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Add contextual hand feedback and held-creature presentation - #226

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Rokk001 wants to merge 18 commits into
tomluchowski:shaders-improvementfrom
Rokk001:pr/contextual-action-hand-complete
Open

Rokk001 wants to merge 18 commits into
tomluchowski:shaders-improvementfrom
Rokk001:pr/contextual-action-hand-complete

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@Rokk001

@Rokk001 Rokk001 commented Sep 27, 2026 •

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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.

Rokk001 and others added 16 commits September 7, 2026 00:45
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.
@Rokk001

Rokk001 commented Sep 27, 2026

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Comment from the original #94 by @tomluchowski (source):

First of all the INFO button ( The ? box ) hides and collides with actual menu --- I couldn't find the room builder first.
This happens even if the UI scale is 80% 🙂
I am on 1920 x 1200 resolution
Second : I feel we could have a hammer in hand when building something
( and still a pickaxe when digging )
Third : The pickaxe's blade should be more less in front of the camera, but more alligned with the view , so it doesn't cover too much space when looking.
Fourth : Quite a good job 😄
Fifth : Can we add some easter egg : the hand could for example play jo - jo or look at the watch or something when there is no action from player after say 30 seconds...

@Rokk001

Rokk001 commented Sep 27, 2026

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Comment from the original #94 by @Rokk001 (source):

Thanks — the INFO/menu overlap is fixed by the redesigned HUD in #120 and #122; the hammer, pickaxe alignment and idle-hand ideas remain separate follow-ups.

@Rokk001

Rokk001 commented Sep 27, 2026

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Comment from the original #94 by @Rokk001 (source):

Accepted follow-ups: use a hammer while building, match the original pickaxe orientation so it obstructs less, and add an interruptible idle-hand animation after about 30 seconds.

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Rokk001 commented Sep 27, 2026

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Comment from the original #94 by @Rokk001 (source):

Implemented: construction hammer in #129, pickaxe alignment in 852cd4d, and random watch/yo-yo effects after 30 seconds in #130, interrupted by any input; the latest leftward hammer strike still awaits visual retest.

@Rokk001

Rokk001 commented Sep 27, 2026

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Comment from the original #94 by @Rokk001 (source):

Completed and accepted: pickaxe angle and left-tip cursor in 962f0be, construction hammer angle/cursor/shared digging strike in #129 (77bb34a), and interruptible wristwatch/yo-yo effects with fixed hand angle and synchronized finger pulls in #130 (9ba253f).

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.

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