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Carrot Objective Tracker

A context-aware objective tracker that shows only what matters in your current zone: quests, world quests, achievements, and more, with full visual customization.

File Details

v1.4.0

  • R
  • Apr 14, 2026
  • 287.91 KB
  • 35
  • 12.0.1
  • Retail

File Name

Carrot-v1.4.0.zip

Supported Versions

  • 12.0.1

Changelog

v1.4.0

New Feature: Prey Section (Midnight Prey Hunt system)

  • Dedicated tracker section for the 12.x Prey Hunt world feature (Hunt Tables, not a Hunter class ability). Replaces Blizzard's tiny red on-screen crystal with a proper row: quest title + zone + stage-colored horizontal fill bar (Cold → Warm → Hot → Final, stage-mapped to 0 / 33 / 66 / 100% via Preydator's "Thirds" convention)
  • Zone-gated: only visible when the player is in (or a sub-zone of) the prey's zone, with a canonical map-ID equivalence table + parent-map walk so sub-instances inside the right parent zone still count. Stays visible after zone exit when the quest is ready to turn in, so the turn-in prompt survives a hearthstone
  • Click-to-complete: prey quests are auto-popup style. Click handler honors prey.isComplete (same signal the renderer uses) and fires ShowQuestComplete(questID) + RemoveAutoQuestPopUp(questID) when the quest is ready — no running to an NPC. Blizzard's native SOUNDKIT.UI_AUTO_QUEST_COMPLETE still plays since we never touch the popup list
  • Completion visuals: vertical yellow → dark amber gradient fill on the gold bar, WCAG AAA-contrast dark brown COMPLETE label with no shadow, completion glow, L["Click to complete"] objective line
  • Duplicate suppression: filter removes the prey quest from CT.state.quests and skips its auto-popup in PopulateQuestSection so "Click to complete" only appears once, in the Prey section
  • Live stage updates from the PreyHuntProgress widget via UPDATE_UI_WIDGET (matched by type, not set ID — the widget lives in whichever ambient set Blizzard picks)

New Feature: Events Section + Full UIWidget Renderer Coverage

  • Events section: reads C_UIWidgetManager.GetAllWidgetsBySetID(GetObjectiveTrackerWidgetSetID()) read-only (never calls RegisterForWidgetSet — the taint rule from v1.3.1 still stands). Replaces the Abundance / zone event UI that was lost when we removed the tainted widget container
  • Scenario step widget set (C_ScenarioInfo.GetScenarioStepInfo().widgetSetID): renders Blizzard's ScenarioHeaderTimer (02:52 countdown) and ScenarioHeaderCurrenciesAndBackground (e.g. Abundance Bag 0/1500) inside the scenario section — the API channel the default tracker uses for Abundance-style events
  • 30 widget type renderers covering every entry in Enum.UIWidgetVisualizationType:
    • Text/label: IconAndText, IconTextAndBackground, TextureAndText, TextureAndTextRow, TextWithState, TextWithSubtext, TextColumnRow, BulletTextList, ButtonHeader, DoubleIconAndText
    • Bars/progress: StatusBar, DoubleStatusBar, CaptureBar, CaptureZone, ZoneControl, TugOfWar, DiscreteProgressSteps, FillUpFrames
    • Resources/currencies: HorizontalCurrencies, StackedResourceTracker, IconTextAndCurrencies
    • Spell/item: SpellDisplay (with tooltip, colored border from spellInfo.borderColor), ItemDisplay (with GameTooltip:SetItemByID hover and async Item:CreateFromItemID loading)
    • State/indicator: DoubleStateIconRow, PreyHuntProgress, TextureWithAnimation
    • Scenario-specific: ScenarioHeaderTimer, ScenarioHeaderCurrenciesAndBackground, ScenarioHeaderDelves
    • Layout: Spacer
  • Generic fallback renderer catches any future widget type Blizzard ships — inspects the info table for text/icon/bar fields and renders what it finds. No widget type silently vanishes
  • Self-registering registry: WIDGET_RENDERERS[EnumName] = RenderFn, keys match Enum.UIWidgetVisualizationType verbatim. Dispatcher auto-resolves the accessor via Get<Name>WidgetVisualizationInfo / Get<Name>VisualizationInfo (Blizzard's naming is inconsistent across types). Adding a new renderer is 2 lines
  • Skipped: MapPinAnimation, UnitPowerBar (nameplate/map only, not tracker)

