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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)
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.
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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Comment from the original #94 by @tomluchowski (source):
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Comment from the original #94 by @Rokk001 (source):
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Replace the texture coordinate lambda and the nested conditionals, name the layout, animation and image constants, share the pointer tile, highlighted creature and target tile helpers instead of repeating them, document the new members, initialise the packet and skill lookup values, add the missing file header and includes, and guard a few scene node parents against null.
Replace the persistent action panel with contextual hand poses, target feedback and action previews. Show held-creature portraits in hand order, retain stable pickup/drop selection, grip the digging tool, and play a downward strike for both marking and unmarking walls.
Depends on #225 for the shared portrait renderer and creature inspection. GitHub's comparison includes its prerequisite stack until those PRs merge; merge prerequisites separately and recheck the remaining diff. This improves pointer/action feedback relevant to #6 without claiming to resolve that entire issue.
Validation: Windows x64 Release integration compilation and runtime preparation passed; renderer animation, marking/release and held-entity checks passed in the complete fork, and the user accepted the hand behavior in game.
Review follow-up: the pickaxe now keeps the accepted compact viewing angle and uses its visible left blade tip as the tile-selection cursor. The complete real-asset suite passed 4,189 checks and the user accepted the result. Correction.
No release-version, save/network or control change is required.
Supersedes #94, closed and force-pushed by mistake; recreated with the same content and cleaned-up commit trailers.