docs: update changelogs for learner gating

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Xurkon
2026-06-06 10:38:00 -05:00
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### Bug Fixes ### Bug Fixes
- **[QuestieLearner - Quest-Only Item Learning]** Hardened item learning so plain junk loot no longer gets recorded as learner state. Only quest-relevant items are accepted now, including items that already have quest references in learned quest data. Quest-item drops still learn and still build source pins, but non-quest loot like generic trade goods and junk no longer pollutes the item learner or source cache.
- **[QuestieLearner - Quest-Only Object Learning]** Hardened object learning so non-quest world objects are ignored unless they are explicitly tied to a quest flow. Quest giver, turn-in, objective, and `GAMEOBJECT_USED` promotions now mark the object as quest-relevant before it is stored, and learned object coordinates are only promoted into live object overrides when the object has quest references. This keeps source pins for real quest objects while preventing unrelated world objects from being recorded.
- **[QuestieLearner - Quest Object Coordinate Promotion]** When a quest-related object is learned, the learner now preserves the actual interaction coordinates when available instead of relying only on fallback player position. Object objective mapping now reuses the recent object evidence cache so the stored spawn point matches the real interaction location and can render immediately as a map pin.
- **[QuestieLearner - Source Merge Hardening]** Incoming ITEM and OBJECT network merges now reject non-quest data unless the payload is already marked quest-relevant or the local quest graph proves a quest reference exists. This prevents comms-fed junk loot or unrelated objects from reappearing after the local learner gate has filtered them out.
- **[QuestieLearner - Source Pin Cache Hygiene]** Updated learner cache invalidation and live override injection so quest-item and quest-object updates clear stale caches and rebuild the source pin data immediately instead of waiting for a reload.
- **[Error Suppression - Debug Modes]** 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. - **[Error Suppression - Debug Modes]** 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.
- **[Tooltip Data Precedence]** Updated tooltip handling so QuestieLearner defers to AscensionDB-owned tooltip/objective data instead of hiding or replacing server-plugin data for active quests. - **[Tooltip Data Precedence]** Updated tooltip handling so QuestieLearner defers to AscensionDB-owned tooltip/objective data instead of hiding or replacing server-plugin data for active quests.
- **[QuestieQuest - Unavailable Quest Guard]** 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. - **[QuestieQuest - Unavailable Quest Guard]** 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.
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<div class="container"> <div class="container">
<h2 id="unreleased-performance-refactor">[Unreleased] &mdash; Performance Refactor Branches</h2> <h2 id="unreleased-performance-refactor">[Unreleased] &mdash; Performance Refactor Branches</h2>
<ul> <ul>
<li><strong>[QuestieLearner &mdash; Quest-Only Item Learning]</strong> Hardened item learning so plain junk loot no longer gets recorded as learner state. Only quest-relevant items are accepted now, including items that already have quest references in learned quest data. Quest-item drops still learn and still build source pins, but non-quest loot like generic trade goods and junk no longer pollutes the item learner or source cache.</li>
<li><strong>[QuestieLearner &mdash; Quest-Only Object Learning]</strong> Hardened object learning so non-quest world objects are ignored unless they are explicitly tied to a quest flow. Quest giver, turn-in, objective, and <code>GAMEOBJECT_USED</code> promotions now mark the object as quest-relevant before it is stored, and learned object coordinates are only promoted into live object overrides when the object has quest references. This keeps source pins for real quest objects while preventing unrelated world objects from being recorded.</li>
<li><strong>[QuestieLearner &mdash; Quest Object Coordinate Promotion]</strong> When a quest-related object is learned, the learner now preserves the actual interaction coordinates when available instead of relying only on fallback player position. Object objective mapping now reuses the recent object evidence cache so the stored spawn point matches the real interaction location and can render immediately as a map pin.</li>
<li><strong>[QuestieLearner &mdash; Source Merge Hardening]</strong> Incoming ITEM and OBJECT network merges now reject non-quest data unless the payload is already marked quest-relevant or the local quest graph proves a quest reference exists. This prevents comms-fed junk loot or unrelated objects from reappearing after the local learner gate has filtered them out.</li>
<li><strong>[QuestieLearner &mdash; Source Pin Cache Hygiene]</strong> Updated learner cache invalidation and live override injection so quest-item and quest-object updates clear stale caches and rebuild the source pin data immediately instead of waiting for a reload.</li>
<li><strong>[QuestieLearner &mdash; Kill/Pin Refresh Throttling]</strong> Debounced learner-triggered map-pin refreshes so heavy kill streaks do not redraw pins on every event. Added a maximum wait cap so batched updates still flush predictably instead of being pushed out forever by constant activity.</li> <li><strong>[QuestieLearner &mdash; Kill/Pin Refresh Throttling]</strong> Debounced learner-triggered map-pin refreshes so heavy kill streaks do not redraw pins on every event. Added a maximum wait cap so batched updates still flush predictably instead of being pushed out forever by constant activity.</li>
<li><strong>[QuestieLearner &mdash; Bystander Kill Suppression]</strong> Changed visible nearby <code>UNIT_DIED</code> handling so kills from other players can update short-lived correlation evidence without immediately running full learner injection or pin refresh work.</li> <li><strong>[QuestieLearner &mdash; Bystander Kill Suppression]</strong> Changed visible nearby <code>UNIT_DIED</code> handling so kills from other players can update short-lived correlation evidence without immediately running full learner injection or pin refresh work.</li>
<li><strong>[QuestieLearner &mdash; PARTY_KILL Event-Order Fix]</strong> Fixed an edge case where a <code>UNIT_DIED</code> debounce entry could suppress a later authoritative <code>PARTY_KILL</code> for the same GUID. The debounce now tracks event type and allows the player's/group's kill event through while still suppressing true duplicates.</li> <li><strong>[QuestieLearner &mdash; PARTY_KILL Event-Order Fix]</strong> Fixed an edge case where a <code>UNIT_DIED</code> debounce entry could suppress a later authoritative <code>PARTY_KILL</code> for the same GUID. The debounce now tracks event type and allows the player's/group's kill event through while still suppressing true duplicates.</li>