fix: stabilize minimap range cutoff and update release docs

This commit is contained in:
Xurkon
2026-06-03 06:05:55 -05:00
parent 93cfc17586
commit 4b7c295210
22 changed files with 198 additions and 77 deletions
+1
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@@ -5,6 +5,7 @@
### Bug Fixes ### Bug Fixes
- **[Docs - Release Metadata Sync]** Updated the README badge, documentation version badges, and in-game addon version to `v1.6.3`, then tightened the release filters so handoff notes, local dev settings, and other workspace-only artifacts stay out of the exported release archive. - **[Docs - Release Metadata Sync]** Updated the README badge, documentation version badges, and in-game addon version to `v1.6.3`, then tightened the release filters so handoff notes, local dev settings, and other workspace-only artifacts stay out of the exported release archive.
- **[Docs — Minimap Range Cutoff]** Documented the new minimap icon range cutoff slider and its real-time refresh behavior so the published release notes match the current UI and runtime behavior.
- **[Fix - Arrow Asset Regression]** Restored the default `Arrow1` asset from the original `XPArrow4.png` source, renamed the bundled image arrows to `Arrow1` through `Arrow4`, regenerated the bundled arrow manifest from the actual image data, and added a busted regression test so `arrowold` remains the only bundled sprite sheet. - **[Fix - Arrow Asset Regression]** Restored the default `Arrow1` asset from the original `XPArrow4.png` source, renamed the bundled image arrows to `Arrow1` through `Arrow4`, regenerated the bundled arrow manifest from the actual image data, and added a busted regression test so `arrowold` remains the only bundled sprite sheet.
- **[Fix - Arrow UI / Attachment Redesign]** Reworked the Arrow tab so the arrow and objective text can be detached, reattached, locked independently, and reset independently. Added an attached-gap slider, objective transparency slider, distance-unit selector, larger font sizing, and drop-in preview support for the generated arrow swatches. - **[Fix - Arrow UI / Attachment Redesign]** Reworked the Arrow tab so the arrow and objective text can be detached, reattached, locked independently, and reset independently. Added an attached-gap slider, objective transparency slider, distance-unit selector, larger font sizing, and drop-in preview support for the generated arrow swatches.
- **[Fix - Arrow Asset Size Reduction]** Rewrote the bundled image arrows to their visible bounds and saved them with TGA RLE compression, which keeps the same in-game appearance while reducing the arrow asset footprint dramatically. - **[Fix - Arrow Asset Size Reduction]** Rewrote the bundled image arrows to their visible bounds and saved them with TGA RLE compression, which keeps the same in-game appearance while reducing the arrow asset footprint dramatically.
+31
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@@ -468,6 +468,19 @@ local function drawMinimapPin(pin, data)
-- data.floatOnEdge is replaced by (data.floatOnEdge and ((pin.texture and pin.texture.a and pin.texture.a ~= 0) or pin.texture == nil)) -- data.floatOnEdge is replaced by (data.floatOnEdge and ((pin.texture and pin.texture.a and pin.texture.a ~= 0) or pin.texture == nil))
-- icons will now only float on edge if they have an opacity which is not 0 or if no texture exist. -- icons will now only float on edge if they have an opacity which is not 0 or if no texture exist.
