Repository navigation
Conversation
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)
Rokk001
force-pushed
the
pr/dungeon-heart-h4
branch
from
September 30, 2026 05:00
c7362f1 to
251944c
Compare
…th packets A packet that is too short only triggered a log message and left the conqueror seat, the heart tile, the seat count and the heart health values uninitialised. They now start as unknown (-1, no seats, a full heart).
Pi, the notify tolerance, the golden angle of the rubble layout and the shake, pulse and flicker frequencies get names. The arithmetic is unchanged.
…setup and initialise the defeat positions
The diffuse and highlight terms were copied into both well functions; they are now two small helpers. Pi and the degree/radian factors come from the ring header, and the half segment width is derived from the segment size. The values are unchanged.
…ns from one shared script
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.
Brings in the later changes of the defeat sequence and heart badge branch: - packet values of the defeat, statistics and heart health messages are initialised - the heart HP values of the heartHealth notification are documented - named constants for the heart health ring and the heart burst - if/else instead of nested ternaries for the badge ring colour - named functions instead of lambdas in the defeat notification check
Brings in the later changes of the dungeon heart health branch: - named critical heart fraction and legacy health per tile - critical heart warning fires again after healing, defeat and heart health packet values initialised - named constants for the heart burst and the notify tolerance of the heart ring The six segment ring and the rendered badges of this branch are kept.
Brings in the later changes of the heart badge branch: - shared lighting of the badge wells and named angle conversions - named critical heart fraction and legacy health per tile - initialised packet values and named constants for the heart burst and ring - heart health ring, forged badges and rendered heart and coin symbols are unchanged
The defeat sequence adds materials/textures/DefeatFireball.png, but the credits file had no entry for it. The texture is AI-generated for this project and released under GPLv3+, same wording as the other generated textures.
Brings in the CREDITS line for the AI-generated defeat fireball texture so this branch lists the asset it carries.
Brings in the CREDITS line for the AI-generated defeat fireball texture so this branch lists the asset it carries.
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.
The defeat sequence adds materials/textures/DefeatFireball.png, but the credits file had no entry for it. The texture is AI-generated for this project and released under GPLv3+, same wording as the other generated textures.
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.
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.
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.
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.
The defeat sequence adds materials/textures/DefeatFireball.png, but the credits file had no entry for it. The texture is AI-generated for this project and released under GPLv3+, same wording as the other generated textures.
Bring the latest tip of pr/defeat-sequence-2026-09-25 into this branch so it contains everything its predecessor now has.
Bring the latest tip of pr/defeat-sequence-2026-09-25 into this branch so it contains everything its predecessor now has.
Bring the latest tip of pr/dungeon-heart-h1 into this branch so it contains everything its predecessor now has.
Bring the latest tip of pr/dungeon-heart-h2 into this branch so it contains everything its predecessor now has.
Bring the latest tip of pr/dungeon-heart-h3 into this branch so it contains everything its predecessor now has.
This branch has not been deployed
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
What
While a seat with a living heart has fewer than four workers, the heart creates one of the seat's own worker type at its tile every five seconds, until there are four. The creation clock is server-side only and resets whenever the heart creates none, so a long turn still creates at most up to the target. The existing no-worker notice stays and only shows until the first worker appears.
Saves
The clock is not saved with the level; after a load it simply starts over at zero. Old maps and saves keep working.
Stacking
This PR stacks on #197 (
pr/defeat-sequence-2026-09-25), #198 (pr/dungeon-heart-h1), #199 (pr/dungeon-heart-h2) and #200 (pr/dungeon-heart-h3). Until all are merged, the diff against the base branch also shows their commits; the new work is the last commit. To see only this step, compare this branch against the head of #200.Validation
check_heart_auto_workers.py(15 checks: the first worker after about five seconds, four by about twenty seconds, none at four or more workers, none for a destroyed heart, a heart without its object, a seat without a worker class, the count starting at one, and the long-turn cap) andcheck_heart_mana.py(46 checks) pass.Supersedes #151, closed and force-pushed by mistake; recreated with the same content and cleaned-up commit trailers.