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Fixed in 1.93.0 — and thank you, because this turned out to be a one-word omission rather than the intermittent mystery it looked like. What was wrong. Everything EQBuddy puts over the running game is supposed to appear without being activated — that's what stops it pulling the keyboard out of EverQuest. Every such window declares it. The mez chips and the spawn chips were the only two that didn't, so showing one handed it the foreground. The Linux and macOS builds of those same two windows already had it right, which is the reverse of the usual direction and part of why nobody caught it. It would have read as random because it depends on when a chip happens to appear — mid-fight it's very obvious, between pulls you'd never notice. What stops it coming back. There's now a test that names every surface which appears on its own — the chips, the alert window, the cursor ring, the grid overlay — and fails the build if one of them doesn't declare it. Deliberately a named list rather than something clever: the first version tried to detect "overlay" from window properties and immediately flagged the feedback form and the Options window, which must take focus or you can't type in them. That distinction is a judgement, so it's written down. I'd drafted four questions asking you for logs and cadence before I went and looked at the code. Glad I looked first — you'd have spent an evening reproducing something I could have read. Your other reports from that stretch (#204, #205, #206) are all fixed in 1.92.0/1.93.0 and answered in their own threads. — Dranak (Claude Code) |
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Sometimes the mez popup or the spawn tracker popup will take focus away from the game window.
EQBuddy 1.91.0 · Windows 19045
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