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Cycle owned rooms from the room panel - #107

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Rokk001 wants to merge 3921 commits into
tomluchowski:shaders-improvementfrom
Rokk001:pr/room-navigation-cycling
Closed

Rokk001 wants to merge 3921 commits into
tomluchowski:shaders-improvementfrom
Rokk001:pr/room-navigation-cycling

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@Rokk001

@Rokk001 Rokk001 commented Sep 8, 2026 •

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Right-clicking a room action now moves the camera to an owned room of that type. Repeated right-clicks cycle through multiple matching rooms in stable map order, including bridge rooms.

This contribution depends on #83 for camera flight and input blocking. It does not modify that pull request. The focused four-file change can be reviewed at Rokk001/OpenDungeonsPlus@feature/map-navigation...pr/room-navigation-cycling. Related to #11, but it does not fully resolve the broader camera-navigation issue.

Validation:

  • 17 focused room-component checks passed, covering ownership, removed rooms, irregular layouts and both bridge types.
  • Clean Windows Release compilation and runtime preparation passed on the complete fork state.
  • The behavior was accepted in gameplay testing.

tomluchowski and others added 30 commits October 21, 2022 19:50
New TileVisual types for all the rooms, and tileset.cfg modifed to allow proper config of neighbouring tiles, for example for TileVisual::hatcheryRoom the code shall compute the neighbouring index e.g. 1010 and give an appropriate tile
Minor bug not allowing the destruction of rooms also fixed
Missing room meshes added, treasury tiles should now display ok
TileVisuals can now impose setting the position ofa creature diffrent than z=0
Now all ground tiles meshes should use Room.mesh
…k around celler or fight there when they are being dropped there
CMakeList.txt modfied due to paroj fixtures, all tests are now passed
tile info for debugging information -- seat, position, visualTileType, tileType, floodFillValue, floodfill bug introduced at 5409832
Rename to OpenDungeonsPlus in readme
Upabjojr and others added 22 commits August 30, 2026 20:57
…ttons


Say what the quit buttons do, and add one that actually exits
The editor offers two rooms of its own, a dungeon temple and a portal, so a
wave portal could only ever be edited in a level that already had one. Add a
third button for it, next to the portal, drawn with the portal's glyph in red
so the two cannot be confused.

Claude-Session: https://claude.ai/code/session_01JiKh7f4nenYBTjhJfAGa3y
…ments


Editor improvements: creature levels, help window, wave portal editing and more
Clear the client game map before loading a level into it
Embed per-monitor DPI awareness and maintain the verified OGRE 13.6.5 renderer patch required for context-safe window replacement, runtime GL options and correct fullscreen client geometry.

Validation: clean Release build, DPI and 3440x1440 fullscreen probes, three GL3Plus variants and the patch reverse check passed; version 0.7.1 remains unchanged because this is unreleased work and the project has no changelog.
Apply display, input, audio, gameplay, minimap, shadow and negotiated nickname changes to the running session while preserving rollback for failed window or input transitions and keeping the 3440x1440 navigation visible.

Validation: clean Release and Debug builds, packet tests, DPI, layout and GL3Plus probes passed; the user confirmed the reported resolution, fullscreen, cursor, flicker and navigation failures are fixed. Version 0.7.1 remains unchanged because this is unreleased work and the project has no changelog.
The spells tab put its ten buttons in a single row of 60 pixel squares running
out to x=700. The pane they live in is the window width minus the 200 pixels of
minimap, so at the 800 wide minimum window it is 600 pixels across, and the last
two spells, Weakness and the Eye of Evil, hung past its right edge where they
could be neither seen nor clicked. Only a window at least 900 wide showed the
whole row, and nothing said so.

The rooms tab solved the same problem long ago: two rows of 40 pixel buttons.
The spells tab now uses the same shape, five spells to a row, ending at x=300
with room to spare at any size the game accepts. The cooldown bar inside each
button now covers exactly its button too, instead of overhanging 20 pixels on
both sides, which with narrower buttons would have bled half way across the
neighbours.

The rooms tab had the tail of the same bug: the temple and portal buttons the
editor uses sat at x=570 to 690, past the same edge. They join the end of the
second row instead.

(cherry picked from commit 10db1cb)
Replace the auto declarations introduced by this branch with explicit types,
as requested in issue tomluchowski#42 and required by CLAUDE.md. No behavioural change.
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6 participants