v5.3.1
What's new
DandersFrames Changelog
[5.3.1]
New Features
- (Icons) Pings now show on frames. When a group member pings a player, the ping icon appears on that player's frame, matching the default raid frames. Find it under Indicators > Icons > Ping Icon, with the usual scale, position and hide-in-combat options.
- (Tooltips) Every DF tooltip type now has its own Show Out of Combat and Show In Combat setting, each offering Show, Hold Shift, Hold Ctrl, Hold Alt or Hidden — so frame tooltips can, for example, appear only while holding Alt out of combat and never in combat. This replaces the Disable In Combat checkboxes for frame and binding tooltips; existing choices carry over. (by Krathe)
- (Auto Layouts) Layouts can now be renamed. Click a layout's name to open its dialog, which now carries the name alongside the player range. (by Krathe)
Bug Fixes
- (Targeted Spells) The Targeted List drops a caster's bar the moment it dies — bars no longer linger for a second or two on dead mobs, and a cast with no cast time no longer shows a huge garbage countdown. (by Krathe)
- (Targeted Spells) Personal targeted icons no longer shuffle sideways as casts start and expire: new casts join at the end, showing icons hold their place, and the row re-centres as icons come and go. Also fixes the Max Icons cap being able to hide the one cast that was actually aimed at you. (by Krathe)
- (Tooltips) Fix a suppressed frame tooltip re-appearing a moment later, fix pet frame tooltips ignoring the tooltip settings entirely, and fix the tooltip flashing up when a modifier key is pressed while the mouse is already on a frame. (by Krathe)
- (Raid Frames) Fix turning Use Group-Based Layout on or off silently re-orienting the raid, so rows stay rows and columns stay columns. (by Krathe)
- (Auto Layouts) Fix a layout showing a false override on Growth Direction, with a mismatched global and a reset that applied the wrong orientation. (by Krathe)
- (Dispel) Fix the dispel overlay staying dark on poisons for a Shaman carrying Poison Cleansing Totem. (by Krathe)
- (Dispel) Fix "Only Dispellable by You" never lighting for bleeds on a Dwarf, whose Stoneform clears them. (by Krathe)
- (Missing Buffs) Fix missing buff icons going stale and never coming back — most often after a raider walked out of range, and after a wipe. The icons stayed hidden until you re-buffed that player, a fight started, or you reloaded. (by Krathe)
- (Test Mode) Fix preview auras being left behind on your real party and raid frames after leaving test mode or locking frames, showing icons nobody actually has until a reload.
- (Test Mode) Leaving test mode no longer briefly freezes the game while frames return to their real auras.
Changes
- (Resource Bar) The Size controls now rename themselves to match the bar's orientation, and a new Adjust For Frame Border option decides whether a matched bar tucks inside the frame border or spans the full health bar. (by Krathe)
- (Defensive Icons) The stack count now uses the addon's own font at a smaller size, matching every other piece of DF text. Profiles that set their own font or scale keep it. (by Krathe)
- (Debuffs) "Any Dispel Type" and "All Dispellable" were the same filter, so they are now one option. (by Krathe)
- (Test Mode) The Defensives on/off is back in the test panel, alongside the count slider it drives. (by Krathe)
[5.3.0]
New Features
- (Frames) New Frame Fade settings under General > Frame. A Global Frame Fade slider sets the opacity of every unit frame so they can recede into your UI. Tick "Separate Combat Fade" for two values — one out of combat, one in — so frames sit faded while you're idle and snap to full when a fight starts. "Show In-Combat Fade When Hovering" brings frames back to their in-combat opacity while your mouse is on one (every frame, or just the hovered one), and "Use In-Combat Fade In Instances" holds the in-combat opacity for the whole dungeon, raid, arena or battleground so you don't fade out between pulls. Combines with the out-of-range and health fades.
- (Test Mode) New Indicator Info toggle in the Test Mode panel. With it on, hover any element on a test frame — buff bar, debuff bar, defensive icon, missing buffs, Aura Designer indicators and layout groups — to highlight it and see its name plus the settings page that controls it. (by Krathe)
- (Raid Frames) New Center Mode for centred group layouts (Frames > Raid Frames > Group Layout). "Fixed" pins your first groups to the anchor and grows extra groups off to one side, so the frames you watch stop sliding sideways as the raid fills and wraps. "Default" keeps the whole block centred. Only applies with a centred Groups Anchor and Groups Before Wrap under 8. (by Krathe)
- (Raid Frames) "Groups Grow From" and "Row Order" are now a single corner picker: click the corner of the frame area you want the groups to sit in. Cells that can't apply at your current settings are hidden. (by Krathe)
Bug Fixes
- (Aura Designer) Fix indicators and effects dying mid-fight and not coming back until a reload — icons frozen with the timer stuck, health-bar recolours vanishing, HoTs "just stopping", or an effect stuck on the wrong people. It was triggered by anything that briefly interrupted identity data during combat: a battle rez, a cinematic, a vehicle, a phase change or a disconnect. (by Krathe)
- (Aura Designer) Fix your own frame's tracked buffs disappearing for minutes at a time while riding an encounter platform or transport. (by Krathe)
- (Auras) Fix an error storm on entering an instance after the 18 Aug client update, which also left aura rows, dispel borders and overlays blank until a reload.
- (Auras) Fix auras and Aura Designer indicators sometimes staying faded on a group member who is back in range — most often after combat, a phase change or someone reconnecting.
- (Auras) Fix stale auras sticking around until a reload: after a cinematic, after reloading while a group member was a ghost, or when a frame was reused for a different player after a roster change. Aura displays now also re-check their hide conditions every few seconds as a safety net. (by Krathe)
- (Auras) Auras on a group member who isn't in your part of the world — another instance, another phase, a ghost after releasing — now hide on every display (debuff row, dispel highlight, Aura Designer indicators), not just the buff bar. A newly placed indicator no longer instantly fills with the wrong aura on those members. (by Krathe)
- (Auras) Fix the debuff row going empty after switching the debuff filter to All Debuffs during a dungeon. (by Krathe)
- (Auras) Fix an enlarged important debuff making the row wrap one icon early and its tooltip hover area not matching the bigger icon, and fix the debuff preview enlarging every icon when Priority is ticked together with Boss and/or Role. (by Krathe)
- (Auras) The debuff Icons Per Row slider now greys out under vertical growth, where it has no effect. The warning that category filters can't catch every debuff is back as a caution banner under the All Debuffs switch, shown only while that switch is off. (by Krathe)
- (Aura Designer) Fix My Buffs / Any Buffs still reporting a spell as tracked in the other pool after all of its effects had been deleted. (by Krathe)
- (Aura Designer) The health-bar tint's "Show When Missing" mode now honours "Tint Entire Bar", so missing health stays visible instead of the tint covering the whole bar. (by Krathe)
- (Aura Designer) Fix the Buff Bar still showing after answering "replace my buffs" when enabling the Aura Designer, and the Buff Bar banner's "Enable Buffs" link having the same problem in reverse. (by Krathe)
- (Aura Designer) Fix indicators stuck under the health bar with the Frame Level slider doing nothing — a leftover setting from an old version was pinning them below the frame. It is cleared automatically. (by Krathe)
- (Aura Designer) Fix the Aura Designer appearing to enable itself when switching between the Party and Raid tabs — the two modes could end up sharing one preset. (by Krathe)
- (Aura Designer) Bar indicators now use the same section names and order as icons and squares: "Texture & Colors" is now "Appearance", and "Show When Missing" leads the square card the way it leads the icon card. (by Krathe)
- (Dispel Highlight) Fix the overlay washing whole frames in flat white (or the wrong colour) in dungeons. (by Krathe)
- (Dispel Highlight) Your own dispel colours now apply to the debuff icon border (they were meant to before, but the palette could never be built — if your border colours look different, that is the setting working for the first time), update straight away when you switch or import a profile, and apply correctly to debuffs with no dispel type. Changing the debuff border colour on the Indicators page now reaches your frames. (by Krathe)
- (Dispel Highlight) "Show On Current Health Only" now applies from the moment the overlay first appears mid-fight instead of covering the whole frame until you next leave combat, and it now accounts for reduced maximum health in dungeons and raids. (by Krathe)
- (Raid Frames) Group Display Order and My Group First now actually apply to grouped raid layouts — they were being ignored by the final positioning pass. (by Krathe)
- (Raid Frames) Fix group headers occasionally sized a pixel off with pixel-perfect snapping on, and Center Mode "Fixed" being ignored when entering test mode until a setting was changed. (by Krathe)
- (Party Frames) Fix "Center" in the position panel not actually centring the party frames. Frame spacing now snaps to the pixel grid with pixel-perfect on, so elements like the resource bar no longer sit a pixel out on some frames and not others (party and arena). (by Krathe)
- (Pet Frames) Fix the pet frame sometimes not coming back after you die, release and resummon. (by Krathe)
- (Pinned Frames) Fix friendly NPC boss frames showing no auras or Aura Designer indicators at all, and pinned boss frames not picking up settings changes, highlights, raid target markers or defensive/missing-buff/dispel updates like every other frame. (by Krathe)
- (Pinned Frames) Fix icons set to "Hide In Combat" staying hidden on pinned frames after combat ends. (by Krathe)
- (Pinned Frames) Fix pinned test frames staying on screen over the real UI when combat starts during Test Mode, and not following raid Test Mode settings changes or changes made while in combat. (by Krathe)
- (Pinned Frames) Changing a pinned set's Direction now relabels its grow-from controls to match the new orientation. (by Krathe)
- (Resource Bar) Fix the bar vanishing while dragging Offset X/Y with Match Health Bar on, the size sliders moving the wrong axis on a vertical bar mid-drag, and Border Thickness shortening the bar behind an opaque border. (by Krathe)
- (Settings) Fix editing a colour in DandersFrames also changing the last colour edited in another addon when "Use DF Color Picker for All Addons" is on. (by Krathe)
- (Test Mode) The defensive icon now previews by default (Defensive Icons count defaults to 1 instead of 0). (by Krathe)
- (Text Designer) The Frame Preview now follows frame size and Preview Scale live and stays inside its panel. (by Krathe)
- (Debug Console) "Minimum Log Level" now stops lower-level lines being recorded at all instead of only hiding them, several failure paths that used to log nothing now report, and the console no longer shows an empty window when the log contains certain aura filter text. (by Krathe)
Changes
- (Raid Frames) Heads up: if you use a centred Groups Anchor or a flat raid layout, some frames may move once after this update — on purpose. Drag them where you want them and they will stay. Details below.
- (Raid Frames) Centred group layouts now sit exactly where the anchor says. An old hidden offset could drag them (and the unlock box) sideways by up to a few hundred pixels at some settings; it has been removed. If your raid frames appear somewhere new, drag them once and they will stay. (by Krathe)
- (Raid Frames) Profiles using a centred anchor with Groups Before Wrap under 8 are switched to Center Mode "Fixed" automatically where that reproduces the old layout exactly — those frames don't move at all. Profiles the old layout couldn't hold steady are left on "Default" to choose for themselves. (by Krathe)
- (Raid Frames) "Players Grow From" now reverses the fill order in flat (non-grouped) raid layouts as it always should have. If you had it set to End, players now fill in the opposite order to before. (by Krathe)
[5.2.1]
Bug Fixes
- (Settings) Fix many labels in the settings panel showing up blank — page names, section titles, filter category names and info banners among them.
[5.2.0]
New Features
- (Aura Designer) Spells with more than one effect now show a "Tracked IDs" list on their indicator card — untick any effect you don't want that indicator to show. Each row shows the effect's own icon and hovering it shows the spell's tooltip. (by Krathe)
- (Aura Designer) Health Bar Color, Background Color and Border can switch to a second colour while a buff is inside its refresh window — so a heal-over-time can change colour the moment recasting it wastes nothing. (by Krathe)
- (Aura Designer) Filter groups can now render as solid coloured squares instead of spell icons — pick a Shape on the group's Appearance card. (by Krathe)
Bug Fixes
- (Aura Designer) Fix indicators on shared slots fading twice as much as intended out of range, and staying faded after entering combat while someone was out of range.
