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Copy pathEUI__General_Options.lua
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6167 lines (5656 loc) · 313 KB
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-------------------------------------------------------------------------------
-- EUI__General_Options.lua
-- Registers the Global Settings module with EllesmereUI
-- CVar-based settings that apply to all EllesmereUI addons
--
-- Default-application policy:
-- We use C_CVar.GetCVarInfo(name) to get both the current value and
-- Blizzard's built-in default. Our preferred defaults are only applied
-- when the CVar is still sitting at Blizzard's default -- meaning
-- neither the player nor another addon has touched it. If the value
-- differs from the Blizzard default in any way, we leave it alone.
-- Widgets always read the live CVar value so they stay in sync
-- regardless of who set it.
-------------------------------------------------------------------------------
local ADDON_NAME = ...
-------------------------------------------------------------------------------
-- Page / section names
-------------------------------------------------------------------------------
local PAGE_GENERAL = "General"
local PAGE_COLORS = "Fonts & Colors"
local PAGE_PROFILES = "Profiles"
local PAGE_WHATSNEW = "Patch Notes"
-- Profiles and Patch Notes are their own sidebar pages (single-page modules),
-- not tabs under Global Settings. These keys match the sidebar buttons created
-- in EllesmereUI.lua.
local PROFILES_KEY = "_EUIProfiles"
local PATCHNOTES_KEY = "_EUIPatchNotes"
-- Standalone single-module builds rename the host addon to contain "Standalone".
-- The What's New tab is suite-only, so it is never added to the page list there.
local IS_STANDALONE = type(ADDON_NAME) == "string" and ADDON_NAME:find("Standalone") ~= nil
-------------------------------------------------------------------------------
-- What's New? page -- interactive patch notes in three tiers of importance:
-- 1) hero cards (two per row), 2) small clickable listings, 3) fix lines.
-- Content lives in EllesmereUI._WHATSNEW_PATCHES (newest patch first). A
-- hero/listing entry with a `nav` deep-links to the setting it changed via
-- EllesmereUI:NavigateToElementSettings (opens the page + green-pulses the
-- control); an entry with NO `nav` renders as a static, non-clickable card
-- (for automatic behavior that has no setting to open). Defined at file scope
-- (namespace function) so it adds no locals or upvalues to the deferred
-- options closure below.
-------------------------------------------------------------------------------
function EllesmereUI._BuildWhatsNewPage(pageName, parent, yOffset)
local PP = EllesmereUI.PanelPP
local EG = EllesmereUI.ELLESMERE_GREEN
local PAD = EllesmereUI.CONTENT_PAD
local W = EllesmereUI.Widgets
local MakeFont = EllesmereUI.MakeFont
local MakeBorder = EllesmereUI.MakeBorder
-- This page is a free-form feed, not a DualRow split layout.
parent._showRowDivider = nil
local y = yOffset
local totalW = parent:GetWidth() - PAD * 2
local CARD_GAP = 14
-- Display title: "Module: Title" -- the module name is prepended to every entry.
local function TitleOf(e)
return ((e.module and e.module .. ": ") or "") .. (e.title or "")
end
-- Stable sort by module display name so same-module entries group together
-- (preserves authored order within a module).
local function SortByModule(list)
local idx = {}
for i, e in ipairs(list) do idx[i] = { e, i } end
table.sort(idx, function(a, b)
local am, bm = a[1].module or "", b[1].module or ""
if am ~= bm then return am < bm end
return a[2] < b[2]
end)
local out = {}
for i = 1, #idx do out[i] = idx[i][1] end
return out
end
-- Deep-link to a setting (opens the page; highlights the control if mapped).
local function GoTo(nav)
if nav and nav.module then
EllesmereUI:NavigateToElementSettings(nav.module, nav.page, nav.section, nav.preSelect, nav.highlight)
end
end
-- Tier 1: a clickable hero card -- dark fill, faint border, green top accent,
-- title + wrapping description, uniform hover lift.
local function MakeHeroCard(x, cy, w, hgt, entry)
local card = CreateFrame("Button", nil, parent)
PP.Size(card, w, hgt)
PP.Point(card, "TOPLEFT", parent, "TOPLEFT", x, cy)
card:SetFrameLevel(parent:GetFrameLevel() + 2)
local bg = card:CreateTexture(nil, "BACKGROUND")
bg:SetAllPoints()
bg:SetColorTexture(0.06, 0.08, 0.10, 0.50)
local brd = MakeBorder(card, 1, 1, 1, 0.12, PP)
local accent = card:CreateTexture(nil, "ARTWORK", nil, 7)
accent:SetColorTexture(EG.r, EG.g, EG.b, 0.6)
PP.Point(accent, "TOPLEFT", card, "TOPLEFT", 1, -1)
PP.Point(accent, "TOPRIGHT", card, "TOPRIGHT", -1, -1)
accent:SetHeight(2)
if PP.DisablePixelSnap then PP.DisablePixelSnap(accent) end
local titleFs = MakeFont(card, 14, nil, EG.r, EG.g, EG.b, 0.9)
PP.Point(titleFs, "TOPLEFT", card, "TOPLEFT", 16, -14)
PP.Point(titleFs, "RIGHT", card, "RIGHT", -16, 0)
titleFs:SetJustifyH("LEFT"); titleFs:SetWordWrap(false)
titleFs:SetText(TitleOf(entry))
local descFs = MakeFont(card, 12, nil, 1, 1, 1, 0.45)
PP.Point(descFs, "TOPLEFT", titleFs, "BOTTOMLEFT", 0, -7)
PP.Point(descFs, "RIGHT", card, "RIGHT", -16, 0)
descFs:SetJustifyH("LEFT"); descFs:SetJustifyV("TOP"); descFs:SetWordWrap(true)
descFs:SetText(entry.desc or "")
-- Clickable only when the entry has a nav target. An entry with no nav
-- (automatic behavior with no setting to open -- e.g. party frames in
-- arena) renders as a static card: no hover lift, no click, and mouse
-- disabled so nothing invites a click that would go nowhere.
if entry.nav and entry.nav.module then
card:SetScript("OnEnter", function()
bg:SetColorTexture(0.11, 0.13, 0.15, 0.50); brd:SetColor(1, 1, 1, 0.22)
titleFs:SetAlpha(1)
end)
card:SetScript("OnLeave", function()
bg:SetColorTexture(0.06, 0.08, 0.10, 0.50); brd:SetColor(1, 1, 1, 0.12)
titleFs:SetAlpha(0.9)
end)
card:SetScript("OnClick", function() GoTo(entry.nav) end)
else
card:EnableMouse(false)
end
end
-- Tier 2: a clickable small listing -- title + subtitle, no card chrome, a
-- faint row highlight on hover.
