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Bug: Issue: The shared "Instances" Show/Hide visibility axis (used by Quest Tracker and every other module offering "Hide for Instances") never matched battlegrounds. Reporter confirmed a random battleground stayed visible with "Hide for Instances" checked, while dungeons/raids/delves correctly hid. Fix: EllesmereUI.IsInInstancedContent() early-returned false whenever GetInstanceInfo()'s difficultyID was <= 0, before ever checking instanceType. Battlegrounds report a difficultyID of 0 (PvP content has no difficulty setting), so that guard tripped for every battleground regardless of the instanceType == "pvp" check further down. Removed the redundant difficultyID gate; the instanceType whitelist already correctly scopes the probe to real instanced content.
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Bug: https://discord.com/channels/585577383847788554/1544897213438627870
Issue: The shared "Instances" Show/Hide visibility axis (used by Quest Tracker and every other module offering "Hide for Instances") never matched battlegrounds. Reporter confirmed a random battleground stayed visible with "Hide for Instances" checked, while dungeons/raids/delves correctly hid.
Fix: EllesmereUI.IsInInstancedContent() early-returned false whenever GetInstanceInfo()'s difficultyID was <= 0, before ever checking instanceType. Battlegrounds report a difficultyID of 0 (PvP content has no difficulty setting), so that guard tripped for every battleground regardless of the instanceType == "pvp" check further down. Removed the redundant difficultyID gate; the instanceType whitelist already correctly scopes the probe to real instanced content.