fix(learner): kills never recorded coords (credited used before assignment)
The kill handler's position capture ran inside 'if credited then', but credited was read before its 'local credited = ...' assignment a few lines below, so it was always nil and px,py were never captured -- every killed NPC stayed spawnSource='fallback' with no [7] and drew no learner pins regardless of kill count. Move the credited computation above the capture and nil-guard a 0,0 position. GetPlayerCoords now uses the robust GetCurrentPlayerPosition (Sunstrider-corrected), returning nil when invalid so no 0,0 pins are recorded. Reverts the earlier HBD GetPlayerCoords approach which treated the wrong symptom and caused spurious pins.
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### Bug Fixes
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- **[Map - Quest-Type Filters Now Truly Apply To The Minimap]** (#11) Filtered quest types (e.g. dungeon quests) could still show on the minimap while correctly hidden on the world map. The previous fix made the minimap `FadeLogic` re-check `ShouldBeHidden` only when deciding whether to *re-show* an already-hidden icon — so an icon that was already visible (or that HBD's pin renderer showed on coming into range) was never hidden. `FadeLogic` now proactively calls `ShouldBeHidden` for every in-range minimap icon and `FakeHide`s it when filtered, in both minimap fade paths (quest icons and townsfolk/manual icons). The same path also picked up the #17 minimap-radius cutoff gating it was missing.
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- **[Learner - Capture Spawn Coordinates Reliably (Fixes Disappearing Pins)]** The learner's `GetPlayerCoords` used the raw `GetPlayerMapPosition("player")`, which returns `0,0` whenever the world map isn't set to the player's current zone (the usual case — the map is closed or showing another zone) and mis-reports on Ascension subzones like Sunstrider Isle. So kill/mouseover learn events captured no position: NPCs were saved with `spawnSource="fallback"` and no `[7]` spawns, and in learner-only mode their pins never persisted (showing only briefly after a live kill, then disappearing on the next redraw/reload). It now reads position from `HBD:GetPlayerZonePosition()` — the robust `SetMapToCurrentZone()`/Sunstrider-corrected path, cached for cheap per-kill calls — falling back to the old API only if HBD is unavailable. Newly encountered mobs now record real coordinates so their learner pins persist.
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- **[Learner - Kills Never Recorded Spawn Coordinates]** The combat-log kill handler computed the player's spawn position inside `if credited then ... end`, but `credited` was read **before** it was assigned (the `local credited = ...` came several lines later), so it was always `nil` — the position-capture block never ran. Every killed NPC was saved with `spawnSource="fallback"` and no `[7]` spawns regardless of kill count, so in learner-only mode their pins never appeared (and re-killing didn't help). Moved the `credited` computation above the position capture, and guard against a `0,0` position being stored. The learner's `GetPlayerCoords` (used by quest-giver/object learning) also now uses the robust `QuestieCompat.GetCurrentPlayerPosition()` (handles `SetMapToCurrentZone` and the Sunstrider parent/child coordinate correction) instead of the raw `GetPlayerMapPosition`, returning `nil` when no valid position exists so no `0,0` pins are recorded. Newly killed mobs now record real coordinates and their learner pins persist.
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- **[Map - Minimap Icon Pixel Snapping At Fractional Scales]** (#6) Minimap quest icons are now snapped to the physical pixel grid when positioned. At fractional UI scales (e.g. a 0.71 game scale combined with Windows display scaling) the raw fractional offset placed icons between physical pixels, making them render blurry and visibly offset from the engine-drawn native quest blips. Rounding the pin offset to a whole physical pixel (via the minimap's effective scale) keeps Questie's icons on the same grid as the native markers, improving alignment at non-integer scales.
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- **[Map - Hide Callboard Quests: Robust Board Detection]** (#10) The "hide repeatable quests below level 60" option only hid quests flagged repeatable in the DB, but Ascension's Call Board / Contract Board bounties (e.g. NPC 24 "Outlaw's Contract Board") aren't reliably flagged repeatable, so their `!` markers still showed. Added `QuestieDB.IsBoardQuest(questId)` which detects these by their starter NPC/object name containing "board" (cached per quest), and the hide-below-60 option now hides a quest when it is repeatable **or** a board quest — closing the gap in both the available-quest draw path and the icon visibility check.
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- **[Tooltip - ElvUI Style No Longer On By Default]** (#16) The "ElvUI tooltip style" option shipped enabled by default, so Questie restyled every default WoW tooltip — stripping the border — for users who never asked for it and don't run ElvUI. It is now opt-in (default off), and a one-time migration resets it off for existing installs so their default tooltips return. Users who want the flat style can re-enable it in the General tab.
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