- (Aura Designer) Every configured Health Bar Color and Background Color now shows, not just the highest-priority one; when several are active the highest priority draws on top. (by Krathe)
- (Aura Designer) Fix the enable toggle silently changing your Show Buffs setting when nothing needed to change. (by Krathe)
- (Auras) Fix buffs and debuffs sometimes staying hidden on group members after they died, released or disconnected — most noticeable for healers in raids and battlegrounds. (by Krathe)
- (Auras) Duration text now counts down cleanly to the end — 3, 2, 1, gone — instead of showing the final second twice. (by Krathe)
- (Bars) The absorb shield now sits beside incoming heals instead of on top of them — health, then incoming healing, then shield, matching the game's own frames. (by Krathe)
- (Bars) Incoming heals now account for consuming heal absorbs (like Necrotic): the heal bar shows only what will actually land, while the red wash shows the full amount eaten. (by Krathe)
- (Bars) Show Overheal now actually lets incoming heals overflow past the end of the health bar. (by Krathe)
- (Bars) Fix the frame border rendering underneath the absorb and heal prediction bars. (by Krathe)
- (Bars) Display Mode changes for the absorb, heal absorb and heal prediction bars apply immediately. (by Krathe)
- (Bars) The absorb Clamp Mode "None" now truly leaves the shield unclamped. (by Krathe)
- (Bars) Fix solo-mode resource bars appearing on frames other than your own. (by Krathe)
- (Debuff Bar) Fix the whole debuff row going empty on some group members — showing a dispel highlight with no debuff icon under it — when debuff categories were combined.
- (Debuff Bar) Fix debuffs appearing twice when Non-Player Debuffs was enabled alongside another category. (by Krathe)
- (Dispel Highlight) Gradient, border and symbol opacity now actually apply in game — the overlay previously rendered at full brightness regardless of the sliders. (by Krathe)
- (Dispel Highlight) Fix gradient opacity being applied twice for profiles upgraded from v4, which locked the overlay at full brightness. (by Krathe)
- (Indicators) "Hide in Combat" now works for every icon that offers it — Leader, MT/MA, AFK, Phased, Vehicle, Summon, Raid Target and Ready Check all hide when the fight starts and return when it ends. (by Krathe)
- (Defensive Icons) Fix the defensive row showing the previous occupant's defensives after a roster change moved someone else into that frame.
- (Layout) The raid Growth Direction dropdown and its labels now agree — Rows or Columns configures exactly what it says. (by Krathe)
- (Raid Frames) Fix the unlock overlay box drawing half a group-row away from the frames with Center group alignment. (by Krathe)
- (Pinned Frames) Fix pinned frames staying on screen after leaving a raid, and an error when entering a raid with more party pinned sets than raid ones. (by Krathe)
- (Pinned Frames) Fix the missing-buff strip never showing on follower dungeon companions. (by Krathe)
- (Pet Frames) Pet frames no longer sit under neighbouring health bars on the first test mode entry. (by Krathe)
- (Click Casting) Fix importing per-character macros erroring out and showing nothing. (by Krathe)
- (Global Fonts) Apply to All now reaches the Aura Designer's text defaults, placed indicators and group text styles. (by Krathe)
- (Test Mode) The test panel's Absorbs and Heal Prediction toggles now apply to every frame when switched on mid-session. (by Krathe)
- (Test Mode) Aura row Anchor, Offset, Growth, Spacing and Wrap changes now apply to the preview straight away instead of after toggling test mode. (by Krathe)
- (Test Mode) Absorbs, heal absorbs and incoming heals preview reliably on the first entry after a reload and follow the test panel's toggles. (by Krathe)
- (Test Mode) The preview honours Smooth Bar Animation and labels which slot is you. (by Krathe)
- (Settings) Fix settings text rendering as boxes on Chinese, Korean and other non-Latin clients when the chosen Settings Font lacks those characters — including with the default font.
- (Settings) Fix the absorb texture preview sometimes showing the wrong texture after a reload until the settings window was reopened.
- (Debug) The debug console no longer goes blank on very large logs, and big exports are split into parts. (by Krathe)
Improvements
- (Settings) The in-game changelog is now a proper page: each release gets its own banner, new features are highlighted and click through to their settings, and fixes are grouped by area.
- (Aura Designer) The filter picker now has a scrollbar and a search box, matching the addon's other dropdowns.
- (Debuff Bar) The Important Debuffs settings box now previews the corner marker beside its title in your chosen colours. (by Krathe)
- (Debug) New IDGATE debug category traces every aura-visibility gate decision with its reason — enable it when chasing a "my auras vanished" report. (by Krathe)
[5.1.3]
New Features
- (Debuff Bar) New "Non-Player Debuffs" category — show only debuffs applied by enemies and the environment, dropping player-cast clutter such as Sated or Forbearance. (by Krathe)
- (Frames) New frame level sliders for the aggro, hover, and selection highlights, the dispel display, and the heal prediction bar, so they can be reordered against other frame elements. (by Krathe)
Bug Fixes
- (Aura Designer) Fix placed indicators sometimes getting stuck at their out-of-range transparency until a reload. (by Krathe)
- (Frames) Fix missing-buff icons coming back dim after the unit was out of range. (by Krathe)
- (Debuff Bar) Fix the boss, role, and priority categories showing miscategorised debuffs on group members in another phase or instance. (by Krathe)
- (Buffs & Debuffs) Filter checkbox tooltips now show their explanations instead of repeating the label. (by Krathe)
[5.1.2]
New Features
- (Indicators) Defensive icons can now show a stack count, with its own font, size, and colour settings. (by Krathe)
Bug Fixes
- (Aura Designer) Fix wrong buffs flooding placed indicators while in a vehicle, phased far away, dead, or disconnected. (by Krathe)
- (Dispel Highlight) "Show On Current Health Only" now tints just the health bar instead of washing over the absorb bar and icons above it. (by Krathe)
- (Frames) Fix health, absorb, heal prediction, and resource bars occasionally stacking in the wrong order. (by Krathe)
- (Aura Designer) Fix placed indicators always showing tooltips (and blocking clicks) no matter what the tooltip settings said.
- (Aura Designer) Fix icons not filling their configured size when Show Border is off.
- (Pinned Frames) NPC frames follow their configured health colours again instead of rendering grey.
- (Pinned Frames) Fix an error when switching a pinned frame to a Friendly Boss NPC while a resource bar class filter is set.
- (Test Mode) Fix disabled elements (borders, duration bars, timers, stack counts, dispel text) sticking to the preview icons until a reload.
- (Frames) Fix a missing frame border side at certain positions and UI scales.
- (Pet Frames) Pet frames no longer hide behind neighbouring frames' health bars, and their position and size settings apply immediately when typed in - including in test mode.
- (Click-Casting) Spells in the binding picker sort into the right Spec/Class/General sections on every language.
- (Filter Designer) Fix errors when opening the Filter Designer during combat.
- (Frames) Aura icons no longer linger on dead players; they clear on death and return refreshed on revival.
- (Pinned Frames) Story-mode NPC companions no longer show a missing-buff icon for buffs they cannot receive.
- (Pinned Frames) Buff, debuff and defensive icon settings apply to pinned frames immediately instead of waiting for the next aura change.
[5.1.1]
Bug Fixes
- (Aura Designer) Fix layout groups showing only their first member when the group mixes different spells.
- (Pinned Frames) Fix constant error spam on boss frames from role and class colour lookups; boss frames now fall back to their configured colours cleanly.
- (Pinned Frames) Fix pinned NPC frames showing as offline players, with a stuck "Offline" text and a full grey health bar.
- (Aura Designer) Fix aura tooltips staying on after being turned off (and staying off after being turned on) — the Aura Designer tooltip settings now apply immediately instead of after a reload.
- (Auras) Fix the brief flash of unfiltered buffs when a cinematic ends. (by Krathe)
- (Test Mode) Test mode no longer fills other addons' aura displays with sample icons while it is open. (by Krathe)
- (Auras) Fix the absorb bar hiding behind the Dispel Overlay while a dispellable debuff was active. (by Krathe)
[5.1.0]
New Features
- (Filter Designer) Track some of a spell's IDs instead of all or none. Some spells put more than one aura on you at once — Holy Bulwark shows its buff and its absorb shield. Rows for those spells now show how many IDs they carry; click it to open the row and untick the ones you don't want. Works in built-in and custom filters alike. (by Krathe)
Bug Fixes
- (Auras) Fix disabled buff bars and defensive icons sometimes reappearing on their own.
- (Auras) Fix all buffs showing unfiltered after watching a cinematic — including the one 12.1 plays on first login, which made it look like an upgrade problem. (by Krathe)
- (Aura Designer) Group icons close the gap when a member's aura is missing, in the order you arranged them, as they did before 5.0. (by Krathe)
- (Aura Designer) Indicators now match every spell ID a spell has, not just one — Ebon Might now shows on the Augmentation Evoker's own frame. (by Krathe)
- (Aura Designer) Fix indicators that rendered but had no card and could not be deleted; affected profiles are repaired automatically. (by Krathe)
- (Aura Designer) Symbiotic Relationship now shows on the druid's own frame. (by Krathe)
- (Aura Designer) The Frame Preview follows frame size and Preview Scale immediately, and stays inside its box. (by Krathe)
- (Aura Designer) Filter groups follow the account-wide "Default Frame Level" setting. (by Krathe)
- (Buff Bar / Debuff Bar) Max Buffs and Max Debuffs set to 0 now show nothing in test mode, instead of one icon. (by Krathe)
- (Buff Bar / Debuff Bar) Turning Show Border off removes the borders immediately. (by Krathe)
- (Auras) Fix the Dispel Overlay covering the whole frame, and "Show On Current Health Only" now clips it to the filled part of the health bar and follows damage and healing. (by Krathe)
- (Auras) Fix the Defensive Icon row showing every buff instead of the ones you chose. (by Krathe)
- (Targeted Spells) The movers now follow the Targeted List and Personal Targeted enable toggles while frames are unlocked. (by Krathe)
- (Interface)
/df debug attachedno longer locks the game up while it runs. (by Krathe)
Improvements
- (Filter Designer) Spell rows in the picker show their spell IDs, matching the rows inside a filter. (by Krathe)
- (Buff Bar / Debuff Bar) The Show Buffs and Show Debuffs switches now lead their pages, in a box named "Visibility". (by Krathe)
- (Interface) The buffs-disabled notice reads "Enable Buffs or Open Aura Designer" — the two links ran together as one. (by Krathe)
[5.0.0]
WoW 12.1 (Midnight) Rework
The 12.1 rework is a big team effort — brought to you by Danders, Krathe and Maelareth. A single change below often includes work from more than one of us, so entries aren't credited individually.
DandersFrames has been rebuilt for WoW 12.1 (Midnight), which fundamentally changed how the game handles auras. This build runs on 12.1 only — 12.0.x stays on 4.7. Every aura row — buffs, debuffs, defensives and missing buffs — now renders through the game's new protected aura engine.
(Auras) New: Dispel Text. The debuff bar can show a short letter code on each debuff for its dispel type — Ma for Magic, Po for Poison, and so on — a colourblind-friendly cue alongside the coloured border. It uses the game's own wording for your language. Enable it in the new "Dispel Text" section on the Debuffs page, with font, size, colour and position options. No Accessibility setting is needed: the text shows whether or not Colorblind Mode is on.
(Auras) New "Aura Duration Update Rate" setting (General > Settings) — choose how often aura countdown text refreshes: Smooth, Normal or Performance. Applies account-wide to the buff, debuff and defensive bars and Aura Designer indicators.
(Auras) Permanent auras no longer show a duration timer on their icons. This is the new default for the buff, debuff and defensive bars and for Aura Designer indicators and groups — you can bring the timer back with the "Hide Duration on Permanent Auras" checkbox in each Duration section.
(Auras) New: Duration Bars. Buff, debuff and defensive icons can now show a small bar that drains with each aura's remaining time, tucked just below (or above) the icon. Enable it in the new "Duration Bar" section on the Buffs, Debuffs and Defensive Icon pages, with height, gap, texture and colour options — and Aura Designer groups get the same section on each group card.
(Auras) New sort controls: buff and debuff bars can show your own auras first and reverse the sort direction, and the defensive icon's order is now selectable (Externals First, Most Urgent, or Default).
(Auras) Duration text can now show a percentage. The Duration Format dropdown gains a "Percent" option (shows "45%" instead of the seconds remaining), on the Buffs, Debuffs and Defensive Icon pages and on every Aura Designer indicator. The Aura Designer bar, which has room for a longer label, also gets a "Seconds + Percent" option that shows both at once (like "12s (45%)"). The old "Short" format is now labelled "Seconds", and "Full" (the wordy "14 Seconds" form) is no longer offered for icons where it never fit — it stays available for Aura Designer bars. Colour by Time still applies to the percentage, and "Hide Above" is unavailable while a percent format is selected (its threshold is in seconds).
