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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

v1.7.4

  • R
  • Apr 28, 2026
  • 346.24 KB
  • 58
  • 12.0.5+1
  • Retail

File Name

Carrot-v1.7.4.zip

Supported Versions

  • 12.0.5
  • 12.0.1

Changelog

v1.7.4

Bug Fix: Manual Focus-Mode Override Persists Across Arena/Abandon

  • A manual focus-mode toggle (toolbar focus button) writes a hard true/false to CT.db.focusMode. The only reset path was SCENARIO_COMPLETED, which doesn't fire when the scenario ends via arena/BG entry, hearth-out, manual abandon, or relog. Result: clicking focus-on inside a Delve / M+ left focus stuck on after dropping the run for an arena and returning to the world
  • Fix (transition reset): EvaluateScenario in ZoneEngine.lua now reverts focusMode to "auto" whenever CT.state.scenario goes from non-nil to nil — covers all "scenario ended without firing SCENARIO_COMPLETED" paths in one place. Demo data is exempt
  • Fix (catch-all): PLAYER_ENTERING_WORLD in Core.lua also reverts a hard true/false override to "auto" when IsInInstance() is false. Catches the in-town toggle path and relog-in-city paths where the scenario state never became active to begin with
  • Both resets are no-ops when focusMode == "auto", so the normal auto flow is unchanged

Bug Fix: Challenges Row No Longer Shows in Regular Delves

  • v1.7.0's "Challenges (N)" row was rendering in every regular Delve as Challenges (0) — Delves are technically tiered-entrance scenarios per C_ScenarioInfo.IsTieredEntranceScenario, but they don't have a player-selectable challenge system (only Ritual Sites Tier 3+, Corrupted Visions, and the old Torment scenarios do)
  • Fix: gate the row on n > 0 instead of just IsTieredEntranceScenario. Hides cleanly in Delves (always 0), in Ritual Sites Tier 1-2 (challenges not yet available), and shows in Ritual Sites Tier 3+ / Corrupted Visions when the player has actually picked challenge spells. Tradeoff: the "Pick some at the Curious Obelisk" hint at low Ritual Site tiers no longer surfaces — a worthwhile trade vs. cluttering every Delve

Bug Fix: Weekly Profession Quests Now Bucket Under Weekly

  • Enum.QuestFrequency in 12.x has four values (Default, Daily, Weekly, ResetByScheduler), and many "weekly" profession quests, world-boss kills, and other newer time-gated quests use ResetByScheduler — they reset on Blizzard's central scheduler rather than via the legacy Weekly flag. Our isWeekly = (frequency == Weekly) check missed them, so they appeared under the Zone subcategory instead of Weekly
  • Fix: isWeekly now also matches ResetByScheduler. Profession weeklies, world boss weeklies, and similar appear under the Weekly subheader where users expect

v1.7.3

Diagnostic: Currency Tooltip Uses Custom Frame

  • Routes the highest-frequency hover handler (Ritual Site / Delve currency icons) through a private CarrotTooltip frame (own GameTooltipTemplate instance) instead of Blizzard's shared GameTooltip. Eliminates any state-pollution path from our SetText / AddLine writes into Blizzard's processingInfo / infoList / widgetContainer tables that get reused on subsequent world-cursor unit tooltips
  • Diagnostic in nature: if the secret-value taint cascade through Oilvl / BestInSlotRedux's tooltip hooks (SetWorldCursorProcessInfoUnitName(unit) failures) drops measurably after this, we'll expand the same pattern to every other Carrot OnEnter handler. If error rate stays the same, it confirms the cascade source isn't us
  • New helper: CT.Utils.GetTooltip() returns the singleton CarrotTooltip frame; CT.Utils.AddWrappedTooltipLine now writes there too. Callers that want to keep using GameTooltip for richer tooltips (e.g. quest reward tooltips) still can

v1.7.2

Bug Fix: Two More Tooltip Pipeline Taint Vectors

  • v1.7.1 fixed GameTooltip:SetSpellByID but missed the same pattern in two other places. Users still saw 200+ LayoutFrame.lua:491: attempt to compare a secret number value errors per session, surfacing through other addons' tooltip hooks (Oilvl, BestInSlotRedux, etc.) on world-cursor hover. Both addons read UnitName(unit) from tooltipData where the unit is now a 12.x secret value — they only error when the execution context is tainted, and our remaining Set…ByID calls were the upstream taint
  • Fix: replaced the two remaining tooltip-pipeline calls with safe non-pipeline equivalents:
    • Widgets.lua RenderItemDisplayWidget — was GameTooltip:SetItemByID(itemID), now reads C_Item.GetItemInfo for name + quality color and renders via GameTooltip:SetText. No widget pipeline involvement
    • TrackerFrame.lua quest item buttons — was GameTooltip:SetHyperlink(itemLink), now extracts the item name via C_Item.GetItemInfo(itemLink) (accepts links too), tinted by quality color
  • Tradeoff: tooltips on quest item buttons and event item displays now show name + quality only, not the full item tooltip with stats / requirements. We trade rich tooltip content for zero taint cascade — the pipeline calls couldn't be made safe without polluting GameTooltip's widget container state