data.distanceFromMinimapCenter = dist data.distanceFromMinimapCenter = dist
local minimapVisibilityCutoff = pin.minimapVisibilityCutoff
or (Questie and Questie.db and Questie.db.profile and Questie.db.profile.minimapIconRangeCutoff)
if minimapVisibilityCutoff and lastXY and lastYY and data.x and data.y then
local xd, yd = lastXY - data.x, lastYY - data.y
local distance = (xd * xd + yd * yd)^0.5
if distance > minimapVisibilityCutoff then
pin:Hide()
data.onEdge = nil
data.keep = nil
return
end
end
if dist <= 1 or (data.floatOnEdge and ((pin.texture and pin.texture.a and pin.texture.a ~= 0) or pin.texture == nil)) then if dist <= 1 or (data.floatOnEdge and ((pin.texture and pin.texture.a and pin.texture.a ~= 0) or pin.texture == nil)) then
pin:Show() pin:Show()
pin:ClearAllPoints() pin:ClearAllPoints()
@@ -708,6 +721,24 @@ local function UpdateMinimapZoom()
end end
end end
function pins:RefreshMinimap()
queueFullUpdate = true
UpdateMinimapPins(true)
UpdateMinimapIconPosition()
end
function pins:SetMinimapVisibilityCutoff(cutoff)
for pin, data in pairs(minimapPins) do
pin.minimapVisibilityCutoff = cutoff
data.minimapVisibilityCutoff = cutoff
end
for pin, data in pairs(activeMinimapPins) do
pin.minimapVisibilityCutoff = cutoff
data.minimapVisibilityCutoff = cutoff
end
end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
-- WorldMap data provider -- WorldMap data provider
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+13 -6
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@@ -254,9 +254,17 @@ end
local function _GetArrowPreviewPath() local function _GetArrowPreviewPath()
local style = _GetArrowStyle() local style = _GetArrowStyle()
if not style then
return nil
end
if style.previewPath and (type(DoesFileExist) ~= "function" or DoesFileExist(style.previewPath)) then
return style.previewPath return style.previewPath
end end
return style.texturePath
end
local function _IsArrowSpriteSheet() local function _IsArrowSpriteSheet()
return (_GetArrowStyle().mode == "sheet") return (_GetArrowStyle().mode == "sheet")
end end
@@ -355,13 +363,9 @@ local function _UpdateObjectiveFramePosition()
end end
if _IsObjectiveAttached() and arrowFrame then if _IsObjectiveAttached() and arrowFrame then
local style = arrowFrame._arrowStyle or _GetArrowStyle()
local inset = (style and style.visualBottomInset) or 0
local scale = _GetArrowScale()
local visibleBottomOffset = math.floor(inset * scale + 0.5)
local gap = _GetObjectiveGap() local gap = _GetObjectiveGap()
objectiveFrame:ClearAllPoints() objectiveFrame:ClearAllPoints()
objectiveFrame:SetPoint("TOP", arrowFrame, "BOTTOM", 0, gap - visibleBottomOffset) objectiveFrame:SetPoint("TOP", arrowFrame, "BOTTOM", 0, gap)
objectiveFrame._useDefaultPosition = false objectiveFrame._useDefaultPosition = false
return return
end end
@@ -810,9 +814,12 @@ EnsureArrowFrame = function()
local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX, targetY) local dist = HBD:GetWorldDistance(targetInstance, playerX, playerY, targetX, targetY)
if dist then if dist then
local area = 1 local area = 1
local alpha = dist - area local alpha = 1
if dist <= area then
alpha = dist / area
alpha = alpha > 1 and 1 or alpha alpha = alpha > 1 and 1 or alpha
alpha = alpha < 0.5 and 0.5 or alpha alpha = alpha < 0.5 and 0.5 or alpha
end
