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picogame_options: the row list can be rebuilt at runtime.
set_rows(rows, sel=0) replaces the rows and repaints, normalising the new ones like the
constructor did - so a row written by hand or restored from a save may omit i/value instead
of raising KeyError on the next render. It is also how a sub-level's rows are swapped in and
out, which puts a whole menu tree on one widget and one SceneBox layer.
visible= is now the window height when passed explicitly, instead of collapsing to the initial
row count, so a list that grows and shrinks (a roster, connected players, shop stock) keeps one
panel size; show() clamps the cursor and scroll window, so a list that shrinks under the cursor
cannot IndexError.