The cutoff hid icons beyond its yard value before checking the minimap's
visible radius, so the default 100 hid icons that were clearly on the
minimap (view radius is 133-466 yd by zoom). Now it only clips icons
outside the visible circle: HBD's pin renderer gates the cutoff on
dist > 1, and QuestieMap FadeLogic raises the effective cutoff to at
least the current minimap view radius via new HBDPins:GetMinimapRadius().
#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.
Quest-type filters (Available Dungeon/Raid/PvP/Repeatable/Event quests and
other ShouldBeHidden rules) were honored on the world map but not the
minimap. At toggle time HideQuestIcons FakeHides both map and minimap
filtered icons, but the minimap icon's per-frame FadeLogic re-showed any
hidden icon once in range via 'elseif self.hidden then self:FakeShow()',
undoing the filter on the minimap only (the world icon has no FadeLogic).
FadeLogic now re-checks ShouldBeHidden before re-showing, in both the
world-icon and manual-icon minimap fade paths, so filters apply to both.
Re-adds the 'Show data source' tooltip option (General tab, default off),
but accurate this time. The previous version was removed because it
guessed the source from the global data-source mode (showing Learner when
data was AscensionDB, etc.). This tags each pin with its real provenance
at creation and reads that tag.
- QuestieDB.GetPinDataSource(entityType, id, spawnData): resolves
Learner (per-spawn isLearned or learner record), AscensionDB (curated
ascensionOverrideKeys override), or base Questie DB. Never guesses.
- Objective pins tagged per-spawn in _DetermineIconsToDraw; available/
finisher pins defaulted by quest in DrawWorldIcon; manual notes tagged
Townsfolk in DrawManualIcon.
- World-map pins read the per-pin tag (MapIconTooltip); unit/object/item
hovers derive per-id at the render layer (TooltipHandler via
QuestieTooltips:GetDataSourceLine). Comms appended via KeyExists.
- No line shown when source is genuinely unknown (never misleading).
Completed objectives could leave their map/minimap pins on screen until
turn-in. Pin removal relied solely on _UnloadAlreadySpawnedIcons, which
walks objective.AlreadySpawned; that table desyncs from the live frames
after learner spawn-list invalidation or complete->abandon->reaccept
cycles, so when reset to {} the frames leaked.
Add QuestieMap:UnloadQuestFramesForObjective(questId, objectiveIndex)
which unloads frames off the map's own questIdFrames registry by matching
frame.data.ObjectiveIndex, and call it from every completion path in
PopulateObjective. Restricted to positive standard-objective indices;
SpecialObjectives (sentinel index 0) keep using AlreadySpawned.
ProcessQueue() references the global 'profile' at line 366 without
declaring it locally, causing 'attempt to index global profile (a nil)'
when called from the timer queue. All other functions in this file
declare local profile = Questie.db.profile before use.
Previously DrawWorldIcon and DrawManualIcon both set floatOnEdge=false
for uiMapId 1241, forcing icons to always show regardless of distance.
This caused pins to render at minimap center when near a spawn, making
them appear to orbit/follow the player as they rotated.
The zone->world coordinate pipeline was verified correct: zoneW matches
dataW exactly for 1241 icons, and playerW is in the same coordinate
space. The problem was purely the floatOnEdge=false behavior combined
with the icon being essentially at the minimap center (1% of radius).
Enabling floatOnEdge=true lets the standard edge-floating path handle
1241 pins like every other zone: icons clamp to the edge when far,
slide along the rim when approaching, and occupy their correct angular
bearing from the player rather than sitting at dead center.
- Fix: isSunstrider block in _MergeSpawnEvidence now checks IsAscensionProtected
before writing learner data to npcDataOverrides. Without this guard, each Mana
Wyrm kill overwrote AscensionDB's z1241=5 data with learner z3431 coords.
- Fix: Clustering disabled for zone 1241 (Sunstrider Isle) in _DrawObjectiveIcons
so all 5 AscensionDB spawn pins display individually instead of collapsing to 2.
- Fix: Ghost pin loop in AvailableQuests.lua -- 'while frames[i]' was iterating a
string-keyed table with a numeric index (never iterated). Changed to pairs().
- Fix: NormalizeSpawnZoneKey now uses ZoneDB.areaIdToUiMapId for all zones so
learner evidence is stored under map IDs (e.g. 1241) not area IDs (e.g. 3431),
matching AscensionDB's key space. Applied in LearnNPC and _StoreGuidSpawnEvidence.
- Fix: isSunstrider detection in _MergeSpawnEvidence updated from hardcoded
zoneId==3431 check to IsSunstriderNativeZone() since zone IDs are now normalized
to map IDs at storage time.
- zoneDB: remap areaId 3431 → uiMapId 1241 (Sunstrider Isle) so quest 8335
pins render on correct map instead of Eversong Woods (1941)
- compat/HBD: remove 1241→1941 redirect (Sunstrider pins now handled by zoneDB)
- compiler: QuerySingle override check skips empty tables (next() guard) so
spawn data overrides don't fall through to nil base DB values
- MapIconTooltip: nil guards for minLevel/maxLevel to prevent crashes
- Map/QuestieMap: remove stale 1241→1941 redirect comment