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Clarify three-level research progression and prerequisites - #174

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Rokk001 wants to merge 59 commits into
tomluchowski:shaders-improvementfrom
Rokk001:pr/research-progression-2026-09
Open

Rokk001 wants to merge 59 commits into
tomluchowski:shaders-improvementfrom
Rokk001:pr/research-progression-2026-09

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@Rokk001

@Rokk001 Rokk001 commented Sep 27, 2026 •

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Extend the skill tree with three per-seat research levels, item-specific effects, costs and progress while preserving map grants, completed levels and pending research in saves.

Nodes now show clear grey, silver and gold level states, thick tier framing and visible prerequisite connections, including the currently researched path. Review the presentation follow-up.

Based on #172 and its prerequisites. Validation: the production Ogre/CEGUI research-tree probe passes 51,301 checks. No new full-game, multiplayer or other-platform run is claimed.

Contributes to #4 and #6 without claiming either broader issue is fully resolved. The existing 0.7.2 protocol and save compatibility notes remain unchanged.


Supersedes #122, closed and force-pushed by mistake; recreated with the same content and cleaned-up commit trailers.

Rokk001 and others added 30 commits September 7, 2026 00:29
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)
The README documents production access and reordering; save ordering remains supplied by tomluchowski#100 and new messages require matching endpoints, without a new release-version claim.
The README documents progression; the application/network version changes to 0.7.2 and both endpoints must match; 0.7.1 saved maps remain loadable, while older network replays are incompatible.
Include the upstream community panel and worker effect; retain the existing non-overlapping HUD grid and bounded spell progress bars.
XML structure, geometry and changed C++ syntax/type checks pass.
No additional version or README change is required.
This packages the accepted implementation without private development notes. No release version or changelog change is required for this unreleased contribution.
Replace the auto declarations introduced by this branch with explicit types,
as requested in issue tomluchowski#42 and required by the project coding guidelines. No behavioural change.
@Rokk001

Rokk001 commented Sep 27, 2026

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Comment from the original #122 by @Rokk001 (source):

Added in 3b15bad8: research tiers and prerequisite paths are now visible directly in the tree.

The Windows scripts read the dependency, Visual Studio and Python locations
from one shared script, now named windows-paths.ps1 with the variables
taskDependencyRoot and taskPythonCmakeRoot. The locations can still be set
with OD_DEPS_ROOT, OD_PYTHON_ROOT and OD_VS_PATH.
Take over the shared script locations so the Windows scripts no longer contain a personal home folder path: the dependency, Visual Studio and Python locations are read from windows-paths.ps1.

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2 participants