local function MakeListing(cy, w, entry)
local ROW_H = 48
local row = CreateFrame("Button", nil, parent)
PP.Size(row, w, ROW_H)
PP.Point(row, "TOPLEFT", parent, "TOPLEFT", PAD, cy)
local hov = row:CreateTexture(nil, "BACKGROUND")
hov:SetAllPoints()
hov:SetColorTexture(1, 1, 1, 0.07)
hov:SetAlpha(0)
local titleFs = MakeFont(row, 13, nil, 1, 1, 1, 0.9)
PP.Point(titleFs, "TOPLEFT", row, "TOPLEFT", 6, -5)
titleFs:SetJustifyH("LEFT"); titleFs:SetWordWrap(false)
titleFs:SetText(TitleOf(entry))
local subFs = MakeFont(row, 11, nil, 1, 1, 1, 0.4)
PP.Point(subFs, "TOPLEFT", titleFs, "BOTTOMLEFT", 0, -4)
PP.Point(subFs, "RIGHT", row, "RIGHT", -10, 0)
subFs:SetJustifyH("LEFT"); subFs:SetWordWrap(false)
subFs:SetText(entry.desc or "")
-- Clickable only when the entry has a nav target (see MakeHeroCard); a
-- nav-less listing renders static with no hover or click.
if entry.nav and entry.nav.module then
row:SetScript("OnEnter", function()
hov:SetAlpha(1); titleFs:SetAlpha(1)
end)
row:SetScript("OnLeave", function()
hov:SetAlpha(0); titleFs:SetAlpha(0.9)
end)
row:SetScript("OnClick", function() GoTo(entry.nav) end)
else
row:EnableMouse(false)
end
return ROW_H
end
-- Tier 3: a plain bug-fix line (bullet + wrapping text, not clickable).
local function MakeFixLine(cy, text)
local dot = MakeFont(parent, 12, nil, EG.r, EG.g, EG.b, 0.55)
PP.Point(dot, "TOPLEFT", parent, "TOPLEFT", PAD + 2, cy - 1)
dot:SetText("\226\128\162") -- bullet glyph (ASCII-safe UTF-8 escape)
local fs = MakeFont(parent, 12, nil, 1, 1, 1, 0.5)
PP.Point(fs, "TOPLEFT", parent, "TOPLEFT", PAD + 18, cy)
PP.Point(fs, "RIGHT", parent, "RIGHT", -PAD, 0)
fs:SetJustifyH("LEFT"); fs:SetWordWrap(true)
fs:SetText(text or "")
local th = fs:GetStringHeight() or 14
return math.max(22, math.ceil(th) + 8)
end
local patches = EllesmereUI._WHATSNEW_PATCHES
if not patches or #patches == 0 then
local none = MakeFont(parent, 13, nil, 1, 1, 1, 0.5)
PP.Point(none, "TOPLEFT", parent, "TOPLEFT", PAD, y - 20)
none:SetText("No patch notes yet.")
return math.abs(y) + 60
end
-- Intro hint: centered, with 20px of breathing room above and below.
y = y - 20
local hint = MakeFont(parent, 14, nil, 1, 1, 1, 0.5)
PP.Point(hint, "TOP", parent, "TOP", 0, y)
hint:SetJustifyH("CENTER")
hint:SetText("Click any new feature to go directly to the setting")
y = y - math.ceil(hint:GetStringHeight() or 14) - 20
for pi, patch in ipairs(patches) do
-- Version header: large title + a full-width neutral divider (not accent).
local ver = MakeFont(parent, 20, nil, 1, 1, 1, 0.95)
PP.Point(ver, "TOPLEFT", parent, "TOPLEFT", PAD, y)
ver:SetText("EllesmereUI " .. (patch.version or ""))
local uline = parent:CreateTexture(nil, "ARTWORK")
uline:SetColorTexture(1, 1, 1, 0.12)
PP.Size(uline, totalW, 1)
PP.Point(uline, "TOPLEFT", parent, "TOPLEFT", PAD, y - 32)
if PP.DisablePixelSnap then PP.DisablePixelSnap(uline) end
y = y - 48
-- Tier 1: hero cards, two per row. Heroes render in AUTHORED order (the
-- order they appear in the patch's `heroes` table) -- NOT module-sorted
-- like features/fixes -- so each patch can headline whatever matters most
-- first. Reorder the entries in _WHATSNEW_PATCHES to reorder the cards.
local heroes = patch.heroes or {}
if #heroes > 0 then
local cardW = math.floor((totalW - CARD_GAP) / 2)
local CARD_H = 96
local rows = math.ceil(#heroes / 2)
for i, hero in ipairs(heroes) do
local col = (i - 1) % 2
local rw = math.floor((i - 1) / 2)
local cx = PAD + col * (cardW + CARD_GAP)
local cy = y - rw * (CARD_H + CARD_GAP)
MakeHeroCard(cx, cy, cardW, CARD_H, hero)
end
local consumed = rows * CARD_H + (rows - 1) * CARD_GAP
y = y - consumed - 18
end
-- Tier 2: small listings.
local feats = SortByModule(patch.features or {})
if #feats > 0 then
local _, sh = W:SectionHeader(parent, "ADDITIONAL FEATURES", y); y = y - sh
y = y - 5 -- extra spacing below the divider
for _, f in ipairs(feats) do
local rh = MakeListing(y, totalW, f); y = y - rh
end
y = y - 6
end
-- Tier 3: bug-fix lines.
local fixes = SortByModule(patch.fixes or {})
if #fixes > 0 then
local _, sh = W:SectionHeader(parent, "BUG FIXES", y); y = y - sh
y = y - 10 -- extra spacing below the divider
for _, fx in ipairs(fixes) do
local fh = MakeFixLine(y, ((fx.module and fx.module .. ": ") or "") .. (fx.text or "")); y = y - fh
end
end
if pi < #patches then
local _, gap = W:Spacer(parent, y, 24); y = y - gap
end
end
return math.abs(y) + 20
end
-------------------------------------------------------------------------------
-- Patch-notes content for the What's New page (newest patch first). Each hero
-- and listing entry's `nav` deep-links to the setting it changed via
-- EllesmereUI:NavigateToElementSettings(module, page, section, preSelect, highlight).
