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In GL mode the terrain and resource sheets are uniform-size atlases, so their sprites are queued until finishDrawingSprite. The gamegui sheet has mixed sizes and draws immediately, so the selection frame landed under the tile that was flushed afterwards and the editor never showed which terrain was selected. Flush the tile first, then draw the frame.
genixpro
previously approved these changes
Sep 6, 2026
genixpro
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Reviewed the focused diff and validated it against current master. The combined set applies cleanly after the five already merged fixes and builds successfully on macOS arm64; this PR has green Ubuntu 22.04, Ubuntu 24.04, and Windows CI.
genixpro
dismissed
their stale review
September 6, 2026 01:14
Superseding provisional compile-only approval while behavior-focused testing is completed.
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Current already flushes the terrain batch before drawing the selector highlight in . The old branch conflicts after the editor refactor. This PR is superseded on current master. |
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Cherry-picked bugfix from PR #132 (fix/fullscreen-scaling), split out to shrink #132/#129's diff against master per Leo's request.
In GL mode the terrain and resource sheets are uniform-size atlases, so their sprites are queued until finishDrawingSprite. Drawing the highlight before the batch flushed put it behind (or ahead of, depending on batching order) the terrain sprites it should sit above.
Original commit: 4cbe0f6