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fadeui

Addon for hiding UI elements similar to Alt-Z
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v1.0.0-forever

File nameFadeUI-v1.0.0-forever.zip
Uploader
bradtrainebradtraine
Uploaded
Sep 26, 2026
Downloads
37
Size
18.4 KB
Flavors
Forever
File ID
8985137
Type
R
Release
Supported game versions
  • 1.60.1

What's new

FadeUI

v1.0.0 (2026-09-26)

Full Changelog

  • Prepare v1.0.0 release for CurseForge (#6)
    • Set TOC version to 1.0.0 (was 2.0.0)
    • Add ## X-Curse-Project-ID: 1713253 so the packager uploads to
      CurseForge
    • Gitignore .env (local CF_API_KEY for running release.sh)
    • Add the BigWigs packager release.sh to scripts/ for releasing from
      your machine
    • Update README release docs and the release workflow comment
      🤖 Generated with Claude Code

    Co-authored-by: Claude Opus 5.5 noreply@anthropic.com
  • Chat idle hiding, chat-specific modes, and typing box hiding (#5)

    Summary

    • Chat modes: chat gets its own modes instead of the combat-based
      ones: Always, When active (new default) and While typing.
    • When active: chat hides once the visible chat window has had no
      new message, and you haven't typed, for the idle time (set in the Chat
      row; default 10s). The next message brings it back.
    • Typing box: the chat edit boxes (ChatFrameNEditBox) now hide
      with the rest of chat.
    • Enter / / opens chat: typing is detected by hooking the edit
      boxes' focus, instead of the ChatEdit_* globals, which may not exist
      in this client.
    • Settings macro: format bumped to v4 to store the idle time (v3/v2
      macros still load).
    • Defaults: unit and boss frames now default to Combat/Target, and
      Cooldown Manager to Never.

    Test plan

    • <input disabled="disabled" type="checkbox" /> Chat on When active: it hides after the idle time and comes back
      on a new message
    • <input disabled="disabled" type="checkbox" /> Enter and / show chat, and the cursor is in the typing box
    • <input disabled="disabled" type="checkbox" /> The typing box hides with chat
    • <input disabled="disabled" type="checkbox" /> While typing: chat shows only while typing
    • <input disabled="disabled" type="checkbox" /> Settings survive a restart through the settings macro
      🤖 Generated with Claude Code

    Co-authored-by: Claude Opus 5.5 noreply@anthropic.com
  • Add swing timers and update default settings (#4)

    Summary

    • New Swing Timers element (Unit frames section) covering
      SwingTimerMainHandFrame, SwingTimerOffHandFrame and
      SwingTimerRangedFrame. It uses settings-macro id 31 and defaults to
      In combat.
    • New install defaults:
      • Fade-in 0.5s, fade-out 0.5s, 5s delay before fading out
      • Player, Pet, Target, Target of Target and Focus frames: Always
      • Minimap, Buffs and Quest Tracker: Combat/Target
      • Chat: Always
        Existing saved settings aren't affected, and older settings macros still
        load (the new element gets its default).

    Test plan

    • <input disabled="disabled" type="checkbox" /> /reload in the classic beta: the swing timer bars hide out of
      combat and show in combat
    • <input disabled="disabled" type="checkbox" /> Swing timers can still be moved in Edit Mode
    • <input disabled="disabled" type="checkbox" /> "Reset to defaults" applies the new defaults
      🤖 Generated with Claude Code
      Co-authored-by: Claude Opus 5.5 noreply@anthropic.com
  • Drop develop branch from lint workflow and README
    Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com
  • Add luacheck CI (#3)

    Summary

    • New Lint workflow runs luacheck on FadeUI/ for every push and PR
      to develop or main.
    • .luacheckrc sets up the WoW Lua 5.1 environment: the globals FadeUI
      defines and the WoW API it reads.
    • README documents the check and the develop → main flow; .pkgmeta
      leaves .luacheckrc out of release zips.
      Once this passes, main will require the luacheck check before a PR
      can merge.
      🤖 Generated with Claude Code
      Co-authored-by: Claude Opus 5.5 noreply@anthropic.com
  • Fade timing options and managed-frame visibility fix (#2)

    Summary

    • Fade timing (from feat/fade-timing-config): configurable
      fade-in, fade-out and fade-out delay. Protected holders use a secure
      state handler so they can still show and hide in combat.
    • Managed-frame fix (from fix/castbar-visibility): the cast bar
      never appeared out of combat under "Always" or "Combat/Target".
      Blizzard's layout containers reposition "managed" frames and reparent
      them into the container every time they show or the screen is
      rearranged. FadeUI was pulling those frames back into its holder before
      Blizzard's layout ran, which left them with no position, so they never
      drew.
    • Cast Bar, Quest Tracker and Cooldown Manager are no longer reparented.
      FadeUI hides and shows them directly and only brings one back if
      Blizzard wants it shown (for example, a cast bar with no cast stays
      hidden).
    • Pet and Boss Frames are protected, so they stay in holders and are
      only moved back once Blizzard's layout has positioned them.
    • The merge wires the directly-hidden elements into the new fade state
      handling. They follow the fade-out delay but disappear instantly rather
      than fading.

    Known limitations

    • Later layout passes don't leave room for Pet or Boss Frames, so a
      neighbouring managed frame can occasionally overlap them.
    • If Blizzard repositions a protected managed frame during combat, it
      shows regardless of its setting until combat ends. This behaviour
      predates this PR.

    Testing

    • Cast bar fix confirmed in-game on the _classic_beta_ client.
      🤖 Generated with Claude Code

    Co-authored-by: Claude Opus 5.5 noreply@anthropic.com
  • Set up addon project tooling (#1)
    Sets up the repo as a WoW addon project. No addon code changes: the four
    source files are just moved.

    Changes

    • Source in FadeUI/: the addon files (.toc, Core.lua,
      Options.lua, Bindings.xml) are moved into their own folder.
    • scripts/link.sh: symlinks FadeUI/ into a WoW client's AddOns
      folder so edits load on /reload. The default client is
      _classic_beta_; pass a folder name for others, e.g. scripts/link.sh _retail_.
    • Release packaging: on every v* tag, a GitHub Actions workflow
      runs the BigWigs packager. .pkgmeta moves FadeUI/ up to the top of
      the zip and leaves out dev files. The packager then attaches
      FadeUI-<tag>.zip to a GitHub release. Uploads to CurseForge and Wago
      are ready to turn on once their API keys are added as repo secrets.
    • Editor setup: .vscode/settings.json loads the Ketho WoW API
      types into the Lua language server and lists the addon's own global
      names, so misspelled globals get flagged.
    • README: usage, dev setup and release steps.

    Testing

    • scripts/link.sh ran against the local _classic_beta_ client, and
      the linked folder contains the addon files.
    • The packaging config was checked against the packager's release.sh
      source only; no test build was run. The first real test will be the next
      v* tag after merge.
      🤖 Generated with Claude Code

    Co-authored-by: Claude Opus 5.5 noreply@anthropic.com

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