-------------------------------------------------------------------------------
EllesmereUI._WHATSNEW_PATCHES = {
{
version = "8.2.6",
heroes = {
{
module = "Cooldown Manager",
title = "Per-Icon Buff Customization",
desc = "Right-click any buff icon to give it its own glow, glow color, duration text, charge and stack text, and visibility, independent of the rest of the bar.",
nav = { module = "EllesmereUICooldownManager", page = "CDM Bars",
preSelect = function()
if EllesmereUI._setCDMBar then EllesmereUI._setCDMBar("buffs") end
end },
},
{
module = "Cooldown Manager",
title = "Add Any Buff to a Buff Bar",
desc = "Buff bars now accept preset consumables and custom spell IDs directly. The separate Auras bar type has been merged in, and existing Auras bars convert to buff bars automatically.",
nav = { module = "EllesmereUICooldownManager", page = "CDM Bars",
preSelect = function()
if EllesmereUI._setCDMBar then EllesmereUI._setCDMBar("buffs") end
end },
},
{
title = "Performance Optimizations (Glows)",
desc = "Every glow effect across the suite now shares a single update driver and uses lighter texture-based animation, noticeably lowering CPU use when many glows are on screen at once.",
-- No nav: suite-wide automatic improvement, not a single setting.
},
{
module = "Aura Buff Reminders",
title = "Performance Optimizations",
desc = "Aura Buff Reminders now scans your bags once and updates from game events instead of constant polling, lowering CPU use and making consumable and range reminders react instantly.",
-- No nav: automatic improvement.
},
},
features = {
{
module = "Unit Frames",
title = "Smooth Health Bars",
desc = "Health bars can now animate smoothly when health changes instead of snapping, with a per-frame toggle.",
nav = { module = "EllesmereUIUnitFrames", page = "Main Frames", section = "HEALTH BAR", highlight = "Smooth Health Bars",
preSelect = function()
if EllesmereUI._setUnitFrameUnit then EllesmereUI._setUnitFrameUnit("player") end
EllesmereUI._pendingUnitSelect = "player"
end },
},
{
module = "Damage Meters",
title = "DPS in Breakdowns",
desc = "Per-target and per-source breakdown views now show DPS next to total damage, following your Number Format setting.",
nav = { module = "EllesmereUIDamageMeters", page = "Damage Meters", section = "BAR TEXT", highlight = "Number Format" },
},
},
fixes = {
{ module = "Cooldown Manager", text = "Custom glow type and color now apply to abilities that proc into a second ability, such as a Demon Hunter's Eradicate becoming Reap or a Death Knight's Festering Strike becoming Festering Scythe, instead of falling back to the default glow." },
{ module = "Cooldown Manager", text = "Tracking bar fills now animate smoothly instead of jumping between values." },
{ module = "Resource Bars", text = "Vengeance Demon Hunter Soul Fragment pips show the threshold color again once the configured fragment count is reached." },
{ module = "Unit Frames", text = "Health bar backgrounds no longer turn transparent when Reverse Fill is enabled and the unit takes damage." },
},
},
{
version = "8.2.4",
heroes = {
{
module = "Nameplates",
title = "Nameplate Hover Textures",
desc = "Mousing over a nameplate can now show a striped or textured highlight overlay instead of a flat color, with several stripe styles to choose from.",
nav = { module = "EllesmereUINameplates", page = "Display", section = "STYLE", highlight = "Hover Texture" },
},
{
module = "Raid Frames",
title = "Customizable Reduced Max Health",
desc = "The reduced max-health overlay on raid frames was a single fixed texture with no options; it now has full style, color, and opacity controls.",
nav = { module = "EllesmereUIRaidFrames", page = "Frames", section = "ABSORBS", highlight = "Max Health Style" },
},
},
features = {
{
module = "Damage Meters",
title = "Class-Colored Bar Backgrounds",
desc = "A new class-color swatch tints each meter bar's background track with that player's class color, alongside the existing custom color.",
nav = { module = "EllesmereUIDamageMeters", page = "Damage Meters", section = "BARS", highlight = "Background" },
},
{
module = "Nameplates",
title = "Line of Sight Opacity",
desc = "A new slider controls how faded a nameplate becomes when its unit is out of your line of sight.",
nav = { module = "EllesmereUINameplates", page = "General", section = "EXTRAS", highlight = "Line of Sight Opacity" },
},
{
module = "General",
title = "Profiles and Patch Notes Pages",
desc = "Profiles & Presets and Patch Notes are now their own entries in the options sidebar instead of tabs inside Global Settings.",
-- No nav: these are top-level sidebar pages, not a single setting.
},
{
module = "Raid Frames",
title = "Dispel Overlay Preview",
desc = "Preview the raid-frame dispel overlay styling right in the options with a new eye button.",
nav = { module = "EllesmereUIRaidFrames", page = "Frames", section = "DISPELS", highlight = "Dispel Overlay" },
},
},
fixes = {
{ module = "Cooldown Manager", text = "Tracking bars for hero-talent override spells now keep showing after the talent is removed, such as a Death Charge bar that keeps tracking once you untalent and cast Death's Advance." },
{ module = "Nameplates", text = "Fixed a Lua error that could occur when mousing over friendly NPC nameplates that have titles such as innkeepers or flight masters." },
{ module = "Raid Frames", text = "Health bar backgrounds set to class color no longer revert to the custom color as a unit's health changes." },
{ module = "Unit Frames", text = "Health bar backgrounds no longer show through the filled portion when you lower the fill opacity, matching how raid frames already behaved." },
{ module = "Cooldown Manager", text = "Bars anchored to another cooldown bar now stay flush against it when you switch to a character or profile whose bar is a different width." },
{ module = "General", text = "The options sidebar addon list now shows a scroll-to-bottom arrow so it is clear the list can scroll." },
