Use tracker wrapping helpers that fall back when Ascension font strings do not expose GetNumLines or GetWrappedWidth.
(cherry picked from commit c9b7de2a636ca918c2549a13de87a688861c831f)
- Swap single-frame SetRotation arrow back to 9x12 sprite sheet (512px TGA).
- Recompute cell UVs from bearing each frame via modulo math.
- Keep arrowold.tga on disk; routing to it comes in follow-up commit.
- Add /radiusdebug slash command. Dumps zoom, shape, size, scale,
Minimap:GetViewRadius() (3.3.5a), C_Minimap.GetViewRadius()
(Retail/WoTLK), CVars, fallback radius (outdoor/indoor), active
pin count, and 8 sample pin metrics (screen offset, normalized
radius, edge error). Includes an interpretation block.
- Add /terraindebug slash command. Dumps Minimap, MinimapCluster,
zoom buttons, border, backdrop, north tag, compass texture,
mask state, MMHolder, and 5 levels of parent chain. Detects
ElvUI presence and prints interpretation hints.
- All API calls are defensive with pcall/conditional guards and
tostring() fallbacks. Slash commands lazy-load _G.Questie*Debug
so they work even if the function table is updated post-load.
These commands were used during the minimap drift investigation
to verify that radius, scale, and frame hierarchy were not the
drift source. They are invaluable for future regression
investigation and have zero runtime cost when not invoked.
- Refactor button positioning and visibility into _PositionMapButton and
_RefreshMapButtonVisibility helpers. Single source of truth for both.
- WorldMapButton.Initialize now hooks OnShow/OnHide on WorldMapFrame so
the button self-updates when the user opens/closes the world map.
No more manual show/hide calls required from elsewhere in the code.
- Toggle(shouldShow) now persists to Questie.db.profile.mapShowHideEnabled
and calls _RefreshMapButtonVisibility, so the user's choice survives
/reload and is consistent with the world map's current visibility.
- Special-case Mapster offset: -50, -72.3 vs default -50, -40. Without
this, the button overlapped Mapster's UI elements when both addons
were loaded.
- Frame level set to 99 to ensure the button draws above other map
elements.
All helpers are no-op-safe when mapButton is nil. IsAddOnLoaded
('Mapster') is optional — falls through to default offset if Mapster
is not loaded.
- Add local _CountUniqueSpawnPositions helper (counts unique {x, y}
across all zone buckets in a spawn table).
- Gate the prioritizeMyData check on ld.settings.enabled, matching the
Database/QuestieDB.lua fix — when the learner is fully disabled,
the override lookup is skipped entirely.
- Replace the NPC-15274-specific debug print in the monster() spawn
selector with a universal reliability check: the learner data is
only used when CountUniqueSpawnPositions(learnedSpawns) > 1.
This is the consumer-side enforcement of the QuestieLearner cleanup
(commit e71e072). Singleton-position spawn entries are typically the
player's current position captured during quest dialog (accept/turn-in)
rather than real kill evidence. By requiring at least 2 unique
positions, we avoid letting that pollution clobber AscensionDB curated
spawn data.
The NPC-15274-specific debug print was removed — the universal check
replaces it, and the diagnostic it provided is now expressed through
the Questie DEBUG_DEVELOP log line (which still emits when the new
condition is met).
In _CalculateAvailableQuests, when a quest is found in the quest log
(IsComplete ~= -1), explicitly unload any available-quest pin frame
for that questId, remove its tooltip, and clear the cached entry
before returning.
Previously the early-return left stale state behind: the pin frame
and tooltip would persist until the next sweep, causing a brief window
where the same quest was visible as both 'available' (yellow !) on
the map and 'in log' (yellow ?) in the quest log.
The cleanup order is correct: unload frame, then remove tooltip,
then clear cache. narrow scope (only 'available' data type) — does
not affect other pin categories.