local texalpha = (1 - alpha) * 2 local texalpha = (1 - alpha) * 2
texalpha = texalpha > 1 and 1 or texalpha texalpha = texalpha > 1 and 1 or texalpha
+19 -61
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@@ -13,9 +13,9 @@ QuestieArrowAssets.styles = {
displayWidth = 71, displayWidth = 71,
displayHeight = 96, displayHeight = 96,
visualBottomInset = 0, visualBottomInset = 0,
textureCoordLeft = 0.187500, textureCoordLeft = 0.195312,
textureCoordRight = 0.812500, textureCoordRight = 0.808594,
textureCoordTop = 0.078125, textureCoordTop = 0.093750,
textureCoordBottom = 0.917969, textureCoordBottom = 0.917969,
}, },
["arrow2"] = { ["arrow2"] = {
@@ -28,7 +28,7 @@ QuestieArrowAssets.styles = {
visualBottomInset = 0, visualBottomInset = 0,
textureCoordLeft = 0.082031, textureCoordLeft = 0.082031,
textureCoordRight = 0.917969, textureCoordRight = 0.917969,
textureCoordTop = 0.097656, textureCoordTop = 0.101562,
textureCoordBottom = 0.898438, textureCoordBottom = 0.898438,
}, },
["arrow3"] = { ["arrow3"] = {
@@ -36,13 +36,13 @@ QuestieArrowAssets.styles = {
texture = "Icons\\Arrows\\Arrow3.tga", texture = "Icons\\Arrows\\Arrow3.tga",
preview = "Icons\\Arrows\\Arrow3_preview.tga", preview = "Icons\\Arrows\\Arrow3_preview.tga",
mode = "image", mode = "image",
displayWidth = 65, displayWidth = 66,
displayHeight = 96, displayHeight = 96,
visualBottomInset = 0, visualBottomInset = 0,
textureCoordLeft = 0.214844, textureCoordLeft = 0.218750,
textureCoordRight = 0.785156, textureCoordRight = 0.781250,
textureCoordTop = 0.078125, textureCoordTop = 0.093750,
textureCoordBottom = 0.914062, textureCoordBottom = 0.917969,
}, },
["arrow4"] = { ["arrow4"] = {
label = "Arrow 4", label = "Arrow 4",
@@ -52,21 +52,21 @@ QuestieArrowAssets.styles = {
displayWidth = 68, displayWidth = 68,
displayHeight = 96, displayHeight = 96,
visualBottomInset = 0, visualBottomInset = 0,
textureCoordLeft = 0.203125, textureCoordLeft = 0.347656,
textureCoordRight = 0.796875, textureCoordRight = 0.648438,
textureCoordTop = 0.078125, textureCoordTop = 0.289062,
textureCoordBottom = 0.917969, textureCoordBottom = 0.714844,
}, },
["hordearrow"] = { ["hordearrow"] = {
label = "Horde Arrow", label = "Horde Arrow",
texture = "Icons\\Arrows\\HordeArrow.tga", texture = "Icons\\Arrows\\HordeArrow.tga",
preview = "Icons\\Arrows\\HordeArrow_preview.tga", preview = "Icons\\Arrows\\HordeArrow_preview.tga",
mode = "image", mode = "image",
displayWidth = 84, displayWidth = 120,
displayHeight = 96, displayHeight = 96,
visualBottomInset = 0, visualBottomInset = 0,
textureCoordLeft = 0.207031, textureCoordLeft = 0.078125,
textureCoordRight = 0.789062, textureCoordRight = 0.917969,
textureCoordTop = 0.078125, textureCoordTop = 0.078125,
textureCoordBottom = 0.917969, textureCoordBottom = 0.917969,
}, },
@@ -75,50 +75,11 @@ QuestieArrowAssets.styles = {
texture = "Icons\\Arrows\\AllianceArrow.tga", texture = "Icons\\Arrows\\AllianceArrow.tga",
preview = "Icons\\Arrows\\AllianceArrow_preview.tga", preview = "Icons\\Arrows\\AllianceArrow_preview.tga",
mode = "image", mode = "image",
displayWidth = 116, displayWidth = 177,
displayHeight = 96, displayHeight = 96,
visualBottomInset = 0, visualBottomInset = 0,
textureCoordLeft = 0.222656, textureCoordLeft = 0.078125,
textureCoordRight = 0.773438, textureCoordRight = 0.917969,
textureCoordTop = 0.078125,
