LumenUI

A focused WoW UI suite with flawless defaults and zero bloat.

File Details

v0.9.107-beta

  • B
  • Jul 3, 2026
  • 352.98 KB
  • 9
  • 12.0.7
  • Retail

File Name

LumenUI-v0.9.107-beta.zip

Supported Versions

  • 12.0.7

LumenUI

v0.9.107-beta (2026-07-03)

Full Changelog Previous Releases

  • Merge pull request #48 from NennMichSchinken/dev
    Beta update: shell redesign v2 + performance audit (v0.9.107)
  • Merge pull request #47 from NennMichSchinken/feature/perf-audit
    Feature/perf audit
  • shell: build the first screen one frame after show, never cache hidden-built screens
    Building inside OnShow ran before the panel subtree had valid rects after
    /reload - widgets computed layout from width 0 and could stay degenerate
    (no slider track/thumb, blank value box) until a scroll forced a re-layout.
    Co-Authored-By: Claude Fable 5 noreply@anthropic.com
  • shell: fix cold-start slider glitch — warm fonts per size, repaint slider on show
    Co-Authored-By: Claude Fable 5 noreply@anthropic.com
  • perf: split raidframe render by event, cache shell screens
    Audit package (A1-A5, B1, E):
    • render split: health ticks no longer re-scan auras; dispel result
      cached per frame; aggro only on threat events
    • unit-event handler bails on one hash lookup (fires for all world units)
    • whitelist resolved once per spec, not per UNIT_AURA render
    • PLAYER_SPECIALIZATION_CHANGED filtered to the player (raidframes + click-cast)
    • calculator max-health mode set once; learnedIID wiped on world enter
    • blizzard-frame suppression no longer calls Hide() on protected frames in combat
    • shell: screens cached per section/tab (frames are never GC'd), tab buttons
      pooled, cache dropped on any data change / profile switch / spec change
      Co-Authored-By: Claude Fable 5 noreply@anthropic.com
  • Merge pull request #46 from NennMichSchinken/feature/shell-redesign
    Feature/shell redesign
  • shell: add buttons go secondary gold (green dropped), tabs remember last selection per section
    Co-Authored-By: Claude Fable 5 noreply@anthropic.com
  • shell: phase 4 sweep — success as palette E3, two-gold rule on arrows/select, D3 disabled
    Co-Authored-By: Claude Fable 5 noreply@anthropic.com
  • shell: sidebar runs full height, wordmark moves into the nav brand block
    Co-Authored-By: Claude Fable 5 noreply@anthropic.com
  • shell: phase 3 chrome — gold nav/tab fills, tab badge, drop runes+footer
    Co-Authored-By: Claude Fable 5 noreply@anthropic.com
  • tracking: trash icon permanently red, catalog size (22px), no tooltip
    Florian feedback: grey icon drowned next to the row text; the icon tooltip
    fought the row's spell tooltip (jumpy on hover-across); 18px too small.
    Co-Authored-By: Claude Opus 4.8 noreply@anthropic.com
  • shell: phase 2 — v2 button hierarchy + refinements 1/2/3/5
    • W.Button: flat v2 variants — primary = interactive-gold fill (gradient
      removed), NEW secondary = gold outline, neutral = grey element (ghost is
      now an alias of it), danger = red outline; success kept for the catalog
    • field labels: primary text instead of gold (gold stays reserved for
      headers/actives/brand)
    • spell-picker trigger restyled as a secondary button (transparent, gold
      outline)
    • stack:section(title, opts): count chip right of the title (muted at 0)
      • quiet header action link (muted, golden on hover)
    • tracking: count + 'Restore defaults' moved into the section header (the
      footer keeps only '+ Add spell'); rows on element surface with hover =
      elementHover + brand-gold left edge; 'Remove' text button replaced by a
      quiet trash icon (red on hover); empty categories show a dashed
      empty-state box with a proper sentence (new deDE string)
    • new shared dims: sectionCountGap/H/Pad; tracking.trash replaces removeW
      Co-Authored-By: Claude Opus 4.8 noreply@anthropic.com
  • shell: measurement schema — UI.LAYOUT now mirrors the nav tree
    Same principle as the color palette, applied to measures:
    • UI.WIDGET = ONLY shared component dimensions (rule: visible in more than
      one screen -> WIDGET; exactly one screen -> LAYOUT.<screen>)
    • UI.LAYOUT restructured to mirror the left nav top-down:
      global.profile / clickcast / raidframes.{base,sizeArrange,tracking}
    • moved screen-specific keys out of UI.WIDGET: track* -> raidframes.tracking
      (rowH/removeW), sort* -> raidframes.base.sort, cc* -> clickcast
    • trackIcon -> spellIcon (genuinely shared: picker, tracking rows, catalog)
    • consolidated tab-top spacing: base.topToToggle + clickcast.topToHead ->
      general.tabTop (one value, same meaning)
    • dropped dead keys (transparenz block, 3x lebensbalken, 3x general)
    • German category names -> English (lebensbalken -> healthbar etc.)
      Pure refactor — zero visual change. luacheck 0/0.
      Co-Authored-By: Claude Opus 4.8 noreply@anthropic.com
  • docs: last German word in a code comment -> English
  • shell: v2 feedback round 1 — uniform picker rows, neutral popover borders, lighter card headers, roomier tracking rows
    • spell picker: drop the zebra alternation (was element vs card = too harsh
      on the v2 palette); uniform element cells + faint separators, hover uses
      elementHover
    • popover borders (spell picker, confirm/import dialogs, tooltip) neutral
      B2 instead of gold; gold stays on open/active control edges
    • signature top accents + section accent bars = brand gold C1
    • section card header bar now LIGHTER than the card body (P.element), per
      Florian's mockup
    • tracking rows 36->44 with 8px gaps — the Remove button breathes
      Co-Authored-By: Claude Opus 4.8 noreply@anthropic.com
  • shell: phase 1 of design line v2 — central A/B/C/D/E palette block
    • Tokens.lua: new UI.P palette (Florian's locked v2 values) as the single
      source of every color; legacy UI.C names remapped onto it so all widgets
      and screens pick up the new look without call-site changes (phases 2/3
      migrate call sites onto UI.P directly)
    • UI.line: structural lines now neutral (B1/B2) instead of gold-at-opacity;
      gold remains only on active/open states and hover washes
    • unify in-game accents onto brand gold C1 #E9BB69 (mouseover/target edge,
      edit-mode overlay, ESC-menu button, chat print incl. deDE key)
    • bump version to 0.9.105
      Co-Authored-By: Claude Opus 4.8 noreply@anthropic.com
  • ci: prevent duplicate release runs for the same tag (concurrency guard)
    Co-Authored-By: Claude Opus 4.8 noreply@anthropic.com