Quest Row Timer Bar

  • Big purple fill bar for timed quests (C_QuestLog.GetTimeAllowed > 0) — Abundance / bonus objective timers now render as a full-width countdown bar between title and objective with MM:SS centered inside. Replaces the tiny corner timeText. Color shifts purple → orange → red as time drains
  • Applied to both regular quest rows and world quest rows. ZoneEngine.BuildTaskQuestEntry also now collects questTimerSeconds/questTimerMax

Layout

  • World quest group-finder eye moved to the left of the title (just inside the tier bar). Long WQ titles no longer get truncated by the eye on the right, wrap mode looks cleaner, click target stays at a fixed X regardless of title length / item button presence
  • Quest item button slots between the eye and the title when present, so the eye always sits at the same absolute X

Correctness Fixes

  • Taint hazards: C_QuestLog.GetTimeAllowed, GetNumAutoQuestPopUps, GetAutoQuestPopUp, C_ScenarioInfo / C_UIWidgetManager / C_Spell.GetSpellInfo / GetQuestProgressBarPercent all now pcall-wrapped per the 12.x AllowedWhenUntainted rules. Never registers a UIWidgetContainer against any widget set
  • "Ready to turn in" 0.1% sliver bug: when a progressbar-type quest was complete, GetQuestProgressBarPercent could return a tiny residual value that bypassed the isComplete → fraction=1 fallback, leaving a 1-px fill on pool reuse. Rewrote to force fraction=1 on isComplete and to always compute fill widths via a parent-walk GetKnownWidth helper instead of the anchor-derived progressBg:GetWidth() (which returns 0 on first render / stale on pool reuse)
  • "EVENTS (0)" ghost header: UpdateWindowLayout was re-computing counts via COUNT_FNS which could disagree with PopulateSection's actual rendered count. Now reads instance._lastCounts stashed by the populate pass
  • Pool reuse leaks: quest row pool shared with the Prey section — tall 16-px bar, dark-brown label colors, suppressed shadow were leaking back into the next quest populate (visible as "Midnight: Prey" rendering with a giant gold bar). Introduced ResetQuestRowSharedState called at the top of every PopulateQuestRow / PopulateWorldQuestRow
  • First-render widget bars: RenderEventWidget ran before SetPoint anchors resolved, causing every event widget bar to compute against a 0-width frame. Anchor now applied before render, and internal renderers use ComputeBarWidth / ApplyFractionalFill helpers that walk up to the first ancestor with an explicit SetWidth
  • Achievement tracking from in-game UI: listen for CONTENT_TRACKING_UPDATE (modern 12.x C_ContentTracking path) in addition to the legacy TRACKED_ACHIEVEMENT_UPDATE event. Tracking an achievement via the achievement pane no longer silently waits for /reload

DRY Refactor

  • Extracted shared helpers: GetKnownWidth, ComputeBarWidth, ApplyFractionalFill, ResetQuestRowSharedState, FindAutoQuestPopUp, RegisterExtra (forward-declared), LazyFontString, LazyTexture. Collapsed ~6 duplicated parent-walk width blocks and 3 hand-rolled auto-popup iterations into single call sites

Abundance Bag Bar + Scenario Block Widget Set Discovery

  • Abundance bag progress bar (the 1201/1500 "Bag" counter that appears below the timer) now renders inline under the scenario header. Lives in widget set 514 in a sibling ScenarioObjectiveTracker.ContentsFrame block — distinct from the scenario step's widget set (1480, the timer). GetAllWidgetsBySetID(stepSetID) only returns the timer; we discover the extra set IDs by walking the live ContentsFrame children and reading each block's WidgetContainer.widgetSetID (read-only, no RegisterForWidgetSet, no taint)
  • UPDATE_UI_WIDGET filter picks up pushes for any discovered scenario-block set so deliveries / counter changes drive CT:Refresh() immediately. Cache invalidates on SCENARIO_UPDATE / SCENARIO_COMPLETED / ZONE_CHANGED_NEW_AREA and lazy-rebuilds on cache miss so a newly mounted block can't be permanently rejected
  • Block walk extended to BonusObjectiveTracker.ContentsFrame so any future event that parks its progress bar in the bonus tracker is auto-discovered
  • RenderStatusBarWidget fully mirrors Blizzard's UIWidgetBaseStatusBarTemplate:SetBarText: math.ceil displayed value, GENERIC_FRACTION_STRING for ValueOverMax (raw barMax, not barMax-barMin), respect overrideBarTextShownType.Always, empty label for Hidden / Time / unknown — same data Blizzard's tracker shows
  • Smooth value tweening (300 ms linear) on every StatusBar widget value change. Dedicated per-frame ticker that auto-stops when no bars are animating, resumes from the current interpolated position on mid-tween pushes, and stays out of hasTimer bars (those are driven by activeEventTimers already)
  • Compact widget rows when info.text is empty: RenderStatusBarWidget and RenderScenarioHeaderTimerWidget now collapse to EVENT_BAR_HEIGHT + 6 (16 px) instead of EVENT_ROW_BAR_H (32 px), so the Abundance timer sits flush under "0/1 Complete Event" instead of leaving 16 px of blank title area
  • Scenario timer purple gradient: Abundance / scenario timer fill is a horizontal (0.28, 0.16, 0.55) → (0.60, 0.50, 1.00) SetGradient instead of a flat purple, matching Blizzard's stage-bar visual. White base set once outside the per-tick applyFill because per-tick SetColorTexture clobbers SetGradient in 12.x