textureCoordBottom = 0.917969,
},
["minimal1"] = {
label = "Waypoint 1",
texture = "Icons\\Arrows\\Minimal1.tga",
preview = "Icons\\Arrows\\Minimal1_preview.tga",
mode = "image",
displayWidth = 68,
displayHeight = 96,
visualBottomInset = 0,
textureCoordLeft = 0.203125,
textureCoordRight = 0.796875,
textureCoordTop = 0.078125,
textureCoordBottom = 0.917969,
},
["minimal2"] = {
label = "Waypoint 2",
texture = "Icons\\Arrows\\Minimal2.tga",
preview = "Icons\\Arrows\\Minimal2_preview.tga",
mode = "image",
displayWidth = 74,
displayHeight = 96,
visualBottomInset = 0,
textureCoordLeft = 0.175781,
textureCoordRight = 0.820312,
textureCoordTop = 0.078125,
textureCoordBottom = 0.917969,
},
["minimal3"] = {
label = "Waypoint 3",
texture = "Icons\\Arrows\\Minimal3.tga",
preview = "Icons\\Arrows\\Minimal3_preview.tga",
mode = "image",
displayWidth = 83,
displayHeight = 96,
visualBottomInset = 0,
textureCoordLeft = 0.132812,
textureCoordRight = 0.863281,
textureCoordTop = 0.078125, textureCoordTop = 0.078125,
textureCoordBottom = 0.917969, textureCoordBottom = 0.917969,
}, },
@@ -144,9 +105,6 @@ QuestieArrowAssets.order = {
"arrow4", "arrow4",
"hordearrow", "hordearrow",
"alliancearrow", "alliancearrow",
"minimal1",
"minimal2",
"minimal3",
"arrowold", "arrowold",
} }
+101 -2
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@@ -256,6 +256,7 @@ function QuestieMap:ProcessShownMinimapIcons()
while true do while true do
count = 0 count = 0
playerX, playerY = getWorldPos() playerX, playerY = getWorldPos()
xd = (playerX or 0) - (QuestieMap.playerX or 0) xd = (playerX or 0) - (QuestieMap.playerX or 0)
yd = (playerY or 0) - (QuestieMap.playerY or 0) yd = (playerY or 0) - (QuestieMap.playerY or 0)
totalDistance = totalDistance + (xd * xd + yd * yd) totalDistance = totalDistance + (xd * xd + yd * yd)
@@ -296,6 +297,30 @@ function QuestieMap:ProcessShownMinimapIcons()
end end
end end
function QuestieMap:RefreshMinimapIconVisibility()
if not HBDPins or not HBDPins.activeMinimapPins then
return
end
local minimapVisibilityCutoff = Questie.db.profile.minimapIconRangeCutoff or 100
if HBDPins.SetMinimapVisibilityCutoff then
HBDPins:SetMinimapVisibilityCutoff(minimapVisibilityCutoff)
end
if HBDPins.RefreshMinimap then
HBDPins:RefreshMinimap()
end
for minimapFrame, data in pairs(HBDPins.activeMinimapPins) do
if minimapFrame and minimapFrame.miniMapIcon and minimapFrame.FadeLogic then
minimapFrame.minimapVisibilityCutoff = minimapVisibilityCutoff
minimapFrame:FadeLogic()
if minimapFrame.GlowUpdate then
minimapFrame:GlowUpdate()
end
end
end
end
function QuestieMap:QueueDraw(drawType, ...) function QuestieMap:QueueDraw(drawType, ...)
if (not isDrawQueueDisabled) then if (not isDrawQueueDisabled) then
if _G.QuestieDebugPins then if _G.QuestieDebugPins then
@@ -570,6 +595,71 @@ function QuestieMap:DrawManualIcon(data, areaID, x, y, typ)
iconMinimap.texture:SetTexture(texture) iconMinimap.texture:SetTexture(texture)
iconMinimap.texture:SetVertexColor(colorsMinimap[1], colorsMinimap[2], colorsMinimap[3], 1); iconMinimap.texture:SetVertexColor(colorsMinimap[1], colorsMinimap[2], colorsMinimap[3], 1);
iconMinimap.miniMapIcon = true; iconMinimap.miniMapIcon = true;
iconMinimap.minimapVisibilityCutoff = Questie.db.profile.minimapIconRangeCutoff or 100
if (not iconMinimap.FadeLogic) then