v1.7.1

Bug Fix: Tooltip Pipeline Taint Cascade

  • Hovering Delve spell icons (Nemesis, tier perks, etc.) was tainting Blizzard's GameTooltip widget pipeline, surfacing as 800+ errors per session of LayoutFrame.lua:491: attempt to compare a secret number value (execution tainted by 'Carrot') on every subsequent tooltip hide. Stack: GameTooltip:OnHideGameTooltip_ClearWidgetSetUnregisterForWidgetSetUpdateWidgetLayoutDefaultWidgetLayout → secret-value compare
  • Root cause: GameTooltip:SetSpellByID(spellID) routes through Blizzard's shared TooltipDataHandler pipeline AND can register a UIWidget set on GameTooltip when the spell ships embedded widgets (observed widgetSetID = 1801). When our subsequent tooltip operations cleared the tooltip on the next hover (SetOwner / ClearLines), the registered widget set got unregistered from our addon's tainted execution context — propagating taint into Blizzard's widget layout path
  • Fix: replaced all three GameTooltip:SetSpellByID call sites with a ShowSpellTooltip(owner, spellID) helper that uses plain C_Spell.GetSpellInfo + C_Spell.GetSpellDescription getters and builds the tooltip via AddLine. No widget pipeline involvement, no taint. Same pattern the Challenges renderer already uses. Affected paths: generic SpellDisplay widget hover, Delve scenario header tier-perk hover, and Delve per-spell-icon hover
  • CLAUDE.md flagged this exact pattern under tooltip-pipeline taint warnings, but our older Delve code predated the warning

Bug Fix: Scenario Criterion Row Heights Now Uniform

  • Boss criteria rows in regular (non-M+) dungeon scenarios were rendering with inconsistent heights when some titles fit on one line and others wrapped to two. With wrap=true (inherited from pool checkout via the user's titleOverflow=wrap preference), GetStringHeight returned 2-line height for the wrapping titles, but WoW's render layer auto-truncated visible text to one line with — leaving an empty band inside the longer rows that read as uneven gaps between criteria
  • Fix: scenario criterion titles now explicitly SetWordWrap(false), mirroring MPlusTextRow's same-line policy and Blizzard's tracker behavior for criterion lines (truncate, don't wrap). Pure-text criterion descriptions like "Arcanotron Custos Defeated" / "Gemellus Defeated" now sit at uniform heights regardless of which fit on one line at the current row width

v1.7.0

New Feature: Focus Mode

  • Toolbar Focus Mode toggle (next to the filter funnel). When on, every section except the active scenario / Delve / M+ is hidden so the tracker becomes a single-purpose readout. Custom crosshair icon (gold = on, gold-with-slash = off) shipped at Textures/focus_{on,off}.tga — TGA chosen after WoW's PNG loader returned a "missing texture" placeholder for our addon-shipped PNGs even when the files were structurally valid (correct IHDR, no metadata chunks)
  • Tri-state focusMode: "auto" (default) / true (manual on) / false (manual off). The toolbar button cycles between true/false and bypasses auto; SCENARIO_COMPLETED resets to "auto" so each new entry starts clean. IsFocusModeActive() is the single source of truth used by both the renderer and the icon-state lookup
  • Auto-enable in instances option (default on) + per-content overrides (Delves / Mythic+ / Scenarios) on the Dungeons & Instances tab. Lets users opt out of auto-focus per content type ("auto in M+ but not in Ritual Sites")
  • Migration from the legacy per-content hideOtherSections toggles into the unified focusOverrides map; old keys nilled out via migrations.focusModeUnify
  • Dynamic toolbar tooltip flips between "Turn Focus Mode On" / "Turn Focus Mode Off" with a description below