(Auras) New "Order Applied" sort order. Buffs and debuffs can now be sorted by the order they were applied, so an icon keeps its place for as long as the aura lasts instead of moving each time it refreshes — worth choosing if you track auras by position rather than by reading them. Available on the Buffs and Debuffs pages, and on every Aura Designer group card. "My Auras First" doesn't apply to it (it is one fixed order), so it greys out while it's selected. The Sort Order lists now read Default → Time Remaining → Alphabetical → Order Applied rather than alphabetically.
(Tooltips) Aura tooltip position and Disable in Combat work again. The Tooltips page's Anchor, Offset and "Disable in Combat" controls for buff, debuff and defensive icons were greyed out on 12.1 as a game limitation — the new aura engine wouldn't let an addon place the tooltip. The current build restores that, so those settings drive the tooltip again: pin it to the icon with an offset, follow the cursor, or leave it on the game default, and hide it in combat. Changes apply live (at the end of combat if you're mid-fight). "Center" has no game equivalent and falls back to the default position.
(Auras) The Dispellable debuff filter has a new "Any Dispel Type" mode — show every debuff with a dispel type, even ones nobody in the group can dispel.
(Auras) New "Hide Permanent Auras" option for the buff bar — hides buffs with no duration, like auras that last until cancelled.
(Aura Designer) Groups get sort controls too — each filter, other-buff and debuff group card now has its own Sort Order, "My Auras First" and "Reverse Order" options.
(Auras) Changing aura filters, sort order, or max icons no longer rebuilds the icon rows — changes apply instantly in place, with no flicker. This covers the buff, debuff and defensive bars and the Aura Designer's filter and debuff groups. Changes made in combat apply the moment combat ends.
(Aura Designer) The Aura Designer now works for every spec — previously healers and Augmentation only. The spec dropdown is grouped by class and searchable.
(Aura Designer) New: Filter Groups. Place an entire filter on the frame as its own icon row — link built-in or custom filters, and every matching buff appears in a self-arranging row with its own position, icon size, growth and icon cap. Filter Designer changes apply to linked groups immediately, and buffs shown by a group leave the buff bar while "Hide Duplicate Buffs" is on.
(Aura Designer) New: Expiry Alerts. Indicators can now warn you when a tracked buff is about to run out — below a threshold you choose, your own custom text or a warning glyph appears on the unit frame, positioned and sized however you like, so a tracked shield can literally say "Shield dropping!". Find it in each indicator's Expiry Warning section.
(Aura Designer) Open dropdown menus now close when switching tabs instead of lingering over the new tab.
(Aura Designer) Changing a group's border style no longer rebuilds the whole group list — the cards adjust in place and your scroll position is kept.
(Aura Designer) Effects can now have multiple conditions. A border, health bar colour, background colour or text colour can require more than one buff at once - press Condition on an effect to add a second group, and choose whether ALL of the groups must match or ANY of them. Each group can hold spells or whole filters, so "a raid buff is missing AND they have my HoT" is one effect rather than a workaround.
(Aura Designer) Effects can now be driven by a whole filter. A border, health bar colour, background colour or text colour can fire on any buff a filter matches, instead of one spell at a time. Choose one from the new "From a Filter" section when adding an effect, or use the Filter button to add one as an extra trigger on an effect you already have.
(Auras) "Hide Long Debuffs" now also works while "All Debuffs" is enabled. "Keep important debuffs" still requires the category filters.
(Aura Designer) Fix cooldown swipes on indicators and groups draining in the opposite direction from the buff and debuff bars.
(Aura Designer) Fix error spam from the health bar overlay, most noticeable in follower dungeons and other content where players join and leave often.
(Interface) Fix spells with hidden tooltips (like Strength of the Black Ox) showing an empty box in the Filter Designer spell list — they now show their name and spell ID.
(Aura Designer) One spell picker everywhere — adding indicators, group spells and triggers all use the same spell database picker as the Filter Designer, with search, class and category filters, and add-by-ID.
(Aura Designer) Every indicator has a show/hide eye — turn one off without deleting it.
(Aura Designer) The editor header is condensed to a single row; Sound Alerts moved to the Global tab.
(Aura Designer) Sound alerts do more than announce a new buff. Each indicator's Sound section can now play a separate sound when a tracked buff drops off and when it gains a stack, alongside the existing on-applied alert (which now has its own on/off toggle). The sound system was also rebuilt on 12.1's new aura-sound engine so alerts keep working on the current build. The buff-dropped and stack-gained triggers need the current game build; the section notes this if your client doesn't have them yet.
(Profiles) Custom filters and your category tweaks travel with profile exports — including filters linked in the Aura Designer.
(Profiles) Custom filters picked inside a raid auto layout's settings are handled everywhere the rest of the profile is: deleting a filter now removes it from every layout (including the active one), exports carry filters only a layout references, and imports re-link them instead of pointing at the wrong filter on the receiving account.
(Filter Designer) The buff bar's default filters are now Healing, Raid Cooldowns, Offensive Cooldowns and Power Externals. Raid Buffs is no longer on by default for new profiles — if you already have it on, it stays on. The three new ones are switched on for everyone once; turn any of them back off if you'd rather not see them.
(Filter Designer) New "Offensive Cooldowns" preset. Track big damage cooldowns on your group — Avatar, Combustion, Metamorphosis, Voidform, Trueshot and 40 more across every class. Handy for timing Bloodlust or a Power Infusion to land in someone's burst window.
(Filter Designer) Tank Cooldowns picks up Celestial Infusion and Sundering Roar, and Movement picks up Hover and Death Charge, which were all missing.
(Filter Designer) Preset spell lists refreshed — new entries across Healing, External Defensives, Consumables and Trinkets & Items, and several spells that can appear under a second spell ID are now matched properly.
(Filter Designer) New "Tank Cooldowns" preset. Tank abilities were missing from the built-in filters — Bone Shield, Vampiric Blood, Shield Wall, Metamorphosis, Celestial Brew and the rest of every tank's kit are now included. Big cooldowns also stay in Defensives; the short rotational buffs are listed but off by default, so tick the ones you want.
(Filter Designer) New: share a single filter. Filters can now be exported and imported one at a time, so you can send someone one filter instead of your whole profile. "+ Import Filter" sits under "+ New Buff Filter" in the list, and Export is in the button strip below it. Built-in presets can be shared too — they arrive as a custom filter holding whatever spells you had enabled. If you import a filter you already have, DandersFrames says so and lets you pick between keeping yours or adding a copy.
(Filter Designer) Importing a filter whose name you already use now asks you to name it, pre-filled with something that doesn't clash — the way Duplicate always has. It previously took the name straight from the string without showing it to you, so you could end up with two rows reading exactly the same thing and no way to tell from the Buffs page which one you'd ticked. Worst through "Import as Copy", which is meant to give you a copy you can tell apart. A clean import, where nothing clashes, is still a single paste with no extra step.
(Frames) The Out of Range "Text Alpha" slider now also governs pet frame text and the test-mode preview — those still followed hidden per-element values no control could change.
(Interface) In the Filter Designer, a spell added by ID now shows its real name and icon (resolved from the game) instead of a bare "#id" and a question mark. It's tagged "not in database" so you can spot spells that aren't part of a built-in preset yet; only a genuinely invalid ID still reads "unknown ID".
(Interface) Fixed the Filter Designer's Add, Add from Database, Rename and Delete buttons filling with a solid colour on hover after switching between a built-in preset and a custom filter, and gave their disabled-state tooltips a consistent two-line layout.
(Frames) DandersFrames no longer overwrites Blizzard's own raid-frame dispel indicator setting at every login — a leftover from a long-removed option that kept forcing a value you couldn't change.
(Interface) The Filter Designer's add-by-ID box now rejects over-long spell IDs like the spell picker does, and a spell picker first opened during combat regains its Escape-to-close afterwards.
(Profiles) Role colours (tank/healer/damage) now travel with profile exports.
(API) The click-casting export payload's
versionfield now reports the real bindings database version (2) instead of a hardcoded 1. External tools that checkedversion == 1should accept 2; the payload shape is unchanged.(Aura Designer) The global Default Frame Level and "Draw above frame border" both apply, on the back of the z-order pass below. The Frame Strata dropdowns are gone rather than restored — see the same entry.
(Interface) Removed the Resurrection icon's "Pending Text" box and the "My Buff Indicators" export category — neither had done anything (the text was never rendered; the category exported no settings).
(Auras) Fixed an error ("Attempt to access forbidden object") from the dispel overlay when zoning out of an instance mid-run — the overlay's layout pass could measure a protected aura-button rect during the transition; it now measures safely and falls back to defaults for that one pass.
(Bars) Fixed a gap on either side of a "Match Health Bar Width" resource bar at frame border sizes 1-3 (most visible with a non-zero Frame Padding). The bar now sits flush inside the border, and stays aligned with it at any UI scale.
(Frames) Fixed grouped raid frames staying invisible after converting a raid to a party and back until a /reload — the frames were alive underneath, but their group anchors were never restored on re-entering the raid.
(Aura Designer) Fixed the editor's preview icons vanishing after switching to another settings page and back — from the second round trip on they stayed missing until the window was reopened or an indicator was toggled.
(Aura Designer) Fixed new group names counting up forever. Creating and deleting groups left the next one called "Group 7" on an empty designer, because the label came from a counter that never reset. New groups are now numbered from the groups that actually exist, so an empty designer starts at Group 1 again (a gap is still left where a group was deleted, so the list stays in order). Applies to Group, Filter Group and Debuff Group names; the internal ids are unchanged, so existing indicator links are unaffected.
(Frames) Fixed the Reduced Max Health overlay disappearing in Mythic+ and raids — exactly where max-HP reductions happen. In restricted content the game returns the modifier as a secret value, and the overlay was hiding rather than touch it; the value can be fed straight to the bar (the same way health bars render at all on 12.1), so it renders again. Health-bar clipping stays off on that path as a safety measure.
(Auras) Fixed Pixel Perfect on the new aura engine. With Pixel Perfect on, aura icon borders could render unevenly — a fat edge one side, a thin or missing edge another, a visible gap between border and icon, and adjacent icons in a row each looking different. Borders now snap to whole screen pixels in their actual rendered space (including scaled icons), icon sizes and spacing quantize to whole pixels so rows stay uniform, and each icon row is nudged onto the pixel grid — restoring what Pixel Perfect delivered before the 12.1 rework, across the buff/debuff/defensive bars, Aura Designer indicators and groups, and missing-buff icons.
(Profiles) Fixed a doubled "v" (like "vv5.0.0") in the version shown after parsing a profile import string.
(Auras) Fixed an error storm ("Attempt to access forbidden object") from the dispel overlay's out-of-range fade during combat in restricted content — the fade wrote alpha directly on the game's protected aura buttons; it now dims the overlay through its own wrapper, same result without touching protected objects.
(Auras) Fixed random buffs (food, flasks, everything) flooding spell-ID-filtered bars for cross-faction group members. The game only honours spell-ID aura filters for units you can currently assist — and a cross-faction group member only counts as assistable inside instanced content (dueling a party member does the same). Outside, the filter silently stopped applying and every filtered surface could show wrong buffs on that player — the buff and defensive bars, missing-buff icons, and Aura Designer indicators (including "My Buffs" ones, where a buff you cast in the instance could keep showing in the wrong indicator afterwards). All of these now hide for that unit until they're assistable again, re-checking after loading screens and as member data settles — no more garbage rows for cross-faction friends in the open world.
(Auras) Fixed "Only My Buffs" showing other players' buffs on a party member who's in a different instance than you. The "my buffs" filter needs each aura's caster, which the game can't attribute for a unit outside your instance — so it quietly fell back to showing that buff from everyone (the spell-category filters kept working, so it looked like only that one option had broken, and
UnitCanAssiststayed true so the cross-faction fix above didn't catch it). Those pools now hide for a unit who isn't in your visible world, the same way cross-faction pools do. Same-instance members far out of range are unaffected.(Auras) Renamed two built-in filter presets: "Per-spec Healing" is now Healing, and "Raid Defensives" is now Raid Cooldowns. Your selections and per-spell toggles carry over unchanged.
(Frames) Clicks on party and raid frames no longer redirect to a member's vehicle or pet slot while the game flags them as being in a vehicle (sitting on housing furniture counts) — a legacy behaviour Blizzard's own frames dropped, which could target the wrong unit or open a pet menu.
