#7: Completed quests kept showing as available '!'. The server completed- quest list arrives async via QUEST_QUERY_COMPLETE, often after available quests were first drawn. Recalculate available quests once char.complete is populated by that event so completed quests are removed (also clears the already-completed subset of #8). #9: An accepted quest's available '!' could linger on the minimap until /reload. UnloadQuestFramesByDataType unloaded the frame but left its name in questIdFrames and _G; it now removes those references so the icon is torn down immediately on both map and minimap. #10: Added 'Hide repeatable quests below level 60' (Icons tab, off by default) to hide repeatable available quests (e.g. the Ascension Callboard) from map/minimap until level 60. Enforced in _DrawQuestIfAvailable and ShouldBeHidden so existing minimap pins are removed too; reappear at 60. Lint: selene 0 errors. Tests: 145 successes / same 7 pre-existing failures.
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### Features
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- **[Map - Hide Repeatable/Callboard Quests Below Level 60]** (#10) Added "Hide repeatable quests below level 60" (Icons tab, off by default) which hides repeatable available `!` quests — such as the Ascension Callboard — from the map and minimap until the character reaches level 60, where they become relevant. Enforced both at draw time (`_DrawQuestIfAvailable`) and in `ShouldBeHidden`, so already-drawn pins are removed on the minimap too, and they reappear automatically on hitting 60. Only affects repeatable available quests and only when the option is enabled.
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- **[Tooltip - ElvUI Style Without ElvUI]** Added "ElvUI tooltip style" (General tab, on by default) which skins Questie's tooltips — the NPC/item/object and world-map-pin tooltips plus the secondary learner tooltip — with ElvUI's transparent flat look (dark `0.06/0.06/0.06/0.8` background and a thin 1px border) even when ElvUI is not installed, so they match instead of falling back to the chunky default WoW border. `QuestieTooltips:SkinDefaultTooltips` applies it to `GameTooltip`, `WorldMapTooltip`, `ItemRefTooltip` and the shopping tooltips (re-asserted on show), and the secondary learner frame's fallback style was corrected to the same thin border. No-op when ElvUI is loaded, since ElvUI skins the frames itself.
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- **[Map - Looted Object Pins Disappear On Loot]** When you open/loot a quest object node (e.g. Fell Wood piles), that specific node's map/minimap pin now disappears immediately even if the objective is not yet fully collected, instead of all node pins staying until turn-in. On `LOOT_OPENED`, `QuestieQuest:RemoveLootedObjectivePins` finds the active object-objective spawn nearest the player's world position (within ~12 yards, since you stand on the node to loot it), records it as consumed in `Questie.db.char.lootedObjectSpawns`, and redraws just that objective so clustering recomputes with the looted node skipped. `_DetermineIconsToDraw` skips consumed object spawns, so removal persists across redraws and `/reload`. The looted history is cleared on quest accept (`QuestieQuest:ClearLootedSpawns`), so abandoning and re-doing the quest — including after an Ascension prestige — shows every node again. Scoped to `object`-type objectives; monster/kill pins are unchanged. Works in every data source mode (auto / learner / static / none): the suppression is centralized in the single shared `_DetermineIconsToDraw` draw path that all redraw routes funnel through (core `UpdateQuest`, the learner's debounced `_DoFlushActiveQuestPins`, slider redraws), and it operates on the already mode-resolved `objective.spawnList`. Matching is radius-based (1.5 zone units) rather than exact-coordinate so that in learner/auto mode a spawn the learner re-adds at the player's position for the just-looted node is also suppressed instead of re-appearing.
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### Bug Fixes
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- **[Map - Completed Quests Still Shown As Available]** (#7) The server's completed-quest list is delivered asynchronously (the `QUEST_QUERY_COMPLETE` event), often after available quests were first drawn — so quests that were actually already complete kept showing as available `!` until something forced a redraw (e.g. `/reload`). Questie now recalculates available quests once `char.complete` is populated by that event, removing the completed ones. This also clears the "already completed" subset of the false-available pins reported in #8.
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- **[Map - Available '!' Lingered On Minimap For Accepted Quests]** (#9) When a quest was accepted, its available `!` icon could remain on the minimap until a `/reload`. `QuestieMap:UnloadQuestFramesByDataType` unloaded the frame but left its name in the frame registry and `_G`, so the minimap icon was not fully torn down. It now removes the registry/global reference as well, so the available icon is cleared immediately on accept for both the map and minimap.
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- **[Tooltip - Data Source In Secondary Tooltip Only]** The `Source:` attribution line now appears only inside the secondary learner tooltip (when "Use secondary learner tooltip" is enabled) and is never added to the main NPC/object/item tooltip; with the secondary tooltip disabled it does not appear at all. The map-pin source line is gated the same way. The "Show data source" option now depends on the secondary-tooltip option being enabled.
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- **[Tooltip - Learner Pin Mislabelled As AscensionDB]** A spawn freshly learned via the learner was shown as `Source: AscensionDB` instead of `Learner`. `QuestieDB.GetPinDataSource` resolved AscensionDB-curated ownership before checking the learner, but in learner-only mode the displayed spawns are the learner's (curated coords are discarded by `GetNPC`/`GetObject`). It is now mode-aware: in learner mode, an entity with a learner record reports `Learner` even when AscensionDB also curates it.
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- **[Learner - Learner-Only Mode No Longer Draws AscensionDB/Static Pins]** In learner-only mode the map/minimap drew curated AscensionDB (and static) spawns for every quest NPC/object the player had not personally recorded, instead of only the learner's own spawns. `QuestieDB:GetNPC`/`GetObject` fall back to the `npcDataOverrides`/`objectDataOverrides` entry for metadata when there is no learner record, and that entry's spawns (AscensionDB-curated for un-recorded entities) were being used as pins. Both functions now track whether a real learner record exists and, in learner mode, strip the spawns when it does not — so learner-only mode shows exclusively what the learner has recorded (the metadata fallback for names/tooltips is kept). Added a regression test. Recorded entities still show their learner spawns; auto/static/none modes are unchanged.
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