Scenario Bonus Objectives

  • EvaluateScenarioBonus mirrors BonusObjectiveTrackerMixin:ProcessScenarioBonusObjectives — walks C_Scenario.GetBonusSteps(), reads each step via C_Scenario.GetStepInfo + C_ScenarioInfo.GetCriteriaInfoByStep, filters by shouldShowBonusObjective, and feeds CT.state.scenarioBonusSteps
  • Supersession pruning via C_Scenario.GetSupersededObjectives(): when step B replaces step A, we drop A while B is incomplete and drop B once A's criteria are all satisfied — same logic Blizzard uses
  • PopulateBonusSection extended to render scenario bonus steps after its quest-based entries: a header row (step name + description in scenario-orange) followed by compact criteria rows via PopulateScenarioRow, reusing the existing scenario row pool
  • New events registered: SCENARIO_BONUS_VISIBILITY_UPDATE, CRITERIA_COMPLETE, QUEST_WATCH_LIST_CHANGED — matching BonusObjectiveTrackerMixin's subscription list

Recipe Section Overhaul

  • 248/1 reagent count fix: C_Item.GetItemCount now passed all 5 arguments including includeAccountBank=true (warband bank, new in 12.x). Previous 4-arg form silently excluded the warband bank, so reagents stored there read as 0. We prefer ProfessionsUtil.AccumulateReagentsInPossession(slot.reagents) (Blizzard's canonical helper that wraps the count), with ItemUtil.GetCraftingReagentCount and a manual C_Item.GetItemCount(itemID, true, false, true, true) as defensive fallbacks
  • Multi-tier reagent slots: now use slot.required (Blizzard's canonical IsReagentSlotRequired flag) instead of a hand-rolled dataSlotType == Reagent check. Catches legacy single-item slots, multi-tier ModifiedReagent slots ("Any quality of X"), and modifying-required slots — recipes with 4 ingredients no longer drop to 2 when half are multi-tier. Currency slots are still skipped (not shoppable)
  • Slot category names: prefer slot.slotInfo.slotText ("Fine Chorus Petal") over a specific tier's item name, matching Blizzard's tracker wording
  • Completed reagent visuals: rendering switched from the legacy row.objective:SetText("line1\nline2") path to RenderObjectiveLines(row, reagentLines, row.title, -2) — completed reagents now get the same green checkmark + dimmed-text treatment as completed quest / achievement / scenario criteria, via the shared columnar helper
  • Click-to-open for unknown professions: tracked recipes from personal crafting orders (player doesn't own the profession) used to be silent no-ops. Click handler now mirrors Blizzard_ProfessionsRecipeTracker.lua — checks C_TradeSkillUI.IsRecipeProfessionLearned(recipeID). Profession learned → OpenRecipe(recipeID, isRecraft) (recraft flag honored so tracked recrafts open the recraft pane). Not learned → Professions.InspectRecipe(recipeID) for the read-only inspect view. Foreign-profession recrafts skip the inspect path (not meaningful)
  • Auctionator integration: magnifying-glass button (common-search-magnifyingglass atlas) appears on the top-left of recipe rows when (a) Auctionator.API.v1 is loaded, (b) AuctionHouseFrame:IsShown(), and (c) the recipe has unmet reagents. Click queues every missing reagent's item name into Auctionator.API.v1.MultiSearch("Carrot", names). Item names are resolved from recipe.reagents[i].itemIDs at click time via C_Item.GetItemInfo — not cached display names — so multi-tier slots search every accepted item, not the slot's category label. Title shifts right by 20 px when the button is visible, restores its default anchor when hidden. Refreshes on AUCTION_HOUSE_SHOW / AUCTION_HOUSE_CLOSED