},
},
{
version = "8.2.3",
heroes = {
{
module = "Raid Frames",
title = "Debuff Wrapping",
desc = "Debuffs can wrap into multiple rows, with a set number of icons per row and a chosen wrap direction.",
nav = { module = "EllesmereUIRaidFrames", page = "Auras", section = "DEBUFF DISPLAY", highlight = "Per Row" },
},
{
module = "Character Sheet",
title = "Diminishing Returns in Stat Tooltips",
desc = "A new toggle adds diminishing-returns detail to your secondary and tertiary stat tooltips.",
nav = { module = "EllesmereUIBlizzardSkin", page = "Character Sheet", section = "STAT DISPLAY", highlight = "Show Diminishing Returns" },
},
{
module = "Unit Frames",
title = "Upgraded Boss Frames Settings",
desc = "Boss frames add a single large side buff column, buff duration text, buff and debuff icon spacing sliders, and a sample cast bar in the preview.",
nav = { module = "EllesmereUIUnitFrames", page = "Boss Frames", section = "Buffs and Debuffs", highlight = "Simple Buff Display" },
},
{
module = "Cooldown Manager",
title = "Always Show Buffs is now Per-Bar",
desc = "Always Show Buffs is now a per-bar toggle, so each buff bar can keep its tracked buffs on screen even when they are off cooldown.",
nav = { module = "EllesmereUICooldownManager", page = "CDM Bars", section = "Icon Display", highlight = "Always Show Buffs",
preSelect = function()
if EllesmereUI._setCDMBar then EllesmereUI._setCDMBar("buffs") end
end },
},
{
module = "Nameplates",
title = "More Target and Focus Textures",
desc = "Target and focus highlight textures can now use any SharedMedia bar texture, not just the built-in stripe patterns.",
nav = { module = "EllesmereUINameplates", page = "Display", section = "TARGET & FOCUS EFFECTS", highlight = "Target Texture" },
},
{
module = "Unit & Raid Frames",
title = "Class-Colored Background",
desc = "Unit and raid frame backgrounds can now use each unit's class color instead of a flat custom color.",
nav = { module = "EllesmereUIRaidFrames", page = "Frames", section = "HEALTH BAR", highlight = "Background" },
},
},
features = {
{
module = "Action Bars",
title = "Target-Based Paging",
desc = "Action bars can switch pages automatically based on whether you have a friendly or hostile target.",
nav = { module = "EllesmereUIActionBars", page = "Bar Display", section = "PAGING", highlight = "Friendly Target",
preSelect = function()
if EllesmereUI._setActionBarKey then EllesmereUI._setActionBarKey("MainBar") end
EllesmereUI._pendingActionBarSelect = "MainBar"
end },
},
{
module = "Raid Frames",
title = "Right Mouse Camera Unlock",
desc = "Hold and drag the right mouse button on a raid or party frame to turn the camera, while a quick right-click still opens the unit menu.",
nav = { module = "EllesmereUIRaidFrames", page = "Frames", section = "EXTRAS", highlight = "Right Mouse Camera Unlock" },
},
{
module = "Nameplates",
title = "Separate Aura Duration Settings",
desc = "Debuff, buff, and crowd-control timers now have their own size, color, position, and offset controls.",
nav = { module = "EllesmereUINameplates", page = "Display", section = "GENERAL TEXT", highlight = "Debuff Duration" },
},
{
module = "General",
title = "Disable Slug Outline",
desc = "A single global toggle now controls the slug outline on all UI text instead of separate per-module options.",
nav = { module = "_EUIGlobal", page = "Fonts & Colors", section = "GLOBAL FONT", highlight = "Disable Slug Outline" },
},
{
module = "Cooldown Manager",
title = "Charge Cooldown Edge",
desc = "Spells with charges now show a sweeping cooldown edge, with a per-spell option to hide the radial swipe and keep only the edge.",
nav = { module = "EllesmereUICooldownManager", page = "CDM Bars", section = "", highlight = "" },
},
{
module = "Cooldown Manager",
title = "Active Border Color",
desc = "A new per-spell option recolors an icon's border while the tracked spell is active.",
nav = { module = "EllesmereUICooldownManager", page = "CDM Bars", section = "", highlight = "" },
},
{
module = "Nameplates",
title = "Focus Letter Marker",
desc = "Shows a white letter F on your current focus target's nameplate, with options for its position and size.",
nav = { module = "EllesmereUINameplates", page = "General", section = "EXTRAS", highlight = "Focus Letter" },
},
{
module = "Nameplates",
title = "Experimental: Cast Lockout as CC Icon",
desc = "An experimental option shows a successful interrupt's lockout in the crowd-control icon slot.",
nav = { module = "EllesmereUINameplates", page = "General", section = "EXTRAS", highlight = "Experimental: Cast Lockout as CC Icon" },
},
{
module = "Nameplates",
title = "Hide Enemy Name While Casting",
desc = "A new option hides an enemy's name while its cast bar is showing.",
nav = { module = "EllesmereUINameplates", page = "General", section = "EXTRAS", highlight = "Hide Enemy Name While Casting" },
},
{
module = "Raid Frames",
title = "Private Dispel Overlay Position",
desc = "Choose where the private dispel overlay icons grow: top, bottom, or left.",
nav = { module = "EllesmereUIRaidFrames", page = "Frames", section = "DISPELS", highlight = "Private Dispel Overlay Position" },
},
{
module = "Raid Frames",
title = "Hide Private Auras",
desc = "A new None option in the private aura position lets you turn off private aura icons on the frames entirely.",
nav = { module = "EllesmereUIRaidFrames", page = "Auras", section = "PRIVATE AURAS", highlight = "Position" },
},
{
module = "Raid Frames",
title = "Out-of-Combat Click Bindings",
desc = "Click bindings for the unit menu and for targeting can be limited to out of combat to avoid accidental opens or target changes.",
-- No nav: lives in the click-cast binding rows (static card).
},
{
module = "Raid Frames",
title = "Hide All Unit Tooltips in Combat",
desc = "The Show in Combat tooltip option now covers every unit tooltip in combat, including nameplates, target, focus, and world mobs.",
-- No nav: expands an existing toggle (static card).