(Auras) Custom dispel colours are back. Set your own colour per dispel type (Magic, Curse, Disease, Poison, Bleed/Enrage) in a new Dispel Colors section on the Colors page — one shared account-wide set. Both the debuff-icon border (via "Color by Dispel Type") and the Dispel Overlay follow it directly, with no separate mode to switch on. Defaults are the game's own dispel palette, so nothing changes until you edit it, and Reset restores the game colours. Each feature links to the Colors page.
(Auras) Your 4.x dispel colours carry over — and the two old sets are now one. 4.x had two separate places to set dispel colours: the debuff icon border, on the Debuffs page, and the Dispel Overlay, which had its own pickers and its own Reset. They were independent, so the same debuff type could be one colour on the icon and another on the overlay. Both now come from the single Dispel Colors set on the Colors page, and everything that shows a dispel type follows it. On upgrade — or when you import a 4.x profile — your existing colours are brought across per dispel type: whichever you had customised is kept, and if you had customised both to different colours the Dispel Overlay's colour wins, since it's the more visible of the two. Types you never changed pick up the game's own colour.
(Auras) Dispel colours now apply the moment you pick them — changing one no longer rebuilds the aura icons, so the brief flicker on every colour tweak is gone.
(Auras) Fixed test mode showing the game's dispel colours instead of your own — the preview was overriding your Dispel Colors, so custom colours looked like they only worked on live frames.
(Auras) New: Debuff Blacklist. Hide nuisance debuffs from the debuff bar, on the Debuff Bar page under Debuff Blacklist. Everything shows by default; tick a debuff to hide it. The Sated/Exhaustion (post-Bloodlust) family is hidden by default, with BG/Dungeon Deserter, Ride Along and the Mythic+ Challenger's Burden available as opt-in hides. Buffs stay opt-in via the buff filters and custom filters, so this list is debuffs only; and only debuffs the game leaves non-secret can be hidden (a 12.1 limitation — encounter debuffs stay visible).
(Auras) New: Debuff Filters. The debuff bar is now filtered by categories on the Debuff Bar page — Boss, Role, Priority, Crowd Control, Raid and Dispellable (by you or by anyone). "Show All Debuffs" keeps the old behaviour.
(Auras) The debuff bar now defaults to "All Debuffs". Blizzard's category filters aren't exhaustive — some debuffs are tagged with none of the categories and slip through even with every one enabled, so "All Debuffs" is the only complete option. Category mode is still available; a caution note under it now explains the gap (the categories are Blizzard-defined and can't be widened) — the old "use the categories instead" nudge is gone. Existing profiles keep their current setting; Reset Page picks up the new default.
(Auras) The "All Dispellable" debuff filter mode now actually filters — it previously showed every debuff.
(Auras) New "Hide Long Debuffs" filter: hides debuffs over a duration threshold, with an option to keep boss, role and priority debuffs visible.
(Auras) Buff and debuff filter preferences have been reset to new defaults as part of this rework.
(Profiles) A settings page's Copy, Sync and Reset buttons no longer touch settings owned by a different page.
(Auras) New: Buff Filters. The buff and defensive bars are now filtered by curated spell categories — healing, raid buffs, defensives, movement and more. Pick the buff bar's filters on the Buff Bar page and the defensive bar's on the Defensive Icon page.
(Interface) The Filter Designer shows what's inside a filter. It lists every filter on the left and shows the selected one's full spell list on the right, instead of a filter being an opaque name you switch on and hope about. Every spell in a built-in filter can be unselected, and you can build your own, adding spells by ID or from the spell database. Buffs and Debuffs are tabs.
(Auras) Filter presets start with passive "noise" auras unselected — mastery procs and auto-applied side effects. Everything stays listed in the Filter Designer, one click to bring back.
(Auras) Spell database updated with the latest harvest — two new filter categories, Tier Set Auras and Racials, plus dozens of new spells and placement fixes.
(Tooltips) Aura tooltip Enable toggles now apply immediately. Anchor/Offset and Disable in Combat can't apply to 12.1 aura icons (game limitation) and are marked in place — they still work for Frame and Binding tooltips.
(Aura Designer) The editor's preview canvas renders through the real 12.1 engine — what you see while styling is exactly what ships to the frames, including out-of-range fading.
(Auras) New: editable duration colours. "Color by Time Remaining" now uses colour breakpoints you set yourself, in a new Color by Time section on the Colors page — each stop is one row with its colour, the range it covers and the point it takes over, and you can add or remove stops freely. Shared across buffs, debuffs, defensives and the Aura Designer, and defaulting to a bright green → gold → orange → red ladder.
(Auras) Colour by seconds remaining, or by percent of the aura's duration. The Color by Time editor has a tab for each — they're separate colour ladders, so "under 3s" and "under 25%" can look different — and the defaults now line up, both splitting into even quarters. A percent ladder suits mixed durations, where a fixed number of seconds means very different things on a 6-second shield and a 5-minute buff.
(Auras) Duration text can blend smoothly between the stops. A "Blend Colors Smoothly" toggle makes the countdown fade through the ladder instead of snapping band to band. This applies to duration text only, account-wide; the expiry Border and Tint reveals always step, which the editor now shows you directly — a "How this renders" legend previews each one exactly as it will appear, with that consumer's own controls on its row.
(Aura Designer) Each expiry alert picks its own seconds-or-percent. The threshold beside every indicator's Expiry Warning has an s / % toggle on the value box, so one indicator can warn "below 5s" while another warns "below 30%", independent of what the duration text uses.
(Auras) Every "Color by Time Remaining" setting — on the buff, debuff and defensive pages, and throughout the Aura Designer (including the new expiry Border/Tint reveals) — now carries a "Colors page" link that jumps straight to that shared breakpoint editor, expands it if collapsed, and highlights it.
(Aura Designer) Test mode previews the Aura Designer through the real engine — every placed indicator renders with its configured spell, styling and animations, exactly as live.
(Interface) Border animations are now entirely DF's own. Four new effects — DF Chase, DF Flash, DF Pixel and DF Proc — join DF Pulsate, DF Dash and Blink; the old library-backed effects are retired.
(Auras) Animated borders are available on the Missing-Buff icons, with the full DF animation set. The animation driver is now shared, so animated borders are lighter across the board.
(Auras) Border animations aren't offered on the aura icons themselves — buff, debuff, defensive and Aura Designer indicators. On 12.1 the game hides aura data in combat and forbids addons from touching aura icons while it's hidden, so an animated border there would break; those borders are static. Frame borders, the Missing-Buff badge and targeted-spell highlights are unaffected and still animate.
(Auras) Out-of-range and dead-unit fading works on the 12.1 aura displays again — live and in test mode.
(Auras) Aura text is sharper and countdown timers stay put — text now renders at its true size instead of being scaled up (which softened it, more so at larger sizes), and centred timers no longer drift or wobble as they tick down or when a text outline or shadow is enabled.
(Aura Designer) Icon and square indicators have refreshed defaults — DF Roboto SemiBold with a drop shadow, slightly larger duration text and the stack count tucked into the bottom-right corner (was Friz Quadrata, no shadow, centred stacks) — matching the buff and debuff bars. Indicators still on the untouched old defaults are updated automatically; anything you've already customised is left alone. Newly placed indicators start with duration text coloured by time remaining (as they always have), and new or reset profiles have it on out of the box — existing profiles and already-placed indicators keep their current setting.
(Aura Designer) The spell picker shows one unified list — the separate "Inferred Tracking" section is gone; every tracked aura now works the same way.
(Aura Designer) Filter and debuff group boxes in the editor preview show greyed example icons, sized and arranged to your layout settings.
(Aura Designer) Filter and debuff groups can be styled like placed indicators — Appearance, Border, Duration Text and Stack Count sections — and the preview's example icons wear your styling live.
(Interface) The deprecated My Buff Indicators feature has been fully removed — the missing-buff display and the Aura Designer cover its use cases.
(Internal) The pre-12.1 aura pipeline is fully removed — every aura surface now runs exclusively on the 12.1 engine. If any aura display behaves differently than before, please report it.
(Dispel) Fixed the Top/Bottom/Left/Right Edge gradient styles rendering as health-shaped fragments after "On Current Health Only" had been active.
(Auras) Fixed a doubled gap between filter blocks when more than one filter is enabled — rows are uniformly spaced.
(Auras) Centered growth works again — rows set to grow from the center stay centered as icons appear and disappear, in combat too. The dropdown is now labelled Grow, with a From Center option.
(Test Mode) Test mode previews buffs, debuffs, defensives and missing buffs through the real 12.1 engine — actual container rows with live-true layout, borders, fonts, animations and tooltips. While test mode is open, the game's own aura displays temporarily show sample data; everything restores when it closes.
(Auras) The debuff "Color by Dispel Type" ring is now a flat square line matching your border's style and thickness, instead of the game's rounded ring art.
(Borders) Fixed switching a border from Gradient back to Solid sometimes leaving the gradient stuck until a /reload on aura icon borders.
(Profiles) Fixed profile resets not sticking for the Filter Designer — filters no longer flip back to an old preset after the next /reload.
(Profiles) Fixed "Reset Profile to Defaults" leaving the Aura Designer and Text Designer untouched — a reset now rebuilds both designer libraries to their defaults.
(Text Designer) Fixed the Text Designer going blank until a /reload after a profile reset. The default health text stays current/max.
(Text Designer) The Texts and Text Groups tabs now show a live count of their enabled elements.
(Interface) The settings window now defaults to DF Roboto SemiBold. Profiles still on the old default switch once — pick Friz Quadrata again to keep it. In-game frame text is unchanged.
(Integrations) Removed the Click-Through Icons options — 12.1 aura icons are always click-through, so the toggles no longer did anything.
(Class Power) Removed the Class Power Pips display and its settings page, along with its Test Mode toggle.
(Performance) Disabling the Blizzard party/raid frames now fully shuts them down instead of just hiding them, stopping their background work. Toggling this (or Show Side Menu) now prompts for a UI reload.
(Dispel) The Dispel Overlay is now one unified system driven by the game's aura engine — and it covers boss debuffs (private auras) natively. The old source selector is a single Enable toggle (existing settings migrate), colours come from the game's dispel palette, and everything else — border, glow, gradient, blend, darken, icons, pulse — stays yours to style, live and in combat. Also fixed a Lua error when opening Edit Mode with the overlay active.
(Auras) Your aura rows now keep showing your real auras while WoW's Edit Mode is open. Edit Mode replaces the game's aura data with random sample icons, which used to flood the rows — so they were hidden for as long as Edit Mode stayed open. They now stay up and stay correct, with no flicker going in or out. One side effect worth knowing: Blizzard's own aura displays (the buff frame, the cooldown manager) show your real auras instead of sample ones while you position them, so they look empty if you have no buffs at the time.
(Test Mode) Fixed test mode getting stuck on — and, in other orders, switching itself off. Test frames are wanted by two different things: you, and unlocking (which needs frames on screen to drag). Those were tracked as one setting, so whichever acted last won: turn test mode off during an unlock and the preview could survive every attempt to clear it short of a reload, or turn it on during an unlock and locking would take it away again. They are now tracked separately, so locking only ends the preview unlocking asked for and leaves yours alone. The "Cannot disable test mode while frames are unlocked" refusal is gone with it — turning test mode off while unlocked now simply leaves the frames unlock still needs, and says so.
(Test Mode) The toolbar's Test button and the panel's Enable/Disable button are now one control: either turns the preview off and closes the panel, and the button reflects whether you have test mode on rather than whether the panel happens to be open.
(Test Mode) Raid mode now confirms "Test mode enabled/disabled" in chat, which only party mode did.
(Interface) Opening WoW's Edit Mode now puts DandersFrames away properly. The settings window and test panel already closed, but the position panel, the alignment grid, the frame movers and any test preview stayed up — so two grids overlapped and fake frames sat on top of Blizzard's editor. DandersFrames now locks its frames and clears the preview when Edit Mode opens. It does not re-open them when you leave, on purpose.
(Profiles) Refreshed the default profile's look — new installs and profile resets only. Tighter frames, buff borders on, Missing Buffs on by default, a cleaner pet style, and the Big/External Defensive filters no longer default on.
(Profiles) Fixed several border settings (Hide Intro Flash, border Colour Source) silently reverting on profile export/import and party↔raid copies.
(Test Mode) Rebuilt the Quick Presets (Static / Combat / Healer / Full). Each preset now sets every toggle, so they're reproducible — "Full" is genuinely everything — and applying one repaints the preview immediately.