Delve Enhancements

  • Delve detection rewrite: Enum.ScenarioType.Delves no longer exists in 12.x. Now uses C_DelvesUI.HasActiveDelve(mapID) — the same call Blizzard's own InstanceDifficultyMixin:IsInDelve() uses. Was silently returning false on every player, breaking every code path gated on scenario.isDelve
  • Compact ScenarioHeaderDelves layout: header inlines the tier ("Shadowguard Point (Tier 11)") via the new L["TIER_LABEL_FORMAT"] localized format string. Currencies and spell icons share a single row instead of two; currency rows are sized to their measured content width instead of a fixed 90 px so spell icons sit immediately to the right with no wasted gap
  • Tooltips on every delve icon:
    • Spell iconsOnEnter calls GameTooltip:SetSpellByID(spellID), surfacing the full spell tooltip on hover (these icons were otherwise unidentifiable since they only showed an icon + stack overlay)
    • Currency icons — hover shows the currency name, widget tooltip text, and (via C_CurrencyInfo.GetCurrencyInfo) the description + current/max amounts
    • Tier text — overlay button on the title FontString uses info.tierTooltipSpellID for the tier perk's spell tooltip, falling back to the widget's general tooltip
  • Spell side label always shown: sp.text (e.g. "Nemesis Strongbox 2/4") now always renders next to the icon when present, ignoring Blizzard's textShownState == Hidden flag. Their default UI surfaces this only via tooltip; players want it inline. Stack overlay still respects stackDisplay > 0 per Blizzard's check (previous coalesce sp.stackDisplay or "" was buggy because 0 is truthy in Lua, painting "0" on every stackless spell)
  • hideTrackerCompletely for delves: matches the existing M+ option. Hides every Carrot tracker window while inside a delve, for users with a dedicated delve addon. Default off
  • Scenario peek toggle ("Show All" / "Focus"): when M+ or Delve hideOtherSections is active, a button appears on the scenario section header that toggles CT.state.exclusivePeek. Flipping peek on temporarily overrides hideOtherSections so every section becomes visible until the user clicks "Focus" again. Resets on SCENARIO_COMPLETED, PLAYER_ENTERING_WORLD, and CHALLENGE_MODE_RESET so the next exclusive scenario starts focused

World Quest Row Improvements

  • timeText anchor fix: the "3d" expiration label was anchoring RIGHT → RIGHT (mid-edge to mid-edge), so on tall WQ rows it floated down to the row's vertical midpoint and overlapped the objective's (54%) progress text. Switched to TOPRIGHT → TOPRIGHT so it stays pinned to the title line regardless of row height. 2 px top margin for breathing room
  • ApplyBarFillFromBG new helper: reads the bar background's own resolved width via GetKnownWidth(bg) instead of ComputeBarWidth(row). WQ rows inset progressBg by the eye-icon gutter (20 px), so the row-based calc was ~20 px too wide and saturated the fill at ~84 % actual progress. WQ rows now use the new helper; quest / scenario rows continue with the legacy path because their progressBg starts at the standard padding inset
  • Both title and objective right edges respect timeText.LEFT: RenderObjectiveLines accepts a rightInset parameter, set to padding + 60 for WQ rows so wrapped objective text never slides under the "3d" column
  • FormatTimeLeftPrecise: WQ tooltip "Time remaining" line now reads "2d 14h 35m" (full breakdown, drops zero segments) instead of the compact "3d" shown on the row itself
  • Group-finder eye gated on real eligibility: C_LFGList.CanCreateQuestGroup(questID) (the canonical check Blizzard's QuestUtil.CanCreateQuestGroup wraps) replaces our blanket suggestedGroup = true for every world quest. Solo-runnable WQs no longer show the eye — only elites and explicitly group-suggested content do, matching Blizzard's default

