feat: refine learner data source and pin rendering
This commit is contained in:
@@ -188,6 +188,10 @@
|
||||
<li><strong>[Arrow — Low-End Performance Controls]</strong> Added live Arrow update throttles to reduce repeated nearest-target and coordinate work while preserving existing arrow behavior.</li>
|
||||
<li><strong>[Measured Hot Paths — Phase 3]</strong> Landed measured optimizations on the phase 3 branch for literal localization caching, available quest redraw batching, <code>QuestieDB.IsDoable</code> batch reads, hot profile aliases, <code>GetTime()</code> hoists, NPC fallback lookup caching, and validate-cache allocation cleanup.</li>
|
||||
<li><strong>[QuestieQuest — Unavailable Quest Guard]</strong> Guarded the available-quest draw thread so unresolved quest IDs are skipped safely instead of crashing the thread, and deduped the skip log so the same missing quest does not spam every redraw.</li>
|
||||
<li><strong>[QuestieLearner — Data Source Mode Cohesion]</strong> Reworked the Auto / Learner / Static / Neither data-source modes so switching between them applies live and consistently. A single missing static sub-table (npc/object/quest/item) no longer locks the whole addon into learner mode — only the genuinely-missing store falls back. Static and Neither no longer silently fall back to learner records, switching modes now clears the per-zone quest cache, and the mode switch drives a full pin/tracker redraw through <code>QuestieQuest:SmoothReset()</code> (the previous redraw call imported a mis-named module and silently did nothing).</li>
|
||||
<li><strong>[QuestieLearner — Pin Refresh Latency]</strong> Collapsed a redundant second debounce stage on the live-learn pin-refresh path. Newly learned spawns now redraw within a single debounce window instead of waiting out both the NPC live-update delay and a separate pin-refresh delay, roughly halving perceived pin-update latency in the Balanced and Low presets. Also fixed a latent infinite timer re-arm that could occur once the pin flush was triggered directly.</li>
|
||||
<li><strong>[Map — Dense Pin Clustering Aggressiveness Knob]</strong> Re-implemented density-adaptive clustering for crowded kill objectives, now controlled by a new <em>Dense pin clustering aggressiveness</em> slider on the Advanced tab (0 = show every pin, higher = tighter consolidation where many pins share a zone). Coincident pins are always deduplicated regardless of the clustering settings, and the intentional per-zone (Sunstrider Isle) and object-icon range overrides are preserved.</li>
|
||||
<li><strong>[QuestieLearner — One Pin Per Spawn, Not Per Kill]</strong> Fixed learner kill evidence rendering a separate pin for every kill. Because kill coordinates are the player's position at kill time (and respawns carry fresh GUIDs), repeated kills at the same spot drifted just enough to dodge the exact-match dedup. The immediate learner-mode spawn builder now merges evidence within a small radius into one pin per physical spawn, and the weighted spawn-evidence merge groups kills by coordinate bucket so a single spot can actually accumulate enough evidence to clear the confidence threshold. The merge distance is exposed as a new <em>Spawn Pin Dedup Radius</em> slider on the Advanced tab (0 = show every distinct position, higher = fewer/tighter pins per spawn) which redraws live.</li>
|
||||
<li><strong>[Error Suppression — Debug Modes]</strong> Moved missing quest and other non-fatal database/error spam out of normal chat output and into Questie debug-critical/developer output. Fatal startup failures remain loud.</li>
|
||||
<li><strong>[Tooltip Data Precedence]</strong> Updated tooltip handling so QuestieLearner defers to AscensionDB-owned tooltip/objective data instead of hiding or replacing server-plugin data for active quests.</li>
|
||||
</ul>
|
||||
|
||||
Reference in New Issue
Block a user