},
{
module = "Resource Bars",
title = "Threshold Color Direction",
desc = "You can now set whether a resource bar's threshold color shows when the resource is below or above the value.",
nav = { module = "EllesmereUIResourceBars", page = "Class, Power and Health Bars", section = "CLASS RESOURCE BAR", highlight = "Threshold & Hash Lines" },
},
},
fixes = {
{ module = "General", text = "Party Mode now activates correctly on flexible Mythic raid boss encounters." },
{ module = "Aura Reminders", text = "Consumable and talent reminders now show in flexible Mythic raids, not just fixed 20-player ones." },
{ module = "Aura Reminders", text = "Talent reminders now cover the new Sporefall raid." },
{ module = "Chat", text = "Sidebar icons you have dragged to custom spots no longer drift out of place after a reload." },
{ module = "Chat", text = "Turning on a sidebar icon that was off now adds it correctly and prompts for a reload when one is needed." },
{ module = "Cooldown Manager", text = "The countdown number no longer gets partly hidden behind the icon border, and its position offset applies reliably." },
{ module = "Cooldown Manager", text = "Custom per-spell settings such as swipe color now save and apply for newly added and Hero talent spells instead of reverting to default." },
{ module = "Cooldown Manager", text = "Clicking a bar's custom border color swatch now turns off class color and opens the color picker in one click instead of leaving the border black." },
{ module = "Cooldown Manager", text = "Pixel glow ant settings are no longer greyed out for glow styles other than Auto-Cast Shine." },
{ module = "Nameplates", text = "Target arrows and side icons no longer leave a gap for the full-size cast icon when nothing is casting." },
{ module = "QoL", text = "The dungeon teleport prompt now closes correctly when you leave an instance while in combat." },
{ module = "Raid Frames", text = "Hovering or clicking a unit where a debuff icon overlaps now passes through correctly so casting and targeting keep working." },
{ module = "Raid Frames", text = "The live party preview now lines up with the real frame position when the growth direction is flipped." },
{ module = "Raid Frames", text = "Custom colors for targeted spell buff squares now show correctly in the preview." },
{ module = "Resource Bars", text = "Smart power text now correctly shows a percentage or a value based on your current power type." },
{ module = "Unit Frames", text = "Buffs and debuffs placed to the left or right of a frame now stay centered on the bar and no longer reserve empty vertical space." },
{ module = "Unit Frames", text = "Power text now matches the resource the bar is actually showing for Druids and Monks when shifting forms or specs." },
{ module = "Unit Frames", text = "Name and text on target-of-target and focus-target frames now show the correct class color instead of staying white." },
{ module = "Unit Frames", text = "Switching the health bar from class color to a custom color now shows the color right away instead of looking unchanged until the color picker is opened." },
{ module = "General", text = "A warning now appears when the Improved Talent Loadouts addon is installed, since it can conflict with the action bars." },
{ module = "Damage Meters", text = "Meter bars and text now follow your custom class colors and update instantly when you change them." },
{ module = "Minimap", text = "The size slider now adjusts in single steps for more precise sizing." },
{ module = "Nameplates", text = "The interrupter's name shown on an interrupted cast is now colored by their class instead of always white." },
{ module = "Quest Tracker", text = "Edit mode is no longer blocked from moving the tracker past the edge of the screen." },
{ module = "Unit Frames", text = "Bar Color and Bar Background controls now grey out while Dark Mode is on, since Dark Mode ignores them." },
{ module = "General", text = "Text size sliders across many modules now go up to 30 for larger, more readable text." },
{ module = "Action Bars", text = "A bar hidden with its visibility toggle keybind no longer reappears when you change targets." },
},
},
{
version = "8.2.2",
heroes = {
{
module = "QoL",
title = "LFG Teleport Reminder",
desc = "When you join a Group Finder group for a dungeon that has a teleport, a movable popup appears with the dungeon name and a one-click teleport button. It hides itself when you enter the dungeon, leave the group, or drop into combat.",
nav = { module = "EllesmereUIQoL", page = "Keys, Logs & Brez", section = "LFG REMINDER", highlight = "Enable LFG Reminder" },
},
{
module = "Nameplates",
title = "Friendly Plate Controls",
desc = "New name-size sliders for friendly players and NPCs in both name-only and full-plate modes, plus a custom bar and name color for friendly NPCs.",
nav = { module = "EllesmereUINameplates", page = "General", section = "OTHER NAMEPLATES", highlight = "Friendly Name Size" },
},
{
module = "Nameplates",
title = "Hitbox Upgrades",
desc = "A new eyeball button overlays the clickable area on live enemy plates so you can size the hitbox visually, and increasing the vertical size now grows the hitbox evenly above and below the bar instead of only upward.",
nav = { module = "EllesmereUINameplates", page = "General", section = "ENEMY NAMEPLATE SPACING", highlight = "Hitbox Size X" },
},
{
module = "Nameplates",
title = "Target Highlight & Textures",
desc = "Target highlighting is now three independent toggles (EUI Glow, Border Color, and a new translucent Highlight wash) with a fully colorable border glow, plus four new Target and Focus overlay stripe textures and a per-texture opacity cog.",
nav = { module = "EllesmereUINameplates", page = "Display", section = "TARGET & FOCUS EFFECTS", highlight = "Target Glow Style" },
},
{
module = "Unit & Raid Frames",
title = "Absorb & Heal Absorb Bars",
desc = "New solid strip bars show shield-absorb and heal-absorb amounts, with selectable position, adjustable height, and custom color and transparency. Raid Frames' old absorb toggle is now a position dropdown to match.",
nav = { module = "EllesmereUIUnitFrames", page = "Main Frames", section = "ABSORBS", highlight = "Absorb Bar",
preSelect = function()
if EllesmereUI._setUnitFrameUnit then EllesmereUI._setUnitFrameUnit("player") end
EllesmereUI._pendingUnitSelect = "player"
end },
},
{
module = "Action Bars",
title = "Toggle Bar Visibility Keybind",
desc = "Assign a key to show or hide an individual action bar on the fly. Bind one key to several bars and it toggles them all together as a synced group. Works out of combat.",
nav = { module = "EllesmereUIActionBars", page = "Bar Display", section = "VISIBILITY", highlight = "Toggle Action Bar Visibility" },
},
},
features = {
{
module = "Cooldown Manager",
title = "Desaturate When Not Active",
desc = "A new per-spell icon state that greys out the icon whenever the spell is not in its active state.",
-- No nav: lives in the per-spell cog, no options page to open (static card).
},
{
module = "Cursor",
title = "Only Show When Hidden",
desc = "A new toggle that shows the cursor circle only while you hold the mouse to pan the camera or steer your character.",
nav = { module = "EllesmereUIQoL", page = "Cursor", section = "CURSOR", highlight = "Only Show When Hidden" },
},
{
module = "Damage Meters",
title = "Default on M+ Start",
desc = "A per-window setting that switches a meter window to a chosen type, such as Damage, Healing, or Interrupts, when a Mythic+ key starts.",
-- No nav: lives in the window's in-frame Settings menu (static card).
},
{
module = "General",
title = "Disable Slug Outline",
desc = "A new per-module control that drops the SLUG outline from non-aura text in Unit Frames, Nameplates, and Raid Frames. Aura icon text keeps its outline.",
nav = { module = "_EUIGlobal", page = "Fonts & Colors", section = "GLOBAL FONT", highlight = "Disable Slug Outline" },
},
{
module = "Raid Frames",
title = "Role Icon Upgrades",
desc = "A new Modern Light role-icon style and five new role-position anchors: Top, Left, Center, Right, and Bottom.",
nav = { module = "EllesmereUIRaidFrames", page = "Frames", section = "INDICATORS", highlight = "Role Icons" },
},
{
module = "Unit Frames",
title = "New Aura Filters",
desc = "Buff and debuff filtering adds Crowd Control, Big Defensive, and External Defensive options.",
nav = { module = "EllesmereUIUnitFrames", page = "Main Frames", section = "BUFFS AND DEBUFFS", highlight = "",
preSelect = function()
if EllesmereUI._setUnitFrameUnit then EllesmereUI._setUnitFrameUnit("player") end
EllesmereUI._pendingUnitSelect = "player"
end },
},
{
module = "Unlock Mode",
title = "Unlock Mode Upgrades",
desc = "The element you are moving now gets a clear white selection overlay so you always know which one the arrow keys will nudge, and the X and Y position boxes move in exact pixels that stay in lockstep with arrow-key nudges.",
-- No nav: in-world Unlock Mode UI, no options page to open (static card).
