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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)
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.
Keep the accepted grip angle and strike animation while using the visible left blade tip as the tile-selection hotspot. No version, README or changelog change is required because this completes the existing unreleased hand contribution without changing controls or data formats.
# Conflicts: # source/render/RenderManager.cpp
Use the actual striking-face axis, retain the accepted left-end cursor hotspot and reuse the digging wrist animation frame for frame. The README now describes the shared movement; no version or changelog change is required because this completes an unreleased visual feature without changing controls or data formats.
# Conflicts: # source/render/RenderManager.cpp
Retain the normal empty-hand wrist angle for both effects and synchronize the index-finger flex with all three yo-yo return cycles. The README now records the completed behavior; no version or changelog change is required because this refines an unreleased visual feature without changing controls or data formats.
This packages the accepted implementation without private development notes. No release version or changelog change is required for this unreleased contribution.
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 CLAUDE.md. No behavioural change.
Rokk001
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Sep 29, 2026
Merging the digging frame (tomluchowski#190) and the room demolition selection (tomluchowski#191) kept only the demolition variant of the preview call, so updateSelectedTiles() computed digging but no longer passed it on and marked digging tiles lost their frame. Pass both, as in rrDrawTilePreview(mSelectedTiles, colour, building || roomDemolition, digging). The two source checks contradicted each other, each expecting only its own variant. Both now expect the combined call.
…ated wall height lookup with documented helpers
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Use the same clear, thick perimeter treatment for digging and unmarking selections while preserving their existing fill colours and tile rules.
Depends on #183. Review this contribution alone.
Validation: the production preview and action-dispatch probe passes 577 checks. The user accepted the result in the complete fork. No new full-game or other-platform run is claimed.
No matching narrow open issue was identified.
Supersedes #138, closed and force-pushed by mistake; recreated with the same content and cleaned-up commit trailers.