Other Fixes

  • Achievement progress bar gap: progressBg now anchors TOP → row.objective:BOTTOM instead of BOTTOMLEFT → row.BOTTOMLEFT so the bar sits directly under the criteria block. The previous bottom anchor combined with CalcRowHeight's padding overestimate left a visible gap between the last criteria line and the bar. Falls back to the row-bottom anchor for collapsed / no-criteria rows
  • Criteria icon vertical alignment: removed the spurious +2 Y offset on pair.text:SetPoint("TOPLEFT", pair.icon, "TOPRIGHT", gap, 2). Was pushing text up 2 px relative to the icon, leaving the icon visually below the text baseline on every row that uses RenderObjectiveLines (quests, achievements, scenario criteria, recipes)
  • Prey zone detection: now uses GetQuestUiMapID(questID, true) (the same call Blizzard's own UIWidgetTemplatePreyHuntProgress:OnMouseUp uses) as the primary source. Prey quests aren't task quests so C_TaskQuest.GetQuestZoneID was returning nil and the section never showed. Also fails open: if FindPreyHuntProgressInfo() returned a widgetInfo, we mark inZone = true regardless of the map-ID match — Blizzard's widget only broadcasts when the player is in range, so its presence is the ground truth
  • GetExtraScenarioBlockWidgetSetIDs scopes a temporary supersededPairs instead of pairs — earlier draft accidentally shadowed the pairs builtin which would have broken any future pairs(...) call inside the block

Localization

  • L["TIER_LABEL_FORMAT"] = "Tier %s" — locale-controlled format string for the delve tier suffix. CJK locales invert to "%s 등급" / "%s 级" / "%s 級" so the number comes before the unit. English default added explicitly in the enUS block since the metatable fallback would otherwise return the literal identifier
  • L["Show All"] / L["Focus"] — peek button label, in all 10 locales (English + 9)
  • L["Search on Auctionator"] — recipe row tooltip header, in all 10 locales
  • .luacheckrc globals added: C_DelvesUI, C_LFGList, Auctionator, AuctionHouseFrame, ItemUtil, Professions, ProfessionsUtil

Diagnostics

  • /carrot widgets — dumps tracker widget set + every field on each widget's visualization info (for debugging event/scenario rendering)
  • /carrot widgetapi — lists every C_UIWidgetManager accessor available on the current client
  • /carrot barinfo — dumps every GetStatusBarWidgetVisualizationInfo table for StatusBars parented under ScenarioObjectiveTracker.ContentsFrame blocks. The canonical tool for "why doesn't Carrot render this scenario / event bar?" investigations — covers the per-block sibling widget sets the primary GetAllWidgetsBySetID query doesn't reach
  • Removed exploratory diagnostics (eventquest, tracehook, statusbars, stagedump) once the Abundance investigation wrapped — Config.lua shrank from 938 lines to 346

v1.3.2

Critical Taint Fix

  • Quest log / QuickJoin / GameTooltip "tainted by 'Carrot'" errors: DefaultTrackerHider was calling SetScale(0.001) on ObjectiveTrackerFrame plus walking ObjectiveTrackerManager.moduleToContainerMap and mutating every module. Module frames contain protected children (quest-special-item SecureActionButtons, LFG queue bits) and in 12.x SetScale on such frames taints downstream Blizzard code, surfacing as "attempt to compare a secret number value", "attempt to perform numeric conversion on a secret number value", and "Secret values are only allowed during untainted execution" inside QuestMapFrame, LayoutFrame, and QuickJoinToast
  • Fix: rewrote the hider to SetAlpha(0) only (no SetScale, no SetPoint), dropped the module-container walk, added an IsProtected() guard so secure frames are skipped, and wrapped every mutation in pcall. Children inherit the parent's alpha so a single call cascades through the tracker tree

v1.3.1

Critical Taint Fix

  • GameTooltip taint ("tainted by 'Carrot'"): removed Carrot's UIWidgetContainer that was registering against C_UIWidgetManager.GetObjectiveTrackerWidgetSetID() — a widget set shared with Blizzard's own tracker and tooltip code. Registering our own container against the shared set ID was poisoning DefaultWidgetLayout / GameTooltip_ClearWidgetSet, producing errors like "attempt to compare a secret number value (tainted by 'Carrot')" inside LayoutFrame. Trade-off: Carrot's tracker no longer renders Abundance event bars / zone event widget progress inline

