From 3f0e19970e3bba2fc22b742c30381ecce82c12ce Mon Sep 17 00:00:00 2001 From: Kelsi Date: Wed, 11 Mar 2026 16:32:30 -0700 Subject: [PATCH] Fix character screen weapon slots layout positioning Position weapon slots (main hand, off hand, ranged) to align with the right column instead of appearing in the left column where they crowd the main equipment slots (tabbard, bracers, etc.). Weapons now positioned consistently with the 3-column layout at rightColX instead of appearing at the default left cursor position. --- src/ui/inventory_screen.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/ui/inventory_screen.cpp b/src/ui/inventory_screen.cpp index 6255601f..850a33b2 100644 --- a/src/ui/inventory_screen.cpp +++ b/src/ui/inventory_screen.cpp @@ -1357,7 +1357,7 @@ void InventoryScreen::renderEquipmentPanel(game::Inventory& inventory) { } } - // Weapon row + // Weapon row - positioned to the right of left column to avoid crowding main equipment ImGui::Spacing(); ImGui::Separator(); @@ -1366,6 +1366,9 @@ void InventoryScreen::renderEquipmentPanel(game::Inventory& inventory) { game::EquipSlot::OFF_HAND, game::EquipSlot::RANGED, }; + + // Position weapons to the right of the left column (after the 3D preview column) + ImGui::SetCursorPosX(rightColX); for (int i = 0; i < 3; i++) { if (i > 0) ImGui::SameLine(); const auto& slot = inventory.getEquipSlot(weaponSlots[i]);