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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)
No version or README change is required by the accepted implementation; room construction controls and gameplay rules remain unchanged.
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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Send a presentation-only room-construction notification after the normal tile refresh, then create a finite violet-blue spark burst on newly built room tiles; exclude editor placement and retain build rules, costs and sound.
Based on #226 and its published prerequisites. The default comparison is cumulative (14 commits); this contribution adds one focused commit. Merge prerequisites separately and recheck the remaining diff before merging.
Contribution-only comparison.
Validation: The original checks passed 10 particle/material assertions and 12 lifecycle/source assertions; the rendered preview and in-game result were accepted, and the fork Release build passed; all four changed translation units pass fresh MSVC syntax/type checking after isolating this contribution.
Limits: no new full-game or multiplayer run is claimed; no new Linux build was performed. Native regression reruns are currently blocked by Windows application-control policy; historical native results above are not claimed as fresh runs.
Issue coverage: No matching narrow open issue was found.
No version or README change is required by the accepted implementation; room construction controls and gameplay rules remain unchanged.
Supersedes #118, closed and force-pushed by mistake; recreated with the same content and cleaned-up commit trailers.