frame health bar updates that came right after. Every entry into Edit Mode did it again, and with an error display installed the errors arrived once per frame. Reloading cleared it, until the next time that window was opened.

Debind keeps its own icon list now, so the game's is neither built nor dropped by this addon. The window itself is unchanged.

This has been here since 3.1. It only became visible on 12.1, where the game seals the health values that the refused update was comparing.

3.2

You can hand your setup to somebody else now, as a string.

The Export tab turns any part of it into one line of text, the specializations you are not playing included, so you do not have to switch characters to put them in. It works just as well as a backup of your own.

The Import tab is the other end. Paste a string and it stays there until you decide what to do with it, so you can come back and finish later. Bring it in asks which parts to take and adds those to your bindings switched off: nothing you press behaves any differently until you accept them, one at a time or all at once. What arrives lands on a key of its own rather than joining a key you already use, so a set you receive never quietly merges into a set you built.

Macro names travel, macro bodies do not. A received action calls your macro of that name, or says in red that you have no such macro. Nothing about you rides along either: no character name, no realm.

A new piece appears in your addon list, Debind Storage. It builds those strings and holds the ones you receive. Leave it enabled: it is loaded on demand, so until you open one of the two tabs it is never read at all. Deleting it loses whatever is still being held there, though anything you already accepted stays in your bindings.

The overview column got a lot bigger. A key group folds, and folded it still says what is inside. There is a search box, and a filter for the parts of the list you want out of the way. A key group nothing currently runs from is greyed, and a problem with a binding is now coloured by how much it actually breaks.

Actions on a specialization you are not in are listed too, in the place they would take if that specialization were active. They used to be reachable only by opening their tab on the right and looking.

Assigning a key happens in a dialog now. It says which key the action is on and what the new one is about to apply to, and it will do a whole key group in one go. If the key is already taken it asks before taking it. Bind Mode is still there for setting a lot of keys quickly.

**A unit condition c...

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