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Multi-monitor support / 多显示器支持 (#2, original work by @cjhgit, ported onto the current codebase): one transparent overlay per attached display; clicks and trail points route to the overlay owning the display under the cursor — effects finally work on every screen, not just the main one. Displays added/removed or re-arranged rebuild/resize overlays automatically; fullscreen detection now covers any attached display. Fixes the long-standing wrong-position-on-secondary-display bug.
每个物理显示器一个透明覆盖层,点击与尾迹按光标所在显示器路由——特效不再只出现在主屏幕;显示器热插拔/布局变化自动重建,全屏检测按多屏判断。修复了副屏特效位置错误的旧问题。
Performance / 优化
Empty displays skip their whole render pipeline: a tick used to draw every overlay (full scene + bloom pyramid); now only overlays with active particles draw. Roughly halves per-tick GPU cost on dual-display setups with no visible difference.
渲染帧只绘制有活动粒子的显示器——空屏整条管线跳过,双屏日常使用 GPU 开销约减半,视觉零差异。
Fixed / 修复
The up-to-date label now shows the running version: a beta/dev build (newer than the release feed) used to display the feed's older release number.
「已是最新版本」现在显示当前运行版本号——测试版此前会显示成线上发布版号。