function iconMinimap:SetFade(value)
if self.lastGlowFade ~= value then
self.lastGlowFade = value
if self.glowTexture then
local r, g, b = self.glowTexture:GetVertexColor()
self.glowTexture:SetVertexColor(r, g, b, value)
end
self.texture:SetVertexColor(colorsMinimap[1], colorsMinimap[2], colorsMinimap[3], value)
end
end
function iconMinimap:FadeLogic()
local profile = Questie.db.profile
if self.miniMapIcon and self.x and self.y and self.texture and self.UiMapID and self.texture.SetVertexColor and HBD and HBD.GetPlayerZonePosition then
if (QuestieMap.playerX and QuestieMap.playerY) then
local x, y
if not self.worldX then
x, y = HBD:GetWorldCoordinatesFromZone(self.x / 100, self.y / 100, self.UiMapID)
self.worldX = x
self.worldY = y
else
x = self.worldX
y = self.worldY
end
if (x and y) then
local xd = QuestieMap.playerX - x
local yd = QuestieMap.playerY - y
local distance = math.sqrt(xd * xd + yd * yd)
local minimapVisibilityCutoff = self.minimapVisibilityCutoff or profile.minimapIconRangeCutoff or 100
if (distance > minimapVisibilityCutoff) then
self:FakeHide()
return
elseif self.hidden then
self:FakeShow()
elseif (distance > profile.fadeLevel) then
local fade = 1 - (math.min(10, (distance - profile.fadeLevel)) * normalizedValue)
self:SetFade(fade)
elseif (distance < profile.fadeOverPlayerDistance) and profile.fadeOverPlayer then
local fadeAmount = profile.fadeOverPlayerLevel + distance * (1 - profile.fadeOverPlayerLevel) / profile.fadeOverPlayerDistance
if self.faded and fadeAmount > profile.iconFadeLevel then
fadeAmount = profile.iconFadeLevel
end
self:SetFade(fadeAmount)
else
if self.faded then
self:SetFade(profile.iconFadeLevel)
else
self:SetFade(1)
end
end
end
else
if self.faded then
self:SetFade(profile.iconFadeLevel)
else
self:SetFade(1)
end
end
end
end
end
QuestieMap:QueueDraw(QuestieMap.ICON_MINIMAP_TYPE, Questie, iconMinimap, iconMinimap.UiMapID, x / 100, y / 100, true, true); QuestieMap:QueueDraw(QuestieMap.ICON_MINIMAP_TYPE, Questie, iconMinimap, iconMinimap.UiMapID, x / 100, y / 100, true, true);
tinsert(QuestieMap.manualFrames[typ][data.id], iconMinimap:GetName()) tinsert(QuestieMap.manualFrames[typ][data.id], iconMinimap:GetName())
@@ -650,6 +740,7 @@ function QuestieMap:DrawWorldIcon(data, areaID, x, y, showFlag)
iconMinimap.AreaID = areaID iconMinimap.AreaID = areaID
iconMinimap.UiMapID = uiMapId iconMinimap.UiMapID = uiMapId
iconMinimap.miniMapIcon = true; iconMinimap.miniMapIcon = true;
iconMinimap.minimapVisibilityCutoff = Questie.db.profile.minimapIconRangeCutoff or 100
iconMinimap:UpdateTexture(Questie.usedIcons[data.Icon]); iconMinimap:UpdateTexture(Questie.usedIcons[data.Icon]);
if (not iconMinimap.FadeLogic) then if (not iconMinimap.FadeLogic) then
@@ -680,9 +771,17 @@ function QuestieMap:DrawWorldIcon(data, areaID, x, y, showFlag)
if (x and y) then if (x and y) then
local xd = QuestieMap.playerX - x local xd = QuestieMap.playerX - x
local yd = QuestieMap.playerY - y local yd = QuestieMap.playerY - y
local distance = math.sqrt(xd * xd + yd * yd) / 10; local distance = math.sqrt(xd * xd + yd * yd);
local minimapVisibilityCutoff = self.minimapVisibilityCutoff or profile.minimapIconRangeCutoff or 100;
if (distance > profile.fadeLevel) then -- Hard stop: keep minimap pins from remaining visible beyond
-- the configured minimap range cutoff.
