v0.3.0: display abstraction, map-browser menu, SAGE terrain tiling/blends
- ra3.client::display: shared interactive loops; SDL and Vulkan backends implement only the primitives (init/present/poll_event/window_size/ key_down/present_terrain). ra3.display picks the backend. - Menu: maps by localized name (gamestrings.csf), red/gold theme, hover highlight, mouse + keyboard, wheel scroll, fullscreen and FPS/vsync options, loading progress bar. - Terrain: continuous tile sampling via a texture array (REPEAT, uv = cell/(2*cellSize)) removes per-cell grid seams; SAGE blend ramp for material transitions; FPS label + top-right minimap overlays. - Skip the skirmish sim for map views; reuse the Vulkan texture; no idle terrain redraw.
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@@ -11,8 +11,8 @@ import std;
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*/
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export namespace ra3::core {
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inline constexpr int version_major = 0;
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inline constexpr int version_minor = 2;
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inline constexpr int version_patch = 1;
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inline constexpr int version_minor = 3;
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inline constexpr int version_patch = 0;
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using real = float;
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using int32 = std::int32_t;
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