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Commits on Sep 7, 2026
chore: update vcpkg baseline and harfbuzz to 14.4.0 (#475)
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Commits on Sep 5, 2026
Correct the CLion MCP tool prefix and note the maze.exe working directory (#474)
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Commits on Sep 3, 2026
Start the option rows under the tab bar and pin Return to the bottom (#473)
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fix: rename the menu input flag so it stops hiding Layer::active
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fix: arm the keyboard tab guard when a capture ends
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fix: ignore the gamepad button bounce after release
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Commits on Sep 2, 2026
feat: start the option rows under the tab bar and pin Return
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Add a keyboard mapping tab to the options screen (#472)
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docs: trim the tab bar and input device comments
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feat: mark the active tab with a highlight instead of an underline
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fix: keep gamepad active until keyboard or mouse is really used
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Commits on Aug 31, 2026
fix: left-align the options tab strip with the menu rows
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feat: add a keyboard mapping tab to the options screen
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Commits on Aug 30, 2026
refactor: replace game imgui ifdefs with a noop layer (#471)
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refactor: replace game imgui ifdefs with a noop layer
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Commits on Aug 25, 2026
build(deps): bump lukka/run-vcpkg from b2d136d6889529a06ddb4c3a90cc36decbbf18fe to 5ad8bfa6267ef808f7d48cf4004c879bed752401 (#470)
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build(deps): bump lukka/run-vcpkg
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Commits on Aug 24, 2026
docs: update screenshot (#469)
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docs: update screenshot
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Commits on Aug 23, 2026
Add key hint bar to the menu layers (#468)
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Include InputManager and Shader directly in keyhints
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Fix negative menu height and label centring in the hint bar
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Line the intro version up with the key hint bar
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Show the intro version as 1.0-<hash>
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Refresh the cached git hash on every configure
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Show the build version on the intro screen
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Use Kenney input prompt sprites for the key hints
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Add key hint bar to the menu layers
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Merge feature/keyboard-gamepad-navigation-click
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Add click sound for keyboard and gamepad menu navigation
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refactor: delete dead code and single-use indirection found by audit (#466)
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refactor(core): use std::equal_to<> for heterogeneous string lookup
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refactor(render): construct VertexArray directly instead of via a factory
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refactor(scene): drop the single-implementation Sprite interface
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refactor(render): delete the unused FrameBuffer class
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