(Test Mode) Fixed the party-only Targeted List and Personal Targeted settings leaking into the raid preview.
(Test Mode) The Targeted Spells and Targeted List toggles are greyed out in raid test mode — both are party-only features.
(Boss Debuffs) Boss debuffs are now part of the regular debuff row — including private auras, with duration, stacks and dispel colouring. The separate Boss Debuffs display and its settings page are retired.
(Missing Buffs) Missing Buffs now work on 12.1 — including in combat and Mythic+. The feature is display-only and driven by the game engine, so no combat delay and no Mythic+ blackout. In manual multi-buff mode every missing buff shows its own icon, and missing buffs now show for NPC party members too.
(Defensives) Fixed a defensive appearing twice when it counts as both personal and external (e.g. Guardian Spirit) — externals someone cast on you sort first. Also removed a duplicated pair of Duration Offset sliders.
(Auras) Debuff settings caught up with the buff row: Duration Format, Duration and Stack colours, filters and Sort Order all drive the new rows; settings the rows can't provide are marked in place.
(Click-Casting) Fixed right-click target/menu erroring with click-casting enabled — a 12.1 game bug; the workaround retires automatically once the game fixes it.
(Auras) Debuffs now render through the 12.1 aura engine — the last row on the legacy path, which could show nothing in combat. Layout, borders, text and sort work like the buff row, and a new "Dispel Border Inset" slider positions the dispel ring.
(Auras) Buff "Sort Order" works again — Time Remaining and Alphabetical apply natively, in combat too.
(Auras) New "Hide Long Buffs" filter: hides buffs whose total duration exceeds a threshold — e.g. hour-long food buffs. Permanent buffs are also hidden while this is on.
(Auras) Masque skinning support has been retired — the new 12.1 aura icons can't be skinned by third-party addons, so the Masque option on the Integrations page no longer did anything and has been removed. DF's own border settings always apply.
(Auras) Texture-style aura borders no longer scatter, lose their colour or vanish until a /reload — and fine border detail stays crisp at small icon sizes.
(Auras) "Color by Time Remaining" works again on duration text, ticking in combat — fixed time steps (red under 5s, orange under 15s, yellow under a minute).
(Auras) Buff and defensive icon text share one styling system, adding Duration and Stack colour options. The "Short" format no longer shows a stray space.
(Auras) Fixed Icons Per Row wrapping one icon early.
(Auras) Aura rows honor your layout settings again — anchor, direction, wrap, offsets, spacing, size and scale were previously ignored.
(Auras) Aura settings apply in real time again — sliders re-flow the row live during the drag.
(Interface) Settings the 12.1 rows can't provide are marked in place: "Min Stacks to Show", "Icons Per Row" on vertical rows, and "Border Animation" on buff icons.
(Auras) Fixed an in-combat error that permanently froze a frame's aura updates until reload. Stack counts now use the built-in display (shown at 2 or more).
(Auras) New buff duration format option (Number / Short / Full).
(Aura Designer) The Aura Designer is fully rebuilt on the 12.1 aura system. Every indicator type works again — and keeps working in combat — including animated borders, sound alerts and "Show When Missing". The few effects 12.1 can't support stay marked "Blizzard limitation" in the panel.
(Aura Designer) Fixed layout groups stacking all their spells on one spot — grouped indicators arrange into their grid again, and a missing buff leaves its slot empty.
(Aura Designer) Adding spells to a layout group now uses the full searchable spell picker — click Icon or Square to drop a spell in, and the picker stays open for adding several.
(Aura Designer) New: Other Buffs tab. Track any buff on your frames no matter who cast it — for example, Power Infusion on anyone in your group — with the same indicators, effects and sound alerts. Your own class's spells now live under the "My Buffs" tab.
(Aura Designer) New "Others Only" option on Other Buffs effects and filter groups: only show the effect when someone else cast the buff — your own casts still show on the regular buff bar.
(Aura Designer) A spell can be tracked in one tab at a time — the picker shows where a spell already lives, so the same buff never renders twice.
(Aura Designer) Layout groups and filter groups are available on the Other Buffs tab too, shared across all your specs.
(Aura Designer) New: Debuffs tab. Give debuff categories their own icon rows on the frame — for example, crowd control in its own spot with its own icon size. Tick a group's categories, set its layout, and those categories leave the main debuff bar automatically. Each group has its own dispellable mode and "Hide Long Debuffs" option.
(Aura Designer) My Buffs now reacts only to your own buffs — another player's cast of the same spell no longer lights your indicators, effects, or groups. Use the Other Buffs tab to track a buff from anyone.
(Auras) Each Filter Designer tab opens with a line saying what you can do there: buff filters are wholly yours to edit or replace, while the debuff categories are Blizzard's and fixed. The old Aura Filter Setup wizard has been removed; use the Reset Page button to return filters to their defaults.
(Interface) Overrides now read the same way across the whole addon: auto layouts and the Filter Designer use one coloured dot — with a hover tooltip saying what's overridden — in place of the old mix of stars and boxes, and every reset-to-default control shares one red icon style.
(Auras) Tuned the default buff-filter presets: some spells now default on or off (for example Infusion of Light and Immolation Aura start off), a few non-aura entries such as totems and guardians were dropped, and several spells moved to more fitting categories. Your own per-preset enable/disable choices are not affected.
(Auras) Duration bars can colour by remaining time. A new Color Mode on the Buffs, Debuffs and Defensive Icon duration-bar sections (and on Aura Designer group cards) adds three colour curves alongside the existing static colour: DF Smooth, which blends through the addon's expiry palette, DF Stops, which shows that same palette as four hard bands so the bar reads like stepped duration text, and Classic, a traditional green-to-red. The bar's colour walks the curve as the aura drains. Note this tracks the proportion of the aura remaining rather than a number of seconds, and the curve colours are fixed to the default palette — the duration text is what follows your own Color by Time breakpoints. Texture and Bar Color grey out while a curve is selected, since the curve supplies both. The default duration-bar gap is also now 1 (was 2).
(Auras) Fixed duration bars filling up instead of draining. The bars were inheriting the game's default counting direction, which measures elapsed time — so a "duration bar" started empty and filled as the aura ran out, the opposite of what the setting describes. They now count remaining time and drain, as intended. Reverse Fill still mirrors which edge the bar drains toward.
(Aura Designer) Placed icon and square indicators now have a Duration Bar too. Previously the duration-bar strip was only offered on Layout Groups; each individually placed icon/square now has its own Duration Bar section with the same options — enable, position, height, gap, Color Mode (Static / DF Smooth / DF Stops / Classic), texture, colours, and reverse fill.
(Aura Designer) Bar indicators gain a Color Mode. The standalone Bar indicator now has the same Color Mode (Static / DF Smooth / DF Stops / Classic) as the other duration bars, in its Texture & Colors section. Pick a curve and the bar's fill reddens as the aura drains (Bar Texture and Fill Color grey out then, since the curve supplies both). This is a bar's proper "expiry colour" — the Expiration section on a bar handles only a Text/Glyph alert.
(Aura Designer) New Expiry Alert "Border" and "Tint" modes. Alongside Custom Text and Glyph, a placed icon/square's Expiry Warning can now show a coloured frame (Border — in three thicknesses) or a solid wash over the whole icon (Tint) when the aura is about to expire. Either matches the icon size automatically (with an Inset to nudge it), takes an Opacity, and its colour can be a fixed pick or follow the same Color by Time breakpoints as your duration text — so it reddens as the aura runs down, in step with the numbers. On bar indicators the reveal offers a Text or Glyph alert only — a bar's colour expiry is its own fill via the Duration Bar's Color Mode (a DF Smooth / DF Stops / Classic curve reddens it as it drains), so a Border/Tint overlay isn't offered there. The Expiration panel has an Enable toggle and a Type dropdown, and shows only the controls that apply to the type you pick. Fully combat-safe (driven render-side, no reliance on reading the remaining time).
(Interface) The settings window has been rebuilt on one shared foundation. Every surface — the options pages, the Aura and Text Designers, the spell and icon pickers, the frame movers, Pinned Frames, Search and Test Mode — used to build its own boxes, hover states and row geometry, so they drifted apart over time and a change to the look had to be made in a dozen places. They all come from one factory now, so a box, a button or a row looks and behaves the same wherever you meet it.
(Interface) Fixed borders in the settings window thinning, looking uneven, or vanishing outright. A one-pixel line can only be drawn cleanly when it lands exactly on your monitor's pixel grid; at most UI scales it lands between two rows and splits its ink across both, and at the faint greys this interface uses, both halves can fall below what a screen will show. It was worst while scrolling, where the line crosses the grid every frame. Borders are now drawn as textures the addon owns, thick enough not to care where they land, so they look the same at any scale and stay solid in motion.
(Interface) Consistent spacing throughout the settings window. Section headers used to sit almost on top of the control below them, and the gap between two controls depended on which two they were — the same nominal gap varied by a factor of four across different pages. Spacing now comes from one set of numbers, measured rather than guessed. A run of checkboxes closes up so it reads as one list, while the gap to a different kind of control below stays full.
(Interface) Every settings page now follows one layout rule. The left column holds structure and geometry (Settings → Layout → Size → Position); the right column holds styling (Appearance → Border → element extras). Pages that genuinely need the full width — Pinned Frames, Nicknames — still get it, and pages with no geometry/styling distinction at all (Tooltips, Settings, Sorting, Manage, Import/Export) balance instead. Applied across Pet Frames, Resource Bar, Missing Buffs, Defensive Icon, Group Labels, Frame, Dispel Overlay and the Filter Designer. Three boxes that had crept to full width on ordinary two-column pages (Pet Frames' top pair, Fading's Health Threshold, Pinned Frames' Auto-Populate) are back to column width — a full-width box also drags both columns down to align, so they were skewing the pages they sat on.
(Interface) Fewer things to expand before you reach a setting. Collapsible headers now mean one thing — "here is another one of these", like each icon on the Icons page or each highlight on Highlights. Headers that merely named a category (Layout, Appearance, Settings) are gone from the Buffs, Debuffs, Personal Targeted and Targeted List pages. On the Icons page this went a level deeper: each icon's Settings, Appearance and Position boxes were themselves collapsible on top of the icon section that already collapsed, so opening "Leader Icon" gave you three more things to open. Those boxes are now always open, and the section headers match the width of the boxes beneath them.
(Interface) Every confirmation and name prompt is now DandersFrames' own dialog. All 26 of them used Blizzard's popup, which can't be themed to match the rest of the addon, can't hold a text field, and treats Escape as "hide this box" rather than "cancel what it was asking about". Renaming a profile, deleting a filter, importing a string and everything like them now go through one themed dialog that cancels properly.
(Interface) Tooltips work the same way everywhere. They used to attach three different ways, appear from three different places, and follow three different anchors depending on which control you hovered. There is now one system: hover a setting's label to see its tooltip, and it appears just above the cursor rather than on top of the control you were about to drag. More settings have them too, though deliberately not all — a slider labelled "Max Buffs" explains itself, while "Inset" reads as jargon and now says what it does everywhere it appears.
(Interface) Settings that don't apply now grey out instead of disappearing. Turning a feature off on the Targeted List, Personal Targeted, Buffs, Debuffs, Missing Buffs and Defensive Icon pages used to remove its controls from the page entirely, so the page reflowed and you couldn't see what you'd be turning back on. They stay put and grey, which is what the rest of the addon already did. Targeted List's border settings also move into their own Border box — they were rendering inside the bar-style group.
(Auto Layouts) The page now shows a clear disabled state when the feature is off, matching the Aura and Text Designers. It was previously possible to add and edit layouts while Auto Layouts was switched off, with no indication they wouldn't be used.
(Interface) Targeted Spells has been removed. The group/on-frame half of the feature depends on aura information 12.1 no longer exposes to addons, so it is gone along with the setup wizard that configured it. Personal targeted spells and the Targeted List are unaffected and stay where they are.
(Interface) "Preset" and "Template" now mean different things. A saved Aura Designer or Text Designer setup is a Template; "preset" is reserved for the built-in aura filters and the export/test quick-picks. Your saved data is untouched — the underlying keys deliberately still say preset, because they travel in export strings and renaming them would break every string already shared.
(Aura Designer / Text Designer) Copy & Sync is gone from both designers; sharing is shown on the template bar instead. These two pages differ from every other mode-specific page: they own a single setting — which template you're using — and the dropdown directly above the buttons already sets it. Two controls writing the same value is what made "Stop Syncing Only" appear to do nothing. The template bar now marks a shared template, names who else is using it (Party, Raid, Auto Layouts, Pinned Frames) and says that edits apply there too. To split a shared template off for one mode, use Duplicate — which also lets you name the copy.