New Feature: Ritual Site / Tiered Entrance Challenges

  • Challenges (N) row under the scenario block whenever C_ScenarioInfo.IsTieredEntranceScenario() returns true (Ritual Sites, Bountiful Delves, etc.). Count comes from #C_ScenarioInfo.GetTieredEntranceActiveSpells() — refreshes on SCENARIO_SPELL_UPDATE so adding/removing challenges at the Curious Obelisk reflects without a /reload
  • Spell icon flow below the count when N > 0: each active challenge renders its C_Spell.GetSpellTexture icon in a horizontal row that wraps on overflow. Hovering an icon shows the spell name + description via C_Spell.GetSpellInfo + C_Spell.GetSpellDescription — deliberately not SetSpellByID, since that goes through the tainting TooltipDataHandler pipeline
  • N=0 case shows the title row alone with a "no challenges active, set them at the Curious Obelisk" hover hint

New Feature: Failed Achievement Criteria Render Red

  • In-instance meta achievements (no avoidable damage, no deaths, etc.) where a criterion is failed mid-run now render their failed lines in red — both the bullet icon and the text. Mirrors Blizzard's AchievementObjectiveTracker behavior
  • Wired through GetAchievementCriteriaInfo's 11th return (eligible boolean) — failed = (eligible == false) — and threaded into the existing RenderObjectiveLines columnar renderer. Refresh hooks added for the generic CRITERIA_UPDATE event so eligibility flips reflect immediately

New Feature: Title Bar Carrot Icon

  • Window title now shows a 14×14 carrot icon to the left of the name, rendered as a real Texture child of the title bar. The previous inline |T...|t font escape was getting clipped by the small-font line height (~10px), so it would render at the wrong size or not at all on some setups
  • The per-window "Hide Icon" option still works; the title text re-anchors flush-left when the icon is hidden

Bug Fix: Currency Tooltips Wrap Correctly

  • Hovering Spoils / Deaths / Delve currency icons now wraps the description across multiple lines instead of stretching as one wide line. Switched to Blizzard's own helpers (SplitTextIntoHeaderAndNonHeader + GameTooltip_SetTitle + GameTooltip_AddNormalLine) — the same code path UIWidgetTemplateTooltipFrameMixin:OnEnter uses for the same widget tooltip in the default UI. Whatever font / template scaffolding Blizzard requires for wrap=true to actually engage on AddLine, this path inherits it

Bug Fix: Scenario Step Transitions No Longer Collapse Spacing

  • Scenario row pool checkout (GetScenarioRow) now restores the title's default anchor (TOPLEFT, padding+4, -3 and RIGHT → timeText.LEFT) on every reuse. The Challenges row's custom anchor was leaking back into pooled criterion rows, causing visible spacing collapse the first time a scenario advanced to a new step. Mirrors the existing checkout resets for SetWordWrap, SetIndentedWordWrap, font, and overflow

Bug Fix: Spoils / Deaths Currency Value Shows Correctly

  • RenderScenarioHeaderCurrenciesWidget now reads cur.text first (Blizzard's pre-formatted display string like "120"), falling back to cur.quantity only when text is absent. Previously we looked for cur.quantity / cur.currentAmount first — neither exists on the ScenarioHeaderCurrenciesAndBackground widget — and fell into the else branch that rendered 0. User reported Spoils displaying as 0 while the real value was 120
  • Unbounded counters (no max) skip the empty-bar render entirely; label re-anchors flush-left next to the icon for a compact [icon] 120 look. Currencies flow horizontally with wrap-on-overflow; leftmost icon respects the same padding + 4 gutter as text rows above

Bug Fix: Show Progress Bars Toggle Affects Scenarios

  • The "Show Progress Bars" toggle now also hides scenario criterion bars (previously only quest / WQ / achievement bars). When off, criteria render Blizzard-style as 2/3 Captured Void Creatures Slain in the title — the count is preserved, just inline instead of in a bar. Row collapses to title-only height so spacing stays tight. M+ and prey bars stay always-visible (gameplay-critical state)

Bug Fix: Scenario Criterion Title Hangs Indented Under Itself

  • Wrapped scenario criterion titles now hang-indent their continuation lines under the text portion (e.g. "Lady" / "2/3"), not under the bullet icon — same visual style RenderObjectiveLines already uses for quest objectives. One-line fix via FontString:SetIndentedWordWrap(true) on pool checkout

Other

  • Step description text brightened from 0.75 to 0.95 gray — was reading too faint against the green tracker bg at default UI scale
  • SCENARIO_ROW_GAP reduced from 6 → 2 px so criteria don't feel cramped with bars on but also don't have huge empty space when bars are off
  • New /carrot diag command — prints CT._addonName, computed texture paths, IsAddOnLoaded results, and current focus state; canonical tool for "icon doesn't render" / "wrong folder name" investigations
  • New CT.Utils.AddWrappedTooltipLine(text, r, g, b, charsPerLine) helper for any future tooltip that needs reliable multi-line rendering
  • New CT.Utils.WrapText(text, maxLen) — manual word-wrap utility used internally by the tooltip helper
  • CT._addonName exposed (set from ... first vararg) so texture paths resolve against the actual install folder name (Carrot vs wow-carrot, etc.) without a hardcoded constant. Avoided adding new file-level locals — Lua VM has a 200-per-chunk limit and TrackerFrame.lua was at the boundary