Mythic+ / Scenario Fixes

  • Enemy forces percent: now parsed from criteriaInfo.quantityString via %d+ (matching AngryKeystones and Blizzard's own ScenarioObjectiveTracker). The previous quantity/totalQuantity formula gave nonsense like 112% at the start of a key because quantity is an internal encoded value for weighted progress, not the displayable current count
  • Death tooltip crash: "table index is secret"C_DamageMeter combat source name and deathTimeSeconds fields are secret values in 12.x that can't be read, compared, or used as table keys. Death log now stores only classFilename + deathRecapID, and the tooltip groups deaths by class with LOCALIZED_CLASS_NAMES_MALE + RAID_CLASS_COLORS
  • Binary scenario criteria bar: hidden for totalQuantity <= 1 (boss kills etc.), since the checkmark/dash prefix already conveys state — no more redundant "0/1" bars overlapping adjacent rows in Skyreach-style scenarios

Quest Item Buttons

  • Shown on world quests and bonus objectives: the existing PopulateQuestSection already wired item buttons for regular quests, but PopulateWorldQuestSection / PopulateBonusSection never did. Extracted AttachItemButtonToWQRow that runs the same C_QuestLog.GetLogIndexForQuestIDGetQuestLogSpecialItemInfo lookup (verified against AngryKeystones, OPie, Plumber). World quests like "Mobilize! Enlist! Recruit!" now get their clickable Flyer button in Carrot's tracker
  • Padding no longer oscillates across refreshes: anchor shifting was previously driven by whether we successfully placed a SecureActionButton this render, which fails in combat lockdown. Combat/non-combat refreshes were flipping the title left/right every tick during active world quests. Split the decision: combat-safe QuestHasSpecialItem probe drives the layout, button placement itself is a best-effort combat-gated step. Applied to both regular quests and WQ/bonus rows

Layout & Row Fixes

  • World quest row overlap: two WQs sometimes overlapped briefly and corrected themselves after a refresh. Root cause: timeText auto-sized from countdown content ("5h 32m" → "5h" → "30m" → "NOW!"), cascading through groupFinderBtn.RIGHT → title.RIGHT and flipping title wrap every second. Row-below yOffsets were computed with the old wrapped height. Fixed by locking timeText:SetWidth(56) on both CreateQuestRow and CreateWorldQuestRow

Default Tracker Hider

  • Hide all objective tracker modules, not just the main frame: 12.x split the tracker across independent module frames (quest, world quest, scenario, bonus, achievement, campaign) held in ObjectiveTrackerManager.moduleToContainerMap. Hiding only ObjectiveTrackerFrame left module containers peeking from the right. Now walks the map and suppresses every frame
  • Hide WorldQuestTracker (Tercio) frames when installed: auto-detects _G.WorldQuestTrackerScreenPanel and applies the same treatment, gated on the existing hideDefaultTracker toggle. WQT anchored its panels relative to ObjectiveTrackerFrame.topleft/topright and computed offsets via ObjectiveTrackerManager.moduleToContainerMap, so with Blizzard's tracker suppressed its own frames ended up at unexpected positions

v1.3.0

Achievements

  • Criteria list: Each achievement now shows its individual criteria below the progress count, using the same bullet/checkmark/faded styling as quest objectives
  • Per-achievement expand/collapse: Small +/- arrow in the top right of every achievement row toggles the criteria list; state saved per-achievement in CT.db.achievementCollapsed
  • Row layout fix: Name and progress text no longer overlap at larger font sizes — anchored top-to-bottom relative to each other instead of centered on the icon with hardcoded offsets
  • Dynamic row height: CalcRowHeight now accounts for progressText and criteria list so achievement rows grow correctly with font size changes
  • Default Achievements tab for existing installs: One-time migration adds an "Achievements" tab (and enables tabs) on the first load so upgraders get the new default layout. After the migration runs, users can freely delete the tab without it being recreated

Mythic+ / Delves

  • Auto-focus scenario tab on M+ start: New TF:FocusSection helper automatically switches the containing window to whichever tab owns the scenario section when CHALLENGE_MODE_START fires (and on /carrot mplusdemo), so users with the Achievements tab active don't miss the timer/boss/EF bar
  • Checkmark + faded styling for bosses and delve criteria: Completed M+ boss rows and delve criteria now use Blizzard's green ReadyCheck-Ready icon plus the configured Completed Objective color/alpha, matching quest objectives. M+ split times fade with the title; delta and "Best:" hints stay full color
  • Enemy forces bar race fix: Explicit progressBg/progressFill re-anchoring and a scrollChild → row → 200 fallback chain that handles the Lua truthiness bug where X or 200 returns 0 when X is 0. No more "shows 0.1% then corrects itself after a reload"
  • Boss row font leak fix: timerTextRow:SetFont(..., +4) used to stick on rows the pool handed back to MPlusTextRow, causing one apparently-random boss row to render with a larger font. GetScenarioRow and MPlusTextRow now reapply the base font defensively
  • Timer bar marker draw order: +2/+3 threshold markers are now created at OVERLAY sublevel 7 via SetDrawLayer, so progressFill can never cover them regardless of pool-reuse creation order. Also guarded markerWidth against a saved 0 value (Lua or 1 fails for 0)

