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VanguardUI

All-in-one UI suite for WoW Forever: unit & raid frames, click casting, action bars, bags, nameplates, quest tracker and more. 52 switchable modules, built from scratch. Free.
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v0.7.4

File nameVanguard-v0.7.4.zip
Uploaded
Oct 20, 2026
Downloads
15
Size
1.3 MB
Flavors
RetailForever
File ID
9269369
Type
R
Release
Supported game versions
  • 12.1.5
  • 12.0.7
  • 1.60.1

What's new

Vanguard

v0.7.4 (2026-10-20)

Full Changelog

  • Merge pull request #644 from clifftaylor2325/work/openmap-credit
    OpenMap credit, and release 0.7.4
  • release 0.7.4: version bump, What's new and changelog
    Emergency release for the OpenMap credit (Cliff 10-20 17:01). Bumps
    Vanguard.toc to 0.7.4 and adds 0.7.4 notes to Core/WhatsNewNotes.lua and
    docs/CHANGELOG.md: the OpenMap credit (#644) and the action button polish
    merged since 0.7.3 (#643).
  • openmap: the Map page's row count includes the OpenMap card
    The card now always shows (header and credit line), two more rows on Map.
  • openmap: credit OpenMap's author in the game, the README and the docs
    The Map page's OpenMap card now always shows, opening with "OpenMap is by
    jiforever (on CurseForge, jigrobbulus). Vanguard works alongside it and holds
    none of its code."; the "drawing the world map" line still shows only while
    OpenMap is loaded. The README's Credits list (which the site's Credits page
    reads) gains an OpenMap line, the map feature page says the card credits
    its author, and SMOKE 18.4b checks the card and the TOC author name.
    Name: jiforever is OpenMap's author and jigrobbulus its project owner on
    CurseForge (research 10-20); OpenMap's own TOC Author field is unread, as
    its repo is offline, so SMOKE 18.4b asks for it in game.
    Verified: waypoints tests, test:quick, quality, coverage.
  • Merge pull request #643 from clifftaylor2325/work/c-p2-buttons
    C-P2 action buttons: short long-key names, equipped ring, keybind banner result line
  • C-P2 action bars: review fixes for the ring, the banner and the preview
    • The equipped ring is placed each time it shows (T.ShowInnerRing): at the button's current pixel size, kept short of rounded or cut corners, and tinted then, so a UI scale or Corners change never leaves it off or square.
    • Keybind banner: 76 px tall so Done no longer reaches the top line; both lines are width-limited and one line; the top line says Escape leaves again.
    • The options preview's sample button places its hotkey like the bars (one line, right-aligned).
    • Harness IsEquippedAction refuses a slot number outside 1-180 (RequiresValidActionSlot), not an empty slot; the bars test keeps its own stricter stub.
    • Header comment rewrapped.
      Not changed: with Masque the bars show no equipped mark (Masque gets no Border region); noted for the PR.
      Verified: bars.test 40/40; agent-check clean on each file.
  • C-07 action bars: keybind banner shows the last result, and a Done button
    The keybind banner gets a second line that repeats each bind or clear result chat gets (warn colour when a key was taken from another command; "Nothing bound yet." on entry) and a Done button that leaves the mode like Escape. Banner sizes live on AB.BANNER.
    SMOKE: added 10.4b (long keys on one line, C-10), 10.4c (equipped ring, C-09) and 10.4d (banner result line and Done); moved 10.4a, which sat under section 11, back into section 10.
    Verified: bars.test (40/40) with new assertions on the result text, its colour and the Done button; agent-check clean.
  • C-09 action bars: keep the game's equipped-item mark
    The game's own action button marks an item you wear in green; Vanguard's did
    not. A button whose action is an equipped item (a trinket, say) now gets a
    one-pixel ring just inside its edge in the theme's good colour, refreshed in
    AB.UpdateButton and on PLAYER_EQUIPMENT_CHANGED. The client is asked
    (C_ActionBar.IsEquippedAction, which refuses an empty slot) only for a slot
    with an action; a hidden answer counts as no. Not drawn under Masque.
    The ring is T.InnerRing (Core/Theme.lua, a function on T, no new local):
    four OVERLAY edges one pixel inside the frame, over the icon, hidden until shown.
    Harness: C_ActionBar.IsEquippedAction over action.equipped, erroring on an
    empty slot as the client does; ACTIONS_ENV answers from __actions.
    Verified: bars (the ring on, off after the item comes off, an empty slot
    never asked, a hidden answer), masque; test:quick.
    Needs in game: a worn trinket on a bar shows the ring; it goes when unequipped.
  • C-10 action bars: short names for the long keys, hotkey text never spills out
    The sweep (W5-C-3) already split the modifiers from the key. This adds the
    rest of C-10: Page Up/Down read PU/PD, Insert Ins, Delete Del, Home Hm, End
    End, Caps Lock Cap. The hotkey text is pinned to both top corners of the
    button, right-aligned and on one line, so a long name is cut at the button's
    edge instead of running across the next one. KEY_SHORT is now AB.KEY_SHORT
    (one fewer top-level local). Meta stays "Cmd" as the sweep chose. Cooldown
    Manager keys get the same names through AB.ShortKey.
    Verified: bars (short names table, hotkey anchors), test:quick.

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