Internal: Code Organization

  • Extracted ~2.8K lines of toolbar + widget rendering code out of TrackerFrame.lua into dedicated files: Toolbar.lua (~350 lines: settings gear, filter dropdown, focus mode toggle, zone text) and Widgets.lua (~2.5K lines: 25+ UIWidget renderers, dispatch table, dual ticker setup, event-widget frame pool, currency/spell helpers). No behavior change — pure organizational cleanup. TrackerFrame.lua now ~6.2K lines (was ~9K) and focused on tracker frame, sections, layout, and refresh
  • Public surface for the extracted subsystems is exposed on TF.* for cross-file calls (TF.CreateToolbar, TF.UpdateToolbar, TF.RenderEventWidget, TF.GetEventWidgetFrame, etc.); shared helpers like TF.ApplyFractionalFill, TF.ComputeBarWidth, and the font helpers stay on the main file and are re-aliased at file scope inside the split modules

v1.6.1

Bug Fix: Important Quest Detection

  • Important quest detection was calling the wrong API: the original implementation called C_QuestLog.GetQuestClassification, which doesn't exist in 12.x — the guard and C_QuestLog.GetQuestClassification returned nil and the whole branch silently no-op'd, so no quest ever got flagged Important. Reported live by a user whose purple-! quests (e.g. Void Strike, An Elementary Voidcore) weren't appearing under the new Important subcategory
  • Fix: switched to C_QuestInfoSystem.GetQuestClassification, the canonical accessor Blizzard's own QuestUtil.GetQuestClassificationDetails uses (see Blizzard_FrameXMLUtil/Mainline/QuestUtils.lua). The importantavailablequesticon atlas is bound exclusively to Enum.QuestClassification.Important in g_classificationInfoTable, so the single-enum check is correct — it was just calling the wrong namespace

v1.6.0

New Feature: "Important" Quest Category

  • Dedicated subcategory for Important quests (the purple-! classification) with its own subheader between "Ready to Turn In" and "Campaign". Detected via C_QuestLog.GetQuestClassification(questID) == Enum.QuestClassification.Important (pcall-wrapped for older builds). New important color slot on the Colors tab defaults to purple ({ 0.70, 0.30, 0.95 }) and drives the quest title, tier bar, and tooltip badge
  • Always visible: Important quests bypass the daily / weekly / campaign / complete filters and auto-promote to the recommended tier so they stay on the tracker even when the player is outside the home zone. The new showImportant filter defaults to true (vs. false for the other type filters) — the point of the Important flag is that the user shouldn't have to dig for them
  • One-shot importantSubcat migration splices "important" into each tab's subCategoryOrder for existing installs so the section lands in the expected place without users reordering. After running once, users can remove it freely — the migration flag prevents re-insertion
  • Filter toggle added to the filter dropdown (at the top of the quest-type list); color picker added alongside daily / weekly / campaign on the Colors tab

New Feature: Tracker Lock

  • Lock Tracker toggle in General options (or /carrot lock). Titlebar drag and corner resize grip both short-circuit in their own handlers when CT.db.appearance.locked is true. The grip texture also stays hidden on hover so the UI doesn't suggest resize is possible
  • Live state: TF:UpdateLocked() walks all tracker windows and reapplies the lock on toggle — no reload required. Default off; users dial in a frame position and opt in when they want it pinned

New Feature: Category Header Colorization

  • "Colorize Category Headers" toggle on the Colors tab. When on, each subcategory header (Pinned / Complete / Important / Campaign / Daily / Weekly) tints with its matching quest-type color so the visual grouping reads at a glance. When off (default), all subheaders use the plain Section Header color as before
  • Reuses existing quest-type colors — no duplicate pickers. Tweaking a category color in one place cascades to both quest titles and the subcategory header; no coupling for the user to reason about
  • Incidentally fixes a pool bug: GetSubHeader only applied SetTextColor at frame-creation time, so a pooled subheader reused for a different category kept the old color. Color application now runs on every pool checkout, regardless of toggle state