},
},
fixes = {
{ module = "Nameplates", text = "Friendly plate borders now render pixel-perfect and follow the same show, size, and color settings as enemy plates." },
{ module = "Nameplates", text = "Mousing off a friendly nameplate now clears its highlight reliably." },
{ module = "Raid Frames", text = "Aura spacing sliders now allow -1 for tighter, overlapping layouts." },
{ module = "Resource Bars", text = "The rune background no longer shows while a rune is recharging, and restores when it is ready." },
},
},
{
version = "8.2.1",
heroes = {
{
module = "Cooldown Manager",
title = "Always Show Buffs, Now Per-Bar",
desc = "Always Show Buffs is now a per-bar toggle, so each buff bar can independently keep its tracked buffs on screen even when they are off cooldown, with its own option to grey out the inactive ones.",
nav = { module = "EllesmereUICooldownManager", page = "CDM Bars", section = "Icon Display", highlight = "Always Show Buffs",
preSelect = function()
if EllesmereUI._setCDMBar then EllesmereUI._setCDMBar("buffs") end
end },
},
{
module = "Action Bars",
title = "Two New Action Bars",
desc = "Action Bars has two new bars (9 + 10) for all of you demons that need more than 96 slots. Each has its own keybinds and stays hidden until you set its Visibility.",
nav = { module = "EllesmereUIActionBars", page = "Bar Display", section = "VISIBILITY", highlight = "Visibility" },
},
{
module = "Unit Frames",
title = "Heal Absorb Overhaul",
desc = "New heal absorb and absorb textures for Unit and Raid Frames: Large Stripes and Outlined Stripes. Unit Frames got a live preview toggle for heal absorbs, and Right/Left edge placement fixes.",
nav = { module = "EllesmereUIUnitFrames", page = "Main Frames", section = "ABSORBS", highlight = "Heal Absorb Style",
preSelect = function()
if EllesmereUI._setUnitFrameUnit then EllesmereUI._setUnitFrameUnit("player") end
EllesmereUI._pendingUnitSelect = "player"
end },
},
{
module = "Character Sheet",
title = "Mastery Tooltip",
desc = "Hovering Mastery on the character sheet now shows your spec's real mastery (its name and effect, e.g. Mastery: Razor Claws) instead of a generic line.",
nav = { module = "EllesmereUIBlizzardSkin", page = "Character Sheet", section = "CORE OPTIONS", highlight = "Enable Character Sheet" },
},
},
features = {
{
module = "Action Bars",
title = "Menu, Bags & XP Bars Tab",
desc = "Micro Menu, Bag Bar, and XP and Reputation bar settings now live on their own dedicated options tab.",
nav = { module = "EllesmereUIActionBars", page = "Menu, Bags & XP Bars", section = "MICRO MENU & BAGS", highlight = "Micro Menu Visibility" },
},
{
module = "Cooldown Manager",
title = "Customizable Pixel Glow",
desc = "CD and Utility bars get a Pixel Glow Thickness slider plus a cog for Lines and Speed, and the Buff Glow's Pixel Glow gets a matching Lines, Thickness, and Speed cog.",
nav = { module = "EllesmereUICooldownManager", page = "CDM Bars", section = "Icon Display", highlight = "Pixel Glow Thickness" },
},
{
module = "Cooldown Manager",
title = "Charge & Stack Text Positioning",
desc = "Place the charge or stack count in any corner or the center, and preset potions and healthstones now show a sample count in the preview.",
nav = { module = "EllesmereUICooldownManager", page = "CDM Bars", section = "Icon Display", highlight = "Charge/Stack Size" },
},
{
module = "Raid Frames",
title = "Max Name Length",
desc = "A new cog on Name Size caps how many characters of a long unit name show on raid frames.",
nav = { module = "EllesmereUIRaidFrames", page = "Frames", section = "TEXT DISPLAY", highlight = "Name Size" },
},
{
module = "Resource Bars",
title = "Extra Shift Offset",
desc = "The Shift Elements if No Resource and No Power settings get a cog with an Extra Y Offset slider to fine-tune how far anchored elements move.",
nav = { module = "EllesmereUIResourceBars", page = "Class, Power and Health Bars", section = "BAR DISPLAY", highlight = "Shift Elements if No Resource" },
},
},
fixes = {
{ module = "Cooldown Manager", text = "Adding a tracked buff to a custom buff bar no longer shows a duplicate or a generic icon for talent transformed spells." },
{ module = "Action Bars", text = "A mouseover bar no longer vanishes the instant you drop a spell onto it while your cursor is still over it." },
{ module = "Action Bars", text = "The main bar's page-swap arrows now follow its mouseover fade and visibility settings." },
{ module = "Action Bars", text = "The Pet Bar no longer stays visible after exiting Quick Keybind mode." },
{ module = "Nameplates", text = "Cast bar spell text is no longer hidden behind the border, the unit name sits above aura icons, and raid and elite markers sit beneath them." },
{ module = "Nameplates", text = "Top Left and Top Right auras, raid markers, and classification icons now sit flush against the plate edge." },
{ module = "Aura Reminders", text = "The GCD, Modern, and Classic glow styles now render at the correct size." },
{ module = "Bags", text = "Shift-right-clicking a stack inside a category now shows the split-in-OneBag hint." },
{ module = "Profiles", text = "The profile sync popup now closes when you close the options window." },
},
},
{
version = "8.2.0",
heroes = {
{
module = "Raid Frames",
title = "Party Frames in Arena",
desc = "Your party frames now show in arenas instead of raid frames, so small-group styling applies and addons that anchor to party frames keep working.",
-- No nav: automatic behavior with no setting to open (static card).
},
{
module = "Cooldown Manager",
title = "Tracking Bar Size-Matching",
desc = "Cooldown tracking bars can now match the width and height of other interface elements in Unlock Mode.",
-- No nav: Unlock Mode action with no setting to open (static card).
