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Keep the existing local environment and dependency scripts in the repository; game compilation and portable setup remain pending. PowerShell parser checks passed. No game source or version change; the accompanying setup documentation is recorded separately.
Document installed paths, dependency sources, build commands and verified limits; establish the fork work branch and later upstream PR workflow. Internal documentation links checked. README updated; no game version or release changelog change is needed for this setup documentation.
Use pointer-sized window icon APIs, apply the CEGUI snprintf compatibility patch, correct Boost library search paths and align Python debug headers with the selected debug library. Windows x64 Release and Debug builds passed; executable imports confirm the matching Python DLL in each configuration. README and build failure documentation updated; game version remains 0.7.1 because no release is being published.
Update the session entry point, local setup and build instructions with successful compilation, the managed CEGUI patch and matching Python DLL verification. Manual game tests and packaging remain pending. No additional version or release changelog change is needed for this documentation update; the README and technical build report were updated with the preceding fix commit.
Use integrated additive texture shadows to prevent automatic illumination splitting from removing custom fragment programs required by GL3Plus. Log exceptions before the application file logger is destroyed, then preserve the existing exception handling. Validation: Release and Debug builds passed; the isolated OGRE pass test fails with automatic splitting and passes with the integrated queue configuration. Manual gameplay and shadow appearance remain unverified. Release review: retain version 0.7.1 for this unreleased correction. The root README already links to the startup notes; local diagnosis and build evidence follow in a separate documentation commit.
Record the successful shadow-program startup, captured Legacy map exception, integrated shadow correction, local build evidence and isolated OGRE pass checks. Keep manual gameplay and visual validation explicitly pending and update the session entry points. Documentation review: these are local development and verification notes linked by the existing README; version 0.7.1 and release changelog content are unaffected.
Remove repeated renderer option values before sizing and filling the settings dropdowns, including colour depths repeated for fullscreen refresh rates. Preserve distinct choices and selection by text. Validation: Release and Debug builds and the whitespace check passed; visual confirmation remains pending. Add the cause and verification notes to the development documentation index. Retain version 0.7.1 and the existing root README for this unreleased fix; no separate release changelog entry is needed.
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.
Document the stacked branch boundaries, maintained Windows renderer patch, build evidence and the user's successful 3440x1440 fullscreen acceptance test. Documentation review: version 0.7.1 and the root README remain valid; the project has no changelog and no release was created.
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. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> (cherry picked from commit 10db1cb)
This was referenced Sep 5, 2026
This was referenced Sep 5, 2026
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Withdrawn at the contributor's request and replaced by separate work-branch pull requests:
Dependent PRs are drafts with predecessor links and focused comparisons; their cumulative GitHub diffs must not be merged as an umbrella contribution.
Original submission description:
This combines the existing fork work on Windows support, shadow fixes, live settings, mouse-edge scrolling and GUI scaling into one contribution against
shaders-improvement.Changing resolution/fullscreen now updates the running game and its input dimensions, while the interface scales with resolution and a selectable 80–120% UI scale; Windows build/startup failures and the reported settings regressions are corrected as part of the same branch stack.
Included work
feature/windows-supportfix/dynamic-shadowsfix/settings-option-duplicatesfeature/live-settingsfeature/progressive-edge-scrollingdocs/improvement-roadmapfeature/gui-scalingThe head is the existing accepted fork snapshot
e21d08ea; all listed work branches are ancestors of it. Backup branches are recovery snapshots rather than additional contributions. No new game implementation or setup-script changes were introduced to prepare this PR.Issue coverage
The current open issues and the comments on #6 and #11 were reviewed. None is claimed completely resolved, so this PR has no automatic issue-closing directive.
Existing and pending pull requests
Verification and dependencies
The required OGRE and CEGUI patches are included under
scripts/win32/patchesand applied by the prerequisite scripts; the game changes alone do not patch a prebuilt dependency installation. The existing Windows scripts and development documentation describe the tested local installation and still contain its specific paths. The fork's documentation is included in this combined contribution.Linux/macOS/MinGW runtime behavior, multiple-monitor transitions, mixed-version multiplayer, the optional SFML-owned window path and standalone packaging are not certified by the Windows checks. Debug direct-start runtime staging remains separate from Release. The version stays at 0.7.1 because this contribution does not declare a release.