New Feature: Delve UI Scale

  • Delve UI Scale slider (Dungeons tab, 75%–200%). Scales Delve-specific elements — the spell icons, currency icons, and the "heart + lives" IconAndText widget — while inside a Delve. Other sections, other scenarios, and the tracker frame itself are untouched
  • Gated on CT.state.scenario.isDelve via a local DelveUIScale() helper so the scale factor returns 1.0 outside Delves. Fonts scale alongside icons so the lives counter and currency text don't look shrunken next to an enlarged icon

New Feature: Nemesis Pack Inline Counter

  • Counter renders inline next to the Nemesis spell icon ("4/4" fresh, ticking down as packs die). Previously the progress only surfaced in the hover tooltip. Resolution order: sp.textsp.tooltipC_Spell.GetSpellDescription(spellID) parsed for N/M. The description path covers Nemesis specifically, since Blizzard doesn't populate either widget field for that spell
  • Green checkmark on completion. Nemesis uses "remaining" semantics — "0/4" means done, not "4/4" — so the checkmark swap triggers on cur == 0, not cur >= total. Uses Interface\RaidFrame\ReadyCheck-Ready, sized to the Delve UI scale
  • Wrap-on-overflow layout: currencies and spell icons flow on a single row until the next element would exceed the frame's usable width (measured via ComputeBarWidth), at which point subsequent elements break to a new row. Compact when there's room, legible when there isn't
  • Hover hit rect extends over the label: SetHitRectInsets(0, -(labelW + 4), 0, 0) grows the icon's mouse region rightward so hovering anywhere on "4/4" opens the spell tooltip — not just the small icon
  • Non-tainting data path: explicitly does not use C_TooltipInfo.GetSpellByID or a scanner-GameTooltip to pull the counter. Both route through Blizzard's shared TooltipDataHandler / infoList state, and taint in our populate path would poison every later tooltip (world cursor, units, bags). C_Spell.GetSpellDescription is a plain string getter with no such risk

New Feature: Injected Player-Buff Icons in the Delve Header

  • Player auras can be injected into the Delve spell-icon cluster, starting with Trovehunter's Bounty (spellID 1254631). When the player has the buff active inside a Delve, its icon appears alongside the affix/tier icons with the standard tooltip on hover and the stack count overlay from aura.applications. Driven by C_UnitAuras.GetPlayerAuraBySpellID at render time; info.spells is never mutated (shallow copy only on inject)
  • UNIT_AURA handler is Delve-gated via CT.state.scenario.isDelve, so we don't thrash the tracker on every buff tick during regular combat. Inside a Delve the event routes through the standard debounced CT:Refresh()
  • Extension-friendly: EXTRA_DELVE_BUFFS is a plain spellID list in the renderer — additional Delve-relevant auras are a one-line addition

v1.5.1

New Feature: Auto-Apply Class Colors on Character Swap

  • "Auto-apply on character swap" toggle next to the Apply Class Colors button on the Colors tab. When on, the four class-color slots (borderColor / header / sectionHeaderLine / subHeaderLine) are retinted to the current character's class on login and on profile switch, so alts sharing a profile pick up their own class color without a manual click. Alpha is preserved on each slot, same as the one-shot button
  • Default off — existing users' hand-tuned colors stay untouched unless they opt in. The toggle tooltip explicitly warns that enabling it will overwrite any hand-tuned RGB in those four slots every login
  • Shared write path: extracted CT:ApplyPlayerClassColors() so the button and the auto-apply hook use the same code. Auto-apply runs before the UI builds on login and before TrackerFrame:Rebuild() on profile change, so the first paint already matches the new class — no flash of the previous color

v1.5.0

12.0.5 (Lingering Shadows) Compatibility

  • TOC now declares Interface: 120001, 120005 so the addon loads on live 12.0.1 and the 12.0.5 PTR without the out-of-date flag. Audited the 12.0.5 API change list (C_SpellBook/Spell/ActionBar.Get*ChargeDuration zero-span-at-max, UnitName / Ambiguate / GetRaidRosterInfo tweaks, new cooldown/formatter APIs) — no call sites in Carrot are affected. Zone/scenario detection is zone-agnostic, so Void Assaults, Ritual Sites, Abyss Anglers, Decor Duels surface automatically through the existing C_Map / C_QuestLog / C_ScenarioInfo paths