Migrations & Data Model

  • One-time migration flags: New CT.db.migrations table tracks which "ensure section exists" migrations have run. The scenario, recipes, and achievements ensures now run exactly once per profile, after which users can delete those sections or tabs without them being re-added on every reload (previously they were silently re-added on every load)

v1.2.0

Window Tabs

  • Tabs inside windows: Each tracker window can now host multiple tabs, each with its own filtered sections, order, collapsed state, and quest subcategory order
  • Per-tab section filtering: Sections are assigned to exactly one tab, so you can split quests/M+ into one tab and achievements into another
  • Tab bar: Button-style tabs at the top of the window with active/inactive states using the tracker's yellow accent color; hidden when tabs are disabled
  • Renameable tabs: Tab names are user-editable from the Windows options panel
  • Configurable tab opacity: New Active Tab Alpha and Inactive Tab Alpha sliders in Appearance → Tab Bar
  • New default layout: Fresh installs ship with tabs enabled and a "Main" / "Achievements" split to surface both features
  • Saved data migration: Existing profiles are migrated into the tabs model on load without touching visible behavior

Objective Styling

  • Blizzard-style completed objectives: Finished objective lines are greyed out and semi-transparent so players can focus on what's left
  • Green checkmark icon: Completed objectives are prefixed with Blizzard's ReadyCheck-Ready green check; in-progress ones get a dash bullet
  • Yellow quest titles: Auto-tracked quest titles now default to Blizzard's classic gold (1.0, 0.82, 0)
  • Configurable: New Appearance → Objectives section with Show Bullets, Show Checkmark, and Completed Objective Alpha settings; new Completed Objective color in the Colors panel

M+ Bug Fixes

  • Enemy forces bar: Now parses the percent from criteriaInfo.quantityString (matching Blizzard's ScenarioObjectiveTracker) instead of quantity/totalQuantity, which isn't normalized to 100 for weighted progress. Fill now reliably climbs 0 → 100%
  • Boss row layout drift: Boss name rows no longer oscillate between one and two lines. Root cause was GetStringHeight() returning inconsistent values across refreshes on wrapping font strings (unresolved layout on first pass). M+ rows now disable wrap and use a fixed single-line height; scenario row pool restores wrap on checkout so delve criteria still wrap correctly

v1.1.0

Mythic+ Tracker

  • Text-based M+ display: MythicPlusTimer-style layout — remaining time, elapsed/total, +2/+3 threshold countdowns
  • Segmented timer bar: Visual countdown bar with +3/+2 threshold markers (configurable color and width)
  • Blizzard timer hook: Synced via ScenarioObjectiveTracker.ChallengeModeBlock:UpdateTime (zero drift)
  • Boss split timing: Records boss kill times, compares against personal best per dungeon
  • Affix display: Text (dash-separated) or icons mode (configurable in Settings → Dungeons)
  • Enemy forces: Blue progress bar with percentage text inside
  • Death counter: Shows count + time penalty; tooltip with per-player breakdown via C_DamageMeter
  • Auto-hide sections: Option to hide all non-scenario sections during M+ or Delves
  • Hide tracker option: For players using external M+ addons
  • Demo mode: /carrot mplusdemo to preview, /carrot stopdemo to clear
  • M+ colors: Customizable +3/+2/+1/Depleted/Enemy Forces/Marker colors in Colors panel
  • Marker width slider: 1-4px (Settings → Dungeons)

Recipe Tracking

  • New "Recipes" section showing tracked profession recipes with reagent have/need counts
  • Progress bar showing fraction of reagent types fulfilled
  • Left-click opens recipe in profession UI, right-click untracks
  • "Show Recipes" filter toggle, auto-enabled when a recipe is tracked
  • Reagent names resolved via C_Item.GetItemInfo with fallbacks

