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Merge tag 'rel-test' into test
2 parents d8511a3 + c184627 commit 8a2c07d

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-17
lines changed

4 files changed

+245
-17
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CMakeLists.txt

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@@ -210,7 +210,7 @@ endif()
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# ============================================================================
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# Global settings
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# ============================================================================
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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set_property(GLOBAL PROPERTY USE_FOLDERS ON)

data/resources/CHANGELOG.md

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@@ -1,5 +1,25 @@
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## 3/22/2026
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### Per-Character ImGui Configuration
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ImGui configuration can now be saved on a per-character basis. This is now enabled
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by default. The first time a per-character config is loaded, it will be copied from the
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default config if it exists.
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Per-character configuration can be toggled from the overlay settings (/mqsettings overlay)
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or via command with /mqoverlay perchar. Changing this option requires a reload of the
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overlay (/mqoverlay reload)
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Per-character overlay configuration is saved like: Config/MacroQuest_Overlay/server_character.ini
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### Bug fixes
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- Fix issue where viewports were not parented to the main viewport. This was preventing them from
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being brought forward when the game window was focused. (#971)
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## 3/22/2026 (test)
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Update for test patch
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@@ -17,6 +37,12 @@ Update for live patch
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- Fix crash in ItemDisplayWnd
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## 3/11/2026
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emu: Spell links within the item display window will now open a spell
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display window when clicked.
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## 3/5/2026
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Add support for teek and tormax

src/main/GraphicsEngine.cpp

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@@ -41,6 +41,7 @@ bool gbEnableImGuiViewports = false;
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bool gbDeviceAcquired = false;
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static bool s_inObjectPreview = false;
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static bool s_renderedImGuiThisFrame = false;
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//============================================================================
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//============================================================================
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{
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if (m_deviceAcquired && m_imguiReady && !m_needResetOverlay)
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{
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if (gGameState != GAMESTATE_LOGGINGIN && gbRenderImGui)
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if (gGameState != GAMESTATE_LOGGINGIN
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&& gbRenderImGui
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&& !s_renderedImGuiThisFrame)
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{
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ImGui_DrawFrame();
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s_renderedImGuiThisFrame = true;
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}
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}
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}
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void MQGraphicsEngine::OnUpdateFrame()
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{
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s_renderedImGuiThisFrame = false;
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OnUpdateFrame_Internal();
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// Reset the device hooks between game states. Some of them may alter

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