Bug Fix: Achievement Progress Bar Rendering

  • Single/zero-criteria achievements no longer display a noisy 0/0 or 0/1 progress counter — the criterion text already renders as an objective line, so the fraction is redundant. PopulateAchievementRow now gates progressText on numCriteria > 1
  • 11/12 bar visually full: PopulateAchievementRow re-anchors progressBg each populate (TOP → row.objective.BOTTOM) so it sits below the dynamic criteria block. SetPoint defers layout, so progressBg:GetWidth() returned 0 and ApplyBarFillFromBGGetKnownWidth walked up to the row — 20 px wider than the actual inset bar. Fill width now computed explicitly as rowWidth − (achPadding + 24) − achPadding, independent of layout timing
  • Bar overlapping the next row's title: RenderObjectiveLines stored _objBlockHeight = sum(textH) + spacing, omitting the 4 px OBJ_LINE_TITLE_GAP it applies between topAnchor.BOTTOM and the first criterion. CalcRowHeight then returned a row height 4 px too short and the trailing bar stuck into the next row. _objBlockHeight now includes OBJ_LINE_TITLE_GAP when at least one line is rendered — fixes achievement, quest, WQ, and recipe rows in one place
  • Achievement bar gap tightened from -4 to -2 so the vertical spacing matches CalcRowHeight's (2 + barH) accounting

New Feature: General Toggles

  • Show Progress Bars: global toggle to hide the thin bar under quest / world quest / achievement rows. Scenario, M+, and prey bars stay visible — they carry functional state, not decoration
  • Show Quest Level: prepends [level] to quest titles, read from C_QuestLog.GetInfo(questID).level
  • Hide Completed Objectives: drops finished objectives / criteria lines from the render loop inside RenderObjectiveLines, so only what's left to do remains visible. Covers quests, WQs, achievements — all routed through the same helper. Ready-to-turn-in quests are intentionally NOT hidden; those still need user action

New Feature: Per-Element Font Overrides

  • Section Header Font Size slider, independent from objective size (previously shared fontSizeSmall)
  • Three per-element font dropdowns (Quest Title / Objective / Section Header) with a Default fallback that routes through the base Font. Backed by new nullable fontTitle / fontObjective / fontHeader appearance keys — ApplyFont gained an optional fontKey param that checks the override before falling back to font. New ApplyTitleFont / ApplyHeaderFont helpers sit at the known call sites (quest title, achievement name, WQ title, scenario row title, section headers, sub-category headers)
  • Font dropdowns alphabetized via AceConfig's sorting callback — the base Font dropdown and the three per-element ones all sort A→Z by display name (case-insensitive), with Default pinned to the top of the overrides

New Feature: Auto-Flip Tooltip Anchor

  • Tooltips flip to the opposite side of the owner when the owner sits in the left half of the screen, so a tracker docked at the screen edge no longer shows tooltips over itself. All 24 GameTooltip:SetOwner call sites route through CT.Utils.GetTooltipAnchor(owner) — picks ANCHOR_RIGHT if owner:GetCenter() < screenW/2, else ANCHOR_LEFT. No setting: it just works based on tracker position

New Feature: Apply Class Colors Button

  • One-shot button on the Colors tab that overwrites borderColor / header / sectionHeaderLine / subHeaderLine with the player's class color. RGB replaced; alpha preserved as-is (a transparent border stays transparent — transparent-by-default wasn't bumped, since surfacing a border "out of nowhere" on toggle is confusing)
  • Color pickers stay authoritative: no runtime overrides, no hidden state. The Colors / Appearance pickers show the real applied values and tweaks just work. Re-run the button after class swaps

Options Reorganization

  • Frame Background moved from Appearance → Colors tab. All frame color controls now live in one place, with the Apply Class Colors button next to them
  • Each tab's Defaults button now resets only what that tab owns. General Defaults no longer resets hover-highlight (which lives on Appearance); Appearance Defaults snapshots + restores bgColor / borderColor around the reset (they live on Colors); Colors Defaults resets colors + the frame bg/border
  • Appearance tab bottom padding — added a trailing description spacer so Blizzard's Settings panel stops clipping the last slider's value input box

Localization

  • All strings added in this release routed through L[…] — new toggles, font controls, Apply Class Colors button, Frame header, moved Background/Border color entries, tab-scoped reset descriptions, and the class-colors CT:Print message. Translators can add entries to any locale block in Locales.lua; the fallback metatable keeps English working without explicit enUS entries

v1.4.5

Bug Fix: Stale Tracker After Arena/Dungeon Exit

  • Title-only rows with no objectives or progress bar after returning from an arena (and similar instance exits). On exit, Blizzard fires PLAYER_ENTERING_WORLD followed by a burst of QUEST_LOG_UPDATE events within ~100 ms. Carrot's CT:Refresh debounce collapsed the entire burst into a single DoRefresh, and that one tick frequently ran while C_QuestLog.GetQuestObjectives was still returning empty tables — leaving the tracker frozen on titles until the next unrelated event happened to fire (/reload was the only reliable workaround)
  • Fix: CT:Refresh now flips a refreshDirty flag when an event arrives during the debounce window, and the pending tick schedules a follow-up after DoRefresh runs. Bursts no longer get silently dropped — late events are honored on the next ~100 ms boundary, by which time C_QuestLog has populated the real objective data