(Interface) Filter Designer: clearer names and readable rows. "Other Buffs" is now Any Buff, the buff sections are named for what they hold, and New Filter sits in the section it creates into. Every list uses the same checkbox, and a selected box means one thing throughout: this shows on your frames. Spell rows lost their per-row "i" button — the spell IDs it showed now ride along with the tooltip you already get from hovering the icon or name, so spells added by ID that the database doesn't recognise finally have a tooltip at all. Remove buttons on a hovered row no longer dissolve into the highlight, and both panels use the window's full height.
(Interface) A filter now tells you where it's used. Under the selected filter's name: a state dot and the places it applies — "On · Buff bar (Party), Defensive Icon", or "Off · not in use". Editing a filter changes it everywhere, so this answers, before you touch anything, what else you're about to affect. It reads the live setup rather than a fixed list, including Aura Designer filter groups that link the filter, and it follows use anywhere — so a filter the Defensive Icon uses reads green even while it's unselected for the buff bar, which is correct and worth knowing. Hovering it explains the three scopes that make filters look broken after a Party/Raid switch: which filters are selected is per mode, a built-in filter's spells are per profile, and a custom filter's spells are shared by every profile on the account.
(Interface) The debuff-category caution ("only All Debuffs shows every debuff") moved out of the page banner and into the filter list, directly under the All Debuffs switch, and only appears while that switch is off — next to the control it's about, and no longer displacing the page's own explanation.
(Auras) Buff and debuff ordering and limits moved to the Buffs and Debuffs pages. Sort order, "My Auras First", reverse order, the maximum-duration cap and "Hide Permanent Auras" now sit in an Order & Limits box on the page whose bar they affect, alongside the rest of that bar's behaviour, rather than on the filter page. The Dispellable Mode dropdown moved with them.
(Interface) The Filter Designer gains the addon's standard Copy / Sync / Reset row, so a set of filters built for Party can be shared with Raid — which matters because filter selection is per mode, even though what a filter contains is not.
(Interface) The Filter Designer search box now carries the same magnifier icon as the addon's main search, and the Add from Database button sits beside the Spell ID box, so both ways of adding a spell are on one row. The filter list is wider as a result.
(Interface) The Icons page no longer nests collapsible sections inside collapsible sections. Each icon's settings open and close as one, instead of expanding to reveal three or four more things to expand, and the page is the same width as every other single-column page.
(Interface) The Targeted List page's box names say what they are — "Show" is now "Show Text", "Font" is "Text Font", and four boxes that just said "Position" now name what they position.
(Interface) The Tooltips page's boxes are paired by what you hover — Frame with Binding, Buff with Debuff, Defensive with Resurrection — so the two you'd want to keep in step sit side by side. A stray alignment marker that opened a ~70px hole in the left column is gone.
(Interface) Fixed the settings menu's hover highlight blinking off between rows — a two-unit dead band between each pair of rows meant the highlight had nothing to sit on as the cursor crossed it. Also fixed the whole menu list sitting a fraction of a pixel off the display grid, which softened all 42 rows, and the scroll area clipping its contents against a fractional edge, which cut into any box near the top of a page.
(Interface) Fixed drag-to-reorder lists (auto layouts, indicator order) accumulating enough positioning error down the list that adjacent row borders merged into a single line.
(Interface) Sliders now fill their row like dropdowns instead of stopping short of it, and override lists show setting names rather than raw internal keys. The "See Also" links park at the bottom of a short page, where they read as the footer they are.
(Frames) Frame Level settings apply immediately again. Changing a Frame Level did nothing until a
/reload, because a rebuild never re-applied it. The sliders also show the level that's actually in use, and rows no longer overlap each other. The per-element Frame Strata dropdowns have been removed — z-order now runs through a single path rather than three copies that could disagree, and strata isn't something you need to set per element for that to work. The guidance that used to sit as 21 blocks of body text across the settings pages is now a tooltip on the control itself.(Interface) The "not yet available on 12.1" frosting is gone from the settings pages. Every control it covered is now either working or removed — nothing is left in the interface marked as blocked.
(Test Mode) Fixed frames staying stuck on test data until a
/reload. If test mode ended because you entered combat or changed zone — rather than because you switched it off — the fake aura data was never handed back, so your frames kept showing it.(Profiles) Fixed a brand-new profile being run through the one-time upgrade steps meant for old ones, which have nothing to upgrade and the wrong shape to upgrade from. Fixed one of those steps deleting Aura Designer configurations outright while re-scoping them per spec.
(Auras) Fixed a dispel pulse continuing on two of its three groups after it should have stopped, a failed aura-border attachment giving up instead of retrying, and a stale cache of frame attributes surviving a rebuild.
(Frames) Fixed dead and offline units not updating their status text or their missing-buff badge. A unit that died kept whatever its frame was showing a moment earlier — no "Dead" or "Offline" status, and a missing-buff badge still asking you to buff someone who could no longer receive it. Both corrected only when something else forced a full refresh, often when you died as well, which is what made it look like your own state mattered. Neither check was wrong; neither was being re-run. Most visible in follower dungeons, where companions go down often.
(Profiles) Fixed Copy, Sync and Reset Page quietly leaving some settings behind on seven pages, with nothing to say they'd been skipped. Fading was the reported case.
(Internal) Code cleanup: removed unreferenced functions, orphaned locale strings and permanently-disabled blocks. No behaviour change.
(Auras) New: Important Debuffs. Boss, role and priority debuffs can now stand out in the normal debuff bar without moving them somewhere else — make them larger and mark them with a warning badge, so the debuff that matters reads at a glance among the rest. The new Important Debuffs section on the Debuffs page has the size step, badge size, corner and offset, and colours for both the badge and its mark. On by default — untick "Important Debuffs" in that section to turn it off.
(Auras) Targeted List no longer loses the opening cast of a pull. "Hide Out of Combat" was checking whether the caster was in combat before checking who the cast was aimed at — and a mob whose opening move is a cast isn't flagged in combat yet, so the cast you most want to see was dropped. The setting defaults on, so this happened out of the box (measured at 10 lost casts in a single 19-minute session). It still hides idle NPC chatter, but no longer costs you openers aimed at your group.
(Auras) Targeted List now picks up casts that were already in progress. Walk into range, turn the camera, or have a mob join a pull mid-cast and that cast produced no bar at all — it only appeared on the mob's next one. Personal Targeted Spells always handled this; the list now does too.
(Auras) New: "Show Offscreen Nameplates" on the Targeted List and Personal Targeted Spells pages. Both features can only see a cast if the caster has a nameplate, so with WoW's offscreen-nameplate setting off, an enemy behind you produces no cast bar — confirmed in game with a targeted, visibly-casting mob that wasn't picked up until you turned to face it. The checkbox changes that Blizzard setting directly, so it affects all nameplates and not just cast detection; the tooltip says so plainly.
(Aura Designer) Frame Level sliders now show their real value. The Aura Designer reported a lower level than it actually rendered at, so layering it against the defensive icon or the aura bars meant guessing — the defensive icon had to be pushed to 85 to sit on top of something that read 30. Every level is now the absolute value it says, and the Aura Designer's default returns to 40 (existing profiles are migrated).
/df debug zorderalso covers the Aura Designer now, printing the level you set beside the level it renders at.(Aura Designer) Fixed two square-indicator bugs: "Hide Cooldown Swipe" still left a yellow sweep animating over the square, and "Hide Icon" turned a square back into an icon.
(Aura Designer) Fixed Expiry Alert glyphs drawing underneath the icon they belong to — on the frames, in test mode and in the editor's preview canvas. Also fixed an expiry alert appearing on its own, with no indicator beneath it, when one was configured on an indicator set to "show when missing" (two settings that contradict each other, so the alert is no longer built there at all).
(Test Mode) The preview now updates as you drag. Buff, debuff, defensive and missing-buff previews only refreshed when you released a slider — and some changes needed test mode toggled off and on before they showed at all. Every container surface now follows changes live while you drag, the way the Aura Designer's preview already did.
(Interface) Border thickness now means what it says on textured borders. DF Glow, DF Bevel, DF Inset and DF Double only ever drew about a quarter of the thickness you asked for: the line inside each texture filled a fraction of the space allotted to it, so setting thickness 8 gave you roughly 2 pixels where a solid border gave 8. All four have been redrawn to fill properly, so a textured border now carries the same weight as a solid one at the same setting, and the corners are drawn to match the edges they join. Note: your existing borders will look noticeably thicker at the same number — lower the thickness to taste.
(Interface) The Debug Console is now one system. Every trace in the addon routes into a single console with named categories, so capturing a problem means turning on the relevant category and reproducing it — rather than hunting for whichever per-feature flag happened to cover that code. Logs persist across
/reloadand can be exported as text, which is the thing to attach to a bug report. Noisy categories stay off unless you ask for them, and every category is listed before it has logged anything, so you can pre-disable the chatty ones and stop the trace you actually want being pushed out by the line cap. The old per-feature debug flags are gone — six of them had already stopped doing anything.(Interface) One debug command form:
/df debug <command>. The debug commands are down from 36 to 25, with three overlapping pairs merged into single commands (auras, dispel, headers) and developer-only commands no longer listed on normal builds. Note: the standalone one-word/dfsomethingcommands are no longer registered. They put around 25 DandersFrames commands into the global slash namespace, where they collide with other addons and clutter every slash autocomplete, to document a spelling nobody needed twice. A diagnostic is now typed in full —/dfpixelcheckbecomes/df debug pixelcheck, and likewise for the rest — so any macro using a one-word form or the short/df pixelcheckspelling needs updating. Everyday commands (/df test,/df lockand so on) are unchanged./rlis kept, since it has no/dfform to fall back on.(Performance) DandersFrames now uses about 25% less memory. The settings window, both designers and the debug tools now load only when you actually open them, instead of at every login. You'll see a new DandersFrames Options entry in your AddOns list — leave it enabled, it's part of the addon and loads on demand.
(Performance) A profiling pass over the whole addon. Measured before and after against the same scenarios, the addon now allocates around a third less while you're playing, and the one-off spikes are much smaller. The changes are all the same shape — reuse work instead of redoing it: aura rows, filters and sort orders now tune in place where they used to tear down and rebuild; borders, fonts and the Text Designer cache the strings and tables they were rebuilding every frame; and the highlight pass skips entirely when nothing that affects it has changed.
(Test Mode) Opening and closing test mode no longer freezes the game for a second or two. Each preview slot was being given a whole aura group, and every group eagerly builds a batch of icons before its own cap is applied — so a preview that shows five icons was paying for far more. Rows that can only ever show one icon now use a single slot instead of a group, and leaving test mode no longer rebuilds the live frames along with the preview. The toggle is roughly four times cheaper.
(Auras) The dispel overlay stopped building itself onto empty raid slots. Raid frames keep their full set of slots alive and hand units out as the group fills, so in a smaller group most slots hold nobody — and each of those was still getting a complete dispel overlay built onto it, hidden, on a slot that could never show a dispellable aura. Logging in built 85 aura containers where 45 were needed.
(Auras) Fixed the Important Debuffs highlight doing nothing for about half the debuffs it covers, whenever the Blizzard category filters were in use rather than "Show All Debuffs". Boss, role and priority debuffs were being outranked by the Crowd Control, Raid and Dispellable categories, so any important debuff that also carried one of those tags — which most of them do in group content — landed in an unstyled row instead. The important categories now take precedence, and genuinely lead the row.
(Auras) Fixed a "forbidden object" error storm from the dispel overlay after a dungeon fight, which also left the overlay dead on the affected frames until reload. The overlay's art is built onto the game's protected aura slots, and the game can reclaim a slot underneath us; it now notices and rebuilds instead of erroring on every refresh.
(Frames) Fixed the role icon and the role-coloured resource bar showing nothing when your group hasn't assigned roles. Both read the group's assigned role only, so in a party where nobody has set one — most open-world and follower-dungeon groups — a tank got no tank icon. They now fall back to the role your current spec implies.
(Interface) Aggro, hover and selection highlights now draw above the frame's content instead of being buried under the health bar's overlays, absorb art and text.
(Interface) Fixed dragging and slider hit-testing being wrong when the settings window isn't at 100% scale. Grabbing a slider handle picked the neighbouring one and clicking a track jumped to the wrong value, because the cursor position was being converted using the screen's scale rather than the window's own.