New Features

  • Quest type colors: Daily (blue), Weekly (teal), Campaign (orange) — distinct colors for titles and tier bars
  • Group finder button: Eye icon on all world quest rows to open LFG
  • Quest reward preview: Tooltip shows XP, gold, item, and currency rewards
  • Quest countdown timers: Timed quests (e.g., Abundance events) show live MM:SS countdown
  • UIWidget support: Zone event progress bars (Abundance) via C_UIWidgetManager
  • Progress bar percentage: "progressbar" type objectives show % text inside the bar
  • Auto quest popups: OFFER (new quest) and COMPLETE (turn-in) via GetNumAutoQuestPopUps API
  • Campaign chapter progress: Tooltip shows "Campaign Quest (Chapter 3/7)"
  • Minimap button: Click opens settings, shift-drag to reposition
  • Delve improvements: Step title, compact 12px scenario bars with text inside, stage indicator
  • Dungeons & Instances settings panel: M+ and Delve toggles

Context Menu

  • Share Quest: Share quest with party members
  • Abandon Quest: Abandon with Blizzard confirmation dialog (shown in red)

Bug Fixes

  • Interface version: Updated to 120001 (WoW 12.0.1)
  • M+ timer always 0: Uses GetActiveChallengeMapID (not GetActiveKeystoneInfo) for map ID
  • M+ GetActiveKeystoneInfo: Fixed return value unpacking (2 values, not 3)
  • Delve objectives not showing: Added "scenario" to default window sections with migration
  • Font dropdown clipping: Custom Carrot-Compact-Dropdown widget with 300px max height (library-safe, no Libs/ modifications)
  • Text overlap on progress bar: Progress bar anchored below objective text; height accounts for content
  • Wrap/ellipsis flickering: Permanent anchors at row creation, never cleared during populate
  • Combat lockdown errors: Guarded C_SuperTrack/QuestMapFrame; deferred event registration
  • ADDON_ACTION_FORBIDDEN: Removed COMBAT_LOG_EVENT_UNFILTERED (restricted in 12.x)
  • Tracker blank after /reload in combat: Removed blanket combat bail-out from TF:Update()
  • World quest type detection: Uses Enum.QuestWQType instead of Enum.QuestTagType
  • World quest progress bar: Uses progressBarPct from C_TaskQuest when available
  • Quest item icon overflow: Inset icon texture by 2px inside border frame
  • Quest item indentation: Pooled rows reset anchors when no item button present
  • Progress bar on non-numeric quests: Hidden for 0/1 objectives
  • Stale objective/bar heights: Reset when text empty or bar hidden
  • Boss names overlapping bars: M+ boss rows rendered directly, bar hidden
  • Timer dividers on wrong row: Hidden in GetScenarioRow for pooled reuse
  • Layout jump on first frame: All Get*Row functions set explicit width from parent
  • Minimap button error: Uses CT.Options:Open() instead of Settings.OpenToCategory
  • MakeColorOption crash: Fallback to COLOR_DEFAULTS for new color keys

UI Polish

  • Filter icon changed to visible notepad icon
  • Scenario criteria: compact 12px bar with count text inside
  • Tier bar colors: Scenario and World Quest/default now customizable
  • Timer text +4pt larger for main countdown
  • Timer bar aligned with content indentation
  • Enemy forces default color changed from purple to blue
  • Localization: All new strings translated for 9 languages (ptBR, deDE, frFR, esES/esMX, itIT, ruRU, koKR, zhCN, zhTW)

v1.0.0

  • Initial release
  • Context-aware quest tracking: auto-shows quests in your current zone
  • Three-tier quest visibility: Pinned, Recommended, Zone (auto-tracked)
  • Quest subcategories: Pinned, Ready to Turn In, Campaign, Daily, Weekly, Zone
  • World quest tracking with time remaining display
  • Bonus objective tracking
  • Scenario/dungeon objective tracking
  • Achievement tracking with zone story auto-detection
  • Quest item buttons (SecureActionButton, combat-safe)
  • Proximity sorting (closest quests first)
  • Subzone highlighting
  • Configurable appearance: fonts, colors, sizes, outlines, shadows
  • Collapsible sections and subcategories with drag-to-resize handles
  • Customizable section and subcategory display order
  • Filter dropdown for toggling quest types
  • Profile management via AceDB (switch, copy, import/export)
  • Hover highlight effect
  • Blizzard default tracker suppression (combat-safe)