if (distance > minimapVisibilityCutoff) then
self:FakeHide()
return
elseif self.hidden then
self:FakeShow()
elseif (distance > profile.fadeLevel) then
local fade = 1 - (math.min(10, (distance - profile.fadeLevel)) * normalizedValue); local fade = 1 - (math.min(10, (distance - profile.fadeLevel)) * normalizedValue);
self:SetFade(fade) self:SetFade(fade)
elseif (distance < profile.fadeOverPlayerDistance) and profile.fadeOverPlayer then elseif (distance < profile.fadeOverPlayerDistance) and profile.fadeOverPlayer then
@@ -510,6 +510,21 @@ function QuestieOptions.tabs.icons:Initialize()
QuestieFramePool:UpdateColorConfig(true, value) QuestieFramePool:UpdateColorConfig(true, value)
end, end,
}, },
minimapIconRangeCutoff = {
type = "range",
order = 4.35,
name = function() return l10n('Minimap Icon Range Cutoff'); end,
desc = function() return l10n('How far away minimap icons can remain visible.\n(Default: %s)', optionsDefaults.profile.minimapIconRangeCutoff); end,
width = 3.1,
min = 25,
max = 200,
step = 5,
disabled = function() return ((not Questie.db.profile.enabled) or (not Questie.db.profile.enableMiniMapIcons)); end,
get = function(info) return QuestieOptions:GetProfileValue(info); end,
set = function (info, value)
QuestieOptions:SetProfileValue(info, value)
end,
},
fadeLevel = { fadeLevel = {
type = "range", type = "range",
order = 4.4, order = 4.4,
+11 -3
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@@ -102,10 +102,18 @@ end
-- set option value -- set option value
function QuestieOptions:SetProfileValue(info, value) function QuestieOptions:SetProfileValue(info, value)
if debug and Questie.db.profile[info[#info]] ~= value then local key = info[#info]
Questie:Debug(Questie.DEBUG_SPAM, "DEBUG: global option", info[#info], "changed from '" .. tostring(Questie.db.profile[info[#info]]) .. "' to '" .. tostring(value) .. "'") if debug and Questie.db.profile[key] ~= value then
Questie:Debug(Questie.DEBUG_SPAM, "DEBUG: global option", key, "changed from '" .. tostring(Questie.db.profile[key]) .. "' to '" .. tostring(value) .. "'")
end
Questie.db.profile[key] = value
if key == "minimapIconRangeCutoff" then
local QuestieMap = QuestieLoader:ImportModule("QuestieMap")
if QuestieMap and QuestieMap.RefreshMinimapIconVisibility then
QuestieMap:RefreshMinimapIconVisibility()
end
end end
Questie.db.profile[info[#info]] = value
end end
function QuestieOptions:ClusterRedraw() function QuestieOptions:ClusterRedraw()
+2 -1
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@@ -20,7 +20,8 @@ function QuestieOptionsDefaults:Load()
objectScale = 1, objectScale = 1,
globalScale = 0.6, globalScale = 0.6,
globalMiniMapScale = 0.7, globalMiniMapScale = 0.7,
fadeLevel = 20, minimapIconRangeCutoff = 100,
fadeLevel = 100,
fadeOverPlayer = true, fadeOverPlayer = true,
fadeOverPlayerLevel = 0.5, fadeOverPlayerLevel = 0.5,
fadeOverPlayerDistance = 5, fadeOverPlayerDistance = 5,
+1 -1
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@@ -198,7 +198,6 @@ Bundled arrow assets are detected automatically as either sprite sheets or regul
- `Arrow1` through `Arrow4` are the bundled image styles, while `arrowold` remains the only bundled sprite sheet. - `Arrow1` through `Arrow4` are the bundled image styles, while `arrowold` remains the only bundled sprite sheet.
- `Horde Arrow` and `Alliance Arrow` add faction-themed styles with their insignia built into the art. - `Horde Arrow` and `Alliance Arrow` add faction-themed styles with their insignia built into the art.
- `Waypoint 1` through `Waypoint 3` add a calmer, lower-profile look for players who want something closer to a plain game marker.
- The dropdown now uses generated preview swatches from `Icons/Arrows`, so each bundled style shows a live thumbnail instead of a text-only entry. - The dropdown now uses generated preview swatches from `Icons/Arrows`, so each bundled style shows a live thumbnail instead of a text-only entry.
- Image arrows rotate as a single texture and keep their native art, while sprite sheets only use sheet-cell logic when the style is explicitly `arrowold` or a custom sheet is marked as such. - Image arrows rotate as a single texture and keep their native art, while sprite sheets only use sheet-cell logic when the style is explicitly `arrowold` or a custom sheet is marked as such.
