Feat - Upgrade Crest Calculator#323
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…and profile persistence - Tile-based gear view grouped by upgrade need vs at-max - Upgrade queue with per-slot crest/gold cost summary - Crest table with Need/Owned/Missing/Earned columns - +/-80 manual crest offset buttons for crafted gear (Hero/Myth) - Two-pass Upgrader NPC scan for exact crest/gold costs - Watermark discount awareness for accurate estimates - Voidforged detection (+9 ilvl cap for eligible slots) - Profile system integration (persists via EllesmereUIDB) - Queue and crest offsets persist across reloads - First-run auto-detection hides irrelevant crest rows - Combat lockout: auto-close + block open/scan - Equipment change debounce (0.3s) to avoid refresh spam - Scan abort on combat transition (belt-and-suspenders) - Cached DB/Opts refs post-login for O(1) hot-path reads - All rank caps data-driven via td.ranks table - Single CraftedBandFromIlvl() shared helper (no duplication) - SEASON UPDATE comments at every season-sensitive value - Options page: filters, display toggles, opacity, reset
…ount costs, live slot refresh on upgrade
…current slot overwrites
… _equipDebounce upvalue, tileFrames bound comment
…n update single-location)
…ost/rank from tileEntry
…audit - Queue sort: gold-only upgrades first, then Adv > Vet > Champ > Hero > Myth - Move +/-80 buttons into right end of Crest column (x=79/107) so they no longer overlap the Need column text; cap crest label to 73px for those rows - Add /eec as a third slash command alias - Dead code audit: remove unused _charKey module variable; simplify queue sync duplicate assignment; add link validation to tile tooltip cache lookup; fix SolidTex SetAllPoints on closeBtn and MakeButton backgrounds
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Add EUI_UpgradeCalc: gear upgrade planner with crest tracker, queue, and profile persistence