Bug Fix: ADDON_ACTION_BLOCKED on CarrotScroll_*:SetPoint()

  • Spammy taint in BugSack: [ADDON_ACTION_BLOCKED] AddOn 'Carrot' tried to call the protected function 'CarrotScroll_1:SetPoint()' from RefreshTabBar on every refresh. The scroll frame is "protected" because its descendants include SecureActionButton quest item buttons; once anything taints Carrot's call stack (widget-info / secret-value reads), even a same-point SetPoint trips the guard
  • Fix: cache the last contentTop offset on the instance and skip the SetPoint when it hasn't changed (which is the steady-state for every refresh after the tab bar visibility settles). Drop the per-refresh BOTTOMRIGHT re-anchor entirely — it's static (0, 2) and already set once at frame creation. Seed the cache at instance creation so the very first RefreshTabBar call doesn't re-anchor unnecessarily either

New Feature: Auto-Scroll to "Click to Complete" Popups

  • Click-to-complete popups now scroll into view at the top of the window when they first appear, so they can't be missed when the user is scrolled into a different section (achievements, recipes, etc.). Per-window seenCompletePopups set tracks which COMPLETE-type popup IDs were rendered last pass; anything in the new pass that wasn't seen is treated as a fresh arrival and queued for scroll
  • Re-completion still triggers: IDs are evicted from seen when their popup leaves the list, so a later re-completion of the same quest scrolls into view again instead of being silently suppressed
  • Math is anchor-based, not GetTop()-based: PopulateQuestSection stores each popup row's intra-section yOffset and UpdateWindowLayout stores the section's offset within the scroll child. After layout finalizes, the absolute Y is section._contentYOffset + row._popupYOffset, clamped to [0, contentH - viewH]. Robust against the two-pass layout — popups detected on the first pass are marked seen, so the second pass doesn't double-scroll
  • Pool-reuse safety: ResetQuestRowSharedState clears _popupQuestID / _popupType / _popupYOffset, so a row that was a popup last refresh but is now a regular quest can't be mis-identified by the diff

v1.4.4

Bug Fix: Empty Tab No Longer Strands the Tracker

  • Switching to an empty tab (e.g., an Achievements tab in a zone with no tracked achievements) on a multi-tab window used to fire autoCollapseEmpty and shrink the frame to a thin title bar. The tab buttons live at -(20 + TOOLBAR_HEIGHT) and got clipped outside the collapsed frame, leaving the user with no clickable way back to the previous tab — only the tiny "+" button in the (often hover-hidden) title bar
  • Fix: UpdateWindow now skips auto-collapse when the window has 2+ enabled tabs. The empty tab renders normally with (0) section headers; the tab bar stays reachable. Single-tab / no-tab windows keep the thin-bar idle behavior
  • Auto-expand path also re-opens a minimized window if it gains a multi-tab bar (so prior-session minimized state can't strand the tabs either)
  • Setting tooltip updated to mention the multi-tab exception

Layout: Wrapped-Text Heights Settle on First Refresh

  • Two-pass layout in TF:Update: WoW computes wrap-enabled FontString heights lazily at render time, so GetStringHeight on a freshly-populated multi-line objective returns the single-line fallback on its first read. That under-computed CalcRowHeight, left rows visually overlapping, and shrunk windowScrollChild so the scrollbar couldn't reach the real content bottom — only unsticking when something else (resize, header click) re-ran the layout
  • Fix: right after the first populate pass, Show() a dedicated helper frame whose OnUpdate fires on the very next render tick and re-runs TF:Update under a recursion guard. By then the render cycle has resolved wrapped-text metrics, so the second pass anchors everything at correct offsets
  • ~3× faster to settle than a C_Timer.After(0.05) approach and doesn't keep an idle timer alive between refreshes