},
{
module = "Cooldown Manager",
title = "Group Tracking Bars",
desc = "Pick which tracking bars chain together and share width and height, with a per-bar checklist.",
nav = { module = "EllesmereUICooldownManager", page = "Tracking Bars", section = "Bar Grouping", highlight = "Group Tracking" },
},
{
module = "Nameplates",
title = "Cropped Icons",
desc = "Make debuff, buff, and crowd-control aura icons rectangular instead of square.",
nav = { module = "EllesmereUINameplates", page = "Display", section = "CORE POSITIONS", highlight = "" },
},
},
features = {
{
module = "Cooldown Manager",
title = "Bloodlust & Heroism Bars",
desc = "Add Bloodlust or Heroism to a Custom Auras bar as a self-timed 40-second icon.",
nav = { module = "EllesmereUICooldownManager", page = "CDM Bars", section = "Bar Layout", highlight = "" },
},
{
module = "Nameplates",
title = "Boss & Neutral Colors",
desc = "Bosses get their own color, split from mini-bosses, and neutral enemies get a custom one.",
nav = { module = "EllesmereUINameplates", page = "Colors", section = "ENEMY COLORS", highlight = "Enemy Types" },
},
{
module = "Nameplates",
title = "DPS \"No Aggro\" Color",
desc = "Highlight enemies you do not have threat on while in a group.",
nav = { module = "EllesmereUINameplates", page = "Colors", section = "THREAT COLORS (INSTANCES ONLY)", highlight = "No Aggro" },
},
{
module = "Resource Bars",
title = "Player Cast Bar Background",
desc = "Set the Player cast bar's background color and opacity.",
nav = { module = "EllesmereUIResourceBars", page = "Cast Bar", section = "DISPLAY", highlight = "Background" },
},
{
module = "Nameplates",
title = "Cast Bar Borders",
desc = "Outline enemy cast bars with an adjustable-thickness border in your own color.",
nav = { module = "EllesmereUINameplates", page = "Display", section = "BARS", highlight = "Cast Bar Border" },
},
},
fixes = {
{ module = "Nameplates", text = "Raid target markers now show behind aura icons instead of overlapping them." },
{ module = "Nameplates", text = "Neutral units now show in the enemy-in-combat color while actively in combat." },
{ module = "Nameplates", text = "Aggro color toggles are now clearly labeled \"Tank:\" and \"DPS:\"." },
{ module = "Unit Frames", text = "Cropped aura icons in the options preview now show at the correct height." },
{ module = "Unit Frames", text = "Clicking a buff or debuff icon in the preview to jump to its setting now works after turning buffs on or changing the debuff count." },
{ module = "Unlock Mode", text = "Movers for deleted or hidden elements no longer reappear as ghosts when opening Unlock Mode or after combat." },
{ module = "Unlock Mode", text = "Size-matching to an element that cannot be matched now shows a clear message instead of doing nothing." },
{ module = "Cooldown Manager", text = "Fixed a phantom 40-second Bloodlust bar appearing in the open world after leaving a dungeon while Sated." },
{ module = "Damage Meters", text = "Bars reserve more space for the amount text so numbers stay readable next to long names." },
{ module = "Bloodlust", text = "Fixed the active-buff overlay falsely reappearing when zoning or logging in while Sated." },
{ module = "Raid Frames", text = "Nicknames from raid-tracker addons now show in the standalone build." },
},
},
{
version = "8.1.9",
heroes = {},
features = {
{
module = "Bags",
title = "Quest Item Highlight",
desc = "Quest items get a gold border; items that start a quest get a corner marker.",
nav = { module = "EllesmereUIBags", page = "Bags", section = "DISPLAY", highlight = "" },
},
{
module = "Minimap",
title = "Omnium Folio Button",
desc = "Adds the expansion landing page (Omnium Folio) button to the minimap, with scale and position controls.",
nav = { module = "EllesmereUIMinimap", page = "Minimap", section = "ICONS AND BUTTONS", highlight = "Show Omnium Folio" },
},
{
module = "Nameplates",
title = "Friendly Names Not Clickable",
desc = "Make friendly player and NPC nameplates click-through so their names never block your mouse or cause accidental targeting.",
nav = { module = "EllesmereUINameplates", page = "General", section = "OTHER NAMEPLATES", highlight = "Friendly Names Not Clickable" },
},
},
fixes = {
{ module = "Action Bars", text = "Spells with charges and on-use trinkets now desaturate correctly while on cooldown." },
{ module = "Bags", text = "Dragging items no longer drops them in the wrong slot when the window scale isn't 100%." },
{ module = "Raid Frames", text = "Boss debuff countdown text now scales consistently with the icon size." },
{ module = "Raid Frames", text = "Non-Left Click bindings work for Targeting players via Hovercast again after the 12.0.7 change." },
{ module = "Nameplates", text = "Scale Target Nameplate is now the only control that resizes your target's plate; at 100% it no longer changes size." },
{ module = "Nameplates", text = "Full-height cast bar spell icon stays flush with the bars as nameplates move." },
{ module = "Auto Logging", text = "Auto combat logging now triggers for current Mythic (Flexible) raids." },
{ module = "Context Menu", text = "Fixed a Lua error when setting focus directly from the right-click menu." },
{ module = "Shifter", text = "Fixed an error sometimes thrown after leaving a group you joined via Group Finder." },
},
},
{
version = "8.1.7",
heroes = {
{
module = "Raid Frames",
title = "New Shield & Heal Absorb Styles",
desc = "Blizzard's modern layered shield and overshield spark for both damage and heal absorbs.",
nav = { module = "EllesmereUIRaidFrames", page = "Frames", section = "ABSORBS", highlight = "Absorb Style" },
},
{
module = "Bags",
title = "MultiBag View",
desc = "Shows one section per equipped bag, with a Default Bag Type dropdown for how bags and the bank open.",
nav = { module = "EllesmereUIBags", page = "Bags", section = "DISPLAY", highlight = "Default Bag Type" },
},
{
module = "Nameplates",
title = "Interrupt-Ready Cast Highlight",
desc = "Enemy cast bars shade the moment your interrupt comes off cooldown.",
nav = { module = "EllesmereUINameplates", page = "Colors", section = "CAST BAR", highlight = "Cast Color" },
},
{
module = "Bags",
title = "Auto-Size to Fit",
desc = "Grows the bag window so the active tab's slots fit without scrolling, then resets on close.",
