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feat(text designer): available on all channels (remove alpha-only gate)
1 parent 1cfa6a6 commit b8f66d8

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Lines changed: 10 additions & 23 deletions

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CHANGELOG.md

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### New Features
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* **Text Designer** is now available in all versions (previously alpha-only) — add any number of custom text elements to your unit frames, each with its own font, size, colour (or class colour), anchor and position. Elements can show live data including: **Identity** — Name, Class, Level, Race, Faction, Group Number, Custom Static Text; **Health** — Current HP, Max HP, HP Percent, HP Deficit, Max HP Reduction %; **Power** — Current Power, Power %, Power Deficit, Power Type; **Shields & Heals** — Absorb Amount, Heal Absorb Amount, Incoming Heal; **Status** — Dead / Offline / Ghost; **Threat & Range** — Aggro Flag, Threat on Current Target, In-Range / Out-of-Range text. Find it under the **Text** tab.
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* (Frames) **Unified border system** — every border (frame, buff/debuff icons, aura bars, defensive icons, missing-buff, resource bar, pet frames, targeted spells) now runs through one engine with consistent **Style / Colour / Alpha / Gradient** controls. (by Krathe)
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* (Borders) Added optional **border animations** — 10 effects (pulse, wipe, ripple, segment reveal, sides/corners-only, proc glow, dash, and more), available wherever a border is drawn. (by Krathe)
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* (Icons) Status icons now use crisp **modern Blizzard atlas art** (ready check, summon, resurrect, phased, vehicle, main tank/assist, AFK), with automatic fallback to the legacy texture. (by Krathe)

Options/Options.lua

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@@ -4438,17 +4438,14 @@ function DF:SetupGUIPages(GUI, CreateCategory, CreateSubTab, BuildPage)
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Add(truncGroup, nil, 2)
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end)
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-- Text > Text Designer (NEW — alpha only)
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-- Phase 1: non-functional UI scaffold. See spec at
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-- docs/superpowers/specs/2026-05-22-text-designer-phase1-design.md
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if DF.RELEASE_CHANNEL ~= "release" then
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local pageTextDesigner = CreateSubTab("text", "text_designer", L["Text Designer"])
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BuildPage(pageTextDesigner, function(self, db, Add, AddSpace, AddSyncPoint)
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if DF.BuildTextDesignerPage then
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DF.BuildTextDesignerPage(GUI, self, db)
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end
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end)
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end
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-- Text > Text Designer
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-- See spec at docs/superpowers/specs/2026-05-22-text-designer-phase1-design.md
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local pageTextDesigner = CreateSubTab("text", "text_designer", L["Text Designer"])
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BuildPage(pageTextDesigner, function(self, db, Add, AddSpace, AddSyncPoint)
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if DF.BuildTextDesignerPage then
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DF.BuildTextDesignerPage(GUI, self, db)
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end
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end)
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-- ========================================
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-- CATEGORY: Auras

TextDesigner/Migration.lua

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-- from the Global tab's "Import Current Text Settings" button.
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-- ============================================================
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-- Release-channel gate: TD is alpha-only, mirror the other TD files so we
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-- don't register the migration function on release builds.
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if DF.RELEASE_CHANNEL == "release" then return end
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local ipairs, pairs, type = ipairs, pairs, type
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-- Deep-copy a color table so migrated elements don't share refs with the

TextDesigner/Options.lua

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local addonName, DF = ...
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if DF.RELEASE_CHANNEL == "release" then return end
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local L = DF.L
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-- ============================================================

TextDesigner/TextDesigner.lua

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-- ============================================================
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-- TEXT DESIGNER - MODULE ENTRY
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-- Alpha-only feature for designing arbitrary text elements on
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-- unit frames. Phase 1: UI scaffold only (no rendering).
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-- Feature for designing arbitrary text elements on unit frames.
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-- See docs/superpowers/specs/2026-05-22-text-designer-phase1-design.md
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-- ============================================================
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-- Release-channel gate: don't even register globals on release builds.
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-- DF.RELEASE_CHANNEL is set in Changelog.lua by CI.
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if DF.RELEASE_CHANNEL == "release" then return end
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local pairs, ipairs = pairs, ipairs
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DF.TextDesigner = DF.TextDesigner or {}

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