v1.4.3

Auto-Popup "Click to Complete" Overhaul

  • Stale-anchor overlap fix: the auto-popup and Prey paths grabbed a pool-reused row via GetQuestRow() but never hid timerBg / timerFill / timerLabel nor re-anchored row.objective. If the slot last held a timed Abundance quest, row.objective stayed anchored to timerBg.BOTTOMLEFT, floating "Click to complete" below a hidden-but-still-layout-active timer bar and overlapping the previous quest's _objLines. Both paths now ResetQuestRowSharedState(row) + HideObjectiveLines(row) + explicit timerBg/Fill/Label:Hide() + ClearAllPoints / re-anchor of row.objective under row.title.BOTTOMLEFT
  • Bigger inline quest-type badge: |TInterface\GossipFrame\ActiveQuestIcon:18|t (up from :12) for COMPLETE popups and the same bump for the AvailableQuestIcon on OFFER popups, echoing the 60×60 question-mark icon Blizzard's AutoQuestPopUpBlock uses, scaled to fit our compact tracker row
  • Prominent call-to-action text: "Click to complete" / "New quest!" jumps from fontSizeSmall (10) to fontSize + 2 (14) — above the title — so the action reads as the loudest glyph on the row. ApplyFont now accepts a numeric size directly in addition to the string DB key
  • Pulsing gold overlay (_completePulse): lazily-created full-row ARTWORK texture with a REPEAT animation group — alpha 0 → 1 → 0 on 0.55 s halves. Started via StartCompletePulse(row) on auto-popup COMPLETE and prey-complete rows; stopped + hidden in ResetQuestRowSharedState so pool reuse cleanly hands a non-pulsing row back to a normal quest. Mirrors the role of Blizzard's Shine.Flash AnimationGroup on AutoQuestPopUpBlock

Layout / Visual Density

  • No 100% progress bar on "Ready to turn in" quests: title color + L["Ready to turn in"] line + gold row glow already carry the signal. PopulateQuestRow now gates showBar on (hasProgressBarObj or hasNumericProgress) and not entry.isComplete, and the non-bar branch still shows the glow for complete quests
  • 2 px gap between quest rows: with the yellow bar gone, adjacent "Ready to turn in" rows were visually merging into one tall glowing block. PopulateQuestSection now advances yOffset by actualHeight + QUEST_ROW_GAP for both auto-popup rows and regular quest rows — scoped to the quest section, other sections keep their tight spacing
  • ResetQuestRowSharedState also restores row.objective to the small font so the bumped "Click to complete" size doesn't leak into a pool-reused regular quest row

v1.4.2

New Feature: Auction House Search Button on Quests

  • Item-collection quests (profession dailies, "Collect 10 Felsteel Bar"-type) and world quests now get a magnifying-glass button on the row when the auction house is open. Click to shop for the items Blizzard's map pin can't help you with
  • Uses Auctionator when installed (Auctionator.API.v1.MultiSearch("Carrot", names) — queues every needed item in the shopping list at once), falls back to Blizzard's native AuctionHouseFrame:SendBrowseQuery(firstName, 0, 0, {}) when it isn't. Profession quests almost always ask for one item type, so a single native browse query is usually what the player wants
  • Objective parsing handles all three common locale formats: "0/10 Felsteel Bar" (enUS leading progress), "Felsteel Bar: 0/10" (trailing-colon variant), and "Felsteel Bar 0/10" (no-colon variant). Fails open to the raw objective text so an unanticipated locale still searches something sensible
  • Position: anchored to the left of row.timeText with a 4 px gap, so it never collides with the WQ expiration label and regular quest rows (with empty timeText) get it flush at the top-right corner
  • Tooltip: title flips between L["Search on Auctionator"] and L["Search on Auction House"] based on which backend will handle the click, followed by the list of items to be searched. Both strings localized in all 10 locales

v1.4.1

Critical Taint Fix

  • [ADDON_ACTION_BLOCKED] AddOn 'Carrot' tried to call SetPassThroughButtons(): DefaultTrackerHider's hooksecurefunc hook on ObjectiveTrackerFrame.Show was synchronously calling Hider:DoHide()SafeSetAlpha(ObjectiveTrackerFrame, 0) from inside the hook body. The hook fires during Blizzard's internal Show() calls, which happen inside secureexecuterange(dataProviders, ...) on quest / map canvas events. Mutating a Blizzard-owned frame from within that secure range leaked Carrot's taint into every subsequent Blizzard function in the same range, surfacing as SetPassThroughButtons blocked when QuestDataProvider.RefreshAllDataAcquirePinCheckMouseButtonPassthrough tried to configure a map pin
  • Fix: wrap the Hider:DoHide() call in C_Timer.After(0, ...) so the SetAlpha mutation runs on the next frame in a plain (non-secure) context. Re-checks isHidden / hideDefaultTracker / inCombat inside the deferred closure since state can change between the hook and the timer fire. SetAlpha on its own wasn't the taint vector (v1.3.2 replaced SetScale for that reason) — the new factor is context: v1.4.0 added enough Blizzard hooks firing inside secureexecuterange (scenario widget tracking, block discovery, etc.) that this latent "mutation inside secure range" path finally triggered

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)