(Interface) The settings window's size, position and scale are now remembered account-wide instead of being stored inside each profile. Switching or creating a profile could previously move, resize or rescale the window out from under you — a new profile is born from the defaults, so its scale was 100% while the open window was still at yours.
(Profiles) Fixed "Sync with Raid" overwriting the raid frames' own growth direction with the party's.
(Interface)
/df debugdiagnostics that only concern the main addon no longer pull in the settings addon just to answer.(Auras) New: Pandemic. Buff icons can show a cue once the aura is inside its refresh window — the stretch near the end where recasting it wastes nothing, so a HoT can be refreshed without clipping any of the time already on it. Choose a coloured Tint over the icon or a Border around it, set the colour and opacity, and optionally make it flash. Enable it in the new "Pandemic" section on the Buffs page, and on any Aura Designer icon, square or bar indicator. The game works the window out itself and drives the cue, so it stays exact in combat with nothing read or timed on our side. This sits alongside Expiry Alerts rather than replacing them — an expiry alert says "this is about to fall off" at a threshold you choose; Pandemic says "recasting now costs you nothing", on the game's own number. Buffs only, deliberately: the debuff bar shows harmful auras on friendly units — things cast on your group by something else — which you can't refresh, so they have no refresh window at all. Requires the current game build; the controls say so if your client is older.
(Aura Designer) The health-bar indicator draws over the health bar's actual fill again. It was painting a solid block across the whole frame instead of tracking the unit's health. It now follows the real bar exactly, at any width, with no extra per-frame work.
(Aura Designer) The bar indicator gains an Inset that works together with "Match Frame Width" and "Match Frame Height", so a bar can sit inside a frame border without giving up matching. Previously a frame with an Aura Designer border indicator forced you to untick Match and hand-align the bar — which also gave up the automatic tracking, so the bar then drifted whenever the frame was resized.
(Aura Designer) Fixed an expiry alert set to Tint washing over the indicator's own duration text and stack count. Tint now sits beneath them; Glyph and Custom Text alerts are unchanged, and still ride above.
(Pinned Frames) Pinned sets 3 and 4 now work. Both could be created, but almost nothing drove them — highlights, range fading, aura updates and click-cast registration all stopped at set 2, so the extra sets sat inert.
(Click Casting) Turning Click Casting off now actually stops the hover binds. Switching it off and declining the reload left every hover binding live and still swallowing keypresses while the settings screen said it was off.
(Click Casting) "Out of Combat Only" and "In Combat Only" work on hover binds. A binding restricted to one combat state was applied in both.
(Interface) The Targeted List's "Important Spells Only" filter now filters. It had never had any effect for anyone who enabled it — the list was forced fully visible again immediately after the filter was applied.
(Auras) Fixed the Dispel Overlay's "All Dispellable" mode behaving exactly like "Dispellable By Me", so the dropdown had no visible effect — a Death Knight saw nothing on any spec, and an Evoker saw a different set of types per spec.
(Interface) The login message is shorter, and points at
/df helpfor the full command list (including/df resetguifor an offscreen window). It can be turned off entirely under General → Settings → Notifications.
Bug Fixes
- (Aura Designer) Fix the Health Bar Color effect covering the absorb shield.
- (Aura Designer) Fix effects with multiple conditions drawing at the wrong depth — a chained effect now sits exactly where an unchained one does.
- (Auras) Fixed the Pandemic Tint washing over the duration text and stack count instead of sitting under them, so both became hard to read at exactly the moment the icon was asking for attention. Tint now draws below the information and above the icon art; the Border mode still draws over everything, as it must to trace the edge.
- (Interface) Fixed dropdown menus outliving the tab you opened them on. A menu left open when you changed tab stayed open, floated over the new page, overlapped the next dropdown you opened, and would only close if you clicked its own button again — which also allowed several menus to be open at once. Menus now close when you change tab.
- (Interface) Fixed the "+ Import Filter" button keeping its hover colours after switching between Party and Raid. Any button hidden while the mouse was over it came back with its highlight stuck.
- (Interface) Fixed popups — "Reset Profile to Defaults" and the Aura Designer's warning box — always drawing at 100% instead of following the GUI Scale slider.
- (Frames) Fixed Frame Padding not moving the health bar when the value was typed in rather than dragged. The resource bar moved either way, so the two disagreed.
- (Indicators) Fixed the Targeted List switching on its own preview. Enabling the feature showed the sample list on screen with Test Mode off entirely, and it then stayed until you disabled the feature again or toggled Test Mode.
- (Test Mode) Fixed Health Threshold Fade never applying in the preview. Frames above the threshold stayed fully opaque unless Animate Health was ticked, which made the fade appear to work.
- (Test Mode) Fixed the AFK countdown and the DND icon sitting on frames the preview deliberately fades out, where the thing they exist to show could not be read. The raid preview also drove the missing-buff strip on every frame at once.
- (Profiles) Fixed "Reset Profile to Defaults" leaving Party/Raid page syncing switched on. A freshly created profile has no synced pages, so a reset now matches one.
- (Profiles) Fixed the one-time role colour adoption copying colours from whichever profile you logged in on onto every other profile, instead of each profile taking its own.
- (Interface) Fixed the Order & Limits boxes on the Buffs and Debuffs pages staying active after switching Show Buffs or Show Debuffs off.
- (Icons) Fixed the leader icon drawing underneath the selection and aggro highlights.
- (Click Casting) Fixed hover keybinds never working on frames that appear after you open the settings window — opening the Click Casting options replaced the internal frame that owns hover bindings with a piece of the settings panel, so every frame created from then on (arena and boss frames, nameplates, frames for people joining your group) silently never got its keyboard bindings, and the automatic repair could not fix it either. A reload was the only way back. (by Krathe)
- (Click Casting) Fixed keyboard binds going dead on every frame for a whole fight when combat interrupted a binding refresh — typically zoning into a raid and a pull starting seconds later. (by Krathe)
- (Click Casting) Fixed hover keybinds dying for the rest of the session on some frames after visiting player housing. (by Krathe)
- (Click Casting) Fixed cast-on-down silently switching itself off on Blizzard's own raid and party frames after every roster change. (by Krathe)
- (Pet Frames) Fixed pet frames never appearing in arena (2v2, 3v3 and Solo Shuffle). Arena counts as a raid to the game, so pet frames were being looked for on the raid frames — which arena does not use. They now build alongside the arena frames, and follow your Party pet settings. (by Krathe)
- (Dispel) Fixed repeating error popups when a dispellable debuff appeared on a frame. The same error was also stopping highlights, status icons, the resource bar, absorbs and heal prediction from updating on that frame. The overlay's own artwork is still being worked on.
- (Integrations) "Use DF Color Picker" and "Use DF Color Picker for All Addons" are now single settings shared by Party and Raid, applying to your whole account. Ticking them on the Raid tab previously did nothing at all. Your existing choice carries over. They no longer travel with profile imports and exports.
- (Auras) Fixed the Dispel Overlay's type symbol disagreeing with the overlay itself, and drawing two symbols on top of each other when a unit had dispellable debuffs of more than one type. The symbol was a second, separately-filtered display; it is now a single badge describing the same debuff the overlay is coloured for. Its Style dropdown is gone with it — Symbol was the only shape that survived 12.1, so the dropdown only ever had one real value — and the setting is now named Symbol rather than Icon.
- (Pinned Frames) Fixed "Show in Solo Mode" writing to the wrong mode's set — ticking it while in a raid but editing Party (or the reverse) changed the set you weren't looking at, and the change was saved.
- (Profiles) Fixed legacy settings being adopted on only the profile you happened to be logged into when you upgraded. Every other profile had the new setting stamped to the shipped default instead of carrying your old choice across, permanently.
- (Click Casting) Fixed keybinds going dead on a frame for the rest of a fight if that frame first got its unit mid-combat — someone joining, a res landing, a roster change during a pull. The frame was never armed at all, which is why it looked like binds "stopped working in the middle of a key" rather than doing the wrong thing.
- (Click Casting) Fixed your own frames losing click casting until a reload — the long-standing report, root cause found. Frames were being marked registered before they were eligible, so they silently never got their bindings while the addon believed they had them, and the automatic repair scan only ever covered login. Pinned frames took the brunt, because switching between party and raid recreates them.
- (Click Casting) Fixed an entire third-party raid grid going without click casting until a reload, when that addon creates its frames before assigning them units. Those frames were set aside to be retried and then never looked at again.
- (Click Casting) Fixed no binds in your first arena or dungeon of a session. The pass that repairs bindings on zoning never ran at login, so nameplate registration and the cold-start profile resolve were both absent until you changed zone once.
- (Click Casting) Fixed a single failing frame silently taking every frame queued behind it with it — those frames stayed unregistered for the session, which is the exact failure the queue exists to prevent.
- (Click Casting) Fixed a settings change leaving keys both dead and stolen from your action bars for the rest of the sweep — or the rest of the fight, if combat interrupted it. Frames already processed were left pointing at attributes that had just been cleared.
- (Click Casting) Fixed a mouseover held across a settings change losing its binding mid-hover.
- (Click Casting) Fixed keys being eaten with no cast and no action-bar fall-through when Blizzard's defaults were restored on a frame you were hovering, until you moved the cursor away.
- (Click Casting) Fixed a key carrying two macro bindings being completely dead while the binding list showed it configured and enabled. Only affected keys with two or more bindings that don't collapse into one category.
- (Click Casting) Fixed an "other frames only" profile silently killing left-click targeting on your own party and raid frames.
- (Click Casting) Fixed a binding's fallback options (Always Cast, Stop Spell Target) being wiped on every binding apply, permanently.
- (Click Casting) Fixed every global and hovercast keybind being dead if the button they hang off failed to be created — it now retries.
- (Click Casting) Fixed a key shared by several bindings ignoring "disable while mounted" unless every binding on that key opted in, and gave the focus and assist actions a global binding — they previously only worked on frames that happened to carry them.
- (Click Casting) Fixed DandersFrames leaving other addons' frames worse than it found them. Frames with no name are now left alone entirely — they can never be a hover-bind target, but registering one still stripped its left-click target and right-click menu and put nothing back, until a reload. Per-button unit overrides and mousewheel state are now saved and restored too, instead of being cleared or force-enabled and never put back.
- (Click Casting) Fixed another addon taking its frames back (via the standard opt-out convention) having no effect — DandersFrames kept its bindings on those frames for the rest of the session.
- (Click Casting) Fixed an error in the binding checker when a spell was neither in your spellbook nor currently usable — an off-spec, removed or wrong-class binding, which is exactly when you're trying to work out why a binding is dead.
- (Pet Frames) Fixed four pet frames drawing two pets in arena. Three pet sets exist — party, raid and arena — and only one may be shown, but nothing could reliably identify which one owned the display, so after a handover hid one set its own health and status updates showed it straight back.
- (Pet Frames) Fixed dragging any pet slider in an arena dragging your hidden raid pets onto the arena frames, and fixed the pet Anchor and Offset X/Y settings writing to your profile but moving nothing while in an arena.
- (Pet Frames) Fixed pets sitting under the wrong teammate for anyone using a third-party frame sorter. The re-anchor now hangs off the moment the game reassigns a unit to a different frame, which covers our own arena sorting, external sorters and Blizzard's default alike.
- (Pet Frames) Fixed pet positioning, pet frame creation and both grouped layouts running during combat, where the game blocks them — reachable from the sort-completion pass, from the Options sliders (which are usable in combat) and from summoning your first pet mid-boss if pets were switched off at login.
- (Pinned Frames) Fixed a 270ms freeze on every party↔raid transition, including every arena start — pinned sets were building 40 hidden frames each at login whether or not they were switched on. Sets that are off now build nothing.
- (Pinned Frames) Fixed auto-added members being silently deleted from a pinned set, permanently. Two paths pruned the set against roster and role data that hadn't finished loading — on a party→raid transition the member count goes live before the roster does, so the guard passed against an empty roster and everything auto-added was pruned. Only affected people using the auto-add role filters; manually pinned players were never touched, which is why it was so hard to pin down.
- (Pinned Frames) Fixed pinning yourself while hiding yourself from the party frames pointing about fifty internal consumers — including the frame sorter's party slot 0 — at the pinned frame instead of the party one.
- (Aura Designer) Fixed the Duration Bar section overlapping the section above it on indicator cards until something in it was toggled.
- (Interface) Fixed the profile rows on the Manage page stopping short of the right edge of their list.