- The arrow and objective text can be detached or reattached independently, locked separately, and reset with one-click actions. - The arrow and objective text can be detached or reattached independently, locked separately, and reset with one-click actions.
@@ -224,6 +223,7 @@ Bundled arrow assets are detected automatically as either sprite sheets or regul
- Fixed `RequestMapUpdate` logic that caused completed quest icons to persist across zone transitions. - Fixed `RequestMapUpdate` logic that caused completed quest icons to persist across zone transitions.
- Downgraded spurious `[CRITICAL] No AreaId found for UiMapId` log spam to debug level. On some servers, `C_Map.GetBestMapForUnit` returns a continent-level UiMapId for capital cities; the nil return was already handled gracefully but was incorrectly logged as critical. - Downgraded spurious `[CRITICAL] No AreaId found for UiMapId` log spam to debug level. On some servers, `C_Map.GetBestMapForUnit` returns a continent-level UiMapId for capital cities; the nil return was already handled gracefully but was incorrectly logged as critical.
- Fixed map pins for `killCredit`-type objectives not resolving spawn locations correctly. - Fixed map pins for `killCredit`-type objectives not resolving spawn locations correctly.
- Added a configurable minimap icon range cutoff so players can choose how far away quest icons remain visible before fading out.
### Tooltips ### Tooltips
+1
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@@ -179,6 +179,7 @@
<h2 id="v163">[v1.6.3] &mdash; Arrow Redesign, Minimap Pin Drift Fix (Live API + Corrected Pixel Math), Sunstrider Isle Arrow Distance, Map Pins, Tooltip Schema Fixes, QuestData String Safety</h2> <h2 id="v163">[v1.6.3] &mdash; Arrow Redesign, Minimap Pin Drift Fix (Live API + Corrected Pixel Math), Sunstrider Isle Arrow Distance, Map Pins, Tooltip Schema Fixes, QuestData String Safety</h2>
<ul> <ul>
<li><strong>[Docs &mdash; Release Metadata Sync]</strong> Updated the README badge, documentation version badges, and in-game addon version to <code>v1.6.3</code>, then tightened the release filters so handoff notes, local dev settings, and other workspace-only artifacts stay out of the exported release archive.</li> <li><strong>[Docs &mdash; Release Metadata Sync]</strong> Updated the README badge, documentation version badges, and in-game addon version to <code>v1.6.3</code>, then tightened the release filters so handoff notes, local dev settings, and other workspace-only artifacts stay out of the exported release archive.</li>
<li><strong>[Docs &mdash; Minimap Range Cutoff]</strong> Documented the new minimap icon range cutoff slider and its real-time refresh behavior so the published notes match the current UI and runtime behavior.</li>
<li><strong>[Fix &mdash; Arrow Asset Regression &amp; Redesign]</strong> Rebuilt the bundled arrow set so the live dropdown is backed by four image arrows (<code>Arrow1</code> through <code>Arrow4</code>) plus one legacy sheet arrow (<code>arrowold</code>). The old default <code>arrow.tga</code> cache path was retired in favor of the new image-specific asset names, and the generator now keeps sheet-mode detection isolated so only <code>arrowold</code> or an explicitly custom sheet can enter the sprite-sheet path. <li><strong>[Fix &mdash; Arrow Asset Regression &amp; Redesign]</strong> Rebuilt the bundled arrow set so the live dropdown is backed by four image arrows (<code>Arrow1</code> through <code>Arrow4</code>) plus one legacy sheet arrow (<code>arrowold</code>). The old default <code>arrow.tga</code> cache path was retired in favor of the new image-specific asset names, and the generator now keeps sheet-mode detection isolated so only <code>arrowold</code> or an explicitly custom sheet can enter the sprite-sheet path.
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<li><strong>Bundled asset layout</strong>: The new arrow images live under <code>Icons\\Arrows</code>, with matching generated preview TGAs so the dropdown can show a visible swatch for each style.</li> <li><strong>Bundled asset layout</strong>: The new arrow images live under <code>Icons\\Arrows</code>, with matching generated preview TGAs so the dropdown can show a visible swatch for each style.</li>