nav = { module = "EllesmereUIBags", page = "Bags", section = "DISPLAY", highlight = "Auto-Size to Fit" },
},
{
module = "Cooldown Manager",
title = "Hide Items if Missing",
desc = "Hide a bar's consumables entirely when you have none, instead of dimming them.",
nav = { module = "EllesmereUICooldownManager", page = "CDM Bars", section = "Extras", highlight = "Hide Items if Missing" },
},
{
module = "Resource Bars",
title = "Shift Elements if No Power",
desc = "Shift power-bar-anchored elements to close the gap when the Power Bar is hidden.",
nav = { module = "EllesmereUIResourceBars", page = "Class, Power and Health Bars", section = "BAR DISPLAY", highlight = "Shift Elements if No Power" },
},
},
features = {
{
module = "Nameplates",
title = "Cast Bar Spell Icon Placement",
desc = "Move the enemy cast icon to the right, or show it full-height across the bars.",
nav = { module = "EllesmereUINameplates", page = "Display", section = "BARS", highlight = "Spell Icon" },
},
{
module = "Nameplates",
title = "Quest Objective on Quest Mobs",
desc = "Replace the quest crosshair on world quest mobs with the live objective count.",
nav = { module = "EllesmereUINameplates", page = "General", section = "EXTRAS", highlight = "Replace Quest Icon with Objective" },
},
{
module = "Nameplates",
title = "Uninterruptible Cast & Shield",
desc = "Give uninterruptible casts their own color, with an optional shield icon.",
nav = { module = "EllesmereUINameplates", page = "Colors", section = "CAST BAR", highlight = "Uninterruptible Cast" },
},
{
module = "Nameplates",
title = "Aura Stacks Text Styling",
desc = "Position, color, and size/offset controls for stack text, matching Aura Duration.",
nav = { module = "EllesmereUINameplates", page = "Display", section = "GENERAL TEXT", highlight = "Aura Stacks" },
},
{
module = "Nameplates",
title = "Important Cast Color",
desc = "Tint the cast bar for spells the game flags as important.",
nav = { module = "EllesmereUINameplates", page = "Colors", section = "CAST BAR", highlight = "Cast Color" },
},
{
module = "Nameplates",
title = "Darken Enemies Out of Combat",
desc = "Dim enemy nameplate colors until they are in combat.",
nav = { module = "EllesmereUINameplates", page = "Colors", section = "ENEMY COLORS", highlight = "Darken Enemies Out of Combat" },
},
{
module = "Nameplates",
title = "Interrupted Cast Flash",
desc = "Flash an enemy's cast bar and show \"Interrupted\" when you kick it.",
nav = { module = "EllesmereUINameplates", page = "Colors", section = "CAST BAR", highlight = "Show Interrupted Flash Effect" },
},
{
module = "Nameplates",
title = "Per-Element Aura Spacing",
desc = "Separate icon spacing for debuffs, buffs, and crowd control.",
nav = { module = "EllesmereUINameplates", page = "Display", section = "CORE POSITIONS", highlight = "" },
},
{
module = "Unit Frames",
title = "Aura Max Per Row",
desc = "Cap how many buff and debuff icons show per row and wrap the rest onto new rows.",
nav = { module = "EllesmereUIUnitFrames", page = "Main Frames", section = "BUFFS AND DEBUFFS", highlight = "Buff Display",
preSelect = function()
if EllesmereUI._setUnitFrameUnit then EllesmereUI._setUnitFrameUnit("player") end
EllesmereUI._pendingUnitSelect = "player"
end },
},
{
module = "Unit Frames",
title = "Interrupt-Ready Mid-Cast Bar",
desc = "Tint the part of a cast where your interrupt comes off cooldown.",
nav = { module = "EllesmereUIUnitFrames", page = "Main Frames", section = "CAST BAR", highlight = "Show Cast Bar",
preSelect = function()
if EllesmereUI._setUnitFrameUnit then EllesmereUI._setUnitFrameUnit("target") end
EllesmereUI._pendingUnitSelect = "target"
end },
},
{
module = "Unit Frames",
title = "Cast Bar Background",
desc = "Set the cast bar's background color and opacity per frame.",
nav = { module = "EllesmereUIUnitFrames", page = "Main Frames", section = "CAST BAR", highlight = "Bar Background",
preSelect = function()
if EllesmereUI._setUnitFrameUnit then EllesmereUI._setUnitFrameUnit("player") end
EllesmereUI._pendingUnitSelect = "player"
end },
},
{
module = "Unit Frames",
title = "Boss Simple Debuff Display",
desc = "Stack boss debuffs into one large left- or right-anchored column.",
nav = { module = "EllesmereUIUnitFrames", page = "Boss Frames", section = "Buffs and Debuffs", highlight = "Simple Debuff Display" },
},
{
module = "Unit Frames",
title = "Absorb Short Health Text",
desc = "Show absorbs in compact form (e.g. 230k).",
nav = { module = "EllesmereUIUnitFrames", page = "Main Frames", section = "HEALTH BAR", highlight = "Left Text",
preSelect = function()
if EllesmereUI._setUnitFrameUnit then EllesmereUI._setUnitFrameUnit("player") end
EllesmereUI._pendingUnitSelect = "player"
end },
},
{
module = "Raid Frames",
title = "Targeted Spells: When Healing",
desc = "Auto-enable targeted spells only when you are a healer.",
nav = { module = "EllesmereUIRaidFrames", page = "Frames", section = "TARGETED SPELLS", highlight = "Show Targeted Spells" },
},
{
module = "Raid Frames",
title = "Hide Empty Groups",
desc = "Collapse empty raid subgroups so the rest close ranks.",
nav = { module = "EllesmereUIRaidFrames", page = "Frames", section = "LAYOUT", highlight = "Show Groups" },
},
{
module = "General",
title = "Expanded Font Controls",
desc = "Apply your font to all game text, outline icon text, and set Raid Frame and Bag fonts.",
nav = { module = "_EUIGlobal", page = "Fonts & Colors", section = "GLOBAL FONT", highlight = "Apply to All Game Text" },
},
{
module = "General",
title = "Font Picker for CJK/Cyrillic",
desc = "A working font dropdown for glyph-restricted locales.",
nav = { module = "_EUIGlobal", page = "Fonts & Colors", section = "GLOBAL FONT", highlight = "Global Font" },
},
},
fixes = {
{ module = "Nameplates", text = "Health percent text can now show one decimal place (e.g. 72.4%)." },
{ module = "Nameplates", text = "Fixed the interrupt tick and interrupt-ready marker flickering during your rotation." },
{ module = "Nameplates", text = "Fixed the interrupt tick jittering by a pixel as a cast progressed." },
{ module = "Cooldown Manager", text = "Now shows the real spell's keybind when both a macro and the spell are bound." },
{ module = "Cooldown Manager", text = "Racial tracking simplified to a single entry that follows your character's race." },