- (Filter Designer) Fixed a very large spell ID breaking the filter you added it to. An ID above the game's maximum —
2222222222, say — was accepted, and the filter then wouldn't draw and its Delete button stopped responding until you clicked away to another filter and back. Oversized IDs are now refused as you type them, with the usual "Enter a valid spell ID." message.1111111111is under the limit and is still accepted. A filter that already picked one up will display and can be deleted normally. - (Test Mode) Fixed the preview showing the wrong icons — the same spell repeated, and artwork that didn't match its own tooltip. Each sample icon's art, position and tooltip could end up belonging to three different spells, so what you saw while styling wasn't what your frames would actually show. The preview matches again.
- (Test Mode) The preview now builds only as many icons as you asked for. The Buffs and Debuffs counts on the test panel governed the buff and debuff bars only — Aura Designer filter and debuff groups, and the defensive icon, quietly previewed their full icon cap instead, so a group capped at eight drew eight sample icons while the panel said two. All of them follow the panel now. This was also the largest thing test mode cost you: the game allocates aura icons in fixed blocks of ten, so every surplus sample icon reserved ten frames that were never released for the rest of the session. Live frames are unaffected — only the preview is capped.
Improvements
- (Filter Designer) Filters are now chosen on the page that shows them. The Buff Bar and Debuff Bar each pick their own, the same way the Defensive Icon and Aura Designer always did, and the page where you build them is now the Filter Designer.
- (Auras) New installs now hide all of the nuisance debuffs by default: the two Deserters, the Ride Along states and Challenger's Burden join Sated and Exhaustion. Existing profiles keep whatever they already had.
- (Aura Designer) Adding a group or an indicator now shows what each kind looks like on a frame with a short description, instead of a list of names.
- (Auras) The important-debuff marker is easier to read. The "!" was a thin outline that all but vanished at small sizes; it is heavier now, and the marker's default size goes from 10 to 12 — below that the mark is barely a pixel wide whatever weight it is drawn at. Important Debuffs is also on by default: it shipped off, and the later change of default never reached anyone whose profile already recorded the old value, so a one-time pass switches it on. Turning it off afterwards sticks.
- (Bars) Bar texture defaults are consistent. Heal Prediction and the Targeted List were flat white where every other bar uses DF Minimalist, and the Aura Designer's bar indicator defaulted to the Blizzard texture. Reduced Max Health deliberately keeps DF Stripes — the hatch is what makes lost maximum health read as its own band. Existing choices are untouched.
- (Interface) Each status icon's text colour now lives with that icon. The Icons page had all seven in one list at the top, away from the icons they colour; each is now in its own icon's Settings box, and appears only when that icon is set to show as text. The shared box keeps what genuinely is shared — one font, size, outline and shadow for all of them.
- (Interface) The AFK timer gets its own Shadow toggle, and the note about where shadow offset and colour live is now a link that takes you there.
- (Auras) "Dispellable Debuffs" — which dispels count — now sits directly under the category it belongs to, on the Debuff Bar page. It used to sit apart from the two settings that enable it, so it was permanently greyed with nothing on its own page able to switch it on.
- (Icons) The BG Carrier icon is off by default and has moved to the top-right corner. It shared one exact spot with the AFK, ready check, summon, resurrection and phased icons — and a flag carrier who goes AFK, or who dies and is being resurrected, is ordinary battleground behaviour.
- (Icons) Removed: the DND display. It rendered on the AFK icon with no way to tell the two apart unless you also turned on text mode, and it is not information that earns a place on a raid frame. AFK is unchanged.
- (Test Mode) The raid preview now spreads what it demonstrates across the frames deliberately, so each indicator gets one or two clean examples instead of every frame showing everything. Timed elements stay off faded and dead frames, and the important-debuff treatment appears on a couple of frames rather than all of them.
- (Click Casting) Work that has to wait for combat to end — profile switches, frame registration, binding refreshes and keyboard-bind rebuilds — now runs from a single queue that always drains, instead of ten separate flags; a keyboard-bind refresh asked for during combat was previously dropped entirely. (by Krathe)
- (Click Casting) Binding-settle timers are now deduplicated so repeated events reuse one pending pass, a background rescan that re-armed itself forever now stops once its work is done, and two setup steps that gave up when combat outlasted their single retry now retry until combat ends. (by Krathe)
- (Click Casting) Applying and clearing bindings now tracks exactly which click attributes were written on each frame instead of a ~500-write blanket sweep, which also fixes the previous profile's action lingering on an unmodified mouse button until reload. (by Krathe)
- (Click Casting) Removed: the hidden per-binding "load only for these specs" field, which no settings screen could ever set and which could filter your binding list using unresolved spec data at login — per-spec click casting is unchanged via loadout-assigned profiles. (by Krathe)
- (Performance) A large reduction in the memory the aura displays hold onto. Every Aura Designer indicator used to own a whole aura container of its own — well over a hundred per unit frame on a busy profile, and the game never frees them. They now share one container per frame, and a container that a settings change retires is kept and reused if you come back to that setup, rather than abandoned for the rest of the session. That matters most for anyone whose configuration changes while playing: auto profiles switching on a zone or combat transition, swapping designer templates, or changing profile.
- (Performance) Changing a duration format, an update rate or an aura filter no longer rebuilds anything. These used to tear the icons down and recreate them, which is both the flicker you could see and a permanent cost each time. They now apply in place. The account-wide "Aura Duration Update Rate" was the worst of them — it was rebuilding every container on every frame.
- (Performance) The Text Designer now renders once per frame per unit instead of once for every event that arrives in that frame. Health, power, range and threat can all fire for the same unit inside a single frame, and each one previously ran the whole text pipeline.
- (Performance) Aura filters that mean the same thing but are written differently are now recognised as the same filter, so the game scans for them once instead of once per spelling.
- (Performance) Pinned Frames no longer builds its frames for sets that are switched off — 40 per set, created at login whether or not you use them.
- (Test Mode) Test mode now renders through the live code, not a copy of it. The preview kept its own versions of a great deal of the rendering — the range and dead fades, health bars, health text, status icons, the dispel overlay's border — and each copy drifted from the real thing over time, so the preview quietly stopped being a reliable picture of what you'd see in a group. Those copies are gone: the preview supplies test data, and everything else runs the same code a live frame does. Where the two genuinely must differ (a preview frame isn't secure and has no real unit behind it), the difference is now a number handed to live's own function rather than a second implementation.
- (Frames) Fixed party and arena frames flipping to vertical when combat ends, if you changed a layout setting while you were fighting. The change was held until the fight ended and then applied with the wrong growth direction, ignoring what the Grow dropdown was set to. Outside combat the layout was always applied correctly, which is why this only showed up mid-fight.
- (Frames) Status icons now fade when a unit is out of range. The summon, resurrection, phased, AFK, vehicle, raid-role, BG-carrier and combat icons ignored the range fade entirely and stayed at full brightness on a frame that had otherwise dimmed. Summon and resurrection stay bright on purpose — an icon that exists because someone is casting at that unit matters most when they are far away.
- (Auras) Fixed Gradient Intensity doing nothing on the Dispel Overlay. The slider only ever moved the test-mode preview; live honours it now.
- (Auras) Fixed the buff and debuff bars' Opacity being wiped whenever the range fade ran, so a row set below full opacity snapped back to solid.
- (Frames) Fixed melee and ranged being classified three different ways. Party sorting, raid sorting and the preview each carried their own list and they disagreed — Paladins and Survival Hunters were missing from one — so "Separate Melee/Ranged" could place the same player differently depending on which frames you were looking at. One list now.
- (Frames) Fixed "Separate Melee/Ranged" on the Raid page being ignored: raid sorting read the party setting, so the raid checkbox did nothing and the party one silently drove both.
- (Frames) Fixed the Resurrection icon's Show as Text and Casting Text doing nothing — alone among the status icons it never rendered its text, so the box could be filled in and the icon still showed the default art.
- (Auras) Fixed elements drawing over each other at some settings. Aura icons, the Aura Designer, missing-buff badges and the defensive icon each own a layer band, and several bands had grown wide enough to overlap their neighbours — so an indicator could bleed over the icon that should sit above it. The internals were compressed so every band fits its own space with room to spare. Your Frame Level settings are untouched.
- (Auras) Fixed the missing-buff strip landing in the aura icons' layer on a profile that never saved a Frame Level for it, putting the badges under the icons they exist to sit over.
- (Test Mode) The Pandemic refresh cue previews as a window that opens and closes with each icon's countdown, rather than sitting on permanently — the preview was showing a border that a live frame only shows inside a refresh window.
- (Aura Designer) Fixed placed indicators showing another player's auras after anyone joined or left the group, after a sort reordered your frames, when the party became a raid, and on entering an arena. They kept pointing at whoever previously occupied that frame until you reloaded.
- (Aura Designer) Fixed every placed indicator lighting up at once on players you can't help — a cross-faction arena opponent, or a teammate in a different instance or phase. The game can't answer "which auras" for those units, and the indicators were treating that as "all of them".
- (Frames) Fixed the frame border being invisible. It was sitting underneath the health bar, so at full health you saw none of it and at half health you saw half.
- (Pet Frames) Fixed an error when a profile switched as combat started with raid pet frames enabled — the pets can't be created mid-fight, and nothing was waiting for the fight to end. They now appear as soon as combat drops.
- (Dispel) Fixed the dispel overlay going dimmer after upgrading from 4.x for anyone who had turned its opacity down. The old slider was scaled differently, and the value carried across without being converted. It's converted now, so it looks the way you left it.
- (Dispel) Fixed an error on login that could stop the rest of the 4.x upgrade from running, leaving a profile half-converted.
- (Profiles) Fixed importing a 4.x profile losing your dispel colours when you ticked individual categories instead of importing everything.
- (Aura Designer) Fixed the Colour by Time breakpoints not taking effect on placed indicators and bars until a reload, if the indicator was using the profile default rather than its own setting.
- (Aura Designer) Fixed an indicator's Alpha slider and out-of-range fade doing nothing, intermittently, depending on when it was first built.
- (Test Mode) Fixed the combat icon ignoring its Opacity slider and never fading out of range in the preview, unlike every other status icon.
- (Test Mode) Fixed the CLASS background mode showing the plain background colour instead of the class colour when previewing on your own.
- (Click Casting) Fixed bindings imported from a profile being skipped when deciding which frames need registering, so they never fired on Blizzard or third-party frames.
- (Click Casting) Fixed a frame you had explicitly opted out of click casting being silently re-adopted on the next full refresh.
- (Click Casting) Fixed keyboard bindings not being rebuilt on frames that had left the registry but still carried handlers.
- (Interface) Fixed the minimap tooltip's two actions using their own copies of text that already existed elsewhere, so a translation could fill one and miss the other.
- (Test Mode) Fixed most resource bar colours being impossible to preview. Test frames picked a power type from each player's role — mana for healers, rage for tanks, energy for everyone else — so if you edited Focus, Runic Power or Fury on the Colors page, nothing on screen ever used them. The preview now follows each test player's class, so those colours show up. Resources that depend on specialisation rather than class (Lunar Power, Maelstrom, Insanity) still have no preview, since the test group doesn't model specs.
- (Test Mode) Fixed the Summon icon only ever previewing one of its three states. It always showed "pending", so the Accepted Text and Declined Text boxes could be typed into but never seen. Test frames now show all three across different players.
- (Test Mode) Fixed role and leader icons staying lit on test frames while the Memory Test panel had them switched off — the preview was showing a state the addon can't be in.
- (Interface) The Debug Console now lists its Filter and Search categories, so they can be switched off before reproducing a problem instead of only appearing once they had already logged something.
- (Bars) The health gradient takes as many colour stops as you want. It was three fixed steps — Low, Medium and High, each with a "weight" that decided how much of the bar it held. Now it's a list: add a stop anywhere, set the health percentage it starts at, give it a colour, and remove the ones you don't want. Each stop still has its own "use class colour" option, on the swatch itself. Your existing gradient is unchanged — the old weights described a set of evenly spaced colour points, and those are exactly what the stops now hold, so the bar looks the way it did. That means a default setup arrives as five stops rather than three: red held to a quarter health, yellow through the middle, green at full. New profiles start from a simpler red / yellow / green. The missing-health bar works the same way.
- (Bars) The gradient editor is one box under Color Mode instead of a full-width preview bar and three separate panels, so the Health Bar page is a lot shorter.
- (Bars) Fixed the gradient preview bar filling only part of its width, or appearing to jump around, while dragging the settings window edge — it was drawing its colours at sizes measured before the resize.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

