Draw-queue race: ProcessQueue processes the world-map and minimap queues
independently. When a frame was unloaded while still queued, its
minimap-queue entry could trigger the deferred Unload first (removing
both icons and clearing _needsUnload), then a later map-queue entry
re-added the world-map icon -- orphaned, since Unload had nil'd the
questIdFrames/_G reference, so it lingered until /reload while the
minimap cleared. Unload now drops the frame's pending draw-queue entries
(new QuestieMap:DequeueFrameDrawCalls) so an unloaded frame can never be
re-added to a map.
Ascension board bounties (e.g. NPC 24 'Outlaw's Contract Board') aren't
reliably flagged repeatable, so IsRepeatable missed them and their ! kept
showing below 60. Add QuestieDB.IsBoardQuest (detects starter NPC/object
names containing 'board', cached per quest); the hide-below-60 option now
hides repeatable OR board quests in both the draw path and ShouldBeHidden.
#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.
Adds a print() block in _Qframe:FakeHide and _Qframe:FakeShow, gated by
_G.QuestieDebugPins. Dumps frame name, shown/hidden state, parent, and
anchor point. Used to diagnose why minimap pins reappear or fail to hide
after zone transitions or anchor re-registration.
Default state: GATE IS OFF. The block is a no-op unless the user
explicitly sets _G.QuestieDebugPins = true. Zero runtime cost in
production. All API calls defensive with tostring() and parent.GetName
fallbacks.